Finished coding makeshift armor.

This commit is contained in:
Neerti
2017-04-18 03:16:10 -04:00
parent 5b4ab95bd5
commit 6bd0f8742e
9 changed files with 270 additions and 50 deletions
@@ -1,6 +1,29 @@
// SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
// This class of weapons takes armor and appearance data from a material datum.
// They are also fragile based on material data and many can break/smash apart when hit.
#define MATERIAL_ARMOR_COEFFICENT 0.05
/*
SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
This class of armor takes armor and appearance data from a material "datum".
They are also fragile based on material data and many can break/smash apart when hit.
Materials has a var called protectiveness which plays a major factor in how good it is for armor.
With the coefficent being 0.05, this is how strong different levels of protectiveness are (for melee)
For bullets and lasers, material hardness and reflectivity also play a major role, respectively.
Protectiveness | Armor %
0 = 0%
5 = 20%
10 = 33%
15 = 42%
20 = 50%
25 = 55%
30 = 60%
40 = 66%
50 = 71%
60 = 75%
70 = 77%
80 = 80%
*/
// Putting these at /clothing/ level saves a lot of code duplication in armor/helmets/gauntlets/etc
/obj/item/clothing
@@ -8,6 +31,7 @@
var/applies_material_color = TRUE
var/unbreakable = FALSE
var/default_material = null // Set this to something else if you want material attributes on init.
var/material_armor_modifer = 1 // Adjust if you want seperate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor)
/obj/item/clothing/New(var/newloc, var/material_key)
..(newloc)
@@ -23,51 +47,115 @@
/obj/item/clothing/get_material()
return material
// Debating if this should be made an /atom/movable/ proc.
// Debating if this should be made an /obj/item/ proc.
/obj/item/clothing/proc/set_material(var/new_material)
material = get_material_by_name(new_material)
if(!material)
qdel(src)
else
name = "[material.display_name] [initial(name)]"
health = round(material.integrity/10)
if(applies_material_color)
color = material.icon_colour
if(material.products_need_process())
processing_objects |= src
update_armor()
//f(x) = (x*a) / (x+b) + c
// a + c essentially* becomes your maximum possible output,
// c is your minimum, and b controls how quickly the output values scale and its effectiveness is relative to the value of a.
// This is called when someone wearing the object gets hit in some form (melee, bullet_act(), etc).
// Note that this cannot change if someone gets hurt, as it merely reacts to being hit.
/obj/item/clothing/proc/clothing_impact(var/obj/source, var/damage)
if(material && damage)
material_impact(source, damage)
// Max is the cap, excluding min.
// Mid is the midpoint on the curve.
// Min adds a floor to the answer. Min + Max is the maximum possible output.
/proc/calculate_curve(var/X, var/max, var/mid, var/min)
return (X * max) / (X + mid) + min
/obj/item/clothing/proc/material_impact(var/obj/source, var/damage)
if(!material || unbreakable)
return
if(istype(source, /obj/item/projectile))
var/obj/item/projectile/P = source
if(P.pass_flags & PASSGLASS)
if(material.opacity - 0.3 <= 0)
return // Lasers ignore 'fully' transparent material.
if(material.is_brittle())
health = 0
else if(!prob(material.hardness))
health--
if(health <= 0)
shatter()
/obj/item/clothing/proc/shatter()
if(!material)
return
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
if(istype(loc, /mob/living))
var/mob/living/M = loc
M.drop_from_inventory(src)
if(material.shard_type == SHARD_SHARD) // Wearing glass armor is a bad idea.
var/obj/item/weapon/material/shard/S = material.place_shard(T)
M.embed(S)
playsound(src, "shatter", 70, 1)
qdel(src)
// Might be best to make ablative vests a material armor using a new material to cut down on this copypaste.
/obj/item/clothing/suit/armor/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(!material) // No point checking for reflection.
return ..()
if(material.reflectivity)
if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
var/obj/item/projectile/P = damage_source
if(P.reflected) // Can't reflect twice
return ..()
var/reflectchance = (40 * material.reflectivity) - round(damage/3)
reflectchance *= material_armor_modifer
if(!(def_zone in list(BP_TORSO, BP_GROIN)))
reflectchance /= 2
if(P.starting && prob(reflectchance))
visible_message("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
// Find a turf near or on the original location to bounce to
var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/turf/curloc = get_turf(user)
// redirect the projectile
P.redirect(new_x, new_y, curloc, user)
P.reflected = 1
return PROJECTILE_CONTINUE // complete projectile permutation
/proc/calculate_material_armor(amount)
var/result = 1 - MATERIAL_ARMOR_COEFFICENT * amount / (1 + MATERIAL_ARMOR_COEFFICENT * abs(amount))
result = result * 100
result = abs(result - 100)
return round(result)
/client/verb/test_curve(var/X as num, var/A as num, var/B as num, var/C as num)
src << "Testing values: X:[X], A:[A], B:[B], C:[C]."
src << calculate_curve(X, A, B, C)
/obj/item/clothing/proc/update_armor()
if(material)
var/melee_armor = 0, bullet_armor = 0, laser_armor = 0, energy_armor = 0, bomb_armor = 0
melee_armor = round(Clamp(material.hardness, 0, 90))
melee_armor = calculate_material_armor(material.protectiveness * material_armor_modifer)
bullet_armor = round(Clamp(material.hardness * 0.6, 0, 90))
bullet_armor = calculate_material_armor((material.protectiveness * (material.hardness / 100) * material_armor_modifer) * 0.7)
laser_armor = material.hardness * 0.6
if(material.reflectivity)
laser_armor *= (material.reflectivity + 1) // Each 0.1th of reflectivity gives 10% more protection.
laser_armor = calculate_material_armor((material.protectiveness * (material.reflectivity + 1) * material_armor_modifer) * 0.7)
if(material.opacity != 1)
laser_armor *= max(material.opacity - 0.3, 0) // Glass and such has an opacity of 0.3, but lasers should go through glass armor entirely.
laser_armor = round(Clamp(laser_armor, 0, 90))
energy_armor = round(Clamp(laser_armor * 0.7, 0, 90))
energy_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.4)
bomb_armor = round(Clamp(material.explosion_resistance * 2, 0, 90))
bomb_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.5)
// Makes sure the numbers stay capped.
for(var/number in list(melee_armor, bullet_armor, laser_armor, energy_armor, bomb_armor))
number = between(0, number, 100)
armor["melee"] = melee_armor
armor["bullet"] = bullet_armor
@@ -76,29 +164,100 @@
armor["bomb"] = bomb_armor
if(!isnull(material.conductivity))
siemens_coefficient = Clamp(material.conductivity / 10, 0, 4)
slowdown = Clamp(round(material.weight / 10, 0.1), 0, 6)
// armor = list(
// melee = melee_armor,
// bullet = bullet_armor,
// laser = laser_armor,
// energy = energy_armor,
// bomb = bomb_armor,
// bio = 0,
// rad = 0)
/*
/obj/item/weapon/material/proc/update_force()
if(edge || sharp)
force = material.get_edge_damage()
else
force = material.get_blunt_damage()
force = round(force*force_divisor)
throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
//spawn(1)
// world << "[src] has force [force] and throwforce [throwforce] when made from default material [material.name]"
*/
siemens_coefficient = between(0, material.conductivity / 10, 10)
slowdown = between(0, round(material.weight / 10, 0.1), 6)
/obj/item/clothing/suit/armor/material
icon_state = "material_armor_makeshift" // placeholder
name = "armor"
default_material = DEFAULT_WALL_MATERIAL
/obj/item/clothing/suit/armor/material/makeshift
name = "sheet armor"
desc = "This appears to be two 'sheets' of a material held together by cable. If the sheets are strong, this could be rather protective."
icon_state = "material_armor_makeshift"
/obj/item/clothing/suit/armor/material/makeshift/durasteel
default_material = "durasteel"
/obj/item/clothing/suit/armor/material/makeshift/glass
default_material = "glass"
// Used to craft sheet armor, and possibly other things in the Future(tm).
/obj/item/weapon/material/armor_plating
name = "armor plating"
desc = "A sheet designed to protect something."
icon = 'icons/obj/items.dmi'
icon_state = "armor_plate"
unbreakable = TRUE
force_divisor = 0.05 // Really bad as a weapon.
thrown_force_divisor = 0.2
var/wired = FALSE
/obj/item/weapon/material/armor_plating/attackby(var/obj/O, mob/user)
if(istype(O, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/S = O
if(wired)
to_chat(user, "<span class='warning'>This already has enough wires on it.</span>")
return
if(S.use(20))
to_chat(user, "<span class='notice'>You attach several wires to \the [src]. Now it needs another plate.</span>")
wired = TRUE
icon_state = "[initial(icon_state)]_wired"
return
else
to_chat(user, "<span class='notice'>You need more wire for that.</span>")
return
if(istype(O, /obj/item/weapon/material/armor_plating))
var/obj/item/weapon/material/armor_plating/second_plate = O
if(!wired && !second_plate.wired)
to_chat(user, "<span class='warning'>You need something to hold the two pieces of plating together.</span>")
return
if(second_plate.material != src.material)
to_chat(user, "<span class='warning'>Both plates need to be the same type of material.</span>")
return
user.drop_from_inventory(src)
user.drop_from_inventory(second_plate)
var/obj/item/clothing/suit/armor/material/makeshift/new_armor = new(null, src.material.name)
user.put_in_hands(new_armor)
qdel(second_plate)
qdel(src)
else
..()
// Used to craft the makeshift helmet
/obj/item/clothing/head/helmet/bucket
name = "bucket"
desc = "It's a bucket with a large hole cut into it. You could wear it on your head and look really stupid."
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
icon_state = "bucket"
armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/head/helmet/bucket/attackby(var/obj/O, mob/user)
if(istype(O, /obj/item/stack/material))
var/obj/item/stack/material/S = O
if(S.use(2))
to_chat(user, "<span class='notice'>You apply some [S.material.use_name] to \the [src]. Hopefully it'll make the makeshift helmet stronger.</span>")
var/obj/item/clothing/head/helmet/material/makeshift/helmet = new(null, S.material.name)
user.put_in_hands(helmet)
user.drop_from_inventory(src)
qdel(src)
return
else
to_chat(user, "<span class='warning'>You don't have enough material to build a helmet!</span>")
else
..()
/obj/item/clothing/head/helmet/material
name = "helmet"
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
default_material = DEFAULT_WALL_MATERIAL
/obj/item/clothing/head/helmet/material/makeshift
name = "bucket"
desc = "A bucket with plating applied to the outside. Very crude, but could potentially be rather protective, if \
it was plated with something strong."
icon_state = "material_armor_makeshift"
/obj/item/clothing/head/helmet/material/makeshift/durasteel
default_material = "durasteel"
+3
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@@ -80,6 +80,9 @@
if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
var/obj/item/projectile/P = damage_source
if(P.reflected) // Can't reflect twice
return ..()
var/reflectchance = 40 - round(damage/3)
if(!(def_zone in list(BP_TORSO, BP_GROIN)))
reflectchance /= 2
@@ -10,6 +10,7 @@
recipes += new/datum/stack_recipe("[display_name] baseball bat", /obj/item/weapon/material/twohanded/baseballbat, 10, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] spoon", /obj/item/weapon/material/kitchen/utensil/spoon/plastic, 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]")
if(integrity>=50)
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
+36 -5
View File
@@ -90,11 +90,12 @@ var/list/name_to_material
var/ignition_point // K, point at which the material catches on fire.
var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
var/integrity = 150 // General-use HP value for products.
var/protectiveness = 10 // How well this material works as armor. Higher numbers are better, diminishing returns applies.
var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser defense.
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser reflection and defense.
var/explosion_resistance = 5 // Only used by walls currently.
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
var/conductivity = null // How conductive the material is. Based somewhat on megasiemens / metre at 20c
var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
var/list/composite_material // If set, object matter var will be a list containing these values.
// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
@@ -104,7 +105,7 @@ var/list/name_to_material
var/list/window_options = list()
// Damage values.
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons. Also used for bullet protection in armor.
var/weight = 20 // Determines blunt damage/throwforce for weapons.
// Noise when someone is faceplanted onto a table made of this material.
@@ -237,6 +238,7 @@ var/list/name_to_material
icon_colour = "#00FFE1"
opacity = 0.4
reflectivity = 0.6
conductivity = 1
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 100
@@ -307,6 +309,8 @@ var/list/name_to_material
shard_type = SHARD_STONE_PIECE
weight = 22
hardness = 55
protectiveness = 5 // 20%
conductivity = 5
door_icon_base = "stone"
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
@@ -323,7 +327,8 @@ var/list/name_to_material
name = DEFAULT_WALL_MATERIAL
stack_type = /obj/item/stack/material/steel
integrity = 150
conductivity = 6.99 // Assuming this is carbon steel
conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that.
protectiveness = 10 // 33%
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#666666"
@@ -359,6 +364,8 @@ var/list/name_to_material
explosion_resistance = 25
hardness = 80
weight = 23
protectiveness = 20 // 50%
conductivity = 13 // For the purposes of balance.
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
@@ -374,6 +381,7 @@ var/list/name_to_material
explosion_resistance = 75
hardness = 100
weight = 28
protectiveness = 60 // 75%
reflectivity = 0.7 // Not a perfect mirror, but close.
stack_origin_tech = list(TECH_MATERIAL = 8)
composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
@@ -398,6 +406,8 @@ var/list/name_to_material
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 30
weight = 15
protectiveness = 0 // 0%
conductivity = 1 // Glass shards don't conduct.
door_icon_base = "stone"
destruction_desc = "shatters"
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
@@ -531,6 +541,8 @@ var/list/name_to_material
icon_colour = "#CCCCCC"
hardness = 10
weight = 12
protectiveness = 5 // 20%
conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
melting_point = T0C+371 //assuming heat resistant plastic
stack_origin_tech = list(TECH_MATERIAL = 3)
@@ -561,6 +573,7 @@ var/list/name_to_material
stack_type = /obj/item/stack/material/mhydrogen
icon_colour = "#E6C5DE"
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
conductivity = 100
/material/platinum
name = "platinum"
@@ -592,6 +605,7 @@ var/list/name_to_material
explosion_resistance = 200 // Hull plating.
hardness = 500
weight = 500
protectiveness = 80 // 80%
// Likewise.
/material/alienalloy/elevatorium
@@ -610,6 +624,8 @@ var/list/name_to_material
shard_can_repair = 0 // you can't weld splinters back into planks
hardness = 15
weight = 18
protectiveness = 8 // 28%
conductivity = 1
melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
ignition_point = T0C+288
stack_origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -641,6 +657,7 @@ var/list/name_to_material
icon_colour = "#AAAAAA"
hardness = 1
weight = 1
protectiveness = 0 // 0%
ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough
melting_point = T0C+232 //temperature at which cardboard walls would be destroyed
stack_origin_tech = list(TECH_MATERIAL = 1)
@@ -657,6 +674,7 @@ var/list/name_to_material
integrity = 1
hardness = 1
weight = 1
protectiveness = 0 // 0%
stack_origin_tech = list(TECH_MATERIAL = 1)
melting_point = T0C+1
destruction_desc = "crumples"
@@ -669,6 +687,7 @@ var/list/name_to_material
door_icon_base = "wood"
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
flags = MATERIAL_PADDING
/material/cult
@@ -702,6 +721,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+300
melting_point = T0C+300
protectiveness = 3 // 13%
/material/carpet
name = "carpet"
@@ -713,6 +733,7 @@ var/list/name_to_material
melting_point = T0C+300
sheet_singular_name = "tile"
sheet_plural_name = "tiles"
protectiveness = 1 // 4%
/material/cotton
name = "cotton"
@@ -721,7 +742,9 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
// This all needs to be OOP'd and use inheritence if its ever used in the future.
/material/cloth_teal
name = "teal"
display_name ="teal"
@@ -730,6 +753,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_black
name = "black"
@@ -739,6 +763,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_green
name = "green"
@@ -748,6 +773,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_puple
name = "purple"
@@ -757,6 +783,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_blue
name = "blue"
@@ -766,6 +793,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_beige
name = "beige"
@@ -775,6 +803,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_lime
name = "lime"
@@ -784,6 +813,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/toy_foam
name = "foam"
@@ -794,4 +824,5 @@ var/list/name_to_material
melting_point = T0C+300
icon_colour = "#ff9900"
hardness = 1
weight = 1
weight = 1
protectiveness = 0 // 0%
@@ -27,6 +27,11 @@ emp_act
if(!P.nodamage)
organ.add_autopsy_data("[P.name]", P.damage)
// Tell clothing we're wearing that it got hit by a bullet/laser/etc
var/list/clothing = get_clothing_list_organ(organ)
for(var/obj/item/clothing/C in clothing)
C.clothing_impact(P, P.damage)
//Shrapnel
if(P.can_embed())
var/armor = getarmor_organ(organ, "bullet")
@@ -130,6 +135,15 @@ emp_act
return siemens_coefficient
// Returns a list of clothing that is currently covering def_zone.
/mob/living/carbon/human/proc/get_clothing_list_organ(var/obj/item/organ/external/def_zone, var/type)
var/list/results = list()
var/list/clothing_items = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes)
for(var/obj/item/clothing/C in clothing_items)
if(istype(C) && (C.body_parts_covered & def_zone.body_part))
results.Add(C)
return results
//this proc returns the armour value for a particular external organ.
/mob/living/carbon/human/proc/getarmor_organ(var/obj/item/organ/external/def_zone, var/type)
if(!type || !def_zone) return 0
@@ -246,6 +260,12 @@ emp_act
if(!affecting)
return 0
// Allow clothing to respond to being hit.
// This is done up here so that clothing damage occurs even if fully blocked.
var/list/clothing = get_clothing_list_organ(affecting)
for(var/obj/item/clothing/C in clothing)
C.clothing_impact(I, effective_force)
if(soaked >= effective_force)
return 0
@@ -243,6 +243,12 @@
user.drop_from_inventory(src)
qdel(src)
return
else if(istype(D, /obj/item/weapon/wirecutters))
to_chat(user, "<span class='notice'>You cut a big hole in \the [src] with \the [D]. It's kinda useless as a bucket now.</span>")
user.put_in_hands(new /obj/item/clothing/head/helmet/bucket)
user.drop_from_inventory(src)
qdel(src)
return
else if(istype(D, /obj/item/weapon/mop))
if(reagents.total_volume < 1)
user << "<span class='warning'>\The [src] is empty!</span>"
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