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Paradise/code/game/objects/obj_defense.dm
Qwertytoforty 9b534f3c3f Ports baby watcher from TG* (#22768)
* Ports baby watcher from TG*

* ah. I see. Alphabetical. Should have seen that coming.

* here comes the better mapped boi 🎵

* removes recursive_loc_check, uses get. also removes the debug always place WHOOPS

* fixes arguments, need to update and edit map

* adds bombable turfs

* Apply suggestions from code review

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* changes

* ///

* R-R-R-RUN IT BACK

* Update code/modules/awaymissions/mob_spawn.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* oops spacing

* part 1/2

* Update code/modules/awaymissions/mission_code/ruins/watcher_grave.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* 2 / 2

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

---------

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
2023-12-16 12:03:07 +00:00

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//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 = "", sound_effect = TRUE, attack_dir, armour_penetration_flat = 0, armour_penetration_percentage = 0)
if(QDELETED(src))
stack_trace("[src] taking damage after deletion")
return
if(sound_effect)
play_attack_sound(damage_amount, damage_type, damage_flag)
if((resistance_flags & INDESTRUCTIBLE) || obj_integrity <= 0)
return
damage_amount = run_obj_armor(damage_amount, damage_type, damage_flag, attack_dir, armour_penetration_flat, armour_penetration_percentage)
if(damage_amount < DAMAGE_PRECISION)
return
. = damage_amount
obj_integrity = max(obj_integrity - damage_amount, 0)
//BREAKING FIRST
if(integrity_failure && obj_integrity <= integrity_failure)
obj_break(damage_flag)
//DESTROYING SECOND
if(obj_integrity <= 0)
obj_destruction(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_flat = 0, armour_penetration_percentage = 0)
if(damage_flag == MELEE && damage_amount < damage_deflection)
return 0
if(damage_type != BRUTE && damage_type != BURN)
return 0
var/armor_protection = 0
if(damage_flag)
armor_protection = armor.getRating(damage_flag)
if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor.
armor_protection = clamp((armor_protection * ((100 - armour_penetration_percentage) / 100)) - armour_penetration_flat, min(armor_protection, 0), 100)
return round(damage_amount * (100 - armor_protection)*0.01, DAMAGE_PRECISION)
///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, TRUE)
else
playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
..()
take_damage(AM.throwforce, BRUTE, MELEE, 1, get_dir(src, AM))
/obj/ex_act(severity)
if(QDELETED(src))
return
if(resistance_flags & INDESTRUCTIBLE)
return
SEND_SIGNAL(src, COMSIG_ATOM_EX_ACT, severity)
switch(severity)
if(1)
take_damage(INFINITY, BRUTE, BOMB, 0)
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, TRUE)
visible_message("<span class='danger'>[src] is hit by \a [P]!</span>")
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_flat, P.armour_penetration_percentage)
///Called to get the damage that hulks will deal to the obj.
/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("<span class='danger'>[user] smashes [src]!</span>")
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/blob_act(obj/structure/blob/B)
if(isturf(loc))
var/turf/T = loc
if(level == 1 && (T.intact||T.transparent_floor)) //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, armour_penetration_flat = 0, armour_penetration_percentage = 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), armour_penetration_flat, armour_penetration_percentage)
/obj/attack_alien(mob/living/carbon/alien/humanoid/user)
if(attack_generic(user, 60, BRUTE, MELEE, 0))
playsound(loc, 'sound/weapons/slash.ogg', 100, TRUE)
/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(EMOTE_VISIBLE, "[M.friendly] [src].")
return 0
else
var/play_soundeffect = 1
if(M.environment_smash)
play_soundeffect = 0
var/obj_turf = get_turf(src) // play from the turf in case the object gets deleted mid attack
if(M.obj_damage)
. = attack_generic(M, M.obj_damage, M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration_flat, M.armour_penetration_percentage)
else
. = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration_flat, M.armour_penetration_percentage)
if(. && !play_soundeffect)
playsound(QDELETED(src) ? obj_turf : src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
/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/attack_slime(mob/living/simple_animal/slime/user)
if(!user.is_adult)
return
attack_generic(user, rand(10, 15), BRUTE, 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, TRUE)
if(BURN)
playsound(src, 'sound/items/welder.ogg', 50, TRUE)
if(TOX)
playsound(src, 'sound/effects/spray2.ogg', 50, TRUE)
return 0
else
return 0
M.visible_message("<span class='danger'>[M.name] hits [src]!</span>", "<span class='danger'>You hit [src]!</span>")
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(EXPLODE_DEVASTATE)
if(src && !QDELETED(src))
qdel(src)
return 2
///// ACID
GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "acid"))
///the obj's reaction when touched by acid
/obj/acid_act(acidpwr, acid_volume)
if(!(resistance_flags & UNACIDABLE) && acid_volume)
if(!acid_level)
SSacid.processing[src] = src
add_overlay(GLOB.acid_overlay, TRUE)
var/acid_cap = acidpwr * 300 //so we cannot use huge amounts of weak acids to do as well as strong acids.
if(acid_level < acid_cap)
acid_level = min(acid_level + acidpwr * acid_volume, acid_cap)
return TRUE
///the proc called by the acid subsystem to process the acid that's on the obj
/obj/proc/acid_processing()
. = TRUE
if(!(resistance_flags & ACID_PROOF))
if(prob(33))
playsound(loc, 'sound/items/welder.ogg', 150, TRUE)
take_damage(min(1 + round(sqrt(acid_level) * 0.3), 300), BURN, ACID, 0)
acid_level = max(acid_level - (5 + 3 * round(sqrt(acid_level))), 0)
if(!acid_level)
return FALSE
///called when the obj is destroyed by acid.
/obj/proc/acid_melt()
SSacid.processing -= src
deconstruct(FALSE)
//// FIRE
/obj/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
if(isturf(loc))
var/turf/T = loc
if(level == 1 && (T.intact||T.transparent_floor)) //fire can't damage things hidden below the floor.
return
..()
if(QDELETED(src)) // Some items, like patches, might get qdeled in the parent call
return
if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, FIRE, 0)
if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE) && !(resistance_flags & FIRE_PROOF))
resistance_flags |= ON_FIRE
SSfires.processing[src] = src
add_overlay(custom_fire_overlay ? custom_fire_overlay : GLOB.fire_overlay)
return TRUE
///called when the obj is destroyed by fire
/obj/proc/burn()
if(resistance_flags & ON_FIRE)
SSfires.processing -= src
deconstruct(FALSE)
///Called when the obj is no longer on fire.
/obj/proc/extinguish()
if(resistance_flags & ON_FIRE)
resistance_flags &= ~ON_FIRE
cut_overlay(custom_fire_overlay ? custom_fire_overlay : GLOB.fire_overlay, TRUE)
SSfires.processing -= src
///Called when the obj is hit by a tesla bolt.
/obj/zap_act(power, zap_flags)
if(QDELETED(src))
return FALSE
being_shocked = TRUE
addtimer(CALLBACK(src, PROC_REF(reset_shocked)), 1 SECONDS)
return power / 2
/obj/proc/reset_shocked()
being_shocked = FALSE
//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 / 400), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
//the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
/obj/proc/deconstruct(disassembled = TRUE)
SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
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 == ACID)
acid_melt()
else if(damage_flag == FIRE)
burn()
else
deconstruct(FALSE)
///changes max_integrity while retaining current health percentage, returns TRUE if the obj got broken.
/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. Used by subtypes.
/obj/proc/GetExplosionBlock()
CRASH("Unimplemented GetExplosionBlock()")