hoo boy
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@@ -65,29 +65,30 @@
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blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio)
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//Effects of bloodloss
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var/word = pick("dizzy","woozy","faint")
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var/blood_effect_volume = blood_volume + integrating_blood
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switch(blood_effect_volume)
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if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS)
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if(prob(10))
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to_chat(src, "<span class='warning'>You feel terribly bloated.</span>")
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if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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if(prob(5))
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to_chat(src, "<span class='warning'>You feel [word].</span>")
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1))
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if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
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if(prob(5))
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blur_eyes(6)
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to_chat(src, "<span class='warning'>You feel very [word].</span>")
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if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
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adjustOxyLoss(5)
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if(prob(15))
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Unconscious(rand(20,60))
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to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
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if(-INFINITY to BLOOD_VOLUME_SURVIVE)
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if(!HAS_TRAIT(src, TRAIT_NODEATH))
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death()
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if(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM)) //Synths are immune to direct consequences of bloodloss, instead suffering penalties to heat exchange.
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var/word = pick("dizzy","woozy","faint")
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var/blood_effect_volume = blood_volume + integrating_blood
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switch(blood_effect_volume)
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if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS)
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if(prob(10))
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to_chat(src, "<span class='warning'>You feel terribly bloated.</span>")
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if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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if(prob(5))
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to_chat(src, "<span class='warning'>You feel [word].</span>")
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1))
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if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
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if(prob(5))
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blur_eyes(6)
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to_chat(src, "<span class='warning'>You feel very [word].</span>")
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if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
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adjustOxyLoss(5)
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if(prob(15))
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Unconscious(rand(20,60))
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to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
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if(-INFINITY to BLOOD_VOLUME_SURVIVE)
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if(!HAS_TRAIT(src, TRAIT_NODEATH))
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death()
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var/temp_bleed = 0
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//Bleeding out
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@@ -79,6 +79,8 @@
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var/L = getorganslot(ORGAN_SLOT_LUNGS)
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if(!L)
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if(HAS_TRAIT(src, TRAIT_NOBREATH))
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return
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if(health >= crit_threshold)
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adjustOxyLoss(HUMAN_MAX_OXYLOSS + 1)
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else if(!HAS_TRAIT(src, TRAIT_NOCRITDAMAGE))
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@@ -331,7 +331,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/should_have_brain = TRUE
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var/should_have_heart = !(NOBLOOD in species_traits)
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var/should_have_lungs = !(TRAIT_NOBREATH in inherent_traits)
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var/should_have_lungs = ((TRAIT_AUXILIARY_LUNGS in inherent_traits) || !(TRAIT_NOBREATH in inherent_traits))
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var/should_have_appendix = !(TRAIT_NOHUNGER in inherent_traits)
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var/should_have_eyes = TRUE
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var/should_have_ears = TRUE
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@@ -1165,7 +1165,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/takes_crit_damage = !HAS_TRAIT(H, TRAIT_NOCRITDAMAGE)
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if((H.health < H.crit_threshold) && takes_crit_damage)
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H.adjustBruteLoss(1)
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if(!HAS_TRAIT(H, TRAIT_ROBOTIC_ORGANISM))
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H.adjustBruteLoss(1)
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else
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H.adjustFireLoss(1) //Robots melt instead of taking brute.
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/datum/species/proc/spec_death(gibbed, mob/living/carbon/human/H)
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if(H)
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@@ -1874,7 +1877,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(BODY_ZONE_HEAD)
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if(!I.get_sharpness() && armor_block < 50)
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if(prob(I.force))
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if(HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
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if(HAS_TRAIT(H, TRAIT_ROBOTIC_ORGANISM))
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H.adjustToxLoss(5, toxins_type = TOX_SYSCORRUPT) //Bonk! - Effectively 5 bonus damage
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else
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H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
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@@ -2171,15 +2174,20 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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//Thermal protection (insulation) has mixed benefits in two situations (hot in hot places, cold in hot places)
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if(!H.on_fire) //If you're on fire, you do not heat up or cool down based on surrounding gases
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var/natural = 0
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var/cooling_efficiency = 1
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if(H.stat != DEAD)
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natural = H.natural_bodytemperature_stabilization()
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cooling_efficiency = H.get_cooling_efficiency()
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if(HAS_TRAIT(H, TRAIT_ROBOTIC_ORGANISM)) //Synths by default slowly heat up and need to lose said heat to the environment or active cooling.
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H.adjust_bodytemperature(SYNTH_PASSIVE_HEAT_GAIN * (1 - cooling_efficiency), max_temp = T0C + 200)
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var/thermal_protection = 1
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if(loc_temp < H.bodytemperature) //Place is colder than we are
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thermal_protection -= H.get_thermal_protection(loc_temp, TRUE) //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.
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if(H.bodytemperature < BODYTEMP_NORMAL) //we're cold, insulation helps us retain body heat and will reduce the heat we lose to the environment
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H.adjust_bodytemperature((thermal_protection+1)*natural + max(thermal_protection * (loc_temp - H.bodytemperature) / BODYTEMP_COLD_DIVISOR, BODYTEMP_COOLING_MAX))
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H.adjust_bodytemperature((thermal_protection+1)*natural + max((thermal_protection * (loc_temp - H.bodytemperature) * cooling_efficiency) / BODYTEMP_COLD_DIVISOR, BODYTEMP_COOLING_MAX))
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else //we're sweating, insulation hinders our ability to reduce heat - and it will reduce the amount of cooling you get from the environment
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H.adjust_bodytemperature(natural*(1/(thermal_protection+1)) + max((thermal_protection * (loc_temp - H.bodytemperature) + BODYTEMP_NORMAL - H.bodytemperature) / BODYTEMP_COLD_DIVISOR , BODYTEMP_COOLING_MAX)) //Extra calculation for hardsuits to bleed off heat
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H.adjust_bodytemperature(natural*(1/(thermal_protection+1)) + max(((thermal_protection * (loc_temp - H.bodytemperature) + BODYTEMP_NORMAL - H.bodytemperature) * cooling_efficiency) / BODYTEMP_COLD_DIVISOR , BODYTEMP_COOLING_MAX)) //Extra calculation for hardsuits to bleed off heat
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else //Place is hotter than we are
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thermal_protection -= H.get_thermal_protection(loc_temp) //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.
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if(H.bodytemperature < BODYTEMP_NORMAL) //and we're cold, insulation enhances our ability to retain body heat but reduces the heat we get from the environment
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@@ -24,11 +24,15 @@
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id = SPECIES_MAMMAL_SYNTHETIC
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species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR,ROBOTIC_LIMBS,HAS_FLESH,HAS_BONE,WINGCOLOR,HORNCOLOR)
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inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM)
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inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM, TRAIT_RESISTLOWPRESSURE, TRAIT_NOBREATH, TRAIT_AUXILIARY_LUNGS)
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inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID|MOB_BEAST
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meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
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gib_types = list(/obj/effect/gibspawner/ipc, /obj/effect/gibspawner/ipc/bodypartless)
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coldmod = 0.5
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heatmod = 1.2
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//Just robo looking parts.
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mutant_heart = /obj/item/organ/heart/ipc
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mutantlungs = /obj/item/organ/lungs/ipc
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@@ -5,7 +5,7 @@
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default_color = "00FF00"
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blacklisted = 0
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sexes = 0
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inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM)
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inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM, TRAIT_RESISTLOWPRESSURE, TRAIT_NOBREATH, TRAIT_AUXILIARY_LUNGS)
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species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING,HAS_FLESH,HAS_BONE,HAIR,ROBOTIC_LIMBS)
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hair_alpha = 210
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inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
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@@ -13,6 +13,9 @@
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meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
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gib_types = list(/obj/effect/gibspawner/ipc, /obj/effect/gibspawner/ipc/bodypartless)
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coldmod = 0.5
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heatmod = 1.2
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//Just robo looking parts.
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mutant_heart = /obj/item/organ/heart/ipc
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mutantlungs = /obj/item/organ/lungs/ipc
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@@ -4,11 +4,15 @@
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say_mod = "beeps"
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default_color = "00FF00"
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species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR,ROBOTIC_LIMBS,HAS_FLESH,HAS_BONE)
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inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM)
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inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM, TRAIT_RESISTLOWPRESSURE, TRAIT_NOBREATH, TRAIT_AUXILIARY_LUNGS)
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inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
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mutant_bodyparts = list("ipc_antenna" = "Synthetic Lizard - Antennae","mam_tail" = "Synthetic Lizard", "mam_snouts" = "Synthetic Lizard - Snout", "legs" = "Digitigrade", "mam_body_markings" = "Synthetic Lizard - Plates", "taur" = "None")
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meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
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gib_types = list(/obj/effect/gibspawner/ipc, /obj/effect/gibspawner/ipc/bodypartless)
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coldmod = 0.5
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heatmod = 1.2
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//Just robo looking parts.
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mutant_heart = /obj/item/organ/heart/ipc
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mutantlungs = /obj/item/organ/lungs/ipc
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@@ -661,7 +661,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
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//used in human and monkey handle_environment()
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/mob/living/carbon/proc/natural_bodytemperature_stabilization()
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if (HAS_TRAIT(src, TRAIT_COLDBLOODED))
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if(HAS_TRAIT(src, TRAIT_COLDBLOODED) || HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
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return 0 //Return 0 as your natural temperature. Species proc handle_environment() will adjust your temperature based on this.
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var/body_temperature_difference = BODYTEMP_NORMAL - bodytemperature
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@@ -674,6 +674,36 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
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return min(body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR, max(body_temperature_difference, -BODYTEMP_AUTORECOVERY_MINIMUM/4))
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if(BODYTEMP_HEAT_DAMAGE_LIMIT to INFINITY)
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return min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
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/mob/living/carbon/proc/get_cooling_efficiency()
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if(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
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return 1
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var/blood_effective_volume = blood_volume + integrating_blood
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var/coolant_efficiency = min(blood_effective_volume / BLOOD_VOLUME_SAFE, 1) //Low coolant is only a negative, adding more than needed will not help you.
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var/environment_efficiency = get_environment_cooling_efficiency()
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return min(coolant_efficiency * environment_efficiency, 1)
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/mob/living/carbon/proc/get_environment_cooling_efficiency()
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if(istype(get_item_by_slot(SLOT_HEAD), /obj/item/clothing/head/helmet/space) && istype(get_item_by_slot(SLOT_WEAR_SUIT), /obj/item/clothing/suit/space))
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return 1 //If you are wearing full EVA gear, assume it has been made to accomodate your cooling needs.
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var/datum/gas_mixture/environment = loc.return_air()
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if(!environment)
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return 0
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var/pressure = environment.return_pressure()
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var/heat = environment.return_temperature()
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var/heat_efficiency = clamp(1 + ((bodytemperature - heat) * SYNTH_HEAT_EFFICIENCY_COEFF), 0, SYNTH_SINGLE_INFLUENCE_COOLING_EFFECT_CAP)
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var/pressure_efficiency = clamp(pressure / ONE_ATMOSPHERE, 0, SYNTH_SINGLE_INFLUENCE_COOLING_EFFECT_CAP)
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var/total_environment_efficiency = min(heat_efficiency * pressure_efficiency, SYNTH_TOTAL_ENVIRONMENT_EFFECT_CAP) //At best, you can get 200% total
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return total_environment_efficiency
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/////////
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//LIVER//
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/////////
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