Files
Paradise/code/modules/mob/living/carbon/brain/life.dm
T
2015-02-22 19:04:43 +01:00

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/mob/living/carbon/brain/Life()
set invisibility = 0
//set background = 1
..()
if(stat != DEAD)
//Mutations and radiation
handle_mutations_and_radiation()
//Chemicals in the body
handle_chemicals_in_body()
var/datum/gas_mixture/environment // Added to prevent null location errors-- TLE
if(loc)
environment = loc.return_air()
//Apparently, the person who wrote this code designed it so that
//blinded get reset each cycle and then get activated later in the
//code. Very ugly. I dont care. Moving this stuff here so its easy
//to find it.
blinded = null
//Handle temperature/pressure differences between body and environment
if(environment) // More error checking -- TLE
handle_environment(environment)
//Status updates, death etc.
handle_regular_status_updates()
update_canmove()
if(client)
handle_regular_hud_updates()
/mob/living/carbon/brain/
proc/handle_mutations_and_radiation()
if (radiation)
if (radiation > 100)
radiation -= 3
adjustToxLoss(3)
updatehealth()
if(!container)//If it's not in an MMI
src << "\red You feel weak."
else//Fluff-wise, since the brain can't detect anything itself, the MMI handles thing like that
src << "\red STATUS: CRITICAL AMOUNTS OF RADIATION DETECTED."
switch(radiation)
if(0 to 49)
radiation--
if(prob(25))
adjustToxLoss(1)
updatehealth()
if(50 to 74)
radiation -= 2
adjustToxLoss(1)
if(prob(5))
radiation -= 5
if(!container)
src << "\red You feel weak."
else
src << "\red STATUS: DANGEROUS LEVELS OF RADIATION DETECTED."
updatehealth()
if(75 to 100)
radiation -= 3
adjustToxLoss(3)
updatehealth()
proc/handle_environment(datum/gas_mixture/environment)
if(!environment)
return
var/environment_heat_capacity = environment.heat_capacity()
if(istype(get_turf(src), /turf/space))
var/turf/heat_turf = get_turf(src)
environment_heat_capacity = heat_turf.heat_capacity
if((environment.temperature > (T0C + 50)) || (environment.temperature < (T0C + 10)))
var/transfer_coefficient = 1
handle_temperature_damage(HEAD, environment.temperature, environment_heat_capacity*transfer_coefficient)
if(stat==2)
bodytemperature += 0.1*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
//Account for massive pressure differences
return //TODO: DEFERRED
proc/handle_temperature_damage(body_part, exposed_temperature, exposed_intensity)
if(status_flags & GODMODE) return
if(exposed_temperature > bodytemperature)
var/discomfort = min( abs(exposed_temperature - bodytemperature)*(exposed_intensity)/2000000, 1.0)
//adjustFireLoss(2.5*discomfort)
//adjustFireLoss(5.0*discomfort)
adjustFireLoss(20.0*discomfort)
else
var/discomfort = min( abs(exposed_temperature - bodytemperature)*(exposed_intensity)/2000000, 1.0)
//adjustFireLoss(2.5*discomfort)
adjustFireLoss(5.0*discomfort)
proc/handle_chemicals_in_body()
if(reagents) reagents.metabolize(src)
confused = max(0, confused - 1)
// decrement dizziness counter, clamped to 0
if(resting)
dizziness = max(0, dizziness - 5)
else
dizziness = max(0, dizziness - 1)
updatehealth()
return //TODO: DEFERRED
proc/handle_regular_status_updates() //TODO: comment out the unused bits >_>
updatehealth()
if(stat == DEAD) //DEAD. BROWN BREAD. SWIMMING WITH THE SPESS CARP
blinded = 1
silent = 0
else //ALIVE. LIGHTS ARE ON
if( !container && (health < config.health_threshold_dead || ((world.time - timeofhostdeath) > config.revival_brain_life)) )
death()
blinded = 1
silent = 0
return 1
//Handling EMP effect in the Life(), it's made VERY simply, and has some additional effects handled elsewhere
if(emp_damage) //This is pretty much a damage type only used by MMIs, dished out by the emp_act
if(!(container && istype(container, /obj/item/device/mmi)))
emp_damage = 0
else
emp_damage = round(emp_damage,1)//Let's have some nice numbers to work with
switch(emp_damage)
if(31 to INFINITY)
emp_damage = 30//Let's not overdo it
if(21 to 30)//High level of EMP damage, unable to see, hear, or speak
eye_blind = 1
blinded = 1
ear_deaf = 1
silent = 1
if(!alert)//Sounds an alarm, but only once per 'level'
emote("alarm")
src << "\red Major electrical distruption detected: System rebooting."
alert = 1
if(prob(75))
emp_damage -= 1
if(20)
alert = 0
blinded = 0
eye_blind = 0
ear_deaf = 0
silent = 0
emp_damage -= 1
if(11 to 19)//Moderate level of EMP damage, resulting in nearsightedness and ear damage
eye_blurry = 1
ear_damage = 1
if(!alert)
emote("alert")
src << "\red Primary systems are now online."
alert = 1
if(prob(50))
emp_damage -= 1
if(10)
alert = 0
eye_blurry = 0
ear_damage = 0
emp_damage -= 1
if(2 to 9)//Low level of EMP damage, has few effects(handled elsewhere)
if(!alert)
emote("notice")
src << "\red System reboot nearly complete."
alert = 1
if(prob(25))
emp_damage -= 1
if(1)
alert = 0
src << "\red All systems restored."
emp_damage -= 1
//Other
handle_statuses()
return 1
proc/handle_regular_hud_updates()
if (stat == 2 || (XRAY in src.mutations))
sight |= SEE_TURFS
sight |= SEE_MOBS
sight |= SEE_OBJS
see_in_dark = 8
see_invisible = SEE_INVISIBLE_LEVEL_TWO
else if (stat != 2)
sight &= ~SEE_TURFS
sight &= ~SEE_MOBS
sight &= ~SEE_OBJS
see_in_dark = 2
see_invisible = SEE_INVISIBLE_LIVING
if (healths)
if (stat != 2)
switch(health)
if(100 to INFINITY)
healths.icon_state = "health0"
if(80 to 100)
healths.icon_state = "health1"
if(60 to 80)
healths.icon_state = "health2"
if(40 to 60)
healths.icon_state = "health3"
if(20 to 40)
healths.icon_state = "health4"
if(0 to 20)
healths.icon_state = "health5"
else
healths.icon_state = "health6"
else
healths.icon_state = "health7"
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
if (client)
client.screen.Remove(global_hud.blurry,global_hud.druggy,global_hud.vimpaired)
if ((blind && stat != 2))
if ((blinded))
blind.layer = 18
else
blind.layer = 0
if (disabilities & NEARSIGHTED)
client.screen += global_hud.vimpaired
if (eye_blurry)
client.screen += global_hud.blurry
if (druggy)
client.screen += global_hud.druggy
if (stat != 2)
if (machine)
if (!( machine.check_eye(src) ))
reset_view(null)
else
if(client && !client.adminobs)
reset_view(null)
return 1
/*/mob/living/carbon/brain/emp_act(severity)
if(!(container && istype(container, /obj/item/device/mmi)))
return
else
switch(severity)
if(1)
emp_damage += rand(20,30)
if(2)
emp_damage += rand(10,20)
if(3)
emp_damage += rand(0,10)
..()*/