mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-29 02:51:41 +00:00
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
329 lines
7.8 KiB
Plaintext
329 lines
7.8 KiB
Plaintext
/obj/structure/sign/barsign // All Signs are 64 by 32 pixels, they take two tiles
|
|
name = "Bar Sign"
|
|
desc = "A bar sign with no writing on it"
|
|
icon = 'icons/obj/barsigns.dmi'
|
|
icon_state = "empty"
|
|
req_access = list(access_bar)
|
|
obj_integrity = 500
|
|
max_integrity = 500
|
|
integrity_failure = 250
|
|
armor = list(melee = 20, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
|
|
var/list/barsigns=list()
|
|
var/list/hiddensigns
|
|
var/emagged = 0
|
|
var/state = 0
|
|
var/prev_sign = ""
|
|
var/panel_open = 0
|
|
|
|
|
|
|
|
|
|
/obj/structure/sign/barsign/New()
|
|
..()
|
|
|
|
|
|
//filling the barsigns list
|
|
for(var/bartype in subtypesof(/datum/barsign))
|
|
var/datum/barsign/signinfo = new bartype
|
|
if(!signinfo.hidden)
|
|
barsigns += signinfo
|
|
|
|
|
|
//randomly assigning a sign
|
|
set_sign(pick(barsigns))
|
|
|
|
|
|
|
|
/obj/structure/sign/barsign/proc/set_sign(datum/barsign/sign)
|
|
if(!istype(sign))
|
|
return
|
|
icon_state = sign.icon
|
|
name = sign.name
|
|
if(sign.desc)
|
|
desc = sign.desc
|
|
else
|
|
desc = "It displays \"[name]\"."
|
|
|
|
|
|
|
|
/obj/structure/sign/barsign/obj_break(damage_flag)
|
|
if(!broken && !(flags & NODECONSTRUCT))
|
|
broken = 1
|
|
|
|
/obj/structure/sign/barsign/deconstruct(disassembled = TRUE)
|
|
new /obj/item/stack/sheet/metal (loc, 2)
|
|
new /obj/item/stack/cable_coil (loc, 2)
|
|
qdel(src)
|
|
|
|
/obj/structure/sign/barsign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
|
switch(damage_type)
|
|
if(BRUTE)
|
|
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
if(BURN)
|
|
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
|
|
|
|
/obj/structure/sign/barsign/attack_ai(mob/user)
|
|
return src.attack_hand(user)
|
|
|
|
|
|
|
|
/obj/structure/sign/barsign/attack_hand(mob/user)
|
|
if (!src.allowed(user))
|
|
user << "<span class='info'>Access denied.</span>"
|
|
return
|
|
if (broken)
|
|
user << "<span class ='danger'>The controls seem unresponsive.</span>"
|
|
return
|
|
pick_sign()
|
|
|
|
|
|
|
|
|
|
/obj/structure/sign/barsign/attackby(obj/item/I, mob/user)
|
|
if(istype(I, /obj/item/weapon/screwdriver))
|
|
if(!allowed(user))
|
|
user << "<span class='info'>Access denied.</span>"
|
|
return
|
|
if(!panel_open)
|
|
user << "<span class='notice'>You open the maintenance panel.</span>"
|
|
set_sign(new /datum/barsign/hiddensigns/signoff)
|
|
panel_open = 1
|
|
else
|
|
user << "<span class='notice'>You close the maintenance panel.</span>"
|
|
if(!broken && !emagged)
|
|
set_sign(pick(barsigns))
|
|
else if(emagged)
|
|
set_sign(new /datum/barsign/hiddensigns/syndibarsign)
|
|
else
|
|
set_sign(new /datum/barsign/hiddensigns/empbarsign)
|
|
panel_open = 0
|
|
|
|
else if(istype(I, /obj/item/stack/cable_coil) && panel_open)
|
|
var/obj/item/stack/cable_coil/C = I
|
|
if(emagged) //Emagged, not broken by EMP
|
|
user << "<span class='warning'>Sign has been damaged beyond repair!</span>"
|
|
return
|
|
else if(!broken)
|
|
user << "<span class='warning'>This sign is functioning properly!</span>"
|
|
return
|
|
|
|
if(C.use(2))
|
|
user << "<span class='notice'>You replace the burnt wiring.</span>"
|
|
broken = 0
|
|
else
|
|
user << "<span class='warning'>You need at least two lengths of cable!</span>"
|
|
else
|
|
return ..()
|
|
|
|
|
|
/obj/structure/sign/barsign/emp_act(severity)
|
|
set_sign(new /datum/barsign/hiddensigns/empbarsign)
|
|
broken = 1
|
|
|
|
|
|
|
|
|
|
/obj/structure/sign/barsign/emag_act(mob/user)
|
|
if(broken || emagged)
|
|
user << "<span class='warning'>Nothing interesting happens!</span>"
|
|
return
|
|
user << "<span class='notice'>You emag the barsign. Takeover in progress...</span>"
|
|
sleep(100) //10 seconds
|
|
set_sign(new /datum/barsign/hiddensigns/syndibarsign)
|
|
emagged = 1
|
|
req_access = list(access_syndicate)
|
|
|
|
|
|
|
|
|
|
/obj/structure/sign/barsign/proc/pick_sign()
|
|
var/picked_name = input("Available Signage", "Bar Sign") as null|anything in barsigns
|
|
if(!picked_name)
|
|
return
|
|
set_sign(picked_name)
|
|
|
|
|
|
|
|
//Code below is to define useless variables for datums. It errors without these
|
|
|
|
|
|
|
|
/datum/barsign
|
|
var/name = "Name"
|
|
var/icon = "Icon"
|
|
var/desc = "desc"
|
|
var/hidden = 0
|
|
|
|
|
|
//Anything below this is where all the specific signs are. If people want to add more signs, add them below.
|
|
|
|
|
|
|
|
/datum/barsign/maltesefalcon
|
|
name = "Maltese Falcon"
|
|
icon = "maltesefalcon"
|
|
desc = "The Maltese Falcon, Space Bar and Grill."
|
|
|
|
|
|
/datum/barsign/thebark
|
|
name = "The Bark"
|
|
icon = "thebark"
|
|
desc = "Ian's bar of choice."
|
|
|
|
|
|
/datum/barsign/harmbaton
|
|
name = "The Harmbaton"
|
|
icon = "theharmbaton"
|
|
desc = "A great dining experience for both security members and assistants."
|
|
|
|
|
|
/datum/barsign/thesingulo
|
|
name = "The Singulo"
|
|
icon = "thesingulo"
|
|
desc = "Where people go that'd rather not be called by their name."
|
|
|
|
|
|
/datum/barsign/thedrunkcarp
|
|
name = "The Drunk Carp"
|
|
icon = "thedrunkcarp"
|
|
desc = "Don't drink and swim."
|
|
|
|
|
|
/datum/barsign/scotchservinwill
|
|
name = "Scotch Servin Willy's"
|
|
icon = "scotchservinwill"
|
|
desc = "Willy sure moved up in the world from clown to bartender."
|
|
|
|
|
|
/datum/barsign/officerbeersky
|
|
name = "Officer Beersky's"
|
|
icon = "officerbeersky"
|
|
desc = "Man eat a dong, these drinks are great."
|
|
|
|
|
|
/datum/barsign/thecavern
|
|
name = "The Cavern"
|
|
icon = "thecavern"
|
|
desc = "Fine drinks while listening to some fine tunes."
|
|
|
|
|
|
/datum/barsign/theouterspess
|
|
name = "The Outer Spess"
|
|
icon = "theouterspess"
|
|
desc = "This bar isn't actually located in outer space."
|
|
|
|
|
|
/datum/barsign/slipperyshots
|
|
name = "Slippery Shots"
|
|
icon = "slipperyshots"
|
|
desc = "Slippery slope to drunkeness with our shots!"
|
|
|
|
|
|
/datum/barsign/thegreytide
|
|
name = "The Grey Tide"
|
|
icon = "thegreytide"
|
|
desc = "Abandon your toolboxing ways and enjoy a lazy beer!"
|
|
|
|
|
|
/datum/barsign/honkednloaded
|
|
name = "Honked 'n' Loaded"
|
|
icon = "honkednloaded"
|
|
desc = "Honk."
|
|
|
|
|
|
/datum/barsign/thenest
|
|
name = "The Nest"
|
|
icon = "thenest"
|
|
desc = "A good place to retire for a drink after a long night of crime fighting."
|
|
|
|
|
|
/datum/barsign/thecoderbus
|
|
name = "The Coderbus"
|
|
icon = "thecoderbus"
|
|
desc = "A very controversial bar known for its wide variety of constantly-changing drinks."
|
|
|
|
|
|
/datum/barsign/theadminbus
|
|
name = "The Adminbus"
|
|
icon = "theadminbus"
|
|
desc = "An establishment visited mainly by space-judges. It isn't bombed nearly as much as court hearings."
|
|
|
|
/datum/barsign/oldcockinn
|
|
name = "The Old Cock Inn"
|
|
icon = "oldcockinn"
|
|
desc = "Something about this sign fills you with despair."
|
|
|
|
/datum/barsign/thewretchedhive
|
|
name = "The Wretched Hive"
|
|
icon = "thewretchedhive"
|
|
desc = "Legally obligated to instruct you to check your drinks for acid before consumption."
|
|
|
|
/datum/barsign/robustacafe
|
|
name = "The Robusta Cafe"
|
|
icon = "robustacafe"
|
|
desc = "Holder of the 'Most Lethal Barfights' record 5 years uncontested."
|
|
|
|
/datum/barsign/emergencyrumparty
|
|
name = "The Emergency Rum Party"
|
|
icon = "emergencyrumparty"
|
|
desc = "Recently relicensed after a long closure."
|
|
|
|
/datum/barsign/combocafe
|
|
name = "The Combo Cafe"
|
|
icon = "combocafe"
|
|
desc = "Renowned system-wide for their utterly uncreative drink combinations."
|
|
|
|
/datum/barsign/vladssaladbar
|
|
name = "Vlad's Salad Bar"
|
|
icon = "vladssaladbar"
|
|
desc = "Under new management. Vlad was always a bit too trigger happy with that shotgun."
|
|
|
|
/datum/barsign/theshaken
|
|
name = "The Shaken"
|
|
icon = "theshaken"
|
|
desc = "This establishment does not serve stirred drinks."
|
|
|
|
/datum/barsign/thealenath
|
|
name = "The Ale' Nath"
|
|
icon = "thealenath"
|
|
desc = "All right, buddy. I think you've had EI NATH. Time to get a cab."
|
|
|
|
/datum/barsign/thealohasnackbar
|
|
name = "The Aloha Snackbar"
|
|
icon = "alohasnackbar"
|
|
desc = "A tasteful, inoffensive tiki bar sign."
|
|
|
|
/datum/barsign/thenet
|
|
name = "The Net"
|
|
icon = "thenet"
|
|
desc = "You just seem to get caught up in it for hours."
|
|
|
|
|
|
/datum/barsign/hiddensigns
|
|
hidden = 1
|
|
|
|
|
|
//Hidden signs list below this point
|
|
|
|
|
|
|
|
/datum/barsign/hiddensigns/empbarsign
|
|
name = "Haywire Barsign"
|
|
icon = "empbarsign"
|
|
desc = "Something has gone very wrong."
|
|
|
|
|
|
|
|
/datum/barsign/hiddensigns/syndibarsign
|
|
name = "Syndi Cat Takeover"
|
|
icon = "syndibarsign"
|
|
desc = "Syndicate or die."
|
|
|
|
|
|
|
|
/datum/barsign/hiddensigns/signoff
|
|
name = "Bar Sign"
|
|
icon = "empty"
|
|
desc = "This sign doesn't seem to be on."
|
|
|