Tweak & Fix Promethean Regen

This commit is contained in:
Mechoid
2019-03-08 20:15:46 -08:00
parent bdb96af96f
commit da7d9dd010
@@ -65,6 +65,7 @@ var/datum/species/shapeshifter/promethean/prometheans
heat_level_2 = 370 //Default 400
heat_level_3 = 600 //Default 1000
siemens_coefficient = 0.8
body_temperature = T20C // Room temperature
rarity_value = 5
@@ -149,10 +150,14 @@ var/datum/species/shapeshifter/promethean/prometheans
H.gib()
/datum/species/shapeshifter/promethean/handle_environment_special(var/mob/living/carbon/human/H)
var/healing = TRUE // Switches to FALSE if the environment's bad
var/healing = TRUE // Switches to FALSE if healing is not possible at all.
var/regen_brute = TRUE
var/regen_burn = TRUE
var/regen_tox = TRUE
var/regen_oxy = TRUE
if(H.fire_stacks < 0) // If you're soaked, you're melting
H.adjustToxLoss(2*heal_rate) // Doubled because 0.5 is miniscule, and fire_stacks are capped in both directions
if(H.fire_stacks < 0) // If you're soaked, you're melting.
H.adjustToxLoss(3 * heal_rate) // Tripled because 0.5 is miniscule, and fire_stacks are capped in both directions
healing = FALSE
var/turf/T = get_turf(H)
@@ -168,48 +173,53 @@ var/datum/species/shapeshifter/promethean/prometheans
var/datum/gas_mixture/environment = T.return_air()
var/pressure = environment.return_pressure()
var/affecting_pressure = H.calculate_affecting_pressure(pressure)
if(affecting_pressure <= hazard_low_pressure) // If you're in a vacuum, you don't heal
healing = FALSE
if(affecting_pressure <= hazard_low_pressure) // If you're in a vacuum, you don't heal physical wounds.
regen_brute = FALSE
regen_burn = FALSE
if(H.bodytemperature > heat_level_1 || H.bodytemperature < cold_level_1) // If you're too hot or cold, you don't heal
healing = FALSE
if(H.nutrition < 50) // If you're starving, you don't heal
if(H.bodytemperature > heat_level_1 || H.bodytemperature < cold_level_1) // If you're too hot or cold, you can't heal.
healing = FALSE
// Heal remaining damage.
if(healing)
if(H.getBruteLoss() || H.getFireLoss() || H.getOxyLoss() || H.getToxLoss())
var/nutrition_cost = 0 // The total amount of nutrition drained every tick, when healing
var/starve_mod = 1 // Lowers healing, increases agony
var/nutrition_debt = 0
var/starve_mod = 1 // Lowering this lowers healing and increases agony multiplicatively.
if(H.nutrition <= 150) // This is when the icon goes red
starve_mod = 0.75
heal_rate *= starve_mod
if(H.nutrition <= 50) // Severe starvation. Damage repaired beyond this point will cause a stunlock if untreated.
starve_mod = 0.5
if(H.getBruteLoss())
H.adjustBruteLoss(-heal_rate)
nutrition_cost += heal_rate
if(H.getFireLoss())
H.adjustFireLoss(-heal_rate)
nutrition_cost += heal_rate
if(H.getOxyLoss())
H.adjustOxyLoss(-heal_rate)
nutrition_cost += heal_rate
if(H.getToxLoss())
H.adjustToxLoss(-heal_rate)
nutrition_cost += heal_rate
if(regen_brute)
nutrition_debt = H.getBruteLoss()
H.adjustBruteLoss(-heal_rate * starve_mod)
nutrition_cost += nutrition_debt - H.getBruteLoss()
if(regen_burn)
nutrition_debt = H.getFireLoss()
H.adjustFireLoss(-heal_rate * starve_mod)
nutrition_cost += nutrition_debt - H.getFireLoss()
if(regen_oxy)
nutrition_debt = H.getOxyLoss()
H.adjustOxyLoss(-heal_rate * starve_mod)
nutrition_cost += nutrition_debt - H.getOxyLoss()
if(regen_tox)
nutrition_debt = H.getToxLoss()
H.adjustToxLoss(-heal_rate * starve_mod)
nutrition_cost += nutrition_debt - H.getToxLoss()
H.nutrition -= (3 * nutrition_cost) //Costs Nutrition when damage is being repaired, corresponding to the amount of damage being repaired.
H.nutrition = max(0, H.nutrition) //Ensure it's not below 0.
var/agony_to_apply = ((1 / starve_mod) * nutrition_cost) //Regenerating damage causes minor pain over time. Small injures will be no issue, large ones will cause problems.
if((H.getHalLoss() + agony_to_apply) <= 70) // Don't permalock, but make it far easier to knock them down.
if((starve_mod <= 0.5 && (H.getHalLoss() + agony_to_apply) <= 90) || ((H.getHalLoss() + agony_to_apply) <= 70)) // Will max out at applying halloss at 70, unless they are starving; starvation regeneration will bring them up to a maximum of 120, the same amount of agony a human receives from three taser hits.
H.apply_damage(agony_to_apply, HALLOSS)
/datum/species/shapeshifter/promethean/get_blood_colour(var/mob/living/carbon/human/H)
return (H ? rgb(H.r_skin, H.g_skin, H.b_skin) : ..())