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VOREStation/code/modules/mob/living/carbon/carbon.dm
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PrismaticGynoidandAtermonera eabfa03891 Laser pointers (#5257)
* Laser pointers

Adds laser pointers, ported from tg/oldaurora (but heavily modified). They can be found in the loadout, as well as made by science. Science can also upgrade them, which makes them occasionally useful for blinding people, too.

The bugfixes which make several of the features work properly will come in a separate commit.

* Three fixes

Cats now have resting sprites for all 4 directions, instead of just east. This was needed to make cats look like they're pouncing on the laser dot.

Cameras can now be EMPed more than once, and EMPs actually are able to disable them now. This was needed for the shining lasers into cameras feature.

Flash_eyes() now actually displays a flashing animation on your screen when you get flashed (except for silicons, who for some reason are excluded from this unless EMPed). This was needed for laser pointers to have a temporary "blinding" effect when shone into someone's eyes.

(removes errant debug message too, whoops)

* Nerf

Reduced chances of laser pointers doing anything useful on silicons.

Also, fixes a duplicated proc, oops.

* Requested changes

Minor changes as requested - 'cell' to 'diode', view() to viewers(), range() to viewers().

Stops buckled or dead cats from reacting to laser pointers. Zombie cats are fun, but no.

Also, does another small nerf to the effects on silicons.
2018-05-14 15:22:19 -07:00

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/mob/living/carbon/New()
//setup reagent holders
bloodstr = new/datum/reagents/metabolism/bloodstream(500, src)
ingested = new/datum/reagents/metabolism/ingested(500, src)
touching = new/datum/reagents/metabolism/touch(500, src)
reagents = bloodstr
if (!default_language && species_language)
default_language = all_languages[species_language]
..()
/mob/living/carbon/Life()
..()
handle_viruses()
// Increase germ_level regularly
if(germ_level < GERM_LEVEL_AMBIENT && prob(30)) //if you're just standing there, you shouldn't get more germs beyond an ambient level
germ_level++
/mob/living/carbon/Destroy()
qdel(ingested)
qdel(touching)
// We don't qdel(bloodstr) because it's the same as qdel(reagents)
for(var/guts in internal_organs)
qdel(guts)
for(var/food in stomach_contents)
qdel(food)
return ..()
/mob/living/carbon/rejuvenate()
bloodstr.clear_reagents()
ingested.clear_reagents()
touching.clear_reagents()
..()
/mob/living/carbon/Move(NewLoc, direct)
. = ..()
if(.)
if(src.nutrition && src.stat != 2)
src.nutrition -= DEFAULT_HUNGER_FACTOR/10
if(src.m_intent == "run")
src.nutrition -= DEFAULT_HUNGER_FACTOR/10
if((FAT in src.mutations) && src.m_intent == "run" && src.bodytemperature <= 360)
src.bodytemperature += 2
// Moving around increases germ_level faster
if(germ_level < GERM_LEVEL_MOVE_CAP && prob(8))
germ_level++
/mob/living/carbon/relaymove(var/mob/living/user, direction)
if((user in src.stomach_contents) && istype(user))
if(user.last_special <= world.time)
user.last_special = world.time + 50
src.visible_message("<span class='danger'>You hear something rumbling inside [src]'s stomach...</span>")
var/obj/item/I = user.get_active_hand()
if(I && I.force)
var/d = rand(round(I.force / 4), I.force)
if(istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
var/obj/item/organ/external/organ = H.get_organ(BP_TORSO)
if (istype(organ))
if(organ.take_damage(d, 0))
H.UpdateDamageIcon()
H.updatehealth()
else
src.take_organ_damage(d)
user.visible_message("<span class='danger'>[user] attacks [src]'s stomach wall with the [I.name]!</span>")
playsound(user.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(prob(src.getBruteLoss() - 50))
for(var/atom/movable/A in stomach_contents)
A.loc = loc
stomach_contents.Remove(A)
src.gib()
/mob/living/carbon/gib()
for(var/mob/M in src)
if(M in src.stomach_contents)
src.stomach_contents.Remove(M)
M.loc = src.loc
for(var/mob/N in viewers(src, null))
if(N.client)
N.show_message(text("<font color='red'><B>[M] bursts out of [src]!</B></font>"), 2)
..()
/mob/living/carbon/attack_hand(mob/M as mob)
if(!istype(M, /mob/living/carbon)) return
if (ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (H.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable())
H << "<font color='red'>You can't use your [temp.name]</font>"
return
return
/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null, var/stun = 1)
if(status_flags & GODMODE) return 0 //godmode
if(def_zone == "l_hand" || def_zone == "r_hand") //Diona (And any other potential plant people) hands don't get shocked.
if(species.flags & IS_PLANT)
return 0
shock_damage *= siemens_coeff
if (shock_damage<1)
return 0
src.apply_damage(shock_damage, BURN, def_zone, used_weapon="Electrocution")
playsound(loc, "sparks", 50, 1, -1)
if (shock_damage > 15)
src.visible_message(
"<span class='warning'>[src] was electrocuted[source ? " by the [source]" : ""]!</span>", \
"<span class='danger'>You feel a powerful shock course through your body!</span>", \
"<span class='warning'>You hear a heavy electrical crack.</span>" \
)
else
src.visible_message(
"<span class='warning'>[src] was shocked[source ? " by the [source]" : ""].</span>", \
"<span class='warning'>You feel a shock course through your body.</span>", \
"<span class='warning'>You hear a zapping sound.</span>" \
)
if(stun)
switch(shock_damage)
if(16 to 20)
Stun(2)
if(21 to 25)
Weaken(2)
if(26 to 30)
Weaken(5)
if(31 to INFINITY)
Weaken(10) //This should work for now, more is really silly and makes you lay there forever
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, loc)
s.start()
return shock_damage
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if (src.health >= config.health_threshold_crit)
if(src == M && istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
var/datum/gender/T = gender_datums[H.get_visible_gender()]
src.visible_message( \
"<font color='blue'>[src] examines [T.himself].</font>", \
"<font color='blue'>You check yourself for injuries.</font>" \
)
for(var/obj/item/organ/external/org in H.organs)
var/list/status = list()
var/brutedamage = org.brute_dam
var/burndamage = org.burn_dam
/*
if(halloss > 0) //Makes halloss show up as actual wounds on self examine.
if(prob(30))
brutedamage += halloss
if(prob(30))
burndamage += halloss
*/
switch(brutedamage)
if(1 to 20)
status += "bruised"
if(20 to 40)
status += "wounded"
if(40 to INFINITY)
status += "mangled"
switch(burndamage)
if(1 to 10)
status += "numb"
if(10 to 40)
status += "blistered"
if(40 to INFINITY)
status += "peeling away"
if(org.is_stump())
status += "MISSING"
if(org.status & ORGAN_MUTATED)
status += "weirdly shapen"
if(org.dislocated == 2)
status += "dislocated"
if(org.status & ORGAN_BROKEN)
status += "hurts when touched"
if(org.status & ORGAN_DEAD)
status += "is bruised and necrotic"
if(!org.is_usable() || org.is_dislocated())
status += "dangling uselessly"
if(status.len)
src.show_message("My [org.name] is <span class='warning'> [english_list(status)].</span>",1)
else
src.show_message("My [org.name] is <span class='notice'> OK.</span>",1)
if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
H.play_xylophone()
else if (on_fire)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if (M.on_fire)
M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames, but to no avail!</span>",
"<span class='warning'>You try to pat out [src]'s flames, but to no avail! Put yourself out first!</span>")
else
M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames!</span>",
"<span class='warning'>You try to pat out [src]'s flames! Hot!</span>")
if(do_mob(M, src, 15))
src.adjust_fire_stacks(-0.5)
if (prob(10) && (M.fire_stacks <= 0))
M.adjust_fire_stacks(1)
M.IgniteMob()
if (M.on_fire)
M.visible_message("<span class='danger'>The fire spreads from [src] to [M]!</span>",
"<span class='danger'>The fire spreads to you as well!</span>")
else
src.adjust_fire_stacks(-0.5) //Less effective than stop, drop, and roll - also accounting for the fact that it takes half as long.
if (src.fire_stacks <= 0)
M.visible_message("<span class='warning'>[M] successfully pats out [src]'s flames.</span>",
"<span class='warning'>You successfully pat out [src]'s flames.</span>")
src.ExtinguishMob()
src.fire_stacks = 0
else
if (istype(src,/mob/living/carbon/human) && src:w_uniform)
var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M)
var/show_ssd
var/mob/living/carbon/human/H = src
var/datum/gender/T = gender_datums[H.get_visible_gender()] // make sure to cast to human before using get_gender() or get_visible_gender()!
if(istype(H)) show_ssd = H.species.show_ssd
if(show_ssd && !client && !teleop)
M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [T.him] up!</span>", \
"<span class='notice'>You shake [src], but [T.he] [T.does] not respond... Maybe [T.he] [T.has] S.S.D?</span>")
else if(lying || src.sleeping)
src.sleeping = max(0,src.sleeping-5)
if(src.sleeping == 0)
src.resting = 0
M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [T.him] up!</span>", \
"<span class='notice'>You shake [src] trying to wake [T.him] up!</span>")
else
var/mob/living/carbon/human/hugger = M
var/datum/gender/TM = gender_datums[M.get_visible_gender()]
if(M.resting == 1) //Are they resting on the ground?
M.visible_message("<span class='notice'>[M] grabs onto [src] and pulls [TM.himself] up</span>", \
"<span class='notice'>You grip onto [src] and pull yourself up off the ground!</span>")
if(M.fire_stacks >= (src.fire_stacks + 3)) //Fire checks.
src.adjust_fire_stacks(1)
M.adjust_fire_stacks(-1)
if(M.on_fire)
src.IgniteMob()
if(do_after(M, 0.5 SECONDS)) //.5 second delay. Makes it a bit stronger than just typing rest.
M.resting = 0 //Hoist yourself up up off the ground. No para/stunned/weakened removal.
else if(istype(hugger))
hugger.species.hug(hugger,src)
else
M.visible_message("<span class='notice'>[M] hugs [src] to make [T.him] feel better!</span>", \
"<span class='notice'>You hug [src] to make [T.him] feel better!</span>")
if(M.fire_stacks >= (src.fire_stacks + 3))
src.adjust_fire_stacks(1)
M.adjust_fire_stacks(-1)
if(M.on_fire)
src.IgniteMob()
AdjustParalysis(-3)
AdjustStunned(-3)
AdjustWeakened(-3)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/mob/living/carbon/proc/eyecheck()
return 0
/mob/living/carbon/flash_eyes(intensity = FLASH_PROTECTION_MODERATE, override_blindness_check = FALSE, affect_silicon = FALSE, visual = FALSE, type = /obj/screen/fullscreen/flash)
if(eyecheck() < intensity || override_blindness_check)
return ..()
// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching.
// Stop! ... Hammertime! ~Carn
/mob/living/carbon/proc/getDNA()
return dna
/mob/living/carbon/proc/setDNA(var/datum/dna/newDNA)
dna = newDNA
// ++++ROCKDTBEN++++ MOB PROCS //END
/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
var/temp_inc = max(min(BODYTEMP_HEATING_MAX*(1-get_heat_protection()), exposed_temperature - bodytemperature), 0)
bodytemperature += temp_inc
/mob/living/carbon/can_use_hands()
if(handcuffed)
return 0
if(buckled && ! istype(buckled, /obj/structure/bed/chair)) // buckling does not restrict hands
return 0
return 1
/mob/living/carbon/restrained()
if (handcuffed)
return 1
return
/mob/living/carbon/u_equip(obj/item/W as obj)
if(!W) return 0
else if (W == handcuffed)
handcuffed = null
update_inv_handcuffed()
if(buckled && buckled.buckle_require_restraints)
buckled.unbuckle_mob()
else if (W == legcuffed)
legcuffed = null
update_inv_legcuffed()
else
..()
return
//generates realistic-ish pulse output based on preset levels
/mob/living/carbon/proc/get_pulse(var/method) //method 0 is for hands, 1 is for machines, more accurate
var/temp = 0 //see setup.dm:694
switch(src.pulse)
if(PULSE_NONE)
return "0"
if(PULSE_SLOW)
temp = rand(40, 60)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_NORM)
temp = rand(60, 90)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_FAST)
temp = rand(90, 120)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_2FAST)
temp = rand(120, 160)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_THREADY)
return method ? ">250" : "extremely weak and fast, patient's artery feels like a thread"
// output for machines^ ^^^^^^^output for people^^^^^^^^^
/mob/living/carbon/verb/mob_sleep()
set name = "Sleep"
set category = "IC"
if(usr.sleeping)
usr << "<font color='red'>You are already sleeping</font>"
return
if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
usr.sleeping = 20 //Short nap
/mob/living/carbon/Bump(var/atom/movable/AM, yes)
if(now_pushing || !yes)
return
..()
if(istype(AM, /mob/living/carbon) && prob(10))
src.spread_disease_to(AM, "Contact")
/mob/living/carbon/cannot_use_vents()
return
/mob/living/carbon/slip(var/slipped_on,stun_duration=8)
if(buckled)
return 0
stop_pulling()
src << "<span class='warning'>You slipped on [slipped_on]!</span>"
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
Weaken(Floor(stun_duration/2))
return 1
/mob/living/carbon/proc/add_chemical_effect(var/effect, var/magnitude = 1)
if(effect in chem_effects)
chem_effects[effect] += magnitude
else
chem_effects[effect] = magnitude
/mob/living/carbon/get_default_language()
if(default_language && can_speak(default_language))
return default_language
if(!species)
return null
return species.default_language ? all_languages[species.default_language] : null
/mob/living/carbon/proc/should_have_organ(var/organ_check)
return 0
/mob/living/carbon/can_feel_pain(var/check_organ)
if(isSynthetic())
return 0
return !(species.flags & NO_PAIN)