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Bubberstation/code/game/objects/structures/bedsheet_bin.dm
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
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
2016-10-10 11:14:59 +13:00

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/*
CONTAINS:
BEDSHEETS
LINEN BINS
*/
/obj/item/weapon/bedsheet
name = "bedsheet"
desc = "A surprisingly soft linen bedsheet."
icon = 'icons/obj/bedsheets.dmi'
icon_state = "sheetwhite"
item_state = "bedsheet"
slot_flags = SLOT_BACK
layer = MOB_LAYER
throwforce = 0
throw_speed = 1
throw_range = 2
w_class = 1
item_color = "white"
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/ghost
/obj/item/weapon/bedsheet/attack(mob/living/M, mob/user)
if(!attempt_initiate_surgery(src, M, user))
..()
/obj/item/weapon/bedsheet/attack_self(mob/user)
user.drop_item()
if(layer == initial(layer))
layer = ABOVE_MOB_LAYER
user << "<span class='notice'>You cover yourself with [src].</span>"
else
layer = initial(layer)
user << "<span class='notice'>You smooth [src] out beneath you.</span>"
add_fingerprint(user)
return
/obj/item/weapon/bedsheet/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wirecutters) || I.is_sharp())
var/obj/item/stack/sheet/cloth/C = new (get_turf(src), 3)
transfer_fingerprints_to(C)
C.add_fingerprint(user)
qdel(src)
user << "<span class='notice'>You tear [src] up.</span>"
else
return ..()
/obj/item/weapon/bedsheet/blue
icon_state = "sheetblue"
item_color = "blue"
/obj/item/weapon/bedsheet/green
icon_state = "sheetgreen"
item_color = "green"
/obj/item/weapon/bedsheet/orange
icon_state = "sheetorange"
item_color = "orange"
/obj/item/weapon/bedsheet/purple
icon_state = "sheetpurple"
item_color = "purple"
/obj/item/weapon/bedsheet/patriot
name = "patriotic bedsheet"
desc = "You've never felt more free than when sleeping on this."
icon_state = "sheetUSA"
item_color = "sheetUSA"
/obj/item/weapon/bedsheet/rainbow
name = "rainbow bedsheet"
desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
icon_state = "sheetrainbow"
item_color = "rainbow"
/obj/item/weapon/bedsheet/red
icon_state = "sheetred"
item_color = "red"
/obj/item/weapon/bedsheet/yellow
icon_state = "sheetyellow"
item_color = "yellow"
/obj/item/weapon/bedsheet/mime
name = "mime's blanket"
desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
icon_state = "sheetmime"
item_color = "mime"
/obj/item/weapon/bedsheet/clown
name = "clown's blanket"
desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
icon_state = "sheetclown"
item_color = "clown"
/obj/item/weapon/bedsheet/captain
name = "captain's bedsheet"
desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
icon_state = "sheetcaptain"
item_color = "captain"
/obj/item/weapon/bedsheet/rd
name = "research director's bedsheet"
desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
icon_state = "sheetrd"
item_color = "director"
/obj/item/weapon/bedsheet/medical
name = "medical blanket"
desc = "It's a sterilized* blanket commonly used in the Medbay. *Sterilization is voided if a virologist is present onboard the station."
icon_state = "sheetmedical"
item_color = "medical"
/obj/item/weapon/bedsheet/cmo
name = "chief medical officer's bedsheet"
desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
icon_state = "sheetcmo"
item_color = "cmo"
/obj/item/weapon/bedsheet/hos
name = "head of security's bedsheet"
desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
icon_state = "sheethos"
item_color = "hosred"
/obj/item/weapon/bedsheet/hop
name = "head of personnel's bedsheet"
desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
icon_state = "sheethop"
item_color = "hop"
/obj/item/weapon/bedsheet/ce
name = "chief engineer's bedsheet"
desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
icon_state = "sheetce"
item_color = "chief"
/obj/item/weapon/bedsheet/qm
name = "quartermaster's bedsheet"
desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
icon_state = "sheetqm"
item_color = "qm"
/obj/item/weapon/bedsheet/brown
icon_state = "sheetbrown"
item_color = "cargo"
/obj/item/weapon/bedsheet/black
icon_state = "sheetblack"
item_color = "black"
/obj/item/weapon/bedsheet/centcom
name = "\improper Centcom bedsheet"
desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
icon_state = "sheetcentcom"
item_color = "centcom"
/obj/item/weapon/bedsheet/syndie
name = "syndicate bedsheet"
desc = "It has a syndicate emblem and it has an aura of evil."
icon_state = "sheetsyndie"
item_color = "syndie"
/obj/item/weapon/bedsheet/cult
name = "cultist's bedsheet"
desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
icon_state = "sheetcult"
item_color = "cult"
/obj/item/weapon/bedsheet/wiz
name = "wizard's bedsheet"
desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
icon_state = "sheetwiz"
item_color = "wiz"
/obj/item/weapon/bedsheet/nanotrasen
name = "nanotrasen bedsheet"
desc = "It has the Nanotrasen logo on it and has an aura of duty."
icon_state = "sheetNT"
item_color = "nanotrasen"
/obj/item/weapon/bedsheet/ian
icon_state = "sheetian"
item_color = "ian"
/obj/item/weapon/bedsheet/random
icon_state = "sheetrainbow"
item_color = "rainbow"
name = "random bedsheet"
desc = "If you're reading this description ingame, something has gone wrong! Honk!"
/obj/item/weapon/bedsheet/random/New()
var/obj/item/weapon/bedsheet/B = pick(subtypesof(/obj/item/weapon/bedsheet) - /obj/item/weapon/bedsheet/random)
name = initial(B.name)
desc = initial(B.desc)
icon_state = initial(B.icon_state)
item_state = initial(B.item_state)
item_color = initial(B.item_color)
/obj/structure/bedsheetbin
name = "linen bin"
desc = "It looks rather cosy."
icon = 'icons/obj/structures.dmi'
icon_state = "linenbin-full"
anchored = 1
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
var/amount = 10
var/list/sheets = list()
var/obj/item/hidden = null
/obj/structure/bedsheetbin/examine(mob/user)
..()
if(amount < 1)
user << "There are no bed sheets in the bin."
else if(amount == 1)
user << "There is one bed sheet in the bin."
else
user << "There are [amount] bed sheets in the bin."
/obj/structure/bedsheetbin/update_icon()
switch(amount)
if(0)
icon_state = "linenbin-empty"
if(1 to 5)
icon_state = "linenbin-half"
else
icon_state = "linenbin-full"
/obj/structure/bedsheetbin/fire_act(exposed_temperature, exposed_volume)
if(amount)
amount = 0
update_icon()
..()
/obj/structure/bedsheetbin/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/bedsheet))
if(!user.drop_item())
return
I.loc = src
sheets.Add(I)
amount++
user << "<span class='notice'>You put [I] in [src].</span>"
update_icon()
else if(amount && !hidden && I.w_class < 4) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
if(!user.drop_item())
user << "<span class='warning'>\The [I] is stuck to your hand, you cannot hide it among the sheets!</span>"
return
I.loc = src
hidden = I
user << "<span class='notice'>You hide [I] among the sheets.</span>"
/obj/structure/bedsheetbin/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/bedsheetbin/attack_hand(mob/user)
if(user.lying)
return
if(amount >= 1)
amount--
var/obj/item/weapon/bedsheet/B
if(sheets.len > 0)
B = sheets[sheets.len]
sheets.Remove(B)
else
B = new /obj/item/weapon/bedsheet(loc)
B.loc = user.loc
user.put_in_hands(B)
user << "<span class='notice'>You take [B] out of [src].</span>"
update_icon()
if(hidden)
hidden.loc = user.loc
user << "<span class='notice'>[hidden] falls out of [B]!</span>"
hidden = null
add_fingerprint(user)
/obj/structure/bedsheetbin/attack_tk(mob/user)
if(amount >= 1)
amount--
var/obj/item/weapon/bedsheet/B
if(sheets.len > 0)
B = sheets[sheets.len]
sheets.Remove(B)
else
B = new /obj/item/weapon/bedsheet(loc)
B.loc = loc
user << "<span class='notice'>You telekinetically remove [B] from [src].</span>"
update_icon()
if(hidden)
hidden.loc = loc
hidden = null
add_fingerprint(user)