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Paradise/code/modules/mob/living/carbon/life.dm
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Tigercat2000 aa3b7ac678 -tg- screen alerts
A lot has changed.

Major points:
 - All mobs now use the -tg- thrown alerts system. This is a system where
   a maximum of 5 "alerts" (which take the apperance of HUD icons like the
   inventory and modular action buttons) on their HUD.
 - Alerts are defined as a subtype of /obj/screen/alert.
   - Alerts are "thrown", or activated on the mob with the proc
     `mob.throw_alert("alert_id", /obj/screen/alert/path, severity
     (optional), new_master (optional, overlays the referenced "obj" on the
     button))`
   - Alerts are cleared by calling `mob.clear_alert("alert_id")` or by the
     /obj/screen/alert containing a `timeout` setting, which will
     automatically clear itself after that period of deciseconds.
   - Alerts may have functionality beyond appearance: Mousing over them
     will use the WireWraith tooltip system to generate a themed tooltip,
     and clicking them may have a function defined on the
     /obj/screen/alert object.
   - Shift-clicking an alert will give you it's name and status, in case
     the tooltips fail to work.

 - Hunger/Oxygen/Toxin/Nitrogen/Pressure/Etc warnings are now handled via
   the -tg- thrown alerts system.
   - Failing to breathe anything will display as an "No O2" warning.
   - Species breathing has been refactored to accomodate this. Vox are
     able to breathe the station air without instantly dying, but will be
     poisoned every time they breathe by the oxygen in the air. Any
     species with a unique gas breathing type will also display the
     correct "Choking (no X gas)" instead of just "oxygen". (Unless they
     have not breathed anything in, it's a quirk.)
   - Robot cell/temperature alerts also use this.
   - Aliens, though not harmed by toxins, will have an alert if they
     breathe in toxins, notifying them that "You'll be toast if this
     lights up."

 - More alerts have been added
   - Buckling
     - Activated on: Being buckled to an object.
     - Cleared on: Being unbuckled.
     - Click functionality: Calls resist(); Will unbuckle from chair
       instantly if unrestrained, otherwise, there is a delay period.
   - Hand/Leg cuffs
     - Activated on: Being handcuffed.
     - Cleared on: Being unhandcuffed.
     - Click functionality: Calls resist(); Will attempt to either get out
       of the handcuffs, or, if you are a xenomorph or hulk, break the
       handcuffs in 5 seconds.
   - Blind/High
     - Activated on: Becoming blinded/becoming high on LSD.
     - Cleared on: Becoming unblinded/the high wearing off.
     - Click functionality: None.
   - Asleep
     - Activated on: Life() tick detecting sleeping.
     - Deactivated on: Sleeping being 0 or less.
     - Click functionality: None.
   - Weightless
     - Activated on: Losing gravity.
     - Deactivated on: Moving back into an area with gravity.
     - Click functionality: None.
   - On Fire
     - Activated on: Catching fire.
     - Deactivated on: Being extinguished.
     - Click functionality: Calls resist(); Causes you to stop, drop, and
       roll, which will reduce firestacks and possibly extinguish you.
   - Law update (BORG ONLY)
     - Activated on: Laws being changed.
     - Deactivated on: Timer, 300 deciseconds.
     - Click functionality: None.
   - Hacked (BORG ONLY)
     - Activated on: Being emagged/given malf tools by the malf AI.
     - Deactivated on: Emagged status being removed.
     - Click functionality: None.
   - Locked (BORG ONLY)
     - Activated on: Lockdown being set (by emag law rewriting/robotics
       console/wire being destroyed)
     - Deactivated on: Movement being unlocked.
     - Click functionality: None.
   - Notify Cloning (GHOST ONLY)
     - Activated on: A human's body being placed in a DNA scanner.
     - Deactivated on: Timer, 300 deciseconds.
     - Click functionality: Reenters body.
   - Notify Jump (MULTIPURPOSE) (GHOST ONLY)
     - Activated on: Any sort of chance to become a mob (ie, golem rune).
     - Deactivated on: Timer, 300 deciseconds.
     - Click functionality: Varies.
2016-04-16 14:27:03 -07:00

468 lines
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Plaintext

/mob/living/carbon/Life()
set invisibility = 0
set background = BACKGROUND_ENABLED
if(notransform)
return
if(!loc)
return
if(..())
. = 1
for(var/obj/item/organ/internal/O in internal_organs)
O.on_life()
handle_changeling()
handle_wetness()
// Increase germ_level regularly
if(germ_level < GERM_LEVEL_AMBIENT && prob(30)) //if you're just standing there, you shouldn't get more germs beyond an ambient level
germ_level++
///////////////
// BREATHING //
///////////////
//Start of a breath chain, calls breathe()
/mob/living/carbon/handle_breathing()
if(mob_master.current_cycle%4==2 || failed_last_breath)
breathe() //Breathe per 4 ticks, unless suffocating
else
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src,0)
//Second link in a breath chain, calls check_breath()
/mob/living/carbon/proc/breathe()
if(reagents.has_reagent("lexorin"))
return
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
return
if(NO_BREATH in mutations)
return // No breath mutation means no breathing.
var/datum/gas_mixture/environment
if(loc)
environment = loc.return_air()
var/datum/gas_mixture/breath
if(health <= config.health_threshold_crit)
losebreath++
if(losebreath > 0)
losebreath--
if(prob(10))
spawn emote("gasp")
if(istype(loc, /obj/))
var/obj/loc_as_obj = loc
loc_as_obj.handle_internal_lifeform(src, 0)
else
//Breathe from internal
breath = get_breath_from_internal(BREATH_VOLUME)
if(!breath)
if(isobj(loc)) //Breathe from loc as object
var/obj/loc_as_obj = loc
breath = loc_as_obj.handle_internal_lifeform(src, BREATH_MOLES)
else if(isturf(loc)) //Breathe from loc as turf
var/breath_moles = 0
if(environment)
breath_moles = environment.total_moles()*BREATH_PERCENTAGE
breath = loc.remove_air(breath_moles)
else //Breathe from loc as obj again
if(istype(loc, /obj/))
var/obj/loc_as_obj = loc
loc_as_obj.handle_internal_lifeform(src,0)
check_breath(breath)
if(breath)
loc.assume_air(breath)
air_update_turf()
//Third link in a breath chain, calls handle_breath_temperature()
/mob/living/carbon/proc/check_breath(datum/gas_mixture/breath)
if(status_flags & GODMODE)
return 0
//CRIT
if(!breath || (breath.total_moles() == 0))
adjustOxyLoss(1)
failed_last_breath = 1
throw_alert("oxy", /obj/screen/alert/oxy)
return 0
var/safe_oxy_min = 16
var/safe_co2_max = 10
var/safe_tox_max = 0.05
var/SA_para_min = 1
var/SA_sleep_min = 1
var/oxygen_used = 0
var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
var/O2_partialpressure = (breath.oxygen/breath.total_moles())*breath_pressure
var/Toxins_partialpressure = (breath.toxins/breath.total_moles())*breath_pressure
var/CO2_partialpressure = (breath.carbon_dioxide/breath.total_moles())*breath_pressure
//OXYGEN
if(O2_partialpressure < safe_oxy_min) //Not enough oxygen
if(prob(20))
spawn(0)
emote("gasp")
if(O2_partialpressure > 0)
var/ratio = safe_oxy_min/O2_partialpressure
adjustOxyLoss(min(5*ratio, 3))
failed_last_breath = 1
oxygen_used = breath.oxygen*ratio/6
else
adjustOxyLoss(3)
failed_last_breath = 1
throw_alert("oxy", /obj/screen/alert/oxy)
else //Enough oxygen
failed_last_breath = 0
adjustOxyLoss(-5)
oxygen_used = breath.oxygen/6
clear_alert("oxy")
breath.oxygen -= oxygen_used
breath.carbon_dioxide += oxygen_used
//CARBON DIOXIDE
if(CO2_partialpressure > safe_co2_max)
if(!co2overloadtime)
co2overloadtime = world.time
else if(world.time - co2overloadtime > 120)
Paralyse(3)
adjustOxyLoss(3)
if(world.time - co2overloadtime > 300)
adjustOxyLoss(8)
if(prob(20))
spawn(0) emote("cough")
else
co2overloadtime = 0
//TOXINS/PLASMA
if(Toxins_partialpressure > safe_tox_max)
var/ratio = (breath.toxins/safe_tox_max) * 10
if(reagents)
reagents.add_reagent("plasma", Clamp(ratio, MIN_PLASMA_DAMAGE, MAX_PLASMA_DAMAGE))
throw_alert("tox_in_air", /obj/screen/alert/tox_in_air)
else
clear_alert("tox_in_air")
//TRACE GASES
if(breath.trace_gases.len)
for(var/datum/gas/sleeping_agent/SA in breath.trace_gases)
var/SA_partialpressure = (SA.moles/breath.total_moles())*breath_pressure
if(SA_partialpressure > SA_para_min)
Paralyse(3)
if(SA_partialpressure > SA_sleep_min)
sleeping = max(sleeping+2, 10)
else if(SA_partialpressure > 0.01)
if(prob(20))
spawn(0) emote(pick("giggle","laugh"))
//BREATH TEMPERATURE
handle_breath_temperature(breath)
return 1
//Fourth and final link in a breath chain
/mob/living/carbon/proc/handle_breath_temperature(datum/gas_mixture/breath)
return
/mob/living/carbon/proc/get_breath_from_internal(volume_needed)
if(internal)
if(!contents.Find(internal))
internal = null
if(!wear_mask || !(wear_mask.flags & AIRTIGHT)) //not wearing mask or non-breath mask
if(!head || !(head.flags & AIRTIGHT)) //not wearing helmet or non-breath helmet
internal = null //turn off internals
if(internal)
if(internals)
internals.icon_state = "internal1"
return internal.remove_air_volume(volume_needed)
else
if(internals)
internals.icon_state = "internal0"
return
//remember to remove the "proc" of the child procs of these.
/mob/living/carbon/proc/handle_changeling()
return
/mob/living/carbon/handle_mutations_and_radiation()
if(radiation)
switch(radiation)
if(0 to 50)
radiation--
if(prob(25))
adjustToxLoss(1)
updatehealth()
if(50 to 75)
radiation -= 2
adjustToxLoss(1)
if(prob(5))
radiation -= 5
updatehealth()
if(75 to 100)
radiation -= 3
adjustToxLoss(3)
updatehealth()
radiation = Clamp(radiation, 0, 100)
/mob/living/carbon/handle_chemicals_in_body()
if(reagents)
reagents.metabolize(src)
/mob/living/carbon/proc/handle_wetness()
if(mob_master.current_cycle%20==2) //dry off a bit once every 20 ticks or so
wetlevel = max(wetlevel - 1,0)
/mob/living/carbon/handle_stomach()
spawn(0)
for(var/mob/living/M in stomach_contents)
if(M.loc != src)
stomach_contents.Remove(M)
continue
if(istype(M, /mob/living) && stat != 2)
if(M.stat == 2)
M.death(1)
stomach_contents.Remove(M)
qdel(M)
continue
if(mob_master.current_cycle%3==1)
if(!(M.status_flags & GODMODE))
M.adjustBruteLoss(5)
nutrition += 10
//This updates the health and status of the mob (conscious, unconscious, dead)
/mob/living/carbon/handle_regular_status_updates()
if(..()) //alive
if(health <= config.health_threshold_dead)
death()
return
if(getOxyLoss() > 50 || health <= config.health_threshold_crit)
Paralyse(3)
stat = UNCONSCIOUS
if(sleeping)
stat = UNCONSCIOUS
return 1
/mob/living/carbon/proc/CheckStamina()
if(staminaloss)
var/total_health = (health - staminaloss)
if(total_health <= config.health_threshold_softcrit && !stat)
to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
Weaken(5)
setStaminaLoss(health - 2)
return
setStaminaLoss(max((staminaloss - 3), 0))
//this updates all special effects: stunned, sleeping, weakened, druggy, stuttering, etc..
/mob/living/carbon/handle_status_effects()
..()
CheckStamina()
var/restingpwr = 1 + 4 * resting
//Dizziness
if(dizziness)
var/client/C = client
var/pixel_x_diff = 0
var/pixel_y_diff = 0
var/temp
var/saved_dizz = dizziness
if(C)
var/oldsrc = src
var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70 // This shit is annoying at high strength
src = null
spawn(0)
if(C)
temp = amplitude * sin(0.008 * saved_dizz * world.time)
pixel_x_diff += temp
C.pixel_x += temp
temp = amplitude * cos(0.008 * saved_dizz * world.time)
pixel_y_diff += temp
C.pixel_y += temp
sleep(3)
if(C)
temp = amplitude * sin(0.008 * saved_dizz * world.time)
pixel_x_diff += temp
C.pixel_x += temp
temp = amplitude * cos(0.008 * saved_dizz * world.time)
pixel_y_diff += temp
C.pixel_y += temp
sleep(3)
if(C)
C.pixel_x -= pixel_x_diff
C.pixel_y -= pixel_y_diff
src = oldsrc
dizziness = max(dizziness - restingpwr, 0)
if(drowsyness)
drowsyness = max(drowsyness - restingpwr, 0)
eye_blurry = max(2, eye_blurry)
if(prob(5))
sleeping += 1
Paralyse(5)
if(confused)
confused = max(0, confused - 1)
//Jitteryness
if(jitteriness)
do_jitter_animation(jitteriness)
jitteriness = max(jitteriness - restingpwr, 0)
if(hallucination)
spawn handle_hallucinations()
if(hallucination<=2)
hallucination = 0
else
hallucination -= 2
/mob/living/carbon/handle_sleeping()
if(..())
handle_dreams()
adjustStaminaLoss(-10)
if(prob(10) && health && !hal_crit)
spawn(0)
emote("snore")
// Keep SSD people asleep
if(player_logged && sleeping < 2)
sleeping = 2
return sleeping
//this handles hud updates. Calls update_vision() and handle_hud_icons()
/mob/living/carbon/handle_regular_hud_updates()
if(!client)
return 0
if(stat == UNCONSCIOUS && health <= config.health_threshold_crit)
var/severity = 0
switch(health)
if(-20 to -10) severity = 1
if(-30 to -20) severity = 2
if(-40 to -30) severity = 3
if(-50 to -40) severity = 4
if(-60 to -50) severity = 5
if(-70 to -60) severity = 6
if(-80 to -70) severity = 7
if(-90 to -80) severity = 8
if(-95 to -90) severity = 9
if(-INFINITY to -95) severity = 10
overlay_fullscreen("crit", /obj/screen/fullscreen/crit, severity)
else
clear_fullscreen("crit")
if(oxyloss)
var/severity = 0
switch(oxyloss)
if(10 to 20) severity = 1
if(20 to 25) severity = 2
if(25 to 30) severity = 3
if(30 to 35) severity = 4
if(35 to 40) severity = 5
if(40 to 45) severity = 6
if(45 to INFINITY) severity = 7
overlay_fullscreen("oxy", /obj/screen/fullscreen/oxy, severity)
else
clear_fullscreen("oxy")
//Fire and Brute damage overlay (BSSR)
var/hurtdamage = getBruteLoss() + getFireLoss() + damageoverlaytemp
damageoverlaytemp = 0 // We do this so we can detect if someone hits us or not.
if(hurtdamage)
var/severity = 0
switch(hurtdamage)
if(5 to 15) severity = 1
if(15 to 30) severity = 2
if(30 to 45) severity = 3
if(45 to 70) severity = 4
if(70 to 85) severity = 5
if(85 to INFINITY) severity = 6
overlay_fullscreen("brute", /obj/screen/fullscreen/brute, severity)
else
clear_fullscreen("brute")
..()
return 1
/mob/living/carbon/update_sight()
if(stat == DEAD)
sight |= SEE_TURFS
sight |= SEE_MOBS
sight |= SEE_OBJS
see_in_dark = 8
see_invisible = SEE_INVISIBLE_LEVEL_TWO
else
sight &= ~(SEE_TURFS|SEE_MOBS|SEE_OBJS)
if(XRAY in mutations)
sight |= SEE_TURFS
sight |= SEE_MOBS
sight |= SEE_OBJS
see_in_dark = 8
see_invisible = SEE_INVISIBLE_LEVEL_TWO
else
see_in_dark = 2
see_invisible = SEE_INVISIBLE_LIVING
if(see_override)
see_invisible = see_override
/mob/living/carbon/handle_actions()
..()
for(var/obj/item/I in internal_organs)
give_action_button(I, 1)
/mob/living/carbon/handle_hud_icons()
return
/mob/living/carbon/handle_hud_icons_health()
if(healths)
if (stat != DEAD)
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"