mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 02:34:00 +00:00
@@ -228,13 +228,16 @@ mob/living/carbon/human/airflow_hit(atom/A)
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var/b_loss = airflow_speed * vsc.airflow_damage
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var/blocked = run_armor_check(BP_HEAD,"melee")
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apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, 0, "Airflow")
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var/soaked = get_armor_soak(BP_HEAD,"melee")
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apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, soaked, 0, "Airflow")
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blocked = run_armor_check(BP_TORSO,"melee")
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apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, 0, "Airflow")
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soaked = get_armor_soak(BP_TORSO,"melee")
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apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, soaked, 0, "Airflow")
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blocked = run_armor_check(BP_GROIN,"melee")
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apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, 0, "Airflow")
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soaked = get_armor_soak(BP_GROIN,"melee")
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apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, soaked, 0, "Airflow")
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if(airflow_speed > 10)
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Paralyse(round(airflow_speed * vsc.airflow_stun))
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@@ -44,6 +44,7 @@
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var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
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var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N
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var/list/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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var/list/armorsoak = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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var/list/allowed = null //suit storage stuff.
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var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
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var/zoomdevicename = null //name used for message when binoculars/scope is used
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@@ -77,11 +77,15 @@
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//armour
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var/blocked = L.run_armor_check(target_zone, "melee")
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var/soaked = L.get_armor_soak(target_zone, "melee")
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if(blocked >= 100)
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return
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if(!L.apply_damage(30, BRUTE, target_zone, blocked, used_weapon=src))
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if(soaked >= 30)
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return
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if(!L.apply_damage(30, BRUTE, target_zone, blocked, soaked, used_weapon=src))
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return 0
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//trap the victim in place
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@@ -150,20 +150,22 @@
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var/def_zone = ran_zone()
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var/blocked = occupant.run_armor_check(def_zone, "melee")
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var/soaked = occupant.get_armor_soak(def_zone, "melee")
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occupant.throw_at(A, 3, propelled)
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occupant.apply_effect(6, STUN, blocked)
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occupant.apply_effect(6, WEAKEN, blocked)
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occupant.apply_effect(6, STUTTER, blocked)
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occupant.apply_damage(10, BRUTE, def_zone, blocked)
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occupant.apply_damage(10, BRUTE, def_zone, blocked, soaked)
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playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
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if(istype(A, /mob/living))
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var/mob/living/victim = A
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def_zone = ran_zone()
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blocked = victim.run_armor_check(def_zone, "melee")
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soaked = victim.get_armor_soak(def_zone, "melee")
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victim.apply_effect(6, STUN, blocked)
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victim.apply_effect(6, WEAKEN, blocked)
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victim.apply_effect(6, STUTTER, blocked)
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victim.apply_damage(10, BRUTE, def_zone, blocked)
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victim.apply_damage(10, BRUTE, def_zone, blocked, soaked)
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occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
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/obj/structure/bed/chair/office/light
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@@ -149,20 +149,22 @@
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var/def_zone = ran_zone()
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var/blocked = occupant.run_armor_check(def_zone, "melee")
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var/soaked = occupant.get_armor_soak(def_zone, "melee")
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occupant.throw_at(A, 3, propelled)
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occupant.apply_effect(6, STUN, blocked)
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occupant.apply_effect(6, WEAKEN, blocked)
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occupant.apply_effect(6, STUTTER, blocked)
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occupant.apply_damage(10, BRUTE, def_zone)
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occupant.apply_damage(10, BRUTE, def_zone, soaked)
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playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
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if(istype(A, /mob/living))
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var/mob/living/victim = A
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def_zone = ran_zone()
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blocked = victim.run_armor_check(def_zone, "melee")
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soaked = victim.get_armor_soak(def_zone, "melee")
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victim.apply_effect(6, STUN, blocked)
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victim.apply_effect(6, WEAKEN, blocked)
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victim.apply_effect(6, STUTTER, blocked)
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victim.apply_damage(10, BRUTE, def_zone)
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victim.apply_damage(10, BRUTE, def_zone, soaked)
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if(pulling)
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occupant.visible_message("<span class='danger'>[pulling] has thrusted \the [name] into \the [A], throwing \the [occupant] out of it!</span>")
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@@ -161,6 +161,7 @@
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piece.permeability_coefficient = permeability_coefficient
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piece.unacidable = unacidable
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if(islist(armor)) piece.armor = armor.Copy()
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if(islist(armorsoak)) piece.armorsoak = armorsoak.Copy()
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update_icon(1)
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@@ -114,8 +114,11 @@
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if(!target_limb) target_limb = pick(BP_ALL)
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var/blocked = target.run_armor_check(target_limb, "melee")
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var/soaked = target.get_armor_soak(target_limb, "melee")
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if(blocked >= 100)
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return
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var/obj/item/organ/external/affecting = target.get_organ(target_limb)
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var/damage = 0
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var/has_edge = 0
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@@ -125,7 +128,7 @@
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if(affecting)
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to_chat(target, "<span class='danger'>\The [fruit]'s thorns pierce your [affecting.name] greedily!</span>")
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target.apply_damage(damage, BRUTE, target_limb, blocked, "Thorns", sharp=1, edge=has_edge)
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target.apply_damage(damage, BRUTE, target_limb, blocked, soaked, "Thorns", sharp=1, edge=has_edge)
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else
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to_chat(target, "<span class='danger'>\The [fruit]'s thorns pierce your flesh greedily!</span>")
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target.adjustBruteLoss(damage)
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@@ -4,7 +4,7 @@
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return null
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..()
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/mob/living/carbon/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/hit_zone)
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/mob/living/carbon/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/soaked, var/hit_zone)
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if(!effective_force || blocked >= 100)
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return 0
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@@ -12,6 +12,10 @@
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if(HULK in user.mutations)
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effective_force *= 2
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//If the armor soaks all of the damage, it just skips the rest of the checks
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if(effective_force <= soaked)
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return 0
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//Apply weapon damage
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var/weapon_sharp = is_sharp(I)
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var/weapon_edge = has_edge(I)
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@@ -43,6 +43,7 @@
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return 0
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var/obj/item/organ/external/affecting = get_organ(ran_zone(H.zone_sel.selecting))
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var/armor_block = run_armor_check(affecting, "melee")
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var/armor_soak = get_armor_soak(affecting, "melee")
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if(HULK in H.mutations)
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damage += 5
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@@ -51,7 +52,10 @@
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visible_message("\red <B>[H] has punched [src]!</B>")
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apply_damage(damage, HALLOSS, affecting, armor_block)
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if(armor_soak >= damage)
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return
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apply_damage(damage, HALLOSS, affecting, armor_block, armor_soak)
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if(damage >= 9)
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visible_message("\red <B>[H] has weakened [src]!</B>")
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apply_effect(4, WEAKEN, armor_block)
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@@ -245,11 +249,12 @@
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real_damage = max(1, real_damage)
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var/armour = run_armor_check(affecting, "melee")
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var/soaked = get_armor_soak(affecting, "melee")
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// Apply additional unarmed effects.
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attack.apply_effects(H, src, armour, rand_damage, hit_zone)
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// Finally, apply damage to target
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apply_damage(real_damage, (attack.deal_halloss ? HALLOSS : BRUTE), affecting, armour, sharp=attack.sharp, edge=attack.edge)
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apply_damage(real_damage, (attack.deal_halloss ? HALLOSS : BRUTE), affecting, armour, soaked, sharp=attack.sharp, edge=attack.edge)
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if(I_DISARM)
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Disarmed [src.name] ([src.ckey])</font>")
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@@ -325,7 +330,8 @@
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var/dam_zone = pick(organs_by_name)
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var/obj/item/organ/external/affecting = get_organ(ran_zone(dam_zone))
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var/armor_block = run_armor_check(affecting, "melee")
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apply_damage(damage, BRUTE, affecting, armor_block)
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var/armor_soak = get_armor_soak(affecting, "melee")
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apply_damage(damage, BRUTE, affecting, armor_block, armor_soak)
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updatehealth()
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return 1
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@@ -93,6 +93,29 @@ emp_act
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total += weight
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return (armorval/max(total, 1))
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//Like getarmor, but the value it returns will be numerical damage reduction
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/mob/living/carbon/human/getsoak(var/def_zone, var/type)
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var/soakval = 0
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var/total = 0
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if(def_zone)
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if(isorgan(def_zone))
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return getsoak_organ(def_zone, type)
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var/obj/item/organ/external/affecting = get_organ(def_zone)
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if(affecting)
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return getsoak_organ(affecting, type)
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//If a specific bodypart is targetted, check how that bodypart is protected and return the value.
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//If you don't specify a bodypart, it checks ALL your bodyparts for protection, and averages out the values
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for(var/organ_name in organs_by_name)
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if (organ_name in organ_rel_size)
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var/obj/item/organ/external/organ = organs_by_name[organ_name]
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if(organ)
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var/weight = organ_rel_size[organ_name]
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soakval += getsoak_organ(organ, type) * weight
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total += weight
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return (soakval/max(total, 1))
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//this proc returns the Siemens coefficient of electrical resistivity for a particular external organ.
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/mob/living/carbon/human/proc/get_siemens_coefficient_organ(var/obj/item/organ/external/def_zone)
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if (!def_zone)
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@@ -119,6 +142,17 @@ emp_act
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protection += C.armor[type]
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return protection
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/mob/living/carbon/human/proc/getsoak_organ(var/obj/item/organ/external/def_zone, var/type)
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if(!type || !def_zone) return 0
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var/soaked = 0
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var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes)
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for(var/gear in protective_gear)
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if(gear && istype(gear ,/obj/item/clothing))
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var/obj/item/clothing/C = gear
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if(istype(C) && C.body_parts_covered & def_zone.body_part)
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soaked += C.armorsoak[type]
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return soaked
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/mob/living/carbon/human/proc/check_head_coverage()
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var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform)
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@@ -195,25 +229,35 @@ emp_act
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visible_message("<span class='danger'>[src] has been [I.attack_verb.len? pick(I.attack_verb) : "attacked"] in the [affecting.name] with [I.name] by [user]!</span>")
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var/soaked = get_armor_soak(hit_zone, "melee", I.armor_penetration)
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if(soaked >= effective_force)
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src << "Your armor absorbs the force of [I.name]!"
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return
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var/blocked = run_armor_check(hit_zone, "melee", I.armor_penetration, "Your armor has protected your [affecting.name].", "Your armor has softened the blow to your [affecting.name].")
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standard_weapon_hit_effects(I, user, effective_force, blocked, hit_zone)
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standard_weapon_hit_effects(I, user, effective_force, blocked, soaked, hit_zone)
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return blocked
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/mob/living/carbon/human/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/hit_zone)
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/mob/living/carbon/human/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/soaked, var/hit_zone)
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var/obj/item/organ/external/affecting = get_organ(hit_zone)
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if(!affecting)
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return 0
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if(soaked >= effective_force)
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return 0
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// Handle striking to cripple.
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if(user.a_intent == I_DISARM)
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effective_force *= 0.5 //reduced effective force...
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if(!..(I, user, effective_force, blocked, hit_zone))
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if(!..(I, user, effective_force, blocked, soaked, hit_zone))
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return 0
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//set the dislocate mult less than the effective force mult so that
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//dislocating limbs on disarm is a bit easier than breaking limbs on harm
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attack_joint(affecting, I, effective_force, 0.75, blocked) //...but can dislocate joints
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attack_joint(affecting, I, effective_force, 0.75, blocked, soaked) //...but can dislocate joints
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else if(!..())
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return 0
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@@ -243,7 +287,7 @@ emp_act
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switch(hit_zone)
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if("head")//Harder to score a stun but if you do it lasts a bit longer
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if(prob(effective_force))
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apply_effect(20, PARALYZE, blocked)
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apply_effect(20, PARALYZE, blocked, soaked)
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visible_message("<span class='danger'>\The [src] has been knocked unconscious!</span>")
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if(bloody)//Apply blood
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if(wear_mask)
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@@ -257,15 +301,15 @@ emp_act
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update_inv_glasses(0)
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if("chest")//Easier to score a stun but lasts less time
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if(prob(effective_force + 10))
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apply_effect(6, WEAKEN, blocked)
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apply_effect(6, WEAKEN, blocked, soaked)
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visible_message("<span class='danger'>\The [src] has been knocked down!</span>")
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if(bloody)
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bloody_body(src)
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return 1
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/mob/living/carbon/human/proc/attack_joint(var/obj/item/organ/external/organ, var/obj/item/W, var/effective_force, var/dislocate_mult, var/blocked)
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if(!organ || (organ.dislocated == 2) || (organ.dislocated == -1) || blocked >= 100)
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/mob/living/carbon/human/proc/attack_joint(var/obj/item/organ/external/organ, var/obj/item/W, var/effective_force, var/dislocate_mult, var/blocked, var/soaked)
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if(!organ || (organ.dislocated == 2) || (organ.dislocated == -1) || blocked >= 100 || soaked > effective_force)
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return 0
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if(W.damtype != BRUTE)
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@@ -338,10 +382,6 @@ emp_act
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var/hit_area = affecting.name
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src.visible_message("\red [src] has been hit in the [hit_area] by [O].")
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var/armor = run_armor_check(affecting, "melee", O.armor_penetration, "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") //I guess "melee" is the best fit here
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if(armor < 100)
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apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O)
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if(ismob(O.thrower))
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var/mob/M = O.thrower
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@@ -352,12 +392,25 @@ emp_act
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if(!istype(src,/mob/living/simple_animal/mouse))
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msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
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//If the armor absorbs all of the damage, skip the rest of the calculations
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var/soaked = get_armor_soak(affecting, "melee", O.armor_penetration)
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if(soaked >= throw_damage)
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src << "Your armor absorbs the force of [O.name]!"
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return
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var/armor = run_armor_check(affecting, "melee", O.armor_penetration, "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") //I guess "melee" is the best fit here
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if(armor < 100)
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apply_damage(throw_damage, dtype, zone, armor, soaked, is_sharp(O), has_edge(O), O)
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|
||||
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||||
//thrown weapon embedded object code.
|
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if(dtype == BRUTE && istype(O,/obj/item))
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||||
var/obj/item/I = O
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if (!is_robot_module(I))
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||||
var/sharp = is_sharp(I)
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var/damage = throw_damage
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if (soaked)
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||||
damage -= soaked
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||||
if (armor)
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||||
damage /= armor+1
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||||
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||||
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||||
@@ -8,11 +8,13 @@
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||||
Returns
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||||
standard 0 if fail
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||||
*/
|
||||
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/used_weapon = null, var/sharp = 0, var/edge = 0)
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||||
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/used_weapon = null, var/sharp = 0, var/edge = 0)
|
||||
if(Debug2)
|
||||
world.log << "## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked]."
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||||
if(!damage || (blocked >= 100))
|
||||
if(!damage || (blocked >= 100) || soaked >= damage)
|
||||
return 0
|
||||
if(soaked)
|
||||
damage -= soaked
|
||||
blocked = (100-blocked)/100
|
||||
switch(damagetype)
|
||||
if(BRUTE)
|
||||
|
||||
@@ -77,10 +77,20 @@
|
||||
return 0
|
||||
*/
|
||||
|
||||
//Certain pieces of armor actually absorb flat amounts of damage from income attacks
|
||||
/mob/living/proc/get_armor_soak(var/def_zone = null, var/attack_flag = "melee", var/armour_pen = 0)
|
||||
var/soaked = getsoak(def_zone, attack_flag)
|
||||
//5 points of armor pen negate one point of soak
|
||||
if(armour_pen)
|
||||
soaked = max(soaked - (armour_pen/5), 0)
|
||||
return soaked
|
||||
|
||||
//if null is passed for def_zone, then this should return something appropriate for all zones (e.g. area effect damage)
|
||||
/mob/living/proc/getarmor(var/def_zone, var/type)
|
||||
return 0
|
||||
|
||||
/mob/living/proc/getsoak(var/def_zone, var/type)
|
||||
return 0
|
||||
|
||||
/mob/living/bullet_act(var/obj/item/projectile/P, var/def_zone)
|
||||
|
||||
@@ -93,6 +103,7 @@
|
||||
signaler.signal()
|
||||
|
||||
//Armor
|
||||
var/soaked = get_armor_soak(def_zone, P.check_armour, P.armor_penetration)
|
||||
var/absorb = run_armor_check(def_zone, P.check_armour, P.armor_penetration)
|
||||
var/proj_sharp = is_sharp(P)
|
||||
var/proj_edge = has_edge(P)
|
||||
@@ -105,13 +116,13 @@
|
||||
stun_effect_act(0, P.agony, def_zone, P)
|
||||
src <<"\red You have been hit by [P]!"
|
||||
if(!P.nodamage)
|
||||
apply_damage(P.damage, P.damage_type, def_zone, absorb, 0, P, sharp=proj_sharp, edge=proj_edge)
|
||||
apply_damage(P.damage, P.damage_type, def_zone, absorb, soaked, 0, P, sharp=proj_sharp, edge=proj_edge)
|
||||
qdel(P)
|
||||
return
|
||||
|
||||
if(!P.nodamage)
|
||||
apply_damage(P.damage, P.damage_type, def_zone, absorb, 0, P, sharp=proj_sharp, edge=proj_edge)
|
||||
P.on_hit(src, absorb, def_zone)
|
||||
apply_damage(P.damage, P.damage_type, def_zone, absorb, soaked, 0, P, sharp=proj_sharp, edge=proj_edge)
|
||||
P.on_hit(src, absorb, soaked, def_zone)
|
||||
|
||||
if(absorb == 100)
|
||||
return 2
|
||||
@@ -153,17 +164,21 @@
|
||||
/mob/living/proc/hit_with_weapon(obj/item/I, mob/living/user, var/effective_force, var/hit_zone)
|
||||
visible_message("<span class='danger'>[src] has been [I.attack_verb.len? pick(I.attack_verb) : "attacked"] with [I.name] by [user]!</span>")
|
||||
|
||||
var/soaked = get_armor_soak(hit_zone, "melee")
|
||||
var/blocked = run_armor_check(hit_zone, "melee")
|
||||
standard_weapon_hit_effects(I, user, effective_force, blocked, hit_zone)
|
||||
|
||||
if(I.damtype == BRUTE && prob(33)) // Added blood for whacking non-humans too
|
||||
var/turf/simulated/location = get_turf(src)
|
||||
if(istype(location)) location.add_blood_floor(src)
|
||||
//If the armor absorbs all of the damage, skip the damage calculation and the blood
|
||||
if(!soaked > effective_force)
|
||||
standard_weapon_hit_effects(I, user, effective_force, blocked, soaked, hit_zone)
|
||||
|
||||
if(I.damtype == BRUTE && prob(33)) // Added blood for whacking non-humans too
|
||||
var/turf/simulated/location = get_turf(src)
|
||||
if(istype(location)) location.add_blood_floor(src)
|
||||
|
||||
return blocked
|
||||
|
||||
//returns 0 if the effects failed to apply for some reason, 1 otherwise.
|
||||
/mob/living/proc/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/hit_zone)
|
||||
/mob/living/proc/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/soaked, var/hit_zone)
|
||||
if(!effective_force || blocked >= 100)
|
||||
return 0
|
||||
|
||||
@@ -171,6 +186,10 @@
|
||||
if(HULK in user.mutations)
|
||||
effective_force *= 2
|
||||
|
||||
//Armor soak
|
||||
if(soaked >= effective_force)
|
||||
return 0
|
||||
|
||||
//Apply weapon damage
|
||||
var/weapon_sharp = is_sharp(I)
|
||||
var/weapon_edge = has_edge(I)
|
||||
@@ -178,7 +197,7 @@
|
||||
weapon_sharp = 0
|
||||
weapon_edge = 0
|
||||
|
||||
apply_damage(effective_force, I.damtype, hit_zone, blocked, sharp=weapon_sharp, edge=weapon_edge, used_weapon=I)
|
||||
apply_damage(effective_force, I.damtype, hit_zone, blocked, soaked, sharp=weapon_sharp, edge=weapon_edge, used_weapon=I)
|
||||
|
||||
return 1
|
||||
|
||||
@@ -200,8 +219,10 @@
|
||||
|
||||
src.visible_message("\red [src] has been hit by [O].")
|
||||
var/armor = run_armor_check(null, "melee")
|
||||
var/soaked = get_armor_soak(null, "melee")
|
||||
|
||||
apply_damage(throw_damage, dtype, null, armor, is_sharp(O), has_edge(O), O)
|
||||
|
||||
apply_damage(throw_damage, dtype, null, armor, soaked, is_sharp(O), has_edge(O), O)
|
||||
|
||||
O.throwing = 0 //it hit, so stop moving
|
||||
|
||||
@@ -230,6 +251,9 @@
|
||||
if(!O || !src) return
|
||||
|
||||
if(O.sharp) //Projectile is suitable for pinning.
|
||||
if(soaked >= throw_damage) //Don't embed if it didn't actually damage
|
||||
return
|
||||
|
||||
//Handles embedding for non-humans and simple_animals.
|
||||
embed(O)
|
||||
|
||||
|
||||
@@ -1,125 +1,125 @@
|
||||
//Space bears!
|
||||
/mob/living/simple_animal/hostile/bear
|
||||
name = "space bear"
|
||||
desc = "RawrRawr!!"
|
||||
icon_state = "bear"
|
||||
icon_living = "bear"
|
||||
icon_dead = "bear_dead"
|
||||
icon_gib = "bear_gib"
|
||||
|
||||
faction = "russian"
|
||||
cooperative = 1
|
||||
|
||||
maxHealth = 60
|
||||
health = 60
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
stop_when_pulled = 0
|
||||
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
response_harm = "pokes"
|
||||
|
||||
melee_damage_lower = 20
|
||||
melee_damage_upper = 30
|
||||
|
||||
//Space bears aren't affected by atmos.
|
||||
min_oxy = 0
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
max_tox = 0
|
||||
min_co2 = 0
|
||||
max_co2 = 0
|
||||
min_n2 = 0
|
||||
max_n2 = 0
|
||||
minbodytemp = 0
|
||||
|
||||
speak_chance = 1
|
||||
speak = list("RAWR!","Rawr!","GRR!","Growl!")
|
||||
speak_emote = list("growls", "roars")
|
||||
emote_hear = list("rawrs","grumbles","grawls")
|
||||
emote_see = list("stares ferociously", "stomps")
|
||||
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/bearmeat
|
||||
|
||||
var/stance_step = 0
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/handle_stance()
|
||||
switch(stance)
|
||||
if(STANCE_TIRED)
|
||||
stop_automated_movement = 1
|
||||
stance_step++
|
||||
if(stance_step >= 10) //rests for 10 ticks
|
||||
if(target_mob && target_mob in ListTargets(10))
|
||||
handle_stance(STANCE_ATTACK) //If the mob he was chasing is still nearby, resume the attack, otherwise go idle.
|
||||
else
|
||||
handle_stance(STANCE_IDLE)
|
||||
|
||||
if(STANCE_ALERT)
|
||||
stop_automated_movement = 1
|
||||
var/found_mob = 0
|
||||
if(target_mob && target_mob in ListTargets(10))
|
||||
if(!(SA_attackable(target_mob)))
|
||||
stance_step = max(0, stance_step) //If we have not seen a mob in a while, the stance_step will be negative, we need to reset it to 0 as soon as we see a mob again.
|
||||
stance_step++
|
||||
found_mob = 1
|
||||
src.set_dir(get_dir(src,target_mob)) //Keep staring at the mob
|
||||
|
||||
if(stance_step in list(1,4,7)) //every 3 ticks
|
||||
var/action = pick( list( "growls at [target_mob]", "stares angrily at [target_mob]", "prepares to attack [target_mob]", "closely watches [target_mob]" ) )
|
||||
if(action)
|
||||
custom_emote(1,action)
|
||||
if(!found_mob)
|
||||
stance_step--
|
||||
|
||||
if(stance_step <= -20) //If we have not found a mob for 20-ish ticks, revert to idle mode
|
||||
handle_stance(STANCE_IDLE)
|
||||
if(stance_step >= 7) //If we have been staring at a mob for 7 ticks,
|
||||
handle_stance(STANCE_ATTACK)
|
||||
|
||||
if(STANCE_ATTACKING)
|
||||
if(stance_step >= 20) //attacks for 20 ticks, then it gets tired and needs to rest
|
||||
custom_emote(1, "is worn out and needs to rest." )
|
||||
handle_stance(STANCE_TIRED)
|
||||
stance_step = 0
|
||||
walk(src, 0) //This stops the bear's walking
|
||||
return
|
||||
else
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/update_icons()
|
||||
..()
|
||||
if(!stat)
|
||||
if(loc && istype(loc,/turf/space))
|
||||
icon_state = "bear"
|
||||
else
|
||||
icon_state = "bearfloor"
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/Process_Spacemove(var/check_drift = 0)
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/FindTarget()
|
||||
. = ..()
|
||||
if(.)
|
||||
custom_emote(1,"stares alertly at [.]")
|
||||
handle_stance(STANCE_ALERT)
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/PunchTarget()
|
||||
if(!Adjacent(target_mob))
|
||||
return
|
||||
custom_emote(1, pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
|
||||
|
||||
var/damage = rand(melee_damage_lower, melee_damage_upper)
|
||||
|
||||
if(ishuman(target_mob))
|
||||
var/mob/living/carbon/human/H = target_mob
|
||||
var/dam_zone = pick(BP_TORSO, BP_L_HAND, BP_R_HAND, BP_L_LEG, BP_R_LEG)
|
||||
var/obj/item/organ/external/affecting = H.get_organ(ran_zone(dam_zone))
|
||||
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"), sharp=1, edge=1)
|
||||
return H
|
||||
else if(isliving(target_mob))
|
||||
var/mob/living/L = target_mob
|
||||
L.adjustBruteLoss(damage)
|
||||
return L
|
||||
else
|
||||
..()
|
||||
//Space bears!
|
||||
/mob/living/simple_animal/hostile/bear
|
||||
name = "space bear"
|
||||
desc = "RawrRawr!!"
|
||||
icon_state = "bear"
|
||||
icon_living = "bear"
|
||||
icon_dead = "bear_dead"
|
||||
icon_gib = "bear_gib"
|
||||
|
||||
faction = "russian"
|
||||
cooperative = 1
|
||||
|
||||
maxHealth = 60
|
||||
health = 60
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
stop_when_pulled = 0
|
||||
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
response_harm = "pokes"
|
||||
|
||||
melee_damage_lower = 20
|
||||
melee_damage_upper = 30
|
||||
|
||||
//Space bears aren't affected by atmos.
|
||||
min_oxy = 0
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
max_tox = 0
|
||||
min_co2 = 0
|
||||
max_co2 = 0
|
||||
min_n2 = 0
|
||||
max_n2 = 0
|
||||
minbodytemp = 0
|
||||
|
||||
speak_chance = 1
|
||||
speak = list("RAWR!","Rawr!","GRR!","Growl!")
|
||||
speak_emote = list("growls", "roars")
|
||||
emote_hear = list("rawrs","grumbles","grawls")
|
||||
emote_see = list("stares ferociously", "stomps")
|
||||
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/bearmeat
|
||||
|
||||
var/stance_step = 0
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/handle_stance()
|
||||
switch(stance)
|
||||
if(STANCE_TIRED)
|
||||
stop_automated_movement = 1
|
||||
stance_step++
|
||||
if(stance_step >= 10) //rests for 10 ticks
|
||||
if(target_mob && target_mob in ListTargets(10))
|
||||
handle_stance(STANCE_ATTACK) //If the mob he was chasing is still nearby, resume the attack, otherwise go idle.
|
||||
else
|
||||
handle_stance(STANCE_IDLE)
|
||||
|
||||
if(STANCE_ALERT)
|
||||
stop_automated_movement = 1
|
||||
var/found_mob = 0
|
||||
if(target_mob && target_mob in ListTargets(10))
|
||||
if(!(SA_attackable(target_mob)))
|
||||
stance_step = max(0, stance_step) //If we have not seen a mob in a while, the stance_step will be negative, we need to reset it to 0 as soon as we see a mob again.
|
||||
stance_step++
|
||||
found_mob = 1
|
||||
src.set_dir(get_dir(src,target_mob)) //Keep staring at the mob
|
||||
|
||||
if(stance_step in list(1,4,7)) //every 3 ticks
|
||||
var/action = pick( list( "growls at [target_mob]", "stares angrily at [target_mob]", "prepares to attack [target_mob]", "closely watches [target_mob]" ) )
|
||||
if(action)
|
||||
custom_emote(1,action)
|
||||
if(!found_mob)
|
||||
stance_step--
|
||||
|
||||
if(stance_step <= -20) //If we have not found a mob for 20-ish ticks, revert to idle mode
|
||||
handle_stance(STANCE_IDLE)
|
||||
if(stance_step >= 7) //If we have been staring at a mob for 7 ticks,
|
||||
handle_stance(STANCE_ATTACK)
|
||||
|
||||
if(STANCE_ATTACKING)
|
||||
if(stance_step >= 20) //attacks for 20 ticks, then it gets tired and needs to rest
|
||||
custom_emote(1, "is worn out and needs to rest." )
|
||||
handle_stance(STANCE_TIRED)
|
||||
stance_step = 0
|
||||
walk(src, 0) //This stops the bear's walking
|
||||
return
|
||||
else
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/update_icons()
|
||||
..()
|
||||
if(!stat)
|
||||
if(loc && istype(loc,/turf/space))
|
||||
icon_state = "bear"
|
||||
else
|
||||
icon_state = "bearfloor"
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/Process_Spacemove(var/check_drift = 0)
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/FindTarget()
|
||||
. = ..()
|
||||
if(.)
|
||||
custom_emote(1,"stares alertly at [.]")
|
||||
handle_stance(STANCE_ALERT)
|
||||
|
||||
/mob/living/simple_animal/hostile/bear/PunchTarget()
|
||||
if(!Adjacent(target_mob))
|
||||
return
|
||||
custom_emote(1, pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
|
||||
|
||||
var/damage = rand(melee_damage_lower, melee_damage_upper)
|
||||
|
||||
if(ishuman(target_mob))
|
||||
var/mob/living/carbon/human/H = target_mob
|
||||
var/dam_zone = pick(BP_TORSO, BP_L_HAND, BP_R_HAND, BP_L_LEG, BP_R_LEG)
|
||||
var/obj/item/organ/external/affecting = H.get_organ(ran_zone(dam_zone))
|
||||
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"), H.get_armor_soak(affecting, "melee"), sharp=1, edge=1)
|
||||
return H
|
||||
else if(isliving(target_mob))
|
||||
var/mob/living/L = target_mob
|
||||
L.adjustBruteLoss(damage)
|
||||
return L
|
||||
else
|
||||
..()
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -56,7 +56,8 @@
|
||||
return
|
||||
|
||||
var/armor = target.run_armor_check(target, "melee")
|
||||
if(armor < 60)
|
||||
var/soaked = target.get_armor_soak(target, "melee")
|
||||
if(armor + soaked < 60)
|
||||
target << "<span class='danger'>You feel extreme pain!</span>"
|
||||
|
||||
var/max_halloss = round(target.species.total_health * 0.8) //up to 80% of passing out
|
||||
@@ -100,8 +101,9 @@
|
||||
damage += hat.force * 3
|
||||
|
||||
var/armor = target.run_armor_check(BP_HEAD, "melee")
|
||||
target.apply_damage(damage, BRUTE, BP_HEAD, armor)
|
||||
attacker.apply_damage(10, BRUTE, BP_HEAD, attacker.run_armor_check(BP_HEAD, "melee"))
|
||||
var/soaked = target.get_armor_soak(BP_HEAD, "melee")
|
||||
target.apply_damage(damage, BRUTE, BP_HEAD, armor, soaked)
|
||||
attacker.apply_damage(10, BRUTE, BP_HEAD, attacker.run_armor_check(BP_HEAD), attacker.get_armor_soak(BP_HEAD), "melee")
|
||||
|
||||
if(!armor && target.headcheck(BP_HEAD) && prob(damage))
|
||||
target.apply_effect(20, PARALYZE)
|
||||
|
||||
@@ -265,11 +265,15 @@
|
||||
|
||||
var/target_zone = pick(BP_ALL)
|
||||
var/amount_blocked = L.run_armor_check(target_zone, "melee")
|
||||
var/amount_soaked = L.get_armor_soak(target_zone, "melee")
|
||||
|
||||
if(amount_blocked >= 100)
|
||||
return // No need to apply damage.
|
||||
|
||||
L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, used_weapon = "hail")
|
||||
if(amount_soaked >= 10)
|
||||
return // No need to apply damage.
|
||||
|
||||
L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
|
||||
to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")
|
||||
|
||||
/datum/weather/sif/blood_moon
|
||||
|
||||
Reference in New Issue
Block a user