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* piss * second set of files * theos feels pain and dies * code works lmao * other stuff * YES YES YES * Update zombies.dm * egg * whoops * bubblegum alt attacks won't wound * bone hurting juice hurts bones * something's fucky wucky * humans are no longer blue space babes but projectile damage is still wack * IT WORKS??????? * other stuff * turns out im big brain and already handled that should be testable live now * WHOOPS * medical pens not in stupid area * fix regen mesh icons * tool_behavior and defines plus allowing wound healing to override surgical tool no touchy bit * should help * mapping problem * fix monkies shitting out blood all the time * going to remove examine_more being stupid * this is stupid i think it works though * Empty commit, more bad code * this probably fdixes something * buckshot buffed back to where it should be * woundings * missed this one * fix gamebreaking bug * turns out damaging ANYTHING causes suit sensors to break whoops * stuff up to limb disable refactor * aid scanner can no longer kill you if you use it too much, preventing the robot uprising for another few decades * Update burn_dressing.dm * wtf * shotgun slugs have a wound bonus of -30 putting them in line with other high damage weaponry that has even less * burn debriding uses the scalpel rather than the hemostat * debriding for patch/treat no longer causes wounds * Give syndicate medical cyborg a bonesetter * like 5 more prs ported * fixes burn ointment and mesh application not having a progress bar * gamemode zombies get easydismember and easily wounded * managed to screw up self cautery this fixes it * carbons can't use check self for injuries but humans can * honey gives +2 sanitization to burns * re-add this if sensors get fixed * should fix a runtime I made on accident when trying to make examine more less jank * last 2 prs and some holdup fixes since these touched on that * set target = src so the progress par shows up i think * Update mutations.dm * fixes twohanded reuqired weapons by reverting some change I don't understand * fixes blood sprites * actually properly fixes the thing Co-authored-by: Gabriel Adamson <adamson.g@gmail.com> Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
139 lines
5.1 KiB
Plaintext
139 lines
5.1 KiB
Plaintext
//Status effects are used to apply temporary or permanent effects to mobs. Mobs are aware of their status effects at all times.
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//This file contains their code, plus code for applying and removing them.
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//When making a new status effect, add a define to status_effects.dm in __DEFINES for ease of use!
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/datum/status_effect
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var/id = "effect" //Used for screen alerts.
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var/duration = -1 //How long the status effect lasts in DECISECONDS. Enter -1 for an effect that never ends unless removed through some means.
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var/tick_interval = 10 //How many deciseconds between ticks, approximately. Leave at 10 for every second.
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var/mob/living/owner //The mob affected by the status effect.
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var/status_type = STATUS_EFFECT_UNIQUE //How many of the effect can be on one mob, and what happens when you try to add another
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var/on_remove_on_mob_delete = FALSE //if we call on_remove() when the mob is deleted
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var/examine_text //If defined, this text will appear when the mob is examined - to use he, she etc. use "SUBJECTPRONOUN" and replace it in the examines themselves
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var/alert_type = /obj/screen/alert/status_effect //the alert thrown by the status effect, contains name and description
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var/obj/screen/alert/status_effect/linked_alert = null //the alert itself, if it exists
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/datum/status_effect/New(list/arguments)
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on_creation(arglist(arguments))
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/datum/status_effect/proc/on_creation(mob/living/new_owner, ...)
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if(new_owner)
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owner = new_owner
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if(owner)
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LAZYADD(owner.status_effects, src)
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if(!owner || !on_apply())
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qdel(src)
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return
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if(duration != -1)
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duration = world.time + duration
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tick_interval = world.time + tick_interval
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if(alert_type)
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var/obj/screen/alert/status_effect/A = owner.throw_alert(id, alert_type)
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A.attached_effect = src //so the alert can reference us, if it needs to
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linked_alert = A //so we can reference the alert, if we need to
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if(duration > 0 || initial(tick_interval) > 0) //don't process if we don't care
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START_PROCESSING(SSfastprocess, src)
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return TRUE
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/datum/status_effect/Destroy()
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STOP_PROCESSING(SSfastprocess, src)
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if(owner)
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owner.clear_alert(id)
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LAZYREMOVE(owner.status_effects, src)
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on_remove()
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owner = null
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return ..()
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/datum/status_effect/process()
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if(!owner)
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qdel(src)
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return
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if(tick_interval < world.time)
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tick()
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tick_interval = world.time + initial(tick_interval)
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if(duration != -1 && duration < world.time)
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qdel(src)
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/datum/status_effect/proc/on_apply() //Called whenever the buff is applied; returning FALSE will cause it to autoremove itself.
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return TRUE
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/datum/status_effect/proc/tick() //Called every tick.
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/datum/status_effect/proc/on_remove() //Called whenever the buff expires or is removed; do note that at the point this is called, it is out of the owner's status_effects but owner is not yet null
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/datum/status_effect/proc/be_replaced() //Called instead of on_remove when a status effect is replaced by itself or when a status effect with on_remove_on_mob_delete = FALSE has its mob deleted
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owner.clear_alert(id)
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LAZYREMOVE(owner.status_effects, src)
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owner = null
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qdel(src)
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/datum/status_effect/proc/refresh()
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var/original_duration = initial(duration)
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if(original_duration == -1)
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return
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duration = world.time + original_duration
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//do_after modifier!
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/datum/status_effect/proc/interact_speed_modifier()
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return 1
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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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/obj/screen/alert/status_effect
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name = "Curse of Mundanity"
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desc = "You don't feel any different..."
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var/datum/status_effect/attached_effect
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//////////////////
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// HELPER PROCS //
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//////////////////
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/mob/living/proc/apply_status_effect(effect, ...) //applies a given status effect to this mob, returning the effect if it was successful
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. = FALSE
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var/datum/status_effect/S1 = effect
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LAZYINITLIST(status_effects)
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for(var/datum/status_effect/S in status_effects)
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if(S.id == initial(S1.id) && S.status_type)
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if(S.status_type == STATUS_EFFECT_REPLACE)
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S.be_replaced()
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else if(S.status_type == STATUS_EFFECT_REFRESH)
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S.refresh()
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return
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else
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return
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var/list/arguments = args.Copy()
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arguments[1] = src
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S1 = new effect(arguments)
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. = S1
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/mob/living/proc/remove_status_effect(effect) //removes all of a given status effect from this mob, returning TRUE if at least one was removed
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. = FALSE
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if(status_effects)
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var/datum/status_effect/S1 = effect
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for(var/datum/status_effect/S in status_effects)
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if(initial(S1.id) == S.id)
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qdel(S)
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. = TRUE
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/mob/living/proc/has_status_effect(effect) //returns the effect if the mob calling the proc owns the given status effect
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. = FALSE
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if(status_effects)
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var/datum/status_effect/S1 = effect
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for(var/datum/status_effect/S in status_effects)
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if(initial(S1.id) == S.id)
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return S
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/mob/living/proc/has_status_effect_list(effect) //returns a list of effects with matching IDs that the mod owns; use for effects there can be multiple of
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. = list()
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if(status_effects)
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var/datum/status_effect/S1 = effect
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for(var/datum/status_effect/S in status_effects)
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if(initial(S1.id) == S.id)
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. += S
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