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* Separates COMSIG_LIVING_ADJUST_DAMAGE into 6 different signals (#78814) ## About The Pull Request As potato requested after the merge of #78744 these should have separate concerns even if they are very similar. In addition I improved how mob chains react to glide size changes, and swapped PAIs to using these signals instead of an override of `onBruteLoss` just because I can. I tested it but the unit tests will catch me if i did it wrong ## Changelog 🆑 fix: Flesh Worms will move smoothly more consistently. /🆑 * Separates COMSIG_LIVING_ADJUST_DAMAGE into 6 different signals --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
439 lines
14 KiB
Plaintext
439 lines
14 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_DAMAGE]
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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 = 0, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = NONE, attack_direction = null, attacking_item)
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SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMAGE, 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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SEND_SIGNAL(src, COMSIG_MOB_AFTER_APPLY_DAMAGE, damage, damagetype, def_zone)
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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_current_damage_of_type(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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return TRUE
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/**
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* Applies multiple effects at once via [/mob/living/proc/apply_effect]
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*
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* Pretty much only used for projectiles applying effects on hit,
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* don't use this for anything else please just cause the effects directly
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*/
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/mob/living/proc/apply_effects(
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stun = 0,
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knockdown = 0,
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unconscious = 0,
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slur = 0 SECONDS, // Speech impediment, not technically an effect
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stutter = 0 SECONDS, // Ditto
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eyeblur = 0 SECONDS,
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drowsy = 0 SECONDS,
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blocked = 0, // This one's not an effect, don't be confused - it's block chance
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stamina = 0, // This one's a damage type, and not an effect
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jitter = 0 SECONDS,
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paralyze = 0,
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immobilize = 0,
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)
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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(stamina)
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apply_damage(stamina, STAMINA, null, blocked)
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if(drowsy)
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adjust_drowsiness(drowsy)
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if(eyeblur)
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adjust_eye_blur(eyeblur)
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if(jitter && !check_stun_immunity(CANSTUN))
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adjust_jitter(jitter)
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if(slur)
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adjust_slurring(slur)
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if(stutter)
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adjust_stutter(stutter)
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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/can_adjust_brute_loss(amount, forced, required_bodytype)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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if(SEND_SIGNAL(src, COMSIG_LIVING_ADJUST_BRUTE_DAMAGE, BRUTE, amount, forced) & COMPONENT_IGNORE_CHANGE)
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return FALSE
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return TRUE
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/mob/living/proc/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE, required_bodytype = ALL)
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if (!can_adjust_brute_loss(amount, forced, required_bodytype))
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return 0
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. = bruteloss
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bruteloss = clamp((bruteloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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. -= bruteloss
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if(!.) // no change, no need to update
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return 0
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if(updating_health)
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updatehealth()
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/mob/living/proc/setBruteLoss(amount, updating_health = TRUE, forced = FALSE, required_bodytype = ALL)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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. = bruteloss
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bruteloss = amount
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if(!.) // no change, no need to update
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return FALSE
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if(updating_health)
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updatehealth()
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. -= bruteloss
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/mob/living/proc/getOxyLoss()
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return oxyloss
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/mob/living/proc/can_adjust_oxy_loss(amount, forced, required_biotype, required_respiration_type)
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if(!forced)
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if(status_flags & GODMODE)
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return FALSE
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if (required_respiration_type)
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var/obj/item/organ/internal/lungs/affected_lungs = get_organ_slot(ORGAN_SLOT_LUNGS)
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if(isnull(affected_lungs))
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if(!(mob_respiration_type & required_respiration_type)) // if the mob has no lungs, use mob_respiration_type
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return FALSE
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else
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if(!(affected_lungs.respiration_type & required_respiration_type)) // otherwise use the lungs' respiration_type
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return FALSE
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if(SEND_SIGNAL(src, COMSIG_LIVING_ADJUST_OXY_DAMAGE, OXY, amount, forced) & COMPONENT_IGNORE_CHANGE)
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return FALSE
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return TRUE
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/mob/living/proc/adjustOxyLoss(amount, updating_health = TRUE, forced = FALSE, required_biotype = ALL, required_respiration_type = ALL)
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if(!can_adjust_oxy_loss(amount, forced, required_biotype, required_respiration_type))
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return 0
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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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. -= oxyloss
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if(!.) // no change, no need to update
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return FALSE
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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, required_biotype = ALL, required_respiration_type = ALL)
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if(!forced)
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if(status_flags & GODMODE)
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return FALSE
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var/obj/item/organ/internal/lungs/affected_lungs = get_organ_slot(ORGAN_SLOT_LUNGS)
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if(isnull(affected_lungs))
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if(!(mob_respiration_type & required_respiration_type))
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return FALSE
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else
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if(!(affected_lungs.respiration_type & required_respiration_type))
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return FALSE
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. = oxyloss
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oxyloss = amount
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. -= oxyloss
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if(!.) // no change, no need to update
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return FALSE
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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/can_adjust_tox_loss(amount, forced, required_biotype)
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if(!forced && ((status_flags & GODMODE) || !(mob_biotypes & required_biotype)))
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return FALSE
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if(SEND_SIGNAL(src, COMSIG_LIVING_ADJUST_TOX_DAMAGE, TOX, amount, forced) & COMPONENT_IGNORE_CHANGE)
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return FALSE
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return TRUE
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/mob/living/proc/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE, required_biotype = ALL)
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if(!can_adjust_tox_loss(amount, forced, required_biotype))
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return 0
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. = toxloss
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toxloss = clamp((toxloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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. -= toxloss
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if(!.) // no change, no need to update
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return FALSE
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if(updating_health)
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updatehealth()
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/mob/living/proc/setToxLoss(amount, updating_health = TRUE, forced = FALSE, required_biotype = ALL)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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if(!forced && !(mob_biotypes & required_biotype))
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return FALSE
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. = toxloss
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toxloss = amount
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. -= toxloss
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if(!.) // no change, no need to update
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return FALSE
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if(updating_health)
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updatehealth()
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/mob/living/proc/getFireLoss()
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return fireloss
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/mob/living/proc/can_adjust_fire_loss(amount, forced, required_bodytype)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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if(SEND_SIGNAL(src, COMSIG_LIVING_ADJUST_BURN_DAMAGE, BURN, amount, forced) & COMPONENT_IGNORE_CHANGE)
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return FALSE
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return TRUE
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/mob/living/proc/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE, required_bodytype = ALL)
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if(!can_adjust_fire_loss(amount, forced, required_bodytype))
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return 0
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. = fireloss
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fireloss = clamp((fireloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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. -= fireloss
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if(. == 0) // no change, no need to update
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return
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if(updating_health)
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updatehealth()
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/mob/living/proc/setFireLoss(amount, updating_health = TRUE, forced = FALSE, required_bodytype = ALL)
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if(!forced && (status_flags & GODMODE))
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return 0
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. = fireloss
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fireloss = amount
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. -= fireloss
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if(. == 0) // no change, no need to update
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return 0
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if(updating_health)
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updatehealth()
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/mob/living/proc/getCloneLoss()
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return cloneloss
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/mob/living/proc/can_adjust_clone_loss(amount, forced, required_biotype)
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if(!forced && (!(mob_biotypes & required_biotype) || status_flags & GODMODE || HAS_TRAIT(src, TRAIT_NOCLONELOSS)))
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return FALSE
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if(SEND_SIGNAL(src, COMSIG_LIVING_ADJUST_CLONE_DAMAGE, CLONE, amount, forced) & COMPONENT_IGNORE_CHANGE)
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return FALSE
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return TRUE
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/mob/living/proc/adjustCloneLoss(amount, updating_health = TRUE, forced = FALSE, required_biotype = ALL)
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if(!can_adjust_clone_loss(amount, forced, required_biotype))
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return 0
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. = cloneloss
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cloneloss = clamp((cloneloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
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. -= cloneloss
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if(. == 0) // no change, no need to update
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return 0
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if(updating_health)
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updatehealth()
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/mob/living/proc/setCloneLoss(amount, updating_health = TRUE, forced = FALSE, required_biotype = ALL)
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if(!forced && ( (status_flags & GODMODE) || HAS_TRAIT(src, TRAIT_NOCLONELOSS)) )
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return FALSE
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if(!forced && !(mob_biotypes & required_biotype))
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return FALSE
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. = cloneloss
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cloneloss = amount
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. -= cloneloss
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if(!.) // no change, no need to update
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return FALSE
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if(updating_health)
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updatehealth()
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/mob/living/proc/adjustOrganLoss(slot, amount, maximum, required_organ_flag)
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return
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/mob/living/proc/setOrganLoss(slot, amount, maximum, required_organ_flag)
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return
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/mob/living/proc/get_organ_loss(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/can_adjust_stamina_loss(amount, forced, required_biotype)
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if(!forced && (!(mob_biotypes & required_biotype) || status_flags & GODMODE))
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return FALSE
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if(SEND_SIGNAL(src, COMSIG_LIVING_ADJUST_STAMINA_DAMAGE, STAMINA, amount, forced) & COMPONENT_IGNORE_CHANGE)
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return FALSE
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return TRUE
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/mob/living/proc/adjustStaminaLoss(amount, updating_stamina = TRUE, forced = FALSE, required_biotype = ALL)
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if(!can_adjust_stamina_loss(amount, forced, required_biotype))
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return 0
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. = staminaloss
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staminaloss = clamp((staminaloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, max_stamina)
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. -= staminaloss
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if(. == 0) // no change, no need to update
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return 0
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if(updating_stamina)
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updatehealth()
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/mob/living/proc/setStaminaLoss(amount, updating_stamina = TRUE, forced = FALSE, required_biotype = ALL)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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if(!forced && !(mob_biotypes & required_biotype))
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return FALSE
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. = staminaloss
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staminaloss = amount
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. -= staminaloss
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if(!.) // no change, no need to update
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return FALSE
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if(updating_stamina)
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updatehealth()
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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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* returns the net change in damage
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*/
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/mob/living/proc/heal_bodypart_damage(brute = 0, burn = 0, updating_health = TRUE, required_bodytype = NONE, target_zone = null)
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. = (adjustBruteLoss(-abs(brute), updating_health = FALSE) + adjustFireLoss(-abs(burn), updating_health = FALSE))
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if(!.) // no change, no need to update
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return FALSE
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if(updating_health)
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updatehealth()
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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, updating_health = TRUE, required_bodytype, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = NONE)
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. = (adjustBruteLoss(abs(brute), updating_health = FALSE) + adjustFireLoss(abs(burn), updating_health = FALSE))
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if(!.) // no change, no need to update
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return FALSE
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if(updating_health)
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updatehealth()
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/// heal MANY bodyparts, in random order. note: stamina arg nonfunctional for carbon mobs
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/mob/living/proc/heal_overall_damage(brute = 0, burn = 0, stamina = 0, required_bodytype, updating_health = TRUE, forced = FALSE)
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. = (adjustBruteLoss(-abs(brute), updating_health = FALSE, forced = forced) + \
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adjustFireLoss(-abs(burn), updating_health = FALSE, forced = forced) + \
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adjustStaminaLoss(-abs(stamina), updating_stamina = FALSE, forced = forced))
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if(!.) // no change, no need to update
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return FALSE
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if(updating_health)
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updatehealth()
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/// damage MANY bodyparts, in random order. note: stamina arg nonfunctional for carbon mobs
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/mob/living/proc/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, forced = FALSE, required_bodytype)
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. = (adjustBruteLoss(abs(brute), updating_health = FALSE, forced = forced) + \
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adjustFireLoss(abs(burn), updating_health = FALSE, forced = forced) + \
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adjustStaminaLoss(abs(stamina), updating_stamina = FALSE, forced = forced))
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if(!.) // no change, no need to update
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return FALSE
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if(updating_health)
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updatehealth()
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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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. = FALSE //we'll return the amount of damage healed
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for(var/damagetype in damage_types)
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var/amount_to_heal = min(abs(amount), get_current_damage_of_type(damagetype)) //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, damagetype)
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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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