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Merge pull request #8841 from MistakeNot4892/aminals
Expanding on simplemob healing mechanics.
This commit is contained in:
@@ -361,6 +361,11 @@
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#define MOB_CLASS_ALL (~MOB_CLASS_NONE)
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// Shorthands for simple mob healing with items; adjust lists as additional healing behavior is added.
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#define MOB_CLASSES_HEALABLE (MOB_CLASS_HUMANOID|MOB_CLASS_ANIMAL|MOB_CLASS_SYNTHETIC)
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#define MOB_CLASSES_UNHEALABLE (MOB_CLASS_SLIME|MOB_CLASS_ABERRATION|MOB_CLASS_DEMONIC|MOB_CLASS_ILLUSION|MOB_CLASS_PHOTONIC)
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// For slime commanding. Higher numbers allow for more actions.
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#define SLIME_COMMAND_OBEY 1 // When disciplined.
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#define SLIME_COMMAND_FACTION 2 // When in the same 'faction'.
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@@ -346,6 +346,12 @@
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return 0
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/obj/item/shockpaddles/attack(mob/living/M, mob/living/user, var/target_zone)
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if(istype(M, /mob/living/simple_mob) && user.a_intent == I_HELP)
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var/mob/living/simple_mob/critter = M
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if(critter.attempt_healing(user, src))
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return TRUE
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var/mob/living/carbon/human/H = M
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if(!istype(H) || user.a_intent == I_HURT)
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return ..() //Do a regular attack. Harm intent shocking happens as a hit effect
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@@ -353,13 +359,10 @@
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if(can_use(user, H))
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busy = 1
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update_icon()
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do_revive(H, user)
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busy = 0
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update_icon()
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return 1
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return TRUE
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//Since harm-intent now skips the delay for deliberate placement, you have to be able to hit them in combat in order to shock people.
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/obj/item/shockpaddles/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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@@ -48,39 +48,15 @@
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L.visible_message(SPAN_WARNING("\The [L] [response_harm] \the [src]!"))
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L.do_attack_animation(src)
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// When somoene clicks us with an item in hand
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// When somoene clicks us with an item in hand.
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/mob/living/simple_mob/attackby(var/obj/item/O, var/mob/user)
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if(istype(O, /obj/item/stack/medical) && (mob_class & (MOB_CLASS_HUMANOID|MOB_CLASS_ANIMAL)))
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// Attempt to apply healing items, nanopaste, etc.
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if(attempt_healing(user, O))
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return TRUE
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var/datum/gender/T = gender_datums[get_visible_gender()]
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if(stat == DEAD)
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to_chat(user, SPAN_WARNING("\The [src] is dead, medical items won't bring [T.him] back to life."))
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return
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var/obj/item/stack/medical/MED = O
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if(health >= getMaxHealth())
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to_chat(user, SPAN_WARNING("\The [src] does not need medical treatment."))
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return
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if(!((MED.heal_burn && getFireLoss()) || (MED.heal_brute && getBruteLoss())))
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to_chat(user, SPAN_WARNING("\The [MED] does not seem appropriate to treat \the [src]."))
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return
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if(MED.get_amount() < 1)
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to_chat(user, SPAN_WARNING("You do not have enough of \the [MED] to treat \the [src]."))
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return
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if(length(MED.apply_sounds))
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playsound(user, pick(MED.apply_sounds), 25)
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if(do_mob(user, src, 2 SECONDS) && MED.get_amount() >= 1 && health < getMaxHealth())
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heal_organ_damage(MED.heal_brute * 25, MED.heal_burn * 25)
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visible_message(SPAN_NOTICE("\The [user] applies \the [MED] to \the [src]."))
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MED.use(1)
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return
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if(can_butcher(user, O)) //if the animal can be butchered, do so and return. It's likely to be gibbed.
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//if the animal can be butchered, do so and return. It's likely to be gibbed.
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if(can_butcher(user, O))
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harvest(user, O)
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return
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@@ -17,11 +17,15 @@
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/mob/living/simple_mob/examine(mob/user)
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. = ..()
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if(user && (isobserver(user) || get_dist(user, src) <= 3))
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var/datum/gender/G = gender_datums[get_visible_gender()]
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if(stat == DEAD)
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. += "<b><span class='cult'>[G.He] [G.is] dead.</span></b>"
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if(mob_class & MOB_CLASS_SYNTHETIC)
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. += "<b><span class='cult'>[G.He] [G.is] offline.</span></b>"
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else
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. += "<b><span class='cult'>[G.He] [G.is] dead.</span></b>"
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return
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if(harvest_tool)
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@@ -32,14 +36,15 @@
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else
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. += SPAN_NOTICE("It can be [harvest_verb] now.")
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var/is_synthetic = isSynthetic()
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var/damage_strings = list()
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var/percent_brute = getBruteLoss() / getMaxHealth()
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if(percent_brute > 0.6)
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damage_strings += SPAN_DANGER("maimed bloody")
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damage_strings += SPAN_DANGER(is_synthetic ? "falling apart" : "maimed bloody")
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else if(percent_brute > 0.3)
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damage_strings += SPAN_WARNING("cut and bruised")
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damage_strings += SPAN_WARNING(is_synthetic ? "badly dented" : "cut and bruised")
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else if(percent_brute > 0)
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damage_strings += "lightly bruised"
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damage_strings += is_synthetic ? "lightly dented" : "lightly bruised"
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var/percent_burn = getFireLoss() / getMaxHealth()
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if(percent_burn > 0.6)
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@@ -52,13 +57,13 @@
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if(!length(damage_strings))
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var/percent_health = health / getMaxHealth()
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if(percent_health >= 1)
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damage_strings += SPAN_NOTICE("uninjured")
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damage_strings += SPAN_NOTICE(is_synthetic ? "undamaged" : "uninjured")
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else if(percent_health >= 0.7)
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damage_strings += "mildly injured"
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damage_strings += is_synthetic ? "lightly damaged" : "mildly injured"
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else if(percent_health >= 0.4)
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damage_strings += SPAN_WARNING("moderately injured")
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damage_strings += SPAN_WARNING(is_synthetic ? "moderately damaged" : "moderately injured")
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else
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damage_strings += SPAN_DANGER("badly injured")
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damage_strings += SPAN_DANGER(is_synthetic ? "badly damaged" : "badly injured")
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. += "[G.He] [G.is] [english_list(damage_strings)]."
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@@ -66,14 +71,9 @@
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if(!LAZYLEN(harvest_results)) // Might be a unique interaction of an object using the proc to do something weird, or just someone's a donk.
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harvest_recent = world.time
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return
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if(istype(tool, harvest_tool)) // Sanity incase something incorrect is passed in.
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harvest_recent = world.time
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var/max_harvests = rand(1,harvest_per_hit)
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for(var/I = 1 to max_harvests)
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var/new_path = pickweight(harvest_results)
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new new_path(get_turf(user))
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return
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182
code/modules/mob/living/simple_mob/healing.dm
Normal file
182
code/modules/mob/living/simple_mob/healing.dm
Normal file
@@ -0,0 +1,182 @@
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// Simple mob healing interactions, moved here to keep attackby() shorter.
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// TODO: Potentially datumize this system a la Bay's movement handlers; have
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// some /decl/mob_heal_method static list on a proc based on mob flags, then
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// iterate it in attackby.
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// Checks if a tool can heal us; left as a proc for override in the future.
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/mob/living/simple_mob/proc/item_can_heal_mob(var/obj/item/thing)
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var/static/list/_item_heals_synthetic_simplemobs = list(
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/obj/item/borg/upgrade/restart,
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/obj/item/weldingtool,
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/obj/item/stack/cable_coil,
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/obj/item/stack/nanopaste
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)
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var/static/list/_items_heals_nonsynthetic_simplemobs = list(
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/obj/item/stack/medical,
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/obj/item/shockpaddles
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)
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return is_type_in_list(thing, (isSynthetic() ? _item_heals_synthetic_simplemobs : _items_heals_nonsynthetic_simplemobs))
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// Make an attempt to heal the mob with a tool supplied by a user.
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// Return value is FALSE if parent attackby should proceed, TRUE
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// if we handled it and it should end.
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/mob/living/simple_mob/proc/attempt_healing(var/mob/user, var/obj/item/tool)
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// Check our base mob_class in case we are currently unhandled (slime, aberration, demon)
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if(!(mob_class & MOB_CLASSES_HEALABLE) || (mob_class & MOB_CLASSES_UNHEALABLE))
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return FALSE
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/// Check if the supplied tool can even theoretically be applied to us.
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if(!item_can_heal_mob(tool))
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return FALSE
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// Prevent spamming.
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user.setClickCooldown(user.get_attack_speed(tool))
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var/datum/gender/T = gender_datums[get_visible_gender()]
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// If they're dead, all we can do is revive them, not heal them.
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// They recover a bit easier than humans since they have no DOT
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// to kill them immediately after revival.
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if(stat == DEAD)
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// Too late, too bad, so sad.
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var/is_synthetic = isSynthetic()
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if(world.time - timeofdeath >= 15 MINUTES)
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to_chat(user, SPAN_NOTICE("Unfortunately, \the [src] is beyond recovery."))
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else if(istype(tool, is_synthetic ? /obj/item/borg/upgrade/restart : /obj/item/shockpaddles))
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attempt_medical_revive(user, tool)
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else
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to_chat(user, SPAN_WARNING("\The [src] is [is_synthetic ? "beyond repair" : "dead"], patching [T.him] up won't bring [T.him] back[is_synthetic ? " online" : ""]."))
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return TRUE
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// Basic medical item repair.
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if(istype(tool, /obj/item/stack/medical))
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var/obj/item/stack/medical/MED = tool
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// Check if they actually need healing with this item.
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if(health >= getMaxHealth())
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to_chat(user, SPAN_WARNING("\The [src] does not need medical treatment."))
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return TRUE
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if((MED.heal_burn && !MED.heal_brute) && !getFireLoss())
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to_chat(user, SPAN_WARNING("\The [src] has no burns to treat."))
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return TRUE
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if((!MED.heal_burn && MED.heal_brute) && !getBruteLoss())
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to_chat(user, SPAN_WARNING("\The [src] has no physical injuries to treat."))
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return TRUE
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// Apply!
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if(MED.get_amount() < 1)
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to_chat(user, SPAN_WARNING("You do not have enough of \the [MED] to treat \the [src]."))
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return TRUE
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if(length(MED.apply_sounds))
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playsound(user, pick(MED.apply_sounds), 25)
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if(do_mob(user, src, 2 SECONDS) && !QDELETED(MED) && MED.get_amount() >= 1 && health < getMaxHealth())
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heal_organ_damage(MED.heal_brute * 25, MED.heal_burn * 25)
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visible_message(SPAN_NOTICE("\The [user] applies \the [MED] to \the [src]."))
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MED.use(1)
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return TRUE
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// Welding tool repair for robot brute damage.
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if(istype(tool, /obj/item/weldingtool))
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if(!getBruteLoss())
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to_chat(user, SPAN_WARNING("\The [src] has no physical damage to repair."))
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return TRUE
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var/obj/item/weldingtool/WT = tool
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if(!WT.isOn())
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to_chat(user, SPAN_WARNING("Turn \the [WT] on first!"))
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return TRUE
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if(!WT.remove_fuel(0))
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to_chat(user, SPAN_WARNING("You need more fuel to repair \the [src]."))
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return TRUE
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playsound(loc, 'sound/items/Welder2.ogg', 25)
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if(do_mob(user, src, 2 SECONDS) && !QDELETED(WT) && WT.remove_fuel(0) && getBruteLoss())
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visible_message(SPAN_NOTICE("\The [user] patches some of the dents and cracks on \the [src]."))
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heal_organ_damage(rand(5,15), 0)
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return TRUE
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// Cable repair for robot burn damage.
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if(istype(tool, /obj/item/stack/cable_coil))
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if(!getFireLoss())
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to_chat(user, SPAN_WARNING("\The [src] has no wiring damage to repair."))
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return TRUE
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var/obj/item/stack/cable_coil/coil = tool
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if(coil.get_amount() < 3)
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to_chat(user, SPAN_WARNING("You need at least three lengths of cable to repair \the [src]."))
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return TRUE
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if(do_mob(user, src, 2 SECONDS) && !QDELETED(coil) && coil.use(3) && getFireLoss())
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visible_message(SPAN_NOTICE("\The [user] patches some of the damaged wiring in \the [src]."))
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heal_organ_damage(0, rand(5,15))
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return TRUE
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// Nanopaste for Powerful Robot Repair.
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if(istype(tool, /obj/item/stack/nanopaste))
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if(health >= getMaxHealth())
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to_chat(user, SPAN_WARNING("\The [src] does not need repair."))
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return TRUE
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var/obj/item/stack/nanopaste/N = tool
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if(N.get_amount() < 1)
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to_chat(user, SPAN_WARNING("You do not have enough of \the [N] to repair \the [src]."))
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return TRUE
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if(do_mob(user, src, 2 SECONDS) && !QDELETED(N) && N.get_amount() >= 1 && health < getMaxHealth())
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heal_organ_damage(rand(10,15), rand(10,15))
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visible_message(SPAN_NOTICE("\The [user] applies \the [N] to \the [src]."))
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return TRUE
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/mob/living/simple_mob/proc/attempt_medical_revive(var/mob/user, var/obj/item/tool)
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var/mob/observer/dead/ghost = get_ghost()
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if(ghost)
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ghost.notify_revive("Someone is trying to resuscitate you. Re-enter your body if you want to be revived!", 'sound/effects/genetics.ogg', source = src)
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user.visible_message(SPAN_NOTICE("\The [user] begins applying \the [tool] to \the [src]..."))
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var/delay_time = 5 SECONDS
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var/obj/item/shockpaddles/paddles = tool
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if(istype(paddles))
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if(!paddles.check_charge(paddles.chargecost))
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to_chat(user, SPAN_WARNING("\The [src] does not have enough battery."))
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return FALSE
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playsound(src, 'sound/machines/defib_charge.ogg', 50, 0)
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delay_time = paddles.chargetime
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if(!do_after(user, delay_time, src) || stat != DEAD)
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return FALSE
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if(istype(paddles))
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if(QDELETED(paddles) || !paddles.checked_use(paddles.chargecost))
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return FALSE
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playsound(src, 'sound/machines/defib_zap.ogg', 100, 1, -1)
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if(key && !client && !teleop)
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visible_message(SPAN_WARNING("\The [src] twitches a bit, but then falls still."))
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return FALSE
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// Set the health to what it was prior to rejuve, with a bit of wiggle-room for totally dead critters.
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var/initial_brute = bruteloss
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var/initial_burn = fireloss
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rejuvenate()
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// This is a bit clunky, but set brute and burn such
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// that they remain injured but don't instantly die.
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var/halfhealth = round(getMaxHealth() * 0.45)
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bruteloss = min(initial_brute, halfhealth)
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fireloss = min(initial_burn, halfhealth)
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updatehealth()
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// Give them some lingering effects.
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Confuse(20)
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Weaken(20)
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Stun(20)
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Blind(20)
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Sleeping(20)
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if(!resting)
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resting = TRUE
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update_canmove()
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update_icon()
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if(istype(tool, /obj/item/borg/upgrade/restart))
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user.drop_from_inventory(tool)
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qdel(tool)
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return TRUE
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@@ -7,7 +7,7 @@ Using <font color='#e0a000'>grab intent</font> you can pick up and drop items by
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faction = "station"
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ai_holder_type = null // These guys should not exist without players.
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gender = PLURAL // Will take gender from prefs = set to non-NEUTER here to avoid randomizing in Initialize().
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movement_cooldown = 1.5 // ~Red~ trained ones go faster.
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movement_cooldown = 1.5 // ~~Red~~ trained ones go faster.
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dexterity = MOB_DEXTERITY_SIMPLE_MACHINES
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harness = /obj/item/storage/internal/animal_harness/grafadreka/trained
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trained_drake = TRUE
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@@ -20,7 +20,8 @@ Using <font color='#e0a000'>grab intent</font> you can pick up and drop items by
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var/static/list/allow_type_to_pass = list(
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/obj/item/healthanalyzer,
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/obj/item/stack/medical,
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/obj/item/reagent_containers/syringe
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/obj/item/reagent_containers/syringe,
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/obj/item/shockpaddles
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)
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/mob/living/simple_mob/animal/sif/grafadreka/trained/Destroy()
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@@ -24,10 +24,6 @@
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// caps the amount drakes can heal with their sap wound tending interaction.
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sap_heal_threshold = min(sap_heal_threshold, (round(health / getMaxHealth() / scarification_period)+1) * scarification_period)
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/mob/living/simple_mob/animal/sif/rejuvenate()
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sap_heal_threshold = 1
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. = ..()
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/mob/living/simple_mob/animal/sif/examine(mob/user)
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. = ..()
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if(stat != DEAD)
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