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Reworks armor damage reduction + armor components + more goodies. (#11106)
Ports Baystation12/Baystation12#27254 and Baystation12/Baystation12#24787 and everything inbetween I guess. Note that this PR makes guns and armor overall stronger. Lasers also once again do organ damage.
This commit is contained in:
111
code/datums/components/armor/armor.dm
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111
code/datums/components/armor/armor.dm
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/datum/component/armor
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var/list/armor_values
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var/full_block_message = "Your armor absorbs the blow!"
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var/partial_block_message = "Your armor softens the blow!"
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// This controls how some armor types such as mech armor work.
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var/armor_flags = ARMOR_TYPE_STANDARD
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// Armor 'works' for damages in range from 0 to [armor_range_mult * armor].
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// The lower the damage, the harder it gets blocked, tapering to 0 mitigation at [armor_range_mult * armor]
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var/armor_range_mult = 2
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// [under_armor_mult] multiplies how strongly damage that is <= armor value is blocked.
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// E.g. setting it to 0 will flat out block all damage below armor
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var/under_armor_mult = 0.7
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// [over_armor_mult] multiplies how strongly damage that is > armor value is blocked.
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// E.g. setting it to more than 1 will make mitigation drop off faster, effectively reducing the range of damage mitigation
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var/over_armor_mult = 1
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/datum/component/armor/Initialize(list/armor)
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..()
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if(armor)
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armor_values = armor.Copy()
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// Takes in incoming damage value
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// Applies state changes to self, holder, and whatever else caused by damage mitigation
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// Returns modified damage, a list to allow for flag modification or damage conversion, in the same format as the arguments.
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/datum/component/armor/proc/apply_damage_modifications(damage, damage_type, damage_flags, mob/living/victim, armor_pen, silent = FALSE)
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if(armor_flags & ARMOR_TYPE_EXOSUIT)
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if(prob(get_blocked(damage_type, damage_flags, armor_pen) * 100)) //extra removal of sharp and edge on account of us being big robots
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damage_flags &= ~(DAM_SHARP | DAM_EDGE)
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if(damage <= 0)
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return args.Copy()
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var/blocked = get_blocked(damage_type, damage_flags, armor_pen, damage)
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on_blocking(damage, damage_type, damage_flags, armor_pen, blocked)
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// Blocking values that mean the damage was under armor, so all dangerous flags are removed (edge/sharp)
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var/armor_border_blocking = 1 - (under_armor_mult * 1/armor_range_mult)
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if(blocked >= armor_border_blocking)
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if(damage_flags & DAM_LASER)
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damage *= FLUIDLOSS_CONC_BURN/FLUIDLOSS_WIDE_BURN
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damage_flags &= ~(DAM_SHARP | DAM_EDGE | DAM_LASER)
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if(damage_type == IRRADIATE)
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damage = max(0, damage - 100 * blocked)
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silent = TRUE
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damage *= 1 - blocked
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if(!silent)
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if(blocked > 0.7)
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to_chat(victim, SPAN_NOTICE(full_block_message))
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else if(blocked > 0.2)
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to_chat(victim, SPAN_NOTICE(partial_block_message))
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return args.Copy()
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/datum/component/armor/proc/on_blocking(damage, damage_type, damage_flags, armor_pen, blocked)
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// A simpler proc used as a helper for above but can also be used externally. Does not modify state.
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/datum/component/armor/proc/get_blocked(damage_type, damage_flags, armor_pen = 0, damage = 5)
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var/key = get_armor_key(damage_type, damage_flags)
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if(!key)
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return 0
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var/armor = max(0, get_value(key) - armor_pen)
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if(!armor)
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return 0
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var/efficiency = min(damage / (armor_range_mult * armor), 1)
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var/coef = damage <= armor ? under_armor_mult : over_armor_mult
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return max(1 - coef * efficiency, 0)
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/datum/component/armor/proc/get_value(key)
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if(isnull(armor_values[key]))
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return 0
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return min(armor_values[key], 100)
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/datum/component/armor/proc/set_value(key, newval)
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armor_values[key] = Clamp(newval, 0, 100)
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// There is a disconnect between legacy damage and armor code. This here helps bridge the gap.
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/proc/get_armor_key(damage_type, damage_flags)
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var/key
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switch(damage_type)
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if(BRUTE)
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if(damage_flags & DAM_BULLET)
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key = "bullet"
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else if(damage_flags & DAM_EXPLODE)
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key = "bomb"
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else
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key = "melee"
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if(BURN)
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if(damage_flags & DAM_LASER)
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key = "laser"
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else if(damage_flags & DAM_EXPLODE)
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key = "bomb"
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else
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key = "energy"
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if(TOX)
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if(damage_flags & DAM_BIO)
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key = "bio" // Otherwise just not blocked by default.
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if(IRRADIATE)
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key = "rad"
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return key
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/datum/component/armor/toggle
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var/active = TRUE
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/datum/component/armor/toggle/proc/toggle(new_state)
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active = new_state
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/datum/component/armor/toggle/get_value(key)
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return active ? ..() : 0
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