Refactors armor into dedicated subtypes (#71986)

## About The Pull Request

See title.
## Why It's Good For The Game

Code is cleaner, and more readable/intuitive
Technically closes
https://github.com/tgstation/dev-cycles-initiative/issues/8
## Changelog
🆑
refactor: armor, from the ground up basically
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
This commit is contained in:
Zephyr
2022-12-23 16:21:22 -08:00
committed by GitHub
co-authored by Mothblocks
parent 8bbc0d1c62
commit 72add64520
259 changed files with 7071 additions and 768 deletions
+9 -1
View File
@@ -5,7 +5,7 @@
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 90, ACID = 50)
armor_type = /datum/armor/structure_fireaxecabinet
max_integrity = 150
integrity_failure = 0.33
/// Do we need to be unlocked to be opened.
@@ -21,6 +21,14 @@
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet, 32)
/datum/armor/structure_fireaxecabinet
melee = 50
bullet = 20
energy = 100
bomb = 10
fire = 90
acid = 50
/obj/structure/fireaxecabinet/Initialize(mapload)
. = ..()
held_item = new item_path(src)