mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-27 07:46:54 +01:00
d5931c5ffe
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>
245 lines
7.0 KiB
Plaintext
245 lines
7.0 KiB
Plaintext
/obj/structure
|
|
icon = 'icons/obj/structures.dmi'
|
|
w_class = WEIGHT_CLASS_GIGANTIC
|
|
layer = STRUCTURE_LAYER
|
|
blocks_emissive = EMISSIVE_BLOCK_GENERIC
|
|
pass_flags_self = PASSSTRUCTURE
|
|
should_use_health = TRUE
|
|
|
|
var/material_alteration = MATERIAL_ALTERATION_ALL // Overrides for material shit. Set them manually if you don't want colors etc. See wood chairs/office chairs.
|
|
var/climbable
|
|
var/parts
|
|
var/list/climbers
|
|
var/list/footstep_sound //footstep sounds when stepped on
|
|
|
|
var/material/material
|
|
var/build_amt = 2 // used by some structures to determine into how many pieces they should disassemble into or be made with
|
|
|
|
var/slowdown = 0 //amount that pulling mobs have their movement delayed by
|
|
|
|
/obj/structure/Initialize(mapload)
|
|
. = ..()
|
|
if(!isnull(material) && !istype(material))
|
|
material = SSmaterials.get_material_by_name(material)
|
|
if (!mapload)
|
|
updateVisibility(src) // No point checking this before visualnet initializes.
|
|
if(climbable)
|
|
verbs += /obj/structure/proc/climb_on
|
|
if (smoothing_flags)
|
|
QUEUE_SMOOTH(src)
|
|
QUEUE_SMOOTH_NEIGHBORS(src)
|
|
|
|
/obj/structure/Destroy()
|
|
if(parts)
|
|
new parts(loc)
|
|
if (smoothing_flags)
|
|
SSicon_smooth.remove_from_queues(src)
|
|
QUEUE_SMOOTH_NEIGHBORS(src)
|
|
|
|
climbers = null
|
|
material = null
|
|
return ..()
|
|
|
|
/obj/structure/attackby(obj/item/attacking_item, mob/user, params)
|
|
. = ..()
|
|
if(user?.a_intent == I_HURT && maxhealth)
|
|
user.do_attack_animation(src)
|
|
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
|
|
add_damage(attacking_item.force, attacking_item.damage_flags(), attacking_item.damtype, attacking_item.armor_penetration, attacking_item)
|
|
if(hitsound)
|
|
playsound(user, hitsound, attacking_item.get_clamped_volume())
|
|
|
|
/obj/structure/attack_hand(mob/living/user)
|
|
if((user.mutations & HULK) && !(user.isSynthetic()) && !(isvaurca(user)))
|
|
user.say(pick("RAAAAAAAARGH!!!", "HNNNNNNNNNGGGGGGH!!!", "GWAAAAAAAARRRHHH!!!", "NNNNNNNNGGGGGGGGHH!!!", "AAAAAAARRRGH!!!" ))
|
|
attack_generic(user, 25, "smashes")
|
|
else if(istype(user,/mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = user
|
|
if(H.species.can_shred(user))
|
|
attack_generic(user, 25, "slices")
|
|
|
|
if(LAZYLEN(climbers) && !(user in climbers))
|
|
user.visible_message(SPAN_WARNING("[user] shakes \the [src]."), \
|
|
SPAN_NOTICE("You shake \the [src]."))
|
|
structure_shaken()
|
|
|
|
return ..()
|
|
|
|
/obj/structure/ex_act(severity)
|
|
switch(severity)
|
|
if(1.0)
|
|
qdel(src)
|
|
return
|
|
if(2.0)
|
|
if(prob(50))
|
|
qdel(src)
|
|
return
|
|
if(3.0)
|
|
return
|
|
|
|
/obj/structure/proc/dismantle()
|
|
var/material/dismantle_material
|
|
if(!get_material())
|
|
dismantle_material = SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL) //if there is no defined material, it will use steel
|
|
else
|
|
dismantle_material = get_material()
|
|
if(should_use_health && health <= 0)
|
|
build_amt /= rand(2, 4) //if the structure is destroyed by damage, it will yield less materials
|
|
for(var/i = 1 to build_amt)
|
|
dismantle_material.place_sheet(loc)
|
|
qdel(src)
|
|
|
|
/obj/structure/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
|
|
. = ..()
|
|
if(. != BULLET_ACT_HIT)
|
|
return .
|
|
|
|
bullet_ping(hitting_projectile)
|
|
|
|
/obj/structure/proc/climb_on()
|
|
|
|
set name = "Climb Structure"
|
|
set desc = "Climbs onto a structure. Shortcut middle-mouse click."
|
|
set category = "Object"
|
|
set src in oview(1)
|
|
|
|
if(can_climb(usr))
|
|
do_climb(usr)
|
|
|
|
/obj/structure/handle_middle_mouse_click(mob/user)
|
|
if(can_climb(user))
|
|
do_climb(usr)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/structure/mouse_drop_receive(atom/dropped, mob/user, params)
|
|
var/mob/living/H = user
|
|
if(istype(H) && can_climb(H) && dropped == user)
|
|
do_climb(dropped)
|
|
return ..()
|
|
|
|
/obj/structure/proc/can_climb(var/mob/living/user, post_climb_check=0)
|
|
if (!climbable)
|
|
return FALSE
|
|
|
|
if (!can_touch(user) || (!post_climb_check && (user in climbers)))
|
|
return FALSE
|
|
|
|
if (!user.Adjacent(src))
|
|
return FALSE
|
|
|
|
var/obj/occupied = turf_is_crowded()
|
|
if(occupied)
|
|
to_chat(user, SPAN_WARNING("There's \a [occupied] in the way of climbing this."))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/obj/structure/proc/turf_is_crowded(var/exclude_self = FALSE)
|
|
var/turf/T = get_turf(src)
|
|
if(!T || !istype(T))
|
|
return 0
|
|
for(var/obj/O in T.contents)
|
|
if(istype(O,/obj/structure))
|
|
var/obj/structure/S = O
|
|
if(S.climbable)
|
|
continue
|
|
if(O && O.density && !(O.atom_flags & ATOM_FLAG_CHECKS_BORDER)) //ATOM_FLAG_CHECKS_BORDER structures are handled by the Adjacent() check.
|
|
if(exclude_self && O == src)
|
|
continue
|
|
return O
|
|
return 0
|
|
|
|
/obj/structure/proc/do_climb(var/mob/living/user)
|
|
if (!can_climb(user))
|
|
return FALSE
|
|
|
|
user.visible_message(SPAN_WARNING("[user] starts [atom_flags & ATOM_FLAG_CHECKS_BORDER ? "leaping over" : "climbing onto"] \the [src]!"))
|
|
LAZYADD(climbers, user)
|
|
|
|
if(!do_after(user, 5 SECONDS, src, DO_DEFAULT | DO_USER_UNIQUE_ACT))
|
|
LAZYREMOVE(climbers, user)
|
|
return
|
|
|
|
if (!can_climb(user, post_climb_check=1))
|
|
LAZYREMOVE(climbers, user)
|
|
return
|
|
|
|
var/turf/TT = get_turf(src)
|
|
if(atom_flags & ATOM_FLAG_CHECKS_BORDER)
|
|
TT = get_step(get_turf(src), dir)
|
|
if(user.loc == TT)
|
|
TT = get_turf(src)
|
|
|
|
user.visible_message(SPAN_WARNING("[user] [atom_flags & ATOM_FLAG_CHECKS_BORDER ? "leaps over" : "climbs onto"] \the [src]!"))
|
|
user.forceMove(TT)
|
|
LAZYREMOVE(climbers, user)
|
|
|
|
/obj/structure/proc/structure_shaken()
|
|
for(var/mob/living/M in climbers)
|
|
M.Weaken(1)
|
|
to_chat(M, SPAN_DANGER("You topple as you are shaken off \the [src]!"))
|
|
LAZYREMOVE(climbers, M)
|
|
|
|
for(var/mob/living/M in get_turf(src))
|
|
if(M.lying) return //No spamming this on people.
|
|
|
|
M.Weaken(3)
|
|
to_chat(M, SPAN_DANGER("You topple as \the [src] moves under you!"))
|
|
|
|
if(prob(25))
|
|
|
|
var/damage = rand(15,30)
|
|
var/mob/living/carbon/human/H = M
|
|
if(!istype(H))
|
|
to_chat(H, SPAN_DANGER("You land heavily!"))
|
|
M.adjustBruteLoss(damage)
|
|
return
|
|
|
|
var/obj/item/organ/external/affecting
|
|
|
|
switch(pick(list("ankle","wrist",BP_HEAD,"knee","elbow")))
|
|
if("ankle")
|
|
affecting = H.get_organ(pick(BP_L_FOOT, BP_R_FOOT))
|
|
if("knee")
|
|
affecting = H.get_organ(pick(BP_L_LEG, BP_R_LEG))
|
|
if("wrist")
|
|
affecting = H.get_organ(pick(BP_L_HAND, BP_R_HAND))
|
|
if("elbow")
|
|
affecting = H.get_organ(pick(BP_L_ARM, BP_R_ARM))
|
|
if(BP_HEAD)
|
|
affecting = H.get_organ(BP_HEAD)
|
|
|
|
if(affecting)
|
|
to_chat(M, SPAN_DANGER("You land heavily on your [affecting.name]!"))
|
|
affecting.take_damage(damage, 0)
|
|
if(affecting.parent)
|
|
affecting.parent.add_autopsy_data("Misadventure", damage)
|
|
else
|
|
to_chat(H, SPAN_DANGER("You land heavily!"))
|
|
H.adjustBruteLoss(damage)
|
|
|
|
H.UpdateDamageIcon()
|
|
H.updatehealth()
|
|
return
|
|
|
|
/obj/structure/proc/can_touch(var/mob/user)
|
|
if (!user)
|
|
return 0
|
|
if(!Adjacent(user))
|
|
return 0
|
|
if (user.restrained() || user.buckled_to)
|
|
to_chat(user, SPAN_NOTICE("You need your hands and legs free for this."))
|
|
return 0
|
|
if (user.stat || user.paralysis || user.sleeping || user.lying || user.weakened)
|
|
return 0
|
|
if (issilicon(user))
|
|
to_chat(user, SPAN_NOTICE("You need hands for this."))
|
|
return 0
|
|
return 1
|
|
|
|
/obj/structure/on_death(damage, damage_flags, damage_type, armor_penetration, obj/weapon)
|
|
dismantle()
|
|
|
|
/obj/structure/get_material()
|
|
return material
|