mirror of
https://github.com/ParadiseSS13/Paradise.git
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70b46d8aea
* Life Refactor WIP * part 2 * part 3 * runtime fix * newlines * tweaks * perspective checks * fixes * remote view tweaks * more fixes * robot fixes * better updating * cleaned up icon procs * less proc call overhead * performance gains * more optimization * shorter lists, removal of unecesary code * gene OOP and dna styling cleanup * oops * axe disabilities * typeless loop * various tweaks and fixes * brain checks * runtime fixes * cryo vision fixes
345 lines
9.7 KiB
Plaintext
345 lines
9.7 KiB
Plaintext
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/*
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apply_damage(a,b,c)
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args
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a:damage - How much damage to take
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b:damage_type - What type of damage to take, brute, burn
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c:def_zone - Where to take the damage if its brute or burn
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Returns
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standard 0 if fail
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*/
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/mob/living/proc/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/used_weapon = null)
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blocked = (100-blocked)/100
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if(!damage || (blocked <= 0)) return 0
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switch(damagetype)
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if(BRUTE)
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adjustBruteLoss(damage * blocked)
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if(BURN)
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adjustFireLoss(damage * blocked)
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if(TOX)
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adjustToxLoss(damage * blocked)
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if(OXY)
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adjustOxyLoss(damage * blocked)
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if(CLONE)
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adjustCloneLoss(damage * blocked)
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if(STAMINA)
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adjustStaminaLoss(damage * blocked)
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updatehealth("apply damage")
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return 1
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/mob/living/proc/apply_damage_type(damage = 0, damagetype = BRUTE) //like apply damage except it always uses the damage procs
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switch(damagetype)
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if(BRUTE)
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return adjustBruteLoss(damage)
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if(BURN)
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return adjustFireLoss(damage)
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if(TOX)
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return adjustToxLoss(damage)
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if(OXY)
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return adjustOxyLoss(damage)
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if(CLONE)
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return adjustCloneLoss(damage)
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if(STAMINA)
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return adjustStaminaLoss(damage)
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if(BRAIN)
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return adjustBrainLoss(damage)
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/mob/living/proc/get_damage_amount(damagetype = BRUTE)
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switch(damagetype)
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if(BRUTE)
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return getBruteLoss()
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if(BURN)
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return getFireLoss()
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if(TOX)
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return getToxLoss()
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if(OXY)
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return getOxyLoss()
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if(CLONE)
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return getCloneLoss()
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if(STAMINA)
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return getStaminaLoss()
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/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/def_zone = null, var/blocked = 0, var/stamina = 0)
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if(blocked >= 100) return 0
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if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
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if(burn) apply_damage(burn, BURN, def_zone, blocked)
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if(tox) apply_damage(tox, TOX, def_zone, blocked)
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if(oxy) apply_damage(oxy, OXY, def_zone, blocked)
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if(clone) apply_damage(clone, CLONE, def_zone, blocked)
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if(stamina) apply_damage(stamina, STAMINA, def_zone, blocked)
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return 1
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/mob/living/proc/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0, var/negate_armor = 0)
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blocked = (100-blocked)/100
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if(!effect || (blocked <= 0))
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return 0
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switch(effecttype)
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if(STUN)
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Stun(effect * blocked)
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if(WEAKEN)
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Weaken(effect * blocked)
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if(PARALYZE)
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Paralyse(effect * blocked)
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if(IRRADIATE)
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var/rad_damage = effect
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if(!negate_armor) // Setting negate_armor overrides radiation armor checks, which are automatic otherwise
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rad_damage = max(effect * ((100-run_armor_check(null, "rad", "Your clothes feel warm.", "Your clothes feel warm."))/100),0)
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radiation += rad_damage
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if(SLUR)
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Slur(effect * blocked)
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if(STUTTER)
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Stuttering(effect * blocked)
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if(EYE_BLUR)
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EyeBlurry(effect * blocked)
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if(DROWSY)
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Drowsy(effect * blocked)
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if(JITTER)
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if(status_flags & CANSTUN)
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Jitter(effect * blocked)
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updatehealth("apply effect")
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return 1
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/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/slur = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0, var/stamina = 0, var/jitter = 0)
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if(blocked >= 100) return 0
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if(stun) apply_effect(stun, STUN, blocked)
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if(weaken) apply_effect(weaken, WEAKEN, blocked)
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if(paralyze) apply_effect(paralyze, PARALYZE, blocked)
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if(irradiate) apply_effect(irradiate, IRRADIATE, blocked)
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if(slur) apply_effect(slur, SLUR, blocked)
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if(stutter) apply_effect(stutter, STUTTER, blocked)
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if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
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if(drowsy) apply_effect(drowsy, DROWSY, blocked)
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if(stamina) apply_damage(stamina, STAMINA, null, blocked)
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if(jitter) apply_effect(jitter, JITTER, blocked)
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return 1
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/mob/living/proc/getBruteLoss()
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return bruteloss
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/mob/living/proc/adjustBruteLoss(amount, updating_health = TRUE)
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if(status_flags & GODMODE)
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return FALSE //godmode
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var/old_bruteloss = bruteloss
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bruteloss = max(bruteloss + amount, 0)
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if(old_bruteloss == bruteloss)
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updating_health = FALSE
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. = STATUS_UPDATE_NONE
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else
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. = STATUS_UPDATE_HEALTH
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if(updating_health)
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updatehealth("adjustBruteLoss")
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/mob/living/proc/getOxyLoss()
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return oxyloss
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/mob/living/proc/adjustOxyLoss(amount, updating_health = TRUE)
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if(status_flags & GODMODE)
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oxyloss = 0
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return FALSE //godmode
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if(BREATHLESS in mutations)
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oxyloss = 0
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return FALSE
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var/old_oxyloss = oxyloss
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oxyloss = max(oxyloss + amount, 0)
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if(old_oxyloss == oxyloss)
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updating_health = FALSE
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. = STATUS_UPDATE_NONE
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else
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. = STATUS_UPDATE_HEALTH
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if(updating_health)
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updatehealth("adjustOxyLoss")
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/mob/living/proc/setOxyLoss(amount, updating_health = TRUE)
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if(status_flags & GODMODE)
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oxyloss = 0
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return FALSE //godmode
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if(BREATHLESS in mutations)
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oxyloss = 0
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return FALSE
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var/old_oxyloss = oxyloss
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oxyloss = amount
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if(old_oxyloss == oxyloss)
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updating_health = FALSE
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. = STATUS_UPDATE_NONE
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else
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. = STATUS_UPDATE_HEALTH
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if(updating_health)
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updatehealth("setOxyLoss")
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/mob/living/proc/getToxLoss()
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return toxloss
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/mob/living/proc/adjustToxLoss(amount, updating_health = TRUE)
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if(status_flags & GODMODE)
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return FALSE //godmode
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var/old_toxloss = toxloss
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toxloss = max(toxloss + amount, 0)
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if(old_toxloss == toxloss)
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updating_health = FALSE
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. = STATUS_UPDATE_NONE
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else
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. = STATUS_UPDATE_HEALTH
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if(updating_health)
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updatehealth("adjustToxLoss")
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/mob/living/proc/setToxLoss(amount, updating_health = TRUE)
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if(status_flags & GODMODE)
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return FALSE //godmode
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var/old_toxloss = toxloss
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toxloss = amount
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if(old_toxloss == toxloss)
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updating_health = FALSE
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. = STATUS_UPDATE_NONE
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else
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. = STATUS_UPDATE_HEALTH
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if(updating_health)
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updatehealth("setToxLoss")
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/mob/living/proc/getFireLoss()
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return fireloss
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/mob/living/proc/adjustFireLoss(amount, updating_health = TRUE)
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if(status_flags & GODMODE)
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return FALSE //godmode
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var/old_fireloss = fireloss
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fireloss = max(fireloss + amount, 0)
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if(old_fireloss == fireloss)
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updating_health = FALSE
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. = STATUS_UPDATE_NONE
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else
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. = STATUS_UPDATE_HEALTH
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if(updating_health)
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updatehealth("adjustFireLoss")
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/mob/living/proc/getCloneLoss()
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return cloneloss
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/mob/living/proc/adjustCloneLoss(amount, updating_health = TRUE)
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if(status_flags & GODMODE)
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return FALSE //godmode
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var/old_cloneloss = cloneloss
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cloneloss = max(cloneloss + amount, 0)
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if(old_cloneloss == cloneloss)
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updating_health = FALSE
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. = STATUS_UPDATE_NONE
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else
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. = STATUS_UPDATE_HEALTH
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if(updating_health)
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updatehealth("adjustCloneLoss")
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/mob/living/proc/setCloneLoss(amount, updating_health = TRUE)
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if(status_flags & GODMODE)
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return FALSE //godmode
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var/old_cloneloss = cloneloss
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cloneloss = amount
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if(old_cloneloss == cloneloss)
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updating_health = FALSE
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. = STATUS_UPDATE_NONE
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else
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. = STATUS_UPDATE_HEALTH
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if(updating_health)
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updatehealth("setCloneLoss")
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/mob/living/proc/getBrainLoss()
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return 0
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/mob/living/proc/adjustBrainLoss(amount, updating = TRUE)
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return STATUS_UPDATE_NONE
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/mob/living/proc/setBrainLoss(amount, updating = TRUE)
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return STATUS_UPDATE_NONE
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/mob/living/proc/getStaminaLoss()
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return staminaloss
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/mob/living/proc/adjustStaminaLoss(amount, updating = TRUE)
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if(status_flags & GODMODE)
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return FALSE
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var/old_stamloss = staminaloss
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staminaloss = min(max(staminaloss + amount, 0), 120)
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if(old_stamloss == staminaloss)
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updating = FALSE
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. = STATUS_UPDATE_NONE
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else
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. = STATUS_UPDATE_STAMINA
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if(amount > 0)
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stam_regen_start_time = world.time + STAMINA_REGEN_BLOCK_TIME
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if(updating)
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update_health_hud()
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update_stamina()
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/mob/living/proc/setStaminaLoss(amount, updating = TRUE)
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if(status_flags & GODMODE)
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return FALSE
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var/old_stamloss = staminaloss
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staminaloss = min(max(amount, 0), 120)
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if(old_stamloss == staminaloss)
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updating = FALSE
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. = STATUS_UPDATE_NONE
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else
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. = STATUS_UPDATE_STAMINA
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if(amount > 0)
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stam_regen_start_time = world.time + STAMINA_REGEN_BLOCK_TIME
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if(updating)
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update_health_hud()
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update_stamina()
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/mob/living/proc/getMaxHealth()
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return maxHealth
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/mob/living/proc/setMaxHealth(var/newMaxHealth)
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maxHealth = newMaxHealth
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// heal ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/heal_organ_damage(brute, burn, updating_health = TRUE)
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adjustBruteLoss(-brute, FALSE)
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adjustFireLoss(-burn, FALSE)
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if(updating_health)
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updatehealth("heal organ damage")
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// damage ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/take_organ_damage(brute, burn, updating_health = TRUE)
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if(status_flags & GODMODE)
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return FALSE //godmode
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adjustBruteLoss(brute, FALSE)
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adjustFireLoss(burn, FALSE)
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if(updating_health)
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updatehealth("take organ damage")
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// heal MANY external organs, in random order
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/mob/living/proc/heal_overall_damage(brute, burn, updating_health = TRUE)
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adjustBruteLoss(-brute, FALSE)
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adjustFireLoss(-burn, FALSE)
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if(updating_health)
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updatehealth("heal overall damage")
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// damage MANY external organs, in random order
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/mob/living/proc/take_overall_damage(brute, burn, updating_health = TRUE, used_weapon = null)
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if(status_flags & GODMODE)
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return FALSE //godmode
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adjustBruteLoss(brute, FALSE)
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adjustFireLoss(burn, FALSE)
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if(updating_health)
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updatehealth("take overall damage")
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/mob/living/proc/has_organic_damage()
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return (maxHealth - health)
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//heal up to amount damage, in a given order
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/mob/living/proc/heal_ordered_damage(amount, list/damage_types)
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. = amount //we'll return the amount of damage healed
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for(var/i in damage_types)
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var/amount_to_heal = min(amount, get_damage_amount(i)) //heal only up to the amount of damage we have
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if(amount_to_heal)
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apply_damage_type(-amount_to_heal, i)
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amount -= amount_to_heal //remove what we healed from our current amount
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if(!amount)
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break
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. -= amount //if there's leftover healing, remove it from what we return
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