mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-06 07:22:42 +00:00
Refactors how armor works. It's now less of a dice roll, but still retains some randomness. This makes weaker armor worth using, and stronger armor not godlike.
Also fixes a bug with the auto shotgun causing runtimes.
This commit is contained in:
@@ -78,20 +78,19 @@
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//armour
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var/blocked = L.run_armor_check(target_zone, "melee")
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if(blocked >= 2)
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if(blocked >= 100)
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return
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if(!L.apply_damage(30, BRUTE, target_zone, blocked, used_weapon=src))
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return 0
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//trap the victim in place
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if(!blocked)
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set_dir(L.dir)
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can_buckle = 1
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buckle_mob(L)
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L << "<span class='danger'>The steel jaws of \the [src] bite into you, trapping you in place!</span>"
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deployed = 0
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can_buckle = initial(can_buckle)
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set_dir(L.dir)
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can_buckle = 1
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buckle_mob(L)
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L << "<span class='danger'>The steel jaws of \the [src] bite into you, trapping you in place!</span>"
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deployed = 0
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can_buckle = initial(can_buckle)
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/obj/item/weapon/beartrap/Crossed(AM as mob|obj)
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if(deployed && isliving(AM))
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@@ -351,6 +351,8 @@ This function restores all organs.
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return organs_by_name[zone]
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/mob/living/carbon/human/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/edge = 0, var/obj/used_weapon = null)
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if(Debug2)
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world.log << "## DEBUG: human/apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked]."
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//visible_message("Hit debug. [damage] | [damagetype] | [def_zone] | [blocked] | [sharp] | [used_weapon]")
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@@ -366,7 +368,8 @@ This function restores all organs.
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//Handle BRUTE and BURN damage
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handle_suit_punctures(damagetype, damage, def_zone)
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if(blocked >= 2) return 0
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if(blocked >= 100)
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return 0
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var/obj/item/organ/external/organ = null
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if(isorgan(def_zone))
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@@ -377,7 +380,10 @@ This function restores all organs.
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if(!organ) return 0
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if(blocked)
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damage = (damage/(blocked+1))
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blocked = (100-blocked)/100
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damage = (damage * blocked)
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if(Debug2)
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world.log << "## DEBUG: [src] was hit for [damage]."
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switch(damagetype)
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if(BRUTE)
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@@ -9,28 +9,34 @@
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standard 0 if fail
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*/
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/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/used_weapon = null, var/sharp = 0, var/edge = 0)
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if(!damage || (blocked >= 2)) return 0
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if(Debug2)
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world.log << "## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked]."
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if(!damage || (blocked >= 100))
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return 0
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blocked = (100-blocked)/100
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switch(damagetype)
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if(BRUTE)
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adjustBruteLoss(damage/(blocked+1))
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adjustBruteLoss(damage * blocked)
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if(BURN)
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if(COLD_RESISTANCE in mutations) damage = 0
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adjustFireLoss(damage/(blocked+1))
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if(COLD_RESISTANCE in mutations)
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damage = 0
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adjustFireLoss(damage * blocked)
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if(TOX)
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adjustToxLoss(damage/(blocked+1))
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adjustToxLoss(damage * blocked)
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if(OXY)
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adjustOxyLoss(damage/(blocked+1))
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adjustOxyLoss(damage * blocked)
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if(CLONE)
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adjustCloneLoss(damage/(blocked+1))
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adjustCloneLoss(damage * blocked)
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if(HALLOSS)
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adjustHalLoss(damage/(blocked+1))
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adjustHalLoss(damage * blocked)
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flash_weak_pain()
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updatehealth()
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return 1
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/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/halloss = 0, var/def_zone = null, var/blocked = 0)
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if(blocked >= 2) return 0
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if(blocked >= 100)
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return 0
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if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
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if(burn) apply_damage(burn, BURN, def_zone, blocked)
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if(tox) apply_damage(tox, TOX, def_zone, blocked)
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@@ -42,32 +48,43 @@
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/mob/living/proc/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0, var/check_protection = 1)
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if(!effect || (blocked >= 2)) return 0
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if(Debug2)
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world.log << "## DEBUG: apply_effect() was called. The type of effect is [effecttype]. Blocked by [blocked]."
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if(!effect || (blocked >= 100))
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return 0
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blocked = (100-blocked)/100
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switch(effecttype)
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if(STUN)
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Stun(effect/(blocked+1))
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Stun(effect * blocked)
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if(WEAKEN)
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Weaken(effect/(blocked+1))
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Weaken(effect * blocked)
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if(PARALYZE)
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Paralyse(effect/(blocked+1))
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Paralyse(effect * blocked)
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if(AGONY)
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halloss += effect // Useful for objects that cause "subdual" damage. PAIN!
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halloss += max((effect * blocked), 0) // Useful for objects that cause "subdual" damage. PAIN!
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if(IRRADIATE)
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/*
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var/rad_protection = check_protection ? getarmor(null, "rad")/100 : 0
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radiation += max((1-rad_protection)*effect/(blocked+1),0)//Rads auto check armor
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*/
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var/rad_protection = getarmor(null, "rad")
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rad_protection = (100-rad_protection)/100
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radiation += max((effect * rad_protection), 0)
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if(STUTTER)
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if(status_flags & CANSTUN) // stun is usually associated with stutter
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stuttering = max(stuttering,(effect/(blocked+1)))
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stuttering = max(stuttering,(effect * blocked))
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if(EYE_BLUR)
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eye_blurry = max(eye_blurry,(effect/(blocked+1)))
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eye_blurry = max(eye_blurry,(effect * blocked))
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if(DROWSY)
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drowsyness = max(drowsyness,(effect/(blocked+1)))
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drowsyness = max(drowsyness,(effect * blocked))
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updatehealth()
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return 1
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/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/agony = 0, var/blocked = 0)
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if(blocked >= 2) return 0
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if(blocked >= 100)
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return 0
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if(stun) apply_effect(stun, STUN, blocked)
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if(weaken) apply_effect(weaken, WEAKEN, blocked)
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if(paralyze) apply_effect(paralyze, PARALYZE, blocked)
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@@ -2,33 +2,66 @@
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/*
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run_armor_check(a,b)
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args
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a:def_zone - What part is getting hit, if null will check entire body
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b:attack_flag - What type of attack, bullet, laser, energy, melee
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a:def_zone - What part is getting hit, if null will check entire body
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b:attack_flag - What type of attack, bullet, laser, energy, melee
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c:armour_pen - How much armor to ignore.
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d:absorb_text - Custom text to send to the player when the armor fully absorbs an attack.
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e:soften_text - Similar to absorb_text, custom text to send to the player when some damage is reduced.
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Returns
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0 - no block
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1 - halfblock
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2 - fullblock
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A number between 0 and 100, with higher numbers resulting in less damage taken.
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*/
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/mob/living/proc/run_armor_check(var/def_zone = null, var/attack_flag = "melee", var/armour_pen = 0, var/absorb_text = null, var/soften_text = null)
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if(Debug2)
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world.log << "## DEBUG: getarmor() was called."
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if(armour_pen >= 100)
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return 0 //might as well just skip the processing
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var/armor = getarmor(def_zone, attack_flag)
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if(armor)
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var/armor_variance_range = round(armor * 0.25) //Armor's effectiveness has a +25%/-25% variance.
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var/armor_variance = rand(-armor_variance_range, armor_variance_range) //Get a random number between -25% and +25% of the armor's base value
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if(Debug2)
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world.log << "## DEBUG: The range of armor variance is [armor_variance_range]. The variance picked by RNG is [armor_variance]."
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armor = min(armor + armor_variance, 100) //Now we calcuate damage using the new armor percentage.
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armor = max(armor - armour_pen, 0) //Armor pen makes armor less effective.
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if(armor >= 100)
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if(absorb_text)
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src << "<span class='danger'>[absorb_text]</span>"
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else
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src << "<span class='danger'>Your armor absorbs the blow!</span>"
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else if(armor > 0)
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if(soften_text)
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src << "<span class='danger'>[soften_text]</span>"
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else
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src << "<span class='danger'>Your armor softens the blow!</span>"
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if(Debug2)
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world.log << "## DEBUG: Armor when [src] was attacked was [armor]."
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return armor
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/*
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//Old armor code here.
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if(armour_pen >= 100)
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return 0 //might as well just skip the processing
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var/armor = getarmor(def_zone, attack_flag)
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var/absorb = 0
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//Roll armour
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if(prob(armor))
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absorb += 1
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if(prob(armor))
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absorb += 1
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//Roll penetration
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if(prob(armour_pen))
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absorb -= 1
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if(prob(armour_pen))
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absorb -= 1
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if(absorb >= 2)
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if(absorb_text)
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show_message("[absorb_text]")
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@@ -42,7 +75,7 @@
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show_message("<span class='warning'>Your armor softens the blow!</span>")
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return 1
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return 0
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*/
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//if null is passed for def_zone, then this should return something appropriate for all zones (e.g. area effect damage)
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/mob/living/proc/getarmor(var/def_zone, var/type)
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@@ -85,7 +118,15 @@
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if(!P.nodamage)
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apply_damage(P.damage, P.damage_type, def_zone, absorb, 0, P, sharp=proj_sharp, edge=proj_edge)
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P.on_hit(src, absorb, def_zone)
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return absorb
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if(absorb == 100)
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return 2
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else if (absorb >= 0)
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return 1
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else
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return 0
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// return absorb
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//Handles the effects of "stun" weapons
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/mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon=null)
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@@ -130,8 +171,7 @@
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src.visible_message("\red [src] has been hit by [O].")
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var/armor = run_armor_check(null, "melee")
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if(armor < 2)
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apply_damage(throw_damage, dtype, null, armor, is_sharp(O), has_edge(O), O)
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apply_damage(throw_damage, dtype, null, armor, is_sharp(O), has_edge(O), O)
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O.throwing = 0 //it hit, so stop moving
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@@ -262,7 +302,7 @@
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return 0
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//Scale quadratically so that single digit numbers of fire stacks don't burn ridiculously hot.
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//lower limit of 700 K, same as matches and roughly the temperature of a cool flame.
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//lower limit of 700 K, same as matches and roughly the temperature of a cool flame.
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return max(2.25*round(FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE*(fire_stacks/FIRE_MAX_FIRESUIT_STACKS)**2), 700)
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/mob/living/proc/reagent_permeability()
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@@ -52,7 +52,7 @@
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attacker.visible_message("<span class='danger'>[attacker] [pick("bent", "twisted")] [target]'s [organ.name] into a jointlock!</span>")
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var/armor = target.run_armor_check(target, "melee")
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if(armor < 2)
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if(armor < 60)
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target << "<span class='danger'>You feel extreme pain!</span>"
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affecting.adjustHalLoss(Clamp(0, 60-affecting.halloss, 30)) //up to 60 halloss
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@@ -242,8 +242,8 @@
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=0),
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list(mode_name="3-round bursts", burst=3, move_delay=6, accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.0, 0.6, 0.6)),
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// list(mode_name="6-round bursts", burst=6, move_delay=6, accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2, 1.2)),
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list(mode_name="3-round bursts", burst=3, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.0, 0.6, 0.6)),
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// list(mode_name="6-round bursts", burst=6, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2, 1.2)),
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)
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/obj/item/weapon/gun/projectile/automatic/as24/update_icon()
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@@ -70,7 +70,7 @@
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//TODO: make it so this is called more reliably, instead of sometimes by bullet_act() and sometimes not
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/obj/item/projectile/proc/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
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if(blocked >= 2) return 0//Full block
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if(blocked >= 100) return 0//Full block
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if(!isliving(target)) return 0
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if(isanimal(target)) return 0
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var/mob/living/L = target
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@@ -144,19 +144,19 @@
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on_impact(user)
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qdel(src)
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return 0
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loc = get_turf(user) //move the projectile out into the world
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firer = user
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shot_from = launcher.name
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silenced = launcher.silenced
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return launch(target, target_zone, x_offset, y_offset)
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//Used to change the direction of the projectile in flight.
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/obj/item/projectile/proc/redirect(var/new_x, var/new_y, var/atom/starting_loc, var/mob/new_firer=null)
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var/turf/new_target = locate(new_x, new_y, src.z)
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original = new_target
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if(new_firer)
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firer = src
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@@ -402,9 +402,9 @@
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var/turf/targloc = get_turf(target)
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if(!curloc || !targloc)
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return 0
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original = target
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//plot the initial trajectory
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setup_trajectory(curloc, targloc)
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return process(targloc)
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@@ -438,7 +438,7 @@
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//Set the flags and pass flags to that of the real projectile...
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if(!isnull(flags))
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trace.flags = flags
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trace.flags = flags
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trace.pass_flags = pass_flags
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var/output = trace.launch(target) //Test it!
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Reference in New Issue
Block a user