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Bubberstation/code/game/objects/obj_defense.dm
SkyratBot 9c861af7b7 [MIRROR] Greyscale Mat Datum Stationary Smooth Tanks (#6544)
* Greyscale Mat Datum Stationary Smooth Tanks

* Update icon_smoothing.dm

Co-authored-by: Emmett Gaines <ninjanomnom@protonmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-27 16:37:32 +01:00

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/// 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 = "", sound_effect = TRUE, attack_dir, armour_penetration = 0)
if(QDELETED(src))
stack_trace("[src] taking damage after deletion")
return
if(sound_effect)
play_attack_sound(damage_amount, damage_type, damage_flag)
if((resistance_flags & INDESTRUCTIBLE) || obj_integrity <= 0)
return
damage_amount = run_obj_armor(damage_amount, damage_type, damage_flag, attack_dir, armour_penetration)
if(damage_amount < DAMAGE_PRECISION)
return
if(SEND_SIGNAL(src, COMSIG_OBJ_TAKE_DAMAGE, damage_amount, damage_type, damage_flag, sound_effect, attack_dir, armour_penetration) & COMPONENT_NO_TAKE_DAMAGE)
return
. = damage_amount
update_integrity(obj_integrity - damage_amount)
//BREAKING FIRST
if(integrity_failure && obj_integrity <= integrity_failure * max_integrity)
obj_break(damage_flag)
//DESTROYING SECOND
if(obj_integrity <= 0)
obj_destruction(damage_flag)
/// Proc for recovering obj_integrity. Returns the amount repaired by
/obj/proc/repair_damage(amount)
if(amount <= 0) // We only recover here
return
var/new_integrity = min(max_integrity, obj_integrity + amount)
. = new_integrity - obj_integrity
update_integrity(new_integrity)
if(integrity_failure && obj_integrity > integrity_failure * max_integrity)
obj_fix()
/// Handles the integrity of an object changing. This must be called instead of changing integrity directly.
/obj/proc/update_integrity(new_value)
SHOULD_NOT_OVERRIDE(TRUE)
var/old_value = obj_integrity
new_value = max(0, new_value)
if(obj_integrity == new_value)
return
obj_integrity = new_value
SEND_SIGNAL(src, COMSIG_OBJ_INTEGRITY_CHANGED, old_value, new_value)
/// This mostly exists to keep obj_integrity private. Might be useful in the future.
/obj/proc/get_integrity()
SHOULD_BE_PURE(TRUE)
return obj_integrity
///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, armour_penetration = 0)
if(damage_flag == MELEE && damage_amount < damage_deflection)
return 0
switch(damage_type)
if(BRUTE)
if(BURN)
else
return 0
var/armor_protection = 0
if(damage_flag)
armor_protection = armor.getRating(damage_flag)
if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor.
armor_protection = clamp(armor_protection - armour_penetration, min(armor_protection, 0), 100)
return round(damage_amount * (100 - armor_protection)*0.01, DAMAGE_PRECISION)
///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, TRUE)
else
playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
..()
take_damage(AM.throwforce, BRUTE, MELEE, 1, get_dir(src, AM))
/obj/ex_act(severity, target)
if(resistance_flags & INDESTRUCTIBLE)
return
. = ..() //contents explosion
if(QDELETED(src))
return
if(target == src)
take_damage(INFINITY, BRUTE, BOMB, 0)
return
switch(severity)
if(EXPLODE_DEVASTATE)
take_damage(INFINITY, BRUTE, BOMB, 0)
if(EXPLODE_HEAVY)
take_damage(rand(100, 250), BRUTE, BOMB, 0)
if(EXPLODE_LIGHT)
take_damage(rand(10, 90), BRUTE, BOMB, 0)
/obj/bullet_act(obj/projectile/P)
. = ..()
playsound(src, P.hitsound, 50, TRUE)
var/no_damage = FALSE
if(!QDELETED(src) && !take_damage(P.damage, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration)) //Bullet on_hit effect might have already destroyed this object
no_damage = TRUE
if(P.suppressed != SUPPRESSED_VERY)
visible_message(span_danger("[src] is hit by \a [P][no_damage ? ", which doesn't leave a mark" : ""]!"), null, null, COMBAT_MESSAGE_RANGE)
///Called to get the damage that hulks will deal to the obj.
/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)
..()
user.visible_message(span_danger("[user] smashes [src]!"), span_danger("You smash [src]!"), null, COMBAT_MESSAGE_RANGE)
if(density)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
else
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user))
return TRUE
/obj/blob_act(obj/structure/blob/B)
if (!..())
return
if(isturf(loc))
var/turf/T = loc
if(T.intact && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
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, armor_penetration = 0) //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), armor_penetration)
/obj/attack_alien(mob/living/carbon/alien/humanoid/user, list/modifiers)
if(attack_generic(user, 60, BRUTE, MELEE, 0))
playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
/obj/attack_animal(mob/living/simple_animal/user, list/modifiers)
if(!user.melee_damage_upper && !user.obj_damage)
user.emote("custom", message = "[user.friendly_verb_continuous] [src].")
return FALSE
else
var/play_soundeffect = TRUE
if(user.environment_smash)
play_soundeffect = FALSE
if(user.obj_damage)
. = attack_generic(user, user.obj_damage, user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
else
. = attack_generic(user, rand(user.melee_damage_lower,user.melee_damage_upper), user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
if(. && !play_soundeffect)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
/obj/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
return TRUE
/obj/move_crushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
collision_damage(pusher, force, direction)
return TRUE
/obj/proc/collision_damage(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
var/amt = max(0, ((force - (move_resist * MOVE_FORCE_CRUSH_RATIO)) / (move_resist * MOVE_FORCE_CRUSH_RATIO)) * 10)
take_damage(amt, BRUTE)
/obj/attack_slime(mob/living/simple_animal/slime/user)
if(!user.is_adult)
return
attack_generic(user, rand(10, 15), BRUTE, MELEE, 1)
/obj/singularity_act()
SSexplosions.high_mov_atom += src
if(src && !QDELETED(src))
qdel(src)
return 2
///// ACID
GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "acid"))
///the obj's reaction when touched by acid
/obj/acid_act(acidpwr, acid_volume)
. = ..()
if((resistance_flags & UNACIDABLE) || (acid_volume <= 0) || acidpwr <= 0)
return FALSE
AddComponent(/datum/component/acid, acidpwr, acid_volume)
return TRUE
///called when the obj is destroyed by acid.
/obj/proc/acid_melt()
deconstruct(FALSE)
//// FIRE
///Called when the obj is exposed to fire.
/obj/fire_act(exposed_temperature, exposed_volume)
if(isturf(loc))
var/turf/T = loc
if(T.intact && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
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 & FIRE_PROOF))
resistance_flags |= ON_FIRE
SSfire_burning.processing[src] = src
update_appearance()
return 1
return ..()
///called when the obj is destroyed by fire
/obj/proc/burn()
if(resistance_flags & ON_FIRE)
SSfire_burning.processing -= src
deconstruct(FALSE)
///Called when the obj is no longer on fire.
/obj/proc/extinguish()
if(resistance_flags & ON_FIRE)
resistance_flags &= ~ON_FIRE
update_appearance()
SSfire_burning.processing -= src
///Called when the obj is hit by a tesla bolt.
/obj/zap_act(power, zap_flags)
if(QDELETED(src))
return 0
obj_flags |= BEING_SHOCKED
addtimer(CALLBACK(src, .proc/reset_shocked), 1 SECONDS)
return power / 2
//The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
///Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
/obj/proc/zap_buckle_check(strength)
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.electrocute_act((clamp(round(strength/400), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
/obj/proc/reset_shocked()
obj_flags &= ~BEING_SHOCKED
///the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
/obj/proc/deconstruct(disassembled = TRUE)
SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
qdel(src)
/// Called after the obj takes damage and integrity is below integrity_failure level
/obj/proc/obj_break(damage_flag)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_OBJ_BREAK)
/// Called when integrity is repaired above the breaking point having been broken before
/obj/proc/obj_fix()
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_OBJ_FIX)
///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 got broken.
/obj/proc/modify_max_integrity(new_max, can_break = TRUE, damage_type = BRUTE)
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(can_break && integrity_failure && current_integrity <= integrity_failure * max_integrity)
obj_break(damage_type)
return TRUE
return FALSE
///returns how much the object blocks an explosion. Used by subtypes.
/obj/proc/GetExplosionBlock()
CRASH("Unimplemented GetExplosionBlock()")