//the essential proc to call when an obj must receive damage of any kind. /obj/proc/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir, armour_penetration = 0) if(sound_effect) play_attack_sound(damage_amount, damage_type, damage_flag) if(!(resistance_flags & INDESTRUCTIBLE) && obj_integrity > 0) damage_amount = run_obj_armor(damage_amount, damage_type, damage_flag, attack_dir, armour_penetration) if(damage_amount >= 0.1) . = damage_amount var/old_integ = obj_integrity obj_integrity = max(old_integ - damage_amount, 0) if(obj_integrity <= 0) var/int_fail = integrity_failure if(int_fail && old_integ > int_fail) obj_break(damage_flag) obj_destruction(damage_flag) else if(integrity_failure) if(obj_integrity <= integrity_failure) obj_break(damage_flag) //returns the damage value of the attack after processing the obj's various armor protections /obj/proc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration = 0) if(!(damage_type in list(BRUTE, BURN))) return 0 var/armor_protection = 0 if(damage_flag) armor_protection = armor[damage_flag] if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor. armor_protection = Clamp(armor_protection - armour_penetration, 0, 100) return round(damage_amount * (100 - armor_protection) * 0.01, 0.1) //the sound played when the obj is damaged. /obj/proc/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src, 'sound/weapons/smash.ogg', 50, 1) else playsound(src, 'sound/weapons/tap.ogg', 50, 1) if(BURN) playsound(src.loc, 'sound/items/welder.ogg', 100, 1) /obj/hitby(atom/movable/AM) ..() var/tforce = 0 if(ismob(AM)) tforce = 10 else if(istype(AM, /obj)) var/obj/O = AM tforce = O.throwforce take_damage(tforce, BRUTE, "melee", 1, get_dir(src, AM)) /obj/ex_act(severity) if(resistance_flags & INDESTRUCTIBLE) return switch(severity) if(1) obj_integrity = 0 qdel(src) if(2) take_damage(rand(100, 250), BRUTE, "bomb", 0) if(3) take_damage(rand(10, 90), BRUTE, "bomb", 0) /obj/bullet_act(obj/item/projectile/P) . = ..() playsound(src, P.hitsound, 50, 1) visible_message("[src] is hit by \a [P]!") if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object take_damage(P.damage, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration) /obj/proc/hulk_damage() return 150 //the damage hulks do on punches to this object, is affected by melee armor /obj/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE) if(user.a_intent == INTENT_HARM) ..(user, TRUE) visible_message("[user] smashes [src]!") if(density) playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1) user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) else playsound(src, 'sound/effects/bang.ogg', 50, 1) take_damage(hulk_damage(), BRUTE, "melee", 0, get_dir(src, user)) return TRUE return FALSE /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) /obj/blob_act(obj/structure/blob/B) if(isturf(loc)) var/turf/T = loc if(T.intact && level == 1) //the blob doesn't destroy thing below the floor return take_damage(400, BRUTE, "melee", 0, get_dir(src, B)) /obj/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, and attack_slime user.do_attack_animation(src) user.changeNext_move(CLICK_CD_MELEE) return take_damage(damage_amount, damage_type, damage_flag, sound_effect, get_dir(src, user), armor_penetration) /obj/attack_alien(mob/living/carbon/alien/humanoid/user) if(attack_generic(user, 60, BRUTE, "melee", 0)) playsound(loc, 'sound/weapons/slash.ogg', 100, 1) /obj/attack_animal(mob/living/simple_animal/M) if((M.a_intent == INTENT_HELP && M.ckey) || (!M.melee_damage_upper && !M.obj_damage)) M.custom_emote(1, "[M.friendly] [src].") return 0 else var/play_soundeffect = 1 if(M.environment_smash) play_soundeffect = 0 if(M.obj_damage) . = attack_generic(M, M.obj_damage, M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration) else . = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration) if(. && !play_soundeffect) playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1) /obj/attack_slime(mob/living/carbon/slime/user) if(!user.is_adult) return attack_generic(user, rand(10, 15), "melee", 1) /obj/mech_melee_attack(obj/mecha/M) M.do_attack_animation(src) var/play_soundeffect = 0 var/mech_damtype = M.damtype if(M.selected) mech_damtype = M.selected.damtype play_soundeffect = 1 else switch(M.damtype) if(BRUTE) playsound(src, 'sound/weapons/punch4.ogg', 50, 1) if(BURN) playsound(src, 'sound/items/welder.ogg', 50, 1) if(TOX) playsound(src, 'sound/effects/spray2.ogg', 50, 1) return 0 else return 0 visible_message("[M.name] has hit [src].") return take_damage(M.force*3, mech_damtype, "melee", play_soundeffect, get_dir(src, M)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs. /obj/singularity_act() ex_act(1) if(src && !QDELETED(src)) qdel(src) return 2 //// FIRE /obj/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE) ..() if(!burn_state) burn_state = ON_FIRE SSfires.processing[src] = src burn_world_time = world.time + burntime*rand(10,20) if(global_overlay) overlays += fire_overlay return TRUE /obj/proc/burn() empty_object_contents(1, loc) var/obj/effect/decal/cleanable/ash/A = new(loc) A.desc = "Looks like this used to be a [name] some time ago." SSfires.processing -= src qdel(src) /obj/proc/extinguish() if(burn_state == ON_FIRE) burn_state = FLAMMABLE overlays -= fire_overlay SSfires.processing -= src /obj/proc/tesla_act(power) being_shocked = TRUE var/power_bounced = power * 0.5 tesla_zap(src, 3, power_bounced) addtimer(CALLBACK(src, .proc/reset_shocked), 10) /obj/proc/reset_shocked() being_shocked = FALSE //the obj is deconstructed into pieces, whether through careful disassembly or when destroyed. /obj/proc/deconstruct(disassembled = TRUE) qdel(src) //what happens when the obj's health is below integrity_failure level. /obj/proc/obj_break(damage_flag) return //what happens when the obj's integrity reaches zero. /obj/proc/obj_destruction(damage_flag) if(damage_flag == BURN) burn() else deconstruct(FALSE) //changes max_integrity while retaining current health percentage //returns TRUE if the obj broke, FALSE otherwise /obj/proc/modify_max_integrity(new_max, can_break = TRUE, damage_type = BRUTE, new_failure_integrity = null) var/current_integrity = obj_integrity var/current_max = max_integrity if(current_integrity != 0 && current_max != 0) var/percentage = current_integrity / current_max current_integrity = max(1, round(percentage * new_max)) //don't destroy it as a result obj_integrity = current_integrity max_integrity = new_max if(new_failure_integrity != null) integrity_failure = new_failure_integrity if(can_break && integrity_failure && current_integrity <= integrity_failure) obj_break(damage_type) return TRUE return FALSE //returns how much the object blocks an explosion /obj/proc/GetExplosionBlock() CRASH("Unimplemented GetExplosionBlock()")