Moved procs around, added comments.

This commit is contained in:
Chinsky
2013-02-17 22:06:26 +04:00
parent 24351fbea8
commit baec30f690

View File

@@ -18,18 +18,17 @@
var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len!
var/tmp/perma_injury = 0
var/tmp/perma_dmg = 0
var/tmp/destspawn = 0 //Has it spawned the broken limb?
var/tmp/amputated = 0 // Whether this has been cleanly amputated, thus causing no pain
var/tmp/amputated = 0 //Whether this has been cleanly amputated, thus causing no pain
var/min_broken_damage = 30
var/datum/organ/external/parent
var/list/datum/organ/external/children
var/damage_msg = "\red You feel an intense pain"
var/broken_description
var/status = 0
var/broken_description
var/open = 0
var/stage = 0
@@ -48,98 +47,117 @@
parent.children.Add(src)
return ..()
/datum/organ/external/proc/add_autopsy_data(var/used_weapon, var/damage)
var/datum/autopsy_data/W = autopsy_data[used_weapon]
if(!W)
W = new()
W.weapon = used_weapon
autopsy_data[used_weapon] = W
W.hits += 1
W.damage += damage
W.time_inflicted = world.time
/****************************************************
DAMAGE PROCS
****************************************************/
/datum/organ/external/proc/emp_act(severity)
if(!(status & ORGAN_ROBOT)) //meatbags do not care about EMP
return
var/probability = 30
var/damage = 15
if(severity == 2)
probability = 1
damage = 3
if(prob(probability))
droplimb(1)
else
take_damage(damage, 0, 1, used_weapon = "EMP")
/datum/organ/external/proc/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
if((brute <= 0) && (burn <= 0))
return 0
if(status & ORGAN_DESTROYED)
return 0
if(status & ORGAN_ROBOT)
brute *= 0.66 //~2/3 damage for ROBOLIMBS
burn *= 0.66 //~2/3 damage for ROBOLIMBS
//if(owner && !(status & ORGAN_ROBOT))
// owner.pain(display_name, (brute+burn)*3, 1, burn > brute)
//If limb took enough damage, try to cut or tear it off
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if( (sharp && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
droplimb(1)
return
if(sharp)
var/nux = brute * rand(10,15)
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if(prob(5 * brute))
droplimb(1)
return
else if(prob(nux))
createwound( CUT, brute )
if(!(status & ORGAN_ROBOT))
owner << "You feel something wet on your [display_name]"
else if(brute > 20)
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if(prob(5 * brute))
droplimb(1)
return
if(status & ORGAN_BROKEN && prob(40) && brute)
owner.emote("scream") //getting hit on broken hand hurts
if(used_weapon)
add_autopsy_data(used_weapon, brute + burn)
var/can_cut = (prob(brute*2) || sharp) && !(status & ORGAN_ROBOT)
// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
if((brute_dam + burn_dam + brute + burn) < max_damage || !config.limbs_can_break)
if(brute)
if( (prob(brute*2) && !sharp) || sharp )
if(can_cut)
createwound( CUT, brute )
else if(!sharp)
else
createwound( BRUISE, brute )
if(burn)
createwound( BURN, burn )
else
// If we can't inflict the full amount of damage, spread the damage in other ways
var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam) //How much damage can we actually cause?
//If we can't inflict the full amount of damage, spread the damage in other ways
//How much damage can we actually cause?
var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam)
if(can_inflict)
if (brute > 0)
brute = can_inflict
createwound(BRUISE, brute)
if (burn > 0)
burn = can_inflict
createwound(BURN, burn)
else if(!(status & ORGAN_ROBOT))
var/passed_dam = (brute + burn) - can_inflict //Getting how much overdamage we have.
var/list/datum/organ/external/possible_points = list()
if(parent)
possible_points += parent
if(children)
possible_points += children
if(forbidden_limbs.len)
possible_points -= forbidden_limbs
if(!possible_points.len)
if(owner.stat != 2)
message_admins("Oh god WHAT! [owner]'s [src] was unable to find an organ to pass overdamage to!")
else
var/datum/organ/external/target = pick(possible_points)
if(brute)
target.take_damage(passed_dam, 0, sharp, used_weapon, forbidden_limbs + src)
//Inflict all burte damage we can
if(can_cut)
createwound( CUT, min(brute,can_inflict) )
else
target.take_damage(0, passed_dam, sharp, used_weapon, forbidden_limbs + src)
else
droplimb(1) //Robot limbs just kinda fail at full damage.
createwound( BRUISE, min(brute,can_inflict) )
var/temp = can_inflict
//How much mroe damage can we inflict
can_inflict = max(0, can_inflict - brute)
//How much brute damage is left to inflict
brute = max(0, brute - temp)
if(status & ORGAN_BROKEN)
owner.emote("scream")
if(used_weapon) add_autopsy_data(used_weapon, brute + burn)
owner.updatehealth()
if (burn > 0 && can_inflict)
//Inflict all burn damage we can
createwound(BURN, min(burn,can_inflict))
//How much burn damage is left to inflict
burn = max(0, burn - can_inflict)
//If there are still hurties to dispense
if (burn || brute)
if (status & ORGAN_ROBOT)
droplimb(1) //Robot limbs just kinda fail at full damage.
else
//List organs we can pass it to
var/list/datum/organ/external/possible_points = list()
if(parent)
possible_points += parent
if(children)
possible_points += children
if(forbidden_limbs.len)
possible_points -= forbidden_limbs
if(possible_points.len)
//And pass the pain around
var/datum/organ/external/target = pick(possible_points)
target.take_damage(brute, burn, sharp, used_weapon, forbidden_limbs + src)
// sync the organ's damage with its wounds
src.update_damages()
owner.updatehealth()
var/result = update_icon()
return result
/datum/organ/external/proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
if(status & ORGAN_ROBOT && !robo_repair)
return
// heal damage on the individual wounds
//Heal damage on the individual wounds
for(var/datum/wound/W in wounds)
if(brute == 0 && burn == 0)
break
@@ -150,44 +168,104 @@
else if(W.damage_type == BURN)
burn = W.heal_damage(burn)
// sync organ damage with wound damages
update_damages()
if(internal)
status &= ~ORGAN_BROKEN
perma_injury = 0
// sync the organ's damage with its wounds
//Sync the organ's damage with its wounds
src.update_damages()
owner.updatehealth()
var/result = update_icon()
return result
/datum/organ/external/proc/update_damages()
number_wounds = 0
brute_dam = 0
burn_dam = 0
status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.damage_type == CUT || W.damage_type == BRUISE)
brute_dam += W.damage
else if(W.damage_type == BURN)
burn_dam += W.damage
if(!(status & ORGAN_ROBOT) && W.bleeding())
status |= ORGAN_BLEEDING
/datum/organ/external/proc/createwound(var/type = CUT, var/damage)
if(damage == 0) return
number_wounds += W.amount
// first check whether we can widen an existing wound
if(wounds.len > 0 && prob(max(50+owner.number_wounds*10,100)))
if((type == CUT || type == BRUISE) && damage >= 5)
var/datum/wound/W = pick(wounds)
if(W.amount == 1 && W.started_healing())
W.open_wound(damage)
if(prob(25))
owner.visible_message("\red The wound on [owner.name]'s [display_name] widens with a nasty ripping voice.",\
"\red The wound on your [display_name] widens with a nasty ripping voice.",\
"You hear a nasty ripping noise, as if flesh is being torn apart.")
return
//Creating wound
var/datum/wound/W
var/size = min( max( 1, damage/10 ) , 6)
//Possible types of wound
var/list/size_names = list()
switch(type)
if(CUT)
size_names = typesof(/datum/wound/cut/) - /datum/wound/cut/
if(BRUISE)
size_names = typesof(/datum/wound/bruise/) - /datum/wound/bruise/
if(BURN)
size_names = typesof(/datum/wound/burn/) - /datum/wound/burn/
var/wound_type = size_names[size]
W = new wound_type(damage)
//Possibly trigger an internal wound, too.
var/local_damage = brute_dam + burn_dam + damage
if(damage > 10 && type != BURN && local_damage > 20 && prob(damage) && !(status & ORGAN_ROBOT))
var/datum/wound/internal_bleeding/I = new (15)
wounds += I
owner.custom_pain("You feel something rip in your [display_name]!", 1)
//Check whether we can add the wound to an existing wound
for(var/datum/wound/other in wounds)
if(other.desc == W.desc)
// okay, add it!
other.damage += W.damage
other.amount += 1
W = null // to signify that the wound was added
break
if(W)
wounds += W
/****************************************************
PROCESSING & UPDATING
****************************************************/
/datum/organ/external/process()
// process wounds, doing healing etc., only do this every 4 ticks to save processing power
if(owner.life_tick % wound_update_accuracy == 0)
update_wounds()
if(status & ORGAN_DESTROYED)
if(!destspawn && config.limbs_can_break)
droplimb()
return
if(!(status & ORGAN_BROKEN))
perma_injury = 0
if(parent)
if(parent.status & ORGAN_DESTROYED)
status |= ORGAN_DESTROYED
owner.update_body(1)
return
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
src.fracture()
if(germ_level > 0)
for(var/datum/wound/W in wounds) if(!W.bandaged && !W.salved)
W.germ_level = max(W.germ_level, germ_level)
update_icon()
return
//Updating wounds. Handles wound natural healing, internal bleedings and infections
/datum/organ/external/proc/update_wounds()
for(var/datum/wound/W in wounds)
// wounds can disappear after 10 minutes at the earliest
if(W.damage == 0 && W.created + 10 * 10 * 60 <= world.time)
wounds -= W
// let the GC handle the deletion of the wound
// Internal wounds get worse over time. Low temperatures (cryo) stop them.
if(W.internal && !W.is_treated() && owner.bodytemperature >= 170)
// internal wounds get worse over time
W.open_wound(0.1 * wound_update_accuracy)
owner.vessel.remove_reagent("blood",0.07 * W.damage * wound_update_accuracy)
if(prob(1 * wound_update_accuracy))
@@ -213,78 +291,34 @@
// sync the organ's damage with its wounds
src.update_damages()
/datum/organ/external/proc/bandage()
var/rval = 0
src.status &= ~ORGAN_BLEEDING
//Updates brute_damn and burn_damn from wound damages. Updates BLEEDING status.
/datum/organ/external/proc/update_damages()
number_wounds = 0
brute_dam = 0
burn_dam = 0
status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.bandaged
W.bandaged = 1
return rval
if(W.damage_type == CUT || W.damage_type == BRUISE)
brute_dam += W.damage
else if(W.damage_type == BURN)
burn_dam += W.damage
/datum/organ/external/proc/clamp()
var/rval = 0
src.status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.clamped
W.clamped = 1
return rval
if(!(status & ORGAN_ROBOT) && W.bleeding())
status |= ORGAN_BLEEDING
/datum/organ/external/proc/salve()
var/rval = 0
for(var/datum/wound/W in wounds)
rval |= !W.salved
W.salved = 1
return rval
number_wounds += W.amount
/datum/organ/external/proc/get_damage() //returns total damage
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
/datum/organ/external/proc/get_damage_brute()
return max(brute_dam+perma_injury, perma_injury)
/datum/organ/external/proc/get_damage_fire()
return burn_dam
/datum/organ/external/proc/is_infected()
for(var/datum/wound/W in wounds)
if(W.germ_level > 100)
return 1
// new damage icon system
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
/datum/organ/external/proc/update_icon()
var/n_is = damage_state_text()
if (n_is != damage_state)
damage_state = n_is
owner.update_body(1)
return 1
return 0
/datum/organ/external/process()
// process wounds, doing healing etc., only do this every 4 ticks to save processing power
if(owner.life_tick % wound_update_accuracy == 0)
update_wounds()
if(status & ORGAN_DESTROYED)
if(!destspawn && config.limbs_can_break)
droplimb()
return
if(!(status & ORGAN_BROKEN))
perma_dmg = 0
if(parent)
if(parent.status & ORGAN_DESTROYED)
status |= ORGAN_DESTROYED
owner.update_body(1)
return
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
src.fracture()
if(germ_level > 0)
for(var/datum/wound/W in wounds) if(!W.bandaged && !W.salved)
W.germ_level = max(W.germ_level, germ_level)
update_icon()
return
/datum/organ/external/proc/fracture()
if(status & ORGAN_BROKEN)
return
owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
owner.emote("scream")
status |= ORGAN_BROKEN
broken_description = pick("broken","fracture","hairline fracture")
perma_injury = brute_dam
// new damage icon system
// returns just the brute/burn damage code
/datum/organ/external/proc/damage_state_text()
@@ -313,22 +347,17 @@
tbrute = 3
return "[tbrute][tburn]"
/****************************************************
DISMEMBERMENT
****************************************************/
// new damage icon system
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
/datum/organ/external/proc/update_icon()
var/n_is = damage_state_text()
if (n_is != damage_state)
damage_state = n_is
owner.update_body(1)
return 1
return 0
//Recursive setting of all child organs to amputated
/datum/organ/external/proc/setAmputatedTree()
for(var/datum/organ/external/O in children)
O.amputated=amputated
O.setAmputatedTree()
//Handles dismemberment
/datum/organ/external/proc/droplimb(var/override = 0,var/no_explode = 0)
if(destspawn) return
if(override)
@@ -348,7 +377,7 @@
if(O.parent == src)
O.droplimb(1)
var/obj/organ
var/obj/organ //Dropped limb object
switch(body_part)
if(LOWER_TORSO)
owner << "\red You are now sterile."
@@ -392,6 +421,7 @@
owner.u_equip(owner.shoes)
if(organ)
destspawn = 1
//Robotic limbs explode until specified otherwise
if(status & ORGAN_ROBOT && !no_explode)
owner.visible_message("\red \The [owner]'s [display_name] explodes violently!",\
"\red <b>Your [display_name] explodes!</b>",\
@@ -407,78 +437,51 @@
owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
"You hear a terrible sound of ripping tendons and flesh.")
//Throw organs around
var/lol = pick(cardinal)
step(organ,lol)
// force the icon to rebuild
owner.regenerate_icons()
/datum/organ/external/proc/createwound(var/type = CUT, var/damage)
if(damage == 0) return
// first check whether we can widen an existing wound
if(wounds.len > 0 && prob(max(50+owner.number_wounds*10,100)))
if((type == CUT || type == BRUISE) && damage >= 5)
var/datum/wound/W = pick(wounds)
if(W.amount == 1 && W.started_healing())
W.open_wound(damage)
if(prob(25))
owner.visible_message("\red The wound on [owner.name]'s [display_name] widens with a nasty ripping voice.",\
"\red The wound on your [display_name] widens with a nasty ripping voice.",\
"You hear a nasty ripping noise, as if flesh is being torn apart.")
return
/****************************************************
HELPERS
****************************************************/
// the wound we will create
var/datum/wound/W
var/wound_type
var/size = min( max( 1, damage/10 ) , 6)
/datum/organ/external/proc/bandage()
var/rval = 0
src.status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.bandaged
W.bandaged = 1
return rval
switch(type)
if(CUT)
var/list/size_names = typesof(/datum/wound/cut/) - /datum/wound/cut/
wound_type = size_names[size]
/datum/organ/external/proc/clamp()
var/rval = 0
src.status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.clamped
W.clamped = 1
return rval
if(BRUISE)
var/list/size_names = typesof(/datum/wound/bruise/) - /datum/wound/bruise/
wound_type = size_names[size]
/datum/organ/external/proc/salve()
var/rval = 0
for(var/datum/wound/W in wounds)
rval |= !W.salved
W.salved = 1
return rval
if(BURN)
var/list/size_names = typesof(/datum/wound/burn/) - /datum/wound/burn/
wound_type = size_names[size]
W = new wound_type(damage)
// Possibly trigger an internal wound, too.
var/local_damage = brute_dam + burn_dam + damage
if(damage > 10 && type != BURN && local_damage > 20 && prob(damage) && !(status & ORGAN_ROBOT))
var/datum/wound/internal_bleeding/I = new (15)
wounds += I
owner.custom_pain("You feel something rip in your [display_name]!", 1)
// check whether we can add the wound to an existing wound
for(var/datum/wound/other in wounds)
if(other.desc == W.desc)
// okay, add it!
other.damage += W.damage
other.amount += 1
W = null // to signify that the wound was added
break
// if we couldn't add the wound to another wound, ignore
if(W)
wounds += W
/datum/organ/external/proc/emp_act(severity)
if(!(status & ORGAN_ROBOT))
/datum/organ/external/proc/fracture()
if(status & ORGAN_BROKEN)
return
var/probability = 30
var/damage = 15
if(severity == 2)
probability = 1
damage = 3
if(prob(probability))
droplimb(1)
else
take_damage(damage, 0, 1, used_weapon = "EMP")
owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
owner.emote("scream")
status |= ORGAN_BROKEN
broken_description = pick("broken","fracture","hairline fracture")
perma_injury = brute_dam
/datum/organ/external/proc/robotize()
src.status &= ~ORGAN_BROKEN
@@ -491,16 +494,18 @@
if(T)
T.robotize()
/datum/organ/external/proc/add_autopsy_data(var/used_weapon, var/damage)
var/datum/autopsy_data/W = autopsy_data[used_weapon]
if(!W)
W = new()
W.weapon = used_weapon
autopsy_data[used_weapon] = W
/datum/organ/external/proc/get_damage() //returns total damage
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
W.hits += 1
W.damage += damage
W.time_inflicted = world.time
/datum/organ/external/proc/is_infected()
for(var/datum/wound/W in wounds)
if(W.germ_level > 100)
return 1
return 0
/****************************************************
ORGAN DEFINES
****************************************************/
/datum/organ/external/chest
name = "chest"
@@ -519,37 +524,6 @@
min_broken_damage = 70
body_part = LOWER_TORSO
/datum/organ/external/head
name = "head"
icon_name = "head"
display_name = "head"
max_damage = 75
min_broken_damage = 40
body_part = HEAD
var/disfigured = 0
take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
..(brute, burn, sharp, used_weapon, forbidden_limbs)
if (!disfigured)
if (brute_dam > 40)
if (prob(50))
disfigure("brute")
if (burn_dam > 40)
disfigure("burn")
proc/disfigure(var/type = "brute")
if (disfigured)
return
if(type == "brute")
owner.visible_message("\red You hear a sickening cracking sound coming from \the [owner]'s face.", \
"\red <b>Your face becomes unrecognizible mangled mess!</b>", \
"\red You hear a sickening crack.")
else
owner.visible_message("\red [owner]'s face melts away, turning into mangled mess!", \
"\red <b>Your face melts off!</b>", \
"\red You hear a sickening sizzle.")
disfigured = 1
/datum/organ/external/l_arm
name = "l_arm"
display_name = "left arm"
@@ -618,6 +592,37 @@
min_broken_damage = 15
body_part = HAND_LEFT
/datum/organ/external/head
name = "head"
icon_name = "head"
display_name = "head"
max_damage = 75
min_broken_damage = 40
body_part = HEAD
var/disfigured = 0
take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
..(brute, burn, sharp, used_weapon, forbidden_limbs)
if (!disfigured)
if (brute_dam > 40)
if (prob(50))
disfigure("brute")
if (burn_dam > 40)
disfigure("burn")
proc/disfigure(var/type = "brute")
if (disfigured)
return
if(type == "brute")
owner.visible_message("\red You hear a sickening cracking sound coming from \the [owner]'s face.", \
"\red <b>Your face becomes unrecognizible mangled mess!</b>", \
"\red You hear a sickening crack.")
else
owner.visible_message("\red [owner]'s face melts away, turning into mangled mess!", \
"\red <b>Your face melts off!</b>", \
"\red You hear a sickening sizzle.")
disfigured = 1
/****************************************************
EXTERNAL ORGAN ITEMS
****************************************************/