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Bubberstation/code/modules/shuttle/shuttle.dm
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phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00

691 lines
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//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
// #define DOCKING_PORT_HIGHLIGHT
//NORTH default dir
/obj/docking_port
invisibility = INVISIBILITY_ABSTRACT
icon = 'icons/obj/device.dmi'
//icon = 'icons/dirsquare.dmi'
icon_state = "pinonfar"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
anchored = 1
var/id
// this should point -away- from the dockingport door, ie towards the ship
dir = NORTH
var/width = 0 //size of covered area, perpendicular to dir
var/height = 0 //size of covered area, parallel to dir
var/dwidth = 0 //position relative to covered area, perpendicular to dir
var/dheight = 0 //position relative to covered area, parallel to dir
//these objects are indestructible
/obj/docking_port/Destroy(force)
// unless you assert that you know what you're doing. Horrible things
// may result.
if(force)
..()
. = QDEL_HINT_HARDDEL_NOW
else
return QDEL_HINT_LETMELIVE
/obj/docking_port/take_damage()
return
/obj/docking_port/singularity_pull()
return
/obj/docking_port/singularity_act()
return 0
/obj/docking_port/shuttleRotate()
return //we don't rotate with shuttles via this code.
//returns a list(x0,y0, x1,y1) where points 0 and 1 are bounding corners of the projected rectangle
/obj/docking_port/proc/return_coords(_x, _y, _dir)
if(_dir == null)
_dir = dir
if(_x == null)
_x = x
if(_y == null)
_y = y
//byond's sin and cos functions are inaccurate. This is faster and perfectly accurate
var/cos = 1
var/sin = 0
switch(_dir)
if(WEST)
cos = 0
sin = 1
if(SOUTH)
cos = -1
sin = 0
if(EAST)
cos = 0
sin = -1
return list(
_x + (-dwidth*cos) - (-dheight*sin),
_y + (-dwidth*sin) + (-dheight*cos),
_x + (-dwidth+width-1)*cos - (-dheight+height-1)*sin,
_y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos
)
//returns turfs within our projected rectangle in a specific order.
//this ensures that turfs are copied over in the same order, regardless of any rotation
/obj/docking_port/proc/return_ordered_turfs(_x, _y, _z, _dir, area/A)
if(!_dir)
_dir = dir
if(!_x)
_x = x
if(!_y)
_y = y
if(!_z)
_z = z
var/cos = 1
var/sin = 0
switch(_dir)
if(WEST)
cos = 0
sin = 1
if(SOUTH)
cos = -1
sin = 0
if(EAST)
cos = 0
sin = -1
. = list()
var/xi
var/yi
for(var/dx=0, dx<width, ++dx)
for(var/dy=0, dy<height, ++dy)
xi = _x + (dx-dwidth)*cos - (dy-dheight)*sin
yi = _y + (dy-dheight)*cos + (dx-dwidth)*sin
var/turf/T = locate(xi, yi, _z)
if(A)
if(get_area(T) == A)
. += T
else
. += null
else
. += T
#ifdef DOCKING_PORT_HIGHLIGHT
//Debug proc used to highlight bounding area
/obj/docking_port/proc/highlight(_color)
var/list/L = return_coords()
var/turf/T0 = locate(L[1],L[2],z)
var/turf/T1 = locate(L[3],L[4],z)
for(var/turf/T in block(T0,T1))
T.color = _color
T.maptext = null
if(_color)
var/turf/T = locate(L[1], L[2], z)
T.color = "#0f0"
T = locate(L[3], L[4], z)
T.color = "#00f"
#endif
//return first-found touching dockingport
/obj/docking_port/proc/get_docked()
return locate(/obj/docking_port/stationary) in loc
/obj/docking_port/proc/getDockedId()
var/obj/docking_port/P = get_docked()
if(P) return P.id
/obj/docking_port/stationary
name = "dock"
var/turf_type = /turf/open/space
var/area_type = /area/space
var/last_dock_time
/obj/docking_port/stationary/New()
..()
SSshuttle.stationary += src
if(!id)
id = "[SSshuttle.stationary.len]"
if(name == "dock")
name = "dock[SSshuttle.stationary.len]"
#ifdef DOCKING_PORT_HIGHLIGHT
highlight("#f00")
#endif
//returns first-found touching shuttleport
/obj/docking_port/stationary/get_docked()
. = locate(/obj/docking_port/mobile) in loc
/obj/docking_port/stationary/transit
name = "In Transit"
turf_type = /turf/open/space/transit
var/list/turf/assigned_turfs = list()
var/obj/docking_port/mobile/owner
/obj/docking_port/stationary/transit/New()
..()
SSshuttle.transit += src
/obj/docking_port/stationary/transit/proc/dezone()
for(var/i in assigned_turfs)
var/turf/T = i
if(T.type == turf_type)
T.ChangeTurf(/turf/open/space)
T.flags |= UNUSED_TRANSIT_TURF
/obj/docking_port/stationary/transit/Destroy(force=FALSE)
if(force)
SSshuttle.transit -= src
if(owner)
owner = null
if(assigned_turfs)
dezone()
assigned_turfs.Cut()
assigned_turfs = null
. = ..()
/obj/docking_port/mobile
icon_state = "mobile"
name = "shuttle"
icon_state = "pinonclose"
var/area/shuttle/areaInstance
var/timer //used as a timer (if you want time left to complete move, use timeLeft proc)
var/last_timer_length
var/mode = SHUTTLE_IDLE //current shuttle mode
var/callTime = 100 //time spent in transit (deciseconds). Should not be lower then 10 seconds without editing the animation of the hyperspace ripples.
var/ignitionTime = 55 // time spent "starting the engines". Also rate limits how often we try to reserve transit space if its ever full of transiting shuttles.
var/roundstart_move //id of port to send shuttle to at roundstart
// The direction the shuttle prefers to travel in
var/preferred_direction = NORTH
// And the angle from the front of the shuttle to the port
var/port_angle = 0 // used to be travelDir
var/obj/docking_port/stationary/destination
var/obj/docking_port/stationary/previous
var/obj/docking_port/stationary/transit/assigned_transit
var/launch_status = NOLAUNCH
// A timid shuttle will not register itself with the shuttle subsystem
// All shuttle templates are timid
var/timid = FALSE
var/list/ripples = list()
/obj/docking_port/mobile/New()
..()
if(!timid)
register()
/obj/docking_port/mobile/proc/register()
SSshuttle.mobile += src
/obj/docking_port/mobile/Destroy(force)
if(force)
SSshuttle.mobile -= src
destination = null
previous = null
assigned_transit = null
areaInstance = null
. = ..()
/obj/docking_port/mobile/initialize()
var/area/A = get_area(src)
if(istype(A, /area/shuttle))
areaInstance = A
if(!id)
id = "[SSshuttle.mobile.len]"
if(name == "shuttle")
name = "shuttle[SSshuttle.mobile.len]"
if(!areaInstance)
areaInstance = new()
areaInstance.name = name
areaInstance.contents += return_ordered_turfs()
#ifdef DOCKING_PORT_HIGHLIGHT
highlight("#0f0")
#endif
//this is a hook for custom behaviour. Maybe at some point we could add checks to see if engines are intact
/obj/docking_port/mobile/proc/canMove()
return TRUE
//this is to check if this shuttle can physically dock at dock S
/obj/docking_port/mobile/proc/canDock(obj/docking_port/stationary/S)
if(!istype(S))
return SHUTTLE_NOT_A_DOCKING_PORT
if(istype(S, /obj/docking_port/stationary/transit))
return SHUTTLE_CAN_DOCK
if(dwidth > S.dwidth)
return SHUTTLE_DWIDTH_TOO_LARGE
if(width-dwidth > S.width-S.dwidth)
return SHUTTLE_WIDTH_TOO_LARGE
if(dheight > S.dheight)
return SHUTTLE_DHEIGHT_TOO_LARGE
if(height-dheight > S.height-S.dheight)
return SHUTTLE_HEIGHT_TOO_LARGE
//check the dock isn't occupied
var/currently_docked = S.get_docked()
if(currently_docked)
// by someone other than us
if(currently_docked != src)
return SHUTTLE_SOMEONE_ELSE_DOCKED
else
// This isn't an error, per se, but we can't let the shuttle code
// attempt to move us where we currently are, it will get weird.
return SHUTTLE_ALREADY_DOCKED
return SHUTTLE_CAN_DOCK
/obj/docking_port/mobile/proc/check_dock(obj/docking_port/stationary/S)
var/status = canDock(S)
if(status == SHUTTLE_CAN_DOCK)
return TRUE
else if(status == SHUTTLE_ALREADY_DOCKED)
// We're already docked there, don't need to do anything.
// Triggering shuttle movement code in place is weird
return FALSE
else
var/msg = "Shuttle [src] cannot dock at [S], error: [status]"
message_admins(msg)
return FALSE
//call the shuttle to destination S
/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
if(!check_dock(S))
return
switch(mode)
if(SHUTTLE_CALL)
if(S == destination)
if(timeLeft(1) < callTime)
setTimer(callTime)
else
destination = S
setTimer(callTime)
if(SHUTTLE_RECALL)
if(S == destination)
setTimer(callTime - timeLeft(1))
else
destination = S
setTimer(callTime)
mode = SHUTTLE_CALL
if(SHUTTLE_IDLE, SHUTTLE_IGNITING)
destination = S
mode = SHUTTLE_IGNITING
setTimer(ignitionTime)
//recall the shuttle to where it was previously
/obj/docking_port/mobile/proc/cancel()
if(mode != SHUTTLE_CALL)
return
remove_ripples()
invertTimer()
mode = SHUTTLE_RECALL
/obj/docking_port/mobile/proc/enterTransit()
previous = null
// if(!destination)
// return
var/obj/docking_port/stationary/S0 = get_docked()
var/obj/docking_port/stationary/S1 = assigned_transit
if(S1)
if(dock(S1))
WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].")
else
previous = S0
else
WARNING("shuttle \"[id]\" could not enter transit space. S0=[S0 ? S0.id : "null"] S1=[S1 ? S1.id : "null"]")
/obj/docking_port/mobile/proc/jumpToNullSpace()
// Destroys the docking port and the shuttle contents.
// Not in a fancy way, it just ceases.
var/obj/docking_port/stationary/S0 = get_docked()
var/turf_type = /turf/open/space
var/area_type = /area/space
// If the shuttle is docked to a stationary port, restore its normal
// "empty" area and turf
if(S0)
if(S0.turf_type)
turf_type = S0.turf_type
if(S0.area_type)
area_type = S0.area_type
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
//remove area surrounding docking port
if(areaInstance.contents.len)
var/area/A0 = locate("[area_type]")
if(!A0)
A0 = new area_type(null)
for(var/turf/T0 in L0)
A0.contents += T0
for(var/i in L0)
var/turf/T0 =i
if(!T0)
continue
T0.empty(turf_type)
qdel(src, force=TRUE)
/obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1)
var/list/turfs = ripple_area(S1)
for(var/t in turfs)
ripples += PoolOrNew(/obj/effect/overlay/temp/ripple, t)
/obj/docking_port/mobile/proc/remove_ripples()
for(var/R in ripples)
qdel(R)
ripples.Cut()
/obj/docking_port/mobile/proc/ripple_area(obj/docking_port/stationary/S1)
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
var/list/ripple_turfs = list()
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
if(!T0)
continue
var/turf/T1 = L1[i]
if(!T1)
continue
if(T0.type != T0.baseturf)
ripple_turfs += T1
return ripple_turfs
/obj/docking_port/mobile/proc/check_poddoors()
for(var/obj/machinery/door/poddoor/shuttledock/pod in airlocks)
pod.check()
//this is the main proc. It instantly moves our mobile port to stationary port S1
//it handles all the generic behaviour, such as sanity checks, closing doors on the shuttle, stunning mobs, etc
/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1, force=FALSE)
// Crashing this ship with NO SURVIVORS
if(!force)
if(!check_dock(S1))
return -1
if(!canMove())
return -1
var/obj/docking_port/stationary/S0 = get_docked()
var/turf_type = /turf/open/space
var/area_type = /area/space
if(S0)
if(S0.turf_type)
turf_type = S0.turf_type
if(S0.area_type)
area_type = S0.area_type
var/destination_turf_type = S1.turf_type
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
var/rotation = dir2angle(S1.dir)-dir2angle(dir)
if ((rotation % 90) != 0)
rotation += (rotation % 90) //diagonal rotations not allowed, round up
rotation = SimplifyDegrees(rotation)
//remove area surrounding docking port
if(areaInstance.contents.len)
var/area/A0 = locate("[area_type]")
if(!A0)
A0 = new area_type(null)
for(var/turf/T0 in L0)
A0.contents += T0
remove_ripples()
//move or squish anything in the way ship at destination
roadkill(L0, L1, S1.dir)
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
if(!T0)
continue
var/turf/T1 = L1[i]
if(!T1)
continue
if(T0.type != T0.baseturf) //So if there is a hole in the shuttle we don't drag along the space/asteroid/etc to wherever we are going next
T0.copyTurf(T1)
T1.baseturf = destination_turf_type
areaInstance.contents += T1
//copy over air
if(isopenturf(T1))
var/turf/open/Ts1 = T1
Ts1.copy_air_with_tile(T0)
//move mobile to new location
for(var/atom/movable/AM in T0)
AM.onShuttleMove(T1, rotation)
if(rotation)
T1.shuttleRotate(rotation)
//lighting stuff
T1.redraw_lighting()
SSair.remove_from_active(T1)
T1.CalculateAdjacentTurfs()
SSair.add_to_active(T1,1)
T0.ChangeTurf(turf_type)
T0.redraw_lighting()
SSair.remove_from_active(T0)
T0.CalculateAdjacentTurfs()
SSair.add_to_active(T0,1)
check_poddoors()
S1.last_dock_time = world.time
loc = S1.loc
setDir(S1.dir)
/obj/docking_port/mobile/proc/findRoundstartDock()
return SSshuttle.getDock(roundstart_move)
/obj/docking_port/mobile/proc/dockRoundstart()
var/port = findRoundstartDock()
if(port)
return dock(port)
/obj/effect/landmark/shuttle_import
name = "Shuttle Import"
/obj/docking_port/mobile/proc/roadkill(list/L0, list/L1, dir)
var/list/hurt_mobs = list()
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
var/turf/T1 = L1[i]
if(!T0 || !T1)
continue
if(T0.type == T0.baseturf)
continue
// The corresponding tile will not be changed, so no roadkill
for(var/atom/movable/AM in T1)
if(ismob(AM))
if(isliving(AM) && !(AM in hurt_mobs))
hurt_mobs |= AM
var/mob/living/M = AM
if(M.buckled)
M.buckled.unbuckle_mob(M, 1)
if(M.pulledby)
M.pulledby.stop_pulling()
M.stop_pulling()
M.visible_message("<span class='warning'>[M] is hit by \
a hyperspace ripple[M.anchored ? "":" and is thrown clear"]!</span>",
"<span class='userdanger'>You feel an immense \
crushing pressure as the space around you ripples.</span>")
if(M.anchored)
M.gib()
else
step(M, dir)
M.Paralyse(10)
M.ex_act(2)
else //non-living mobs shouldn't be affected by shuttles, which is why this is an else
if(istype(AM, /obj/singularity) && !istype(AM, /obj/singularity/narsie)) //it's a singularity but not a god, ignore it.
continue
if(!AM.anchored)
step(AM, dir)
else
qdel(AM)
//used by shuttle subsystem to check timers
/obj/docking_port/mobile/proc/check()
check_ripples()
if(mode == SHUTTLE_IGNITING)
check_transit_zone()
if(timeLeft(1) > 0)
return
// If we can't dock or we don't have a transit slot, wait for 20 ds,
// then try again
switch(mode)
if(SHUTTLE_CALL)
if(dock(destination))
setTimer(20)
return
if(SHUTTLE_RECALL)
if(dock(previous))
setTimer(20)
return
if(SHUTTLE_IGNITING)
if(check_transit_zone() != TRANSIT_READY)
setTimer(20)
return
else
mode = SHUTTLE_CALL
setTimer(callTime)
enterTransit()
return
mode = SHUTTLE_IDLE
timer = 0
destination = null
/obj/docking_port/mobile/proc/check_ripples()
if(!ripples.len)
if((mode == SHUTTLE_CALL) || (mode == SHUTTLE_RECALL))
if(timeLeft(1) <= SHUTTLE_RIPPLE_TIME)
create_ripples(destination)
/obj/docking_port/mobile/proc/check_transit_zone()
if(assigned_transit)
return TRANSIT_READY
else
SSshuttle.request_transit_dock(src)
/obj/docking_port/mobile/proc/setTimer(wait)
timer = world.time + wait
last_timer_length = wait
/obj/docking_port/mobile/proc/invertTimer()
if(!last_timer_length)
return
var/time_remaining = timer - world.time
if(time_remaining > 0)
var/time_passed = last_timer_length - time_remaining
setTimer(time_passed)
//returns timeLeft
/obj/docking_port/mobile/proc/timeLeft(divisor)
if(divisor <= 0)
divisor = 10
var/ds_remaining
if(!timer)
ds_remaining = callTime
else
ds_remaining = max(0, timer - world.time)
. = round(ds_remaining / divisor, 1)
// returns 3-letter mode string, used by status screens and mob status panel
/obj/docking_port/mobile/proc/getModeStr()
switch(mode)
if(SHUTTLE_IGNITING)
return "IGN"
if(SHUTTLE_RECALL)
return "RCL"
if(SHUTTLE_CALL)
return "ETA"
if(SHUTTLE_DOCKED)
return "ETD"
if(SHUTTLE_ESCAPE)
return "ESC"
if(SHUTTLE_STRANDED)
return "ERR"
return ""
// returns 5-letter timer string, used by status screens and mob status panel
/obj/docking_port/mobile/proc/getTimerStr()
if(mode == SHUTTLE_STRANDED)
return "--:--"
var/timeleft = timeLeft()
if(timeleft > 0)
return "[add_zero(num2text((timeleft / 60) % 60),2)]:[add_zero(num2text(timeleft % 60), 2)]"
else
return "00:00"
/obj/docking_port/mobile/proc/getStatusText()
var/obj/docking_port/stationary/dockedAt = get_docked()
. = (dockedAt && dockedAt.name) ? dockedAt.name : "unknown"
if(istype(dockedAt, /obj/docking_port/stationary/transit))
var/obj/docking_port/stationary/dst
if(mode == SHUTTLE_RECALL)
dst = previous
else
dst = destination
. += " towards [dst ? dst.name : "unknown location"] ([timeLeft(600)] minutes)"
#undef DOCKING_PORT_HIGHLIGHT
/turf/proc/copyTurf(turf/T)
if(T.type != type)
var/obj/O
if(underlays.len) //we have underlays, which implies some sort of transparency, so we want to a snapshot of the previous turf as an underlay
O = new()
O.underlays.Add(T)
T.ChangeTurf(type)
if(underlays.len)
T.underlays = O.underlays
if(T.icon_state != icon_state)
T.icon_state = icon_state
if(T.icon != icon)
T.icon = icon
if(T.color != color)
T.color = color
if(T.dir != dir)
T.setDir(dir)
return T