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Combat Overhaul Staging: Limb Specific Stamina and status effect clickdelay modifiers! (#36274)
This commit is contained in:
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yogstation13-bot
parent
f943a8c465
commit
1646cc73ce
@@ -20,6 +20,14 @@
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/mob/proc/changeNext_move(num)
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next_move = world.time + ((num+next_move_adjust)*next_move_modifier)
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/mob/living/changeNext_move(num)
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var/mod = next_move_modifier
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var/adj = next_move_adjust
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for(var/i in status_effects)
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var/datum/status_effect/S = i
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mod *= S.nextmove_modifier()
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adj += S.nextmove_adjust()
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next_move = world.time + ((num + adj)*mod)
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/*
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Before anything else, defer these calls to a per-mobtype handler. This allows us to
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@@ -30,7 +30,7 @@
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id = "knockdown"
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/datum/status_effect/incapacitating/knockdown/tick()
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if(owner.staminaloss)
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if(owner.getStaminaLoss())
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owner.adjustStaminaLoss(-0.3) //reduce stamina loss by 0.3 per tick, 6 per 2 seconds
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@@ -40,7 +40,7 @@
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needs_update_stat = TRUE
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/datum/status_effect/incapacitating/unconscious/tick()
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if(owner.staminaloss)
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if(owner.getStaminaLoss())
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owner.adjustStaminaLoss(-0.3) //reduce stamina loss by 0.3 per tick, 6 per 2 seconds
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//SLEEPING
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@@ -65,7 +65,7 @@
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return ..()
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/datum/status_effect/incapacitating/sleeping/tick()
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if(owner.staminaloss)
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if(owner.getStaminaLoss())
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owner.adjustStaminaLoss(-0.5) //reduce stamina loss by 0.5 per tick, 10 per 2 seconds
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if(human_owner && human_owner.drunkenness)
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human_owner.drunkenness *= 0.997 //reduce drunkenness by 0.3% per tick, 6% per 2 seconds
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@@ -63,6 +63,13 @@
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owner = null
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qdel(src)
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//clickdelay/nextmove modifiers!
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/datum/status_effect/proc/nextmove_modifier()
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return 1
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/datum/status_effect/proc/nextmove_adjust()
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return 0
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////////////////
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// ALERT HOOK //
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////////////////
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@@ -105,7 +105,7 @@
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/obj/item/organ/heart/gland/heals/activate()
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to_chat(owner, "<span class='notice'>You feel curiously revitalized.</span>")
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owner.adjustToxLoss(-20, FALSE, TRUE)
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owner.heal_bodypart_damage(20, 20, TRUE)
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owner.heal_bodypart_damage(20, 20, 0, TRUE)
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owner.adjustOxyLoss(-20)
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/obj/item/organ/heart/gland/slime
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@@ -504,11 +504,14 @@
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return
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var/total_burn = 0
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var/total_brute = 0
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var/total_stamina = 0
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for(var/X in bodyparts) //hardcoded to streamline things a bit
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var/obj/item/bodypart/BP = X
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total_brute += BP.brute_dam
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total_burn += BP.burn_dam
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total_stamina += BP.stamina_dam
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health = maxHealth - getOxyLoss() - getToxLoss() - getCloneLoss() - total_burn - total_brute
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staminaloss = total_stamina
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update_stat()
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if(((maxHealth - total_burn) < HEALTH_THRESHOLD_DEAD) && stat == DEAD )
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become_husk("burn")
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@@ -35,10 +35,14 @@
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if(CLONE)
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adjustCloneLoss(damage * hit_percent)
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if(STAMINA)
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if(BP)
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if(BP.receive_damage(0, 0, damage * hit_percent))
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update_damage_overlays()
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else
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adjustStaminaLoss(damage * hit_percent)
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if(BRAIN)
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adjustBrainLoss(damage * hit_percent)
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return 1
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return TRUE
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//These procs fetch a cumulative total damage from all bodyparts
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@@ -61,21 +65,20 @@
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if(!forced && (status_flags & GODMODE))
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return FALSE
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if(amount > 0)
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take_overall_damage(amount, 0, updating_health)
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take_overall_damage(amount, 0, 0, updating_health)
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else
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heal_overall_damage(-amount, 0, 0, 1, updating_health)
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heal_overall_damage(abs(amount), 0, 0, FALSE, TRUE, updating_health)
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return amount
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/mob/living/carbon/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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if(amount > 0)
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take_overall_damage(0, amount, updating_health)
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take_overall_damage(0, amount, 0, updating_health)
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else
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heal_overall_damage(0, -amount, 0, 1, updating_health)
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heal_overall_damage(0, abs(amount), 0, FALSE, TRUE, updating_health)
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return amount
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/mob/living/carbon/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && has_trait(TRAIT_TOXINLOVER)) //damage becomes healing and healing becomes damage
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amount = -amount
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@@ -85,14 +88,36 @@
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blood_volume -= amount
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return ..()
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/mob/living/carbon/getStaminaLoss()
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. = 0
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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. += BP.stamina_dam
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/mob/living/carbon/adjustStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
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if(!forced && (status_flags & GODMODE))
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return FALSE
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if(amount > 0)
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take_overall_damage(0, 0, amount, updating_health)
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else
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heal_overall_damage(0, 0, abs(amount), FALSE, FALSE, updating_health)
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return amount
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/mob/living/carbon/setStaminaLoss(amount, updating = TRUE, forced = FALSE)
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var/current = getStaminaLoss()
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var/diff = amount - current
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if(!diff)
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return
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adjustStaminaLoss(diff, updating, forced)
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////////////////////////////////////////////
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//Returns a list of damaged bodyparts
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/mob/living/carbon/proc/get_damaged_bodyparts(brute, burn)
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/mob/living/carbon/proc/get_damaged_bodyparts(brute = FALSE, burn = FALSE, stamina = FALSE)
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var/list/obj/item/bodypart/parts = list()
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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if((brute && BP.brute_dam) || (burn && BP.burn_dam))
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if((brute && BP.brute_dam) || (burn && BP.burn_dam) || (stamina && BP.stamina_dam))
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parts += BP
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return parts
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@@ -108,90 +133,79 @@
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//Heals ONE bodypart randomly selected from damaged ones.
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//It automatically updates damage overlays if necessary
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//It automatically updates health status
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/mob/living/carbon/heal_bodypart_damage(brute, burn, only_robotic = 0, only_organic = 1)
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/mob/living/carbon/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, only_robotic = FALSE, only_organic = TRUE)
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var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute,burn)
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if(!parts.len)
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return
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var/obj/item/bodypart/picked = pick(parts)
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if(picked.heal_damage(brute, burn, only_robotic, only_organic))
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if(picked.heal_damage(brute, burn, stamina, only_robotic, only_organic))
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update_damage_overlays()
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//Damages ONE bodypart randomly selected from damagable ones.
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//It automatically updates damage overlays if necessary
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//It automatically updates health status
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/mob/living/carbon/take_bodypart_damage(brute, burn)
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/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0)
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var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
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if(!parts.len)
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return
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var/obj/item/bodypart/picked = pick(parts)
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if(picked.receive_damage(brute,burn))
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if(picked.receive_damage(brute, burn, stamina))
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update_damage_overlays()
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//Heal MANY bodyparts, in random order
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/mob/living/carbon/heal_overall_damage(brute, burn, only_robotic = 0, only_organic = 1, updating_health = 1)
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var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute,burn)
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/mob/living/carbon/heal_overall_damage(brute = 0, burn = 0, stamina = 0, only_robotic = FALSE, only_organic = TRUE, updating_health = TRUE)
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var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute, burn, stamina)
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var/update = 0
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while(parts.len && (brute>0 || burn>0) )
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var/update = NONE
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while(parts.len && (brute > 0 || burn > 0 || stamina > 0))
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var/obj/item/bodypart/picked = pick(parts)
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var/brute_was = picked.brute_dam
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var/burn_was = picked.burn_dam
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var/stamina_was = picked.stamina_dam
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update |= picked.heal_damage(brute,burn, only_robotic, only_organic, 0)
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update |= picked.heal_damage(brute, burn, stamina, only_robotic, only_organic, FALSE)
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brute -= (brute_was-picked.brute_dam)
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burn -= (burn_was-picked.burn_dam)
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brute -= (brute_was - picked.brute_dam)
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burn -= (burn_was - picked.burn_dam)
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stamina -= (stamina_was - picked.stamina_dam)
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parts -= picked
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if(updating_health)
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updatehealth()
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update_stamina()
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if(update)
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update_damage_overlays()
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// damage MANY bodyparts, in random order
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/mob/living/carbon/take_overall_damage(brute, burn, updating_health = 1)
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/mob/living/carbon/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
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if(status_flags & GODMODE)
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return //godmode
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var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
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var/update = 0
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while(parts.len && (brute>0 || burn>0) )
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while(parts.len && (brute > 0 || burn > 0 || stamina > 0))
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var/obj/item/bodypart/picked = pick(parts)
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var/brute_per_part = round(brute/parts.len, 0.01)
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var/burn_per_part = round(burn/parts.len, 0.01)
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var/stamina_per_part = round(stamina/parts.len, 0.01)
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var/brute_was = picked.brute_dam
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var/burn_was = picked.burn_dam
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var/stamina_was = picked.stamina_dam
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update |= picked.receive_damage(brute_per_part,burn_per_part, 0)
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update |= picked.receive_damage(brute_per_part, burn_per_part, stamina_per_part, FALSE)
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brute -= (picked.brute_dam - brute_was)
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burn -= (picked.burn_dam - burn_was)
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stamina -= (picked.stamina_dam - stamina_was)
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parts -= picked
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if(updating_health)
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updatehealth()
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if(update)
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update_damage_overlays()
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/mob/living/carbon/adjustStaminaLoss(amount, updating_stamina = 1)
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if(status_flags & GODMODE)
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return 0
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staminaloss = CLAMP(staminaloss + amount, 0, maxHealth*2)
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if(updating_stamina)
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update_stamina()
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/mob/living/carbon/setStaminaLoss(amount, updating_stamina = 1)
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if(status_flags & GODMODE)
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return 0
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staminaloss = amount
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if(updating_stamina)
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update_stamina()
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/mob/living/carbon/getBrainLoss()
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@@ -769,7 +769,7 @@
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return
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else
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if(hud_used.healths)
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var/health_amount = health - staminaloss
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var/health_amount = health - getStaminaLoss()
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if(..(health_amount)) //not dead
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switch(hal_screwyhud)
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if(SCREWYHUD_CRIT)
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@@ -692,8 +692,8 @@
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if(bleed_rate)
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to_chat(src, "<span class='danger'>You are bleeding!</span>")
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if(staminaloss)
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if(staminaloss > 30)
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if(getStaminaLoss())
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if(getStaminaLoss() > 30)
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to_chat(src, "<span class='info'>You're completely exhausted.</span>")
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else
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to_chat(src, "<span class='info'>You feel fatigued.</span>")
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@@ -1452,6 +1452,10 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(CLONE)
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H.adjustCloneLoss(damage * hit_percent * H.physiology.clone_mod)
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if(STAMINA)
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if(BP)
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if(BP.receive_damage(0, 0, damage * hit_percent * H.physiology.stamina_mod))
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H.update_stamina()
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else
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H.adjustStaminaLoss(damage * hit_percent * H.physiology.stamina_mod)
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if(BRAIN)
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H.adjustBrainLoss(damage * hit_percent * H.physiology.brain_mod)
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@@ -322,7 +322,7 @@
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//this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc..
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/mob/living/carbon/handle_status_effects()
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..()
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if(staminaloss)
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if(getStaminaLoss())
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adjustStaminaLoss(-3)
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var/restingpwr = 1 + 4 * resting
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@@ -236,34 +236,41 @@
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/mob/living/proc/setStaminaLoss(amount, updating_stamina = TRUE, forced = FALSE)
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return
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// heal ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/heal_bodypart_damage(brute, burn, updating_health = 1)
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adjustBruteLoss(-brute, 0) //zero as argument for no instant health update
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adjustFireLoss(-burn, 0)
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/mob/living/proc/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
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adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
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adjustFireLoss(-burn, FALSE)
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adjustStaminaLoss(-stamina, FALSE)
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if(updating_health)
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updatehealth()
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update_stamina()
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// damage ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/take_bodypart_damage(brute, burn, updating_health = 1)
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adjustBruteLoss(brute, 0) //zero as argument for no instant health update
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adjustFireLoss(burn, 0)
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/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
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adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
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adjustFireLoss(burn, FALSE)
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adjustStaminaLoss(stamina, FALSE)
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if(updating_health)
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updatehealth()
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update_stamina()
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// heal MANY bodyparts, in random order
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/mob/living/proc/heal_overall_damage(brute, burn, only_robotic = 0, only_organic = 1, updating_health = 1)
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adjustBruteLoss(-brute, 0) //zero as argument for no instant health update
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adjustFireLoss(-burn, 0)
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/mob/living/proc/heal_overall_damage(brute = 0, burn = 0, stamina = 0, only_robotic = FALSE, only_organic = TRUE, updating_health = TRUE)
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adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
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adjustFireLoss(-burn, FALSE)
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adjustStaminaLoss(-stamina, FALSE)
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if(updating_health)
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updatehealth()
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update_stamina()
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// damage MANY bodyparts, in random order
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/mob/living/proc/take_overall_damage(brute, burn, updating_health = 1)
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adjustBruteLoss(brute, 0) //zero as argument for no instant health update
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adjustFireLoss(burn, 0)
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/mob/living/proc/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
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adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
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adjustFireLoss(burn, FALSE)
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adjustStaminaLoss(stamina, FALSE)
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if(updating_health)
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updatehealth()
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update_stamina()
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//heal up to amount damage, in a given order
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/mob/living/proc/heal_ordered_damage(amount, list/damage_types)
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@@ -433,6 +433,7 @@
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if(status_flags & GODMODE)
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return
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health = maxHealth - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
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staminaloss = getStaminaLoss()
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update_stat()
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med_hud_set_health()
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med_hud_set_status()
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@@ -481,7 +482,7 @@
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cure_blind()
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cure_husk()
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hallucination = 0
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heal_overall_damage(100000, 100000, 0, 0, 1) //heal brute and burn dmg on both organic and robotic limbs, and update health right away.
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heal_overall_damage(INFINITY, INFINITY, INFINITY, FALSE, FALSE, TRUE) //heal brute and burn dmg on both organic and robotic limbs, and update health right away.
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ExtinguishMob()
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fire_stacks = 0
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update_canmove()
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@@ -862,13 +863,17 @@
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return FALSE
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return TRUE
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/mob/living/carbon/proc/update_stamina()
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if(staminaloss)
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var/total_health = (health - staminaloss)
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/mob/living/proc/update_stamina()
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return
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/mob/living/carbon/update_stamina()
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var/stam = getStaminaLoss()
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if(stam)
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var/total_health = (health - stam)
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if(total_health <= HEALTH_THRESHOLD_CRIT && !stat)
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to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
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Knockdown(100)
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setStaminaLoss(health - 2)
|
||||
setStaminaLoss(health - 2, FALSE, FALSE)
|
||||
update_health_hud()
|
||||
|
||||
/mob/living/carbon/alien/update_stamina()
|
||||
|
||||
@@ -408,7 +408,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
|
||||
else
|
||||
dam = 0
|
||||
if((brute_heal > 0 && affecting.brute_dam > 0) || (burn_heal > 0 && affecting.burn_dam > 0))
|
||||
if(affecting.heal_damage(brute_heal, burn_heal, 1, 0))
|
||||
if(affecting.heal_damage(brute_heal, burn_heal, 0, TRUE, FALSE))
|
||||
H.update_damage_overlays()
|
||||
user.visible_message("[user] has fixed some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.name].", \
|
||||
"<span class='notice'>You fix some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.name].</span>")
|
||||
|
||||
@@ -231,7 +231,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
|
||||
/datum/reagent/consumable/ethanol/bilk/on_mob_life(mob/living/M)
|
||||
if(M.getBruteLoss() && prob(10))
|
||||
M.heal_bodypart_damage(1,0, 0)
|
||||
M.heal_bodypart_damage(1)
|
||||
. = 1
|
||||
return ..() || .
|
||||
|
||||
@@ -1085,7 +1085,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
|
||||
/datum/reagent/consumable/ethanol/bananahonk/on_mob_life(mob/living/M)
|
||||
if((ishuman(M) && M.job in list("Clown") ) || ismonkey(M))
|
||||
M.heal_bodypart_damage(1,1, 0)
|
||||
M.heal_bodypart_damage(1,1)
|
||||
. = 1
|
||||
return ..() || .
|
||||
|
||||
@@ -1403,7 +1403,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
|
||||
/datum/reagent/consumable/ethanol/quadruple_sec/on_mob_life(mob/living/M)
|
||||
if(M.mind && M.mind.assigned_role in list("Security Officer", "Detective", "Head of Security", "Warden", "Lawyer")) //Securidrink in line with the screwderiver for engineers or nothing for mimes.
|
||||
M.heal_bodypart_damage (1,1,1)
|
||||
M.heal_bodypart_damage(1, 1)
|
||||
M.adjustBruteLoss(-2,0)
|
||||
. = 1
|
||||
return ..()
|
||||
@@ -1421,7 +1421,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
|
||||
/datum/reagent/consumable/ethanol/quintuple_sec/on_mob_life(mob/living/M)
|
||||
if(M.mind && M.mind.assigned_role in list("Security Officer", "Detective", "Head of Security", "Warden", "Lawyer")) //Securidrink in line with the screwderiver for engineers or nothing for mimes but STRONG..
|
||||
M.heal_bodypart_damage (2,2,2)
|
||||
M.heal_bodypart_damage(2,2,2)
|
||||
M.adjustBruteLoss(-5,0)
|
||||
M.adjustOxyLoss(-5,0)
|
||||
M.adjustFireLoss(-5,0)
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
M.setCloneLoss(0, 0)
|
||||
M.setOxyLoss(0, 0)
|
||||
M.radiation = 0
|
||||
M.heal_bodypart_damage(5,5, 0)
|
||||
M.heal_bodypart_damage(5,5)
|
||||
M.adjustToxLoss(-5, 0, TRUE)
|
||||
M.hallucination = 0
|
||||
M.setBrainLoss(0)
|
||||
@@ -197,7 +197,7 @@
|
||||
|
||||
/datum/reagent/medicine/rezadone/on_mob_life(mob/living/M)
|
||||
M.setCloneLoss(0) //Rezadone is almost never used in favor of cryoxadone. Hopefully this will change that.
|
||||
M.heal_bodypart_damage(1,1, 0)
|
||||
M.heal_bodypart_damage(1,1)
|
||||
M.remove_trait(TRAIT_DISFIGURED, TRAIT_GENERIC)
|
||||
..()
|
||||
. = 1
|
||||
@@ -1129,7 +1129,7 @@
|
||||
can_synth = FALSE
|
||||
|
||||
/datum/reagent/medicine/miningnanites/on_mob_life(mob/living/M)
|
||||
M.heal_bodypart_damage(5,5, 0)
|
||||
M.heal_bodypart_damage(5,5)
|
||||
..()
|
||||
. = 1
|
||||
|
||||
|
||||
@@ -784,7 +784,7 @@
|
||||
taste_description = "chlorine"
|
||||
|
||||
/datum/reagent/chlorine/on_mob_life(mob/living/M)
|
||||
M.take_bodypart_damage(1*REM, 0, 0)
|
||||
M.take_bodypart_damage(1*REM, 0, 0, 0)
|
||||
. = 1
|
||||
..()
|
||||
|
||||
|
||||
@@ -128,7 +128,7 @@
|
||||
M.adjustToxLoss(rand(20,60)*REM, 0)
|
||||
. = 1
|
||||
else if(prob(40))
|
||||
M.heal_bodypart_damage(5*REM,0, 0)
|
||||
M.heal_bodypart_damage(5*REM)
|
||||
. = 1
|
||||
..()
|
||||
|
||||
@@ -874,7 +874,7 @@
|
||||
|
||||
/datum/reagent/toxin/peaceborg/tire/on_mob_life(mob/living/M)
|
||||
var/healthcomp = (100 - M.health) //DOES NOT ACCOUNT FOR ADMINBUS THINGS THAT MAKE YOU HAVE MORE THAN 200/210 HEALTH, OR SOMETHING OTHER THAN A HUMAN PROCESSING THIS.
|
||||
if(M.staminaloss < (45 - healthcomp)) //At 50 health you would have 200 - 150 health meaning 50 compensation. 60 - 50 = 10, so would only do 10-19 stamina.)
|
||||
if(M.getStaminaLoss() < (45 - healthcomp)) //At 50 health you would have 200 - 150 health meaning 50 compensation. 60 - 50 = 10, so would only do 10-19 stamina.)
|
||||
M.adjustStaminaLoss(10)
|
||||
if(prob(30))
|
||||
to_chat(M, "You should sit down and take a rest...")
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
var/burnstate = 0
|
||||
var/brute_dam = 0
|
||||
var/burn_dam = 0
|
||||
var/stamina_dam = 0
|
||||
var/max_damage = 0
|
||||
var/list/embedded_objects = list()
|
||||
var/held_index = 0 //are we a hand? if so, which one!
|
||||
@@ -107,52 +108,54 @@
|
||||
//Applies brute and burn damage to the organ. Returns 1 if the damage-icon states changed at all.
|
||||
//Damage will not exceed max_damage using this proc
|
||||
//Cannot apply negative damage
|
||||
/obj/item/bodypart/proc/receive_damage(brute, burn, updating_health = 1)
|
||||
/obj/item/bodypart/proc/receive_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
|
||||
if(owner && (owner.status_flags & GODMODE))
|
||||
return 0 //godmode
|
||||
return FALSE //godmode
|
||||
var/dmg_mlt = CONFIG_GET(number/damage_multiplier)
|
||||
brute = max(brute * dmg_mlt, 0)
|
||||
burn = max(burn * dmg_mlt, 0)
|
||||
|
||||
|
||||
stamina = max(stamina * dmg_mlt, 0)
|
||||
if(status == BODYPART_ROBOTIC) //This makes robolimbs not damageable by chems and makes it stronger
|
||||
brute = max(0, brute - 5)
|
||||
burn = max(0, burn - 4)
|
||||
//No stamina scaling.. for now..
|
||||
|
||||
if(!brute && !burn && !stamina)
|
||||
return FALSE
|
||||
|
||||
switch(animal_origin)
|
||||
if(ALIEN_BODYPART,LARVA_BODYPART) //aliens take double burn
|
||||
burn *= 2
|
||||
|
||||
var/can_inflict = max_damage - (brute_dam + burn_dam)
|
||||
if(!can_inflict)
|
||||
return 0
|
||||
if(can_inflict <= 0)
|
||||
return FALSE
|
||||
|
||||
var/total_damage = brute + burn
|
||||
|
||||
if(total_damage > can_inflict)
|
||||
var/excess = total_damage - can_inflict
|
||||
brute = brute * (excess / total_damage)
|
||||
burn = burn * (excess / total_damage)
|
||||
|
||||
if((brute + burn) < can_inflict)
|
||||
brute_dam += brute
|
||||
burn_dam += burn
|
||||
else
|
||||
if(brute > 0)
|
||||
if(burn > 0)
|
||||
brute = round( (brute/(brute+burn)) * can_inflict, 1 )
|
||||
burn = can_inflict - brute //gets whatever damage is left over
|
||||
brute_dam += brute
|
||||
burn_dam += burn
|
||||
else
|
||||
brute_dam += can_inflict
|
||||
else
|
||||
if(burn > 0)
|
||||
burn_dam += can_inflict
|
||||
else
|
||||
return 0
|
||||
|
||||
//We've dealt the physical damages, if there's room lets apply the stamina damage.
|
||||
var/current_damage = brute_dam + burn_dam + stamina_dam //This time around, count stamina loss too.
|
||||
var/available_damage = max_damage - current_damage
|
||||
stamina_dam += CLAMP(stamina, 0, available_damage)
|
||||
|
||||
if(owner && updating_health)
|
||||
owner.updatehealth()
|
||||
if(stamina)
|
||||
owner.update_stamina()
|
||||
return update_bodypart_damage_state()
|
||||
|
||||
|
||||
//Heals brute and burn damage for the organ. Returns 1 if the damage-icon states changed at all.
|
||||
//Damage cannot go below zero.
|
||||
//Cannot remove negative damage (i.e. apply damage)
|
||||
/obj/item/bodypart/proc/heal_damage(brute, burn, only_robotic = 0, only_organic = 1, updating_health = 1)
|
||||
/obj/item/bodypart/proc/heal_damage(brute, burn, stamina, only_robotic = FALSE, only_organic = TRUE, updating_health = TRUE)
|
||||
|
||||
if(only_robotic && status != BODYPART_ROBOTIC) //This makes organic limbs not heal when the proc is in Robotic mode.
|
||||
return
|
||||
@@ -162,6 +165,7 @@
|
||||
|
||||
brute_dam = max(brute_dam - brute, 0)
|
||||
burn_dam = max(burn_dam - burn, 0)
|
||||
stamina_dam = max(stamina_dam - stamina, 0)
|
||||
if(owner && updating_health)
|
||||
owner.updatehealth()
|
||||
return update_bodypart_damage_state()
|
||||
@@ -180,8 +184,8 @@
|
||||
if((tbrute != brutestate) || (tburn != burnstate))
|
||||
brutestate = tbrute
|
||||
burnstate = tburn
|
||||
return 1
|
||||
return 0
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -305,7 +305,7 @@
|
||||
cooldown = COOLDOWN_DAMAGE
|
||||
for(var/V in listeners)
|
||||
var/mob/living/L = V
|
||||
L.heal_overall_damage(10 * power_multiplier, 10 * power_multiplier, 0, 0)
|
||||
L.heal_overall_damage(10 * power_multiplier, 10 * power_multiplier, 0, FALSE, FALSE)
|
||||
|
||||
//BRUTE DAMAGE
|
||||
else if((findtext(message, hurt_words)))
|
||||
|
||||
Reference in New Issue
Block a user