c04abab2bf
🆑 tweak: Ducts can now be hidden under tiles code: tile hiding is now an element and way cooler and sexier /🆑 Ducts can now be hidden under tiles Plumbing machinery connects can now be hidden aswell Plumbing can now also be properly mapped in without breaking anything Plumbing component now uses the normal overlay systeem instead of being a weird exception You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.
278 lines
10 KiB
Plaintext
278 lines
10 KiB
Plaintext
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///the essential proc to call when an obj must receive damage of any kind.
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/obj/proc/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration = 0)
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if(QDELETED(src))
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stack_trace("[src] taking damage after deletion")
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return
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if(sound_effect)
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play_attack_sound(damage_amount, damage_type, damage_flag)
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if((resistance_flags & INDESTRUCTIBLE) || obj_integrity <= 0)
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return
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damage_amount = run_obj_armor(damage_amount, damage_type, damage_flag, attack_dir, armour_penetration)
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if(damage_amount < DAMAGE_PRECISION)
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return
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. = damage_amount
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obj_integrity = max(obj_integrity - damage_amount, 0)
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//BREAKING FIRST
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if(integrity_failure && obj_integrity <= integrity_failure * max_integrity)
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obj_break(damage_flag)
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//DESTROYING SECOND
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if(obj_integrity <= 0)
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obj_destruction(damage_flag)
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///returns the damage value of the attack after processing the obj's various armor protections
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/obj/proc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration = 0)
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if(damage_flag == "melee" && damage_amount < damage_deflection)
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return 0
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switch(damage_type)
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if(BRUTE)
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if(BURN)
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else
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return 0
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var/armor_protection = 0
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if(damage_flag)
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armor_protection = armor.getRating(damage_flag)
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if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor.
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armor_protection = clamp(armor_protection - armour_penetration, min(armor_protection, 0), 100)
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return round(damage_amount * (100 - armor_protection)*0.01, DAMAGE_PRECISION)
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///the sound played when the obj is damaged.
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/obj/proc/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, 'sound/weapons/smash.ogg', 50, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
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/obj/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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..()
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take_damage(AM.throwforce, BRUTE, "melee", 1, get_dir(src, AM))
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/obj/ex_act(severity, target)
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if(resistance_flags & INDESTRUCTIBLE)
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return
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..() //contents explosion
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if(QDELETED(src))
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return
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if(target == src)
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take_damage(INFINITY, BRUTE, "bomb", 0)
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return
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switch(severity)
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if(1)
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take_damage(INFINITY, BRUTE, "bomb", 0)
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if(2)
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take_damage(rand(100, 250), BRUTE, "bomb", 0)
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if(3)
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take_damage(rand(10, 90), BRUTE, "bomb", 0)
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/obj/bullet_act(obj/projectile/P)
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. = ..()
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playsound(src, P.hitsound, 50, TRUE)
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visible_message("<span class='danger'>[src] is hit by \a [P]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object
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take_damage(P.damage, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration)
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///Called to get the damage that hulks will deal to the obj.
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/obj/proc/hulk_damage()
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return 150 //the damage hulks do on punches to this object, is affected by melee armor
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/obj/attack_hulk(mob/living/carbon/human/user)
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..()
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user.visible_message("<span class='danger'>[user] smashes [src]!</span>", "<span class='danger'>You smash [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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if(density)
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
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else
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playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
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take_damage(hulk_damage(), BRUTE, "melee", 0, get_dir(src, user))
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return TRUE
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/obj/blob_act(obj/structure/blob/B)
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take_damage(400, BRUTE, "melee", 0, get_dir(src, B))
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/obj/proc/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, armor_penetration = 0) //used by attack_alien, attack_animal, and attack_slime
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user.do_attack_animation(src)
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user.changeNext_move(CLICK_CD_MELEE)
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return take_damage(damage_amount, damage_type, damage_flag, sound_effect, get_dir(src, user), armor_penetration)
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/obj/attack_alien(mob/living/carbon/alien/humanoid/user)
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if(attack_generic(user, 60, BRUTE, "melee", 0))
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playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
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/obj/attack_animal(mob/living/simple_animal/M)
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if(!M.melee_damage_upper && !M.obj_damage)
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M.emote("custom", message = "[M.friendly_verb_continuous] [src].")
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return FALSE
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else
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var/play_soundeffect = TRUE
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if(M.environment_smash)
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play_soundeffect = FALSE
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if(M.obj_damage)
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. = attack_generic(M, M.obj_damage, M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration)
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else
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. = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration)
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if(. && !play_soundeffect)
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
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/obj/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
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return TRUE
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/obj/move_crushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
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collision_damage(pusher, force, direction)
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return TRUE
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/obj/proc/collision_damage(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
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var/amt = max(0, ((force - (move_resist * MOVE_FORCE_CRUSH_RATIO)) / (move_resist * MOVE_FORCE_CRUSH_RATIO)) * 10)
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take_damage(amt, BRUTE)
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/obj/attack_slime(mob/living/simple_animal/slime/user)
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if(!user.is_adult)
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return
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attack_generic(user, rand(10, 15), BRUTE, "melee", 1)
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/obj/mech_melee_attack(obj/mecha/M)
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M.do_attack_animation(src)
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var/play_soundeffect = 0
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var/mech_damtype = M.damtype
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if(M.selected)
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mech_damtype = M.selected.damtype
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play_soundeffect = 1
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else
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switch(M.damtype)
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if(BRUTE)
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playsound(src, 'sound/weapons/punch4.ogg', 50, TRUE)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 50, TRUE)
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if(TOX)
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playsound(src, 'sound/effects/spray2.ogg', 50, TRUE)
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return 0
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else
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return 0
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M.visible_message("<span class='danger'>[M.name] hits [src]!</span>", "<span class='danger'>You hit [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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return take_damage(M.force*3, mech_damtype, "melee", play_soundeffect, get_dir(src, M)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
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/obj/singularity_act()
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ex_act(EXPLODE_DEVASTATE)
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if(src && !QDELETED(src))
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qdel(src)
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return 2
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///// ACID
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GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "acid"))
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///the obj's reaction when touched by acid
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/obj/acid_act(acidpwr, acid_volume)
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if(!(resistance_flags & UNACIDABLE) && acid_volume)
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if(!acid_level)
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SSacid.processing[src] = src
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add_overlay(GLOB.acid_overlay, TRUE)
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var/acid_cap = acidpwr * 300 //so we cannot use huge amounts of weak acids to do as well as strong acids.
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if(acid_level < acid_cap)
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acid_level = min(acid_level + acidpwr * acid_volume, acid_cap)
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return 1
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///the proc called by the acid subsystem to process the acid that's on the obj
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/obj/proc/acid_processing()
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. = TRUE
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if(!(resistance_flags & ACID_PROOF))
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if(prob(33))
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playsound(loc, 'sound/items/welder.ogg', 150, TRUE)
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take_damage(min(1 + round(sqrt(acid_level)*0.3), 300), BURN, "acid", 0)
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acid_level = max(acid_level - (5 + 3*round(sqrt(acid_level))), 0)
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if(!acid_level)
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return FALSE
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///called when the obj is destroyed by acid.
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/obj/proc/acid_melt()
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SSacid.processing -= src
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deconstruct(FALSE)
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//// FIRE
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///Called when the obj is exposed to fire.
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/obj/fire_act(exposed_temperature, exposed_volume)
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if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
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take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, "fire", 0)
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if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE) && !(resistance_flags & FIRE_PROOF))
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resistance_flags |= ON_FIRE
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SSfire_burning.processing[src] = src
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add_overlay(GLOB.fire_overlay, TRUE)
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return 1
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///called when the obj is destroyed by fire
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/obj/proc/burn()
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if(resistance_flags & ON_FIRE)
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SSfire_burning.processing -= src
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deconstruct(FALSE)
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///Called when the obj is no longer on fire.
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/obj/proc/extinguish()
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if(resistance_flags & ON_FIRE)
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resistance_flags &= ~ON_FIRE
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cut_overlay(GLOB.fire_overlay, TRUE)
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SSfire_burning.processing -= src
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///Called when the obj is hit by a tesla bolt.
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/obj/proc/zap_act(power, zap_flags, shocked_targets)
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if(QDELETED(src))
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return 0
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obj_flags |= BEING_SHOCKED
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addtimer(CALLBACK(src, .proc/reset_shocked), 10)
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return power / 2
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//The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
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///Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
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/obj/proc/zap_buckle_check(var/strength)
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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buckled_mob.electrocute_act((clamp(round(strength/400), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
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/obj/proc/reset_shocked()
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obj_flags &= ~BEING_SHOCKED
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///the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
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/obj/proc/deconstruct(disassembled = TRUE)
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SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
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qdel(src)
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///called after the obj takes damage and integrity is below integrity_failure level
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/obj/proc/obj_break(damage_flag)
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return
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///what happens when the obj's integrity reaches zero.
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/obj/proc/obj_destruction(damage_flag)
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if(damage_flag == "acid")
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acid_melt()
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else if(damage_flag == "fire")
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burn()
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else
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deconstruct(FALSE)
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///changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.
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/obj/proc/modify_max_integrity(new_max, can_break = TRUE, damage_type = BRUTE)
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var/current_integrity = obj_integrity
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var/current_max = max_integrity
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if(current_integrity != 0 && current_max != 0)
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var/percentage = current_integrity / current_max
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current_integrity = max(1, round(percentage * new_max)) //don't destroy it as a result
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obj_integrity = current_integrity
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max_integrity = new_max
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if(can_break && integrity_failure && current_integrity <= integrity_failure * max_integrity)
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obj_break(damage_type)
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return TRUE
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return FALSE
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///returns how much the object blocks an explosion. Used by subtypes.
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/obj/proc/GetExplosionBlock()
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CRASH("Unimplemented GetExplosionBlock()")
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