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kiwistation/code/modules/clothing/head/collectable.dm
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phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00

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//Hat Station 13
/obj/item/clothing/head/collectable
name = "collectable hat"
desc = "A rare collectable hat."
/obj/item/clothing/head/collectable/petehat
name = "ultra rare Pete's hat!"
desc = "It smells faintly of plasma."
icon_state = "petehat"
/obj/item/clothing/head/collectable/slime
name = "collectable slime cap!"
desc = "It just latches right in place!"
icon_state = "slime"
/obj/item/clothing/head/collectable/xenom
name = "collectable xenomorph helmet!"
desc = "Hiss hiss hiss!"
icon_state = "xenom"
/obj/item/clothing/head/collectable/chef
name = "collectable chef's hat"
desc = "A rare chef's hat meant for hat collectors!"
icon_state = "chef"
item_state = "chef"
dog_fashion = /datum/dog_fashion/head/chef
/obj/item/clothing/head/collectable/paper
name = "collectable paper hat"
desc = "What looks like an ordinary paper hat is actually a rare and valuable collector's edition paper hat. Keep away from water, fire, and Librarians."
icon_state = "paper"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/collectable/tophat
name = "collectable top hat"
desc = "A top hat worn by only the most prestigious hat collectors."
icon_state = "tophat"
item_state = "that"
/obj/item/clothing/head/collectable/captain
name = "collectable captain's hat"
desc = "A collectable hat that'll make you look just like a real comdom!"
icon_state = "captain"
item_state = "caphat"
dog_fashion = /datum/dog_fashion/head/captain
/obj/item/clothing/head/collectable/police
name = "collectable police officer's hat"
desc = "A collectable police officer's Hat. This hat emphasizes that you are THE LAW."
icon_state = "policehelm"
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/collectable/beret
name = "collectable beret"
desc = "A collectable red beret. It smells faintly of garlic."
icon_state = "beret"
dog_fashion = /datum/dog_fashion/head/beret
/obj/item/clothing/head/collectable/welding
name = "collectable welding helmet"
desc = "A collectable welding helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this helmet is done so at the owner's own risk!"
icon_state = "welding"
item_state = "welding"
resistance_flags = 0
/obj/item/clothing/head/collectable/slime
name = "collectable slime hat"
desc = "Just like a real brain slug!"
icon_state = "headslime"
item_state = "headslime"
/obj/item/clothing/head/collectable/flatcap
name = "collectable flat cap"
desc = "A collectible farmer's flat cap!"
icon_state = "flat_cap"
item_state = "detective"
/obj/item/clothing/head/collectable/pirate
name = "collectable pirate hat"
desc = "You'd make a great Dread Syndie Roberts!"
icon_state = "pirate"
item_state = "pirate"
dog_fashion = /datum/dog_fashion/head/pirate
/obj/item/clothing/head/collectable/kitty
name = "collectable kitty ears"
desc = "The fur feels... a bit too realistic."
icon_state = "kitty"
item_state = "kitty"
dog_fashion = /datum/dog_fashion/head/kitty
/obj/item/clothing/head/collectable/rabbitears
name = "collectable rabbit ears"
desc = "Not as lucky as the feet!"
icon_state = "bunny"
item_state = "bunny"
dog_fashion = /datum/dog_fashion/head/rabbit
/obj/item/clothing/head/collectable/wizard
name = "collectable wizard's hat"
desc = "NOTE: Any magical powers gained from wearing this hat are purely coincidental."
icon_state = "wizard"
dog_fashion = /datum/dog_fashion/head/blue_wizard
/obj/item/clothing/head/collectable/hardhat
name = "collectable hard hat"
desc = "WARNING! Offers no real protection, or luminosity, but damn, is it fancy!"
icon_state = "hardhat0_yellow"
item_state = "hardhat0_yellow"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/collectable/HoS
name = "collectable HoS hat"
desc = "Now you too can beat prisoners, set silly sentences, and arrest for no reason!"
icon_state = "hoscap"
/obj/item/clothing/head/collectable/HoP
name = "collectable HoP hat"
desc = "It's your turn to demand excessive paperwork, signatures, stamps, and hire more clowns! Papers, please!"
icon_state = "hopcap"
dog_fashion = /datum/dog_fashion/head/hop
/obj/item/clothing/head/collectable/thunderdome
name = "collectable Thunderdome helmet"
desc = "Go Red! I mean Green! I mean Red! No Green!"
icon_state = "thunderdome"
item_state = "thunderdome"
resistance_flags = 0
/obj/item/clothing/head/collectable/swat
name = "collectable SWAT helmet"
desc = "That's not real blood. That's red paint." //Reference to the actual description
icon_state = "swat"
item_state = "swat"
resistance_flags = 0