From 937026bd90e4b8630ae58932d62bf3801fb11ee2 Mon Sep 17 00:00:00 2001 From: "C.L" Date: Sun, 11 Sep 2022 04:24:26 -0400 Subject: [PATCH] Massive changes. - Changes how it mitigates damage. - It now only affects external attacks (punches, mobs, items, guns, etc.) - Now is PRE armor mitigation! https://i.imgur.com/CXx82J5.png - Adds variants. Allows mobs to use the new variants, but not the pack itself. - Adds an extended description and fluff text. - Adds ability to have both min&max for each variable. I still need to make them have specialized recharging batteries (especially for the belt unit), but currently the normal recharging batteries are fine. --- .../devices/personal_shield_generator_vr.dm | 119 ++++++++----- code/modules/examine/descriptions/devices.dm | 16 +- code/modules/mob/_modifiers/modifiers.dm | 39 +++++ code/modules/mob/_modifiers/modifiers_vr.dm | 162 ++++++++++++++++-- .../mob/living/carbon/human/human_damage.dm | 48 +++++- .../mob/living/carbon/human/human_defense.dm | 2 +- code/modules/mob/living/damage_procs.dm | 48 ++++++ 7 files changed, 372 insertions(+), 62 deletions(-) diff --git a/code/game/objects/items/devices/personal_shield_generator_vr.dm b/code/game/objects/items/devices/personal_shield_generator_vr.dm index 5089bc68f56..4cd30f98fe6 100644 --- a/code/game/objects/items/devices/personal_shield_generator_vr.dm +++ b/code/game/objects/items/devices/personal_shield_generator_vr.dm @@ -16,9 +16,9 @@ var/obj/item/weapon/gun/energy/gun/generator/active_weapon var/obj/item/weapon/cell/device/bcell = null - var/generator_hit_cost = 100 // Power used when a special effect (such as a bullet being blocked) is performed! + var/generator_hit_cost = 100 // Power used when a special effect (such as a bullet being blocked) is performed! Could also be expanded to other things. var/generator_active_cost = 10 // Power used when turned on. - var/has_weapon = 1 + var/has_weapon = 1 // Backpack units generally have weapons. var/shield_active = 0 // If the shield gen is active. var/energy_modifier = 25 // 40 damage absorbed per 1000 charge. If the charge used is > the cell's remaining charge, the excess is dealt to the user! var/modifier_type = /datum/modifier/shield_projection //What type of modifier will it add? Used for variant modifiers! @@ -107,7 +107,7 @@ M.put_in_any_hand_if_possible(src) -/obj/item/device/personal_shield_generator/attackby(obj/item/weapon/W, mob/user, params) //This should never happen unless admin spawns in an empty one. +/obj/item/device/personal_shield_generator/attackby(obj/item/weapon/W, mob/user, params) if(W == active_weapon) reattach_gun(user) else if(istype(W, /obj/item/weapon/cell)) @@ -260,38 +260,11 @@ update_icon() -/* - Base Unit Subtypes -*/ - -/obj/item/device/personal_shield_generator/belt - name = "personal shield generator" - desc = "A personal shield generator." - icon_state = "shield_back_active" - item_state = "shield_pack" - w_class = ITEMSIZE_LARGE //No putting these in backpacks! - slot_flags = SLOT_BELT - origin_tech = list(TECH_BIO = 5, TECH_POWER = 3) - has_weapon = 0 //No gun with the belt! - -/obj/item/device/personal_shield_generator/belt/loaded - bcell = /obj/item/weapon/cell/device/weapon/recharge - -/obj/item/device/personal_shield_generator/belt/update_icon() - if(shield_active) - icon_state = "shield_back_active" - else - icon_state = "shield_pack" - - //The gun /obj/item/weapon/gun/energy/gun/generator //The gun attached to the personal shield generator. - name = "energy gun" - desc = "Another bestseller of Lawson Arms, the LAEP80 Thor is a versatile energy based pistol, capable of switching between low and high \ - capacity projectile settings. In other words: Stun or Kill." - description_fluff = "Lawson Arms is Hephaestus Industries’ main personal-energy-weapon branding, often sold alongside MarsTech projectile \ - weapons to security and law enforcement agencies." + name = "generator gun" + desc = "A gun that is attached to the battery of the personal shield generator." icon_state = "egunstun" item_state = null //so the human update icon uses the icon_state instead. fire_delay = 8 @@ -304,7 +277,7 @@ firemodes = list( list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="egunstun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 240), list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="egunkill", fire_sound='sound/weapons/Laser.ogg', charge_cost = 480), - ) //Zero charge_cost since it's handled per shot. + ) var/obj/item/device/personal_shield_generator/shield_generator //The generator we are linked to! var/wielded = 0 @@ -344,17 +317,7 @@ return 1 /* //TODO: Emp act. -/obj/item/weapon/shockpaddles/emp_act(severity) - var/new_safety = rand(0, 1) - if(safety != new_safety) - safety = new_safety - if(safety) - make_announcement("beeps, \"Safety protocols enabled!\"", "notice") - playsound(src, 'sound/machines/defib_safetyon.ogg', 50, 0) - else - make_announcement("beeps, \"Safety protocols disabled!\"", "warning") - playsound(src, 'sound/machines/defib_safetyoff.ogg', 50, 0) - update_icon() +/obj/item/weapon/gun/energy/gun/generator/emp_act(severity) ..() */ @@ -373,4 +336,70 @@ return (shield_generator.bcell && shield_generator.bcell.check_charge(charge_amt)) /obj/item/weapon/gun/energy/gun/generator/checked_use(var/charge_amt) - return (shield_generator.bcell && shield_generator.bcell.checked_use(charge_amt)) \ No newline at end of file + return (shield_generator.bcell && shield_generator.bcell.checked_use(charge_amt)) + + + +//VARIANTS. + +/obj/item/device/personal_shield_generator/belt + name = "personal shield generator" + desc = "A personal shield generator." + icon_state = "shield_back_active" + item_state = "shield_pack" + w_class = ITEMSIZE_LARGE //No putting these in backpacks! + slot_flags = SLOT_BELT + origin_tech = list(TECH_BIO = 5, TECH_POWER = 3) + has_weapon = 0 //No gun with the belt! + +/obj/item/device/personal_shield_generator/belt/loaded + bcell = /obj/item/weapon/cell/device/weapon/recharge + +/obj/item/device/personal_shield_generator/belt/update_icon() + if(shield_active) + icon_state = "shield_back_active" + else + icon_state = "shield_pack" + +/obj/item/device/personal_shield_generator/belt/bruteburn //Example of a modified generator. + modifier_type = /datum/modifier/shield_projection/bruteburn +/obj/item/device/personal_shield_generator/belt/bruteburn/loaded //If mapped in, ONLY put loaded ones down. + bcell = /obj/item/weapon/cell/device/weapon/recharge + +/obj/item/device/personal_shield_generator/belt/mining + name = "mining personal shield generator" + desc = "A personal shield generator designed for mining. It has a warning on the back: 'Do NOT expose the shield to stun-based weaponry.'" + modifier_type = /datum/modifier/shield_projection/mining + +/obj/item/device/personal_shield_generator/belt/mining/loaded + bcell = /obj/item/weapon/cell/device/weapon/recharge + +/obj/item/device/personal_shield_generator/belt/security + name = "security personal shield generator" + desc = "A personal shield generator designed for security." + modifier_type = /datum/modifier/shield_projection/security/weak + +/obj/item/device/personal_shield_generator/belt/security/loaded + bcell = /obj/item/weapon/cell/device/weapon/recharge + +/* +/obj/item/device/personal_shield_generator/belt/mining/attackby(obj/item/weapon/W, mob/user, params) + if(modifier_type == /datum/modifier/shield_projection/mining/strong)) + to_chat(user, "This shield generator is already upgraded!") + return + if(istype(W, /obj/item/borg/upgrade/modkit/shield_upgrade)) + modifier_type = /datum/modifier/shield_projection/mining/strong + drop_from_inventory(W) + qdel(W) + else + ..() +*/ + +/obj/item/device/personal_shield_generator/belt/adminbus + desc = "You should not see this. You REALLY should not see this. If you do, you have either been blessed or are about to be the target of some sick prank." + modifier_type = /datum/modifier/shield_projection/admin + generator_hit_cost = 0 + generator_active_cost = 0 + shield_active = 0 + energy_modifier = 0 + bcell = /obj/item/weapon/cell/device/weapon/recharge \ No newline at end of file diff --git a/code/modules/examine/descriptions/devices.dm b/code/modules/examine/descriptions/devices.dm index 7b5c0019a43..35933facf69 100644 --- a/code/modules/examine/descriptions/devices.dm +++ b/code/modules/examine/descriptions/devices.dm @@ -29,4 +29,18 @@ /obj/item/device/assembly/electronic_assembly description_info = "This is the casing for the 'device' type of electronic assembly. It behaves like any other 'assembly' type device such as an igniter or signaler \ - and can be attached to others in the same way. Use the 'toggle-open' verb (right click) or a crowbar to pop the electronic device open to add components and close when finished." \ No newline at end of file + and can be attached to others in the same way. Use the 'toggle-open' verb (right click) or a crowbar to pop the electronic device open to add components and close when finished." + +/obj/item/device/personal_shield_generator + description_info = "This is a personal shield generator. Depending on the type, it can either be worn on your backpack slot, your belt slot, or in a rigsuit \ + storage slot. It runs on an internal battery, which is usually self-charging. Some versions come with a gun. To active the shield, click the button in the upper \ + right of the screen, use the 'Toggle Shield' command under your objects tab, or click the device itself while it is on you. Some units come with an active weapon \ + which can be taken out at any time by Alt-clicking the device. If the device requires a cell, a screwdriver can be used. The shield slowly drains charge while \ + active and becomes weaker with each individual strike taken." + + description_fluff = "A relatively new invention, made in a collaboration between Hephaestus Industries and a startup known as Kuznetsova Enterprise in the year \ + 2322. Numerous variants of the device have been made for specific tasks, ranging from riot control, mining, biohazard containment, and search and rescue, among \ + others. Most of the devices share the flaw that electrical attacks can easily overload the device and cause a shield failure, encouraging combatants to swap to \ + the use of stun-based electric weaponry when shield generators are in use. Most shield devices are self-charging, running off a micro-nuclear reactor built into \ + the chassis itself, although some variants exist without this capability and can have normal cells inserted into them. Larger units boast the capability of \ + storing a weapon, although without upgraded batteries the usage of said weapon is ill-advised." \ No newline at end of file diff --git a/code/modules/mob/_modifiers/modifiers.dm b/code/modules/mob/_modifiers/modifiers.dm index 2fc4ef03e3f..7b68c41691e 100644 --- a/code/modules/mob/_modifiers/modifiers.dm +++ b/code/modules/mob/_modifiers/modifiers.dm @@ -64,11 +64,50 @@ var/siemens_coefficient = null // Similar to above two vars but 0 = full protection, to be consistant with siemens numbers everywhere else. var/vision_flags // Vision flags to add to the mob. SEE_MOB, SEE_OBJ, etc. + + + // ENERGY CODE. Variables to allow for energy based modifiers. var/energy_based // Sees if the modifier is based on something electronic based. var/energy_cost // How much the modifier uses per action/special effect blocked. For base values. var/energy_modifier // How much energy is used when numbers are involed. For values, such as taking damage. Ex: (Damage*energy_modifier) var/obj/item/weapon/cell/energy_source = null // The source of the above. + // RESISTANCES CODE. Variable to enable external damage resistance modifiers. This is not unlike armor. + // 0 = immune || < 0 = heals || 1 = full damage || >1 = increased damage. + // It should never be below zero as it is not intended to do such, but you are free to experiment! + // Ex: Max_brute_resistance = 0. Min_brute resistance = 1. When started, provides 100% resistance to brute. When cell is dying, goes down to 0% resistance. + // Max is the MAXIMUM % multiplier that will be taken at a low charge. Min is the MINIMUM % multiplier that will be taken at a full charge. + // Think of it like this: Minimum = what happens at minimum charge. Max = what happens at maximum charge. + // Why do I mention this so much? Because even /I/ got confused, and I wrote this thing! + var/min_damage_resistance + var/max_damage_resistance + var/effective_damage_resistance + + var/min_brute_resistance + var/max_brute_resistance + var/effective_brute_resistance + + var/min_fire_resistance + var/max_fire_resistance + var/effective_fire_resistance + + var/min_tox_resistance + var/max_tox_resistance + var/effective_tox_resistance + + var/min_oxy_resistance + var/max_oxy_resistance + var/effective_oxy_resistance + + var/min_clone_resistance + var/max_clone_resistance + var/effective_clone_resistance + + var/min_hal_resistance + var/max_hal_resistance + var/effective_hal_resistance + // Resistances end + /datum/modifier/New(var/new_holder, var/new_origin) holder = new_holder if(new_origin) diff --git a/code/modules/mob/_modifiers/modifiers_vr.dm b/code/modules/mob/_modifiers/modifiers_vr.dm index ab486c3b705..10bb048a839 100644 --- a/code/modules/mob/_modifiers/modifiers_vr.dm +++ b/code/modules/mob/_modifiers/modifiers_vr.dm @@ -46,27 +46,51 @@ on_created_text = "Your shield generator buzzes on." on_expired_text = "Your shield generator buzzes off." - mob_overlay_state = "repel_missiles" //Looks alright, I guess. Placeholder. + mob_overlay_state = "repel_missiles" //Looks actually pretty good. Could use a better sprite, but that'll work! stacks = MODIFIER_STACK_FORBID //No stacking shields. If you put one one your belt and backpack it won't work. - siemens_coefficient = 2 //Stun weapons drain 100% charge per damage. They're good at blocking lasers and bullets but not good at blocking stun beams! - incoming_brute_damage_percent = 0 - incoming_fire_damage_percent = 0 - incoming_hal_damage_percent = 0 + siemens_coefficient = 2 //Stun weapons drain 100% charge per point of damage. They're good at blocking lasers and bullets but not good at blocking stun beams! energy_based = 1 - energy_cost = 99999 //This is changed to the shield_genertor's energy_cost. + energy_cost = 99999 //This is changed to the shield_generator's energy_cost. energy_modifier = 50 //This is how much battery is used per damage unit absorbed. Higher damage means higher charge use per damage absorbed. Changed below! + + //Not actually in use until effective resistances are set. Just here so it doesn't have to be placed down for all the variants. Less lines. + max_damage_resistance = 1 + max_brute_resistance = 1 + max_fire_resistance = 1 + max_tox_resistance = 1 + max_oxy_resistance = 1 + max_clone_resistance = 1 + max_hal_resistance = 1 + min_damage_resistance = 1 + min_brute_resistance = 1 + min_fire_resistance = 1 + min_tox_resistance = 1 + min_oxy_resistance = 1 + min_clone_resistance = 1 + min_hal_resistance = 1 + +/* // These are not set, but left here as an example. All three (min,max,effective) must be set or BAD THINGS will happen. + min_brute_resistance = 1 // Min = WHAT HAPPENS AT MINIMUM CHARGE + max_brute_resistance = 0 // MAX = WHAT HAPPENS AT MAXIMUM CHARGE + effective_brute_resistance = 1 //Just tells the game that it has vars. Done to use less checks. + + min_fire_resistance = 1 + max_fire_resistance = 0 + effective_fire_resistance = 1 + disable_duration_percent = 1 //THIS CAN ALSO BE USED! Don't be too afraid to use this one, but use it sparingly! +*/ var/obj/item/device/personal_shield_generator/shield_generator //This is the shield generator you're wearing! -/datum/modifier/shield_projection/on_applied() +/datum/modifier/shield_projection/on_applied() //Don't need to modify this! return -/datum/modifier/shield_projection/on_expire() +/datum/modifier/shield_projection/on_expire() //Don't need to modify this! return -/datum/modifier/shield_projection/check_if_valid() //Let's check to make sure you got the stuff and set the vars. - if(ishuman(holder)) //Only humans can use this! +/datum/modifier/shield_projection/check_if_valid() //Let's check to make sure you got the stuff and set the vars. Don't need to modify this for any subtypes! + if(ishuman(holder)) //Only humans can use this! Other things later down the line might use the same stuff this does, but the shield generator is human only! var/mob/living/carbon/human/H = holder if(istype(H.get_equipped_item(slot_back), /obj/item/device/personal_shield_generator)) shield_generator = H.get_equipped_item(slot_back) //Sets the var on the modifier that the shield gen is their back shield gen. @@ -93,7 +117,117 @@ expire(silent = TRUE) //If you're dead the generator stops protecting you but keeps running. if(!shield_generator || !shield_generator.slot_check()) //No shield to begin with/shield is not on them any longer. expire(silent = FALSE) - var/shield_efficiency = 1-(energy_source.charge/energy_source.maxcharge) //0 = complete resistance. 1 = no resistance. - incoming_brute_damage_percent = shield_efficiency //Less charge means less resistance! - incoming_fire_damage_percent = shield_efficiency - incoming_hal_damage_percent = shield_efficiency \ No newline at end of file + + var/shield_efficiency = (energy_source.charge/energy_source.maxcharge) //1 = complete resistance. 0 = no resistance. Must be adjusted for subtypes! + if(!isnull(effective_damage_resistance)) + effective_damage_resistance = min_damage_resistance + (max_damage_resistance - min_damage_resistance) * shield_efficiency + + if(!isnull(effective_brute_resistance)) + effective_brute_resistance = min_brute_resistance + (max_brute_resistance - min_brute_resistance) * shield_efficiency + + if(!isnull(effective_fire_resistance)) + effective_fire_resistance = min_fire_resistance + (max_fire_resistance - min_fire_resistance) * shield_efficiency + + if(!isnull(effective_tox_resistance)) + effective_tox_resistance = min_tox_resistance + (max_tox_resistance - min_tox_resistance) * shield_efficiency + + if(!isnull(effective_oxy_resistance)) + effective_oxy_resistance = min_oxy_resistance + (max_oxy_resistance - min_oxy_resistance) * shield_efficiency + + if(!isnull(effective_clone_resistance)) + effective_clone_resistance = min_clone_resistance + (max_clone_resistance - min_clone_resistance) * shield_efficiency + + if(!isnull(effective_hal_resistance)) + effective_hal_resistance = min_hal_resistance + (max_hal_resistance - min_hal_resistance) * shield_efficiency + +//Shield variants. + +//Simple. Goes from 100% resistance to 0% resistance depending on charge. +/datum/modifier/shield_projection/bruteburn + max_brute_resistance = 0 + effective_brute_resistance = 1 + + max_fire_resistance = 0 + effective_fire_resistance = 1 + +/datum/modifier/shield_projection/bruteburn/weak + max_brute_resistance = 0.5 + max_fire_resistance = 0.5 + +/datum/modifier/shield_projection/security // Security backpack. + max_brute_resistance = 0.5 + effective_brute_resistance = 1 + + max_fire_resistance = 0.5 + effective_fire_resistance = 1 + + max_hal_resistance = 0.5 + effective_hal_resistance = 1 + +/datum/modifier/shield_projection/security/weak // Security belt. + max_brute_resistance = 0.75 + max_fire_resistance = 0.75 + max_hal_resistance = 0.75 + +/datum/modifier/shield_projection/security/strong // Dunno. Upgraded variant of security backpack? + max_brute_resistance = 0.25 + max_fire_resistance = 0.25 + max_hal_resistance = 0.25 + siemens_coefficient = 1.5 //Not as weak as normal, but still weak. + +/datum/modifier/shield_projection/mining //Base mining belt. 25% resistance. + max_brute_resistance = 0.75 + effective_brute_resistance = 1 + + max_fire_resistance = 0.75 + effective_fire_resistance = 1 + + max_hal_resistance = 1.5 // No mobs should be shooting you with halloss. If this happens, it means you're using it wrong!!! + min_hal_resistance = 1.5 + effective_hal_resistance = 1 + + disable_duration_percent = 0.75 //Miners often come into contact with things that can stun them. + +/datum/modifier/shield_projection/mining/strong // Mining belt, but upgraded. Even weaker to halloss! Tasers WILL destroy you. Don't try to be superman. + max_brute_resistance = 0.5 + max_fire_resistance = 0.5 + disable_duration_percent = 0.5 + + max_hal_resistance = 2 + min_hal_resistance = 2 + +/datum/modifier/shield_projection/admin // Adminbus. + on_created_text = "Your shield generator activates and you feel the power of the tesla buzzing around you." + on_expired_text = "Your shield generator deactivates, leaving you feeling weak and vulnerable." + siemens_coefficient = 0 + disable_duration_percent = 0 + min_damage_resistance = 0 + max_damage_resistance = 0 + effective_damage_resistance = 0 + min_brute_resistance = 0 + max_brute_resistance = 0 + effective_brute_resistance = 0 + min_fire_resistance = 0 + max_fire_resistance = 0 + effective_fire_resistance = 0 + min_tox_resistance = 0 + max_tox_resistance = 0 + effective_tox_resistance = 0 + min_oxy_resistance = 0 + max_oxy_resistance = 0 + effective_oxy_resistance = 0 + min_clone_resistance = 0 + max_clone_resistance = 0 + effective_clone_resistance = 0 + min_hal_resistance = 0 + max_hal_resistance = 0 + effective_hal_resistance = 0 + +/datum/modifier/shield_projection/broken //For broken variants. Good if possible randomization is included for packs spawned on PoIs. + max_brute_resistance = 2 + min_brute_resistance = 2 + effective_brute_resistance = 1 + + max_fire_resistance = 2 + min_fire_resistance = 2 + effective_fire_resistance = 1 \ No newline at end of file diff --git a/code/modules/mob/living/carbon/human/human_damage.dm b/code/modules/mob/living/carbon/human/human_damage.dm index e3aa906bf83..be8577fb2fc 100644 --- a/code/modules/mob/living/carbon/human/human_damage.dm +++ b/code/modules/mob/living/carbon/human/human_damage.dm @@ -475,6 +475,53 @@ This function restores all organs. if(!def_zone) def_zone = ran_zone(def_zone) organ = get_organ(check_zone(def_zone)) + for(var/datum/modifier/M in modifiers) //MODIFIER STUFF. It's best to do this RIGHT before armor is calculated, so it's done here! This is the 'forcefield' defence. + if(damagetype == BRUTE && (!isnull(M.effective_brute_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_brute_resistance + continue + if((damagetype == BURN || damagetype == ELECTROCUTE)&& (!isnull(M.effective_fire_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_fire_resistance + continue + if(damagetype == TOX && (!isnull(M.effective_tox_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_tox_resistance + continue + if(damagetype == OXY && (!isnull(M.effective_oxy_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_oxy_resistance + continue + if(damagetype == CLONE && (!isnull(M.effective_clone_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_clone_resistance + continue + if(damagetype == HALLOSS && (!isnull(M.effective_hal_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_hal_resistance + continue + if(damagetype == SEARING && (!isnull(M.effective_fire_resistance) || !isnull(M.effective_brute_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + var/damage_mitigation = 0//Used for dual calculations. + if(!isnull(M.effective_fire_resistance)) + damage_mitigation += round((1/3)*damage * M.effective_fire_resistance) + if(!isnull(M.effective_brute_resistance)) + damage_mitigation += round((2/3)*damage * M.effective_brute_resistance) + damage -= damage_mitigation + continue + if(damagetype == BIOACID && (isSynthetic() && (!isnull(M.effective_fire_resistance))) || (!isSynthetic() && M.effective_tox_resistance)) + if(isSynthetic()) + damage = damage * M.effective_fire_resistance + else + damage = damage * M.effective_tox_resistance + continue //Handle other types of damage if((damagetype != BRUTE) && (damagetype != BURN)) if(damagetype == HALLOSS) @@ -504,7 +551,6 @@ This function restores all organs. if(Debug2) to_world_log("## DEBUG: [src] was hit for [damage].") - switch(damagetype) if(BRUTE) damageoverlaytemp = 20 diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index ce93ed26472..1834c683e01 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -38,7 +38,7 @@ emp_act if(!prob(armor/2)) //Even if the armor doesn't stop the bullet from hurting you, it might stop it from embedding. var/hit_embed_chance = P.embed_chance + (P.damage - armor) //More damage equals more chance to embed - //Modifiers can make bullets less likely to embed! + //Modifiers can make bullets less likely to embed! These are the normal modifiers and shouldn't be related to energy stuff, but they can be anyways! for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) if(M.energy_based) diff --git a/code/modules/mob/living/damage_procs.dm b/code/modules/mob/living/damage_procs.dm index 4eaab779266..a73b9818c20 100644 --- a/code/modules/mob/living/damage_procs.dm +++ b/code/modules/mob/living/damage_procs.dm @@ -13,6 +13,53 @@ to_world_log("## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked].") if(!damage || (blocked >= 100)) return 0 + for(var/datum/modifier/M in modifiers) //MODIFIER STUFF. It's best to do this RIGHT before armor is calculated, so it's done here! This is the 'forcefield' defence. + if(damagetype == BRUTE && (!isnull(M.effective_brute_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_brute_resistance + continue + if((damagetype == BURN || damagetype == ELECTROCUTE)&& (!isnull(M.effective_fire_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_fire_resistance + continue + if(damagetype == TOX && (!isnull(M.effective_tox_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_tox_resistance + continue + if(damagetype == OXY && (!isnull(M.effective_oxy_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_oxy_resistance + continue + if(damagetype == CLONE && (!isnull(M.effective_clone_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_clone_resistance + continue + if(damagetype == HALLOSS && (!isnull(M.effective_hal_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + damage = damage * M.effective_hal_resistance + continue + if(damagetype == SEARING && (!isnull(M.effective_fire_resistance) || !isnull(M.effective_brute_resistance))) + if(M.energy_based) + M.energy_source.use(M.energy_modifier * damage) + var/damage_mitigation = 0//Used for dual calculations. + if(!isnull(M.effective_fire_resistance)) + damage_mitigation += round((1/3)*damage * M.effective_fire_resistance) + if(!isnull(M.effective_brute_resistance)) + damage_mitigation += round((2/3)*damage * M.effective_brute_resistance) + damage -= damage_mitigation + continue + if(damagetype == BIOACID && (isSynthetic() && (!isnull(M.effective_fire_resistance))) || (!isSynthetic() && M.effective_tox_resistance)) + if(isSynthetic()) + damage = damage * M.effective_fire_resistance + else + damage = damage * M.effective_tox_resistance + continue if(soaked) if(soaked >= round(damage*0.8)) damage -= round(damage*0.8) @@ -55,6 +102,7 @@ /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 >= 100) return 0 + // INSERT MODIFIER CODE HERE... But no, really, only two things in the game use it, quad and viruses. The former is admin-only and the latter wouldn't be affected logically, but would if shield code was inerted here. If you really want, you can copy&paste the above and modify it to adjust brute/burn/etc. I do not advise this however. 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)