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https://github.com/PolarisSS13/Polaris.git
synced 2025-12-29 19:43:16 +00:00
Improved the organ and wound system.
- Removed a few unnecessary things in organ.take_damage - Wounds now will open a lot more often, making for fewer but larger wounds - Natural wound regeneration will use less processing time now by happening less often
This commit is contained in:
@@ -33,6 +33,9 @@
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var/open = 0
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var/stage = 0
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// how often wounds should be updated, a higher number means less often
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var/wound_update_accuracy = 20 // update every 20 ticks(roughly every minute)
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proc/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
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// TODO: this proc needs to be rewritten to not update damages directly
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if((brute <= 0) && (burn <= 0))
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@@ -69,32 +72,22 @@
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// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
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if((brute_dam + burn_dam + brute + burn) < max_damage || !config.limbs_can_break)
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if(brute)
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brute_dam += brute
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if( (prob(brute*2) && !sharp) || sharp )
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createwound( CUT, brute )
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else if(!sharp)
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createwound( BRUISE, brute )
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if(burn)
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burn_dam += burn
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createwound( BURN, burn )
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else
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// If we can't inflict the full amount of damage, spread the damage in other ways
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var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam) //How much damage can we actually cause?
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if(can_inflict)
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if (brute > 0 && burn > 0)
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brute = can_inflict/2
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burn = can_inflict/2
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var/ratio = brute / (brute + burn)
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brute_dam += ratio * can_inflict
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burn_dam += (1 - ratio) * can_inflict
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else
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if (brute > 0)
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brute = can_inflict
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brute_dam += brute
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createwound(BRUISE, brute)
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else
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burn = can_inflict
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burn_dam += burn
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createwound(BRUISE, brute)
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if (brute > 0)
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brute = can_inflict
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createwound(BRUISE, brute)
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if (burn > 0)
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burn = can_inflict
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createwound(BURN, burn)
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else if(!(status & ORGAN_ROBOT))
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var/passed_dam = (brute + burn) - can_inflict //Getting how much overdamage we have.
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var/list/datum/organ/external/possible_points = list()
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@@ -187,7 +180,7 @@
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if(W.salved) amount++
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if(W.disinfected) amount++
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// amount of healing is spread over all the wounds
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W.heal_damage((amount * W.amount * config.organ_regeneration_multiplier) / (5*owner.number_wounds+1))
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W.heal_damage((wound_update_accuracy * amount * W.amount * config.organ_regeneration_multiplier) / (20*owner.number_wounds+1))
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// sync the organ's damage with its wounds
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src.update_damages()
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@@ -204,7 +197,7 @@
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process()
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// process wounds, doing healing etc., only do this every 4 ticks to save processing power
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if(owner.life_tick % 4 == 0)
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if(owner.life_tick % wound_update_accuracy == 0)
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update_wounds()
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if(status & ORGAN_DESTROYED)
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if(!destspawn && config.limbs_can_break)
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@@ -373,14 +366,15 @@
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var/size = min( max( 1, damage/10 ) , 6)
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// first check whether we can widen an existing wound
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if(wounds.len > 0 && prob(25))
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if(wounds.len > 0 && prob(max(50+wounds.len*10,100)))
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if((type == CUT || type == BRUISE) && damage >= 5)
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var/datum/wound/W = pick(wounds)
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if(W.amount == 1 && W.started_healing())
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W.open_wound()
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owner.visible_message("\red The wound on [owner.name]'s [display_name] widens with a nasty ripping voice.",\
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"\red The wound on your [display_name] widens with a nasty ripping voice.",\
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"You hear a nasty ripping noise, as if flesh is being torn apart.")
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W.open_wound(damage)
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if(prob(25))
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owner.visible_message("\red The wound on [owner.name]'s [display_name] widens with a nasty ripping voice.",\
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"\red The wound on your [display_name] widens with a nasty ripping voice.",\
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"You hear a nasty ripping noise, as if flesh is being torn apart.")
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return
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@@ -585,7 +579,7 @@ obj/item/weapon/organ/head/proc/transfer_identity(var/mob/living/carbon/human/H)
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if(H.mind)
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H.mind.transfer_to(brainmob)
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brainmob.container = src
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obj/item/weapon/organ/head/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/scalpel))
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switch(brain_op_stage)
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@@ -90,17 +90,20 @@
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while(src.damage / src.amount < damage_list[current_stage] && current_stage < src.desc_list.len)
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current_stage++
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desc = desc_list[current_stage]
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src.min_damage = damage_list[current_stage]
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// return amount of healing still leftover, can be used for other wounds
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return amount
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// opens the wound again
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proc/open_wound()
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if(current_stage > 1)
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// e.g. current_stage is 2, then reset it to 0 and do next_stage(), bringing it to 1
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src.current_stage -= 2
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next_stage()
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src.damage = src.min_damage + 5
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proc/open_wound(damage)
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src.damage += damage
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while(src.current_stage > 1 && src.damage_list[current_stage-1] <= src.damage)
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src.current_stage--
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src.desc = desc_list[current_stage]
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src.min_damage = damage_list[current_stage]
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/** CUTS **/
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/datum/wound/cut
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@@ -19,7 +19,7 @@ ORGAN_HEALTH_MULTIPLIER 100
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## multiplier which influences how fast organs regenerate naturally
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## 100 means normal, 50 means half
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ORGAN_REGENERATION_MULTIPLIER 100
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ORGAN_REGENERATION_MULTIPLIER 200
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### REVIVAL ###
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