Files
S.P.L.U.R.T-Station-13/code/modules/mob/living/life.dm
2024-03-12 22:17:30 -03:00

215 lines
6.7 KiB
Plaintext

/**
* Called by SSmobs at an interval of 2 seconds.
* Splits off into PhysicalLife() and BiologicalLife(). Override those instead of this.
*/
/mob/living/proc/Life(seconds, times_fired)
SHOULD_NOT_SLEEP(TRUE)
if(mob_transforming)
return
. = SEND_SIGNAL(src, COMSIG_LIVING_LIFE, seconds, times_fired)
if(!(. & COMPONENT_INTERRUPT_LIFE_PHYSICAL))
PhysicalLife(seconds, times_fired)
if(!(. & COMPONENT_INTERRUPT_LIFE_BIOLOGICAL))
BiologicalLife(seconds, times_fired)
if(!(. & COMPONET_INTERRUPT_STATUS_EFFECTS))
handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
// CODE BELOW SHOULD ONLY BE THINGS THAT SHOULD HAPPEN NO MATTER WHAT AND CAN NOT BE SUSPENDED!
// Otherwise, it goes into one of the two split Life procs!
if (client)
var/turf/T = get_turf(src)
if(!T)
for(var/obj/effect/landmark/error/E in GLOB.landmarks_list)
forceMove(E.loc)
break
var/msg = "[key_name_admin(src)] [ADMIN_JMP(src)] was found to have no .loc with an attached client, if the cause is unknown it would be wise to ask how this was accomplished."
message_admins(msg)
INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(send2tgs_adminless_only), "Mob", msg, R_ADMIN)
log_game("[key_name(src)] was found to have no .loc with an attached client.")
// This is a temporary error tracker to make sure we've caught everything
else if (registered_z != T.z)
#ifdef TESTING
message_admins("[src] [ADMIN_FLW(src)] has somehow ended up in Z-level [T.z] despite being registered in Z-level [registered_z]. If you could ask them how that happened and notify coderbus, it would be appreciated.")
#endif
log_game("Z-TRACKING: [src] has somehow ended up in Z-level [T.z] despite being registered in Z-level [registered_z].")
update_z(T.z)
else if (registered_z)
log_game("Z-TRACKING: [src] of type [src.type] has a Z-registration despite not having a client.")
update_z(null)
/**
* Handles biological life processes like chemical metabolism, breathing, etc
* Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.
*/
/mob/living/proc/BiologicalLife(delta_time, times_fired)
SEND_SIGNAL(src,COMSIG_LIVING_BIOLOGICAL_LIFE, delta_time, times_fired)
handle_diseases()// DEAD check is in the proc itself; we want it to spread even if the mob is dead, but to handle its disease-y properties only if you're not.
handle_wounds()
// Everything after this shouldn't process while dead (as of the time of writing)
if(stat == DEAD)
return FALSE
//Mutations and radiation
handle_mutations_and_radiation()
//Breathing, if applicable
handle_breathing(times_fired)
if (QDELETED(src)) // diseases can qdel the mob via transformations
return FALSE
//Random events (vomiting etc)
handle_random_events()
//stuff in the stomach
handle_stomach()
handle_block_parry(delta_time)
handle_traits() // eye, ear, brain damages
return TRUE
/**
* Handles physical life processes like being on fire. Don't ask why this is considered "Life".
* Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.
*/
/mob/living/proc/PhysicalLife(seconds, times_fired)
SEND_SIGNAL(src,COMSIG_LIVING_PHYSICAL_LIFE, seconds, times_fired)
if(digitalinvis)
handle_diginvis() //AI becomes unable to see mob
if((movement_type & FLYING) && !(movement_type & FLOATING)) //TODO: Better floating
INVOKE_ASYNC(src, TYPE_PROC_REF(/atom/movable, float), TRUE)
if(!loc)
return FALSE
var/datum/gas_mixture/environment = loc.return_air()
//Handle temperature/pressure differences between body and environment
if(environment)
handle_environment(environment)
handle_fire()
handle_gravity()
if(machine)
machine.check_eye(src)
return TRUE
/mob/living/proc/handle_breathing(times_fired)
return
/mob/living/proc/handle_mutations_and_radiation()
radiation = 0 //so radiation don't accumulate in simple animals
return
/mob/living/proc/handle_diseases()
return
/mob/living/proc/handle_wounds()
return
/mob/living/proc/handle_diginvis()
if(!digitaldisguise)
src.digitaldisguise = image(loc = src)
src.digitaldisguise.override = 1
for(var/mob/living/silicon/ai/AI in GLOB.player_list)
AI.client.images |= src.digitaldisguise
/mob/living/proc/handle_random_events()
return
/mob/living/proc/handle_environment(datum/gas_mixture/environment)
return
/mob/living/proc/handle_fire()
if(fire_stacks < 0) //If we've doused ourselves in water to avoid fire, dry off slowly
fire_stacks = min(0, fire_stacks + 1)//So we dry ourselves back to default, nonflammable.
if(!on_fire)
return TRUE
if(fire_stacks > 0)
adjust_fire_stacks(-0.1) //the fire is slowly consumed
else
ExtinguishMob()
return
var/datum/gas_mixture/G = loc.return_air() // Check if we're standing in an oxygenless environment
if(!G.get_moles(GAS_O2, 1))
ExtinguishMob() //If there's no oxygen in the tile we're on, put out the fire
return
var/turf/location = get_turf(src)
location.hotspot_expose(700, 10, 1)
/mob/living/proc/handle_stomach()
return
/*
* this updates some effects: mostly old stuff such as drunkness, druggy, stuttering, etc.
* that should be converted to status effect datums one day.
*/
/mob/living/proc/handle_status_effects()
if(confused)
confused = max(0, confused - 1)
if(stuttering)
stuttering = max(stuttering-1, 0)
if(slurring)
slurring = max(slurring-1,0)
if(cultslurring)
cultslurring = max(cultslurring-1, 0)
if(clockcultslurring)
clockcultslurring = max(clockcultslurring-1, 0)
/mob/living/proc/handle_traits()
//Eyes
if(eye_blind) //blindness, heals slowly over time
if(!stat && !(HAS_TRAIT(src, TRAIT_BLIND)))
eye_blind = max(eye_blind-1,0)
if(client && !eye_blind)
clear_alert("blind")
clear_fullscreen("blind")
else
eye_blind = max(eye_blind-1,1)
else if(eye_blurry) //blurry eyes heal slowly
eye_blurry = max(eye_blurry-1, 0)
if(client)
if(!eye_blurry)
remove_eyeblur()
else
update_eyeblur()
/mob/living/proc/update_damage_hud()
return
/mob/living/proc/handle_gravity()
var/gravity = mob_has_gravity()
update_gravity(gravity)
if(gravity > STANDARD_GRAVITY)
gravity_animate()
handle_high_gravity(gravity)
/mob/living/proc/gravity_animate()
if(!get_filter("gravity"))
add_filter("gravity",1, GRAVITY_MOTION_BLUR)
INVOKE_ASYNC(src, PROC_REF(gravity_pulse_animation))
/mob/living/proc/gravity_pulse_animation()
animate(get_filter("gravity"), y = 1, time = 10)
sleep(10)
animate(get_filter("gravity"), y = 0, time = 10)
/mob/living/proc/handle_high_gravity(gravity)
if(gravity >= GRAVITY_DAMAGE_TRESHOLD) //Aka gravity values of 3 or more
var/grav_stregth = gravity - GRAVITY_DAMAGE_TRESHOLD
adjustBruteLoss(min(grav_stregth,3))