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CHOMPStation2/code/modules/mob/living/carbon/carbon.dm
2020-07-30 15:30:44 -04:00

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