Replaced all instances of armour/armoury with armor/armory (#9593)

This commit is contained in:
mikomyazaki
2020-08-06 20:57:30 +02:00
committed by GitHub
parent 0d7af88e07
commit 4de53f1d56
81 changed files with 315 additions and 310 deletions
@@ -99,7 +99,7 @@
//Apply weapon damage
var/damage_flags = I.damage_flags()
if(prob(blocked)) //armour provides a chance to turn sharp/edge weapon attacks into blunt ones
if(prob(blocked)) //armor provides a chance to turn sharp/edge weapon attacks into blunt ones
damage_flags &= ~DAM_SHARP
damage_flags &= ~DAM_EDGE
@@ -90,10 +90,10 @@
//This is called when a gestalt is hit by an explosion. Nymphs will take damage too
//Damage to nymphs depends on the severity of the blast, and on explosive-resistant armour worn by the gestalt
//A severity 1 explosion without armour will usually kill all nymphs in the gestalt
//Damage to nymphs depends on the severity of the blast, and on explosive-resistant armor worn by the gestalt
//A severity 1 explosion without armor will usually kill all nymphs in the gestalt
//Damage is randomised for each nymph, often some will survive and others wont
//Nymphs have 100 health, so without armour there is a small possibility for each nymph to survive a severity 1 blast
//Nymphs have 100 health, so without armor there is a small possibility for each nymph to survive a severity 1 blast
/mob/living/carbon/human/proc/diona_contained_explosion_damage(var/severity)
var/damage = 0
var/damage_factor = 0.1 //Safety value
@@ -82,7 +82,7 @@
else
msg += "[T.He] [T.is] wearing \icon[head] <a href='?src=\ref[src];lookitem_desc_only=\ref[head]'>\a [head]</a> on [T.his] head.\n"
//suit/armour
//suit/armor
if(wear_suit)
var/tie_msg
var/tie_msg_warn
@@ -97,7 +97,7 @@
else
msg += "[T.He] [T.is] wearing \icon[wear_suit] <a href='?src=\ref[src];lookitem_desc_only=\ref[wear_suit]'>\a [wear_suit]</a>[tie_msg].\n"
//suit/armour storage
//suit/armor storage
if(s_store && !skipsuitstorage)
if(s_store.blood_color)
msg += "<span class='warning'>[T.He] [T.is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] [fluid_color_type_map(s_store.blood_color)]-stained <a href='?src=\ref[src];lookitem_desc_only=\ref[s_store]'>[s_store.name]</a> on [T.his] [wear_suit.name]!</span>\n"
@@ -253,7 +253,7 @@
if (prob(50))
Paralyse(10)
// factor in armour
// factor in armor
var/protection = BLOCKED_MULT(getarmor(null, "bomb"))
b_loss *= protection
f_loss *= protection
@@ -329,12 +329,12 @@
var/obj/item/clothing/gloves/force/X = H.gloves
real_damage *= X.amplification
var/armour = run_armor_check(hit_zone, "melee")
var/armor = run_armor_check(hit_zone, "melee")
// Apply additional unarmed effects.
attack.apply_effects(H, src, armour, rand_damage, hit_zone)
attack.apply_effects(H, src, armor, rand_damage, hit_zone)
// Finally, apply damage to target
apply_damage(real_damage, hit_dam_type, hit_zone, armour, damage_flags = damage_flags)
apply_damage(real_damage, hit_dam_type, hit_zone, armor, damage_flags = damage_flags)
if(M.resting && src.help_up_offer)
@@ -286,7 +286,7 @@
/*
In most cases it makes more sense to use apply_damage() instead! And make sure to check armour if applicable.
In most cases it makes more sense to use apply_damage() instead! And make sure to check armor if applicable.
*/
//Damages ONE external organ, organ gets randomly selected from damagable ones.
//It automatically updates damage overlays if necesary
@@ -127,7 +127,7 @@ emp_act
results.Add(C)
return results
//this proc returns the armour value for a particular external organ.
//this proc returns the armor value for a particular external organ.
/mob/living/carbon/human/proc/getarmor_organ(var/obj/item/organ/external/def_zone, var/type)
if(!type || !def_zone) return 0
var/protection = 0
@@ -123,7 +123,7 @@
attack_name = "power fist"
shredding = 1
/datum/unarmed_attack/terminator/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/terminator/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
..()
if(prob(25) && target.mob_size <= 30)
playsound(user, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
@@ -138,7 +138,7 @@
sleep(1)
step_away(target,user,15)
sleep(1)
target.apply_effect(attack_damage * 0.4, WEAKEN, armour)
target.apply_effect(attack_damage * 0.4, WEAKEN, armor)
/datum/unarmed_attack/claws/cleave
attack_verb = list("cleaved", "plowed", "swiped")
@@ -149,7 +149,7 @@
attack_name = "massive claws"
shredding = 1
/datum/unarmed_attack/claws/cleave/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/claws/cleave/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
..()
var/hit_mobs = 0
for(var/mob/living/L in orange(1,user))
@@ -157,7 +157,7 @@
continue
if(L == target)
continue
L.apply_damage(rand(5,20), BRUTE, zone, armour)
L.apply_damage(rand(5,20), BRUTE, zone, armor)
to_chat(L, "<span class='danger'>\The [user] [pick(attack_verb)] you with its [attack_noun]!</span>")
hit_mobs++
if(hit_mobs)
@@ -176,7 +176,7 @@
/datum/unarmed_attack/bite/infectious
shredding = 1
/datum/unarmed_attack/bite/infectious/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/bite/infectious/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
..()
if(target && target.stat == DEAD)
return
@@ -184,8 +184,7 @@
to_chat(user, "<span class='danger'>You feel that \the [target] has been already infected!</span>")
var/infection_chance = 80
var/armor = target.run_armor_check(zone,"melee")
infection_chance -= armor
infection_chance -= target.run_armor_check(zone,"melee")
if(prob(infection_chance))
if(target.reagents)
target.reagents.add_reagent(/datum/reagent/toxin/trioxin, 10)
@@ -206,7 +205,7 @@
attack_sound = 'sound/effects/sparks4.ogg'
attack_name = "electrifying touch"
/datum/unarmed_attack/shocking/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/shocking/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
..()
if(prob(25))
target.electrocute_act(20, user, def_zone = zone)
@@ -219,7 +218,7 @@
attack_name = "flaming touch"
damage_type = BURN
/datum/unarmed_attack/flame/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/flame/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
..()
if(prob(25))
target.apply_effect(1, INCINERATE, 0)
@@ -43,7 +43,7 @@ var/global/list/sparring_attack_cache = list()
/datum/unarmed_attack/proc/get_unarmed_damage()
return damage
/datum/unarmed_attack/proc/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
/datum/unarmed_attack/proc/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armor,var/attack_damage,var/zone)
if(target.stat == DEAD)
return
@@ -54,13 +54,13 @@ var/global/list/sparring_attack_cache = list()
if(!target.can_feel_pain())
pain_message = FALSE
if(attack_damage >= 5 && armour < 100 && !(target == user) && stun_chance <= attack_damage * 5) // 25% standard chance
if(attack_damage >= 5 && armor < 100 && !(target == user) && stun_chance <= attack_damage * 5) // 25% standard chance
switch(zone) // strong punches can have effects depending on where they hit
if(BP_HEAD, BP_MOUTH, BP_EYES)
// Induce blurriness
if(pain_message)
target.visible_message("<span class='danger'>[target] looks momentarily disoriented.</span>", "<span class='danger'>You see stars.</span>")
target.apply_effect(attack_damage*2, EYE_BLUR, armour)
target.apply_effect(attack_damage*2, EYE_BLUR, armor)
if(BP_L_ARM, BP_L_HAND)
if (target.l_hand)
// Disarm left hand
@@ -82,22 +82,22 @@ var/global/list/sparring_attack_cache = list()
target.visible_message("<span class='danger'>[target] slams into [T]!</span>")
if(prob(50))
target.set_dir(reverse_dir[target.dir])
target.apply_effect(attack_damage * 0.4, WEAKEN, armour)
target.apply_effect(attack_damage * 0.4, WEAKEN, armor)
if(BP_GROIN)
if(pain_message)
target.visible_message("<span class='warning'>[target] looks like \he [gender_datums[target.gender].is] in pain!</span>", "<span class='warning'>[(target.gender=="female") ? "Oh god that hurt!" : "Oh no, not your [pick("testicles", "crown jewels", "clockweights", "family jewels", "marbles", "bean bags", "teabags", "sweetmeats", "goolies")]!"]</span>")
target.apply_effects(stutter = attack_damage * 2, agony = attack_damage* 3, blocked = armour)
target.apply_effects(stutter = attack_damage * 2, agony = attack_damage* 3, blocked = armor)
if(BP_L_LEG, BP_L_FOOT, BP_R_LEG, BP_R_FOOT)
if(!target.lying)
if(pain_message)
target.visible_message("<span class='warning'>[target] gives way slightly.</span>")
target.apply_effect(attack_damage*3, PAIN, armour)
else if(attack_damage >= 5 && !(target == user) && (stun_chance + attack_damage * 5 >= 100) && armour < 100) // Chance to get the usual throwdown as well (25% standard chance)
target.apply_effect(attack_damage*3, PAIN, armor)
else if(attack_damage >= 5 && !(target == user) && (stun_chance + attack_damage * 5 >= 100) && armor < 100) // Chance to get the usual throwdown as well (25% standard chance)
if(!target.lying)
target.visible_message("<span class='danger'>[target] [pick("slumps", "falls", "drops")] down to the ground!</span>")
else
target.visible_message("<span class='danger'>[target] has been weakened!</span>")
target.apply_effect(3, WEAKEN, armour)
target.apply_effect(3, WEAKEN, armor)
/datum/unarmed_attack/proc/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/obj/item/organ/external/affecting = target.get_organ(zone)
+9 -9
View File
@@ -2,8 +2,8 @@
/*
run_armor_check() args
def_zone - What part is getting hit, if null will check entire body
attack_flag - The type of armour to be checked
armour_pen - reduces the effectiveness of armour
attack_flag - The type of armor to be checked
armor_pen - reduces the effectiveness of armor
absorb_text - shown if the armor check is 100% successful
soften_text - shown if the armor check is more than 0% successful and less than 100%
Returns
@@ -12,16 +12,16 @@
#define MOB_FIRE_LIGHT_RANGE 3 //These control the intensity and range of light given off by a mob which is on fire
#define MOB_FIRE_LIGHT_POWER 2
/mob/living/proc/run_armor_check(var/def_zone = null, var/attack_flag = "melee", var/armour_pen = 0, var/absorb_text = null, var/soften_text = null)
if(armour_pen >= 100)
/mob/living/proc/run_armor_check(var/def_zone = null, var/attack_flag = "melee", var/armor_pen = 0, var/absorb_text = null, var/soften_text = null)
if(armor_pen >= 100)
return 0 //might as well just skip the processing
var/armor = getarmor(def_zone, attack_flag)
if(armour_pen >= armor)
if(armor_pen >= armor)
return 0 //effective_armor is going to be 0, fullblock is going to be 0, blocked is going to 0, let's save ourselves the trouble
var/effective_armor = (armor - armour_pen)/100
var/effective_armor = (armor - armor_pen)/100
var/fullblock = (effective_armor*effective_armor) * ARMOR_BLOCK_CHANCE_MULT
if(fullblock >= 1 || prob(fullblock*100))
@@ -31,7 +31,7 @@
show_message("<span class='warning'>Your armor absorbs the blow!</span>")
return 100
//this makes it so that X armour blocks X% damage, when including the chance of hard block.
//this makes it so that X armor blocks X% damage, when including the chance of hard block.
//I double checked and this formula will also ensure that a higher effective_armor
//will always result in higher (non-fullblock) damage absorption too, which is also a nice property
//In particular, blocked will increase from 0 to 50 as effective_armor increases from 0 to 0.999 (if it is 1 then we never get here because ofc)
@@ -88,7 +88,7 @@
return
//Armor
var/absorb = run_armor_check(def_zone, P.check_armour, P.armor_penetration)
var/absorb = run_armor_check(def_zone, P.check_armor, P.armor_penetration)
var/damaged
if(prob(absorb))
if(P.damage_flags & DAM_SHARP || P.damage_flags & DAM_SHARP || P.damage_flags & DAM_LASER)
@@ -184,7 +184,7 @@
//Apply weapon damage
var/damage_flags = I.damage_flags()
if(prob(blocked)) //armour provides a chance to turn sharp/edge weapon attacks into blunt ones
if(prob(blocked)) //armor provides a chance to turn sharp/edge weapon attacks into blunt ones
damage_flags &= ~DAM_SHARP
damage_flags &= ~DAM_EDGE
@@ -77,7 +77,7 @@
// Protects the cyborg from damage. Usually first module to be hit
// No power usage
/datum/robot_component/armor
name = "armour plating"
name = "armor plating"
external_type = /obj/item/robot_parts/robot_component/armor
max_damage = 60
@@ -231,7 +231,7 @@
components["diagnosis unit"] = new /datum/robot_component/diagnosis_unit(src)
components["camera"] = new /datum/robot_component/camera(src)
components["comms"] = new /datum/robot_component/binary_communication(src)
components["armour"] = new /datum/robot_component/armor(src)
components["armor"] = new /datum/robot_component/armor(src)
components["jetpack"] = new /datum/robot_component/jetpack(src)
components["surge"] = new /datum/robot_component/surge(src)
jetpackComponent = components["jetpack"]
@@ -54,10 +54,10 @@
if(C.installed == 1) rval += C
return rval
/mob/living/silicon/robot/proc/get_armour()
/mob/living/silicon/robot/proc/get_armor()
if(!length(components))
return FALSE
var/datum/robot_component/C = components["armour"]
var/datum/robot_component/C = components["armor"]
if(C?.installed == TRUE)
return C
return FALSE
@@ -92,7 +92,7 @@
to_chat(src, SPAN_WARNING("Your shield absorbs some of the impact!"))
if(!emp)
var/datum/robot_component/armor/A = get_armour()
var/datum/robot_component/armor/A = get_armor()
if(A)
A.take_damage(brute, burn, damage_flags)
return
@@ -138,7 +138,7 @@
burn -= absorb_burn
to_chat(src, SPAN_WARNING("Your shield absorbs some of the impact!"))
var/datum/robot_component/armor/A = get_armour()
var/datum/robot_component/armor/A = get_armor()
if(A)
A.take_damage(brute, burn, damage_flags)
return
+1 -1
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@@ -194,7 +194,7 @@
//can't inject synths
/mob/living/silicon/can_inject(mob/user, error_msg)
if(error_msg)
to_chat(user, SPAN_ALERT("The armoured plating is too tough."))
to_chat(user, SPAN_ALERT("The armored plating is too tough."))
return FALSE
//Silicon mob language procs
@@ -1,7 +1,7 @@
/mob/living/simple_animal/construct/armoured
/mob/living/simple_animal/construct/armored
name = "Juggernaut"
real_name = "Juggernaut"
desc = "A possessed suit of armour driven by the will of the restless dead."
desc = "A possessed suit of armor driven by the will of the restless dead."
icon = 'icons/mob/mob.dmi'
icon_state = "behemoth"
icon_living = "behemoth"
@@ -11,7 +11,7 @@
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashed their armoured gauntlet into"
attacktext = "smashed their armored gauntlet into"
mob_size = MOB_LARGE
speed = 3
environment_smash = 2
@@ -20,7 +20,7 @@
resistance = 10
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser)
/mob/living/simple_animal/construct/armoured/bullet_act(var/obj/item/projectile/P)
/mob/living/simple_animal/construct/armored/bullet_act(var/obj/item/projectile/P)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 80 - round(P.damage / 3)
if(prob(reflectchance))
@@ -185,7 +185,7 @@
var/construct_class = alert(U, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer")
switch(construct_class)
if("Juggernaut")
var/mob/living/simple_animal/construct/armoured/Z = new /mob/living/simple_animal/construct/armoured (get_turf(T.loc))
var/mob/living/simple_animal/construct/armored/Z = new /mob/living/simple_animal/construct/armored (get_turf(T.loc))
Z.key = A.key
if(iscultist(U))
cult.add_antagonist(Z.mind)
@@ -98,7 +98,7 @@
// Xenoarch aliens.
/mob/living/simple_animal/hostile/samak
name = "samak"
desc = "A fast, armoured predator accustomed to hiding and ambushing in cold terrain."
desc = "A fast, armored predator accustomed to hiding and ambushing in cold terrain."
faction = "samak"
icon_state = "samak"
icon_living = "samak"
@@ -53,7 +53,7 @@
name = "electrical discharge"
icon_state = "stun"
damage_type = BURN
check_armour = "energy"
check_armor = "energy"
damage = 5
muzzle_type = /obj/effect/projectile/muzzle/stun
@@ -364,7 +364,7 @@
nodamage = 1
taser_effect = 1
agony = 20
check_armour = "energy"
check_armor = "energy"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
var/list/thoughts = list(
"You hear a cacophany of alien sounds.",
+1 -1
View File
@@ -219,7 +219,7 @@ var/list/global/base_miss_chance = list(
)
//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
//Also used to weight the protection value that armor provides for covering that body part when calculating protection from full-body effects.
var/list/global/organ_rel_size = list(
BP_HEAD = 25,
BP_CHEST = 70,
+1 -1
View File
@@ -321,7 +321,7 @@
if(ispath(MP, /mob/living/simple_animal/space_worm))
return 0 //Unfinished. Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
if(ispath(MP, /mob/living/simple_animal/construct/armoured))
if(ispath(MP, /mob/living/simple_animal/construct/armored))
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
if(ispath(MP, /mob/living/simple_animal/construct/wraith))