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
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.
Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
Numerous small fixes/changes/balances to devils.
Notable changes:
It now requires more souls to increase. It is now 3,7,12 souls, up from 3,6,9.
Devils now have extra rules, no coercing into signing contracts with violence, and no intentionally physically harming another devil.
Burial garment banishment now works on true devils. <--- Unreported issue, can I use that fix for the mergetoken?
Renamed all demon files to devil
Updated religious supplies to have burial garments.
Burial garments re-added to box/meta
Increased infernal fireball cooldown
Soulsellers can now use a pitchfork without being harmed.
Added new book crate, which includes a codex gigas to cargo.
* Adds new objective for devils to have X people on station be sintouched.
Adds spell that causes nearby humans to be sintouched.
Drastically lowers chances of codex gigas sintouching it's reader.
* Fixes a runtime.
* Re-making the branch and PR of demon. See #15118 for the old PR
* Adds toy demonologist to arcade machine reward list.
* Implemented two suggestions: Pitchfork now has a demonic subtype, to potentially give botanists a normal pitchfork.
Suiciding with signed contract now uses forcesay instead of say.
* Fixes compile errors.
Re factors contracts to be subtypes rather than datums. <--- incomplete, still need to summon them appropriately.
* buffed infernal power contract to give passive healing
Nerfed magic power contract to not give robeless MM
* Fixes compile errors
* Corrects orientation of true demon sprite
* Begins work on the sNPC for the true demon/ arch-demon
* Added funeral garment sprites. These will be used in banishment rituals (hopefully)
* Stashing my work so I can move to another computer.
Re-working the true-demon, it will be a carbon rather than a simple mob.
* Revert "Stashing my work so I can move to another computer."
This reverts commit e8b1e032997b7e17af4ad8630bf21d3620195c4e.
* Git exploded for me, so I have to make a new branch with EVERYTHING. sorry.
* Fixes compile error
* Ghosts can now click on an arch demon to become a slaughter demon
* Begins to convert demons into a carbon rather than simple mob.
* Demons now resurrect if not banished.
* Beepsky now properly tells security chat about the level 666 threat.
* Contracts now work again.
* old spells now get removed properly.
* adding pitchfork sprites
* Adds hud for the true-demon. Not functional.
* Fixes another error in the demon hud. Still broken.
* Demons are no longer immortal, demon huds work properly now. (it's barebones, but it works.)
* Fixes the "Have mortals sign at least # contracts of TYPE" objective
* Fixed typo in banishlore() and updated wrath/envy sintouch objectives.
* Adds huds for demons/sintouched/soulless, however they are currently unused.
* Updates the demon's hud to work with the recent hud changes.
* Cleaned up infernal jaunt, it works a lot better now and is less buggy.
* Revival contracts now actually take your soul.
* Fixes#16513
* Replaces the infinite slaughter demons with infinite imps. Sprites for imps are still needed.
* Adds sprite for imps. It's a redder, smaller slaughter demon.
* Fixes lack of icon for pitchforks
* Gives summon wealth a more appropriate icon.
* Fixes small part I forgot to merge.
* Fixes a few bugs with demonic resurrection. It's still very buggy.
* Derp, my bad, I didn't mean to admin myself on the main server.
* Fixes edge case of demonic resurrection failing. Debraining the demon is NOT supposed to be an alternative for the banishment ritual.
* Also did not mean to change this config file.
* Fixes another error in type 1 demonic resurrection. It works properly now.
* Updates employment contract text.
* Fixes type 2 resurrections.
Demonic contracts are once again permanently on fire.
* Replaces toy demonologist with toy demonomicon. It still works the same, just different icon/name.
* Adds demonomicon and employment cabinet to box/meta/dream/efficiency.
I could not add it to mini/bird due to conflicts.
* Edits ministation and BirdStation to have demonomicons and employment cabinets.
* Fixes spelling error
* Adds burial garments to maps.
* Update photocopier.dm
Fixes the span when inserting items into photocopier
* Fixes disrupt_spells proc
* Makes a lot of changes as reccomended by Remie.
* Fixes a compile error.
* Updates the lawify/loreify to be lists. Does not compile.
* Fixes compile errors.
* Arch demons no longer regress upon death.
Speaking a demon's truename gives the demon the opportunity to teleport to you.
Makes demonomicon not care about capitalization.
* Fixes startup error. Demonic summoning now works. It's very simple, just say their true name.
* Demons now have a tongue. True demon bodies are deleted upon regression.
* Demons can now be punched.
Demons can no longer resist a fire out, since it does nothing to them.
* true demons show up in player panel. Hellfire works again.
* Prepares for commit 16940
* Demons are now known as devils.
Still needs testing.
* Oops, didn't commit everything last commit.
* Finishes converting demons to devils.
* Fixes speech for lizards/flymen when they speak a demon's name.
* Update tips.txt
* Changes variable from static to global as per Remie's suggestion.
I disagree with Remie's assessment, as a list that will never change, even between games, seems like it should be static.
* Removes devil summoning. Hopefully, I'll be able to eventually find a way to implement it satisfactorily, but for now, I'll leave it out.
* Removes carriage returns
* Combined modified icon files
* Fixes#17184
* Imps no longer show up in the end round report. This is because there can EASILY be 100+ imps if the crew is well armed.
Non-employment filing cabinets no longer take 30 sec to wrench/unwrench.
* The lawyer can actually buy souls back now. Oops.
* Fixes true/arch devil spritesheet to have correct sprite names.
* Relocates Box's employment cabinet to Law office.
* De-devil-ing someone now removes the devilinfo.
De-devil-ing now returns an error when used on true and arch devils
* Re-factors whiteness code for jumpsuits.
* Merges icons, reverts failed merge of map
* Merges map with CAS decks
* Fixes copying employment contracts
* Derp, fixes compile error.
* Replaces antaghud with customizable vision range for knowledge boon.
* Prevents a runtime if devil is gibbed while ascending.
* Neatens contract code, and removes excess variable from humans.
* Fixes compile errors
* Organizes weakness code slightly. Adds ability for a species override on weakness. (Make flypeople take 2x damage from flyswatters for example)
* Removes sixteen erroneous characters from the codebase.
* Removes trailing return
* Makes typeless for loops, removes a runtime, and removes unhelpful comments.
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.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
250 because any less seemed like you would have to page too much to browse the archive.
All actions preserve the current page.
Page splitting and calculation is cached on first load of the external archive for that computer (has to be per-computer because the html is cached and it needs to have the src arg)
Butchering spiders now is done in one step, not leg after leg. Changed simple_animal/harvest proc.
Kitchen knives are now weapon/kitchen/knife.
Fixes eating omelette with fork.
Changed some code to use is_sharp() instead of multiple type checks (spacevines and leather code).
Removes utensil/knife (we already have kitchen/knife).