mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-13 03:02:38 +00:00
Fixes a very large number of typos. A few of these fixes also extend to variable names, but only the really egregious ones like "concious".
167 lines
6.9 KiB
Plaintext
167 lines
6.9 KiB
Plaintext
/atom
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///any atom that uses integrity and can be damaged must set this to true, otherwise the integrity procs will throw an error
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var/uses_integrity = FALSE
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VAR_PROTECTED/datum/armor/armor_type = /datum/armor/none
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VAR_PRIVATE/datum/armor/armor
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VAR_PRIVATE/atom_integrity //defaults to max_integrity
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var/max_integrity = 500
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var/integrity_failure = 0 //0 if we have no special broken behavior, otherwise is a percentage of at what point the atom breaks. 0.5 being 50%
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///Damage under this value will be completely ignored
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var/damage_deflection = 0
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var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
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/// The essential proc to call when an atom must receive damage of any kind.
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/atom/proc/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration = 0)
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if(!uses_integrity)
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CRASH("[src] had /atom/proc/take_damage() called on it without it being a type that has uses_integrity = TRUE!")
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if(QDELETED(src))
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CRASH("[src] taking damage after deletion")
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if(atom_integrity <= 0)
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CRASH("[src] taking damage while having <= 0 integrity")
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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)
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return
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damage_amount = run_atom_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_ATOM_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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var/previous_atom_integrity = atom_integrity
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update_integrity(atom_integrity - damage_amount)
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var/integrity_failure_amount = integrity_failure * max_integrity
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//BREAKING FIRST
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if(integrity_failure && previous_atom_integrity > integrity_failure_amount && atom_integrity <= integrity_failure_amount)
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atom_break(damage_flag)
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//DESTROYING SECOND
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if(atom_integrity <= 0 && previous_atom_integrity > 0)
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atom_destruction(damage_flag)
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/// Proc for recovering atom_integrity. Returns the amount repaired by
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/atom/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, atom_integrity + amount)
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. = new_integrity - atom_integrity
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update_integrity(new_integrity)
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if(integrity_failure && atom_integrity > integrity_failure * max_integrity)
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atom_fix()
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/// Handles the integrity of an atom changing. This must be called instead of changing integrity directly.
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/atom/proc/update_integrity(new_value)
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SHOULD_NOT_OVERRIDE(TRUE)
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if(!uses_integrity)
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CRASH("/atom/proc/update_integrity() was called on [src] when it doesn't use integrity!")
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var/old_value = atom_integrity
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new_value = max(0, new_value)
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if(atom_integrity == new_value)
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return
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atom_integrity = new_value
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on_update_integrity(old_value, new_value)
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return new_value
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/// Handle updates to your atom's integrity
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/atom/proc/on_update_integrity(old_value, new_value)
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SHOULD_NOT_SLEEP(TRUE)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(src, COMSIG_ATOM_INTEGRITY_CHANGED, old_value, new_value)
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/// This mostly exists to keep atom_integrity private. Might be useful in the future.
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/atom/proc/get_integrity()
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SHOULD_BE_PURE(TRUE)
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return atom_integrity
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/// Similar to get_integrity, but returns the percentage as [0-1] instead.
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/atom/proc/get_integrity_percentage()
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SHOULD_BE_PURE(TRUE)
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return round(atom_integrity / max_integrity, 0.01)
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///returns the damage value of the attack after processing the atom's various armor protections
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/atom/proc/run_atom_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration = 0)
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if(!uses_integrity)
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CRASH("/atom/proc/run_atom_armor was called on [src] without being implemented as a type that uses integrity!")
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if(damage_flag == MELEE && damage_amount < damage_deflection)
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return 0
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if(damage_type != BRUTE && damage_type != BURN)
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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 = get_armor_rating(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(PENETRATE_ARMOUR(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 atom is damaged.
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/atom/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/items/weapons/smash.ogg', 50, TRUE)
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else
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playsound(src, 'sound/items/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/tools/welder.ogg', 100, TRUE)
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///Called to get the damage that hulks will deal to the atom.
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/atom/proc/hulk_damage()
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return 150 //the damage hulks do on punches to this atom, is affected by melee armor
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/atom/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
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if(!uses_integrity)
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CRASH("unimplemented /atom/proc/attack_generic()!")
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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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/// Called after the atom takes damage and integrity is below integrity_failure level
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/atom/proc/atom_break(damage_flag)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(src, COMSIG_ATOM_BREAK, damage_flag)
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/// Called when integrity is repaired above the breaking point having been broken before
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/atom/proc/atom_fix()
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(src, COMSIG_ATOM_FIX)
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///what happens when the atom's integrity reaches zero.
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/atom/proc/atom_destruction(damage_flag)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(src, COMSIG_ATOM_DESTRUCTION, damage_flag)
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///changes max_integrity while retaining current health percentage, returns TRUE if the atom got broken.
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/atom/proc/modify_max_integrity(new_max, can_break = TRUE, damage_type = BRUTE)
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if(!uses_integrity)
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CRASH("/atom/proc/modify_max_integrity() was called on [src] when it doesn't use integrity!")
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var/current_integrity = atom_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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atom_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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atom_break(damage_type)
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return TRUE
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return FALSE
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/// A cut-out proc for [/atom/proc/bullet_act] so living mobs can have their own armor behavior checks without causing issues with needing their own on_hit call
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/atom/proc/check_projectile_armor(def_zone, obj/projectile/impacting_projectile, is_silent)
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if(uses_integrity)
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return clamp(PENETRATE_ARMOUR(get_armor_rating(impacting_projectile.armor_flag), impacting_projectile.armour_penetration), 0, 100)
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return 0
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