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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
@@ -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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