From 062a092cfe129502fb323fdff70da03880c6662f Mon Sep 17 00:00:00 2001 From: Neerti Date: Tue, 1 Dec 2015 03:45:47 -0500 Subject: [PATCH] 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. --- code/game/objects/items/weapons/traps.dm | 15 ++--- .../mob/living/carbon/human/human_damage.dm | 10 ++- code/modules/mob/living/damage_procs.dm | 53 ++++++++++----- code/modules/mob/living/living_defense.dm | 66 +++++++++++++++---- code/modules/mob/mob_grab_specials.dm | 2 +- .../projectiles/guns/projectile/automatic.dm | 4 +- code/modules/projectiles/projectile.dm | 16 ++--- 7 files changed, 114 insertions(+), 52 deletions(-) diff --git a/code/game/objects/items/weapons/traps.dm b/code/game/objects/items/weapons/traps.dm index a90bc68904..9c355356b3 100644 --- a/code/game/objects/items/weapons/traps.dm +++ b/code/game/objects/items/weapons/traps.dm @@ -78,20 +78,19 @@ //armour var/blocked = L.run_armor_check(target_zone, "melee") - if(blocked >= 2) + if(blocked >= 100) return if(!L.apply_damage(30, BRUTE, target_zone, blocked, used_weapon=src)) return 0 //trap the victim in place - if(!blocked) - set_dir(L.dir) - can_buckle = 1 - buckle_mob(L) - L << "The steel jaws of \the [src] bite into you, trapping you in place!" - deployed = 0 - can_buckle = initial(can_buckle) + set_dir(L.dir) + can_buckle = 1 + buckle_mob(L) + L << "The steel jaws of \the [src] bite into you, trapping you in place!" + deployed = 0 + can_buckle = initial(can_buckle) /obj/item/weapon/beartrap/Crossed(AM as mob|obj) if(deployed && isliving(AM)) diff --git a/code/modules/mob/living/carbon/human/human_damage.dm b/code/modules/mob/living/carbon/human/human_damage.dm index 4155f0981e..377581d09b 100644 --- a/code/modules/mob/living/carbon/human/human_damage.dm +++ b/code/modules/mob/living/carbon/human/human_damage.dm @@ -351,6 +351,8 @@ This function restores all organs. return organs_by_name[zone] /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) + if(Debug2) + world.log << "## DEBUG: human/apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked]." //visible_message("Hit debug. [damage] | [damagetype] | [def_zone] | [blocked] | [sharp] | [used_weapon]") @@ -366,7 +368,8 @@ This function restores all organs. //Handle BRUTE and BURN damage handle_suit_punctures(damagetype, damage, def_zone) - if(blocked >= 2) return 0 + if(blocked >= 100) + return 0 var/obj/item/organ/external/organ = null if(isorgan(def_zone)) @@ -377,7 +380,10 @@ This function restores all organs. if(!organ) return 0 if(blocked) - damage = (damage/(blocked+1)) + blocked = (100-blocked)/100 + damage = (damage * blocked) + if(Debug2) + world.log << "## DEBUG: [src] was hit for [damage]." switch(damagetype) if(BRUTE) diff --git a/code/modules/mob/living/damage_procs.dm b/code/modules/mob/living/damage_procs.dm index f8ab31807b..f09eb3741f 100644 --- a/code/modules/mob/living/damage_procs.dm +++ b/code/modules/mob/living/damage_procs.dm @@ -9,28 +9,34 @@ standard 0 if fail */ /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) - if(!damage || (blocked >= 2)) return 0 + if(Debug2) + world.log << "## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked]." + if(!damage || (blocked >= 100)) + return 0 + blocked = (100-blocked)/100 switch(damagetype) if(BRUTE) - adjustBruteLoss(damage/(blocked+1)) + adjustBruteLoss(damage * blocked) if(BURN) - if(COLD_RESISTANCE in mutations) damage = 0 - adjustFireLoss(damage/(blocked+1)) + if(COLD_RESISTANCE in mutations) + damage = 0 + adjustFireLoss(damage * blocked) if(TOX) - adjustToxLoss(damage/(blocked+1)) + adjustToxLoss(damage * blocked) if(OXY) - adjustOxyLoss(damage/(blocked+1)) + adjustOxyLoss(damage * blocked) if(CLONE) - adjustCloneLoss(damage/(blocked+1)) + adjustCloneLoss(damage * blocked) if(HALLOSS) - adjustHalLoss(damage/(blocked+1)) + adjustHalLoss(damage * blocked) flash_weak_pain() updatehealth() return 1 /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) - if(blocked >= 2) return 0 + if(blocked >= 100) + return 0 if(brute) apply_damage(brute, BRUTE, def_zone, blocked) if(burn) apply_damage(burn, BURN, def_zone, blocked) if(tox) apply_damage(tox, TOX, def_zone, blocked) @@ -42,32 +48,43 @@ /mob/living/proc/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0, var/check_protection = 1) - if(!effect || (blocked >= 2)) return 0 + if(Debug2) + world.log << "## DEBUG: apply_effect() was called. The type of effect is [effecttype]. Blocked by [blocked]." + if(!effect || (blocked >= 100)) + return 0 + blocked = (100-blocked)/100 + switch(effecttype) if(STUN) - Stun(effect/(blocked+1)) + Stun(effect * blocked) if(WEAKEN) - Weaken(effect/(blocked+1)) + Weaken(effect * blocked) if(PARALYZE) - Paralyse(effect/(blocked+1)) + Paralyse(effect * blocked) if(AGONY) - halloss += effect // Useful for objects that cause "subdual" damage. PAIN! + halloss += max((effect * blocked), 0) // Useful for objects that cause "subdual" damage. PAIN! if(IRRADIATE) + /* var/rad_protection = check_protection ? getarmor(null, "rad")/100 : 0 radiation += max((1-rad_protection)*effect/(blocked+1),0)//Rads auto check armor + */ + var/rad_protection = getarmor(null, "rad") + rad_protection = (100-rad_protection)/100 + radiation += max((effect * rad_protection), 0) if(STUTTER) if(status_flags & CANSTUN) // stun is usually associated with stutter - stuttering = max(stuttering,(effect/(blocked+1))) + stuttering = max(stuttering,(effect * blocked)) if(EYE_BLUR) - eye_blurry = max(eye_blurry,(effect/(blocked+1))) + eye_blurry = max(eye_blurry,(effect * blocked)) if(DROWSY) - drowsyness = max(drowsyness,(effect/(blocked+1))) + drowsyness = max(drowsyness,(effect * blocked)) updatehealth() return 1 /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) - if(blocked >= 2) return 0 + if(blocked >= 100) + return 0 if(stun) apply_effect(stun, STUN, blocked) if(weaken) apply_effect(weaken, WEAKEN, blocked) if(paralyze) apply_effect(paralyze, PARALYZE, blocked) diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index d7a989756d..4c108c69aa 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -2,33 +2,66 @@ /* run_armor_check(a,b) args - a:def_zone - What part is getting hit, if null will check entire body - b:attack_flag - What type of attack, bullet, laser, energy, melee + a:def_zone - What part is getting hit, if null will check entire body + b:attack_flag - What type of attack, bullet, laser, energy, melee + c:armour_pen - How much armor to ignore. + d:absorb_text - Custom text to send to the player when the armor fully absorbs an attack. + e:soften_text - Similar to absorb_text, custom text to send to the player when some damage is reduced. Returns - 0 - no block - 1 - halfblock - 2 - fullblock + A number between 0 and 100, with higher numbers resulting in less damage taken. */ /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) + if(Debug2) + world.log << "## DEBUG: getarmor() was called." + + if(armour_pen >= 100) + return 0 //might as well just skip the processing + + var/armor = getarmor(def_zone, attack_flag) + if(armor) + var/armor_variance_range = round(armor * 0.25) //Armor's effectiveness has a +25%/-25% variance. + var/armor_variance = rand(-armor_variance_range, armor_variance_range) //Get a random number between -25% and +25% of the armor's base value + if(Debug2) + world.log << "## DEBUG: The range of armor variance is [armor_variance_range]. The variance picked by RNG is [armor_variance]." + + armor = min(armor + armor_variance, 100) //Now we calcuate damage using the new armor percentage. + armor = max(armor - armour_pen, 0) //Armor pen makes armor less effective. + if(armor >= 100) + if(absorb_text) + src << "[absorb_text]" + else + src << "Your armor absorbs the blow!" + + else if(armor > 0) + if(soften_text) + src << "[soften_text]" + else + src << "Your armor softens the blow!" + if(Debug2) + world.log << "## DEBUG: Armor when [src] was attacked was [armor]." + return armor + +/* + //Old armor code here. if(armour_pen >= 100) return 0 //might as well just skip the processing var/armor = getarmor(def_zone, attack_flag) var/absorb = 0 - + //Roll armour if(prob(armor)) absorb += 1 if(prob(armor)) absorb += 1 - + //Roll penetration if(prob(armour_pen)) absorb -= 1 if(prob(armour_pen)) absorb -= 1 - + if(absorb >= 2) if(absorb_text) show_message("[absorb_text]") @@ -42,7 +75,7 @@ show_message("Your armor softens the blow!") return 1 return 0 - +*/ //if null is passed for def_zone, then this should return something appropriate for all zones (e.g. area effect damage) /mob/living/proc/getarmor(var/def_zone, var/type) @@ -85,7 +118,15 @@ if(!P.nodamage) apply_damage(P.damage, P.damage_type, def_zone, absorb, 0, P, sharp=proj_sharp, edge=proj_edge) P.on_hit(src, absorb, def_zone) - return absorb + + if(absorb == 100) + return 2 + else if (absorb >= 0) + return 1 + else + return 0 + +// return absorb //Handles the effects of "stun" weapons /mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon=null) @@ -130,8 +171,7 @@ src.visible_message("\red [src] has been hit by [O].") var/armor = run_armor_check(null, "melee") - if(armor < 2) - apply_damage(throw_damage, dtype, null, armor, is_sharp(O), has_edge(O), O) + apply_damage(throw_damage, dtype, null, armor, is_sharp(O), has_edge(O), O) O.throwing = 0 //it hit, so stop moving @@ -262,7 +302,7 @@ return 0 //Scale quadratically so that single digit numbers of fire stacks don't burn ridiculously hot. - //lower limit of 700 K, same as matches and roughly the temperature of a cool flame. + //lower limit of 700 K, same as matches and roughly the temperature of a cool flame. return max(2.25*round(FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE*(fire_stacks/FIRE_MAX_FIRESUIT_STACKS)**2), 700) /mob/living/proc/reagent_permeability() diff --git a/code/modules/mob/mob_grab_specials.dm b/code/modules/mob/mob_grab_specials.dm index cc1a5458c6..44303241db 100644 --- a/code/modules/mob/mob_grab_specials.dm +++ b/code/modules/mob/mob_grab_specials.dm @@ -52,7 +52,7 @@ attacker.visible_message("[attacker] [pick("bent", "twisted")] [target]'s [organ.name] into a jointlock!") var/armor = target.run_armor_check(target, "melee") - if(armor < 2) + if(armor < 60) target << "You feel extreme pain!" affecting.adjustHalLoss(Clamp(0, 60-affecting.halloss, 30)) //up to 60 halloss diff --git a/code/modules/projectiles/guns/projectile/automatic.dm b/code/modules/projectiles/guns/projectile/automatic.dm index 9cdf5d8f40..31aaf46555 100644 --- a/code/modules/projectiles/guns/projectile/automatic.dm +++ b/code/modules/projectiles/guns/projectile/automatic.dm @@ -242,8 +242,8 @@ firemodes = list( list(mode_name="semiauto", burst=1, fire_delay=0), - 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)), -// 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)), + 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)), +// 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)), ) /obj/item/weapon/gun/projectile/automatic/as24/update_icon() diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 91f176e348..ff561b5250 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -70,7 +70,7 @@ //TODO: make it so this is called more reliably, instead of sometimes by bullet_act() and sometimes not /obj/item/projectile/proc/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null) - if(blocked >= 2) return 0//Full block + if(blocked >= 100) return 0//Full block if(!isliving(target)) return 0 if(isanimal(target)) return 0 var/mob/living/L = target @@ -144,19 +144,19 @@ on_impact(user) qdel(src) return 0 - + loc = get_turf(user) //move the projectile out into the world - + firer = user shot_from = launcher.name silenced = launcher.silenced - + return launch(target, target_zone, x_offset, y_offset) //Used to change the direction of the projectile in flight. /obj/item/projectile/proc/redirect(var/new_x, var/new_y, var/atom/starting_loc, var/mob/new_firer=null) var/turf/new_target = locate(new_x, new_y, src.z) - + original = new_target if(new_firer) firer = src @@ -402,9 +402,9 @@ var/turf/targloc = get_turf(target) if(!curloc || !targloc) return 0 - + original = target - + //plot the initial trajectory setup_trajectory(curloc, targloc) return process(targloc) @@ -438,7 +438,7 @@ //Set the flags and pass flags to that of the real projectile... if(!isnull(flags)) - trace.flags = flags + trace.flags = flags trace.pass_flags = pass_flags var/output = trace.launch(target) //Test it!