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Bubberstation/code/game/objects/objs.dm
necromanceranne 57624ca1e2 Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
## About The Pull Request

This is a big one so please bear with me, wounds are complicated

### Max Potential Wound Rolls

We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).

The minimum value to wound is still 5.

### Wound Escalation Penalties

Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.

We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.

The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``

### Wound Armor

Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.

We have reworked how wound armor is determined by changing how wound
modifiers are calculated.

Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.

Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.

Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.

Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.

Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.

### ~~Wound Armor on Clothing~~ Reverted

~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~

~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~

~~Some clothing missing wound armor that should have had them now have
wound armor.~~

~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~

### The ``bare_wound_bonus`` variable

I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.

## Why It's Good For The Game

I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.

Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.

The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.

Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.

In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.

Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.

This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.

This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.

Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.

To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.

## Changelog
🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-06-19 17:49:59 +02:00

347 lines
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/obj
animate_movement = SLIDE_STEPS
speech_span = SPAN_ROBOT
var/obj_flags = CAN_BE_HIT
/// Extra examine line to describe controls, such as right-clicking, left-clicking, etc.
var/desc_controls
/// The context returned when an attack against this object doesn't deal any traditional damage to the object.
var/no_damage_feedback = "without leaving a mark"
/// Icon to use as a 32x32 preview in crafting menus and such
var/icon_preview
var/icon_state_preview
/// The vertical pixel_z offset applied when the object is anchored on a tile with table
/// Ignored when set to 0 - to avoid shifting directional wall-mounted objects above tables
var/anchored_tabletop_offset = 0
var/damtype = BRUTE
var/force = 0
/// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.
var/wound_bonus = 0
/// If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh
var/exposed_wound_bonus = 0
/// A multiplier to an object's force when used against a structure, vehicle, machine, or robot.
/// Use [/obj/proc/get_demolition_modifier] to get the value.
var/demolition_mod = 1
/// Cached custom fire overlay
var/custom_fire_overlay
/// Particles this obj uses when burning, if any
var/burning_particles
var/drag_slowdown // Amount of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster.
/// Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard.
/// Next pr after the network fix will have me refactor door interactions, so help me god.
var/id_tag = null
/// The sound this obj makes when something is buckled to it
var/buckle_sound = null
/// The sound this obj makes when something is unbuckled from it
var/unbuckle_sound = null
uses_integrity = TRUE
/obj/vv_edit_var(vname, vval)
if(vname == NAMEOF(src, obj_flags))
if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
return FALSE
return ..()
/// A list of all /obj by their id_tag
GLOBAL_LIST_EMPTY(objects_by_id_tag)
/obj/Initialize(mapload)
. = ..()
check_on_table()
if (id_tag)
GLOB.objects_by_id_tag[id_tag] = src
/obj/Destroy(force)
if(!ismachinery(src))
STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
SStgui.close_uis(src)
GLOB.objects_by_id_tag -= id_tag
. = ..()
/obj/attacked_by(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers)
if(!attacking_item.force)
return 0
var/demo_mod = attacking_item.get_demolition_modifier(src)
var/total_force = CALCULATE_FORCE(attacking_item, attack_modifiers) * demo_mod
var/damage = take_damage(total_force, attacking_item.damtype, MELEE, TRUE, get_dir(src, user), attacking_item.armour_penetration)
if(!LAZYACCESS(attack_modifiers, SILENCE_DEFAULT_MESSAGES))
// Sanity in case one is null for some reason
var/picked_index = rand(max(length(attacking_item.attack_verb_simple), length(attacking_item.attack_verb_continuous)))
var/message_verb_continuous = "attacks"
var/message_verb_simple = "attack"
// Sanity in case one is... longer than the other?
if (picked_index && length(attacking_item.attack_verb_continuous) >= picked_index)
message_verb_continuous = attacking_item.attack_verb_continuous[picked_index]
if (picked_index && length(attacking_item.attack_verb_simple) >= picked_index)
message_verb_simple = attacking_item.attack_verb_simple[picked_index]
if(demo_mod > 1 && prob(damage * 5))
if(HAS_TRAIT(src, TRAIT_INVERTED_DEMOLITION))
message_verb_simple = "shred"
message_verb_continuous = "shreds"
else
message_verb_simple = "pulverise"
message_verb_continuous = "pulverises"
if(demo_mod < 1)
message_verb_simple = "ineffectively " + message_verb_simple
message_verb_continuous = "ineffectively " + message_verb_continuous
user.visible_message(
span_danger("[user] [message_verb_continuous] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]!"]"),
span_danger("You [message_verb_simple] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]!"]"),
null,
COMBAT_MESSAGE_RANGE,
)
log_combat(user, src, "attacked", attacking_item)
return damage
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
var/datum/gas_mixture/environment = return_air()
var/breath_percentage = BREATH_VOLUME / environment.return_volume()
return remove_air(environment.total_moles() * breath_percentage)
else
return null
/obj/attack_ghost(mob/user)
. = ..()
if(.)
return
SEND_SIGNAL(src, COMSIG_ATOM_UI_INTERACT, user)
ui_interact(user)
/obj/singularity_pull(atom/singularity, current_size)
..()
if(move_resist == INFINITY)
return
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src, singularity)
/obj/get_dumping_location()
return get_turf(src)
/obj/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("", "---")
VV_DROPDOWN_OPTION(VV_HK_MASS_DEL_TYPE, "Delete all of type")
VV_DROPDOWN_OPTION(VV_HK_OSAY, "Object Say")
/obj/vv_do_topic(list/href_list)
. = ..()
if(!.)
return
if(href_list[VV_HK_OSAY])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/object_say, src)
if(href_list[VV_HK_MASS_DEL_TYPE])
if(!check_rights(R_DEBUG|R_SERVER))
return
var/action_type = tgui_alert(usr, "Strict type ([type]) or type and all subtypes?",,list("Strict type","Type and subtypes","Cancel"))
if(action_type == "Cancel" || !action_type)
return
if(tgui_alert(usr, "Are you really sure you want to delete all objects of type [type]?",,list("Yes","No")) != "Yes")
return
if(tgui_alert(usr, "Second confirmation required. Delete?",,list("Yes","No")) != "Yes")
return
var/O_type = type
switch(action_type)
if("Strict type")
var/i = 0
for(var/obj/Obj in world)
if(Obj.type == O_type)
i++
qdel(Obj)
CHECK_TICK
if(!i)
to_chat(usr, "No objects of this type exist")
return
log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")
message_admins(span_notice("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) "))
if("Type and subtypes")
var/i = 0
for(var/obj/Obj in world)
if(istype(Obj,O_type))
i++
qdel(Obj)
CHECK_TICK
if(!i)
to_chat(usr, "No objects of this type exist")
return
log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")
message_admins(span_notice("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) "))
/obj/examine(mob/user)
. = ..()
if(desc_controls)
. += span_notice(desc_controls)
/obj/examine_tags(mob/user)
. = ..()
if(obj_flags & UNIQUE_RENAME)
.["renameable"] = "Use a pen on it to rename it or change its description."
/obj/analyzer_act(mob/living/user, obj/item/analyzer/tool)
if(atmos_scan(user=user, target=src, silent=FALSE))
return TRUE
return ..()
/obj/proc/plunger_act(obj/item/plunger/attacking_plunger, mob/living/user, reinforced)
return SEND_SIGNAL(src, COMSIG_PLUNGER_ACT, attacking_plunger, user, reinforced)
// Should move all contained objects to its location.
/obj/proc/dump_contents()
SHOULD_CALL_PARENT(FALSE)
CRASH("Unimplemented.")
/obj/handle_ricochet(obj/projectile/proj)
. = ..()
if(. && receive_ricochet_damage_coeff)
take_damage(proj.damage * receive_ricochet_damage_coeff, proj.damage_type, proj.armor_flag, 0, REVERSE_DIR(proj.dir), proj.armour_penetration) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet
/// Handles exposing an object to reagents.
/obj/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE)
. = ..()
if(. & COMPONENT_NO_EXPOSE_REAGENTS)
return
SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_OBJ, src, reagents, methods, volume_modifier, show_message)
for(var/datum/reagent/reagent as anything in reagents)
var/reac_volume = reagents[reagent]
. |= reagent.expose_obj(src, reac_volume, methods, show_message)
/// Attempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise.
/obj/proc/freeze()
if(HAS_TRAIT(src, TRAIT_FROZEN))
return FALSE
if(resistance_flags & FREEZE_PROOF)
return FALSE
AddElement(/datum/element/frozen)
return TRUE
/// Unfreezes this obj if its frozen
/obj/proc/unfreeze()
SEND_SIGNAL(src, COMSIG_OBJ_UNFREEZE)
/// If we can unwrench this object; returns SUCCESSFUL_UNFASTEN and FAILED_UNFASTEN, which are both TRUE, or CANT_UNFASTEN, which isn't.
/obj/proc/can_be_unfasten_wrench(mob/user, silent)
if(!(isfloorturf(loc) || isindestructiblefloor(loc)) && !anchored)
to_chat(user, span_warning("[src] needs to be on the floor to be secured!"))
return FAILED_UNFASTEN
return SUCCESSFUL_UNFASTEN
/// Try to unwrench an object in a WONDERFUL DYNAMIC WAY
/obj/proc/default_unfasten_wrench(mob/user, obj/item/wrench, time = 2 SECONDS)
if(wrench.tool_behaviour != TOOL_WRENCH)
return CANT_UNFASTEN
var/turf/ground = get_turf(src)
if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src))
to_chat(user, span_notice("You fail to secure [src]."))
return CANT_UNFASTEN
var/can_be_unfasten = can_be_unfasten_wrench(user)
if(!can_be_unfasten || can_be_unfasten == FAILED_UNFASTEN)
return can_be_unfasten
if(time)
to_chat(user, span_notice("You begin [anchored ? "un" : ""]securing [src]..."))
wrench.play_tool_sound(src, 50)
var/prev_anchored = anchored
//as long as we're the same anchored state and we're either on a floor or are anchored, toggle our anchored state
if(!wrench.use_tool(src, user, time, extra_checks = CALLBACK(src, PROC_REF(unfasten_wrench_check), prev_anchored, user)))
return FAILED_UNFASTEN
if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src))
to_chat(user, span_notice("You fail to secure [src]."))
return CANT_UNFASTEN
to_chat(user, span_notice("You [anchored ? "un" : ""]secure [src]."))
set_anchored(!anchored)
check_on_table()
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
SEND_SIGNAL(src, COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH, anchored)
return SUCCESSFUL_UNFASTEN
/// For the do_after, this checks if unfastening conditions are still valid
/obj/proc/unfasten_wrench_check(prev_anchored, mob/user)
if(anchored != prev_anchored)
return FALSE
if(can_be_unfasten_wrench(user, TRUE) != SUCCESSFUL_UNFASTEN) //if we aren't explicitly successful, cancel the fuck out
return FALSE
return TRUE
/// Adjusts the vertical pixel_z offset when the object is anchored on a tile with table
/obj/proc/check_on_table()
if(anchored_tabletop_offset == 0)
return
if(istype(src, /obj/structure/table))
return
if(anchored && locate(/obj/structure/table) in loc)
pixel_z = anchored_tabletop_offset
else
pixel_z = initial(pixel_z)
/obj/apply_single_mat_effect(datum/material/material, mat_amount, multiplier)
. = ..()
if(!(material_flags & MATERIAL_AFFECT_STATISTICS))
return
var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier)
force *= strength_mod
throwforce *= strength_mod
///This proc is called when the material is removed from an object specifically.
/obj/remove_single_mat_effect(datum/material/material, mat_amount, multiplier)
. = ..()
if(!(material_flags & MATERIAL_AFFECT_STATISTICS))
return
var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier)
force /= strength_mod
throwforce /= strength_mod
/// Returns modifier to how much damage this object does to a target considered vulnerable to "demolition" (other objects, robots, etc)
/obj/proc/get_demolition_modifier(obj/target)
if(HAS_TRAIT(target, TRAIT_INVERTED_DEMOLITION))
return (1 / demolition_mod)
return demolition_mod