Files
Yogstation/code/game/mecha/mecha_defense.dm
yogstation13-bot f9ad21cbf1 [MIRROR] Remove reagent ids and use typepaths where applicable (#5612)
* Remove reagent ids and use typepaths where applicable

* Remove reagent ids and use typepaths where applicable

* Resolves some easier conflicts

* Resolves medical_tools.dm

* Resolves robots.dm

* Handles cinnamon

Wow, I cannot do this manually. Fuckin' regex time.

* Removes 27 merge conflicts (!!!!!)

* Makes it actually half-attempt to compile

* I just -- I give up, it's over

* mk

* mk

* mk

* hm

* ok

* what a bloody chain reaction jesus

* ok

* and done

* went threw and changed the ones I missed

* ok

* dangit altoids hurry the fek up

* Fixes whatever I found find thru this regex:

reagents[\s\w]*=[\s\w]*list\([^\/]+\)
2019-06-10 07:26:31 -05:00

326 lines
12 KiB
Plaintext

/obj/mecha/proc/get_armour_facing(relative_dir)
switch(relative_dir)
if(0) // BACKSTAB!
return facing_modifiers[BACK_ARMOUR]
if(45, 90, 270, 315)
return facing_modifiers[SIDE_ARMOUR]
if(225, 180, 135)
return facing_modifiers[FRONT_ARMOUR]
return 1 //always return non-0
/obj/mecha/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(. && obj_integrity > 0)
spark_system.start()
switch(damage_flag)
if("fire")
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL))
if("melee")
check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
else
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT))
if(. >= 5 || prob(33))
occupant_message("<span class='userdanger'>Taking damage!</span>")
log_message("Took [damage_amount] points of damage. Damage type: [damage_type]", LOG_MECHA)
/obj/mecha/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
. = ..()
if(!damage_amount)
return 0
var/booster_deflection_modifier = 1
var/booster_damage_modifier = 1
if(damage_flag == "bullet" || damage_flag == "laser" || damage_flag == "energy")
for(var/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/B in equipment)
if(B.projectile_react())
booster_deflection_modifier = B.deflect_coeff
booster_damage_modifier = B.damage_coeff
break
else if(damage_flag == "melee")
for(var/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster/B in equipment)
if(B.attack_react())
booster_deflection_modifier *= B.deflect_coeff
booster_damage_modifier *= B.damage_coeff
break
if(attack_dir)
var/facing_modifier = get_armour_facing(dir2angle(attack_dir) - dir2angle(src))
booster_damage_modifier /= facing_modifier
booster_deflection_modifier *= facing_modifier
if(prob(deflect_chance * booster_deflection_modifier))
visible_message("<span class='danger'>[src]'s armour deflects the attack!</span>")
log_message("Armor saved.", LOG_MECHA)
return 0
if(.)
. *= booster_damage_modifier
/obj/mecha/attack_hand(mob/living/user)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE) // Ugh. Ideally we shouldn't be setting cooldowns outside of click code.
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
playsound(loc, 'sound/weapons/tap.ogg', 40, 1, -1)
user.visible_message("<span class='danger'>[user] hits [name]. Nothing happens.</span>", null, null, COMBAT_MESSAGE_RANGE)
log_message("Attack by hand/paw. Attacker - [user].", LOG_MECHA, color="red")
/obj/mecha/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/mecha/attack_alien(mob/living/user)
log_message("Attack by alien. Attacker - [user].", LOG_MECHA, color="red")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
attack_generic(user, 15, BRUTE, "melee", 0)
/obj/mecha/attack_animal(mob/living/simple_animal/user)
log_message("Attack by simple animal. Attacker - [user].", LOG_MECHA, color="red")
if(!user.melee_damage_upper && !user.obj_damage)
user.emote("custom", message = "[user.friendly] [src].")
return 0
else
var/play_soundeffect = 1
if(user.environment_smash)
play_soundeffect = 0
playsound(src, 'sound/effects/bang.ogg', 50, 1)
var/animal_damage = rand(user.melee_damage_lower,user.melee_damage_upper)
if(user.obj_damage)
animal_damage = user.obj_damage
animal_damage = min(animal_damage, 20*user.environment_smash)
attack_generic(user, animal_damage, user.melee_damage_type, "melee", play_soundeffect)
log_combat(user, src, "attacked")
return 1
/obj/mecha/hulk_damage()
return 15
/obj/mecha/attack_hulk(mob/living/carbon/human/user)
. = ..()
if(.)
log_message("Attack by hulk. Attacker - [user].", LOG_MECHA, color="red")
log_combat(user, src, "punched", "hulk powers")
/obj/mecha/blob_act(obj/structure/blob/B)
take_damage(30, BRUTE, "melee", 0, get_dir(src, B))
/obj/mecha/attack_tk()
return
/obj/mecha/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum) //wrapper
log_message("Hit by [AM].", LOG_MECHA, color="red")
. = ..()
/obj/mecha/bullet_act(obj/item/projectile/Proj) //wrapper
if (!enclosed && occupant && !silicon_pilot && !Proj.force_hit && (Proj.def_zone == BODY_ZONE_HEAD || Proj.def_zone == BODY_ZONE_CHEST)) //allows bullets to hit the pilot of open-canopy mechs
occupant.bullet_act(Proj) //If the sides are open, the occupant can be hit
return BULLET_ACT_HIT
log_message("Hit by projectile. Type: [Proj.name]([Proj.flag]).", LOG_MECHA, color="red")
. = ..()
/obj/mecha/ex_act(severity, target)
log_message("Affected by explosion of severity: [severity].", LOG_MECHA, color="red")
if(prob(deflect_chance))
severity++
log_message("Armor saved, changing severity to [severity]", LOG_MECHA)
. = ..()
/obj/mecha/contents_explosion(severity, target)
severity++
for(var/X in equipment)
var/obj/item/mecha_parts/mecha_equipment/ME = X
ME.ex_act(severity,target)
for(var/Y in trackers)
var/obj/item/mecha_parts/mecha_tracking/MT = Y
MT.ex_act(severity, target)
if(occupant)
occupant.ex_act(severity,target)
/obj/mecha/handle_atom_del(atom/A)
if(A == occupant)
occupant = null
icon_state = initial(icon_state)+"-open"
setDir(dir_in)
/obj/mecha/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(get_charge())
use_power((cell.charge/3)/(severity*2))
take_damage(30 / severity, BURN, "energy", 1)
log_message("EMP detected", LOG_MECHA, color="red")
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT),1)
/obj/mecha/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature>max_temperature)
log_message("Exposed to dangerous temperature.", LOG_MECHA, color="red")
take_damage(5, BURN, 0, 1)
/obj/mecha/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/mmi))
if(mmi_move_inside(W,user))
to_chat(user, "[src]-[W] interface initialized successfully.")
else
to_chat(user, "[src]-[W] interface initialization failed.")
return
if(W.GetID())
if(add_req_access || maint_access)
if(internals_access_allowed(user))
var/obj/item/card/id/id_card
if(istype(W, /obj/item/card/id))
id_card = W
else
var/obj/item/pda/pda = W
id_card = pda.id
output_maintenance_dialog(id_card, user)
return
else
to_chat(user, "<span class='warning'>Invalid ID: Access denied.</span>")
else
to_chat(user, "<span class='warning'>Maintenance protocols disabled by operator.</span>")
else if(W.tool_behaviour == TOOL_WRENCH)
if(state==1)
state = 2
to_chat(user, "<span class='notice'>You undo the securing bolts.</span>")
else if(state==2)
state = 1
to_chat(user, "<span class='notice'>You tighten the securing bolts.</span>")
return
else if(W.tool_behaviour == TOOL_CROWBAR)
if(state==2)
state = 3
to_chat(user, "<span class='notice'>You open the hatch to the power unit.</span>")
else if(state==3)
state=2
to_chat(user, "<span class='notice'>You close the hatch to the power unit.</span>")
return
else if(istype(W, /obj/item/stack/cable_coil))
if(state == 3 && (internal_damage & MECHA_INT_SHORT_CIRCUIT))
var/obj/item/stack/cable_coil/CC = W
if(CC.use(2))
clearInternalDamage(MECHA_INT_SHORT_CIRCUIT)
to_chat(user, "<span class='notice'>You replace the fused wires.</span>")
else
to_chat(user, "<span class='warning'>You need two lengths of cable to fix this mech!</span>")
return
else if(W.tool_behaviour == TOOL_SCREWDRIVER && user.a_intent != INTENT_HARM)
if(internal_damage & MECHA_INT_TEMP_CONTROL)
clearInternalDamage(MECHA_INT_TEMP_CONTROL)
to_chat(user, "<span class='notice'>You repair the damaged temperature controller.</span>")
else if(state==3 && cell)
cell.forceMove(loc)
cell = null
state = 4
to_chat(user, "<span class='notice'>You unscrew and pry out the powercell.</span>")
log_message("Powercell removed", LOG_MECHA)
else if(state==4 && cell)
state=3
to_chat(user, "<span class='notice'>You screw the cell in place.</span>")
return
else if(istype(W, /obj/item/stock_parts/cell))
if(state==4)
if(!cell)
if(!user.transferItemToLoc(W, src))
return
var/obj/item/stock_parts/cell/C = W
to_chat(user, "<span class='notice'>You install the powercell.</span>")
cell = C
log_message("Powercell installed", LOG_MECHA)
else
to_chat(user, "<span class='notice'>There's already a powercell installed.</span>")
return
else if(W.tool_behaviour == TOOL_WELDER && user.a_intent != INTENT_HARM)
user.changeNext_move(CLICK_CD_MELEE)
if(obj_integrity < max_integrity)
if(W.use_tool(src, user, 0, volume=50, amount=1))
if (internal_damage & MECHA_INT_TANK_BREACH)
clearInternalDamage(MECHA_INT_TANK_BREACH)
to_chat(user, "<span class='notice'>You repair the damaged gas tank.</span>")
else
user.visible_message("<span class='notice'>[user] repairs some damage to [name].</span>", "<span class='notice'>You repair some damage to [src].</span>")
obj_integrity += min(10, max_integrity-obj_integrity)
if(obj_integrity == max_integrity)
to_chat(user, "<span class='notice'>It looks to be fully repaired now.</span>")
return 1
else
to_chat(user, "<span class='warning'>The [name] is at full integrity!</span>")
return 1
else if(istype(W, /obj/item/mecha_parts))
var/obj/item/mecha_parts/P = W
P.try_attach_part(user, src)
return
else
return ..()
/obj/mecha/attacked_by(obj/item/I, mob/living/user)
log_message("Attacked by [I]. Attacker - [user]", LOG_MECHA)
..()
/obj/mecha/proc/mech_toxin_damage(mob/living/target)
playsound(src, 'sound/effects/spray2.ogg', 50, 1)
if(target.reagents)
if(target.reagents.get_reagent_amount(/datum/reagent/cryptobiolin) + force < force*2)
target.reagents.add_reagent(/datum/reagent/cryptobiolin, force/2)
if(target.reagents.get_reagent_amount(/datum/reagent/toxin) + force < force*2)
target.reagents.add_reagent(/datum/reagent/toxin, force/2.5)
/obj/mecha/mech_melee_attack(obj/mecha/M)
if(!has_charge(melee_energy_drain))
return 0
use_power(melee_energy_drain)
if(M.damtype == BRUTE || M.damtype == BURN)
log_combat(M.occupant, src, "attacked", M, "(INTENT: [uppertext(M.occupant.a_intent)]) (DAMTYPE: [uppertext(M.damtype)])")
. = ..()
/obj/mecha/proc/full_repair(charge_cell)
obj_integrity = max_integrity
if(cell && charge_cell)
cell.charge = cell.maxcharge
if(internal_damage & MECHA_INT_FIRE)
clearInternalDamage(MECHA_INT_FIRE)
if(internal_damage & MECHA_INT_TEMP_CONTROL)
clearInternalDamage(MECHA_INT_TEMP_CONTROL)
if(internal_damage & MECHA_INT_SHORT_CIRCUIT)
clearInternalDamage(MECHA_INT_SHORT_CIRCUIT)
if(internal_damage & MECHA_INT_TANK_BREACH)
clearInternalDamage(MECHA_INT_TANK_BREACH)
if(internal_damage & MECHA_INT_CONTROL_LOST)
clearInternalDamage(MECHA_INT_CONTROL_LOST)
/obj/mecha/narsie_act()
if(occupant)
var/mob/living/L = occupant
go_out(TRUE)
if(L)
L.narsie_act()
/obj/mecha/ratvar_act()
if((GLOB.ratvar_awakens || GLOB.clockwork_gateway_activated) && occupant)
if(is_servant_of_ratvar(occupant)) //reward the minion that got a mech by repairing it
full_repair(TRUE)
else
var/mob/living/L = occupant
go_out(TRUE)
if(L)
L.ratvar_act()
/obj/mecha/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect)
if(!no_effect)
if(selected)
used_item = selected
else if(!visual_effect_icon)
visual_effect_icon = ATTACK_EFFECT_SMASH
if(damtype == BURN)
visual_effect_icon = ATTACK_EFFECT_MECHFIRE
else if(damtype == TOX)
visual_effect_icon = ATTACK_EFFECT_MECHTOXIN
..()