Starts work on Organs affecting Reagent Processing

This commit is contained in:
Atermonera
2019-04-18 13:09:48 -04:00
committed by VirgoBot
parent 6a287c7e1f
commit 30726b47d6
7 changed files with 130 additions and 7 deletions
+2
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@@ -45,6 +45,8 @@
var/icon_scale_percent // Makes the holder's icon get scaled up or down.
var/attack_speed_percent // Makes the holder's 'attack speed' (click delay) shorter or longer.
var/pain_immunity // Makes the holder not care about pain while this is on. Only really useful to human mobs.
var/pulse_modifier // Modifier for pulse, will be rounded on application, then added to the normal 'pulse' multiplier which ranges between 0 and 5 normally. Only applied if they're living.
var/pulse_set_level // Positive number. If this is non-null, it will hard-set the pulse level to this. Pulse ranges from 0 to 5 normally.
/datum/modifier/New(var/new_holder, var/new_origin)
holder = new_holder
@@ -268,3 +268,17 @@ the artifact triggers the rage.
if(L.get_poison_protection() >= 1)
return FALSE
return TRUE
<<<<<<< HEAD
=======
// Pulse modifier.
/datum/modifier/false_pulse
name = "false pulse"
desc = "Your blood flows, despite all other factors."
on_created_text = "<span class='notice'>You feel alive.</span>"
on_expired_text = "<span class='notice'>You feel.. different.</span>"
stacks = MODIFIER_STACK_EXTEND
pulse_set_level = PULSE_NORM
>>>>>>> 3661d6f... Merge pull request #6081 from Mechoid/PulseBasedReagentProcessing
+54 -7
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@@ -1550,20 +1550,67 @@
/mob/living/carbon/human/proc/handle_pulse()
if(life_tick % 5) return pulse //update pulse every 5 life ticks (~1 tick/sec, depending on server load)
if(!internal_organs_by_name[O_HEART])
return PULSE_NONE //No blood, no pulse.
if(stat == DEAD)
return PULSE_NONE //that's it, you're dead, nothing can influence your pulse
var/temp = PULSE_NORM
var/modifier_shift = 0
var/modifier_set
if(modifiers && modifiers.len)
for(var/datum/modifier/mod in modifiers)
if(isnull(modifier_set) && !isnull(mod.pulse_set_level))
modifier_set = round(mod.pulse_set_level) // Should be a whole number, but let's not take chances.
else if(mod.pulse_set_level > modifier_set)
modifier_set = round(mod.pulse_set_level)
modifier_set = max(0, modifier_set) // No setting to negatives.
if(mod.pulse_modifier)
modifier_shift += mod.pulse_modifier
modifier_shift = round(modifier_shift)
if(!internal_organs_by_name[O_HEART])
temp = PULSE_NONE
if(!isnull(modifier_set))
temp = modifier_set
return temp //No blood, no pulse.
if(stat == DEAD)
temp = PULSE_NONE
if(!isnull(modifier_set))
temp = modifier_set
return temp //that's it, you're dead, nothing can influence your pulse, aside from outside means.
var/obj/item/organ/internal/heart/Pump = internal_organs_by_name[O_HEART]
if(Pump)
temp += Pump.standard_pulse_level - PULSE_NORM
if(round(vessel.get_reagent_amount("blood")) <= BLOOD_VOLUME_BAD) //how much blood do we have
temp = PULSE_THREADY //not enough :(
temp = temp + 3 //not enough :(
if(status_flags & FAKEDEATH)
temp = PULSE_NONE //pretend that we're dead. unlike actual death, can be inflienced by meds
if(!isnull(modifier_set))
temp = modifier_set
temp = max(0, temp + modifier_shift) // No negative pulses.
if(Pump)
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id in bradycardics)
if(temp <= Pump.standard_pulse_level + 3 && temp >= Pump.standard_pulse_level)
temp--
if(R.id in tachycardics)
if(temp <= Pump.standard_pulse_level + 1 && temp >= PULSE_NONE)
temp++
if(R.id in heartstopper) //To avoid using fakedeath
temp = PULSE_NONE
if(R.id in cheartstopper) //Conditional heart-stoppage
if(R.volume >= R.overdose)
temp = PULSE_NONE
return temp
//handles different chems' influence on pulse
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id in bradycardics)