Files
Bubberstation/code/game/mecha/mecha_defense.dm
2015-09-10 20:57:30 +09:00

345 lines
13 KiB
Plaintext

/obj/mecha/proc/take_damage(amount, type="brute")
if(amount)
var/damage = absorbDamage(amount,type)
health -= damage
update_health()
occupant_message("<span class='userdanger'>Taking damage!</span>")
log_append_to_last("Took [damage] points of damage. Damage type: \"[type]\".",1)
/obj/mecha/proc/absorbDamage(damage,damage_type)
var/coeff = 1
if(damage_absorption[damage_type])
coeff = damage_absorption[damage_type]
return damage*coeff
/obj/mecha/proc/update_health()
if(src.health > 0)
src.spark_system.start()
else
qdel(src)
/obj/mecha/attack_hulk(mob/living/carbon/human/user)
if(!prob(src.deflect_chance))
..(user, 1)
take_damage(15)
check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
user.visible_message("<span class='danger'>[user] hits [src.name], doing some damage.</span>", "<span class='danger'>You hit [src.name] with all your might. The metal creaks and bends.</span>")
occupant_message("<span class='userdanger'>[user] hits [src.name], doing some damage.</span>")
return 1
return 0
/obj/mecha/attack_hand(mob/living/user as mob)
user.changeNext_move(CLICK_CD_MELEE) // Ugh. Ideally we shouldn't be setting cooldowns outside of click code.
user.do_attack_animation(src)
src.log_message("Attack by hand/paw. Attacker - [user].",1)
user.visible_message("<span class='danger'>[user] hits [src.name]. Nothing happens</span>","<span class='danger'>You hit [src.name] with no visible effect.</span>")
src.log_append_to_last("Armor saved.")
return
/obj/mecha/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/mecha/attack_alien(mob/living/user as mob)
src.log_message("Attack by alien. Attacker - [user].",1)
user.changeNext_move(CLICK_CD_MELEE) //Now stompy alien killer mechs are actually scary to aliens!
user.do_attack_animation(src)
if(!prob(src.deflect_chance))
take_damage(15)
check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
visible_message("<span class='danger'>The [user] slashes at [src.name]'s armor!</span>")
else
src.log_append_to_last("Armor saved.")
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
user << "\green Your claws had no effect!"
visible_message("<span class='notice'>The [user] rebounds off [src.name]'s armor!</span>")
return
/obj/mecha/attack_animal(mob/living/simple_animal/user as mob)
src.log_message("Attack by simple animal. Attacker - [user].",1)
user.changeNext_move(CLICK_CD_MELEE)
if(user.melee_damage_upper == 0)
user.emote("[user.friendly] [src]")
else
user.do_attack_animation(src)
if(!prob(src.deflect_chance))
var/damage = rand(user.melee_damage_lower, user.melee_damage_upper)
take_damage(damage)
check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
visible_message("<span class='danger'>[user] [user.attacktext] [src]!</span>")
add_logs(user, src, "attacked")
else
src.log_append_to_last("Armor saved.")
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
visible_message("<span class='notice'>The [user] rebounds off [src.name]'s armor!</span>")
add_logs(user, src, "attacked")
return
/obj/mecha/attack_tk()
return
/obj/mecha/hitby(atom/movable/A as mob|obj) //wrapper
log_message("Hit by [A].",1)
var/deflection = deflect_chance
var/dam_coeff = 1
var/counter_tracking = 0
for(var/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/B in equipment)
if(B.projectile_react())
deflection *= B.deflect_coeff
dam_coeff *= B.damage_coeff
counter_tracking = 1
break
if(istype(A, /obj/item/mecha_parts/mecha_tracking))
if(!counter_tracking)
A.forceMove(src)
visible_message("The [A] fastens firmly to [src].")
return
else
deflection = 100 //will bounce off
if(prob(deflection) || istype(A, /mob))
visible_message("[A] bounces off the [src.name] armor")
log_append_to_last("Armor saved.")
if(istype(A, /mob/living))
var/mob/living/M = A
M.take_organ_damage(10)
else if(istype(A, /obj))
var/obj/O = A
if(O.throwforce)
visible_message("<span class='danger'>[src.name] is hit by [A].</span>")
take_damage(O.throwforce*dam_coeff)
check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
return
/obj/mecha/bullet_act(var/obj/item/projectile/Proj) //wrapper
log_message("Hit by projectile. Type: [Proj.name]([Proj.flag]).",1)
var/deflection = deflect_chance
var/dam_coeff = 1
for(var/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/B in equipment)
if(B.projectile_react())
deflection *= B.deflect_coeff
dam_coeff *= B.damage_coeff
break
if(prob(deflection))
visible_message("The [src.name] armor deflects the projectile")
log_append_to_last("Armor saved.")
return
var/ignore_threshold
if(Proj.flag == "taser")
use_power(200)
return
if(istype(Proj, /obj/item/projectile/beam/pulse))
ignore_threshold = 1
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
take_damage(Proj.damage*dam_coeff,Proj.flag)
visible_message("<span class='danger'>[src.name] is hit by [Proj].</span>")
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT),ignore_threshold)
Proj.on_hit(src)
/obj/mecha/ex_act(severity, target)
src.log_message("Affected by explosion of severity: [severity].",1)
if(prob(src.deflect_chance))
severity++
log_append_to_last("Armor saved, changing severity to [severity].")
switch(severity)
if(1)
qdel(src)
if(2)
if (prob(30))
qdel(src)
else
take_damage(initial(src.health)/2)
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT),1)
if(3)
if (prob(5))
qdel(src)
else
take_damage(initial(src.health)/5)
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT),1)
return
/obj/mecha/blob_act()
take_damage(30, "brute")
return
/obj/mecha/emp_act(severity)
if(get_charge())
use_power((cell.charge/2)/severity)
take_damage(50 / severity,"energy")
src.log_message("EMP detected",1)
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT),1)
return
/obj/mecha/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature>src.max_temperature)
log_message("Exposed to dangerous temperature.",1)
take_damage(5,"fire")
check_for_internal_damage(list(MECHA_INT_FIRE, MECHA_INT_TEMP_CONTROL))
return
/obj/mecha/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/device/mmi))
if(mmi_move_inside(W,user))
user << "[src]-[W] interface initialized successfuly"
else
user << "[src]-[W] interface initialization failed."
return
if(istype(W, /obj/item/mecha_parts/mecha_equipment))
var/obj/item/mecha_parts/mecha_equipment/E = W
spawn()
if(E.can_attach(src))
if(!user.drop_item())
return
E.attach(src)
user.visible_message("[user] attaches [W] to [src].", "<span class='notice'>You attach [W] to [src].</span>")
else
user << "<span class='warning'>You were unable to attach [W] to [src]!</span>"
return
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if(add_req_access || maint_access)
if(internals_access_allowed(user))
var/obj/item/weapon/card/id/id_card
if(istype(W, /obj/item/weapon/card/id))
id_card = W
else
var/obj/item/device/pda/pda = W
id_card = pda.id
output_maintenance_dialog(id_card, user)
return
else
user << "<span class='warning'>Invalid ID: Access denied.</span>"
else
user << "<span class='warning'>Maintenance protocols disabled by operator.</span>"
else if(istype(W, /obj/item/weapon/wrench))
if(state==1)
state = 2
user << "<span class='notice'>You undo the securing bolts.</span>"
else if(state==2)
state = 1
user << "<span class='notice'>You tighten the securing bolts.</span>"
return
else if(istype(W, /obj/item/weapon/crowbar))
if(state==2)
state = 3
user << "<span class='notice'>You open the hatch to the power unit.</span>"
else if(state==3)
state=2
user << "<span class='notice'>You close the hatch to the power unit.</span>"
return
else if(istype(W, /obj/item/stack/cable_coil))
if(state == 3 && (internal_damage & MECHA_INT_SHORT_CIRCUIT))
var/obj/item/stack/cable_coil/CC = W
if(CC.use(2))
clearInternalDamage(MECHA_INT_SHORT_CIRCUIT)
user << "<span class='notice'>You replace the fused wires.</span>"
else
user << "<span class='warning'>You need two lengths of cable to fix this mech!</span>"
return
else if(istype(W, /obj/item/weapon/screwdriver))
if(internal_damage & MECHA_INT_TEMP_CONTROL)
clearInternalDamage(MECHA_INT_TEMP_CONTROL)
user << "<span class='notice'>You repair the damaged temperature controller.</span>"
else if(state==3 && src.cell)
src.cell.forceMove(src.loc)
src.cell = null
state = 4
user << "<span class='notice'>You unscrew and pry out the powercell.</span>"
src.log_message("Powercell removed")
else if(state==4 && src.cell)
state=3
user << "<span class='notice'>You screw the cell in place.</span>"
return
else if(istype(W, /obj/item/weapon/stock_parts/cell))
if(state==4)
if(!src.cell)
if(!user.drop_item())
return
var/obj/item/weapon/stock_parts/cell/C = W
user << "<span class='notice'>You install the powercell.</span>"
C.forceMove(src)
C.use(C.charge * 0.8)
src.cell = C
src.log_message("Powercell installed")
else
user << "<span class='notice'>There's already a powercell installed.</span>"
return
else if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent != "harm")
user.changeNext_move(CLICK_CD_MELEE)
var/obj/item/weapon/weldingtool/WT = W
if(src.health<initial(src.health))
if (WT.remove_fuel(0,user))
if (internal_damage & MECHA_INT_TANK_BREACH)
clearInternalDamage(MECHA_INT_TANK_BREACH)
user << "<span class='notice'>You repair the damaged gas tank.</span>"
else
user.visible_message("<span class='notice'>[user] repairs some damage to [src.name].</span>")
src.health += min(10, initial(src.health)-src.health)
else
user << "<span class='warning'>The welder must be on for this task!</span>"
return 1
else
user << "<span class='warning'>The [src.name] is at full integrity!</span>"
return 1
else if(istype(W, /obj/item/mecha_parts/mecha_tracking))
if(!user.unEquip(W))
user << "<span class='warning'>\the [W] is stuck to your hand, you cannot put it in \the [src]!</span>"
return
W.forceMove(src)
user.visible_message("[user] attaches [W] to [src].", "<span class='notice'>You attach [W] to [src].</span>")
return
else if(!(W.flags&NOBLUDGEON))
user.changeNext_move(CLICK_CD_MELEE) // Ugh. Ideally we shouldn't be setting cooldowns outside of click code.
user.do_attack_animation(src)
log_message("Attacked by [W]. Attacker - [user]")
var/deflection = deflect_chance
var/dam_coeff = 1
for(var/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster/B in equipment)
if(B.attack_react(user))
deflection *= B.deflect_coeff
dam_coeff *= B.damage_coeff
break
if(prob(deflection))
user << "<span class='danger'>The [W] bounces off [src.name] armor.</span>"
src.log_append_to_last("Armor saved.")
return 0
else
user.visible_message("<span class='danger'>[user] hits [src] with [W].</span>", "<span class='danger'>You hit [src] with [W].</span>")
take_damage(round(W.force*dam_coeff),W.damtype)
check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
return 1
/obj/mecha/proc/mech_toxin_damage(mob/living/target)
playsound(src, 'sound/effects/spray2.ogg', 50, 1)
if(target.reagents)
if(target.reagents.get_reagent_amount("cryptobiolin") + force < force*2)
target.reagents.add_reagent("cryptobiolin", force/2)
if(target.reagents.get_reagent_amount("toxin") + force < force*2)
target.reagents.add_reagent("toxin", force/2.5)
/atom/proc/mech_melee_attack(obj/mecha/M)
return
/obj/mecha/mech_melee_attack(obj/mecha/M)
if(M.damtype =="brute")
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
else if(M.damtype == "fire")
playsound(src, 'sound/items/Welder.ogg', 50, 1)
else
return
visible_message("<span class='danger'>[M.name] has hit [src].</span>")
take_damage(M.force, damtype)
add_logs(M.occupant, src, "attacked", M, "(INTENT: [uppertext(M.occupant.a_intent)]) (DAMTYPE: [uppertext(M.damtype)])")
return