Files
Cameron Lennox d8c1932cb9 Flammable Items, Abstractness, and hypnosis (#19267)
* Laser Eyes

* Update dna.dm

* Mecha

* Update positive_genes.dm

* These

* These 2

* yeh

* Rest of these

* Update turf.dm

* Update food.dm

* Some moar

* mooove

* Update vorestation.dme

* Update burning.dm

* firesuit

* flags

* HYPNOCOLOR

* xd

* no filter

* dc

* Update ore_bag.dm

* Update misc.dm

* Update misc.dm
2026-04-13 00:30:02 -04:00

110 lines
4.7 KiB
Plaintext

/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)