mirror of
https://github.com/Bubberstation/Bubberstation.git
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- Makes QDELETED use isnull(x) instead of !x, giving about 0.2 to 0.25s of speed. - Make disposal constructs only update icon state rather than go through expensive overlay code. Unfortunately did not have much effect, but is something they should've been doing nonetheless. - Makes RegisterSignal only take signals directly as opposed to allocating a fresh list of signals. Very few consumers actually used this and it costs about 0.4s. Also I think this is just a bad API anyway and that separate procs are important `\bRegisterSignal\((.*)list\(` replaced with `RegisterSignals($1list(`
228 lines
7.4 KiB
Plaintext
228 lines
7.4 KiB
Plaintext
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// The shattered remnants of your broken limbs fill you with determination!
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/atom/movable/screen/alert/status_effect/determined
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name = "Determined"
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desc = "The serious wounds you've sustained have put your body into fight-or-flight mode! Now's the time to look for an exit!"
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icon_state = "wounded"
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/datum/status_effect/determined
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id = "determined"
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alert_type = /atom/movable/screen/alert/status_effect/determined
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remove_on_fullheal = TRUE
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/datum/status_effect/determined/on_apply()
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. = ..()
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owner.visible_message(span_danger("[owner]'s body tenses up noticeably, gritting against [owner.p_their()] pain!"), span_notice("<b>Your senses sharpen as your body tenses up from the wounds you've sustained!</b>"), \
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vision_distance=COMBAT_MESSAGE_RANGE)
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if(ishuman(owner))
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var/mob/living/carbon/human/human_owner = owner
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human_owner.physiology.bleed_mod *= WOUND_DETERMINATION_BLEED_MOD
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/datum/status_effect/determined/on_remove()
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owner.visible_message(span_danger("[owner]'s body slackens noticeably!"), span_warning("<b>Your adrenaline rush dies off, and the pain from your wounds come aching back in...</b>"), vision_distance=COMBAT_MESSAGE_RANGE)
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if(ishuman(owner))
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var/mob/living/carbon/human/human_owner = owner
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human_owner.physiology.bleed_mod /= WOUND_DETERMINATION_BLEED_MOD
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return ..()
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/datum/status_effect/limp
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id = "limp"
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status_type = STATUS_EFFECT_REPLACE
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tick_interval = 0
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alert_type = /atom/movable/screen/alert/status_effect/limp
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var/msg_stage = 0//so you dont get the most intense messages immediately
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/// The left leg of the limping person
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var/obj/item/bodypart/leg/left/left
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/// The right leg of the limping person
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var/obj/item/bodypart/leg/right/right
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/// Which leg we're limping with next
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var/obj/item/bodypart/next_leg
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/// How many deciseconds we limp for on the left leg
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var/slowdown_left = 0
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/// How many deciseconds we limp for on the right leg
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var/slowdown_right = 0
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/// The chance we limp with the left leg each step it takes
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var/limp_chance_left = 0
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/// The chance we limp with the right leg each step it takes
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var/limp_chance_right = 0
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/datum/status_effect/limp/on_apply()
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if(!iscarbon(owner))
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return FALSE
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var/mob/living/carbon/C = owner
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left = C.get_bodypart(BODY_ZONE_L_LEG)
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right = C.get_bodypart(BODY_ZONE_R_LEG)
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update_limp()
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RegisterSignal(C, COMSIG_MOVABLE_MOVED, PROC_REF(check_step))
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RegisterSignals(C, list(COMSIG_CARBON_GAIN_WOUND, COMSIG_CARBON_LOSE_WOUND, COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB), PROC_REF(update_limp))
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return TRUE
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/datum/status_effect/limp/on_remove()
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UnregisterSignal(owner, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_GAIN_WOUND, COMSIG_CARBON_LOSE_WOUND, COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB))
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/atom/movable/screen/alert/status_effect/limp
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name = "Limping"
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desc = "One or more of your legs has been wounded, slowing down steps with that leg! Get it fixed, or at least in a sling of gauze!"
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/datum/status_effect/limp/proc/check_step(mob/whocares, OldLoc, Dir, forced)
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SIGNAL_HANDLER
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if(!owner.client || owner.body_position == LYING_DOWN || !owner.has_gravity() || (owner.movement_type & FLYING) || forced || owner.buckled)
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return
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// less limping while we have determination still
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var/determined_mod = owner.has_status_effect(/datum/status_effect/determined) ? 0.5 : 1
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if(next_leg == left)
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if(prob(limp_chance_left * determined_mod))
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owner.client.move_delay += slowdown_left * determined_mod
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next_leg = right
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else
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if(prob(limp_chance_right * determined_mod))
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owner.client.move_delay += slowdown_right * determined_mod
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next_leg = left
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/datum/status_effect/limp/proc/update_limp()
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SIGNAL_HANDLER
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var/mob/living/carbon/C = owner
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left = C.get_bodypart(BODY_ZONE_L_LEG)
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right = C.get_bodypart(BODY_ZONE_R_LEG)
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if(!left && !right)
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C.remove_status_effect(src)
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return
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slowdown_left = 0
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slowdown_right = 0
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limp_chance_left = 0
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limp_chance_right = 0
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// technically you can have multiple wounds causing limps on the same limb, even if practically only bone wounds cause it in normal gameplay
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if(left)
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for(var/thing in left.wounds)
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var/datum/wound/W = thing
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slowdown_left += W.limp_slowdown
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limp_chance_left = max(limp_chance_left, W.limp_chance)
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if(right)
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for(var/thing in right.wounds)
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var/datum/wound/W = thing
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slowdown_right += W.limp_slowdown
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limp_chance_right = max(limp_chance_right, W.limp_chance)
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// this handles losing your leg with the limp and the other one being in good shape as well
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if(!slowdown_left && !slowdown_right)
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C.remove_status_effect(src)
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return
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/////////////////////////
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//////// WOUNDS /////////
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/////////////////////////
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// wound alert
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/atom/movable/screen/alert/status_effect/wound
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name = "Wounded"
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desc = "Your body has sustained serious damage, click here to inspect yourself."
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/atom/movable/screen/alert/status_effect/wound/Click()
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. = ..()
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if(!.)
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return
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var/mob/living/carbon/carbon_owner = owner
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carbon_owner.check_self_for_injuries()
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// wound status effect base
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/datum/status_effect/wound
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id = "wound"
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status_type = STATUS_EFFECT_MULTIPLE
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var/obj/item/bodypart/linked_limb
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var/datum/wound/linked_wound
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alert_type = NONE
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/datum/status_effect/wound/on_creation(mob/living/new_owner, incoming_wound)
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linked_wound = incoming_wound
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linked_limb = linked_wound.limb
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return ..()
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/datum/status_effect/wound/on_remove()
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linked_wound = null
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linked_limb = null
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UnregisterSignal(owner, COMSIG_CARBON_LOSE_WOUND)
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/datum/status_effect/wound/on_apply()
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if(!iscarbon(owner))
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return FALSE
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RegisterSignal(owner, COMSIG_CARBON_LOSE_WOUND, PROC_REF(check_remove))
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return TRUE
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/// check if the wound getting removed is the wound we're tied to
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/datum/status_effect/wound/proc/check_remove(mob/living/L, datum/wound/W)
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SIGNAL_HANDLER
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if(W == linked_wound)
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qdel(src)
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// bones
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/datum/status_effect/wound/blunt
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/datum/status_effect/wound/blunt/on_apply()
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. = ..()
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RegisterSignal(owner, COMSIG_MOB_SWAP_HANDS, PROC_REF(on_swap_hands))
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on_swap_hands()
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/datum/status_effect/wound/blunt/on_remove()
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. = ..()
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UnregisterSignal(owner, COMSIG_MOB_SWAP_HANDS)
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var/mob/living/carbon/wound_owner = owner
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wound_owner.remove_actionspeed_modifier(/datum/actionspeed_modifier/blunt_wound)
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/datum/status_effect/wound/blunt/proc/on_swap_hands()
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SIGNAL_HANDLER
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var/mob/living/carbon/wound_owner = owner
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if(wound_owner.get_active_hand() == linked_limb)
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wound_owner.add_actionspeed_modifier(/datum/actionspeed_modifier/blunt_wound, (linked_wound.interaction_efficiency_penalty - 1))
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else
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wound_owner.remove_actionspeed_modifier(/datum/actionspeed_modifier/blunt_wound)
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/datum/status_effect/wound/blunt/nextmove_modifier()
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var/mob/living/carbon/C = owner
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if(C.get_active_hand() == linked_limb)
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return linked_wound.interaction_efficiency_penalty
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return 1
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// blunt
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/datum/status_effect/wound/blunt/moderate
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id = "disjoint"
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/datum/status_effect/wound/blunt/severe
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id = "hairline"
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/datum/status_effect/wound/blunt/critical
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id = "compound"
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// slash
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/datum/status_effect/wound/slash/moderate
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id = "abrasion"
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/datum/status_effect/wound/slash/severe
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id = "laceration"
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/datum/status_effect/wound/slash/critical
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id = "avulsion"
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// pierce
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/datum/status_effect/wound/pierce/moderate
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id = "breakage"
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/datum/status_effect/wound/pierce/severe
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id = "puncture"
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/datum/status_effect/wound/pierce/critical
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id = "rupture"
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// burns
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/datum/status_effect/wound/burn/moderate
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id = "seconddeg"
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/datum/status_effect/wound/burn/severe
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id = "thirddeg"
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/datum/status_effect/wound/burn/critical
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id = "fourthdeg"
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