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Finished coding makeshift armor.
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@@ -1,6 +1,29 @@
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// SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
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// This class of weapons takes armor and appearance data from a material datum.
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// They are also fragile based on material data and many can break/smash apart when hit.
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#define MATERIAL_ARMOR_COEFFICENT 0.05
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/*
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SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
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This class of armor takes armor and appearance data from a material "datum".
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They are also fragile based on material data and many can break/smash apart when hit.
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Materials has a var called protectiveness which plays a major factor in how good it is for armor.
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With the coefficent being 0.05, this is how strong different levels of protectiveness are (for melee)
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For bullets and lasers, material hardness and reflectivity also play a major role, respectively.
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Protectiveness | Armor %
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0 = 0%
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5 = 20%
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10 = 33%
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15 = 42%
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20 = 50%
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25 = 55%
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30 = 60%
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40 = 66%
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50 = 71%
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60 = 75%
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70 = 77%
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80 = 80%
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*/
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// Putting these at /clothing/ level saves a lot of code duplication in armor/helmets/gauntlets/etc
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/obj/item/clothing
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@@ -8,6 +31,7 @@
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var/applies_material_color = TRUE
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var/unbreakable = FALSE
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var/default_material = null // Set this to something else if you want material attributes on init.
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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)
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/obj/item/clothing/New(var/newloc, var/material_key)
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..(newloc)
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@@ -23,51 +47,115 @@
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/obj/item/clothing/get_material()
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return material
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// Debating if this should be made an /atom/movable/ proc.
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// Debating if this should be made an /obj/item/ proc.
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/obj/item/clothing/proc/set_material(var/new_material)
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material = get_material_by_name(new_material)
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if(!material)
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qdel(src)
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else
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name = "[material.display_name] [initial(name)]"
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health = round(material.integrity/10)
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if(applies_material_color)
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color = material.icon_colour
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if(material.products_need_process())
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processing_objects |= src
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update_armor()
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//f(x) = (x*a) / (x+b) + c
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// a + c essentially* becomes your maximum possible output,
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// c is your minimum, and b controls how quickly the output values scale and its effectiveness is relative to the value of a.
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// This is called when someone wearing the object gets hit in some form (melee, bullet_act(), etc).
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// Note that this cannot change if someone gets hurt, as it merely reacts to being hit.
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/obj/item/clothing/proc/clothing_impact(var/obj/source, var/damage)
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if(material && damage)
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material_impact(source, damage)
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// Max is the cap, excluding min.
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// Mid is the midpoint on the curve.
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// Min adds a floor to the answer. Min + Max is the maximum possible output.
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/proc/calculate_curve(var/X, var/max, var/mid, var/min)
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return (X * max) / (X + mid) + min
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/obj/item/clothing/proc/material_impact(var/obj/source, var/damage)
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if(!material || unbreakable)
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return
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if(istype(source, /obj/item/projectile))
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var/obj/item/projectile/P = source
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if(P.pass_flags & PASSGLASS)
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if(material.opacity - 0.3 <= 0)
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return // Lasers ignore 'fully' transparent material.
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if(material.is_brittle())
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health = 0
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else if(!prob(material.hardness))
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health--
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if(health <= 0)
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shatter()
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/obj/item/clothing/proc/shatter()
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if(!material)
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return
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var/turf/T = get_turf(src)
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T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
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if(istype(loc, /mob/living))
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var/mob/living/M = loc
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M.drop_from_inventory(src)
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if(material.shard_type == SHARD_SHARD) // Wearing glass armor is a bad idea.
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var/obj/item/weapon/material/shard/S = material.place_shard(T)
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M.embed(S)
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playsound(src, "shatter", 70, 1)
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qdel(src)
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// Might be best to make ablative vests a material armor using a new material to cut down on this copypaste.
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/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")
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if(!material) // No point checking for reflection.
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return ..()
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if(material.reflectivity)
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if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
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var/obj/item/projectile/P = damage_source
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if(P.reflected) // Can't reflect twice
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return ..()
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var/reflectchance = (40 * material.reflectivity) - round(damage/3)
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reflectchance *= material_armor_modifer
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if(!(def_zone in list(BP_TORSO, BP_GROIN)))
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reflectchance /= 2
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if(P.starting && prob(reflectchance))
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visible_message("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
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// Find a turf near or on the original location to bounce to
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var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/turf/curloc = get_turf(user)
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// redirect the projectile
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P.redirect(new_x, new_y, curloc, user)
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P.reflected = 1
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return PROJECTILE_CONTINUE // complete projectile permutation
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/proc/calculate_material_armor(amount)
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var/result = 1 - MATERIAL_ARMOR_COEFFICENT * amount / (1 + MATERIAL_ARMOR_COEFFICENT * abs(amount))
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result = result * 100
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result = abs(result - 100)
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return round(result)
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/client/verb/test_curve(var/X as num, var/A as num, var/B as num, var/C as num)
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src << "Testing values: X:[X], A:[A], B:[B], C:[C]."
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src << calculate_curve(X, A, B, C)
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/obj/item/clothing/proc/update_armor()
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if(material)
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var/melee_armor = 0, bullet_armor = 0, laser_armor = 0, energy_armor = 0, bomb_armor = 0
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melee_armor = round(Clamp(material.hardness, 0, 90))
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melee_armor = calculate_material_armor(material.protectiveness * material_armor_modifer)
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bullet_armor = round(Clamp(material.hardness * 0.6, 0, 90))
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bullet_armor = calculate_material_armor((material.protectiveness * (material.hardness / 100) * material_armor_modifer) * 0.7)
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laser_armor = material.hardness * 0.6
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if(material.reflectivity)
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laser_armor *= (material.reflectivity + 1) // Each 0.1th of reflectivity gives 10% more protection.
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laser_armor = calculate_material_armor((material.protectiveness * (material.reflectivity + 1) * material_armor_modifer) * 0.7)
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if(material.opacity != 1)
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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.
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laser_armor = round(Clamp(laser_armor, 0, 90))
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energy_armor = round(Clamp(laser_armor * 0.7, 0, 90))
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energy_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.4)
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bomb_armor = round(Clamp(material.explosion_resistance * 2, 0, 90))
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bomb_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.5)
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// Makes sure the numbers stay capped.
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for(var/number in list(melee_armor, bullet_armor, laser_armor, energy_armor, bomb_armor))
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number = between(0, number, 100)
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armor["melee"] = melee_armor
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armor["bullet"] = bullet_armor
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@@ -76,29 +164,100 @@
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armor["bomb"] = bomb_armor
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if(!isnull(material.conductivity))
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siemens_coefficient = Clamp(material.conductivity / 10, 0, 4)
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slowdown = Clamp(round(material.weight / 10, 0.1), 0, 6)
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// armor = list(
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// melee = melee_armor,
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// bullet = bullet_armor,
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// laser = laser_armor,
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// energy = energy_armor,
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// bomb = bomb_armor,
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// bio = 0,
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// rad = 0)
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/*
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/obj/item/weapon/material/proc/update_force()
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if(edge || sharp)
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force = material.get_edge_damage()
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else
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force = material.get_blunt_damage()
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force = round(force*force_divisor)
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throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
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//spawn(1)
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// world << "[src] has force [force] and throwforce [throwforce] when made from default material [material.name]"
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*/
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siemens_coefficient = between(0, material.conductivity / 10, 10)
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slowdown = between(0, round(material.weight / 10, 0.1), 6)
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/obj/item/clothing/suit/armor/material
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icon_state = "material_armor_makeshift" // placeholder
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name = "armor"
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default_material = DEFAULT_WALL_MATERIAL
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/obj/item/clothing/suit/armor/material/makeshift
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name = "sheet armor"
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desc = "This appears to be two 'sheets' of a material held together by cable. If the sheets are strong, this could be rather protective."
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icon_state = "material_armor_makeshift"
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/obj/item/clothing/suit/armor/material/makeshift/durasteel
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default_material = "durasteel"
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/obj/item/clothing/suit/armor/material/makeshift/glass
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default_material = "glass"
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// Used to craft sheet armor, and possibly other things in the Future(tm).
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/obj/item/weapon/material/armor_plating
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name = "armor plating"
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desc = "A sheet designed to protect something."
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icon = 'icons/obj/items.dmi'
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icon_state = "armor_plate"
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unbreakable = TRUE
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force_divisor = 0.05 // Really bad as a weapon.
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thrown_force_divisor = 0.2
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var/wired = FALSE
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/obj/item/weapon/material/armor_plating/attackby(var/obj/O, mob/user)
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if(istype(O, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/S = O
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if(wired)
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to_chat(user, "<span class='warning'>This already has enough wires on it.</span>")
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return
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if(S.use(20))
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to_chat(user, "<span class='notice'>You attach several wires to \the [src]. Now it needs another plate.</span>")
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wired = TRUE
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icon_state = "[initial(icon_state)]_wired"
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return
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else
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to_chat(user, "<span class='notice'>You need more wire for that.</span>")
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return
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if(istype(O, /obj/item/weapon/material/armor_plating))
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var/obj/item/weapon/material/armor_plating/second_plate = O
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if(!wired && !second_plate.wired)
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to_chat(user, "<span class='warning'>You need something to hold the two pieces of plating together.</span>")
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return
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if(second_plate.material != src.material)
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to_chat(user, "<span class='warning'>Both plates need to be the same type of material.</span>")
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return
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user.drop_from_inventory(src)
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user.drop_from_inventory(second_plate)
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var/obj/item/clothing/suit/armor/material/makeshift/new_armor = new(null, src.material.name)
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user.put_in_hands(new_armor)
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qdel(second_plate)
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qdel(src)
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else
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..()
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// Used to craft the makeshift helmet
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/obj/item/clothing/head/helmet/bucket
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name = "bucket"
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desc = "It's a bucket with a large hole cut into it. You could wear it on your head and look really stupid."
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flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
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icon_state = "bucket"
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armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/head/helmet/bucket/attackby(var/obj/O, mob/user)
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if(istype(O, /obj/item/stack/material))
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var/obj/item/stack/material/S = O
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if(S.use(2))
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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>")
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var/obj/item/clothing/head/helmet/material/makeshift/helmet = new(null, S.material.name)
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user.put_in_hands(helmet)
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user.drop_from_inventory(src)
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qdel(src)
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return
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else
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to_chat(user, "<span class='warning'>You don't have enough material to build a helmet!</span>")
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else
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..()
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/obj/item/clothing/head/helmet/material
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name = "helmet"
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flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
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default_material = DEFAULT_WALL_MATERIAL
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/obj/item/clothing/head/helmet/material/makeshift
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name = "bucket"
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desc = "A bucket with plating applied to the outside. Very crude, but could potentially be rather protective, if \
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it was plated with something strong."
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icon_state = "material_armor_makeshift"
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/obj/item/clothing/head/helmet/material/makeshift/durasteel
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default_material = "durasteel"
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