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Ports a psionic system from Bay. (#7717)
* Ports a psionic system from Bay. * Rip out this shitcode. * shitcoden't * fixes * it should work fully now * Admin fixes * Remove todos * remove todos part 2 * Removes psi-armour. We don't need this for now. * Skrell are now operants. Tweaks coercion. * Adds thralls. * Temp removal of psiarmour. Fixes psigrabs. * Thrall assay. * fixes * More fixes * unused define cleanup * Log and powers * Skrell powers are done. * Update code/modules/psionics/events/mini_spasm.dm Co-Authored-By: Geeves <ggrobler447@gmail.com> * Update code/modules/psionics/events/mini_spasm.dm Co-Authored-By: Geeves <ggrobler447@gmail.com> * Update code/modules/psionics/equipment/cerebro_enhancers.dm * did this work??? * jargon * arrow's fixes Co-authored-by: Geeves <ggrobler447@gmail.com>
This commit is contained in:
228
code/modules/psionics/complexus/complexus_process.dm
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228
code/modules/psionics/complexus/complexus_process.dm
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/datum/psi_complexus/proc/update(var/force)
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set waitfor = FALSE
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var/last_rating = rating
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var/highest_faculty
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var/highest_rank = 0
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var/combined_rank = 0
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for(var/faculty in ranks)
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var/check_rank = get_rank(faculty)
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if(check_rank == 1)
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LAZYADD(latencies, faculty)
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else
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if(check_rank <= 0)
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ranks -= faculty
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LAZYREMOVE(latencies, faculty)
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combined_rank += check_rank
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if(!highest_faculty || highest_rank < check_rank)
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highest_faculty = faculty
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highest_rank = check_rank
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UNSETEMPTY(latencies)
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var/rank_count = max(1, LAZYLEN(ranks))
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if(force || last_rating != Ceiling(combined_rank/rank_count))
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if(highest_rank <= 1)
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if(highest_rank == 0)
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qdel(src)
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return
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else
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rebuild_power_cache = TRUE
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sound_to(owner, 'sound/effects/psi/power_unlock.ogg')
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rating = Ceiling(combined_rank/rank_count)
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cost_modifier = 1
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if(rating > 1)
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cost_modifier -= min(1, max(0.1, (rating-1) / 10))
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if(!ui)
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ui = new(owner)
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if(owner.client)
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owner.client.screen += ui
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else
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if(owner.client)
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owner.client.screen |= ui
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if(!suppressed && owner.client)
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for(var/thing in SSpsi.all_aura_images)
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owner.client.images |= thing
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var/image/aura_image = get_aura_image()
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if(rating >= PSI_RANK_PARAMOUNT) // spooky boosters
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aura_color = "#aaffaa"
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aura_image.blend_mode = BLEND_SUBTRACT
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else
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aura_image.blend_mode = BLEND_ADD
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if(highest_faculty == PSI_COERCION)
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aura_color = "#cc3333"
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else if(highest_faculty == PSI_PSYCHOKINESIS)
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aura_color = "#3333cc"
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else if(highest_faculty == PSI_REDACTION)
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aura_color = "#33cc33"
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else if(highest_faculty == PSI_ENERGISTICS)
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aura_color = "#cccc33"
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if(!announced && owner && owner.client && !QDELETED(src))
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announced = TRUE
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to_chat(owner, "<hr>")
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to_chat(owner, span("notice", "<font size = 3>You are <b>psionic</b>, touched by powers beyond understanding.</font>"))
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to_chat(owner, span("notice", "<b>Shift-left-click your Psi icon</b> on the bottom right to <b>view a summary of how to use them</b>, or <b>left click</b> it to <b>suppress or unsuppress</b> your psionics. Beware: overusing your gifts can have <b>deadly consequences</b>."))
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to_chat(owner, "<hr>")
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/datum/psi_complexus/process()
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var/update_hud
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if(stun)
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stun--
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if(stun)
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if(!suppressed)
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suppressed = TRUE
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update_hud = TRUE
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else
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to_chat(owner, span("notice", "You have recovered your mental composure."))
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update_hud = TRUE
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return
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else if(stamina < max_stamina)
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if(owner?.stat == CONSCIOUS)
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stamina = min(max_stamina, stamina + rand(1,3))
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else if(owner?.stat == UNCONSCIOUS)
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stamina = min(max_stamina, stamina + rand(3,5))
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if(!owner.nervous_system_failure() && owner.stat == CONSCIOUS && stamina && !suppressed && get_rank(PSI_REDACTION) >= PSI_RANK_OPERANT)
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attempt_regeneration()
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var/next_aura_size = max(0.1,((stamina/max_stamina)*min(3,rating))/5)
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var/next_aura_alpha = round(((suppressed ? max(0,rating - 2) : rating)/5)*255)
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if(next_aura_alpha != last_aura_alpha || next_aura_size != last_aura_size || aura_color != last_aura_color)
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last_aura_size = next_aura_size
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last_aura_alpha = next_aura_alpha
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last_aura_color = aura_color
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var/matrix/M = matrix()
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if(next_aura_size != 1)
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M.Scale(next_aura_size)
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animate(get_aura_image(), alpha = next_aura_alpha, transform = M, color = aura_color, time = 3)
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if(update_hud)
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ui.update_icon()
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/datum/psi_complexus/proc/attempt_regeneration()
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var/heal_general = FALSE
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var/heal_poison = FALSE
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var/heal_internal = FALSE
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var/heal_bleeding = FALSE
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var/heal_rate = 0
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var/mend_prob = 0
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var/use_rank = get_rank(PSI_REDACTION)
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if(use_rank >= PSI_RANK_PARAMOUNT)
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heal_general = TRUE
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heal_poison = TRUE
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heal_internal = TRUE
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heal_bleeding = TRUE
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mend_prob = 50
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heal_rate = 7
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else if(use_rank == PSI_RANK_GRANDMASTER)
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heal_poison = TRUE
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heal_internal = TRUE
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heal_bleeding = TRUE
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mend_prob = 20
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heal_rate = 5
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else if(use_rank == PSI_RANK_MASTER)
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heal_internal = TRUE
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heal_bleeding = TRUE
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mend_prob = 10
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heal_rate = 3
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else if(use_rank == PSI_RANK_OPERANT)
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heal_bleeding = TRUE
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mend_prob = 5
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heal_rate = 1
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else
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return
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if(!heal_rate || stamina < heal_rate)
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return // Don't backblast from trying to heal ourselves thanks.
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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// Fix some pain.
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if(heal_rate > 0)
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H.shock_stage = max(0, H.shock_stage - max(1, round(heal_rate/2)))
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// Mend internal damage.
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if(prob(mend_prob))
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// Fix our heart if we're paramount.
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if(heal_general && H.is_asystole() && H.should_have_organ(BP_HEART) && spend_power(heal_rate))
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H.resuscitate()
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// Heal organ damage.
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if(heal_internal)
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for(var/obj/item/organ/I in H.internal_organs)
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if(BP_IS_ROBOTIC(I))
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continue
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if(I.damage > 0 && spend_power(heal_rate))
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I.damage = max(I.damage - heal_rate, 0)
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if(prob(25))
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to_chat(H, span("notice", "Your innards itch as your autoredactive faculty mends your [I.name]."))
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return
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// Heal broken bones.
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if(H.bad_external_organs.len)
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for(var/obj/item/organ/external/E in H.bad_external_organs)
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if(BP_IS_ROBOTIC(E))
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continue
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if(heal_internal && (E.status & ORGAN_BROKEN) && E.damage < (E.min_broken_damage * config.organ_health_multiplier)) // So we don't mend and autobreak.
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if(spend_power(heal_rate))
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if(E.mend_fracture())
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to_chat(H, span("notice", "Your autoredactive faculty coaxes together the shattered bones in your [E.name]."))
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return
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if(heal_bleeding)
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if((E.status & ORGAN_ARTERY_CUT) && spend_power(heal_rate))
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to_chat(H, span("notice", "Your autoredactive faculty mends the torn artery in your [E.name], stemming the worst of the bleeding."))
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E.status &= ~ORGAN_ARTERY_CUT
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return
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if(E.status & ORGAN_TENDON_CUT)
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to_chat(H, span("notice", "Your autoredactive faculty repairs the severed tendon in your [E.name]."))
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E.status &= ~ORGAN_TENDON_CUT
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return TRUE
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for(var/datum/wound/W in E.wounds)
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if(W.bleeding() && spend_power(heal_rate))
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to_chat(H, span("notice", "Your autoredactive faculty knits together severed veins, stemming the bleeding from \a [W.desc] on your [E.name]."))
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W.bleed_timer = 0
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W.clamped = TRUE
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E.status &= ~ORGAN_BLEEDING
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return
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// Heal radiation, cloneloss and poisoning.
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if(heal_poison)
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if(owner.total_radiation && spend_power(heal_rate))
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if(prob(25))
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to_chat(owner, span("notice", "Your autoredactive faculty repairs some of the radiation damage to your body."))
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owner.total_radiation = max(0, owner.total_radiation - heal_rate)
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return
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if(owner.getCloneLoss() && spend_power(heal_rate))
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if(prob(25))
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to_chat(owner, span("notice", "Your autoredactive faculty stitches together some of your mangled DNA."))
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owner.adjustCloneLoss(-heal_rate)
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return
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// Heal everything left.
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if(heal_general && prob(mend_prob) && (owner.getBruteLoss() || owner.getFireLoss() || owner.getOxyLoss()) && spend_power(heal_rate))
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owner.adjustBruteLoss(-(heal_rate))
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owner.adjustFireLoss(-(heal_rate))
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owner.adjustOxyLoss(-(heal_rate))
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if(prob(25))
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to_chat(owner, span("notice", "Your skin crawls as your autoredactive faculty heals your body."))
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