Commit Graph

20 Commits

Author SHA1 Message Date
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
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
2016-10-10 11:14:59 +13:00
Joan Lung
bdcb16113a Adds a few turf istype helpers (#20754)
* 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
2016-10-01 19:25:46 +02:00
Remie Richards
fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
c0
a7088757ed Wall-mounted extinguisher cabinets are now constructable/deconstructable 2016-04-29 15:31:23 +03:00
PKPenguin321
c6b9b620fb istype(user)
i hope i did that right
2016-04-17 15:15:52 -07:00
PKPenguin321
e5a9920874 fixes ghost fire extinguishers FOR REAL 2016-04-16 10:58:30 -07:00
PKPenguin321
d1d9111fe0 fixes copypasted varnames
i am a scum coder who dual mains ctrl+c and ctrl+v
2016-04-07 15:21:42 -07:00
PKPenguin321
00315cff35 fixes magic extinguisher cabinets
spirits begone
2016-04-07 15:19:26 -07:00
bgobandit
6e52bef680 Alt-clicking a fire extinguisher cabinet opens/closes it. 2016-04-03 07:11:53 -04:00
bear1ake
f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
xxalpha
b2e84a0d3c Put drop_item() calls inside ifs. Replaced some drop_item() with unEquip( 2015-06-14 20:11:40 +01:00
Jordie0608
37277f66e7 pre-map compile 2015-04-08 15:40:41 +10:00
Remie Richards
5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
Razharas
7758a0afed Ok now explosions shall work properly
Changed severity to target, make items not destroy themselves on
severity lower than 1, all that stuff
2014-12-05 23:21:48 +03:00
Razharas
ff456ebaf4 Unwinded most of shit
Meh
2014-11-19 21:36:45 +03:00
phil235
e86c45b190 Removing some "text(...)" stuff.
Little fixes in closets.dm
Adding bullet_act, blob_act and ex_act to fireaxecabinet so it drops the axe when destroyed. You can now break the cabinet's glass with projectiles (with damage >=15).
Adding ex_act to extinguisher cabinet so it sometimes drops the extinguisher when destroyed.
2014-11-07 00:28:24 +01:00
Razharas
c31c76b4ab Quick fix for tables, lockers and general drop_item
Shall do the trick
2014-02-21 05:15:40 +04:00
supersayu
c172e52dce Adds telekinesis to click code. Fixes issue #1202, #1129, #247.
This adds two atom procs, attack_tk() and attack_self_tk().  attack_tk is used as per attack_hand; attack_self_tk exists on all atoms (not just items) but is similar to the item proc, but without the assumption that it is in the user's hand.

Removes the functionality where entering throw mode would create a tk grab, as it is redundant.

As a default, attack_tk does the following:
* Creates a telekinetic throw for items and un-anchored objects
* Does an attack_hand (paw, animal, etc) for anchored objects
* Does nothing to mobs

As a default, attack_self_tk does nothing.  An attack_self_tk was added to closets to open and close them since that's a common thing.

The following items have added attack_tk procs:
* Fire axe cabinet, extinguisher cabinet, and bedsheet bin will drop into their square instead of putting it in your hand
* Doors only open telekinetically if they require no access
* Chairs will rotate if nobody is buckled to them
* Filing cabinets will remove a paper at random.
* Tables and racks return to prevent telehulk smash

This is INCOMPLETE.  Adding proper TK interaction to everything is something best done in pieces.

In particular, interacting with mobs and items both open up the floodgates for bugs, so we/I need to decide how we want it to go before we commit, and then fix bugs along the way.  Stumbling forward, fixing bugs, and then changing course halfway would be a bad idea.
2013-09-17 18:19:09 -04:00
petethegoat@gmail.com
285bbf6eb4 Fixed airless misc research.
Added an intercom and air alarm to xenobiology.

Fixed a bug which allowed aliens to take and use fire extinguishers from cabinets.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5496 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-08 20:10:07 +00:00
johnsonmt88@gmail.com
179ed4c4b9 Removed a pair of empty and unused .dmis
Moved the extinguisher_closet .dm file out of the locker folder and into the structures folder.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4581 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 16:26:23 +00:00