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https://github.com/Aurorastation/Aurora.3.git
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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>
131 lines
4.6 KiB
Plaintext
131 lines
4.6 KiB
Plaintext
/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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/// 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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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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/// Used with ARMOR_TYPE_RIG.
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var/sealed = FALSE
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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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// 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 &= ~(DAMAGE_FLAG_SHARP | DAMAGE_FLAG_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 & DAMAGE_FLAG_LASER)
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damage *= FLUIDLOSS_CONC_BURN/FLUIDLOSS_WIDE_BURN
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damage_flags &= ~(DAMAGE_FLAG_SHARP | DAMAGE_FLAG_EDGE | DAMAGE_FLAG_LASER)
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if(damage_type == DAMAGE_RADIATION)
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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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if(armor_flags & ARMOR_TYPE_RIG)
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if(key == BIO && sealed)
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return 100
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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(DAMAGE_BRUTE)
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if(damage_flags & DAMAGE_FLAG_BULLET)
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key = BULLET
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else if(damage_flags & DAMAGE_FLAG_EXPLODE)
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key = BOMB
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else
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key = MELEE
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if(DAMAGE_BURN)
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if(damage_flags & DAMAGE_FLAG_LASER)
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key = LASER
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else if(damage_flags & DAMAGE_FLAG_EXPLODE)
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key = BOMB
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else
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key = ENERGY
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if (DAMAGE_TOXIN)
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if(damage_flags & DAMAGE_FLAG_BIO)
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key = BIO // Otherwise just not blocked by default.
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if (DAMAGE_RADIATION)
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key = RAD
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return key
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// Used for natural armor for species.
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/datum/component/armor/natural
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full_block_message = "Your natural armor blocks the blow!"
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partial_block_message = "Your natural armor softens the blow!"
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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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