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CHOMPStation2/code/modules/mob/living/life.dm
2020-08-01 23:47:22 -04:00

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/mob/living/Life()
set invisibility = 0
set background = BACKGROUND_ENABLED
..()
if (transforming)
return
handle_modifiers() //VOREStation Edit - Needs to be done even if in nullspace.
if(!loc)
return
if(machine && !CanMouseDrop(machine, src))
machine = null
var/datum/gas_mixture/environment = loc.return_air()
//handle_modifiers() // Do this early since it might affect other things later. //VOREStation Edit
handle_light()
if(stat != DEAD)
//Breathing, if applicable
handle_breathing()
//Mutations and radiation
handle_mutations_and_radiation()
//Blood
handle_blood()
//Random events (vomiting etc)
handle_random_events()
. = 1
//Chemicals in the body, this is moved over here so that blood can be added after death
handle_chemicals_in_body()
//Handle temperature/pressure differences between body and environment
if(environment)
handle_environment(environment)
//Check if we're on fire
handle_fire()
// Handle re-running ambience to mobs if they've remained in an area.
handle_ambience()
//stuff in the stomach
//handle_stomach() //VOREStation Code
update_gravity(mob_has_gravity())
update_pulling()
for(var/obj/item/weapon/grab/G in src)
G.process()
if(handle_regular_status_updates()) // Status & health update, are we dead or alive etc.
handle_disabilities() // eye, ear, brain damages
handle_statuses() //all special effects, stunned, weakened, jitteryness, hallucination, sleeping, etc
handle_actions()
update_canmove()
handle_regular_hud_updates()
handle_vision()
/mob/living/proc/handle_breathing()
return
/mob/living/proc/handle_mutations_and_radiation()
return
/mob/living/proc/handle_chemicals_in_body()
return
/mob/living/proc/handle_blood()
return
/mob/living/proc/handle_random_events()
return
/mob/living/proc/handle_environment(var/datum/gas_mixture/environment)
return
/mob/living/proc/handle_stomach()
return
/mob/living/proc/handle_ambience() // If you're in an ambient area and have not moved out of it for x time, we're going to play ambience again to you, to help break up the silence.
if(world.time >= (lastareachange + 30 SECONDS)) // Every 30 seconds, we're going to run a 35% chance to play ambience.
var/area/A = get_area(src)
if(A)
A.play_ambience(src)
/mob/living/proc/update_pulling()
if(pulling)
if(incapacitated())
stop_pulling()
//This updates the health and status of the mob (conscious, unconscious, dead)
/mob/living/proc/handle_regular_status_updates()
updatehealth()
if(stat != DEAD)
if(paralysis)
set_stat(UNCONSCIOUS)
else if (status_flags & FAKEDEATH)
set_stat(UNCONSCIOUS)
else
set_stat(CONSCIOUS)
return 1
/mob/living/proc/handle_statuses()
handle_stunned()
handle_weakened()
handle_paralysed()
handle_stuttering()
handle_silent()
handle_drugged()
handle_slurring()
handle_confused()
/mob/living/proc/handle_stunned()
if(stunned)
AdjustStunned(-1)
throw_alert("stunned", /obj/screen/alert/stunned)
else
clear_alert("stunned")
return stunned
/mob/living/proc/handle_weakened()
if(weakened)
AdjustWeakened(-1)
throw_alert("weakened", /obj/screen/alert/weakened)
else
clear_alert("weakened")
return weakened
/mob/living/proc/handle_stuttering()
if(stuttering)
stuttering = max(stuttering-1, 0)
return stuttering
/mob/living/proc/handle_silent()
if(silent)
silent = max(silent-1, 0)
return silent
/mob/living/proc/handle_drugged()
if(druggy)
druggy = max(druggy-1, 0)
throw_alert("high", /obj/screen/alert/high)
else
clear_alert("high")
return druggy
/mob/living/proc/handle_slurring()
if(slurring)
slurring = max(slurring-1, 0)
return slurring
/mob/living/proc/handle_paralysed()
if(paralysis)
AdjustParalysis(-1)
throw_alert("paralyzed", /obj/screen/alert/paralyzed)
else
clear_alert("paralyzed")
return paralysis
/mob/living/proc/handle_confused()
if(confused)
AdjustConfused(-1)
throw_alert("confused", /obj/screen/alert/confused)
else
clear_alert("confused")
return confused
/mob/living/proc/handle_disabilities()
//Eyes
if(sdisabilities & BLIND || stat) //blindness from disability or unconsciousness doesn't get better on its own
SetBlinded(1)
throw_alert("blind", /obj/screen/alert/blind)
else if(eye_blind) //blindness, heals slowly over time
AdjustBlinded(-1)
throw_alert("blind", /obj/screen/alert/blind)
else
clear_alert("blind")
if(eye_blurry) //blurry eyes heal slowly
eye_blurry = max(eye_blurry-1, 0)
//Ears
if(sdisabilities & DEAF) //disabled-deaf, doesn't get better on its own
setEarDamage(-1, max(ear_deaf, 1))
else
// deafness heals slowly over time, unless ear_damage is over 100
if(ear_damage < 100)
adjustEarDamage(-0.05,-1)
/mob/living/handle_regular_hud_updates()
if(!client)
return 0
..()
handle_darksight()
handle_hud_icons()
return 1
/mob/living/proc/update_sight()
if(!seedarkness)
see_invisible = SEE_INVISIBLE_NOLIGHTING
else
see_invisible = initial(see_invisible)
sight = initial(sight)
for(var/datum/modifier/M in modifiers)
if(!isnull(M.vision_flags))
sight |= M.vision_flags
return
/mob/living/proc/handle_hud_icons()
handle_hud_icons_health()
return
/mob/living/proc/handle_hud_icons_health()
return
/mob/living/proc/handle_light()
if(instability >= TECHNOMANCER_INSTABILITY_MIN_GLOW)
var/distance = round(sqrt(instability / 2))
if(distance)
set_light(distance, distance * 4, l_color = "#660066")
return TRUE
else if(on_fire)
set_light(min(round(fire_stacks), 3), round(fire_stacks), l_color = "#FF9933")
return TRUE
else if(glow_toggle)
set_light(glow_range, glow_intensity, glow_color)
else
set_light(0)
return FALSE
/mob/living/proc/handle_darksight()
if(!seedarkness) //Cheap 'always darksight' var
dsoverlay.alpha = 255
return
var/darksightedness = min(see_in_dark/world.view,1.0) //A ratio of how good your darksight is, from 'nada' to 'really darn good'
var/current = dsoverlay.alpha/255 //Our current adjustedness
var/brightness = 0.0 //We'll assume it's superdark if we can't find something else.
if(isturf(loc))
var/turf/T = loc //Will be true 99% of the time, thus avoiding the whole elif chain
brightness = T.get_lumcount()
//Snowflake treatment of potential locations
else if(istype(loc,/obj/mecha)) //I imagine there's like displays and junk in there. Use the lights!
brightness = 1
else if(istype(loc,/obj/item/weapon/holder)) //Poor carried teshari and whatnot should adjust appropriately
var/turf/T = get_turf(src)
brightness = T.get_lumcount()
var/darkness = 1-brightness //Silly, I know, but 'alpha' and 'darkness' go the same direction on a number line
var/adjust_to = min(darkness,darksightedness)//Capped by how darksighted they are
var/distance = abs(current-adjust_to) //Used for how long to animate for
if(distance < 0.01) return //We're already all set
//to_world("[src] in B:[round(brightness,0.1)] C:[round(current,0.1)] A2:[round(adjust_to,0.1)] D:[round(distance,0.01)] T:[round(distance*10 SECONDS,0.1)]")
animate(dsoverlay, alpha = (adjust_to*255), time = (distance*10 SECONDS))