This commit is contained in:
LightningIron
2014-08-23 13:21:06 -05:00
12 changed files with 55 additions and 94 deletions
+1 -1
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@@ -131,7 +131,7 @@
/obj/item/clothing/shoes/swimmingfins
desc = "Help you swim good."
name = "swimming fins"
icon_state = "flipperfeet"
icon_state = "flippers"
flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
species_restricted = null
+37 -28
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@@ -33,6 +33,8 @@
/mob/living/carbon/human/Life()
set invisibility = 0
set background = 1
@@ -128,38 +130,52 @@
for(var/obj/item/weapon/grab/G in src)
G.process()
// Calculate how vulnerable the human is to under- and overpressure.
// Returns 0 (equals 0 %) if sealed in an undamaged suit, 1 if unprotected (equals 100%).
// Suitdamage can modifiy this in 10% steps.
/mob/living/carbon/human/proc/get_pressure_weakness()
//Much like get_heat_protection(), this returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
/mob/living/carbon/human/proc/get_pressure_protection()
var/pressure_adjustment_coefficient = 1 //Determins how much the clothing you are wearing protects you in percent.
var/pressure_adjustment_coefficient = 1 // Assume no protection at first.
if(head && (head.flags & STOPSPRESSUREDMAGE))
pressure_adjustment_coefficient -= PRESSURE_HEAD_REDUCTION_COEFFICIENT
if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE) && head && (head.flags & STOPSPRESSUREDMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
pressure_adjustment_coefficient = 0
if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE))
pressure_adjustment_coefficient -= PRESSURE_SUIT_REDUCTION_COEFFICIENT
//Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure reduction.
// Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure protection.
if(istype(wear_suit,/obj/item/clothing/suit/space))
var/obj/item/clothing/suit/space/S = wear_suit
if(S.can_breach && S.damage)
var/pressure_loss = S.damage * 0.1
pressure_adjustment_coefficient += pressure_loss
pressure_adjustment_coefficient += S.damage * 0.1
pressure_adjustment_coefficient = min(1,max(pressure_adjustment_coefficient,0)) //So it isn't less than 0 or larger than 1.
pressure_adjustment_coefficient = min(1,max(pressure_adjustment_coefficient,0)) // So it isn't less than 0 or larger than 1.
return 1 - pressure_adjustment_coefficient //want 0 to be bad protection, 1 to be good protection
return pressure_adjustment_coefficient
// Calculate how much of the enviroment pressure-difference affects the human.
/mob/living/carbon/human/calculate_affecting_pressure(var/pressure)
..()
var/pressure_difference = abs( pressure - ONE_ATMOSPHERE )
var/pressure_difference
pressure_difference = pressure_difference * (1 - get_pressure_protection())
// First get the absolute pressure difference.
if(pressure < ONE_ATMOSPHERE) // We are in an underpressure.
pressure_difference = ONE_ATMOSPHERE - pressure
else //We are in an overpressure or standard atmosphere.
pressure_difference = pressure - ONE_ATMOSPHERE
if(pressure_difference < 5) // If the difference is small, don't bother calculating the fraction.
pressure_difference = 0
if(pressure > ONE_ATMOSPHERE)
return ONE_ATMOSPHERE + pressure_difference
else
// Otherwise calculate how much of that absolute pressure difference affects us, can be 0 to 1 (equals 0% to 100%).
// This is our relative difference.
pressure_difference *= get_pressure_weakness()
// The difference is always positive to avoid extra calculations.
// Apply the relative difference on a standard atmosphere to get the final result.
// The return value will be the adjusted_pressure of the human that is the basis of pressure warnings and damage.
if(pressure < ONE_ATMOSPHERE)
return ONE_ATMOSPHERE - pressure_difference
else
return ONE_ATMOSPHERE + pressure_difference
/mob/living/carbon/human
proc/handle_disabilities()
@@ -1686,26 +1702,19 @@
if(status_flags & FAKEDEATH)
temp = PULSE_NONE //pretend that we're dead. unlike actual death, can be inflienced by meds
//handles different chems' influence on pulse
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id in bradycardics)
if(temp <= PULSE_THREADY && temp >= PULSE_NORM)
temp--
break //one reagent is enough
//comment out the breaks to make med effects stack
for(var/datum/reagent/R in reagents.reagent_list) //handles different chems' influence on pulse
if(R.id in tachycardics)
if(temp <= PULSE_FAST && temp >= PULSE_NONE)
temp++
break
for(var/datum/reagent/R in reagents.reagent_list) //To avoid using fakedeath
if(R.id in heartstopper)
if(R.id in heartstopper) //To avoid using fakedeath
temp = PULSE_NONE
break
for(var/datum/reagent/R in reagents.reagent_list) //Conditional heart-stoppage
if(R.id in cheartstopper)
if(R.id in cheartstopper) //Conditional heart-stoppage
if(R.volume >= R.overdose)
temp = PULSE_NONE
break
return temp
+3 -10
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@@ -80,11 +80,6 @@
emote(pick("scratch","jump","roll","tail"))
updatehealth()
/mob/living/carbon/monkey/calculate_affecting_pressure(var/pressure)
..()
return pressure
/mob/living/carbon/monkey
proc/handle_disabilities()
@@ -401,9 +396,7 @@
//Moved these vars here for use in the fuck-it-skip-processing check.
var/pressure = environment.return_pressure()
var/adjusted_pressure = calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
if(adjusted_pressure < WARNING_HIGH_PRESSURE && adjusted_pressure > WARNING_LOW_PRESSURE && abs(environment.temperature - 293.15) < 20 && abs(bodytemperature - 310.14) < 0.5 && environment.phoron < MOLES_PHORON_VISIBLE)
if(pressure < WARNING_HIGH_PRESSURE && pressure > WARNING_LOW_PRESSURE && abs(environment.temperature - 293.15) < 20 && abs(bodytemperature - 310.14) < 0.5 && environment.phoron < MOLES_PHORON_VISIBLE)
//Hopefully should fix the walk-inside-still-pressure-warning issue.
if(pressure_alert)
@@ -425,9 +418,9 @@
bodytemperature += 0.1*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
//Account for massive pressure differences
switch(adjusted_pressure)
switch(pressure)
if(HAZARD_HIGH_PRESSURE to INFINITY)
adjustBruteLoss( min( ( (adjusted_pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
adjustBruteLoss( min( ( (pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
pressure_alert = 2
if(WARNING_HIGH_PRESSURE to HAZARD_HIGH_PRESSURE)
pressure_alert = 1
+1 -1
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@@ -18,7 +18,7 @@
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
//affects them once clothing is factored in. ~Errorage
/mob/living/proc/calculate_affecting_pressure(var/pressure)
return 0
return
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
+2 -42
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@@ -14,15 +14,13 @@
var/energy = 100
var/max_energy = 100
var/amount = 30
var/accept_glass = 0
var/accept_glass = 0 //At 0 ONLY accepts glass containers. Kinda misleading varname.
var/beaker = null
var/recharged = 0
var/hackedcheck = 0
var/list/dispensable_reagents = list("hydrogen","lithium","carbon","nitrogen","oxygen","fluorine",
"sodium","aluminum","silicon","phosphorus","sulfur","chlorine","potassium","iron",
"copper","mercury","radium","water","ethanol","sugar","sacid","tungsten")
var/list/broken_requirements = list()
var/broken_on_spawn = 0
/obj/machinery/chem_dispenser/proc/recharge()
if(stat & (BROKEN|NOPOWER)) return
@@ -42,7 +40,6 @@
nanomanager.update_uis(src) // update all UIs attached to src
/obj/machinery/chem_dispenser/process()
if(recharged <= 0)
recharge()
recharged = 15
@@ -54,27 +51,6 @@
recharge()
dispensable_reagents = sortList(dispensable_reagents)
if(broken_on_spawn)
var/amount = pick(1,2,2,3,4)
var/list/options = list()
options[/obj/item/weapon/stock_parts/capacitor/adv] = "Add an advanced capacitor to fix it."
options[/obj/item/weapon/stock_parts/console_screen] = "Replace the console screen to fix it."
options[/obj/item/weapon/stock_parts/manipulator/pico] = "Upgrade to a pico manipulator to fix it."
options[/obj/item/weapon/stock_parts/matter_bin/adv] = "Give it an advanced matter bin to fix it."
options[/obj/item/stack/sheet/mineral/diamond] = "Line up a cut diamond with the nozzle to fix it."
options[/obj/item/stack/sheet/mineral/uranium] = "Position a uranium sheet inside to fix it."
options[/obj/item/stack/sheet/mineral/phoron] = "Enter a block of phoron to fix it."
options[/obj/item/stack/sheet/mineral/silver] = "Cover the internals with a silver lining to fix it."
options[/obj/item/stack/sheet/mineral/gold] = "Wire a golden filament to fix it."
options[/obj/item/stack/sheet/plasteel] = "Surround the outside with a plasteel cover to fix it."
options[/obj/item/stack/sheet/rglass] = "Insert a pane of reinforced glass to fix it."
stat |= BROKEN
while(amount > 0)
amount -= 1
var/index = pick(options)
broken_requirements[index] = options[index]
options -= index
/obj/machinery/chem_dispenser/ex_act(severity)
switch(severity)
@@ -105,9 +81,6 @@
* @return nothing
*/
/obj/machinery/chem_dispenser/ui_interact(mob/user, ui_key = "main",var/datum/nanoui/ui = null)
if(broken_requirements.len)
user << "<span class='warning'>[src] is broken. [broken_requirements[broken_requirements[1]]]</span>"
return
if(stat & (BROKEN|NOPOWER)) return
if(user.stat || user.restrained()) return
@@ -183,19 +156,6 @@
/obj/machinery/chem_dispenser/attackby(var/obj/item/weapon/reagent_containers/B as obj, var/mob/user as mob)
if(isrobot(user))
return
if(broken_requirements.len && B.type == broken_requirements[1])
broken_requirements -= broken_requirements[1]
user << "<span class='notice'>You fix [src].</span>"
if(istype(B,/obj/item/stack))
var/obj/item/stack/S = B
S.use(1)
else
user.drop_item()
del(B)
if(broken_requirements.len==0)
stat ^= BROKEN
return
if(src.beaker)
user << "Something is already loaded into the machine."
return
@@ -218,7 +178,6 @@
/obj/machinery/chem_dispenser/attack_hand(mob/user as mob)
if(stat & BROKEN)
return
ui_interact(user)
/obj/machinery/chem_dispenser/soda
@@ -245,6 +204,7 @@
dispensable_reagents -= list("thirteenloko")
hackedcheck = 0
return
/obj/machinery/chem_dispenser/beer
icon_state = "booze_dispenser"
name = "booze dispenser"
+5 -5
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@@ -2064,7 +2064,7 @@ datum
description = "This is what makes chilis hot."
reagent_state = LIQUID
color = "#B31008" // rgb: 179, 16, 8
on_mob_life(var/mob/living/M as mob)
if(!M)
M = holder.my_atom
@@ -2078,7 +2078,7 @@ datum
H << "\red <b>Your insides feel uncomfortably hot !</b>"
if(2 to 20)
if(prob(5))
H << "\red <b>Your insides feel uncomfortably hot !</b>"
H << "\red <b>Your insides feel uncomfortably hot !</b>"
if(20 to INFINITY)
H.apply_effect(2,AGONY,0)
if(prob(5))
@@ -2186,10 +2186,10 @@ datum
on_mob_life(var/mob/living/M as mob)
if(!M)
M = holder.my_atom
M.bodytemperature = max(M.bodytemperature - 10 * TEMPERATURE_DAMAGE_COEFFICIENT, 0)
M = holder.my_atom
M.bodytemperature = max(M.bodytemperature - 10 * TEMPERATURE_DAMAGE_COEFFICIENT, 0)
if(prob(1))
M.emote("shiver")
M.emote("shiver")
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature = max(M.bodytemperature - rand(10,20), 0)
holder.remove_reagent("capsaicin", 5)
+1 -1
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@@ -130,7 +130,7 @@ datum
water //I can't believe we never had this.
name = "Water"
id = "water"
result = null
result = "water"
required_reagents = list("oxygen" = 2, "hydrogen" = 1)
result_amount = 1