/atom ///any atom that uses integrity and can be damaged must set this to true, otherwise the integrity procs will throw an error var/uses_integrity = FALSE VAR_PRIVATE/atom_integrity //defaults to max_integrity var/max_integrity = 500 var/integrity_failure = 0 //0 if we have no special broken behavior, otherwise is a percentage of at what point the atom breaks. 0.5 being 50% ///Damage under this value will be completely ignored var/damage_deflection = 0 var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF /// The essential proc to call when an atom must receive damage of any kind. /atom/proc/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration = 0) if(!uses_integrity) CRASH("[src] had /atom/proc/take_damage() called on it without it being a type that has uses_integrity = TRUE!") if(QDELETED(src)) CRASH("[src] taking damage after deletion") if(atom_integrity <= 0) CRASH("[src] taking damage while having <= 0 integrity") if(sound_effect) play_attack_sound(damage_amount, damage_type, damage_flag) if(resistance_flags & INDESTRUCTIBLE) return damage_amount = run_atom_armor(damage_amount, damage_type, damage_flag, attack_dir, armour_penetration) if(damage_amount < DAMAGE_PRECISION) return if(SEND_SIGNAL(src, COMSIG_ATOM_TAKE_DAMAGE, damage_amount, damage_type, damage_flag, sound_effect, attack_dir, armour_penetration) & COMPONENT_NO_TAKE_DAMAGE) return . = damage_amount var/previous_atom_integrity = atom_integrity update_integrity(atom_integrity - damage_amount) var/integrity_failure_amount = integrity_failure * max_integrity //BREAKING FIRST if(integrity_failure && previous_atom_integrity > integrity_failure_amount && atom_integrity <= integrity_failure_amount) atom_break(damage_flag) //DESTROYING SECOND if(atom_integrity <= 0 && previous_atom_integrity > 0) atom_destruction(damage_flag) ///the sound played when the atom is damaged. /atom/proc/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src, 'sound/items/weapons/smash.ogg', 50, TRUE) else playsound(src, 'sound/items/weapons/tap.ogg', 50, TRUE) if(BURN) playsound(src.loc, 'sound/items/tools/welder.ogg', 100, TRUE) /// Handles the integrity of an atom changing. This must be called instead of changing integrity directly. /atom/proc/update_integrity(new_value) SHOULD_NOT_OVERRIDE(TRUE) if(!uses_integrity) CRASH("/atom/proc/update_integrity() was called on [src] when it doesn't use integrity!") var/old_value = atom_integrity new_value = max(0, new_value) if(atom_integrity == new_value) return atom_integrity = new_value on_update_integrity(old_value, new_value) return new_value /// Handle updates to your atom's integrity /atom/proc/on_update_integrity(old_value, new_value) SHOULD_NOT_SLEEP(TRUE) SHOULD_CALL_PARENT(TRUE) SEND_SIGNAL(src, COMSIG_ATOM_INTEGRITY_CHANGED, old_value, new_value) /// Called after the atom takes damage and integrity is below integrity_failure level /atom/proc/atom_break(damage_flag) SHOULD_CALL_PARENT(TRUE) SEND_SIGNAL(src, COMSIG_ATOM_BREAK, damage_flag) /// Called when integrity is repaired above the breaking point having been broken before /atom/proc/atom_fix() SHOULD_CALL_PARENT(TRUE) SEND_SIGNAL(src, COMSIG_ATOM_FIX) ///what happens when the atom's integrity reaches zero. /atom/proc/atom_destruction(damage_flag) SHOULD_CALL_PARENT(TRUE) SEND_SIGNAL(src, COMSIG_ATOM_DESTRUCTION, damage_flag) ///returns the damage value of the attack after processing the atom's various armor protections ///Damage_flag can be any of the following: "melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0 ///MELEE, BULLET, LASER, ENERGY, BOMB, BIO, and "rad" /atom/proc/run_atom_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration = 0) if(!uses_integrity) CRASH("/atom/proc/run_atom_armor was called on [src] without being implemented as a type that uses integrity!") if(damage_flag == MELEE && damage_amount < damage_deflection) return 0 if(damage_type != BRUTE && damage_type != BURN) return 0 var/armor_protection = 0 if(isitem(src)) //Only items have armor until we get armor datums. var/obj/item/item_to_check = src if(damage_flag) armor_protection = item_to_check.armor[damage_flag] if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor. armor_protection = clamp(PENETRATE_ARMOUR(armor_protection, armour_penetration), min(armor_protection, 0), 100) return round(damage_amount * (100 - armor_protection) * 0.01, DAMAGE_PRECISION)