//the essential proc to call when an obj must receive damage of any kind. /obj/proc/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir) if(sound_effect) play_attack_sound(damage_amount, damage_type, damage_flag) if(!(resistance_flags & INDESTRUCTIBLE) && obj_integrity > 0) damage_amount = run_obj_armor(damage_amount, damage_type, damage_flag, attack_dir) if(damage_amount >= 1) . = damage_amount obj_integrity = max(obj_integrity - damage_amount, 0) if(obj_integrity <= 0) obj_destruction(damage_flag) else if(integrity_failure) if(obj_integrity <= integrity_failure) obj_break(damage_flag) //returns the damage value of the attack after processing the obj's various armor protections /obj/proc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) switch(damage_type) if(BRUTE) if(BURN) else return 0 var/armor_protection = 0 if(damage_flag) armor_protection = armor[damage_flag] return round(damage_amount * (100 - armor_protection)*0.01, 0.1) //the sound played when the obj is damaged. /obj/proc/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src, 'sound/weapons/smash.ogg', 50, 1) else playsound(src, 'sound/weapons/tap.ogg', 50, 1) if(BURN) playsound(src.loc, 'sound/items/Welder.ogg', 100, 1) /obj/hitby(atom/movable/AM) ..() var/tforce = 0 if(ismob(AM)) tforce = 10 else if(isobj(AM)) var/obj/O = AM tforce = O.throwforce take_damage(tforce, BRUTE, "melee", 1, get_dir(src, AM)) /obj/ex_act(severity, target) ..() //contents explosion if(target == src) qdel(src) return switch(severity) if(1) qdel(src) if(2) take_damage(rand(100, 250), BRUTE, "bomb", 0) if(3) take_damage(rand(10, 90), BRUTE, "bomb", 0) /obj/bullet_act(obj/item/projectile/P) . = ..() playsound(src, P.hitsound, 50, 1) visible_message("[src] is hit by \a [P]!", null, null, COMBAT_MESSAGE_RANGE) take_damage(P.damage, P.damage_type, P.flag, 0, turn(P.dir, 180)) /obj/proc/hulk_damage() return 150 //the damage hulks do on punches to this object, is affected by melee armor /obj/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0) if(user.a_intent == INTENT_HARM) ..(user, 1) visible_message("[user] smashes [src]!", null, null, COMBAT_MESSAGE_RANGE) if(density) playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1) user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) else playsound(src, 'sound/effects/bang.ogg', 50, 1) take_damage(hulk_damage(), BRUTE, "melee", 0, get_dir(src, user)) return 1 return 0 /obj/blob_act(obj/structure/blob/B) if(isturf(loc)) var/turf/T = loc if(T.intact && level == 1) //the blob doesn't destroy thing below the floor return take_damage(400, BRUTE, "melee", 0, get_dir(src, B)) /obj/proc/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) //used by attack_alien, attack_animal, and attack_slime user.do_attack_animation(src) user.changeNext_move(CLICK_CD_MELEE) return take_damage(damage_amount, damage_type, damage_flag, sound_effect, get_dir(src, user)) /obj/attack_alien(mob/living/carbon/alien/humanoid/user) if(attack_generic(user, 60, BRUTE, "melee", 0)) playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1) /obj/attack_animal(mob/living/simple_animal/M) if(!M.melee_damage_upper && !M.obj_damage) M.emote("custom", message = "[M.friendly] [src]") return 0 else var/play_soundeffect = 1 if(M.environment_smash) play_soundeffect = 0 if(M.obj_damage) . = attack_generic(M, M.obj_damage, M.melee_damage_type, "melee", play_soundeffect) else . = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, "melee", play_soundeffect) if(. && !play_soundeffect) playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1) /obj/attack_slime(mob/living/simple_animal/slime/user) if(!user.is_adult) return attack_generic(user, rand(10, 15), "melee", 1) /obj/mech_melee_attack(obj/mecha/M) M.do_attack_animation(src) var/play_soundeffect = 0 var/mech_damtype = M.damtype if(M.selected) mech_damtype = M.selected.damtype play_soundeffect = 1 else switch(M.damtype) if(BRUTE) playsound(src, 'sound/weapons/punch4.ogg', 50, 1) if(BURN) playsound(src, 'sound/items/Welder.ogg', 50, 1) if(TOX) playsound(src, 'sound/effects/spray2.ogg', 50, 1) return 0 else return 0 visible_message("[M.name] has hit [src].", null, null, COMBAT_MESSAGE_RANGE) return take_damage(M.force*3, mech_damtype, "melee", play_soundeffect, get_dir(src, M)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs. /obj/singularity_act() ex_act(1) if(src && !QDELETED(src)) qdel(src) return 2 ///// ACID var/global/image/acid_overlay = image("icon" = 'icons/effects/effects.dmi', "icon_state" = "acid") //the obj's reaction when touched by acid /obj/acid_act(acidpwr, acid_volume) if(!(resistance_flags & UNACIDABLE) && acid_volume) if(!acid_level) SSacid.processing[src] = src add_overlay(acid_overlay, TRUE) var/acid_cap = acidpwr * 300 //so we cannot use huge amounts of weak acids to do as well as strong acids. if(acid_level < acid_cap) acid_level = min(acid_level + acidpwr * acid_volume, acid_cap) return 1 //the proc called by the acid subsystem to process the acid that's on the obj /obj/proc/acid_processing() . = 1 if(!(resistance_flags & ACID_PROOF)) for(var/armour_value in armor) if(armour_value != "acid" && armour_value != "fire") armor[armour_value] = max(armor[armour_value] - round(sqrt(acid_level)*0.1), 0) if(prob(33)) playsound(loc, 'sound/items/Welder.ogg', 150, 1) take_damage(min(1 + round(sqrt(acid_level)*0.3), 300), BURN, "acid", 0) acid_level = max(acid_level - (5 + 3*round(sqrt(acid_level))), 0) if(!acid_level) return 0 //called when the obj is destroyed by acid. /obj/proc/acid_melt() SSacid.processing -= src deconstruct(FALSE) //// FIRE /obj/fire_act(exposed_temperature, exposed_volume) if(isturf(loc)) var/turf/T = loc if(T.intact && level == 1) //fire can't damage things hidden below the floor. return if(exposed_temperature && !(resistance_flags & FIRE_PROOF)) take_damage(Clamp(0.02 * exposed_temperature, 0, 20), BURN, "fire", 0) if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE)) resistance_flags |= ON_FIRE SSfire_burning.processing[src] = src add_overlay(fire_overlay, TRUE) return 1 //called when the obj is destroyed by fire /obj/proc/burn() if(resistance_flags & ON_FIRE) SSfire_burning.processing -= src deconstruct(FALSE) /obj/proc/extinguish() if(resistance_flags & ON_FIRE) resistance_flags &= ~ON_FIRE cut_overlay(fire_overlay, TRUE) SSfire_burning.processing -= src /obj/proc/tesla_act(var/power) being_shocked = 1 var/power_bounced = power / 2 tesla_zap(src, 3, power_bounced) addtimer(CALLBACK(src, .proc/reset_shocked), 10) /obj/proc/reset_shocked() being_shocked = 0 //the obj is deconstructed into pieces, whether through careful disassembly or when destroyed. /obj/proc/deconstruct(disassembled = TRUE) qdel(src) //what happens when the obj's health is below integrity_failure level. /obj/proc/obj_break(damage_flag) return //what happens when the obj's integrity reaches zero. /obj/proc/obj_destruction(damage_flag) if(damage_flag == "acid") acid_melt() else if(damage_flag == "fire") burn() else deconstruct(FALSE) //changes max_integrity while retaining current health percentage //returns TRUE if the obj broke, FALSE otherwise /obj/proc/modify_max_integrity(new_max, can_break = TRUE, damage_type = BRUTE, new_failure_integrity = null) var/current_integrity = obj_integrity var/current_max = max_integrity if(current_integrity != 0 && current_max != 0) var/percentage = current_integrity / current_max current_integrity = max(1, round(percentage * new_max)) //don't destroy it as a result obj_integrity = current_integrity max_integrity = new_max if(new_failure_integrity != null) integrity_failure = new_failure_integrity if(can_break && integrity_failure && current_integrity <= integrity_failure) obj_break(damage_type) return TRUE return FALSE