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* infra * add to node * based on body temp * Update species.dm * infra vision * Update _attachment.dm * action toggle!!! yippee!!!
150 lines
4.5 KiB
Plaintext
150 lines
4.5 KiB
Plaintext
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//Here are the procs used to modify status effects of a mob.
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//The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness, ear damage,
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// eye damage, eye_blind, eye_blurry, druggy, TRAIT_BLIND trait, and TRAIT_NEARSIGHT trait.
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///Set the jitter of a mob
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/mob/proc/Jitter(amount)
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jitteriness = max(jitteriness,amount,0)
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/**
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* Set the dizzyness of a mob to a passed in amount
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*
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* Except if dizziness is already higher in which case it does nothing
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*/
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/mob/proc/Dizzy(amount)
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dizziness = max(dizziness,amount,0)
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///FOrce set the dizzyness of a mob
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/mob/proc/set_dizziness(amount)
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dizziness = max(amount, 0)
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///Blind a mobs eyes by amount
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/mob/proc/blind_eyes(amount)
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if(amount>0)
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var/old_eye_blind = eye_blind
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eye_blind = max(eye_blind, amount)
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if(!old_eye_blind)
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if(stat == CONSCIOUS || stat == SOFT_CRIT)
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throw_alert("blind", /atom/movable/screen/alert/blind)
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if(stat != CONSCIOUS && HAS_TRAIT(src, TRAIT_HEAVY_SLEEPER))
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overlay_fullscreen("blind", /atom/movable/screen/fullscreen/black)
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else
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overlay_fullscreen("blind", /atom/movable/screen/fullscreen/blind)
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/**
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* Adjust a mobs blindness by an amount
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*
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* Will apply the blind alerts if needed
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*/
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/mob/proc/adjust_blindness(amount)
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if(amount>0)
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var/old_eye_blind = eye_blind
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eye_blind += amount
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if(!old_eye_blind)
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if(stat == CONSCIOUS || stat == SOFT_CRIT)
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throw_alert("blind", /atom/movable/screen/alert/blind)
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if(stat != CONSCIOUS && HAS_TRAIT(src, TRAIT_HEAVY_SLEEPER))
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overlay_fullscreen("blind", /atom/movable/screen/fullscreen/black)
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else
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overlay_fullscreen("blind", /atom/movable/screen/fullscreen/blind)
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else if(eye_blind)
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var/blind_minimum = 0
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if((stat != CONSCIOUS && stat != SOFT_CRIT))
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blind_minimum = 1
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if(isliving(src))
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var/mob/living/L = src
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if(HAS_TRAIT(L, TRAIT_BLIND))
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blind_minimum = 1
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eye_blind = max(eye_blind+amount, blind_minimum)
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if(!eye_blind)
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clear_alert("blind")
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clear_fullscreen("blind")
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/**
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* Force set the blindness of a mob to some level
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*/
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/mob/proc/set_blindness(amount)
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if(amount>0)
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var/old_eye_blind = eye_blind
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eye_blind = amount
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if(client && !old_eye_blind)
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if(stat == CONSCIOUS || stat == SOFT_CRIT)
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throw_alert("blind", /atom/movable/screen/alert/blind)
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if(stat != CONSCIOUS && HAS_TRAIT(src, TRAIT_HEAVY_SLEEPER))
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overlay_fullscreen("blind", /atom/movable/screen/fullscreen/black)
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else
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overlay_fullscreen("blind", /atom/movable/screen/fullscreen/blind)
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else if(eye_blind)
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var/blind_minimum = 0
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if(stat != CONSCIOUS && stat != SOFT_CRIT)
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blind_minimum = 1
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if(isliving(src))
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var/mob/living/L = src
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if(HAS_TRAIT(L, TRAIT_BLIND))
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blind_minimum = 1
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eye_blind = blind_minimum
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if(!eye_blind)
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clear_alert("blind")
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clear_fullscreen("blind")
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/**
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* Make the mobs vision blurry
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*/
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/mob/proc/blur_eyes(amount)
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if(amount>0)
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eye_blurry = max(amount, eye_blurry)
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update_eye_blur()
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/**
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* Adjust the current blurriness of the mobs vision by amount
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*/
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/mob/proc/adjust_blurriness(amount)
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eye_blurry = max(eye_blurry+amount, 0)
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update_eye_blur()
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///Set the mobs blurriness of vision to an amount
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/mob/proc/set_blurriness(amount)
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eye_blurry = max(amount, 0)
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update_eye_blur()
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///Apply the blurry overlays to a mobs clients screen
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/mob/proc/update_eye_blur()
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if(!client)
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return
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var/atom/movable/screen/plane_master/floor/OT = locate(/atom/movable/screen/plane_master/floor) in client.screen
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var/atom/movable/screen/plane_master/game_world/GW = locate(/atom/movable/screen/plane_master/game_world) in client.screen
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GW.backdrop(src)
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OT.backdrop(src)
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///Adjust the drugginess of a mob
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/mob/proc/adjust_drugginess(amount)
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return
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///Set the drugginess of a mob
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/mob/proc/set_drugginess(amount)
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return
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///Adjust the disgust level of a mob
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/mob/proc/adjust_disgust(amount)
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return
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///Set the disgust level of a mob
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/mob/proc/set_disgust(amount)
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return
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///Adjust the body temperature of a mob, with min/max settings
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/mob/proc/adjust_bodytemperature(amount,min_temp=0,max_temp=INFINITY)
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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amount *= H.dna.species.tempmod
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if(bodytemperature >= min_temp && bodytemperature <= max_temp)
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bodytemperature = clamp(bodytemperature + amount,min_temp,max_temp)
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// Infrared luminosity, how far away can you pick up someone's heat with infrared (NOT THERMAL) vision
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// 37C has 12 range (11 tiles)
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// 20C has 7 range (6 tiles)
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// 10C has 3 range (2 tiles)
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// 0C has 0 range (0 tiles)
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infra_luminosity = round(max((bodytemperature - T0C)/3, 0))
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