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[MIRROR] Makes limbs able to be chopped off with reasonable limits (#9699)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
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@@ -3,9 +3,15 @@
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****************************************************/
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//These control the damage thresholds for the various ways of removing limbs
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#define DROPLIMB_THRESHOLD_EDGE 5
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#define DROPLIMB_THRESHOLD_TEAROFF 2
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#define DROPLIMB_THRESHOLD_DESTROY 1
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/// <summary>
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/// Arms and legs have 80 damage, which is a good baseline to go off of.
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/// The droplimb_threshold is "Divide the limb's max health by this number"
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/// That is the damage required (in ONE hit) to tear off or destroy a limb.
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/// If the damage dealt per hit is below that, it can NOT remove limbs.
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/// </summary>
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#define DROPLIMB_THRESHOLD_EDGE 8 //For limb of 80(arm/leg) requires 10 or more damage to cut off.
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#define DROPLIMB_THRESHOLD_TEAROFF 3 //Requires 26.66 or more damage to cut off an arm/leg with a blunt object. Lower than the
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#define DROPLIMB_THRESHOLD_DESTROY 3.34 //Requires 24 damage or more to DESTROY a arm/leg with a blunt object. Blunt is going to DESTROY over just knocking something off!
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/obj/item/organ/external
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name = "external"
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@@ -359,13 +365,24 @@
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//If limb took enough damage, try to cut or tear it off
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if(owner && loc == owner && !is_stump())
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if(!cannot_amputate && CONFIG_GET(flag/limbs_can_break) && (brute_dam + burn_dam) >= (max_damage * CONFIG_GET(number/organ_health_multiplier)))
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/// <summary>
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/// This determines if the limb is ELIGIBLE to be chopped off or not.
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/// It checks if it's amputatable, if the config setting is set, then continues down the proc.
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/// </summary>
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if(!cannot_amputate && CONFIG_GET(flag/limbs_can_break))
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//organs can come off in three cases
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//1. If the damage source is edge_eligible and the brute damage dealt exceeds the edge threshold, then the organ is cut off.
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//2. If the damage amount dealt exceeds the disintegrate threshold, the organ is completely obliterated.
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//3. If the organ has already reached or would be put over it's max damage amount (currently redundant),
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// and the brute damage dealt exceeds the tearoff threshold, the organ is torn off.
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// Let's calculate how INJURED our limb is. Determines the chance the next attack will take our limb off!
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var/damage_factor = ((max_damage*CONFIG_GET(number/organ_health_multiplier))/(brute_dam + burn_dam))*100
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// Max_damage of 80 and brute_dam of 80? Factor = 100
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// Max_damage of 80 and brute_dam of 40? Factor = 50
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// Max_damage of 80 and brute_dam of 5? Factor = 5
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// This lowers our chances of having our limb removed when it has less damage. The more damaged the limb, the higher the chance it falls off!
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//Check edge eligibility
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var/edge_eligible = 0
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if(edge)
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@@ -376,22 +393,39 @@
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else
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edge_eligible = 1
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//VOREStation Add
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if(nonsolid && damage >= max_damage)
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droplimb(TRUE, DROPLIMB_EDGE)
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else if (robotic >= ORGAN_NANOFORM && damage >= max_damage)
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droplimb(TRUE, DROPLIMB_BURN)
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//VOREStation Add End
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//VOREStation Edit - We have special droplimb handling for prom/proteans
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else if(edge_eligible && brute >= max_damage / DROPLIMB_THRESHOLD_EDGE && prob(brute))
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//Math:
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//Edge w/ 10 damage on an 80 hp limb. First hit: Prob(10) && Prob(12.5) = 1.25% Second hit: Prob(10) && Prob(25) = 2.5, etc up to 10.
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//Edge w/ 20 damage on an 80 hp limb. First hit: Prob(20) && Prob(25)= 5% Second hit: Prob(20) && Prob(50)=10%, etc up to max 20.
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else if(edge_eligible && brute >= max_damage / DROPLIMB_THRESHOLD_EDGE && prob(brute) && prob(damage_factor))
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droplimb(0, DROPLIMB_EDGE)
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else if((burn >= max_damage / DROPLIMB_THRESHOLD_DESTROY) && prob(burn*0.33))
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//Math:
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//Burn w/ 25dmg on an 80 hp limb. First hit: Prob(18.75) && Prob(31.25) = ~6% Second Hit: Prob(18.75) && Prob (62.5) =~12, etc up to 18.75
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//Burn w/ 25dmg on a 50 hp limb. First hit: Prob(18.75) && Prob(50) = ~9% Second hit: 18.75%
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else if((burn >= max_damage / DROPLIMB_THRESHOLD_DESTROY) && prob(burn*0.75) && prob(damage_factor))
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droplimb(0, DROPLIMB_BURN)
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else if((brute >= max_damage / DROPLIMB_THRESHOLD_DESTROY && prob(brute)))
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//Brute it special. It gets both a chance to destroy AND a chance to knock a limb off!
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//Math:
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//Brute w/ 25dmg on an 80 hp limb. First hit: Prob(25) && Prob (31.25) = ~8% Second Hit: ~16% etc up to 25%
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//Brute w/ 25dmg on a 50 hp limb. First hit: Prob(25) && Prob (50) = 12.5 Second hit: 25%
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else if((brute >= max_damage / DROPLIMB_THRESHOLD_DESTROY && prob(brute)) && prob(damage_factor))
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droplimb(0, DROPLIMB_BLUNT)
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//VOREStation Edit End
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else if(brute >= max_damage / DROPLIMB_THRESHOLD_TEAROFF && prob(brute*0.33))
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//This is where brute gets it SECOND chance to affect the limb! Much lower probability.
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//This means you can add this to the above to get brute damage's TRUE drop chance IF the damage is high enough to hit BOTH the DROPLIMB_THRESHOLD_DESTROY & the DROPLIMB_THRESHOLD_TEAROFF
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//Ex: If it hits
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//Math:
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//Brute w/ 25dmg on an 80 hp limb. First hit: Prob(8.25) && Prob(31.25) = ~2.6% Second Hit: Prob(8.25) && Prob(62.5) = 5%. (This can't ACTUALLY happen with 25 damage with the current numbers, but it's an example to keep it similar to the above.)
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//Brute w/ 25dmg on a 50 hp limb. First hit: Prob(8.25) && Prob (50) = ~4% Second hit: 8.25%
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else if(brute >= max_damage / DROPLIMB_THRESHOLD_TEAROFF && prob(brute*0.33) && prob(damage_factor))
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droplimb(0, DROPLIMB_EDGE)
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else if(spread_dam && owner && parent && (brute_overflow || burn_overflow) && (brute_overflow >= 5 || burn_overflow >= 5) && !permutation) //No infinite damage loops.
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var/brute_third = brute_overflow * 0.33
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var/burn_third = burn_overflow * 0.33
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