Fixes some atom health bugs (#22312)

## About PR
- Fixes #22260
- Fixes #22304
- Fixes #22234

Additionally changes some health values for:

- Canisters, `50` -> `100`. Takes 5 crowbar hits to break instead of 3,
these shouldn't break so easily
- Railings, `30` -> `75`. 3 crowbars instead of 1
- Reinforced girders, `600` -> `300`. Still takes a lot of crowbars
before breaking, barebone girders shouldn't compete reinforced walls
This commit is contained in:
Kano
2026-04-23 00:34:59 +00:00
committed by GitHub
parent 44bb1d5c82
commit 3d5f69f548
11 changed files with 120 additions and 169 deletions
+25 -26
View File
@@ -11,6 +11,8 @@
var/obj/held_obj
var/open = FALSE
var/destroyed = FALSE
hitsound = 'sound/effects/glass_hit.ogg'
destroy_sound = SFX_BREAK_GLASS
var/spawn_contained_type
/obj/structure/displaycase/Initialize(mapload)
@@ -23,15 +25,14 @@
/obj/structure/displaycase/ex_act(severity)
switch(severity)
if (1)
do_destroy()
on_death()
if (2)
if(prob(50))
health -= 15
health_check()
on_death()
else
add_damage(rand(20, 50))
if (3)
if(prob(50))
health -= 5
health_check()
add_damage(rand(10, 40))
/obj/structure/displaycase/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
@@ -39,21 +40,15 @@
if(. != BULLET_ACT_HIT)
return .
health -= hitting_projectile.get_structure_damage()
health_check()
var/damage = hitting_projectile.damage
if(damage)
add_damage(damage)
/obj/structure/displaycase/proc/health_check()
if(health <= 0)
do_destroy()
else
playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1)
/obj/structure/displaycase/proc/do_destroy()
/obj/structure/displaycase/on_death()
if(!destroyed)
density = FALSE
destroyed = TRUE
new /obj/item/material/shard(loc)
playsound(src, SFX_BREAK_GLASS, 70, 1)
update_icon()
/obj/structure/displaycase/update_icon()
@@ -69,30 +64,33 @@
underlays += I
/obj/structure/displaycase/attackby(obj/item/attacking_item, mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(istype(attacking_item, /obj/item/card/id))
if(destroyed)
to_chat(user, SPAN_WARNING("\The [src] has been destroyed and cannot be unlocked."))
return
var/obj/item/card/id/ID = attacking_item
if(check_access(ID))
user.visible_message("<b>[user]</b> presses their ID against \the [src], [open ? "closing" : "opening"] it.", SPAN_NOTICE("You press your ID against \the [src], [open ? "closing" : "opening"] it."))
open = !open
update_icon()
else
to_chat(user, SPAN_WARNING("Access denied."))
return
else if(!held_obj && (destroyed || open))
to_chat(user, SPAN_NOTICE("You set \the [attacking_item] down on \the [src]."))
user.drop_from_inventory(attacking_item, src)
held_obj = attacking_item
update_icon()
else
if(destroyed)
to_chat(user, SPAN_WARNING("\The [src] has already been destroyed."))
return
health -= attacking_item.force
health_check()
return ..()
if(destroyed)
to_chat(user, SPAN_WARNING("\The [src] has already been destroyed."))
return
. = ..()
/obj/structure/displaycase/attack_hand(mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
@@ -112,8 +110,9 @@
to_chat(user, SPAN_NOTICE("You peer inside \the [src], noticing it has nothing inside."))
else
user.visible_message("<b>[user]</b> kicks \the [src].", SPAN_WARNING("You kick \the [src]."))
health -= 2
health_check()
user.do_attack_animation(src)
playsound(src, 'sound/effects/glass_hit.ogg', 50, 1)
add_damage(3)
/obj/structure/displaycase/captain_laser
spawn_contained_type = /obj/item/gun/energy/captain