* Moving shit around so turfs aren't defined in code/modules/mining .
Fixes APC's integrity not being reset to max when a broken APC is repaired.
* derp
* More turf and turf procs moved.
* fixing merge conflicts again.
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.
* Adds brass, used to construct various brass objects
* brasshole
* give em the brass
* give em more brass
* DYNAMIC
* VAR MURDER SPREE
* brassy
* acceptaphil
* this is super against my general preferences but eeeeeh sure okay i guess
* HIEROPHANT
* whoops
* that'd be hilarious but unwise
* BIRD_SCORE
* density
* BIRD THREAT
* maybe a threat tm
* danger boss
* it's always the paren
* bird murder
* recall
* no message
* yelling bird
* time
time
come on, time
time
shades
* A ruin!
* I think five blasts is enough
* birdboss wants you dead
* giant boss arena
* hierophant no longer literally unfightable
* smaller ruin?
* no longer innate
* can toggle friendly fire, teleport is AoE
* comments!
* just fucking spawn the arena wew
* heal on resetting
* not as common
* I cannot be trusted
* eeeh
* !
* keep it off the station
* as common as sin
* stop cheesing the boss you asshole
* this looks better
* that ruin didn't even exist what the fuck
* wew
* rip
* it doesn't need full healing if it heals for half when it resets
* good for fighting mobs
* rune where you are
* mechanics; armor doesn't fucking matter rip you
* armor matters but not much so
* )
* meaner than hell and more likely to kill you
* remove those beasts from my beautiful square house
* fix
* you should be able to tell what it's doing, even if you can't actually react to it
being totally unable to tell what the fuck just killed you is bad design, you should know how you died even if you couldn't do shit
rip 3x3 chaser
* start higher scale to the same
* the ruin that doesn't exist and costs 10 points to place
* now what's all this commented out stuff hmmmmmmmmmmm
what could it possibly be
* accurate
* tracking
* boring unused lore
* it needs to be open, oranges. open.
* I did that specifically to note which commit it was on ree
* oh there's a proc for that. duh.
* logging is good
* horrifying
* the marginal kindness of a giant bird boss
* ruin tweak
* idiot bird
* adjust
- The remote now no longer has its own dimension settings, it depends
entirely on the map now
- Fixed the mining shuttle turning its docking point into LAVA
* Aux Mining Base Tweaks
- Multiple landing zones may now be set for the mining base.
- The coordinates of each landing zone is shown in the list.
- Miners now each get a remote in their starting lockers.
- The Aux mining base now requires lighting while on station
- The Aux Mining Base now has a GPS signal.
* More tweaks
- The shuttle landing beacon no longer requires line of sight, just a
distance check.
- Beacon now has a description.
- Landing site name updated
- Adds support for stat logging base drops.
* Mining Shuttle Interface
- The aux base can now interface with the mining shuttle once the
shuttle beacon is deployed near the base.
- Updated descriptions to explain this.
* Launch Warning
Keeps the launch warning without it going off each time it is used to
move the mining shuttle.
Repaths satchels so all the different ones are children of the normal satchel.
Allows angels to equip satchels since the satchels are on the side of the body instead of the back. Should help miners who find the potion out a bit.
This warning happens regardless of whether or not the head rev is the only (living) rev head, as to do otherwise would allow a rev head to gain knowledge on these things in a painless way.
Tweaks and QoL changes:
Kinetic accelerator now supports seclite attachment.
Miners now have a special heavy duty headset, it differs from regular supply headset only in sprite.
Miner's roundstart crowbar now spawns in box instead of backpack.
Preserved legion core no longer sparks and has a telling desc.
Balance changes:
All cyborgs are now ash-proof. Mining cyborg starts with ash-proof sprite to fit dark mining style. All borgs are superior to humans at their module's job, it makes sense for mining cyborg to come with ash-proof hull by default - after all, mining borgs can't deploy shelters to sit out ash storms.
Ash-proof plating upgrade was replaced with Lavaproof tracks. This upgrade allows mining cyborgs to roam lava safely.
Mining cyborg module now includes a tiny welding tool for basic self-repair. This welding tool holds 4 times less fuel than the one used by engineering cyborgs. It also includes a small fire extinguisher.
Miners start with a box of 3 brute and 1 burn paths instead of a single brute patch. This compensates for recent path nerf that dropped amount of reagents in single path more than in two.
Explorer's belt slot amount is increased by one, while mining belt crafted from sinew still has 5 slots.
Fixes:
Updates miner's corpse and mining wardrobe with new lavaland gear.
Fixes envy's knife path.
Fixes wing potion's misguided racism.
Fixes#18796. Fixes legion's nullspace corpse drop bug and two related runtimes.
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
Packagewrapping a pulled item now properly stops the pulling.
Using put_in_hands() procs now properly checks if the mob has a hand.
bodyparts icon_state is now "" like it should be.
You can no longer build a firelock on top of another firelock.
You can reinforce a firelock assembly to build a heavy firlock.
Human species who breath something other than oxygen now get the proper alert when in crit, and I fixed the alert not being removed when healed.
🆑 coiax
rscdel: Bluespace shelter capsules can no longer be used on shuttles.
rscadd: Bluespace shelters may have different capsules stored. View what
your capsule has inside by examining it.
/🆑