mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 03:33:21 +00:00
513 lines
16 KiB
Plaintext
513 lines
16 KiB
Plaintext
/mob/living/carbon/Life()
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..()
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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/Move(NewLoc, direct)
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. = ..()
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if(.)
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if(src.nutrition && src.stat != 2)
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src.nutrition -= HUNGER_FACTOR/10
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if(src.m_intent == "run")
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src.nutrition -= 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/user, direction)
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if(user in src.stomach_contents)
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if(prob(40))
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for(var/mob/M in hearers(4, src))
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if(M.client)
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M.show_message(text("\red You hear something rumbling inside [src]'s stomach..."), 2)
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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/organ = H.get_organ("chest")
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if (istype(organ, /datum/organ/external))
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var/datum/organ/external/temp = organ
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if(temp.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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for(var/mob/M in viewers(user, null))
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if(M.client)
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M.show_message(text("\red <B>[user] attacks [src]'s stomach wall with the [I.name]!"), 2)
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playsound(user.loc, '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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/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("\red <B>[M] bursts out of [src]!</B>"), 2)
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. = ..(null,1)
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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 (hasorgans(M))
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var/datum/organ/external/temp = M:organs_by_name["r_hand"]
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if (M.hand)
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temp = M:organs_by_name["l_hand"]
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if(temp && !temp.is_usable())
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M << "\red You can't use your [temp.display_name]"
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return
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for(var/datum/disease/D in viruses)
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if(D.spread_by_touch())
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M.contract_disease(D, 0, 1, CONTACT_HANDS)
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for(var/datum/disease/D in M.viruses)
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if(D.spread_by_touch())
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contract_disease(D, 0, 1, CONTACT_HANDS)
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return
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/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null)
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if(status_flags & GODMODE) return 0 //godmode
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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(shock_damage, BURN, def_zone, used_weapon="Electrocution")
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playsound(loc, "sparks", 50, 1, -1)
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if (shock_damage > 10)
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src.visible_message(
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"\red [src] was shocked by the [source]!", \
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"\red <B>You feel a powerful shock course through your body!</B>", \
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"\red You hear a heavy electrical crack." \
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)
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Stun(10)//This should work for now, more is really silly and makes you lay there forever
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Weaken(10)
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else
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src.visible_message(
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"\red [src] was mildly shocked by the [source].", \
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"\red You feel a mild shock course through your body.", \
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"\red You hear a light zapping." \
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)
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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/swap_hand()
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var/obj/item/item_in_hand = src.get_active_hand()
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if(item_in_hand) //this segment checks if the item in your hand is twohanded.
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if(istype(item_in_hand,/obj/item/weapon/twohanded))
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if(item_in_hand:wielded == 1)
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usr << "<span class='warning'>Your other hand is too busy holding the [item_in_hand.name]</span>"
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return
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src.hand = !( src.hand )
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if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
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if(hand) //This being 1 means the left hand is in use
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hud_used.l_hand_hud_object.icon_state = "hand_active"
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hud_used.r_hand_hud_object.icon_state = "hand_inactive"
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else
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hud_used.l_hand_hud_object.icon_state = "hand_inactive"
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hud_used.r_hand_hud_object.icon_state = "hand_active"
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/*if (!( src.hand ))
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src.hands.set_dir(NORTH)
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else
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src.hands.set_dir(SOUTH)*/
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return
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/mob/living/carbon/proc/activate_hand(var/selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.
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if(istext(selhand))
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selhand = lowertext(selhand)
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if(selhand == "right" || selhand == "r")
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selhand = 0
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if(selhand == "left" || selhand == "l")
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selhand = 1
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if(selhand != src.hand)
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swap_hand()
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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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src.visible_message( \
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text("\blue [src] examines [].",src.gender==MALE?"himself":"herself"), \
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"\blue You check yourself for injuries." \
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)
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for(var/datum/organ/external/org in H.organs)
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var/status = ""
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var/brutedamage = org.brute_dam
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var/burndamage = org.burn_dam
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if(halloss > 0)
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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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if(brutedamage > 0)
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status = "bruised"
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if(brutedamage > 20)
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status = "bleeding"
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if(brutedamage > 40)
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status = "mangled"
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if(brutedamage > 0 && burndamage > 0)
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status += " and "
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if(burndamage > 40)
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status += "peeling away"
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else if(burndamage > 10)
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status += "blistered"
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else if(burndamage > 0)
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status += "numb"
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if(org.status & ORGAN_DESTROYED)
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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(status == "")
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status = "OK"
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src.show_message(text("\t []My [] is [].",status=="OK"?"\blue ":"\red ",org.display_name,status),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
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var/t_him = "it"
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if (src.gender == MALE)
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t_him = "him"
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else if (src.gender == FEMALE)
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t_him = "her"
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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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if(lying || src.sleeping)
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src.sleeping = max(0,src.sleeping-5)
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if(src.sleeping == 0)
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src.resting = 0
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M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [t_him] up!", \
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"<span class='notice'>You shake [src] trying to wake [t_him] up!")
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else
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var/mob/living/carbon/human/H = M
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if(istype(H))
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H.species.hug(H,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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AdjustParalysis(-3)
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AdjustStunned(-3)
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AdjustWeakened(-3)
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playsound(src.loc, '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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// ++++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/clean_blood()
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. = ..()
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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if(H.gloves)
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if(H.gloves.clean_blood())
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H.update_inv_gloves(0)
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H.gloves.germ_level = 0
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else
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if(H.bloody_hands)
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H.bloody_hands = 0
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H.update_inv_gloves(0)
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H.germ_level = 0
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update_icons() //apply the now updated overlays to the mob
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//Throwing stuff
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/mob/living/carbon/proc/toggle_throw_mode()
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if (src.in_throw_mode)
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throw_mode_off()
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else
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throw_mode_on()
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/mob/living/carbon/proc/throw_mode_off()
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src.in_throw_mode = 0
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if(src.throw_icon) //in case we don't have the HUD and we use the hotkey
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src.throw_icon.icon_state = "act_throw_off"
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/mob/living/carbon/proc/throw_mode_on()
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src.in_throw_mode = 1
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if(src.throw_icon)
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src.throw_icon.icon_state = "act_throw_on"
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/mob/proc/throw_item(atom/target)
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return
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/mob/living/carbon/throw_item(atom/target)
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src.throw_mode_off()
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if(usr.stat || !target)
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return
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if(target.type == /obj/screen) return
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var/atom/movable/item = src.get_active_hand()
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if(!item) return
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if (istype(item, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = item
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item = G.throw() //throw the person instead of the grab
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if(ismob(item))
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var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
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var/turf/end_T = get_turf(target)
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if(start_T && end_T)
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var/mob/M = item
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var/start_T_descriptor = "<font color='#6b5d00'>tile at [start_T.x], [start_T.y], [start_T.z] in area [get_area(start_T)]</font>"
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var/end_T_descriptor = "<font color='#6b4400'>tile at [end_T.x], [end_T.y], [end_T.z] in area [get_area(end_T)]</font>"
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been thrown by [usr.name] ([usr.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
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usr.attack_log += text("\[[time_stamp()]\] <font color='red'>Has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
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msg_admin_attack("[usr.name] ([usr.ckey]) has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>)")
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if(!item) return //Grab processing has a chance of returning null
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item.layer = initial(item.layer)
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u_equip(item)
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update_icons()
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if (istype(usr, /mob/living/carbon)) //Check if a carbon mob is throwing. Modify/remove this line as required.
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item.loc = src.loc
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if(src.client)
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src.client.screen -= item
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if(istype(item, /obj/item))
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item:dropped(src) // let it know it's been dropped
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//actually throw it!
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if (item)
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src.visible_message("\red [src] has thrown [item].")
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if(!src.lastarea)
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src.lastarea = get_area(src.loc)
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if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity == 0))
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src.inertia_dir = get_dir(target, src)
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step(src, inertia_dir)
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/*
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if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
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src.inertia_dir = get_dir(target, src)
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step(src, inertia_dir)
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*/
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item.throw_at(target, item.throw_range, item.throw_speed, src)
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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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bodytemperature = max(bodytemperature, BODYTEMP_HEAT_DAMAGE_LIMIT+10)
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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/stool/bed/chair)) // 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_inv_handcuffed()
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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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return
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/mob/living/carbon/show_inv(mob/living/carbon/user as mob)
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user.set_machine(src)
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var/dat = {"
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<B><HR><FONT size=3>[name]</FONT></B>
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<BR><HR>
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<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
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<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
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<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
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<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
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<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
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<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
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<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
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<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
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<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
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<BR>"}
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user << browse(dat, text("window=mob[];size=325x500", name))
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onclose(user, "mob[name]")
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return
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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))
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if(PULSE_FAST)
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temp = rand(90, 120)
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return num2text(method ? temp : temp + rand(-10, 10))
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if(PULSE_2FAST)
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temp = rand(120, 160)
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return num2text(method ? temp : temp + rand(-10, 10))
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if(PULSE_THREADY)
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return method ? ">250" : "extremely weak and fast, patient's artery feels like a thread"
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// output for machines^ ^^^^^^^output for people^^^^^^^^^
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/mob/living/carbon/verb/mob_sleep()
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set name = "Sleep"
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set category = "IC"
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if(usr.sleeping)
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usr << "\red You are already sleeping"
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return
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if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
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usr.sleeping = 20 //Short nap
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/mob/living/carbon/Bump(atom/movable/AM as mob|obj, yes)
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spawn( 0 )
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if ((!( yes ) || now_pushing))
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return
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now_pushing = 1
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if(ismob(AM))
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var/mob/tmob = AM
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if( istype(tmob, /mob/living/carbon) && prob(10) )
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src.spread_disease_to(AM, "Contact")
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if(istype(tmob, /mob/living/carbon/human))
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if(HULK in tmob.mutations)
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if(prob(70))
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usr << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
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now_pushing = 0
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return
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if(!(tmob.status_flags & CANPUSH))
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now_pushing = 0
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return
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for(var/mob/M in range(tmob, 1))
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if(tmob.pinned.len || ((M.pulling == tmob && ( tmob.restrained() && !( M.restrained() ) && M.stat == 0)) || locate(/obj/item/weapon/grab, tmob.grabbed_by.len)) )
|
|
if ( !(world.time % 5) )
|
|
src << "\red [tmob] is restrained, you cannot push past"
|
|
now_pushing = 0
|
|
return
|
|
if( tmob.pulling == M && ( M.restrained() && !( tmob.restrained() ) && tmob.stat == 0) )
|
|
if ( !(world.time % 5) )
|
|
src << "\red [tmob] is restraining [M], you cannot push past"
|
|
now_pushing = 0
|
|
return
|
|
|
|
//Leaping mobs just land on the tile, no pushing, no anything.
|
|
if(status_flags & LEAPING)
|
|
loc = tmob.loc
|
|
status_flags &= ~LEAPING
|
|
now_pushing = 0
|
|
return
|
|
|
|
// Step over drones.
|
|
// I have no idea why the hell this isn't already happening. How do mice do it?
|
|
if(istype(tmob,/mob/living/silicon/robot/drone))
|
|
loc = tmob.loc
|
|
now_pushing = 0
|
|
return
|
|
|
|
if((tmob.a_intent == "help" || tmob.restrained()) && (a_intent == "help" || src.restrained()) && tmob.canmove && !tmob.buckled && canmove) // mutual brohugs all around!
|
|
var/turf/oldloc = loc
|
|
loc = tmob.loc
|
|
tmob.loc = oldloc
|
|
now_pushing = 0
|
|
for(var/mob/living/carbon/slime/slime in view(1,tmob))
|
|
if(slime.Victim == tmob)
|
|
slime.UpdateFeed()
|
|
return
|
|
|
|
if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
|
|
if(prob(40) && !(FAT in src.mutations))
|
|
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
|
|
now_pushing = 0
|
|
return
|
|
if(tmob.r_hand && istype(tmob.r_hand, /obj/item/weapon/shield/riot))
|
|
if(prob(99))
|
|
now_pushing = 0
|
|
return
|
|
if(tmob.l_hand && istype(tmob.l_hand, /obj/item/weapon/shield/riot))
|
|
if(prob(99))
|
|
now_pushing = 0
|
|
return
|
|
if(!(tmob.status_flags & CANPUSH))
|
|
now_pushing = 0
|
|
return
|
|
|
|
tmob.LAssailant = src
|
|
|
|
now_pushing = 0
|
|
..()
|
|
if (!( istype(AM, /atom/movable) ))
|
|
return
|
|
if (!( now_pushing ))
|
|
now_pushing = 1
|
|
if (!( AM.anchored ))
|
|
var/t = get_dir(src, AM)
|
|
if (istype(AM, /obj/structure/window))
|
|
var/obj/structure/window/W = AM
|
|
if(W.is_full_window())
|
|
for(var/obj/structure/window/win in get_step(AM,t))
|
|
now_pushing = 0
|
|
return
|
|
step(AM, t)
|
|
now_pushing = 0
|
|
return
|
|
return
|
|
|
|
/mob/living/carbon/can_use_vents()
|
|
return |