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https://github.com/CHOMPStation2/CHOMPStation2.git
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Starts work on Organs affecting Reagent Processing
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@@ -45,6 +45,8 @@
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var/icon_scale_percent // Makes the holder's icon get scaled up or down.
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var/attack_speed_percent // Makes the holder's 'attack speed' (click delay) shorter or longer.
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var/pain_immunity // Makes the holder not care about pain while this is on. Only really useful to human mobs.
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var/pulse_modifier // Modifier for pulse, will be rounded on application, then added to the normal 'pulse' multiplier which ranges between 0 and 5 normally. Only applied if they're living.
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var/pulse_set_level // Positive number. If this is non-null, it will hard-set the pulse level to this. Pulse ranges from 0 to 5 normally.
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/datum/modifier/New(var/new_holder, var/new_origin)
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holder = new_holder
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@@ -268,3 +268,17 @@ the artifact triggers the rage.
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if(L.get_poison_protection() >= 1)
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return FALSE
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return TRUE
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<<<<<<< HEAD
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=======
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// Pulse modifier.
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/datum/modifier/false_pulse
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name = "false pulse"
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desc = "Your blood flows, despite all other factors."
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on_created_text = "<span class='notice'>You feel alive.</span>"
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on_expired_text = "<span class='notice'>You feel.. different.</span>"
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stacks = MODIFIER_STACK_EXTEND
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pulse_set_level = PULSE_NORM
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>>>>>>> 3661d6f... Merge pull request #6081 from Mechoid/PulseBasedReagentProcessing
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@@ -1550,20 +1550,67 @@
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/mob/living/carbon/human/proc/handle_pulse()
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if(life_tick % 5) return pulse //update pulse every 5 life ticks (~1 tick/sec, depending on server load)
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if(!internal_organs_by_name[O_HEART])
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return PULSE_NONE //No blood, no pulse.
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if(stat == DEAD)
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return PULSE_NONE //that's it, you're dead, nothing can influence your pulse
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var/temp = PULSE_NORM
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var/modifier_shift = 0
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var/modifier_set
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if(modifiers && modifiers.len)
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for(var/datum/modifier/mod in modifiers)
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if(isnull(modifier_set) && !isnull(mod.pulse_set_level))
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modifier_set = round(mod.pulse_set_level) // Should be a whole number, but let's not take chances.
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else if(mod.pulse_set_level > modifier_set)
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modifier_set = round(mod.pulse_set_level)
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modifier_set = max(0, modifier_set) // No setting to negatives.
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if(mod.pulse_modifier)
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modifier_shift += mod.pulse_modifier
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modifier_shift = round(modifier_shift)
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if(!internal_organs_by_name[O_HEART])
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temp = PULSE_NONE
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if(!isnull(modifier_set))
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temp = modifier_set
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return temp //No blood, no pulse.
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if(stat == DEAD)
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temp = PULSE_NONE
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if(!isnull(modifier_set))
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temp = modifier_set
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return temp //that's it, you're dead, nothing can influence your pulse, aside from outside means.
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var/obj/item/organ/internal/heart/Pump = internal_organs_by_name[O_HEART]
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if(Pump)
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temp += Pump.standard_pulse_level - PULSE_NORM
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if(round(vessel.get_reagent_amount("blood")) <= BLOOD_VOLUME_BAD) //how much blood do we have
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temp = PULSE_THREADY //not enough :(
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temp = temp + 3 //not enough :(
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if(status_flags & FAKEDEATH)
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temp = PULSE_NONE //pretend that we're dead. unlike actual death, can be inflienced by meds
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if(!isnull(modifier_set))
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temp = modifier_set
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temp = max(0, temp + modifier_shift) // No negative pulses.
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if(Pump)
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for(var/datum/reagent/R in reagents.reagent_list)
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if(R.id in bradycardics)
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if(temp <= Pump.standard_pulse_level + 3 && temp >= Pump.standard_pulse_level)
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temp--
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if(R.id in tachycardics)
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if(temp <= Pump.standard_pulse_level + 1 && temp >= PULSE_NONE)
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temp++
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if(R.id in heartstopper) //To avoid using fakedeath
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temp = PULSE_NONE
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if(R.id in cheartstopper) //Conditional heart-stoppage
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if(R.volume >= R.overdose)
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temp = PULSE_NONE
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return temp
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//handles different chems' influence on pulse
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for(var/datum/reagent/R in reagents.reagent_list)
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if(R.id in bradycardics)
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@@ -7,6 +7,8 @@
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parent_organ = BP_TORSO
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dead_icon = "heart-off"
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var/standard_pulse_level = PULSE_NORM // We run on a normal clock. This is NOT CONNECTED to species heart-rate modifier.
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/obj/item/organ/internal/heart/handle_germ_effects()
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. = ..() //Up should return an infection level as an integer
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@@ -12,6 +12,7 @@
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var/list/data = null
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var/volume = 0
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var/metabolism = REM // This would be 0.2 normally
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var/list/filtered_organs = list() // Organs that will slow the processing of this chemical.
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var/mrate_static = FALSE //If the reagent should always process at the same speed, regardless of species, make this TRUE
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var/ingest_met = 0
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var/touch_met = 0
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@@ -69,6 +70,22 @@
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// Metabolism
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removed *= active_metab.metabolism_speed
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.species.has_organ[O_HEART])
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var/obj/item/organ/internal/heart/Pump = H.internal_organs_by_name[O_HEART]
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if(!Pump)
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removed *= 0.1
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else if(Pump.standard_pulse_level == PULSE_NONE) // No pulse normally means chemicals process a little bit slower than normal.
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removed *= 0.8
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else // Otherwise, chemicals process as per percentage of your current pulse, or, if you have no pulse but are alive, by a miniscule amount.
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removed *= max(0.1, H.pulse / Pump.standard_pulse_level)
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if(filtered_organs && filtered_organs.len)
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for(var/organ_tag in filtered_organs)
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var/obj/item/organ/internal/O = H.internal_organs_by_name[organ_tag]
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if(O && !O.is_broken() && prob(max(0, O.max_damage - O.damage)))
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removed *= 0.8
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if(ingest_met && (active_metab.metabolism_class == CHEM_INGEST))
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removed = ingest_met
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if(touch_met && (active_metab.metabolism_class == CHEM_TOUCH))
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@@ -9,6 +9,7 @@
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reagent_state = LIQUID
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color = "#CF3600"
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metabolism = REM * 0.25 // 0.05 by default. Hopefully enough to get some help, or die horribly, whatever floats your boat
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filtered_organs = list(O_LIVER, O_KIDNEYS)
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var/strength = 4 // How much damage it deals per unit
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/datum/reagent/toxin/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
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@@ -253,6 +254,7 @@
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color = "#669900"
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metabolism = REM
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strength = 3
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mrate_static = TRUE
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/datum/reagent/toxin/zombiepowder/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
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..()
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39
html/changelogs/Mechoid - OrgansAndChems.yml
Normal file
39
html/changelogs/Mechoid - OrgansAndChems.yml
Normal file
@@ -0,0 +1,39 @@
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################################
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# Example Changelog File
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#
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# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
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#
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# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
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# When it is, any changes listed below will disappear.
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#
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# Valid Prefixes:
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# bugfix
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# wip (For works in progress)
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# tweak
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# soundadd
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# sounddel
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# rscadd (general adding of nice things)
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# rscdel (general deleting of nice things)
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# imageadd
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# imagedel
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# maptweak
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# spellcheck (typo fixes)
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# experiment
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#################################
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# Your name.
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author: Mechoid
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# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
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delete-after: True
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# Any changes you've made. See valid prefix list above.
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# INDENT WITH TWO SPACES. NOT TABS. SPACES.
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# SCREW THIS UP AND IT WON'T WORK.
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# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
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# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
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changes:
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- rscadd: "Reagents can now have a list of organs specified to slow their processing."
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- rscadd: "Reagents now process in the bloodstream at a rate determined by current pulse. No pulse, for any reason, will cause slightly slower processing if your species has a heart."
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- rscadd: "The heart organ determines the 'standard pulse' if the species has one."
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- rscadd: "Modifiers can set pulse directly, or shift it."
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