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Batrachophreno d313f70906 Not THAT Slow - Update Movespeed Modifiers for Smooth Movement (#22127)
The /tg/-style movespeed_modifier datums were not incorporated into the
original smooth movement PR. While
https://github.com/Aurorastation/Aurora.3/pull/22043 restores that
functionality, the original values no longer feel good now that we're on
smooth movement. This PR halves ALL movespeed_modifier/slowdown datums,
with the exception of species-native, as a baseline before more
individual adjustments are made.
2026-04-04 22:25:48 +00:00

248 lines
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/*
* Contains:
* * Fire protection
* * Bomb protection
* * Radiation protection
*/
/*
* Fire protection
*/
/obj/item/clothing/suit/fire
name = "firesuit"
desc = "A suit that protects against fire and heat."
icon = 'icons/obj/item/clothing/suit/firefighter.dmi'
icon_state = "firesuit"
item_state = "firesuit"
sprite_sheets = list(
BODYTYPE_VAURCA_BULWARK = 'icons/mob/species/bulwark/fire.dmi'
)
icon_auto_adapt = TRUE
icon_supported_species_tags = list("una", "taj")
contained_sprite = TRUE
w_class = WEIGHT_CLASS_BULKY//bulky item
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
siemens_coefficient = 0.5
allowed = list(/obj/item/flashlight,/obj/item/tank/emergency_oxygen,/obj/item/tank/oxygen,/obj/item/extinguisher,/obj/item/crowbar,/obj/item/material/twohanded/fireaxe)
slowdown = 0.8 // slightly better than voidsuits
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
max_pressure_protection = FIRESUIT_MAX_PRESSURE
min_pressure_protection = FIRESUIT_MIN_PRESSURE
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
///Initial name of the firesuit's emissive overlay. Will be changed based on [icon_supported_species_tags], above
var/initial_emissive_state = "firesuit_emissive"
///Special variable to handle the firesuit's emissive overlay
var/emissive_state
/obj/item/clothing/suit/fire/get_mob_overlay(mob/living/carbon/human/H, mob_icon, mob_state, slot)
var/image/I = ..()
emissive_state = initial_emissive_state
if(icon_auto_adapt)
if(H && length(icon_supported_species_tags))
if(H.species.short_name in icon_supported_species_tags)
emissive_state = "[H.species.short_name]_[initial_emissive_state]"
if(slot == slot_wear_suit_str)
var/image/emissive_overlay = emissive_appearance(mob_icon, emissive_state, alpha = src.alpha)
I.AddOverlays(emissive_overlay)
return I
/obj/item/clothing/suit/fire/atmos
name = "atmospheric technician firesuit"
desc = "A suit that protects against fire and heat, this one is designed for atmospheric technicians."
siemens_coefficient = 0.35
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE + 15000
icon_state = "atmos_firesuit"
item_state = "atmos_firesuit"
sprite_sheets = list(
BODYTYPE_VAURCA_BULWARK = 'icons/mob/species/bulwark/fire.dmi'
)
initial_emissive_state = "atmos_firesuit_emissive"
/*
* Bomb protection
*/
/obj/item/clothing/head/bomb_hood
name = "bomb hood"
desc = "Use in case of bomb."
icon_state = "bombsuit"
w_class = WEIGHT_CLASS_HUGE//Too large to fit in a backpack
item_flags = ITEM_FLAG_THICK_MATERIAL|ITEM_FLAG_BLOCK_GAS_SMOKE_EFFECT
armor = list(
MELEE = ARMOR_MELEE_VERY_HIGH,
BULLET = ARMOR_BALLISTIC_MINOR,
LASER = ARMOR_LASER_SMALL,
ENERGY = ARMOR_ENERGY_RESISTANT,
BOMB = ARMOR_BOMB_SHIELDED
)
max_pressure_protection = FIRESUIT_MAX_PRESSURE
siemens_coefficient = 0
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
body_parts_covered = HEAD|FACE|EYES
tint = TINT_HEAVY
//Changes by Nanako
//Bomb suits should huge and robust. They used to have 100 bomb protection and nothing in other categories
//Bomb suits now have decent resistance in all categories, but with two major ergonomic drawbacks:
//1. Heavy. really heavy, massive slowdown on movement
//2. Bomb suit materials don't allow permeability of body heat, thus the wearer tends to overheat and can't wear them for long
/obj/item/clothing/suit/bomb_suit
name = "bomb suit"
desc = "A suit designed for safety when handling explosives. It looks heavy and uncomfortable to wear for even a short time."
icon_state = "bombsuit"
item_state = "bombsuit"
w_class = WEIGHT_CLASS_HUGE //bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
slowdown = 4
armor = list(
MELEE = ARMOR_MELEE_VERY_HIGH,
BULLET = ARMOR_BALLISTIC_MINOR,
LASER = ARMOR_LASER_SMALL,
ENERGY = ARMOR_ENERGY_RESISTANT,
BOMB = ARMOR_BOMB_SHIELDED
)
siemens_coefficient = 0
item_flags = ITEM_FLAG_THICK_MATERIAL
flags_inv = HIDEJUMPSUIT|HIDETAIL
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
max_pressure_protection = FIRESUIT_MAX_PRESSURE
var/mob/living/carbon/human/wearer = null
var/suit_temp = T20C
/obj/item/clothing/suit/bomb_suit/equipped(var/mob/user, var/slot)
if (slot == slot_wear_suit)
var/mob/living/carbon/human/H = user
H.visible_message(SPAN_NOTICE("[H] starts putting on \the [src]..."),
SPAN_NOTICE("You start putting on \the [src]..."))
if(!do_after(H,50))
if(H && H.wear_suit == src)
H.wear_suit = null
H.drop_from_inventory(src,get_turf(H))
else
src.forceMove(get_turf(H))
return
wearer = user
to_chat(wearer, SPAN_NOTICE("You struggle into the [src]. It feels hot, heavy and uncomfortable"))
START_PROCESSING(SSprocessing, src)
else
wearer = null
..(user, slot)
#define BOMBSUIT_THERMAL 0.27
#define BOMBHOOD_THERMAL 0.12
#define BOMBSUIT_MAX_TEMPERATURE 420 //heat 2 for humans, heat 1 for unathi
/obj/item/clothing/suit/bomb_suit/process()
if (!checkworn())//If nobody's wearing the suit, then it cools down
suit_temp -= 0.5
if (suit_temp < T20C)
suit_temp = T20C
STOP_PROCESSING(SSprocessing, src)
return
else
var/amount = BOMBSUIT_THERMAL
if (istype(wearer.head, /obj/item/clothing/head/bomb_hood))//wearing both parts heats up faster
amount += BOMBHOOD_THERMAL
suit_temp = min(suit_temp+amount, BOMBSUIT_MAX_TEMPERATURE)
if (wearer.bodytemperature < suit_temp)
wearer.bodytemperature += (suit_temp - wearer.bodytemperature)*0.5//Bodytemperature damps towards the suit temp
if (wearer.bodytemperature >= wearer.species.heat_discomfort_level)
wearer.species.get_environment_discomfort(wearer,"heat")
//This is added here because normal discomfort messages proc off of breath rather than bodytemperature.
//Since the surrounding environment isnt heated, they don't happen without it being specifically called here
/obj/item/clothing/suit/bomb_suit/proc/checkworn()
if (wearer)
if (wearer.wear_suit == src)
return 1
if (istype(loc, /mob/living/carbon/human))
wearer = loc
if (wearer.wear_suit == src)
return 1
else
return 0
else
wearer = null
return 0
/obj/item/clothing/suit/bomb_suit/Destroy()
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/item/clothing/head/bomb_hood/security
icon_state = "bombsuitsec"
body_parts_covered = HEAD
/obj/item/clothing/suit/bomb_suit/security
icon_state = "bombsuitsec"
allowed = list(/obj/item/gun/energy, /obj/item/melee/baton, /obj/item/handcuffs, /obj/item/wirecutters/bomb)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
/*
* Radiation protection
*/
/obj/item/clothing/head/radiation
name = "radiation hood"
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation."
icon = 'icons/obj/item/clothing/head/radsuit.dmi'
item_icons = null
icon_state = "radhood"
item_state = "radhood"
contained_sprite = TRUE
icon_auto_adapt = TRUE
icon_supported_species_tags = list("skr", "una", "taj")
flags_inv = BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
armor = list(
BIO = ARMOR_BIO_RESISTANT,
RAD = ARMOR_RAD_SHIELDED
)
siemens_coefficient = 0.35
/obj/item/clothing/suit/radiation
name = "radiation suit"
desc = "A suit that protects against radiation. Label: Made with lead, do not eat insulation."
icon = 'icons/obj/item/clothing/suit/radsuit.dmi'
item_icons = null
icon_state = "radsuit"
item_state = "radsuit"
contained_sprite = TRUE
icon_auto_adapt = TRUE
icon_supported_species_tags = list("una")
w_class = WEIGHT_CLASS_BULKY//bulky item
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit,/obj/item/storage/bag/inflatable,/obj/item/t_scanner,/obj/item/rfd/construction,/obj/item/material/twohanded/fireaxe,/obj/item/storage/backpack/cell,/obj/item/clothing/head/radiation,/obj/item/clothing/mask/gas,/obj/item/reagent_containers/hypospray/autoinjector)
slowdown = 0.75
armor = list(
BIO = ARMOR_BIO_RESISTANT,
RAD = ARMOR_RAD_SHIELDED
)
siemens_coefficient = 0.35
flags_inv = HIDEJUMPSUIT|HIDETAIL
#undef BOMBSUIT_THERMAL
#undef BOMBHOOD_THERMAL
#undef BOMBSUIT_MAX_TEMPERATURE