mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts: code/modules/mob/living/carbon/human/life.dm code/modules/nano/nanomanager.dm code/modules/surgery/surgery.dm
This commit is contained in:
@@ -72,11 +72,11 @@ datum/mind
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current.remove_changeling_powers()
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current.verbs -= /datum/changeling/proc/EvolutionMenu
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current.mind = null
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nanomanager.user_transferred(current, new_character) // transfer active NanoUI instances to new user
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if(new_character.mind) //remove any mind currently in our new body's mind variable
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new_character.mind.current = null
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nanomanager.user_transferred(current, new_character) // transfer active NanoUI instances to new user
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current = new_character //link ourself to our new body
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new_character.mind = src //and link our new body to ourself
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@@ -266,13 +266,19 @@ Auto Patrol: []"},
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src.mode = 0
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walk_to(src,0)
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// We re-assess human targets, before bashing their head in, in case their credentials change
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if(target && istype(target, /mob/living/carbon/human))
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var/threat = src.assess_perp(target, idcheck, check_records, check_arrest)
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if(threat < 4)
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target = null
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if(target) // make sure target exists
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// We re-assess human targets, before bashing their head in, in case their credentials change
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if(istype(target, /mob/living/carbon/human))
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var/threat = src.assess_perp(target, idcheck, check_records, check_arrest)
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if(threat < 4)
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frustration = 8
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return
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// The target must remain in view to complete the desire to bash its head in
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if(!(target in view(search_range,src)))
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frustration++
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return
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if(!lasercolor && Adjacent(target)) // If right next to perp. Lasertag bots do not arrest anyone, just patrol and shoot and whatnot
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if(istype(src.target,/mob/living/carbon))
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playsound(src.loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
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@@ -1076,7 +1076,7 @@ About the new airlock wires panel:
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..()
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//if assembly is given, create the new door from the assembly
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if (assembly)
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if (assembly && istype(assembly))
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assembly_type = assembly.type
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electronics = assembly.electronics
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@@ -40,7 +40,8 @@ proc/createRandomZlevel()
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var/map = pick(potentialRandomZlevels)
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var/file = file(map)
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if(isfile(file))
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maploader.load_map(file, load_speed = 100)
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maploader.load_map(file)
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world.log << "away mission loaded: [map]"
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for(var/obj/effect/landmark/L in landmarks_list)
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if (L.name != "awaystart")
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@@ -53,10 +53,9 @@ dmm_suite{
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*/
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verb/load_map(var/dmm_file as file, var/z_offset as num, var/load_speed as num)
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verb/load_map(var/dmm_file as file, var/z_offset as num)
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// dmm_file: A .dmm file to load (Required).
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// z_offset: A number representing the z-level on which to start loading the map (Optional).
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// load_speed: How many tiles should be loaded per second, defaults to no pause (Optional)
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verb/write_map(var/turf/t1 as turf, var/turf/t2 as turf, var/flags as num){
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// t1: A turf representing one corner of a three dimensional grid (Required).
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@@ -600,33 +600,36 @@
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// Hot air hurts :(
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if((breath.temperature < species.cold_level_1 || breath.temperature > species.heat_level_1) && !(COLD_RESISTANCE in mutations))
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if(breath.temperature < species.cold_level_1)
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if(breath.temperature <= species.cold_level_1)
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if(prob(20))
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src << "<span class='danger'>You feel your face freezing and icicles forming in your lungs!</span>"
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else if(breath.temperature > species.heat_level_1)
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else if(breath.temperature >= species.heat_level_1)
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if(prob(20))
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src << "<span class='danger'>You feel your face burning and a searing heat in your lungs!</span>"
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switch(breath.temperature)
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if(-INFINITY to species.cold_level_3)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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if(species.cold_level_3 to species.cold_level_2)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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if(species.cold_level_2 to species.cold_level_1)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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if(species.heat_level_1 to species.heat_level_2)
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if(breath.temperature >= species.heat_level_1)
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if(breath.temperature < species.heat_level_2)
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Heat")
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fire_alert = max(fire_alert, 2)
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if(species.heat_level_2 to species.heat_level_3)
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else if(breath.temperature < species.heat_level_3)
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Heat")
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fire_alert = max(fire_alert, 2)
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if(species.heat_level_3 to INFINITY)
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else
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apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Heat")
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fire_alert = max(fire_alert, 2)
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else if(breath.temperature <= species.cold_level_1)
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if(breath.temperature > species.cold_level_2)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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else if(breath.temperature > species.cold_level_3)
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apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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else
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apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Cold")
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fire_alert = max(fire_alert, 1)
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//breathing in hot/cold air also heats/cools you a bit
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var/temp_adj = breath.temperature - bodytemperature
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if (temp_adj < 0)
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@@ -695,43 +698,38 @@
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//Use heat transfer as proportional to the gas density. However, we only care about the relative density vs standard 101 kPa/20 C air. Therefore we can use mole ratios
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var/relative_density = environment.total_moles / MOLES_CELLSTANDARD
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temp_adj *= relative_density
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if (temp_adj > BODYTEMP_HEATING_MAX) temp_adj = BODYTEMP_HEATING_MAX
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if (temp_adj < BODYTEMP_COOLING_MAX) temp_adj = BODYTEMP_COOLING_MAX
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//world << "Environment: [loc_temp], [src]: [bodytemperature], Adjusting: [temp_adj]"
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bodytemperature += temp_adj
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bodytemperature += between(BODYTEMP_COOLING_MAX, temp_adj*relative_density, BODYTEMP_HEATING_MAX)
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// +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt.
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if(bodytemperature > species.heat_level_1)
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if(bodytemperature >= species.heat_level_1)
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//Body temperature is too hot.
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fire_alert = max(fire_alert, 1)
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if(status_flags & GODMODE) return 1 //godmode
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switch(bodytemperature)
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if(species.heat_level_1 to species.heat_level_2)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(species.heat_level_2 to species.heat_level_3)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(species.heat_level_3 to INFINITY)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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else if(bodytemperature < species.cold_level_1)
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if(bodytemperature < species.heat_level_2)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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else if(bodytemperature < species.heat_level_3)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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else
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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else if(bodytemperature <= species.cold_level_1)
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fire_alert = max(fire_alert, 1)
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if(status_flags & GODMODE) return 1 //godmode
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if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
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switch(bodytemperature)
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if(species.cold_level_2 to species.cold_level_1)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(species.cold_level_3 to species.cold_level_2)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(-INFINITY to species.cold_level_3)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(bodytemperature > species.cold_level_2)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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else if(bodytemperature > species.cold_level_3)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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else
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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// Account for massive pressure differences. Done by Polymorph
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// Made it possible to actually have something that can protect against high pressure... Done by Errorage. Polymorph now has an axe sticking from his head for his previous hardcoded nonsense!
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@@ -220,7 +220,7 @@
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*/
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/datum/nanomanager/proc/user_transferred(var/mob/oldMob, var/mob/newMob)
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//testing("nanomanager/user_transferred from mob [oldMob.name] to mob [newMob.name]")
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if (isnull(oldMob.open_uis) || !istype(oldMob.open_uis, /list) || open_uis.len == 0)
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if (!oldMob || isnull(oldMob.open_uis) || !istype(oldMob.open_uis, /list) || open_uis.len == 0)
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//testing("nanomanager/user_transferred mob [oldMob.name] has no open uis")
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return 0 // has no open uis
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@@ -82,27 +82,27 @@ proc/do_surgery(mob/living/carbon/M, mob/living/user, obj/item/tool)
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return 0
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if (user.a_intent == "harm") //check for Hippocratic Oath
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return 0
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if(M.op_stage.in_progress) //Can't operate on someone repeatedly.
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user << "\red You can't operate on the patient while surgery is already in progress."
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var/zone = user.zone_sel.selecting
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if(zone in M.op_stage.in_progress) //Can't operate on someone repeatedly.
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user << "\red You can't operate on this area while surgery is already in progress."
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return 1
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for(var/datum/surgery_step/S in surgery_steps)
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//check if tool is right or close enough and if this step is possible
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if(S.tool_quality(tool))
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var/step_is_valid = S.can_use(user, M, user.zone_sel.selecting, tool)
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var/step_is_valid = S.can_use(user, M, zone, tool)
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if(step_is_valid && S.is_valid_target(M))
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if(step_is_valid == 2) // This is a failure that already has a message for failing.
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return 1
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M.op_stage.in_progress = 1
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S.begin_step(user, M, user.zone_sel.selecting, tool) //start on it
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M.op_stage.in_progress += zone
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S.begin_step(user, M, zone, tool) //start on it
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//We had proper tools! (or RNG smiled.) and user did not move or change hands.
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if(prob(S.tool_quality(tool)) && do_mob(user, M, rand(S.min_duration, S.max_duration)))
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S.end_step(user, M, user.zone_sel.selecting, tool) //finish successfully
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S.end_step(user, M, zone, tool) //finish successfully
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else if ((tool in user.contents) && user.Adjacent(M)) //or
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S.fail_step(user, M, user.zone_sel.selecting, tool) //malpractice~
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S.fail_step(user, M, zone, tool) //malpractice~
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else // This failing silently was a pain.
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user << "\red You must remain close to your patient to conduct surgery."
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M.op_stage.in_progress = 0 // Clear the in-progress flag.
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M.op_stage.in_progress -= zone // Clear the in-progress flag.
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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H.update_surgery()
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@@ -134,4 +134,4 @@ proc/sort_surgeries()
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var/face = 0
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var/head_reattach = 0
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var/current_organ = "organ"
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var/in_progress = 0
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var/list/in_progress = list()
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3325
maps/exodus-1.dmm
3325
maps/exodus-1.dmm
File diff suppressed because it is too large
Load Diff
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