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CHOMPStation2/code/modules/mob/living/damage_procs.dm
CHOMPStation2StaffMirrorBot f5de4689e8 [MIRROR] Revamps limb-loss code (#9800)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-01-05 22:12:44 +01:00

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/*
apply_damage(a,b,c)
args
a:damage - How much damage to take
b:damage_type - What type of damage to take, brute, burn
c:def_zone - Where to take the damage if its brute or burn
Returns
standard 0 if fail
*/
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/used_weapon = null, var/sharp = FALSE, var/edge = FALSE, var/obj/used_weapon = null, var/projectile = 0)
if(Debug2)
to_world_log("## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked].")
if(!damage || (blocked >= 100))
return 0
for(var/datum/modifier/M in modifiers) //MODIFIER STUFF. It's best to do this RIGHT before armor is calculated, so it's done here! This is the 'forcefield' defence.
if(damagetype == BRUTE && (!isnull(M.effective_brute_resistance)))
if(M.energy_based)
M.energy_source.use(M.damage_cost * damage)
damage = damage * M.effective_brute_resistance
continue
if((damagetype == BURN || damagetype == ELECTROCUTE)&& (!isnull(M.effective_fire_resistance)))
if(M.energy_based)
M.energy_source.use(M.damage_cost * damage)
damage = damage * M.effective_fire_resistance
continue
if(damagetype == TOX && (!isnull(M.effective_tox_resistance)))
if(M.energy_based)
M.energy_source.use(M.damage_cost * damage)
damage = damage * M.effective_tox_resistance
continue
if(damagetype == OXY && (!isnull(M.effective_oxy_resistance)))
if(M.energy_based)
M.energy_source.use(M.damage_cost * damage)
damage = damage * M.effective_oxy_resistance
continue
if(damagetype == CLONE && (!isnull(M.effective_clone_resistance)))
if(M.energy_based)
M.energy_source.use(M.damage_cost * damage)
damage = damage * M.effective_clone_resistance
continue
if(damagetype == HALLOSS && (!isnull(M.effective_hal_resistance)))
if(M.energy_based)
M.energy_source.use(M.damage_cost * damage)
damage = damage * M.effective_hal_resistance
continue
if(damagetype == SEARING && (!isnull(M.effective_fire_resistance) || !isnull(M.effective_brute_resistance)))
if(M.energy_based)
M.energy_source.use(M.damage_cost * damage)
var/damage_mitigation = 0//Used for dual calculations.
if(!isnull(M.effective_fire_resistance))
damage_mitigation += round((1/3)*damage * M.effective_fire_resistance)
if(!isnull(M.effective_brute_resistance))
damage_mitigation += round((2/3)*damage * M.effective_brute_resistance)
damage -= damage_mitigation
continue
if(damagetype == BIOACID && (isSynthetic() && (!isnull(M.effective_fire_resistance))) || (!isSynthetic() && M.effective_tox_resistance))
if(isSynthetic())
damage = damage * M.effective_fire_resistance
else
damage = damage * M.effective_tox_resistance
continue
if(soaked)
if(soaked >= round(damage*0.8))
damage -= round(damage*0.8)
else
damage -= soaked
var/initial_blocked = blocked
blocked = (100-blocked)/100
switch(damagetype)
if(BRUTE)
adjustBruteLoss(damage * blocked)
if(BURN)
if(COLD_RESISTANCE in mutations)
damage = 0
adjustFireLoss(damage * blocked)
if(SEARING)
apply_damage(round(damage / 3), BURN, def_zone, initial_blocked, soaked, used_weapon, sharp, edge)
apply_damage(round(damage / 3 * 2), BRUTE, def_zone, initial_blocked, soaked, used_weapon, sharp, edge)
if(TOX)
adjustToxLoss(damage * blocked)
if(OXY)
adjustOxyLoss(damage * blocked)
if(CLONE)
adjustCloneLoss(damage * blocked)
if(HALLOSS)
adjustHalLoss(damage * blocked)
if(ELECTROCUTE)
electrocute_act(damage, used_weapon, 1.0, def_zone)
if(BIOACID)
if(isSynthetic())
apply_damage(damage, BURN, def_zone, initial_blocked, soaked, used_weapon, sharp, edge) // Handle it as normal burn.
else
adjustToxLoss(damage * blocked)
if(ELECTROMAG)
damage = damage * blocked
switch(round(damage))
if(91 to INFINITY)
emp_act(1)
if(76 to 90)
if(prob(50))
emp_act(1)
else
emp_act(2)
if(61 to 75)
emp_act(2)
if(46 to 60)
if(prob(50))
emp_act(2)
else
emp_act(3)
if(31 to 45)
emp_act(3)
if(16 to 30)
if(prob(50))
emp_act(3)
else
emp_act(4)
if(0 to 15)
emp_act(4)
flash_weak_pain()
updatehealth()
return 1
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/halloss = 0, var/def_zone = null, var/blocked = 0)
if(blocked >= 100)
return 0
// INSERT MODIFIER CODE HERE... But no, really, only two things in the game use it, quad and viruses. The former is admin-only and the latter wouldn't be affected logically, but would if shield code was inerted here. If you really want, you can copy&paste the above and modify it to adjust brute/burn/etc. I do not advise this however.
if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
if(burn) apply_damage(burn, BURN, def_zone, blocked)
if(tox) apply_damage(tox, TOX, def_zone, blocked)
if(oxy) apply_damage(oxy, OXY, def_zone, blocked)
if(clone) apply_damage(clone, CLONE, def_zone, blocked)
if(halloss) apply_damage(halloss, HALLOSS, def_zone, blocked)
return 1
/mob/living/proc/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0, var/check_protection = 1)
if(Debug2)
to_world_log("## DEBUG: apply_effect() was called. The type of effect is [effecttype]. Blocked by [blocked].")
if(!effect || (blocked >= 100))
return 0
blocked = (100-blocked)/100
switch(effecttype)
if(STUN)
Stun(effect * blocked)
if(WEAKEN)
Weaken(effect * blocked)
if(PARALYZE)
Paralyse(effect * blocked)
if(AGONY)
halloss += max((effect * blocked), 0) // Useful for objects that cause "subdual" damage. PAIN!
if(IRRADIATE)
/*
var/rad_protection = check_protection ? getarmor(null, "rad")/100 : 0
radiation += max((1-rad_protection)*effect/(blocked+1),0)//Rads auto check armor
*/
var/rad_protection = getarmor(null, "rad")
rad_protection = (100-rad_protection)/100
radiation += max((effect * rad_protection), 0)
if(STUTTER)
if(status_flags & CANSTUN) // stun is usually associated with stutter
stuttering = max(stuttering,(effect * blocked))
if(EYE_BLUR)
eye_blurry = max(eye_blurry,(effect * blocked))
if(DROWSY)
drowsyness = max(drowsyness,(effect * blocked))
updatehealth()
return 1
/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/agony = 0, var/blocked = 0, var/ignite = 0, var/flammable = 0)
if(blocked >= 100)
return 0
if(stun) apply_effect(stun, STUN, blocked)
if(weaken) apply_effect(weaken, WEAKEN, blocked)
if(paralyze) apply_effect(paralyze, PARALYZE, blocked)
if(irradiate) apply_effect(irradiate, IRRADIATE, blocked)
if(stutter) apply_effect(stutter, STUTTER, blocked)
if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
if(drowsy) apply_effect(drowsy, DROWSY, blocked)
if(agony) apply_effect(agony, AGONY, blocked)
if(flammable) adjust_fire_stacks(flammable)
if(ignite)
if(ignite >= 3)
add_modifier(/datum/modifier/fire/stack_managed/intense, 60 SECONDS)
else
add_modifier(/datum/modifier/fire/stack_managed, 45 * ignite SECONDS)
return 1