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 19:21:22 -05:00
committed by GitHub
parent 8bbc0d1c62
commit 72add64520
259 changed files with 7071 additions and 768 deletions
@@ -296,7 +296,16 @@
//Some armor so it's harder to kill someone by mistake.
/obj/structure/puzzle_element/prison
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 0, FIRE = 50, ACID = 50)
armor_type = /datum/armor/puzzle_element_prison
/datum/armor/puzzle_element_prison
melee = 50
bullet = 50
laser = 50
energy = 50
bomb = 50
fire = 50
acid = 50
/obj/structure/puzzle_element/prison/relaymove(mob/living/user, direction)
return
@@ -307,6 +316,15 @@
icon = 'icons/obj/lavaland/artefacts.dmi'
icon_state = "prison_cube"
/datum/armor/puzzle_element_prison
melee = 50
bullet = 50
laser = 50
energy = 50
bomb = 50
fire = 50
acid = 50
/obj/item/prisoncube/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(!proximity_flag || !isliving(target))