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* Makes obj_integrity only updated through procs (#59474) Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem. get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads. * Makes obj_integrity private and only updated through procs * Mirror! Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Funce <funce.973@gmail.com>
294 lines
10 KiB
Plaintext
294 lines
10 KiB
Plaintext
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/// The essential proc to call when an obj must receive damage of any kind.
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/obj/proc/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration = 0)
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if(QDELETED(src))
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stack_trace("[src] taking damage after deletion")
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return
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if(sound_effect)
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play_attack_sound(damage_amount, damage_type, damage_flag)
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if((resistance_flags & INDESTRUCTIBLE) || obj_integrity <= 0)
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return
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damage_amount = run_obj_armor(damage_amount, damage_type, damage_flag, attack_dir, armour_penetration)
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if(damage_amount < DAMAGE_PRECISION)
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return
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if(SEND_SIGNAL(src, COMSIG_OBJ_TAKE_DAMAGE, damage_amount, damage_type, damage_flag, sound_effect, attack_dir, armour_penetration) & COMPONENT_NO_TAKE_DAMAGE)
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return
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. = damage_amount
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update_integrity(obj_integrity - damage_amount)
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//BREAKING FIRST
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if(integrity_failure && obj_integrity <= integrity_failure * max_integrity)
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obj_break(damage_flag)
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//DESTROYING SECOND
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if(obj_integrity <= 0)
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obj_destruction(damage_flag)
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/// Proc for recovering obj_integrity. Returns the amount repaired by
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/obj/proc/repair_damage(amount)
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if(amount <= 0) // We only recover here
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return
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var/new_integrity = min(max_integrity, obj_integrity + amount)
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. = new_integrity - obj_integrity
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update_integrity(new_integrity)
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if(integrity_failure && obj_integrity > integrity_failure * max_integrity)
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obj_fix()
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/// Handles the integrity of an object changing. This must be called instead of changing integrity directly.
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/obj/proc/update_integrity(new_value)
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SHOULD_NOT_OVERRIDE(TRUE)
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new_value = max(0, new_value)
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if(obj_integrity == new_value)
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return
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obj_integrity = new_value
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SEND_SIGNAL(src, COMSIG_OBJ_INTEGRITY_CHANGED)
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/// This mostly exists to keep obj_integrity private. Might be useful in the future.
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/obj/proc/get_integrity()
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SHOULD_BE_PURE(TRUE)
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return obj_integrity
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///returns the damage value of the attack after processing the obj's various armor protections
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/obj/proc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration = 0)
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if(damage_flag == MELEE && damage_amount < damage_deflection)
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return 0
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switch(damage_type)
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if(BRUTE)
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if(BURN)
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else
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return 0
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var/armor_protection = 0
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if(damage_flag)
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armor_protection = armor.getRating(damage_flag)
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if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor.
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armor_protection = clamp(armor_protection - armour_penetration, min(armor_protection, 0), 100)
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return round(damage_amount * (100 - armor_protection)*0.01, DAMAGE_PRECISION)
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///the sound played when the obj is damaged.
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/obj/proc/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, 'sound/weapons/smash.ogg', 50, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
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/obj/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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..()
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take_damage(AM.throwforce, BRUTE, MELEE, 1, get_dir(src, AM))
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/obj/ex_act(severity, target)
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if(resistance_flags & INDESTRUCTIBLE)
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return
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. = ..() //contents explosion
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if(QDELETED(src))
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return
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if(target == src)
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take_damage(INFINITY, BRUTE, BOMB, 0)
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return
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switch(severity)
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if(EXPLODE_DEVASTATE)
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take_damage(INFINITY, BRUTE, BOMB, 0)
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if(EXPLODE_HEAVY)
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take_damage(rand(100, 250), BRUTE, BOMB, 0)
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if(EXPLODE_LIGHT)
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take_damage(rand(10, 90), BRUTE, BOMB, 0)
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/obj/bullet_act(obj/projectile/P)
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. = ..()
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playsound(src, P.hitsound, 50, TRUE)
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var/no_damage = FALSE
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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
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no_damage = TRUE
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if(P.suppressed != SUPPRESSED_VERY)
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visible_message("<span class='danger'>[src] is hit by \a [P][no_damage ? ", which doesn't leave a mark" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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///Called to get the damage that hulks will deal to the obj.
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/obj/proc/hulk_damage()
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return 150 //the damage hulks do on punches to this object, is affected by melee armor
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/obj/attack_hulk(mob/living/carbon/human/user)
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..()
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user.visible_message("<span class='danger'>[user] smashes [src]!</span>", "<span class='danger'>You smash [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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if(density)
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
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else
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playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
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take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user))
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return TRUE
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/obj/blob_act(obj/structure/blob/B)
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if (!..())
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return
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if(isturf(loc))
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var/turf/T = loc
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if(T.intact && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
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return
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take_damage(400, BRUTE, MELEE, 0, get_dir(src, B))
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/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
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user.do_attack_animation(src)
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user.changeNext_move(CLICK_CD_MELEE)
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return take_damage(damage_amount, damage_type, damage_flag, sound_effect, get_dir(src, user), armor_penetration)
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/obj/attack_alien(mob/living/carbon/alien/humanoid/user, list/modifiers)
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if(attack_generic(user, 60, BRUTE, MELEE, 0))
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playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
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/obj/attack_animal(mob/living/simple_animal/user, list/modifiers)
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if(!user.melee_damage_upper && !user.obj_damage)
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user.emote("custom", message = "[user.friendly_verb_continuous] [src].")
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return FALSE
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else
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var/play_soundeffect = TRUE
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if(user.environment_smash)
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play_soundeffect = FALSE
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if(user.obj_damage)
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. = attack_generic(user, user.obj_damage, user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
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else
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. = attack_generic(user, rand(user.melee_damage_lower,user.melee_damage_upper), user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
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if(. && !play_soundeffect)
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
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/obj/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
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return TRUE
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/obj/move_crushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
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collision_damage(pusher, force, direction)
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return TRUE
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/obj/proc/collision_damage(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
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var/amt = max(0, ((force - (move_resist * MOVE_FORCE_CRUSH_RATIO)) / (move_resist * MOVE_FORCE_CRUSH_RATIO)) * 10)
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take_damage(amt, BRUTE)
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/obj/attack_slime(mob/living/simple_animal/slime/user)
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if(!user.is_adult)
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return
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attack_generic(user, rand(10, 15), BRUTE, MELEE, 1)
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/obj/singularity_act()
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SSexplosions.high_mov_atom += src
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if(src && !QDELETED(src))
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qdel(src)
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return 2
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///// ACID
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GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "acid"))
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///the obj's reaction when touched by acid
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/obj/acid_act(acidpwr, acid_volume)
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. = ..()
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if((resistance_flags & UNACIDABLE) || (acid_volume <= 0) || acidpwr <= 0)
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return FALSE
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AddComponent(/datum/component/acid, acidpwr, acid_volume)
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return TRUE
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///called when the obj is destroyed by acid.
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/obj/proc/acid_melt()
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deconstruct(FALSE)
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//// FIRE
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///Called when the obj is exposed to fire.
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/obj/fire_act(exposed_temperature, exposed_volume)
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if(isturf(loc))
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var/turf/T = loc
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if(T.intact && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
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return
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if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
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take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, FIRE, 0)
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if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE) && !(resistance_flags & FIRE_PROOF))
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resistance_flags |= ON_FIRE
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SSfire_burning.processing[src] = src
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update_appearance()
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return 1
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return ..()
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///called when the obj is destroyed by fire
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/obj/proc/burn()
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if(resistance_flags & ON_FIRE)
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SSfire_burning.processing -= src
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deconstruct(FALSE)
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///Called when the obj is no longer on fire.
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/obj/proc/extinguish()
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if(resistance_flags & ON_FIRE)
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resistance_flags &= ~ON_FIRE
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update_appearance()
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SSfire_burning.processing -= src
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///Called when the obj is hit by a tesla bolt.
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/obj/zap_act(power, zap_flags)
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if(QDELETED(src))
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return 0
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obj_flags |= BEING_SHOCKED
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addtimer(CALLBACK(src, .proc/reset_shocked), 1 SECONDS)
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return power / 2
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//The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
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///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.
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/obj/proc/zap_buckle_check(strength)
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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buckled_mob.electrocute_act((clamp(round(strength/400), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
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/obj/proc/reset_shocked()
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obj_flags &= ~BEING_SHOCKED
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///the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
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/obj/proc/deconstruct(disassembled = TRUE)
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SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
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qdel(src)
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/// Called after the obj takes damage and integrity is below integrity_failure level
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/obj/proc/obj_break(damage_flag)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(src, COMSIG_OBJ_BREAK)
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/// Called when integrity is repaired above the breaking point having been broken before
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/obj/proc/obj_fix()
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(src, COMSIG_OBJ_FIX)
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///what happens when the obj's integrity reaches zero.
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/obj/proc/obj_destruction(damage_flag)
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if(damage_flag == ACID)
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acid_melt()
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else if(damage_flag == FIRE)
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burn()
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else
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deconstruct(FALSE)
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///changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.
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/obj/proc/modify_max_integrity(new_max, can_break = TRUE, damage_type = BRUTE)
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var/current_integrity = obj_integrity
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var/current_max = max_integrity
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if(current_integrity != 0 && current_max != 0)
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var/percentage = current_integrity / current_max
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current_integrity = max(1, round(percentage * new_max)) //don't destroy it as a result
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obj_integrity = current_integrity
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max_integrity = new_max
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if(can_break && integrity_failure && current_integrity <= integrity_failure * max_integrity)
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obj_break(damage_type)
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return TRUE
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return FALSE
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///returns how much the object blocks an explosion. Used by subtypes.
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/obj/proc/GetExplosionBlock()
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CRASH("Unimplemented GetExplosionBlock()")
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