/
obj_defense.dm
214 lines (179 loc) · 7.53 KB
/
obj_defense.dm
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/obj/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
..()
take_damage(AM.throwforce, BRUTE, MELEE, 1, get_dir(src, AM))
/obj/ex_act(severity, target)
if(resistance_flags & INDESTRUCTIBLE)
return FALSE
. = ..() //contents explosion
if(QDELETED(src))
return TRUE
if(target == src)
take_damage(INFINITY, BRUTE, BOMB, 0)
return TRUE
switch(severity)
if(EXPLODE_DEVASTATE)
take_damage(INFINITY, BRUTE, BOMB, 0)
if(EXPLODE_HEAVY)
take_damage(rand(100, 250), BRUTE, BOMB, 0)
if(EXPLODE_LIGHT)
take_damage(rand(10, 90), BRUTE, BOMB, 0)
return TRUE
/obj/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit = FALSE)
. = ..()
if(. != BULLET_ACT_HIT)
return .
playsound(src, hitting_projectile.hitsound, 50, TRUE)
var/damage_sustained = 0
if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object
damage_sustained = take_damage(
hitting_projectile.damage * hitting_projectile.demolition_mod,
hitting_projectile.damage_type,
hitting_projectile.armor_flag,
FALSE,
REVERSE_DIR(hitting_projectile.dir),
hitting_projectile.armour_penetration,
)
if(hitting_projectile.suppressed != SUPPRESSED_VERY)
visible_message(
span_danger("[src] is hit by \a [hitting_projectile][damage_sustained ? "" : ", [no_damage_feedback]"]!"),
vision_distance = COMBAT_MESSAGE_RANGE,
)
return damage_sustained > 0 ? BULLET_ACT_HIT : BULLET_ACT_BLOCK
/obj/attack_hulk(mob/living/carbon/human/user)
..()
if(density)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
else
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
var/damage = take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user))
user.visible_message(span_danger("[user] smashes [src][damage ? "" : ", [no_damage_feedback]"]!"), span_danger("You smash [src][damage ? "" : ", [no_damage_feedback]"]!"), null, COMBAT_MESSAGE_RANGE)
return TRUE
/obj/blob_act(obj/structure/blob/B)
if (!..())
return
if(isturf(loc))
var/turf/T = loc
if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
return
take_damage(400, BRUTE, MELEE, 0, get_dir(src, B))
/obj/attack_alien(mob/living/carbon/alien/adult/user, list/modifiers)
if(attack_generic(user, 60, BRUTE, MELEE, 0))
playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
/obj/attack_animal(mob/living/simple_animal/user, list/modifiers)
. = ..()
if(!user.melee_damage_upper && !user.obj_damage)
user.emote("custom", message = "[user.friendly_verb_continuous] [src].")
return FALSE
else
var/turf/current_turf = get_turf(src) //we want to save the turf to play the sound there, cause being destroyed deletes us!
var/play_soundeffect = user.environment_smash
if(user.obj_damage)
. = attack_generic(user, user.obj_damage, user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
else
. = attack_generic(user, rand(user.melee_damage_lower,user.melee_damage_upper), user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
if(. && play_soundeffect)
playsound(current_turf, 'sound/effects/meteorimpact.ogg', 100, TRUE)
if(user.client)
log_combat(user, src, "attacked")
/obj/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
return TRUE
/obj/move_crushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
collision_damage(pusher, force, direction)
return TRUE
/obj/proc/collision_damage(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
var/amt = max(0, ((force - (move_resist * MOVE_FORCE_CRUSH_RATIO)) / (move_resist * MOVE_FORCE_CRUSH_RATIO)) * 10)
take_damage(amt, BRUTE)
/obj/singularity_act()
SSexplosions.high_mov_atom += src
if(src && !QDELETED(src))
qdel(src)
return 2
///// ACID
///the obj's reaction when touched by acid
/obj/acid_act(acidpwr, acid_volume)
. = ..()
if((resistance_flags & UNACIDABLE) || (acid_volume <= 0) || (acidpwr <= 0))
return FALSE
AddComponent(/datum/component/acid, acidpwr, acid_volume, custom_acid_overlay || GLOB.acid_overlay)
return TRUE
///called when the obj is destroyed by acid.
/obj/proc/acid_melt()
deconstruct(FALSE)
//// FIRE
///Called when the obj is exposed to fire.
/obj/fire_act(exposed_temperature, exposed_volume)
if(isturf(loc))
var/turf/our_turf = loc
if(our_turf.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
return
if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, FIRE, 0)
if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE) && !(resistance_flags & FIRE_PROOF))
AddComponent(/datum/component/burning, custom_fire_overlay || GLOB.fire_overlay, burning_particles)
return TRUE
return ..()
/// Should be called when the atom is destroyed by fire, comparable to acid_melt() proc
/obj/proc/burn()
deconstruct(FALSE)
///Called when the obj is hit by a tesla bolt.
/obj/zap_act(power, zap_flags)
if(QDELETED(src))
return 0
ADD_TRAIT(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED)
addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED), 1 SECONDS)
return power / 2
//The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
///Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
/obj/proc/zap_buckle_check(strength)
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.electrocute_act((clamp(round(strength * 1.25e-3), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
/**
* Custom behaviour per atom subtype on how they should deconstruct themselves
* Arguments
*
* * disassembled - TRUE means we cleanly took this atom apart using tools. FALSE means this was destroyed in a violent way
*/
/obj/proc/atom_deconstruct(disassembled = TRUE)
PROTECTED_PROC(TRUE)
return
/**
* The interminate proc between deconstruct() & atom_deconstruct(). By default this delegates deconstruction to
* atom_deconstruct if NO_DEBRIS_AFTER_DECONSTRUCTION is absent but subtypes can override this to handle NO_DEBRIS_AFTER_DECONSTRUCTION in their
* own unique way. Override this if for example you want to dump out important content like mobs from the
* atom before deconstruction regardless if NO_DEBRIS_AFTER_DECONSTRUCTION is present or not
* Arguments
*
* * disassembled - TRUE means we cleanly took this atom apart using tools. FALSE means this was destroyed in a violent way
*/
/obj/proc/handle_deconstruct(disassembled = TRUE)
SHOULD_CALL_PARENT(FALSE)
if(!(obj_flags & NO_DEBRIS_AFTER_DECONSTRUCTION))
atom_deconstruct(disassembled)
/**
* The obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
* Arguments
*
* * disassembled - TRUE means we cleanly took this atom apart using tools. FALSE means this was destroyed in a violent way
*/
/obj/proc/deconstruct(disassembled = TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
//allow objects to deconstruct themselves
handle_deconstruct(disassembled)
//inform objects we were deconstructed
SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
//delete our self
qdel(src)
///what happens when the obj's integrity reaches zero.
/obj/atom_destruction(damage_flag)
. = ..()
if(damage_flag == ACID)
acid_melt()
else if(damage_flag == FIRE)
burn()
else
deconstruct(FALSE)
///returns how much the object blocks an explosion. Used by subtypes.
/obj/proc/GetExplosionBlock()
CRASH("Unimplemented GetExplosionBlock()")