* This doesn't actually matter, because you're dead forever once it happens...
* is this entire pr chaff for something else
* you'll do it? nah, fuck that I'll do it
* RCDs have a Toggle Window Type verb
You can now toggle the type of glass built in the Grilles and Windows
mode, between normal and reinforced glass. Reinfored glass costs more.
Also, removed a random line implying RCDs were banned on shuttles,
except it didn't actually work or do anything.
* Girders can be deconned and finished with an RCD
* Moves low ammo message
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.
This PR does three things:
It makes all children of /obj/ use the same damage system.
Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
The armor categories are:
-melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
-bullet
-laser
-energy (used by projectiles like ionrifle, taser, and also by EMPs)
-bio (unused for this, only here because clothes use them when worn)
-rad (same)
-bomb (self-explanatory)
-fire (for fire damage, not for heat damage though)
-acid
For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.
It refactors acid. See #20537.
Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.
It changes some aspect of damage from fires.
All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.
It also does many minor things:
Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
I tweaked a bit how clothes shredding from bombs work.
I made a machine or structure un/anchorable with the wrench, I don't remember which object...
Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
Probably a million things I forgot.
If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
* a very calming act
when the world is too much, too fast
* i'm tired
but i have to be efficient, infinite
* lick your lips at the sight of me
a fantasy made reality
- Cleaned up paint.dm
- Everything else should be self explanatory
- Removed braindamage part of esword, since you can't reach that; it
would be handled by attack_self()
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
- Made RCDs explode instead of simply disabled!
- Minor explosion power.
- Adds a five second warning to get rid of the RCD before it blows.
- Added a small cooldown.
- Halfed cost to 25 processing power
- Can now be used multiple times
- No longer disables Cyborg RCDs
- Fixes the feedback message not showing
- Fixed mech RCDs not being affected by the power
- Made plasteel multiplier a variable
- Made shocked grilles shock unprotected RCD users
- Made grilles deconstruct instantly to match wirecutters
- Made RCD unable to deconstruct reinforced floors
- Changed canRwall to canRturf to cover both r walls and floors
- Changed large matter cartridge matter amount to 160 so it can still fit in the RCD
- Added fourth matter cartridge to RCD crate so it once again holds enough cartridges to fully load it
Turfs now have a baseturf var which determines what is "under" every
turf. The default is space.
Actions that previously did changeturf(/turf/space) (like bombs or RCD
deconstruction) now do changeturf(baseturf). Functionally the same for
the station, but allows special turf types that don't break to space
(such as planet tiles).
Right now the asteroid tiles are the only thing with a baseturf other
than space (the baseturf is an asteroid tile).
Baseturf is tracked when new things are built, so building a floor and
then a wall on the asteroid tile, and then bombing that wall will return
it to an asteroid tile, not space.
Allows building on asteroid tiles now that doing so wont randomly make
holes to space. Time for giant mining forts.
I should have done this years ago for away missions.
Also added myself to admins.txt
obj/effect/effect all pool themselves.
PoolOrNew() can now be passed a type and a list instead of a type and a location. In that case, the list will be passed to New() via arglist().
RCD's now delete their spark system and properly garbage collect.