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https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-14 17:36:52 +01:00
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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@@ -5,7 +5,7 @@
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last_power_usage = 0
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return FALSE
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if(damage > broken_damage)
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if(health <= broken_damage)
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shutdown_computer()
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return FALSE
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@@ -41,7 +41,7 @@
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else
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enabled_services -= service
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working = hard_drive && processor_unit && damage < broken_damage && computer_use_power()
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working = hard_drive && processor_unit && health >= broken_damage && computer_use_power()
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check_update_ui_need()
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if(looping_sound && working && enabled && world.time > ambience_last_played_time + 30 SECONDS && prob(3))
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@@ -168,7 +168,7 @@
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icon_state = icon_state_unpowered
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ClearOverlays()
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if(damage >= broken_damage)
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if(health <= broken_damage)
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icon_state = icon_state_broken
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AddOverlays("broken")
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return
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@@ -264,7 +264,7 @@
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if(tesla_link)
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tesla_link.enabled = TRUE
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var/issynth = issilicon(user) // Robots and AIs get different activation messages.
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if(damage > broken_damage)
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if(health <= broken_damage)
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if(issynth)
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to_chat(user, SPAN_WARNING("You send an activation signal to \the [src], but it responds with an error code. It must be damaged."))
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else
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@@ -4,50 +4,47 @@
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. += FONT_SMALL(SPAN_NOTICE("It contains the following hardware:"))
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for(var/obj/CH in get_all_components())
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. += FONT_SMALL(SPAN_NOTICE(" - [capitalize_first_letters(CH.name)]"))
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if(damage > broken_damage)
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if(health <= broken_damage)
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. += SPAN_DANGER("It is heavily damaged!")
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else if(damage)
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else if(health <= maxhealth)
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. += SPAN_WARNING("It is damaged.")
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/obj/item/modular_computer/proc/break_apart(msg = TRUE)
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if(msg)
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visible_message(SPAN_WARNING("\The [src] breaks apart!"))
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/obj/item/modular_computer/add_damage(damage, damage_flags, damage_type, armor_penetration, obj/weapon)
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. = ..()
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var/component_probability = 0
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switch(damage_type)
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if(DAMAGE_BRUTE)
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component_probability = damage / 2
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if(DAMAGE_BURN)
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component_probability = damage / 1.5
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if(component_probability)
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for(var/obj/item/computer_hardware/H in get_all_components())
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if(prob(component_probability))
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H.take_damage(round(damage / 2))
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update_icon()
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/obj/item/modular_computer/on_death()
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visible_message(SPAN_WARNING("\The [src] breaks apart!"))
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new /obj/item/stack/material/steel(get_turf(src), round(steel_sheet_cost/2))
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for(var/obj/item/computer_hardware/H in get_all_components())
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uninstall_component(null, H)
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H.forceMove(get_turf(src))
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if(prob(25))
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H.take_damage(rand(10, 30))
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qdel(src)
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/obj/item/modular_computer/proc/take_damage(var/amount, var/component_probability, var/damage_casing = TRUE, var/randomize = TRUE, msg=TRUE)
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if(randomize)
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// 75%-125%, rand() works with integers, apparently.
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amount *= (rand(75, 125) / 100.0)
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amount = round(amount)
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if(damage_casing)
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damage += amount
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damage = between(0, damage, max_damage)
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if(component_probability)
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for(var/obj/item/computer_hardware/H in get_all_components())
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if(prob(component_probability))
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H.take_damage(round(amount / 2))
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if(damage >= max_damage)
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break_apart(msg)
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update_icon()
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. = ..()
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// Stronger explosions cause serious damage to internal components
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// Minor explosions are mostly mitigitated by casing.
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/obj/item/modular_computer/ex_act(var/severity)
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take_damage(rand(125, 200) / severity, 30 / severity, msg = FALSE)
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add_damage(rand(125, 200) / severity, 30 / severity)
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// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
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/obj/item/modular_computer/emp_act(severity)
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. = ..()
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take_damage(rand(100, 200) / severity, 50 / severity, FALSE)
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add_damage(rand(100, 200) / severity, 50 / severity)
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// "Stun" weapons can cause minor damage to components (short-circuits?)
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// "Burn" damage is equally strong against internal components and exterior casing
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@@ -57,10 +54,4 @@
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if(. != BULLET_ACT_HIT)
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return .
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switch(hitting_projectile.damage_type)
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if(DAMAGE_BRUTE)
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take_damage(hitting_projectile.damage, hitting_projectile.damage / 2)
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if(DAMAGE_PAIN)
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take_damage(hitting_projectile.damage, hitting_projectile.damage / 3, 0)
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if(DAMAGE_BURN)
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take_damage(hitting_projectile.damage, hitting_projectile.damage / 1.5)
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add_damage(hitting_projectile, hitting_projectile.damage_flags(), hitting_projectile.damage_type, hitting_projectile.armor_penetration)
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@@ -311,14 +311,15 @@
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to_chat(user, SPAN_WARNING("\The [attacking_item] is off."))
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return TRUE
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if(!damage)
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if(health >= maxhealth)
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to_chat(user, SPAN_WARNING("\The [src] does not require repairs."))
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return TRUE
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to_chat(user, SPAN_NOTICE("You begin repairing the damage to \the [src]..."))
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playsound(get_turf(src), 'sound/items/Welder.ogg', 100, 1)
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var/damage = maxhealth - health
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if(WT.use(round(damage / 75)) && do_after(user, damage / 10, src, DO_REPAIR_CONSTRUCT))
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damage = 0
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health = maxhealth
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to_chat(user, SPAN_NOTICE("You fully repair \the [src]."))
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update_icon()
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return TRUE
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@@ -354,6 +355,15 @@
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if(do_after(user, 1 SECONDS))
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visible_message(SPAN_NOTICE("[user] slots \the [access_cable] into \the [src]."))
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universal_port.insert_cable(access_cable, user)
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if(user?.a_intent == I_HURT && maxhealth)
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user.do_attack_animation(src)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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visible_message(SPAN_DANGER("[user] [pick(attacking_item.attack_verb)] \the [src]!"))
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add_damage(attacking_item.force, attacking_item.damage_flags(), attacking_item.damtype, attacking_item.armor_penetration, attacking_item)
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playsound(user, 'sound/effects/metalhit.ogg', attacking_item.get_clamped_volume())
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return TRUE
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return ..()
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/obj/item/modular_computer/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
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@@ -3,6 +3,8 @@
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/obj/item/modular_computer
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name = "Modular Computer"
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desc = DESC_PARENT
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maxhealth = OBJECT_HEALTH_MEDIUM
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should_use_health = TRUE
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var/lexical_name = "computer"
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/// Whether the computer is turned on.
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@@ -94,13 +96,8 @@
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var/power_has_failed = FALSE
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var/is_holographic = FALSE
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/// Damage of the chassis. If the chassis takes too much damage it will break apart.
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/// Current damage level
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var/damage = 0
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/// Damage level at which the computer ceases to operate
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var/broken_damage = 50
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/// Damage level at which the computer breaks apart.
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var/max_damage = 100
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/// Important hardware (must be installed for computer to work)
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/// CPU. Without it the computer won't run. Better CPUs can run more programs at once.
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@@ -16,7 +16,7 @@
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message_output_range = 1
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max_hardware_size = 2
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light_range = 3
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max_damage = 50
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maxhealth = OBJECT_HEALTH_VERY_LOW
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broken_damage = 25
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var/icon_state_closed = "laptop-closed"
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@@ -43,7 +43,7 @@
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..()
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else
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ClearOverlays()
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if(damage >= broken_damage)
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if(health <= broken_damage)
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icon_state = icon_state_broken + "-closed"
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else
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icon_state = icon_state_closed
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@@ -9,7 +9,7 @@
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base_idle_power_usage = 5
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base_active_power_usage = 25
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max_hardware_size = 3
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max_damage = 50
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maxhealth = OBJECT_HEALTH_LOW
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w_class = WEIGHT_CLASS_NORMAL
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enrolled = DEVICE_PRIVATE
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/// Thing that contains this computer. Used for silicon computers
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