//A 'wound' system for space suits. //Breaches greatly increase the amount of lost gas and decrease the armour rating of the suit. //They can be healed with plastic or metal sheeting. /datum/breach var/class = 0 // Size. Lower is smaller. Uses floating point values! var/descriptor // 'gaping hole' etc. var/damtype = BURN // Punctured or melted var/obj/item/clothing/suit/space/holder // Suit containing the list of breaches holding this instance. /obj/item/clothing/suit/space var/can_breach = 1 // Set to 0 to disregard all breaching. var/list/breaches = list() // Breach datum container. var/resilience = 0.2 // Multiplier that turns damage into breach class. 1 is 100% of damage to breach, 0.1 is 10%. 0.2 -> 50 brute/burn damage to cause 10 breach damage var/breach_threshold = 3 // Min damage before a breach is possible. Damage is subtracted by this amount, it determines the "hardness" of the suit. var/damage = 0 // Current total damage var/brute_damage = 0 // Specifically brute damage. var/burn_damage = 0 // Specifically burn damage. var/base_name // Used to keep the original name safe while we apply modifiers. /obj/item/clothing/suit/space/New() ..() base_name = "[name]" //Some simple descriptors for breaches. Global because lazy, TODO: work out a better way to do this. var/global/list/breach_brute_descriptors = list( "tiny puncture", "ragged tear", "large split", "huge tear", "gaping wound" ) var/global/list/breach_burn_descriptors = list( "small burn", "melted patch", "sizable burn", "large scorched area", "huge scorched area" ) /datum/breach/proc/update_descriptor() //Sanity... class = between(1, round(class), 5) //Apply the correct descriptor. if(damtype == BURN) descriptor = breach_burn_descriptors[class] else if(damtype == BRUTE) descriptor = breach_brute_descriptors[class] //Repair a certain amount of brute or burn damage to the suit. /obj/item/clothing/suit/space/proc/repair_breaches(var/damtype, var/amount, var/mob/user) if(!can_breach || !breaches || !breaches.len || !damage) to_chat(user, "There are no breaches to repair on \the [src].") return var/list/valid_breaches = list() for(var/datum/breach/B in breaches) if(B.damtype == damtype) valid_breaches += B if(!valid_breaches.len) to_chat(user, "There are no breaches to repair on \the [src].") return var/amount_left = amount for(var/datum/breach/B in valid_breaches) if(!amount_left) break if(B.class <= amount_left) amount_left -= B.class valid_breaches -= B breaches -= B else B.class -= amount_left amount_left = 0 B.update_descriptor() user.visible_message("[user] patches some of the damage on \the [src].") calc_breach_damage() /obj/item/clothing/suit/space/proc/create_breaches(var/damtype, var/amount) amount -= src.breach_threshold amount *= src.resilience if(!can_breach || amount <= 0) return if(!breaches) breaches = list() if(damage > 25) return //We don't need to keep tracking it when it's at 250% pressure loss, really. if(!loc) return var/turf/T = get_turf(src) if(!T) return //Increase existing breaches. for(var/datum/breach/existing in breaches) if(existing.damtype != damtype) continue //keep in mind that 10 breach damage == full pressure loss. //a breach can have at most 5 breach damage if (existing.class < 5) var/needs = 5 - existing.class if(amount < needs) existing.class += amount amount = 0 else existing.class = 5 amount -= needs if(existing.damtype == BRUTE) T.visible_message("\The [existing.descriptor] on [src] gapes wider!") else if(existing.damtype == BURN) T.visible_message("\The [existing.descriptor] on [src] widens!") if (amount) //Spawn a new breach. var/datum/breach/B = new() breaches += B B.class = min(amount,5) B.damtype = damtype B.update_descriptor() B.holder = src if(B.damtype == BRUTE) T.visible_message("\A [B.descriptor] opens up on [src]!") else if(B.damtype == BURN) T.visible_message("\A [B.descriptor] marks the surface of [src]!") calc_breach_damage() //Calculates the current extent of the damage to the suit. /obj/item/clothing/suit/space/proc/calc_breach_damage() damage = 0 brute_damage = 0 burn_damage = 0 if(!can_breach || !breaches || !breaches.len) name = base_name return 0 for(var/datum/breach/B in breaches) if(!B.class) src.breaches -= B qdel(B) else damage += B.class if(B.damtype == BRUTE) brute_damage += B.class else if(B.damtype == BURN) burn_damage += B.class if(damage >= 3) if(brute_damage >= 3 && brute_damage > burn_damage) name = "punctured [base_name]" else if(burn_damage >= 3 && burn_damage > brute_damage) name = "scorched [base_name]" else name = "damaged [base_name]" else name = "[base_name]" return damage //Handles repairs (and also upgrades). /obj/item/clothing/suit/space/attackby(obj/item/W as obj, mob/user as mob) if(istype(W,/obj/item/stack/material)) var/repair_power = 0 switch(W.get_material_name()) if(DEFAULT_WALL_MATERIAL) repair_power = 2 if("plastic") repair_power = 1 if(!repair_power) return if(istype(src.loc,/mob/living)) to_chat(user, "How do you intend to patch a hardsuit while someone is wearing it?") return if(!damage || !burn_damage) to_chat(user, "There is no surface damage on \the [src] to repair.") return var/obj/item/stack/P = W var/use_amt = min(P.get_amount(), 3) if(use_amt && P.use(use_amt)) repair_breaches(BURN, use_amt * repair_power, user) return else if(istype(W, /obj/item/weapon/weldingtool)) if(istype(src.loc,/mob/living)) to_chat(user, "How do you intend to patch a hardsuit while someone is wearing it?") return if (!damage || ! brute_damage) to_chat(user, "There is no structural damage on \the [src] to repair.") return var/obj/item/weapon/weldingtool/WT = W if(!WT.remove_fuel(5)) to_chat(user, "You need more welding fuel to repair this suit.") return repair_breaches(BRUTE, 3, user) return ..() /obj/item/clothing/suit/space/examine(mob/user) . = ..() if(can_breach && breaches?.len) for(var/datum/breach/B in breaches) . += "It has \a [B.descriptor]."