mirror of
https://github.com/Bubberstation/Bubberstation.git
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303 lines
9.8 KiB
Plaintext
303 lines
9.8 KiB
Plaintext
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/**
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* Applies damage to this mob
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*
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* Sends [COMSIG_MOB_APPLY_DAMGE]
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*
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* Arguuments:
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* * damage - amount of damage
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* * damagetype - one of [BRUTE], [BURN], [TOX], [OXY], [CLONE], [STAMINA]
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* * def_zone - zone that is being hit if any
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* * blocked - armor value applied
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* * forced - bypass hit percentage
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* * spread_damage - used in overrides
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*
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* Returns TRUE if damage applied
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*/
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/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
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SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
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var/hit_percent = (100-blocked)/100
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if(!damage || (!forced && hit_percent <= 0))
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return FALSE
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var/damage_amount = forced ? damage : damage * hit_percent
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switch(damagetype)
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if(BRUTE)
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adjustBruteLoss(damage_amount, forced = forced)
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if(BURN)
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adjustFireLoss(damage_amount, forced = forced)
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if(TOX)
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adjustToxLoss(damage_amount, forced = forced)
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if(OXY)
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adjustOxyLoss(damage_amount, forced = forced)
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if(CLONE)
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adjustCloneLoss(damage_amount, forced = forced)
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if(STAMINA)
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adjustStaminaLoss(damage_amount, forced = forced)
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return TRUE
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///like [apply_damage][/mob/living/proc/apply_damage] except it always uses the damage procs
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/mob/living/proc/apply_damage_type(damage = 0, damagetype = BRUTE)
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switch(damagetype)
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if(BRUTE)
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return adjustBruteLoss(damage)
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if(BURN)
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return adjustFireLoss(damage)
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if(TOX)
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return adjustToxLoss(damage)
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if(OXY)
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return adjustOxyLoss(damage)
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if(CLONE)
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return adjustCloneLoss(damage)
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if(STAMINA)
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return adjustStaminaLoss(damage)
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/// return the damage amount for the type given
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/mob/living/proc/get_damage_amount(damagetype = BRUTE)
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switch(damagetype)
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if(BRUTE)
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return getBruteLoss()
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if(BURN)
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return getFireLoss()
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if(TOX)
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return getToxLoss()
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if(OXY)
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return getOxyLoss()
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if(CLONE)
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return getCloneLoss()
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if(STAMINA)
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return getStaminaLoss()
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/// applies multiple damages at once via [/mob/living/proc/apply_damage]
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/mob/living/proc/apply_damages(brute = 0, burn = 0, tox = 0, oxy = 0, clone = 0, def_zone = null, blocked = FALSE, stamina = 0, brain = 0)
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if(blocked >= 100)
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return 0
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if(brute)
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apply_damage(brute, BRUTE, def_zone, blocked)
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if(burn)
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apply_damage(burn, BURN, def_zone, blocked)
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if(tox)
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apply_damage(tox, TOX, def_zone, blocked)
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if(oxy)
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apply_damage(oxy, OXY, def_zone, blocked)
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if(clone)
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apply_damage(clone, CLONE, def_zone, blocked)
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if(stamina)
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apply_damage(stamina, STAMINA, def_zone, blocked)
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if(brain)
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apply_damage(brain, BRAIN, def_zone, blocked)
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return 1
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/// applies various common status effects or common hardcoded mob effects
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/mob/living/proc/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = 0)
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var/hit_percent = (100-blocked)/100
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if(!effect || (hit_percent <= 0))
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return FALSE
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switch(effecttype)
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if(EFFECT_STUN)
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Stun(effect * hit_percent)
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if(EFFECT_KNOCKDOWN)
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Knockdown(effect * hit_percent)
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if(EFFECT_PARALYZE)
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Paralyze(effect * hit_percent)
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if(EFFECT_IMMOBILIZE)
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Immobilize(effect * hit_percent)
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if(EFFECT_UNCONSCIOUS)
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Unconscious(effect * hit_percent)
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if(EFFECT_IRRADIATE)
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if(!HAS_TRAIT(src, TRAIT_RADIMMUNE))
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radiation += max(effect * hit_percent, 0)
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if(EFFECT_SLUR)
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slurring = max(slurring,(effect * hit_percent))
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if(EFFECT_STUTTER)
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if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // stun is usually associated with stutter
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stuttering = max(stuttering,(effect * hit_percent))
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if(EFFECT_EYE_BLUR)
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blur_eyes(effect * hit_percent)
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if(EFFECT_DROWSY)
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drowsyness = max(drowsyness,(effect * hit_percent))
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if(EFFECT_JITTER)
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if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE))
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jitteriness = max(jitteriness,(effect * hit_percent))
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return TRUE
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/// applies multiple effects at once via [/mob/living/proc/apply_effect]
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/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = 0, stamina = 0, jitter = 0, paralyze = 0, immobilize = 0)
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if(blocked >= 100)
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return FALSE
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if(stun)
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apply_effect(stun, EFFECT_STUN, blocked)
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if(knockdown)
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apply_effect(knockdown, EFFECT_KNOCKDOWN, blocked)
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if(unconscious)
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apply_effect(unconscious, EFFECT_UNCONSCIOUS, blocked)
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if(paralyze)
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apply_effect(paralyze, EFFECT_PARALYZE, blocked)
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if(immobilize)
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apply_effect(immobilize, EFFECT_IMMOBILIZE, blocked)
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if(irradiate)
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apply_effect(irradiate, EFFECT_IRRADIATE, blocked)
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if(slur)
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apply_effect(slur, EFFECT_SLUR, blocked)
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if(stutter)
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apply_effect(stutter, EFFECT_STUTTER, blocked)
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if(eyeblur)
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apply_effect(eyeblur, EFFECT_EYE_BLUR, blocked)
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if(drowsy)
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apply_effect(drowsy, EFFECT_DROWSY, blocked)
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if(stamina)
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apply_damage(stamina, STAMINA, null, blocked)
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if(jitter)
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apply_effect(jitter, EFFECT_JITTER, blocked)
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return TRUE
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/mob/living/proc/getBruteLoss()
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return bruteloss
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/mob/living/proc/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE, required_status)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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bruteloss = clamp((bruteloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/getOxyLoss()
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return oxyloss
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/mob/living/proc/adjustOxyLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return
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. = oxyloss
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oxyloss = clamp((oxyloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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if(updating_health)
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updatehealth()
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/mob/living/proc/setOxyLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && status_flags & GODMODE)
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return
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. = oxyloss
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oxyloss = amount
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if(updating_health)
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updatehealth()
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/mob/living/proc/getToxLoss()
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return toxloss
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/mob/living/proc/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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toxloss = clamp((toxloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/setToxLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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toxloss = amount
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/getFireLoss()
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return fireloss
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/mob/living/proc/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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fireloss = clamp((fireloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/getCloneLoss()
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return cloneloss
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/mob/living/proc/adjustCloneLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && ( (status_flags & GODMODE) || HAS_TRAIT(src, TRAIT_NOCLONELOSS)) )
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return FALSE
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cloneloss = clamp((cloneloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/setCloneLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && ( (status_flags & GODMODE) || HAS_TRAIT(src, TRAIT_NOCLONELOSS)) )
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return FALSE
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cloneloss = amount
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/adjustOrganLoss(slot, amount, maximum)
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return
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/mob/living/proc/setOrganLoss(slot, amount, maximum)
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return
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/mob/living/proc/getOrganLoss(slot)
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return
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/mob/living/proc/getStaminaLoss()
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return staminaloss
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/mob/living/proc/adjustStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
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return
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/mob/living/proc/setStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
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return
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/**
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* heal ONE external organ, organ gets randomly selected from damaged ones.
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*
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* needs to return amount healed in order to calculate things like tend wounds xp gain
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*/
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/mob/living/proc/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status)
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. = (adjustBruteLoss(-brute, FALSE) + adjustFireLoss(-burn, FALSE) + adjustStaminaLoss(-stamina, FALSE)) //zero as argument for no instant health update
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if(updating_health)
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updatehealth()
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update_stamina()
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/// damage ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
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adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
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adjustFireLoss(burn, FALSE)
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adjustStaminaLoss(stamina, FALSE)
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if(updating_health)
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updatehealth()
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update_stamina()
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/// heal MANY bodyparts, in random order
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/mob/living/proc/heal_overall_damage(brute = 0, burn = 0, stamina = 0, required_status, updating_health = TRUE)
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adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
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adjustFireLoss(-burn, FALSE)
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adjustStaminaLoss(-stamina, FALSE)
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if(updating_health)
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updatehealth()
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update_stamina()
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/// damage MANY bodyparts, in random order
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/mob/living/proc/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status = null)
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adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
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adjustFireLoss(burn, FALSE)
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adjustStaminaLoss(stamina, FALSE)
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if(updating_health)
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updatehealth()
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update_stamina()
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///heal up to amount damage, in a given order
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/mob/living/proc/heal_ordered_damage(amount, list/damage_types)
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. = amount //we'll return the amount of damage healed
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for(var/i in damage_types)
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var/amount_to_heal = min(amount, get_damage_amount(i)) //heal only up to the amount of damage we have
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if(amount_to_heal)
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apply_damage_type(-amount_to_heal, i)
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amount -= amount_to_heal //remove what we healed from our current amount
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if(!amount)
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break
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. -= amount //if there's leftover healing, remove it from what we return
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