Files
Bubberstation/code/game/objects/obj_defense.dm
SmArtKar 431bf75d53 Color Code Audition: Human rendering hates me (#89702)
## About The Pull Request

This trainwreck of a PR is (hopefully) a final solution to all rendering
jank stemming from the new filter-based coloring system. I went over
every single instance of RESET_COLOR, either adding KEEP_APART or
rewriting them entirely so they render properly. I've also fixed blood
rendering issues by utilizing alpha filters and adding an abstract
"holder" appearance for worn items, which holds blood overlays on worn
clothing as to avoid coloring it. I've also fixed horrible
inconsistencies with atmos pipe coloring as a result (of getting sucked
down that rabbit hole) and converted all uses of COLOR_VERY_LIGHT_GRAY
in atmos code to ATMOS_COLOR_OMNI to avoid confusion.

MODsuit modules still get colored into MOD unit's color, need to
refactor their rendering for this.

Closes #88989
Closes #87526
Closes #89837

## Changelog
🆑
refactor: Audited all remaining coloring code - among noticeable
changes, blood should no longer get colored or "leak out" of item
bounds, atmos pipes no longer color weirdly and repairbots are white
again.
/🆑
2025-03-24 15:05:33 +01:00

225 lines
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/obj/hitby(atom/movable/hit_by, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
..()
var/damage_taken = hit_by.throwforce
if(isitem(hit_by))
var/obj/item/as_item = hit_by
damage_taken *= as_item.demolition_mod
take_damage(damage_taken, BRUTE, MELEE, 1, get_dir(src, hit_by))
/obj/ex_act(severity, target)
if(resistance_flags & INDESTRUCTIBLE)
return FALSE
. = ..() //contents explosion
if(QDELETED(src))
return TRUE
if(target == src)
take_damage(INFINITY, BRUTE, BOMB, 0)
return TRUE
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)
return TRUE
/obj/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit = FALSE)
. = ..()
if(. != BULLET_ACT_HIT)
return .
var/damage_sustained = 0
if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object
damage_sustained = take_damage(
hitting_projectile.damage * hitting_projectile.demolition_mod,
hitting_projectile.damage_type,
hitting_projectile.armor_flag,
FALSE,
REVERSE_DIR(hitting_projectile.dir),
hitting_projectile.armour_penetration,
)
if(hitting_projectile.suppressed != SUPPRESSED_VERY)
visible_message(
span_danger("[src] is hit by \a [hitting_projectile][damage_sustained ? "" : ", [no_damage_feedback]"]!"),
vision_distance = COMBAT_MESSAGE_RANGE,
)
return damage_sustained > 0 ? BULLET_ACT_HIT : BULLET_ACT_BLOCK
/obj/attack_hulk(mob/living/carbon/human/user)
..()
if(density)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
else
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
var/damage = take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user))
user.visible_message(span_danger("[user] smashes [src][damage ? "" : ", [no_damage_feedback]"]!"), span_danger("You smash [src][damage ? "" : ", [no_damage_feedback]"]!"), null, COMBAT_MESSAGE_RANGE)
return TRUE
/obj/blob_act(obj/structure/blob/B)
if (!..())
return
if(isturf(loc))
var/turf/T = loc
if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
return
take_damage(400, BRUTE, MELEE, 0, get_dir(src, B))
/obj/attack_alien(mob/living/carbon/alien/adult/user, list/modifiers)
if(attack_generic(user, 60, BRUTE, MELEE, 0))
playsound(src.loc, 'sound/items/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/turf/current_turf = get_turf(src) //we want to save the turf to play the sound there, cause being destroyed deletes us!
var/play_soundeffect = user.environment_smash
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(current_turf, 'sound/effects/meteorimpact.ogg', 100, TRUE)
if(user.client)
log_combat(user, src, "attacked")
/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, attack_dir = REVERSE_DIR(direction))
/obj/singularity_act()
SSexplosions.high_mov_atom += src
if(src && !QDELETED(src))
qdel(src)
return 2
///// 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, custom_acid_overlay || GLOB.acid_overlay)
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/our_turf = loc
if(our_turf.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && 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(QDELETED(src)) // take_damage() can send our obj to an early grave, let's stop here if that happens
return
if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE) && !(resistance_flags & FIRE_PROOF))
AddComponent(/datum/component/burning, custom_fire_overlay() || GLOB.fire_overlay, burning_particles)
SEND_SIGNAL(src, COMSIG_ATOM_FIRE_ACT, exposed_temperature, exposed_volume)
return TRUE
return ..()
/// Returns a custom fire overlay, if any
/obj/proc/custom_fire_overlay()
return custom_fire_overlay
/// Should be called when the atom is destroyed by fire, comparable to acid_melt() proc
/obj/proc/burn()
deconstruct(FALSE)
///Called when the obj is hit by a tesla bolt.
/obj/zap_act(power, zap_flags)
if(QDELETED(src))
return 0
ADD_TRAIT(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED)
addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_BEING_SHOCKED, WAS_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 * 1.25e-3), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
/**
* Custom behaviour per atom subtype on how they should deconstruct themselves
* Arguments
*
* * disassembled - TRUE means we cleanly took this atom apart using tools. FALSE means this was destroyed in a violent way
*/
/obj/proc/atom_deconstruct(disassembled = TRUE)
PROTECTED_PROC(TRUE)
return
/**
* The interminate proc between deconstruct() & atom_deconstruct(). By default this delegates deconstruction to
* atom_deconstruct if NO_DEBRIS_AFTER_DECONSTRUCTION is absent but subtypes can override this to handle NO_DEBRIS_AFTER_DECONSTRUCTION in their
* own unique way. Override this if for example you want to dump out important content like mobs from the
* atom before deconstruction regardless if NO_DEBRIS_AFTER_DECONSTRUCTION is present or not
* Arguments
*
* * disassembled - TRUE means we cleanly took this atom apart using tools. FALSE means this was destroyed in a violent way
*/
/obj/proc/handle_deconstruct(disassembled = TRUE)
SHOULD_CALL_PARENT(FALSE)
if(!(obj_flags & NO_DEBRIS_AFTER_DECONSTRUCTION))
atom_deconstruct(disassembled)
/**
* The obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
* Arguments
*
* * disassembled - TRUE means we cleanly took this atom apart using tools. FALSE means this was destroyed in a violent way
*/
/obj/proc/deconstruct(disassembled = TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
//allow objects to deconstruct themselves
handle_deconstruct(disassembled)
//inform objects we were deconstructed
SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
//delete our self
qdel(src)
///what happens when the obj's integrity reaches zero.
/obj/atom_destruction(damage_flag)
. = ..()
if(damage_flag == ACID)
acid_melt()
else if(damage_flag == FIRE)
burn()
else
deconstruct(FALSE)
///returns how much the object blocks an explosion. Used by subtypes.
/obj/proc/GetExplosionBlock()
CRASH("Unimplemented GetExplosionBlock()")