mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 16:12:17 +00:00
468 lines
18 KiB
Plaintext
468 lines
18 KiB
Plaintext
/mob/living/carbon/Initialize()
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. = ..()
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//setup reagent holders
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bloodstr = new/datum/reagents/metabolism/bloodstream(500, src)
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ingested = new/datum/reagents/metabolism/ingested(500, src)
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touching = new/datum/reagents/metabolism/touch(500, src)
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reagents = bloodstr
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if (!default_language && species_language)
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default_language = GLOB.all_languages[species_language]
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/mob/living/carbon/Life()
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..()
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handle_viruses()
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// Increase germ_level regularly
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if(germ_level < GERM_LEVEL_AMBIENT && prob(30)) //if you're just standing there, you shouldn't get more germs beyond an ambient level
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germ_level++
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/mob/living/carbon/Destroy()
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qdel(ingested)
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qdel(touching)
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// We don't qdel(bloodstr) because it's the same as qdel(reagents)
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for(var/guts in internal_organs)
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qdel(guts)
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for(var/food in stomach_contents)
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qdel(food)
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return ..()
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/mob/living/carbon/rejuvenate()
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bloodstr.clear_reagents()
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ingested.clear_reagents()
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touching.clear_reagents()
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..()
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/* VOREStation Edit - Duplicated in our code
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/mob/living/carbon/Moved(atom/old_loc, direction, forced = FALSE)
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. = ..()
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if(src.nutrition && src.stat != 2)
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adjust_nutrition(-DEFAULT_HUNGER_FACTOR / 10)
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if(src.m_intent == "run")
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adjust_nutrition(-DEFAULT_HUNGER_FACTOR / 10)
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if((FAT in src.mutations) && src.m_intent == "run" && src.bodytemperature <= 360)
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src.bodytemperature += 2
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// Moving around increases germ_level faster
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if(germ_level < GERM_LEVEL_MOVE_CAP && prob(8))
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germ_level++
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/mob/living/carbon/relaymove(var/mob/living/user, direction)
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if((user in src.stomach_contents) && istype(user))
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if(user.last_special <= world.time)
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user.last_special = world.time + 50
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src.visible_message("<span class='danger'>You hear something rumbling inside [src]'s stomach...</span>")
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var/obj/item/I = user.get_active_hand()
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if(I && I.force)
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var/d = rand(round(I.force / 4), I.force)
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if(istype(src, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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var/obj/item/organ/external/organ = H.get_organ(BP_TORSO)
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if (istype(organ))
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if(organ.take_damage(d, 0))
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H.UpdateDamageIcon()
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H.updatehealth()
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else
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src.take_organ_damage(d)
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user.visible_message("<span class='danger'>[user] attacks [src]'s stomach wall with the [I.name]!</span>")
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playsound(user, 'sound/effects/attackblob.ogg', 50, 1)
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if(prob(src.getBruteLoss() - 50))
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for(var/atom/movable/A in stomach_contents)
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A.loc = loc
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stomach_contents.Remove(A)
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src.gib()
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*/
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/mob/living/carbon/gib()
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for(var/mob/M in src)
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if(M in src.stomach_contents)
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src.stomach_contents.Remove(M)
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M.loc = src.loc
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for(var/mob/N in viewers(src, null))
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if(N.client)
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N.show_message(text("<font color='red'><B>[M] bursts out of [src]!</B></font>"), 2)
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..()
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/mob/living/carbon/attack_hand(mob/M as mob)
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if(!istype(M, /mob/living/carbon)) return
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
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if (H.hand)
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temp = H.organs_by_name["l_hand"]
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if(temp && !temp.is_usable())
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to_chat(H, "<font color='red'>You can't use your [temp.name]</font>")
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return
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return
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//EMP vulnerability for non-synth carbons. could be useful for diona, vox, or others
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//the species' emp_sensitivity var needs to be greater than 0 for this to proc, and it defaults to 0 - shouldn't stack with prosthetics/fbps in most cases
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//higher sensitivity values incur additional effects, starting with confusion/blinding/knockdown and ending with increasing amounts of damage
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//the degree of damage and duration of effects can be tweaked up or down based on the species emp_dmg_mod and emp_stun_mod vars (default 1) on top of tuning the random ranges
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/mob/living/carbon/emp_act(severity)
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//pregen our stunning stuff, had to do this seperately or else byond complained. remember that severity falls off with distance based on the source, so we don't need to do any extra distance calcs here.
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var/agony_str = ((rand(4,6)*15)-(15*severity))*species.emp_stun_mod //big ouchies at high severity, causes 0-75 halloss/agony; shotgun beanbags and revolver rubbers do 60
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var/deafen_dur = (rand(9,16)-severity)*species.emp_stun_mod //5-15 deafen, on par with a flashbang
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var/confuse_dur = (rand(4,11)-severity)*species.emp_stun_mod //0-10 wobbliness, on par with a flashbang
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var/weaken_dur = (rand(2,4)-severity)*species.emp_stun_mod //0-3 knockdown, on par with.. you get the idea
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var/blind_dur = (rand(3,6)-severity)*species.emp_stun_mod //0-5 blind
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if(species.emp_sensitivity) //receive warning message and basic effects
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to_chat(src, "<span class='danger'><B>*BZZZT*</B></span>")
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switch(severity)
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if(1)
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to_chat(src, "<span class='danger'>DANGER: Extreme EM flux detected!</span>")
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if(2)
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to_chat(src, "<span class='danger'>Danger: High EM flux detected!</span>")
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if(3)
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to_chat(src, "<span class='danger'>Warning: Moderate EM flux detected!</span>")
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if(4)
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to_chat(src, "<span class='danger'>Warning: Minor EM flux detected!</span>")
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if(prob(90-(10*severity))) //50-80% chance to fire an emote. most are harmless, but vomit might reduce your nutrition level which could suck (so the whole thing is padded out with extras)
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src.emote(pick("twitch", "twitch_v", "choke", "pale", "blink", "blink_r", "shiver", "sneeze", "vomit", "gasp", "cough", "drool"))
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//stun effects block, effects vary wildly
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if(species.emp_sensitivity & EMP_PAIN)
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to_chat(src, "<span class='danger'>A wave of intense pain washes over you.</span>")
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src.adjustHalLoss(agony_str)
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if(species.emp_sensitivity & EMP_BLIND)
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if(blind_dur >= 1) //don't flash them unless they actually roll a positive blind duration
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src.flash_eyes(3) //3 allows it to bypass any tier of eye protection, necessary or else sec sunglasses/etc. protect you from this
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Blind(max(0,blind_dur))
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if(species.emp_sensitivity & EMP_DEAFEN)
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src.ear_damage += rand(0,deafen_dur) //this will heal pretty quickly, but spamming them at someone could cause serious damage
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src.ear_deaf = max(src.ear_deaf,deafen_dur)
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if(species.emp_sensitivity & EMP_CONFUSE)
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if(confuse_dur >= 1)
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to_chat(src, "<span class='danger'>Oh god, everything's spinning!</span>")
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Confuse(max(0,confuse_dur))
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if(species.emp_sensitivity & EMP_WEAKEN)
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if(weaken_dur >= 1)
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to_chat(src, "<span class='danger'>Your limbs go slack!</span>")
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Weaken(max(0,weaken_dur))
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//physical damage block, deals (minor-4) 5-15, 10-20, 15-25, 20-30 (extreme-1) of *each* type
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if(species.emp_sensitivity & EMP_BRUTE_DMG)
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src.adjustBruteLoss(rand(25-(severity*5),35-(severity*5)) * species.emp_dmg_mod)
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if(species.emp_sensitivity & EMP_BURN_DMG)
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src.adjustFireLoss(rand(25-(severity*5),35-(severity*5)) * species.emp_dmg_mod)
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if(species.emp_sensitivity & EMP_TOX_DMG)
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src.adjustToxLoss(rand(25-(severity*5),35-(severity*5)) * species.emp_dmg_mod)
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if(species.emp_sensitivity & EMP_OXY_DMG)
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src.adjustOxyLoss(rand(25-(severity*5),35-(severity*5)) * species.emp_dmg_mod)
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..()
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/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null, var/stun = 1)
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if(status_flags & GODMODE) return 0 //godmode
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if(def_zone == "l_hand" || def_zone == "r_hand") //Diona (And any other potential plant people) hands don't get shocked.
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if(species.flags & IS_PLANT)
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return 0
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shock_damage *= siemens_coeff
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if (shock_damage<1)
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return 0
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src.apply_damage(0.2 * shock_damage, BURN, def_zone, used_weapon="Electrocution") //shock the target organ
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src.apply_damage(0.4 * shock_damage, BURN, BP_TORSO, used_weapon="Electrocution") //shock the torso more
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src.apply_damage(0.2 * shock_damage, BURN, null, used_weapon="Electrocution") //shock a random part!
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src.apply_damage(0.2 * shock_damage, BURN, null, used_weapon="Electrocution") //shock a random part!
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playsound(src, "sparks", 50, 1, -1)
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if (shock_damage > 15)
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src.visible_message(
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"<span class='warning'>[src] was electrocuted[source ? " by the [source]" : ""]!</span>", \
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"<span class='danger'>You feel a powerful shock course through your body!</span>", \
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"<span class='warning'>You hear a heavy electrical crack.</span>" \
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)
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else
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src.visible_message(
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"<span class='warning'>[src] was shocked[source ? " by the [source]" : ""].</span>", \
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"<span class='warning'>You feel a shock course through your body.</span>", \
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"<span class='warning'>You hear a zapping sound.</span>" \
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)
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if(stun)
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switch(shock_damage)
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if(16 to 20)
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Stun(2)
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if(21 to 25)
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Weaken(2)
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if(26 to 30)
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Weaken(5)
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if(31 to INFINITY)
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Weaken(10) //This should work for now, more is really silly and makes you lay there forever
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, loc)
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s.start()
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return shock_damage
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/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
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if (src.health >= config.health_threshold_crit)
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if(src == M && istype(src, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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var/datum/gender/T = gender_datums[H.get_visible_gender()]
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src.visible_message( \
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"<span class='notice'>[src] examines [T.himself].</span>", \
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"<span class='notice'>You check yourself for injuries.</span>" \
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)
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for(var/obj/item/organ/external/org in H.organs)
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var/list/status = list()
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var/brutedamage = org.brute_dam
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var/burndamage = org.burn_dam
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/*
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if(halloss > 0) //Makes halloss show up as actual wounds on self examine.
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if(prob(30))
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brutedamage += halloss
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if(prob(30))
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burndamage += halloss
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*/
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switch(brutedamage)
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if(1 to 20)
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status += "bruised"
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if(20 to 40)
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status += "wounded"
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if(40 to INFINITY)
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status += "mangled"
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switch(burndamage)
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if(1 to 10)
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status += "numb"
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if(10 to 40)
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status += "blistered"
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if(40 to INFINITY)
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status += "peeling away"
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if(org.is_stump())
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status += "MISSING"
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if(org.status & ORGAN_MUTATED)
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status += "weirdly shapen"
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if(org.dislocated == 2)
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status += "dislocated"
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if(org.status & ORGAN_BROKEN)
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status += "hurts when touched"
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if(org.status & ORGAN_DEAD)
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status += "is bruised and necrotic"
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if(!org.is_usable() || org.is_dislocated())
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status += "dangling uselessly"
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if(status.len)
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src.show_message("My [org.name] is <span class='warning'> [english_list(status)].</span>",1)
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else
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src.show_message("My [org.name] is <span class='notice'> OK.</span>",1)
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if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
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H.play_xylophone()
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else if (on_fire)
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playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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if (M.on_fire)
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M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames, but to no avail!</span>",
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"<span class='warning'>You try to pat out [src]'s flames, but to no avail! Put yourself out first!</span>")
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else
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M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames!</span>",
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"<span class='warning'>You try to pat out [src]'s flames! Hot!</span>")
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if(do_mob(M, src, 15))
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src.adjust_fire_stacks(-0.5)
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if (prob(10) && (M.fire_stacks <= 0))
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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if (M.on_fire)
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M.visible_message("<span class='danger'>The fire spreads from [src] to [M]!</span>",
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"<span class='danger'>The fire spreads to you as well!</span>")
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else
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src.adjust_fire_stacks(-0.5) //Less effective than stop, drop, and roll - also accounting for the fact that it takes half as long.
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if (src.fire_stacks <= 0)
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M.visible_message("<span class='warning'>[M] successfully pats out [src]'s flames.</span>",
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"<span class='warning'>You successfully pat out [src]'s flames.</span>")
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src.ExtinguishMob()
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src.fire_stacks = 0
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else
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if (istype(src,/mob/living/carbon/human) && src:w_uniform)
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var/mob/living/carbon/human/H = src
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H.w_uniform.add_fingerprint(M)
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var/show_ssd
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var/mob/living/carbon/human/H = src
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var/datum/gender/T = gender_datums[H.get_visible_gender()] // make sure to cast to human before using get_gender() or get_visible_gender()!
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if(istype(H)) show_ssd = H.species.show_ssd
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if(show_ssd && !client && !teleop)
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M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [T.him] up!</span>", \
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"<span class='notice'>You shake [src], but [T.he] [T.does] not respond... Maybe [T.he] [T.has] S.S.D?</span>")
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else if(lying || src.sleeping)
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AdjustSleeping(-5)
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if(src.sleeping == 0)
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src.resting = 0
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if(H) H.in_stasis = 0 //VOREStation Add - Just In Case
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M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [T.him] up!</span>", \
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"<span class='notice'>You shake [src] trying to wake [T.him] up!</span>")
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else
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var/mob/living/carbon/human/hugger = M
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var/datum/gender/TM = gender_datums[M.get_visible_gender()]
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if(M.resting == 1) //Are they resting on the ground?
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M.visible_message("<span class='notice'>[M] grabs onto [src] and pulls [TM.himself] up</span>", \
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"<span class='notice'>You grip onto [src] and pull yourself up off the ground!</span>")
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if(M.fire_stacks >= (src.fire_stacks + 3)) //Fire checks.
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src.adjust_fire_stacks(1)
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M.adjust_fire_stacks(-1)
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if(M.on_fire)
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src.IgniteMob()
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if(do_after(M, 0.5 SECONDS)) //.5 second delay. Makes it a bit stronger than just typing rest.
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M.resting = 0 //Hoist yourself up up off the ground. No para/stunned/weakened removal.
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else if(istype(hugger))
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hugger.species.hug(hugger,src)
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else
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M.visible_message("<span class='notice'>[M] hugs [src] to make [T.him] feel better!</span>", \
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"<span class='notice'>You hug [src] to make [T.him] feel better!</span>")
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if(M.fire_stacks >= (src.fire_stacks + 3))
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src.adjust_fire_stacks(1)
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M.adjust_fire_stacks(-1)
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if(M.on_fire)
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src.IgniteMob()
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AdjustParalysis(-3)
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AdjustStunned(-3)
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AdjustWeakened(-3)
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playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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/mob/living/carbon/proc/eyecheck()
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return 0
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/mob/living/carbon/flash_eyes(intensity = FLASH_PROTECTION_MODERATE, override_blindness_check = FALSE, affect_silicon = FALSE, visual = FALSE, type = /obj/screen/fullscreen/flash)
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if(eyecheck() < intensity || override_blindness_check)
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return ..()
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// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching.
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// Stop! ... Hammertime! ~Carn
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/mob/living/carbon/proc/getDNA()
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return dna
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/mob/living/carbon/proc/setDNA(var/datum/dna/newDNA)
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dna = newDNA
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// ++++ROCKDTBEN++++ MOB PROCS //END
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/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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..()
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var/temp_inc = max(min(BODYTEMP_HEATING_MAX*(1-get_heat_protection()), exposed_temperature - bodytemperature), 0)
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bodytemperature += temp_inc
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/mob/living/carbon/can_use_hands()
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if(handcuffed)
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return 0
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if(buckled && istype(buckled, /obj/structure/bed/nest)) // buckling does not restrict hands
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return 0
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return 1
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/mob/living/carbon/restrained()
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if (handcuffed)
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return 1
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return
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/mob/living/carbon/u_equip(obj/item/W as obj)
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if(!W) return 0
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else if (W == handcuffed)
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handcuffed = null
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update_handcuffed()
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if(buckled && buckled.buckle_require_restraints)
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buckled.unbuckle_mob()
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else if (W == legcuffed)
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legcuffed = null
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update_inv_legcuffed()
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else
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..()
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//generates realistic-ish pulse output based on preset levels
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/mob/living/carbon/proc/get_pulse(var/method) //method 0 is for hands, 1 is for machines, more accurate
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var/temp = 0 //see setup.dm:694
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switch(src.pulse)
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if(PULSE_NONE)
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return "0"
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if(PULSE_SLOW)
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temp = rand(40, 60)
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return num2text(method ? temp : temp + rand(-10, 10))
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if(PULSE_NORM)
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temp = rand(60, 90)
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return num2text(method ? temp : temp + rand(-10, 10))
|
|
if(PULSE_FAST)
|
|
temp = rand(90, 120)
|
|
return num2text(method ? temp : temp + rand(-10, 10))
|
|
if(PULSE_2FAST)
|
|
temp = rand(120, 160)
|
|
return num2text(method ? temp : temp + rand(-10, 10))
|
|
if(PULSE_THREADY)
|
|
return method ? ">250" : "extremely weak and fast, patient's artery feels like a thread"
|
|
// output for machines^ ^^^^^^^output for people^^^^^^^^^
|
|
|
|
/mob/living/carbon/verb/mob_sleep()
|
|
set name = "Sleep"
|
|
set category = "IC"
|
|
|
|
if(usr.sleeping)
|
|
to_chat(usr, "<font color='red'>You are already sleeping</font>")
|
|
return
|
|
if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
|
|
usr.AdjustSleeping(20)
|
|
|
|
/mob/living/carbon/Bump(atom/A)
|
|
if(now_pushing)
|
|
return
|
|
..()
|
|
if(istype(A, /mob/living/carbon) && prob(10))
|
|
spread_disease_to(A, "Contact")
|
|
|
|
/mob/living/carbon/cannot_use_vents()
|
|
return
|
|
|
|
/mob/living/carbon/slip(var/slipped_on,stun_duration=8)
|
|
if(buckled)
|
|
return 0
|
|
stop_pulling()
|
|
to_chat(src, "<span class='warning'>You slipped on [slipped_on]!</span>")
|
|
playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
|
|
Weaken(FLOOR(stun_duration/2, 1))
|
|
return 1
|
|
|
|
/mob/living/carbon/proc/add_chemical_effect(var/effect, var/magnitude = 1)
|
|
if(effect in chem_effects)
|
|
chem_effects[effect] += magnitude
|
|
else
|
|
chem_effects[effect] = magnitude
|
|
|
|
/mob/living/carbon/get_default_language()
|
|
if(default_language)
|
|
if(can_speak(default_language))
|
|
return default_language
|
|
else
|
|
return GLOB.all_languages[LANGUAGE_GIBBERISH]
|
|
|
|
if(!species)
|
|
return GLOB.all_languages[LANGUAGE_GIBBERISH]
|
|
|
|
return species.default_language ? GLOB.all_languages[species.default_language] : GLOB.all_languages[LANGUAGE_GIBBERISH]
|
|
|
|
/mob/living/carbon/proc/should_have_organ(var/organ_check)
|
|
return 0
|
|
|
|
/mob/living/carbon/can_feel_pain(var/check_organ)
|
|
if(isSynthetic())
|
|
return 0
|
|
return !(species.flags & NO_PAIN)
|
|
|
|
/mob/living/carbon/needs_to_breathe()
|
|
if(does_not_breathe)
|
|
return FALSE
|
|
return ..()
|
|
|
|
/mob/living/carbon/proc/update_handcuffed()
|
|
if(handcuffed)
|
|
drop_l_hand()
|
|
drop_r_hand()
|
|
stop_pulling()
|
|
throw_alert("handcuffed", /obj/screen/alert/restrained/handcuffed, new_master = handcuffed)
|
|
else
|
|
clear_alert("handcuffed")
|
|
update_action_buttons() //some of our action buttons might be unusable when we're handcuffed.
|
|
update_inv_handcuffed()
|