Fixes a few issues with the organ system.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4722 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
CIB123
2012-09-18 21:34:05 +00:00
parent 35a3b0c152
commit b555f5a0f0
10 changed files with 126 additions and 24 deletions

View File

@@ -74,8 +74,8 @@
var/organ_health_multiplier = 1
var/organ_regeneration_multiplier = 1
var/bones_can_break = 1
var/limbs_can_break = 1
var/bones_can_break = 0
var/limbs_can_break = 0
var/revival_pod_plants = 1
var/revival_cloning = 1

View File

@@ -59,6 +59,13 @@
if(!(status & ORGAN_ROBOT))
owner << "You feel something wet on your [display_name]"
else if(brute_dam > 15)
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if(prob(5 * brute))
status |= ORGAN_DESTROYED
droplimb()
return
// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
if((brute_dam + burn_dam + brute + burn) < max_damage || !config.limbs_can_break)
if(brute)
@@ -208,7 +215,7 @@
if(parent)
if(parent.status & ORGAN_DESTROYED)
status |= ORGAN_DESTROYED
owner:update_body()
owner.update_body(1)
return
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
if(!(status & ORGAN_BROKEN))
@@ -222,6 +229,9 @@
// new damage icon system
// returns just the brute/burn damage code
proc/damage_state_text()
if(status & ORGAN_DESTROYED)
return "--"
var/tburn = 0
var/tbrute = 0
@@ -251,7 +261,7 @@
var/n_is = damage_state_text()
if (n_is != damage_state)
damage_state = n_is
owner.update_body()
owner.update_body(1)
return 1
return 0
@@ -266,9 +276,11 @@
del(implants)
//owner.unlock_medal("Lost something?", 0, "Lose a limb.", "easy")
for(var/datum/organ/external/I in children)
if(I && !(I.status & ORGAN_DESTROYED))
I.droplimb(1,1)
// If any organs are attached to this, destroy them
for(var/datum/organ/external/O in owner.organs)
if(O.parent == src)
O.droplimb(1)
var/obj/item/weapon/organ/H
switch(body_part)
if(UPPER_TORSO)
@@ -286,10 +298,13 @@
H.pixel_y = 6
H.name = "[owner.real_name]'s head"
// TODO: re-add this when dismemberment has been ported properly
//if(ishuman(owner))
// owner.update_face()
owner.update_body()
owner.u_equip(owner.glasses)
owner.u_equip(owner.head)
owner.u_equip(owner.ears)
owner.u_equip(owner.wear_mask)
owner.regenerate_icons()
owner.death()
if(ARM_RIGHT)
H = new /obj/item/weapon/organ/r_arm(owner.loc, owner)
@@ -311,18 +326,22 @@
H = new /obj/item/weapon/organ/r_hand(owner.loc, owner)
if(ismonkey(owner))
H.icon_state = "r_hand_l"
owner.u_equip(owner.gloves)
if(HAND_LEFT)
H = new /obj/item/weapon/organ/l_hand(owner.loc, owner)
if(ismonkey(owner))
H.icon_state = "l_hand_l"
owner.u_equip(owner.gloves)
if(FOOT_RIGHT)
H = new /obj/item/weapon/organ/r_foot/(owner.loc, owner)
if(ismonkey(owner))
H.icon_state = "r_foot_l"
owner.u_equip(owner.shoes)
if(FOOT_LEFT)
H = new /obj/item/weapon/organ/l_foot(owner.loc, owner)
if(ismonkey(owner))
H.icon_state = "l_foot_l"
owner.u_equip(owner.shoes)
if(ismonkey(owner))
H.icon = 'monkey.dmi'
var/lol = pick(cardinal)
@@ -344,8 +363,9 @@
owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
"You hear a terrible sound of ripping tendons and flesh.")
owner.update_body()
// TODO: also add stuff to update the appropriate clothing
// force the icon to rebuild
owner.regenerate_icons()
proc/createwound(var/type = CUT, var/damage)
if(hasorgans(owner))

View File

@@ -290,9 +290,9 @@
flavor_text_string += ","
flavor_text_string += flavor_text[text]
flavor_text_string += " on [t_his] [temp.display_name].</span><br>"
wound_flavor_text["[temp.name]"] = flavor_text_string
wound_flavor_text["[temp.display_name]"] = flavor_text_string
if(temp.status & ORGAN_BLEEDING)
is_bleeding["[temp.name]"] = 1
is_bleeding["[temp.display_name]"] = 1
else
wound_flavor_text["[temp.display_name]"] = ""

View File

@@ -42,6 +42,18 @@
organ.parent = organs_by_name["l_leg"]
organ = organs_by_name["r_foot"]
organ.parent = organs_by_name["r_leg"]
organ = organs_by_name["r_foot"]
organ.parent = organs_by_name["r_leg"]
organ = organs_by_name["head"]
organ.parent = organs_by_name["chest"]
organ = organs_by_name["r_leg"]
organ.parent = organs_by_name["chest"]
organ = organs_by_name["l_leg"]
organ.parent = organs_by_name["chest"]
organ = organs_by_name["r_arm"]
organ.parent = organs_by_name["chest"]
organ = organs_by_name["l_arm"]
organ.parent = organs_by_name["chest"]
for(var/name in organs_by_name)
organs += organs_by_name[name]
@@ -218,6 +230,15 @@
Paralyse(10)
var/update = 0
// focus most of the blast on one organ
var/datum/organ/external/take_blast = pick(organs)
update |= take_blast.take_damage(b_loss * 0.9, f_loss * 0.9)
// distribute the remaining 10% on all limbs equally
b_loss *= 0.1
f_loss *= 0.1
for(var/datum/organ/external/temp in organs)
switch(temp.name)
if("head")
@@ -542,7 +563,7 @@
//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
/mob/living/carbon/human/proc/get_face_name()
var/datum/organ/external/head/head = get_organ("head")
if( !head || head.disfigured || !real_name ) //disfigured. use id-name if possible
if( !head || head.disfigured || (head.status & ORGAN_DESTROYED) || !real_name ) //disfigured. use id-name if possible
return "Unknown"
return real_name

View File

@@ -152,15 +152,13 @@
if(!zone) zone = "chest"
return organs_by_name[zone]
/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/obj/item/weapon)
/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0)
if((damagetype != BRUTE) && (damagetype != BURN))
..(damage, damagetype, def_zone, blocked)
return 1
if(blocked >= 2) return 0
var/sharp = weapon.sharp
var/datum/organ/external/organ = null
if(isorgan(def_zone))
organ = def_zone

View File

@@ -126,7 +126,7 @@ emp_act
if(armor >= 2) return 0
if(!I.force) return 0
apply_damage(I.force, I.damtype, affecting, armor , I)
apply_damage(I.force, I.damtype, affecting, armor , I.sharp)
var/bloody = 0
if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + (I.force * 2)))

View File

@@ -19,6 +19,13 @@
if(shoes)
tally += shoes.slowdown
for(var/organ_name in list("l_foot","r_foot","l_leg","r_leg"))
var/datum/organ/external/E = get_organ(organ_name)
if(!E || (E.status & ORGAN_DESTROYED))
tally += 4
else if(E.status & ORGAN_BROKEN)
tally += 1.5
if(FAT in src.mutations)
tally += 1.5
if (bodytemperature < 283.222)

View File

@@ -6,6 +6,54 @@
del(W)
return null
/mob/living/carbon/human/proc/has_organ(name)
var/datum/organ/external/O = organs_by_name[name]
return (O && !(O.status & ORGAN_DESTROYED) )
/mob/living/carbon/human/proc/has_organ_for_slot(slot)
switch(slot)
if(slot_back)
return has_organ("chest")
if(slot_wear_mask)
return has_organ("head")
if(slot_handcuffed)
return has_organ("l_hand") && has_organ("r_hand")
if(slot_legcuffed)
return has_organ("l_leg") && has_organ("r_leg")
if(slot_l_hand)
return has_organ("l_hand")
if(slot_r_hand)
return has_organ("r_hand")
if(slot_belt)
return has_organ("groin")
if(slot_wear_id)
// the only relevant check for this is the uniform check
return 1
if(slot_ears)
return has_organ("head")
if(slot_glasses)
return has_organ("head")
if(slot_gloves)
return has_organ("l_hand") && has_organ("r_hand")
if(slot_head)
return has_organ("head")
if(slot_shoes)
return has_organ("r_foot") && has_organ("l_foot")
if(slot_wear_suit)
return has_organ("chest")
if(slot_w_uniform)
return has_organ("chest")
if(slot_l_store)
return has_organ("groin")
if(slot_r_store)
return has_organ("chest")
if(slot_s_store)
return has_organ("chest")
if(slot_in_backpack)
return 1
/mob/living/carbon/human/u_equip(obj/item/W as obj)
if(!W) return 0
@@ -124,6 +172,7 @@
/mob/living/carbon/human/equip_to_slot(obj/item/W as obj, slot, redraw_mob = 1)
if(!slot) return
if(!istype(W)) return
if(!has_organ_for_slot(slot)) return
if(W == src.l_hand)
src.l_hand = null
@@ -550,7 +599,7 @@ It can still be worn/put on as normal.
if(target.r_store)
target.u_equip(target.r_store) //At this stage l_store is already processed by the code above, we only need to process r_store.
else
if(item) //Placing an item on the mob
if(item && target.has_organ_for_slot(slot_to_process)) //Placing an item on the mob
if(item.mob_can_equip(target, slot_to_process, 0))
source.u_equip(item)
target.equip_to_slot_if_possible(item, slot_to_process, 0, 1, 1)

View File

@@ -228,8 +228,8 @@
|| E.name == "r_leg" || E.name == "r_foot" && !lying)
if(!(E.status & ORGAN_SPLINTED))
leg_tally-- // let it fail even if just foot&leg
// can't stand
if(leg_tally == 0 && !paralysis && !(lying || resting))
// standing is poor
if(leg_tally <= 0 && !paralysis && !(lying || resting) && prob(5))
emote("scream")
emote("collapse")
paralysis = 10

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@@ -295,6 +295,7 @@ Please contact me on #coderbus IRC. ~Carn x
stand_icon.Blend(new /icon('human.dmi', "underwear[underwear]_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('human.dmi', "underwear[underwear]_[g]_l"), ICON_OVERLAY)
if(update_icons) update_icons()
//HAIR OVERLAY
@@ -303,8 +304,13 @@ Please contact me on #coderbus IRC. ~Carn x
overlays_lying[HAIR_LAYER] = null
overlays_standing[HAIR_LAYER] = null
var/datum/organ/external/head/head = get_organ("head")
if( !head || (head.status & ORGAN_DESTROYED) )
if(update_icons) update_icons()
return
//mutants don't have hair. masks and helmets can obscure our hair too.
if( (dna && dna.mutantrace) || (head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)) )
if( (dna && dna.mutantrace) || (head && (head.status & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
if(update_icons) update_icons()
return
@@ -425,6 +431,7 @@ Please contact me on #coderbus IRC. ~Carn x
update_inv_handcuffed(0)
update_inv_legcuffed(0)
update_inv_pockets(0)
UpdateDamageIcon()
update_icons()
//Hud Stuff
update_hud()