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Adds an universal object health system. (#21266)
https://www.youtube.com/watch?v=ZpUYjpKg9KY As per title. The goal is to add health to most objects in the game and thus allow them to be dynamically destructible, while also avoiding shitcode like each structure having its own snowflake health update proc. --------- Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
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co-authored by
Matt Atlas
SleepyGemmy
parent
1d2871729f
commit
d5931c5ffe
@@ -3,27 +3,33 @@
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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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/// If this armour component should be hidden on examine.
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var/hidden = FALSE
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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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/// 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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/// [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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/// [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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var/sealed = FALSE // Used with ARMOR_TYPE_RIG.
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/// Used with ARMOR_TYPE_RIG.
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var/sealed = FALSE
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/datum/component/armor/Initialize(list/armor, armor_type)
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/datum/component/armor/Initialize(list/armor, armor_type, hidden)
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..()
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if(armor)
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armor_values = armor.Copy()
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if(armor_type)
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armor_flags = armor_type
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if(hidden)
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hidden = TRUE
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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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