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Bubberstation/code/modules/power/rtg.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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// Radioisotope Thermoelectric Generator (RTG)
// Simple power generator that would replace "magic SMES" on various derelicts.
/obj/machinery/power/rtg
name = "radioisotope thermoelectric generator"
desc = "A simple nuclear power generator, used in small outposts to reliably provide power for decades."
icon = 'icons/obj/power.dmi'
icon_state = "rtg"
density = 1
anchored = 1
use_power = 0
// You can buckle someone to RTG, then open its panel. Fun stuff.
can_buckle = TRUE
buckle_lying = FALSE
buckle_requires_restraints = TRUE
var/power_gen = 1000 // Enough to power a single APC. 4000 output with T4 capacitor.
var/board_path = /obj/item/weapon/circuitboard/machine/rtg
var/irradiate = TRUE // RTGs irradiate surroundings, but only when panel is open.
/obj/machinery/power/rtg/New()
..()
var/obj/item/weapon/circuitboard/machine/B = new board_path(null)
B.apply_default_parts(src)
connect_to_network()
/obj/item/weapon/circuitboard/machine/rtg
name = "circuit board (RTG)"
build_path = /obj/machinery/power/rtg
origin_tech = "programming=2;materials=4;powerstorage=3;engineering=2"
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/weapon/stock_parts/capacitor = 1,
/obj/item/stack/sheet/mineral/uranium = 10) // We have no Pu-238, and this is the closest thing to it.
/obj/machinery/power/rtg/initialize()
..()
connect_to_network()
/obj/machinery/power/rtg/process()
..()
add_avail(power_gen)
if(panel_open && irradiate)
radiation_pulse(get_turf(src), 2, 3, 6) // Weak but noticeable.
/obj/machinery/power/rtg/RefreshParts()
var/part_level = 0
for(var/obj/item/weapon/stock_parts/SP in component_parts)
part_level += SP.rating
power_gen = initial(power_gen) * part_level
/obj/machinery/power/rtg/attackby(obj/item/I, mob/user, params)
if(exchange_parts(user, I))
return
else if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-open", initial(icon_state), I))
return
else if(default_deconstruction_crowbar(I))
return
return ..()
/obj/machinery/power/rtg/attack_hand(mob/user)
if(can_buckle && isliving(user.pulling) && user.a_intent == "grab" && !has_buckled_mobs())
var/mob/living/L = user.pulling
if(L.buckled)
return
L.loc = src.loc
user_buckle_mob(L, user)
else
..()
/obj/machinery/power/rtg/advanced
desc = "An advanced RTG capable of moderating isotope decay, increasing power output but reducing lifetime. It uses plasma-fueled radiation collectors to increase output even further."
power_gen = 1250 // 2500 on T1, 10000 on T4.
board_path = /obj/item/weapon/circuitboard/machine/rtg/advanced
/obj/item/weapon/circuitboard/machine/rtg/advanced
name = "circuit board (Advanced RTG)"
build_path = /obj/machinery/power/rtg/advanced
origin_tech = "programming=3;materials=5;powerstorage=4;engineering=3;plasmatech=3"
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/weapon/stock_parts/capacitor = 1,
/obj/item/weapon/stock_parts/micro_laser = 1,
/obj/item/stack/sheet/mineral/uranium = 10,
/obj/item/stack/sheet/mineral/plasma = 5)
// Void Core, power source for Abductor ships and bases.
// Provides a lot of power, but tends to explode when mistreated.
/obj/machinery/power/rtg/abductor
name = "Void Core"
icon = 'icons/obj/abductor.dmi'
icon_state = "core"
desc = "An alien power source that produces energy seemingly out of nowhere."
board_path = /obj/item/weapon/circuitboard/machine/abductor/core
power_gen = 20000 // 280 000 at T1, 400 000 at T4. Starts at T4.
irradiate = FALSE // Green energy!
can_buckle = FALSE
pixel_y = 7
var/going_kaboom = FALSE // Is it about to explode?
/obj/item/weapon/circuitboard/machine/abductor/core
name = "alien board (Void Core)"
build_path = /obj/machinery/power/rtg/abductor
origin_tech = "programming=5;abductor=5;powerstorage=8;engineering=8"
req_components = list(
/obj/item/weapon/stock_parts/capacitor = 1,
/obj/item/weapon/stock_parts/micro_laser = 1,
/obj/item/weapon/stock_parts/cell/infinite/abductor = 1)
def_components = list(
/obj/item/weapon/stock_parts/capacitor = /obj/item/weapon/stock_parts/capacitor/quadratic,
/obj/item/weapon/stock_parts/micro_laser = /obj/item/weapon/stock_parts/micro_laser/quadultra)
/obj/machinery/power/rtg/abductor/proc/overload()
if(going_kaboom)
return
going_kaboom = TRUE
visible_message("<span class='danger'>\The [src] lets out an shower of sparks as it starts to lose stability!</span>",\
"<span class='italics'>You hear a loud electrical crack!</span>")
playsound(src.loc, 'sound/magic/LightningShock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 5, power_gen * 0.05)
addtimer(GLOBAL_PROC, "explosion", 100, FALSE, get_turf(src), 2, 3, 4, 8) // Not a normal explosion.
/obj/machinery/power/rtg/abductor/bullet_act(obj/item/projectile/Proj)
..()
if(!going_kaboom && istype(Proj) && !Proj.nodamage && ((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE)))
message_admins("[key_name_admin(Proj.firer)] triggered an Abductor Core explosion via projectile.")
log_game("[key_name(Proj.firer)] triggered an Abductor Core explosion via projectile.")
overload()
/obj/machinery/power/rtg/abductor/blob_act(obj/structure/blob/B)
overload()
/obj/machinery/power/rtg/abductor/ex_act()
if(going_kaboom)
qdel(src)
else
overload()
/obj/machinery/power/rtg/abductor/fire_act(exposed_temperature, exposed_volume)
overload()
/obj/machinery/power/rtg/abductor/tesla_act()
..() //extend the zap
overload()