Files
CHOMPStation2/code/modules/mob/living/silicon/robot/robot_damage.dm
Neerti 2b86af1350 EMP tweaks/fixes
For borgs, EMP no longer results in a stun.  Instead, they are confused, and their HUD becomes static-y for a moment.  Their module items are also forced back into the borg, effectively disarming them.
EMP now drains powercells from current charge instead of max_charge, so two blasts should not empty the cell, for borgs.
Fixed bug where EMP was being applied twice to human mobs, including FBPs, resulting in them literally dying in one hit.
Synthetic organs take much less damage from EMP.
Synthetic external organs also take less damage, but more than their organs.
Bonus: Runtime fix for spawning in as a borg.
2016-02-04 09:51:25 -05:00

153 lines
4.8 KiB
Plaintext

/mob/living/silicon/robot/updatehealth()
if(status_flags & GODMODE)
health = maxHealth
stat = CONSCIOUS
return
health = maxHealth - (getBruteLoss() + getFireLoss())
return
/mob/living/silicon/robot/getBruteLoss()
var/amount = 0
for(var/V in components)
var/datum/robot_component/C = components[V]
if(C.installed != 0) amount += C.brute_damage
return amount
/mob/living/silicon/robot/getFireLoss()
var/amount = 0
for(var/V in components)
var/datum/robot_component/C = components[V]
if(C.installed != 0) amount += C.electronics_damage
return amount
/mob/living/silicon/robot/adjustBruteLoss(var/amount)
if(amount > 0)
take_overall_damage(amount, 0)
else
heal_overall_damage(-amount, 0)
/mob/living/silicon/robot/adjustFireLoss(var/amount)
if(amount > 0)
take_overall_damage(0, amount)
else
heal_overall_damage(0, -amount)
/mob/living/silicon/robot/proc/get_damaged_components(var/brute, var/burn, var/destroyed = 0)
var/list/datum/robot_component/parts = list()
for(var/V in components)
var/datum/robot_component/C = components[V]
if(C.installed == 1 || (C.installed == -1 && destroyed))
if((brute && C.brute_damage) || (burn && C.electronics_damage) || (!C.toggled) || (!C.powered && C.toggled))
parts += C
return parts
/mob/living/silicon/robot/proc/get_damageable_components()
var/list/rval = new
for(var/V in components)
var/datum/robot_component/C = components[V]
if(C.installed == 1) rval += C
return rval
/mob/living/silicon/robot/proc/get_armour()
if(!components.len) return 0
var/datum/robot_component/C = components["armour"]
if(C && C.installed == 1)
return C
return 0
/mob/living/silicon/robot/heal_organ_damage(var/brute, var/burn)
var/list/datum/robot_component/parts = get_damaged_components(brute,burn)
if(!parts.len) return
var/datum/robot_component/picked = pick(parts)
picked.heal_damage(brute,burn)
/mob/living/silicon/robot/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/edge = 0, var/emp = 0)
var/list/components = get_damageable_components()
if(!components.len)
return
//Combat shielding absorbs a percentage of damage directly into the cell.
if(module_active && istype(module_active,/obj/item/borg/combat/shield))
var/obj/item/borg/combat/shield/shield = module_active
//Shields absorb a certain percentage of damage based on their power setting.
var/absorb_brute = brute*shield.shield_level
var/absorb_burn = burn*shield.shield_level
var/cost = (absorb_brute+absorb_burn)*100
cell.charge -= cost
if(cell.charge <= 0)
cell.charge = 0
src << "\red Your shield has overloaded!"
else
brute -= absorb_brute
burn -= absorb_burn
src << "\red Your shield absorbs some of the impact!"
if(!emp)
var/datum/robot_component/armour/A = get_armour()
if(A)
A.take_damage(brute,burn,sharp,edge)
return
var/datum/robot_component/C = pick(components)
C.take_damage(brute,burn,sharp,edge)
/mob/living/silicon/robot/heal_overall_damage(var/brute, var/burn)
var/list/datum/robot_component/parts = get_damaged_components(brute,burn)
while(parts.len && (brute>0 || burn>0) )
var/datum/robot_component/picked = pick(parts)
var/brute_was = picked.brute_damage
var/burn_was = picked.electronics_damage
picked.heal_damage(brute,burn)
brute -= (brute_was-picked.brute_damage)
burn -= (burn_was-picked.electronics_damage)
parts -= picked
/mob/living/silicon/robot/take_overall_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/used_weapon = null)
if(status_flags & GODMODE) return //godmode
var/list/datum/robot_component/parts = get_damageable_components()
//Combat shielding absorbs a percentage of damage directly into the cell.
if(module_active && istype(module_active,/obj/item/borg/combat/shield))
var/obj/item/borg/combat/shield/shield = module_active
//Shields absorb a certain percentage of damage based on their power setting.
var/absorb_brute = brute*shield.shield_level
var/absorb_burn = burn*shield.shield_level
var/cost = (absorb_brute+absorb_burn)*100
cell.charge -= cost
if(cell.charge <= 0)
cell.charge = 0
src << "\red Your shield has overloaded!"
else
brute -= absorb_brute
burn -= absorb_burn
src << "\red Your shield absorbs some of the impact!"
var/datum/robot_component/armour/A = get_armour()
if(A)
A.take_damage(brute,burn,sharp)
return
while(parts.len && (brute>0 || burn>0) )
var/datum/robot_component/picked = pick(parts)
var/brute_was = picked.brute_damage
var/burn_was = picked.electronics_damage
picked.take_damage(brute,burn)
brute -= (picked.brute_damage - brute_was)
burn -= (picked.electronics_damage - burn_was)
parts -= picked
/mob/living/silicon/robot/emp_act(severity)
uneq_all()
..() //Damage is handled at /silicon/ level.