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## About The Pull Request Alien operating tables (made by making a table frame with alien alloy, then adding silver) now have a 20% surgery speed bonus, as compared to normal operating tables. I also refactored the `get_location_modifier` proc, it now uses a "typecache" rather than a else-if locate tower. ## Why It's Good For The Game Medbaymaxxing with alien tech is nice - and this somewhat cursed code is still better than the else-if locate tower, honestly. ## Changelog 🆑 balance: Alien operating tables now have a 20% surgery speed bonus. refactor: Refactored how table/bed surgery speed modifiers are calculated, so it's hopefully more efficient now. /🆑 --------- Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
77 lines
2.6 KiB
Plaintext
77 lines
2.6 KiB
Plaintext
/*
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* Gets the surgery speed modifier for a given mob, based off what sort of table/bed/whatever is on their turf.
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*/
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/proc/get_location_modifier(mob/located_mob)
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// Technically this IS a typecache, just not the usual kind :3
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var/static/list/modifiers = zebra_typecacheof(list(
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/obj/structure/table = 0.8,
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/obj/structure/table/optable = 1,
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/obj/structure/table/optable/abductor = 1.2,
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/obj/machinery/stasis = 0.9,
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/obj/structure/bed = 0.7,
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))
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. = 0.5
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for(var/obj/thingy in get_turf(located_mob))
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. = max(., modifiers[thingy.type])
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/proc/get_location_accessible(mob/located_mob, location)
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var/covered_locations = 0 //based on body_parts_covered
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var/face_covered = 0 //based on flags_inv
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var/eyesmouth_covered = 0 //based on flags_cover
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if(iscarbon(located_mob))
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var/mob/living/carbon/clothed_carbon = located_mob
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for(var/obj/item/clothing/clothes in list(clothed_carbon.back, clothed_carbon.wear_mask, clothed_carbon.head))
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covered_locations |= clothes.body_parts_covered
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face_covered |= clothes.flags_inv
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eyesmouth_covered |= clothes.flags_cover
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if(ishuman(clothed_carbon))
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var/mob/living/carbon/human/clothed_human = clothed_carbon
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for(var/obj/item/clothes in list(clothed_human.wear_suit, clothed_human.w_uniform, clothed_human.shoes, clothed_human.belt, clothed_human.gloves, clothed_human.glasses, clothed_human.ears))
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covered_locations |= clothes.body_parts_covered
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face_covered |= clothes.flags_inv
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eyesmouth_covered |= clothes.flags_cover
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switch(location)
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if(BODY_ZONE_HEAD)
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if(covered_locations & HEAD)
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return FALSE
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if(BODY_ZONE_PRECISE_EYES)
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if((face_covered & HIDEEYES) || (eyesmouth_covered & (MASKCOVERSEYES|HEADCOVERSEYES|GLASSESCOVERSEYES)))
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return FALSE
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if(BODY_ZONE_PRECISE_MOUTH)
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if((face_covered & HIDEFACE) || (eyesmouth_covered & (MASKCOVERSMOUTH|HEADCOVERSMOUTH)))
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return FALSE
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if(BODY_ZONE_CHEST)
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if(covered_locations & CHEST)
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return FALSE
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if(BODY_ZONE_PRECISE_GROIN)
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if(covered_locations & GROIN)
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return FALSE
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if(BODY_ZONE_L_ARM)
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if(covered_locations & ARM_LEFT)
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return FALSE
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if(BODY_ZONE_R_ARM)
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if(covered_locations & ARM_RIGHT)
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return FALSE
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if(BODY_ZONE_L_LEG)
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if(covered_locations & LEG_LEFT)
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return FALSE
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if(BODY_ZONE_R_LEG)
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if(covered_locations & LEG_RIGHT)
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return FALSE
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if(BODY_ZONE_PRECISE_L_HAND)
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if(covered_locations & HAND_LEFT)
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return FALSE
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if(BODY_ZONE_PRECISE_R_HAND)
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if(covered_locations & HAND_RIGHT)
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return FALSE
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if(BODY_ZONE_PRECISE_L_FOOT)
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if(covered_locations & FOOT_LEFT)
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return FALSE
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if(BODY_ZONE_PRECISE_R_FOOT)
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if(covered_locations & FOOT_RIGHT)
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return FALSE
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return TRUE
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