Merge remote-tracking branch 'citadel/master' into combat_rework_experimental
This commit is contained in:
@@ -0,0 +1,106 @@
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/datum/accent
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/datum/accent/proc/modify_speech(list/speech_args, datum/source, mob/living/carbon/owner) //transforms the message in some way
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return speech_args
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/datum/accent/lizard/modify_speech(list/speech_args)
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var/message = speech_args[SPEECH_MESSAGE]
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var/static/regex/lizard_hiss = new("s+", "g")
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var/static/regex/lizard_hiSS = new("S+", "g")
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if(message[1] != "*")
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message = lizard_hiss.Replace(message, "sss")
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message = lizard_hiSS.Replace(message, "SSS")
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speech_args[SPEECH_MESSAGE] = message
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return speech_args
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/datum/accent/fly/modify_speech(list/speech_args)
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var/message = speech_args[SPEECH_MESSAGE]
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var/static/regex/fly_buzz = new("z+", "g")
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var/static/regex/fly_buZZ = new("Z+", "g")
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if(message[1] != "*")
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message = fly_buzz.Replace(message, "zzz")
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message = fly_buZZ.Replace(message, "ZZZ")
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speech_args[SPEECH_MESSAGE] = message
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return speech_args
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/datum/accent/abductor/modify_speech(list/speech_args, datum/source)
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var/message = speech_args[SPEECH_MESSAGE]
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var/mob/living/carbon/human/user = source
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var/rendered = "<span class='abductor'><b>[user.name]:</b> [message]</span>"
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user.log_talk(message, LOG_SAY, tag="abductor")
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for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
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var/obj/item/organ/tongue/T = H.getorganslot(ORGAN_SLOT_TONGUE)
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if(!T || T.type != type)
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continue
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if(H.dna && H.dna.species.id == "abductor" && user.dna && user.dna.species.id == "abductor")
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var/datum/antagonist/abductor/A = user.mind.has_antag_datum(/datum/antagonist/abductor)
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if(!A || !(H.mind in A.team.members))
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continue
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to_chat(H, rendered)
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for(var/mob/M in GLOB.dead_mob_list)
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var/link = FOLLOW_LINK(M, user)
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to_chat(M, "[link] [rendered]")
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speech_args[SPEECH_MESSAGE] = ""
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return speech_args
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/datum/accent/zombie/modify_speech(list/speech_args)
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var/message = speech_args[SPEECH_MESSAGE]
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var/list/message_list = splittext(message, " ")
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var/maxchanges = max(round(message_list.len / 1.5), 2)
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for(var/i = rand(maxchanges / 2, maxchanges), i > 0, i--)
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var/insertpos = rand(1, message_list.len - 1)
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var/inserttext = message_list[insertpos]
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if(!(copytext(inserttext, -3) == "..."))//3 == length("...")
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message_list[insertpos] = inserttext + "..."
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if(prob(20) && message_list.len > 3)
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message_list.Insert(insertpos, "[pick("BRAINS", "Brains", "Braaaiinnnsss", "BRAAAIIINNSSS")]...")
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speech_args[SPEECH_MESSAGE] = jointext(message_list, " ")
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return speech_args
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/datum/accent/alien/modify_speech(list/speech_args, datum/source)
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playsound(source, "hiss", 25, 1, 1)
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return speech_args
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/datum/accent/fluffy/modify_speech(list/speech_args)
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var/message = speech_args[SPEECH_MESSAGE]
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if(message[1] != "*")
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message = replacetext(message, "ne", "nye")
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message = replacetext(message, "nu", "nyu")
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message = replacetext(message, "na", "nya")
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message = replacetext(message, "no", "nyo")
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message = replacetext(message, "ove", "uv")
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message = replacetext(message, "l", "w")
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message = replacetext(message, "r", "w")
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speech_args[SPEECH_MESSAGE] = lowertext(message)
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return speech_args
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/datum/accent/span
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var/span_flag
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/datum/accent/span/modify_speech(list/speech_args)
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speech_args[SPEECH_SPANS] |= span_flag
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return speech_args
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//bone tongues either have the sans accent or the papyrus accent
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/datum/accent/span/sans
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span_flag = SPAN_SANS
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/datum/accent/span/papyrus
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span_flag = SPAN_PAPYRUS
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/datum/accent/span/robot
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span_flag = SPAN_ROBOT
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/datum/accent/dullahan/modify_speech(list/speech_args, datum/source, mob/living/carbon/owner)
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if(owner)
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if(isdullahan(owner))
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var/datum/species/dullahan/D = owner.dna.species
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if(isobj(D.myhead.loc))
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var/obj/O = D.myhead.loc
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O.say(speech_args[SPEECH_MESSAGE])
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speech_args[SPEECH_MESSAGE] = ""
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return speech_args
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@@ -157,7 +157,7 @@
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/datum/action/proc/ApplyIcon(obj/screen/movable/action_button/current_button, force = FALSE)
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if(icon_icon && button_icon_state && ((current_button.button_icon_state != button_icon_state) || force))
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current_button.cut_overlays(TRUE)
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current_button.cut_overlays()
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current_button.add_overlay(mutable_appearance(icon_icon, button_icon_state))
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current_button.button_icon_state = button_icon_state
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+17
-10
@@ -431,25 +431,31 @@
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if(!owner)
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owner = M
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/datum/ai_laws/proc/get_law_list(include_zeroth = 0, show_numbers = 1)
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/**
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* Generates a list of all laws on this datum, including rendered HTML tags if required
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*
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* Arguments:
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* * include_zeroth - Operator that controls if law 0 or law 666 is returned in the set
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* * show_numbers - Operator that controls if law numbers are prepended to the returned laws
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* * render_html - Operator controlling if HTML tags are rendered on the returned laws
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*/
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/datum/ai_laws/proc/get_law_list(include_zeroth = FALSE, show_numbers = TRUE, render_html = TRUE)
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var/list/data = list()
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if (include_zeroth && devillaws && devillaws.len)
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for(var/i in devillaws)
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data += "[show_numbers ? "666:" : ""] <font color='#cc5500'>[i]</font>"
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if (include_zeroth && devillaws)
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for(var/law in devillaws)
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data += "[show_numbers ? "666:" : ""] [render_html ? "<font color='#cc5500'>[law]</font>" : law]"
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if (include_zeroth && zeroth)
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data += "[show_numbers ? "0:" : ""] <font color='#ff0000'><b>[zeroth]</b></font>"
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data += "[show_numbers ? "0:" : ""] [render_html ? "<font color='#ff0000'><b>[zeroth]</b></font>" : zeroth]"
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for(var/law in hacked)
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if (length(law) > 0)
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var/num = ionnum()
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data += "[show_numbers ? "[num]:" : ""] <font color='#660000'>[law]</font>"
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data += "[show_numbers ? "[ionnum()]:" : ""] [render_html ? "<font color='#660000'>[law]</font>" : law]"
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for(var/law in ion)
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if (length(law) > 0)
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var/num = ionnum()
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data += "[show_numbers ? "[num]:" : ""] <font color='#547DFE'>[law]</font>"
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data += "[show_numbers ? "[ionnum()]:" : ""] [render_html ? "<font color='#547DFE'>[law]</font>" : law]"
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var/number = 1
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for(var/law in inherent)
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@@ -459,6 +465,7 @@
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for(var/law in supplied)
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if (length(law) > 0)
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data += "[show_numbers ? "[number]:" : ""] <font color='#990099'>[law]</font>"
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data += "[show_numbers ? "[number]:" : ""] [render_html ? "<font color='#990099'>[law]</font>" : law]"
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number++
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return data
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|
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+17
-20
@@ -8,14 +8,14 @@
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var/window_options = "can_close=1;can_minimize=1;can_maximize=0;can_resize=1;titlebar=1;" // window option is set using window_id
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var/stylesheets[0]
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var/scripts[0]
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var/title_image
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var/head_elements
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var/body_elements
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var/head_content = ""
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var/content = ""
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var/static/datum/asset/simple/namespaced/common/common_asset = get_asset_datum(/datum/asset/simple/namespaced/common)
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/datum/browser/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, var/atom/nref = null)
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/datum/browser/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, atom/nref = null)
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user = nuser
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window_id = nwindow_id
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@@ -27,7 +27,6 @@
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height = nheight
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if (nref)
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ref = nref
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add_stylesheet("common", 'html/browser/common.css') // this CSS sheet is common to all UIs
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||||
/datum/browser/proc/add_head_content(nhead_content)
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head_content = nhead_content
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@@ -35,22 +34,21 @@
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/datum/browser/proc/set_window_options(nwindow_options)
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window_options = nwindow_options
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|
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/datum/browser/proc/set_title_image(ntitle_image)
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//title_image = ntitle_image
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|
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/datum/browser/proc/add_stylesheet(name, file)
|
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if(istype(name, /datum/asset/spritesheet))
|
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var/datum/asset/spritesheet/sheet = name
|
||||
stylesheets["spritesheet_[sheet.name].css"] = "data/spritesheets/[sheet.name]"
|
||||
else
|
||||
var/asset_name = "[name].css"
|
||||
|
||||
stylesheets[asset_name] = file
|
||||
if(!SSassets.cache[asset_name])
|
||||
register_asset(asset_name, file)
|
||||
|
||||
if (!SSassets.cache[asset_name])
|
||||
SSassets.transport.register_asset(asset_name, file)
|
||||
|
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/datum/browser/proc/add_script(name, file)
|
||||
scripts["[ckey(name)].js"] = file
|
||||
register_asset("[ckey(name)].js", file)
|
||||
SSassets.transport.register_asset("[ckey(name)].js", file)
|
||||
|
||||
/datum/browser/proc/set_content(ncontent)
|
||||
content = ncontent
|
||||
@@ -60,15 +58,13 @@
|
||||
|
||||
/datum/browser/proc/get_header()
|
||||
var/file
|
||||
head_content += "<link rel='stylesheet' type='text/css' href='[common_asset.get_url_mappings()["common.css"]]'>"
|
||||
for (file in stylesheets)
|
||||
head_content += "<link rel='stylesheet' type='text/css' href='[file]'>"
|
||||
head_content += "<link rel='stylesheet' type='text/css' href='[SSassets.transport.get_asset_url(file)]'>"
|
||||
|
||||
|
||||
for (file in scripts)
|
||||
head_content += "<script type='text/javascript' src='[file]'></script>"
|
||||
|
||||
var/title_attributes = "class='uiTitle'"
|
||||
if (title_image)
|
||||
title_attributes = "class='uiTitle icon' style='background-image: url([title_image]);'"
|
||||
head_content += "<script type='text/javascript' src='[SSassets.transport.get_asset_url(file)]'></script>"
|
||||
|
||||
return {"<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
|
||||
<html>
|
||||
@@ -79,7 +75,7 @@
|
||||
</head>
|
||||
<body scroll=auto>
|
||||
<div class='uiWrapper'>
|
||||
[title ? "<div class='uiTitleWrapper'><div [title_attributes]><tt>[title]</tt></div></div>" : ""]
|
||||
[title ? "<div class='uiTitleWrapper'><div class='uiTitle'><tt>[title]</tt></div></div>" : ""]
|
||||
<div class='uiContent'>
|
||||
"}
|
||||
//" This is here because else the rest of the file looks like a string in notepad++.
|
||||
@@ -105,10 +101,11 @@
|
||||
var/window_size = ""
|
||||
if(width && height)
|
||||
window_size = "size=[width]x[height];"
|
||||
common_asset.send(user)
|
||||
if(stylesheets.len)
|
||||
send_asset_list(user, stylesheets)
|
||||
SSassets.transport.send_assets(user, stylesheets)
|
||||
if(scripts.len)
|
||||
send_asset_list(user, scripts)
|
||||
SSassets.transport.send_assets(user, scripts)
|
||||
user << browse(get_content(), "window=[window_id];[window_size][window_options]")
|
||||
if(use_onclose)
|
||||
setup_onclose()
|
||||
@@ -169,7 +166,7 @@
|
||||
return Button3
|
||||
|
||||
//Same shit, but it returns the button number, could at some point support unlimited button amounts.
|
||||
/proc/askuser(var/mob/User,Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1, Timeout = 6000)
|
||||
/proc/askuser(mob/User,Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1, Timeout = 6000)
|
||||
if (!istype(User))
|
||||
if (istype(User, /client/))
|
||||
var/client/C = User
|
||||
@@ -188,7 +185,7 @@
|
||||
var/selectedbutton = 0
|
||||
var/stealfocus
|
||||
|
||||
/datum/browser/modal/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, var/atom/nref = null, StealFocus = 1, Timeout = 6000)
|
||||
/datum/browser/modal/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, atom/nref = null, StealFocus = 1, Timeout = 6000)
|
||||
..()
|
||||
stealfocus = StealFocus
|
||||
if (!StealFocus)
|
||||
|
||||
@@ -67,7 +67,7 @@
|
||||
H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND) // easy tiger, we'll get to that in a sec
|
||||
var/obj/item/bodypart/slit_throat = H.get_bodypart(BODY_ZONE_HEAD)
|
||||
if(slit_throat)
|
||||
var/datum/wound/brute/cut/critical/screaming_through_a_slit_throat = new
|
||||
var/datum/wound/slash/critical/screaming_through_a_slit_throat = new
|
||||
screaming_through_a_slit_throat.apply_wound(slit_throat)
|
||||
H.apply_status_effect(/datum/status_effect/neck_slice)
|
||||
|
||||
|
||||
@@ -76,19 +76,11 @@
|
||||
return FALSE
|
||||
if(M.is_flying())
|
||||
return FALSE
|
||||
if(ishuman(AM))
|
||||
var/mob/living/carbon/human/H = AM
|
||||
if(istype(H.belt, /obj/item/wormhole_jaunter))
|
||||
var/obj/item/wormhole_jaunter/J = H.belt
|
||||
//To freak out any bystanders
|
||||
H.visible_message("<span class='boldwarning'>[H] falls into [parent]!</span>")
|
||||
J.chasm_react(H)
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/component/chasm/proc/drop(atom/movable/AM)
|
||||
//Make sure the item is still there after our sleep
|
||||
if(!AM || QDELETED(AM))
|
||||
if(!AM || QDELETED(AM) || SEND_SIGNAL(AM, COMSIG_MOVABLE_CHASM_DROP, src))
|
||||
return
|
||||
falling_atoms[AM] = (falling_atoms[AM] || 0) + 1
|
||||
var/turf/T = target_turf
|
||||
|
||||
@@ -203,9 +203,9 @@
|
||||
Set var amt to the value current cycle req is pointing to, its amount of type we need to delete
|
||||
Get var/surroundings list of things accessable to crafting by get_environment()
|
||||
Check the type of the current cycle req
|
||||
If its reagent then do a while loop, inside it try to locate() reagent containers, inside such containers try to locate needed reagent, if there isnt remove thing from surroundings
|
||||
If its reagent then do a while loop, inside it try to locate() reagent containers, inside such containers try to locate needed reagent, if there isn't remove thing from surroundings
|
||||
If there is enough reagent in the search result then delete the needed amount, create the same type of reagent with the same data var and put it into deletion list
|
||||
If there isnt enough take all of that reagent from the container, put into deletion list, substract the amt var by the volume of reagent, remove the container from surroundings list and keep searching
|
||||
If there isn't enough take all of that reagent from the container, put into deletion list, substract the amt var by the volume of reagent, remove the container from surroundings list and keep searching
|
||||
While doing above stuff check deletion list if it already has such reagnet, if yes merge instead of adding second one
|
||||
If its stack check if it has enough amount
|
||||
If yes create new stack with the needed amount and put in into deletion list, substract taken amount from the stack
|
||||
@@ -216,7 +216,7 @@
|
||||
Then do a loop over parts var of the recipe
|
||||
Do similar stuff to what we have done above, but now in deletion list, until the parts conditions are satisfied keep taking from the deletion list and putting it into parts list for return
|
||||
|
||||
After its done loop over deletion list and delete all the shit that wasnt taken by parts loop
|
||||
After its done loop over deletion list and delete all the shit that wasn't taken by parts loop
|
||||
|
||||
del_reqs return the list of parts resulting object will receive as argument of CheckParts proc, on the atom level it will add them all to the contents, on all other levels it calls ..() and does whatever is needed afterwards but from contents list already
|
||||
*/
|
||||
@@ -323,9 +323,12 @@
|
||||
if(user == parent)
|
||||
ui_interact(user)
|
||||
|
||||
/datum/component/personal_crafting/ui_state(mob/user)
|
||||
return GLOB.not_incapacitated_turf_state
|
||||
|
||||
//For the UI related things we're going to assume the user is a mob rather than typesetting it to an atom as the UI isn't generated if the parent is an atom
|
||||
/datum/component/personal_crafting/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.not_incapacitated_turf_state)
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
/datum/component/personal_crafting/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
cur_category = categories[1]
|
||||
if(islist(categories[cur_category]))
|
||||
@@ -333,7 +336,7 @@
|
||||
cur_subcategory = subcats[1]
|
||||
else
|
||||
cur_subcategory = CAT_NONE
|
||||
ui = new(user, src, ui_key, "PersonalCrafting", "Crafting Menu", 700, 800, master_ui, state)
|
||||
ui = new(user, src, "PersonalCrafting")
|
||||
ui.open()
|
||||
|
||||
/datum/component/personal_crafting/ui_data(mob/user)
|
||||
@@ -413,13 +416,8 @@
|
||||
display_compact = !display_compact
|
||||
. = TRUE
|
||||
if("set_category")
|
||||
if(!isnull(params["category"]))
|
||||
cur_category = params["category"]
|
||||
if(!isnull(params["subcategory"]))
|
||||
if(params["subcategory"] == "0")
|
||||
cur_subcategory = ""
|
||||
else
|
||||
cur_subcategory = params["subcategory"]
|
||||
cur_category = params["category"]
|
||||
cur_subcategory = params["subcategory"] || ""
|
||||
. = TRUE
|
||||
|
||||
/datum/component/personal_crafting/proc/build_recipe_data(datum/crafting_recipe/R)
|
||||
|
||||
@@ -40,13 +40,23 @@
|
||||
reqs = list(/obj/item/paper = 20)
|
||||
category = CAT_CLOTHING
|
||||
|
||||
/datum/crafting_recipe/balaclavabreath
|
||||
name = "Breathaclava"
|
||||
result = /obj/item/clothing/mask/balaclava/breath
|
||||
time = 10
|
||||
reqs = list(/obj/item/clothing/mask/balaclava = 1,
|
||||
/obj/item/clothing/mask/breath = 1)
|
||||
category = CAT_CLOTHING
|
||||
|
||||
|
||||
|
||||
/datum/crafting_recipe/armwraps
|
||||
name = "Armwraps"
|
||||
result = /obj/item/clothing/gloves/fingerless/pugilist
|
||||
time = 60
|
||||
tools = list(TOOL_WIRECUTTER)
|
||||
reqs = list(/obj/item/stack/sheet/cloth = 4,
|
||||
/obj/item/stack/sheet/durathread = 2,
|
||||
/obj/item/stack/sticky_tape = 2,
|
||||
/obj/item/stack/sheet/leather = 2)
|
||||
category = CAT_CLOTHING
|
||||
|
||||
@@ -263,6 +273,16 @@
|
||||
time = 30
|
||||
category = CAT_CLOTHING
|
||||
|
||||
/datum/crafting_recipe/twinsheath
|
||||
name = "Twin Sword Sheath"
|
||||
result = /obj/item/storage/belt/sabre/twin
|
||||
reqs = list(/obj/item/stack/sheet/mineral/wood = 3,
|
||||
/obj/item/stack/sheet/leather = 8)
|
||||
tools = list(TOOL_WIRECUTTER)
|
||||
time = 70
|
||||
category = CAT_CLOTHING
|
||||
|
||||
|
||||
/datum/crafting_recipe/durathread_reinforcement_kit
|
||||
name = "Durathread Reinforcement Kit"
|
||||
result = /obj/item/armorkit
|
||||
|
||||
@@ -2,6 +2,15 @@
|
||||
//Large Objects//
|
||||
/////////////////
|
||||
|
||||
/datum/crafting_recipe/plunger
|
||||
name = "Plunger"
|
||||
result = /obj/item/plunger
|
||||
time = 1
|
||||
reqs = list(/obj/item/stack/sheet/plastic = 1,
|
||||
/obj/item/stack/sheet/mineral/wood = 1)
|
||||
category = CAT_MISC
|
||||
subcategory = CAT_TOOL
|
||||
|
||||
/datum/crafting_recipe/showercurtain
|
||||
name = "Shower Curtains"
|
||||
reqs = list(/obj/item/stack/sheet/cloth = 2,
|
||||
@@ -111,6 +120,53 @@
|
||||
category = CAT_MISC
|
||||
always_availible = FALSE // Disabled til learned
|
||||
|
||||
/datum/crafting_recipe/furnace
|
||||
name = "Sandstone Furnace"
|
||||
result = /obj/structure/furnace
|
||||
time = 300
|
||||
reqs = list(/obj/item/stack/sheet/mineral/sandstone = 15,
|
||||
/obj/item/stack/sheet/metal = 4,
|
||||
/obj/item/stack/rods = 2)
|
||||
tools = list(TOOL_CROWBAR)
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
|
||||
/datum/crafting_recipe/tableanvil
|
||||
name = "Table Anvil"
|
||||
result = /obj/structure/anvil/obtainable/table
|
||||
time = 300
|
||||
reqs = list(/obj/item/stack/sheet/metal = 4,
|
||||
/obj/item/stack/rods = 2)
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_WRENCH, TOOL_WELDER)
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
|
||||
/datum/crafting_recipe/sandvil
|
||||
name = "Sandstone Anvil"
|
||||
result = /obj/structure/anvil/obtainable/sandstone
|
||||
time = 300
|
||||
reqs = list(/obj/item/stack/sheet/mineral/sandstone = 24)
|
||||
tools = list(TOOL_CROWBAR)
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
|
||||
/datum/crafting_recipe/basaltblock
|
||||
name = "Sintered Basalt Block"
|
||||
result = /obj/item/basaltblock
|
||||
time = 200
|
||||
reqs = list(/obj/item/stack/ore/glass/basalt = 50)
|
||||
tools = list(TOOL_WELDER)
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
|
||||
/datum/crafting_recipe/basaltanvil
|
||||
name = "Basalt Anvil"
|
||||
result = /obj/structure/anvil/obtainable/basalt
|
||||
time = 200
|
||||
reqs = list(/obj/item/basaltblock = 5)
|
||||
tools = list(TOOL_CROWBAR)
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
///////////////////
|
||||
//Tools & Storage//
|
||||
///////////////////
|
||||
@@ -126,7 +182,7 @@
|
||||
|
||||
/datum/crafting_recipe/brute_pack
|
||||
name = "Suture Pack"
|
||||
result = /obj/item/stack/medical/suture/one
|
||||
result = /obj/item/stack/medical/suture/five
|
||||
time = 1
|
||||
reqs = list(/obj/item/stack/medical/gauze = 1,
|
||||
/datum/reagent/medicine/styptic_powder = 10)
|
||||
@@ -135,7 +191,7 @@
|
||||
|
||||
/datum/crafting_recipe/burn_pack
|
||||
name = "Regenerative Mesh"
|
||||
result = /obj/item/stack/medical/mesh/one
|
||||
result = /obj/item/stack/medical/mesh/five
|
||||
time = 1
|
||||
reqs = list(/obj/item/stack/medical/gauze = 1,
|
||||
/datum/reagent/medicine/silver_sulfadiazine = 10)
|
||||
@@ -166,6 +222,17 @@
|
||||
subcategory = CAT_TOOL
|
||||
category = CAT_MISC
|
||||
|
||||
/datum/crafting_recipe/toolboxhammer
|
||||
name = "Toolbox Hammer"
|
||||
result = /obj/item/melee/smith/hammer/toolbox
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_WRENCH, TOOL_WELDER)
|
||||
reqs = list(/obj/item/storage/toolbox = 1,
|
||||
/obj/item/stack/sheet/metal = 4,
|
||||
/obj/item/stack/rods = 2)
|
||||
time = 40
|
||||
subcategory = CAT_TOOL
|
||||
category = CAT_MISC
|
||||
|
||||
/datum/crafting_recipe/papersack
|
||||
name = "Paper Sack"
|
||||
result = /obj/item/storage/box/papersack
|
||||
@@ -188,7 +255,7 @@
|
||||
result = /obj/item/screwdriver/bronze
|
||||
reqs = list(/obj/item/screwdriver = 1,
|
||||
/obj/item/stack/cable_coil = 10,
|
||||
/obj/item/stack/tile/bronze = 1,
|
||||
/obj/item/stack/sheet/bronze = 1,
|
||||
/datum/reagent/water = 15)
|
||||
time = 40
|
||||
subcategory = CAT_TOOL
|
||||
@@ -200,7 +267,7 @@
|
||||
result = /obj/item/weldingtool/bronze
|
||||
reqs = list(/obj/item/weldingtool = 1,
|
||||
/obj/item/stack/cable_coil = 10,
|
||||
/obj/item/stack/tile/bronze = 1,
|
||||
/obj/item/stack/sheet/bronze = 1,
|
||||
/datum/reagent/water = 15)
|
||||
time = 40
|
||||
subcategory = CAT_TOOL
|
||||
@@ -212,7 +279,7 @@
|
||||
result = /obj/item/wirecutters/bronze
|
||||
reqs = list(/obj/item/wirecutters = 1,
|
||||
/obj/item/stack/cable_coil = 10,
|
||||
/obj/item/stack/tile/bronze = 1,
|
||||
/obj/item/stack/sheet/bronze = 1,
|
||||
/datum/reagent/water = 15)
|
||||
time = 40
|
||||
subcategory = CAT_TOOL
|
||||
@@ -224,7 +291,7 @@
|
||||
result = /obj/item/crowbar/bronze
|
||||
reqs = list(/obj/item/crowbar = 1,
|
||||
/obj/item/stack/cable_coil = 10,
|
||||
/obj/item/stack/tile/bronze = 1,
|
||||
/obj/item/stack/sheet/bronze = 1,
|
||||
/datum/reagent/water = 15)
|
||||
time = 40
|
||||
subcategory = CAT_TOOL
|
||||
@@ -236,7 +303,7 @@
|
||||
result = /obj/item/wrench/bronze
|
||||
reqs = list(/obj/item/wrench = 1,
|
||||
/obj/item/stack/cable_coil = 10,
|
||||
/obj/item/stack/tile/bronze = 1,
|
||||
/obj/item/stack/sheet/bronze = 1,
|
||||
/datum/reagent/water = 15)
|
||||
time = 40
|
||||
subcategory = CAT_TOOL
|
||||
@@ -269,6 +336,19 @@
|
||||
subcategory = CAT_TOOL
|
||||
category = CAT_MISC
|
||||
|
||||
/datum/crafting_recipe/heretic/codex
|
||||
name = "Codex Cicatrix"
|
||||
result = /obj/item/forbidden_book
|
||||
tools = list(/obj/item/pen)
|
||||
reqs = list(/obj/item/paper = 5,
|
||||
/obj/item/organ/eyes = 1,
|
||||
/obj/item/organ/heart = 1,
|
||||
/obj/item/stack/sheet/animalhide/human = 1)
|
||||
time = 150
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
always_availible = FALSE
|
||||
|
||||
////////////
|
||||
//Vehicles//
|
||||
////////////
|
||||
@@ -324,7 +404,7 @@
|
||||
result = /obj/item/toy/sword/cx
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
|
||||
|
||||
/datum/crafting_recipe/catgirlplushie
|
||||
name = "Catgirl Plushie"
|
||||
reqs = list(/obj/item/toy/plush/hairball = 3)
|
||||
@@ -336,6 +416,25 @@
|
||||
//Unsorted//
|
||||
////////////
|
||||
|
||||
|
||||
|
||||
/datum/crafting_recipe/stick
|
||||
name = "Stick"
|
||||
time = 30
|
||||
reqs = list(/obj/item/stack/sheet/mineral/wood = 1)
|
||||
result = /obj/item/stick
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
|
||||
|
||||
/datum/crafting_recipe/swordhilt
|
||||
name = "Sword Hilt"
|
||||
time = 30
|
||||
reqs = list(/obj/item/stack/sheet/mineral/wood = 2)
|
||||
result = /obj/item/swordhandle
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
|
||||
/datum/crafting_recipe/blackcarpet
|
||||
name = "Black Carpet"
|
||||
reqs = list(/obj/item/stack/tile/carpet = 50, /obj/item/toy/crayon/black = 1)
|
||||
|
||||
@@ -29,7 +29,6 @@
|
||||
|
||||
*/
|
||||
|
||||
|
||||
/datum/component/embedded
|
||||
dupe_mode = COMPONENT_DUPE_ALLOWED
|
||||
var/obj/item/bodypart/limb
|
||||
@@ -120,7 +119,7 @@
|
||||
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
|
||||
if(overlay)
|
||||
var/atom/A = parent
|
||||
A.cut_overlay(overlay, TRUE)
|
||||
UnregisterSignal(A,COMSIG_ATOM_UPDATE_OVERLAYS)
|
||||
qdel(overlay)
|
||||
|
||||
return ..()
|
||||
@@ -139,30 +138,36 @@
|
||||
limb.embedded_objects |= weapon // on the inside... on the inside...
|
||||
weapon.forceMove(victim)
|
||||
RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/byeItemCarbon)
|
||||
|
||||
var/damage = 0
|
||||
if(harmful)
|
||||
victim.visible_message("<span class='danger'>[weapon] embeds itself in [victim]'s [limb.name]!</span>",ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[weapon] embeds itself in your [limb.name]!</span>")
|
||||
victim.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
|
||||
playsound(victim,'sound/weapons/bladeslice.ogg', 40)
|
||||
weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
|
||||
var/damage = weapon.w_class * impact_pain_mult
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus=-30, sharpness = TRUE)
|
||||
damage = weapon.w_class * impact_pain_mult
|
||||
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
|
||||
else
|
||||
victim.visible_message("<span class='danger'>[weapon] sticks itself to [victim]'s [limb.name]!</span>",ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[weapon] sticks itself to your [limb.name]!</span>")
|
||||
|
||||
if(damage > 0)
|
||||
var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",weapon.armour_penetration)
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, sharpness = weapon.get_sharpness())
|
||||
|
||||
/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
|
||||
/datum/component/embedded/proc/jostleCheck()
|
||||
var/mob/living/carbon/victim = parent
|
||||
|
||||
var/chance = jostle_chance
|
||||
var/damage = weapon.w_class * pain_mult
|
||||
var/pain_chance_current = jostle_chance
|
||||
if(victim.m_intent == MOVE_INTENT_WALK || !(victim.mobility_flags & MOBILITY_STAND))
|
||||
chance *= 0.5
|
||||
pain_chance_current *= 0.5
|
||||
|
||||
if(harmful && prob(chance))
|
||||
var/damage = weapon.w_class * jostle_pain_mult
|
||||
if(pain_stam_pct && IS_STAMCRIT(victim)) //if it's a less-lethal embed, give them a break if they're already stamcritted
|
||||
pain_chance_current *= 0.2
|
||||
damage *= 0.5
|
||||
if(harmful && prob(pain_chance_current))
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
|
||||
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
|
||||
|
||||
@@ -199,7 +204,7 @@
|
||||
|
||||
if(harmful)
|
||||
var/damage = weapon.w_class * remove_pain_mult
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE) //It hurts to rip it out, get surgery you dingus.
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND) //It hurts to rip it out, get surgery you dingus.
|
||||
victim.emote("scream")
|
||||
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
|
||||
else
|
||||
@@ -279,11 +284,13 @@
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
|
||||
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] hurts!</span>")
|
||||
|
||||
if(prob(fall_chance))
|
||||
var/fall_chance_current = fall_chance
|
||||
if(victim.mobility_flags & ~MOBILITY_STAND)
|
||||
fall_chance_current *= 0.2
|
||||
|
||||
if(prob(fall_chance_current))
|
||||
fallOutCarbon()
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////
|
||||
//////////////TURF PROCS////////////////
|
||||
////////////////////////////////////////
|
||||
@@ -319,7 +326,8 @@
|
||||
var/matrix/M = matrix()
|
||||
M.Translate(pixelX, pixelY)
|
||||
overlay.transform = M
|
||||
hit.add_overlay(overlay, TRUE)
|
||||
RegisterSignal(hit,COMSIG_ATOM_UPDATE_OVERLAYS,.proc/apply_overlay)
|
||||
hit.update_icon()
|
||||
|
||||
if(harmful)
|
||||
hit.visible_message("<span class='danger'>[weapon] embeds itself in [hit]!</span>")
|
||||
@@ -332,6 +340,8 @@
|
||||
else
|
||||
hit.visible_message("<span class='danger'>[weapon] sticks itself to [hit]!</span>")
|
||||
|
||||
/datum/component/embedded/proc/apply_overlay(atom/source, list/overlay_list)
|
||||
overlay_list += overlay
|
||||
|
||||
/datum/component/embedded/proc/examineTurf(datum/source, mob/user, list/examine_list)
|
||||
if(harmful)
|
||||
|
||||
@@ -45,8 +45,9 @@
|
||||
|
||||
/datum/fantasy_affix/tactical/apply(datum/component/fantasy/comp, newName)
|
||||
var/obj/item/master = comp.parent
|
||||
master.AddElement(/datum/element/tactical)
|
||||
comp.appliedElements += list(/datum/element/tactical)
|
||||
var/list/dat = list(/datum/element/tactical)
|
||||
master._AddElement(dat)
|
||||
comp.appliedElements += list(dat)
|
||||
return "tactical [newName]"
|
||||
|
||||
/datum/fantasy_affix/pyromantic
|
||||
|
||||
@@ -80,19 +80,15 @@ GLOBAL_LIST_EMPTY(GPS_list)
|
||||
to_chat(user, "<span class='notice'>[parent] is now tracking, and visible to other GPS devices.</span>")
|
||||
tracking = TRUE
|
||||
|
||||
/datum/component/gps/item/ui_interact(mob/user, ui_key = "gps", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state) // Remember to use the appropriate state.
|
||||
/datum/component/gps/item/ui_interact(mob/user, datum/tgui/ui)
|
||||
if(emped)
|
||||
to_chat(user, "<span class='hear'>[parent] fizzles weakly.</span>")
|
||||
return
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
// Variable window height, depending on how many GPS units there are
|
||||
// to show, clamped to relatively safe range.
|
||||
var/gps_window_height = clamp(325 + GLOB.GPS_list.len * 14, 325, 700)
|
||||
ui = new(user, src, ui_key, "Gps", "Global Positioning System", 470, gps_window_height, master_ui, state) //width, height
|
||||
ui = new(user, src, "Gps")
|
||||
ui.open()
|
||||
|
||||
ui.set_autoupdate(state = updating)
|
||||
ui.set_autoupdate(updating)
|
||||
|
||||
/datum/component/gps/item/ui_data(mob/user)
|
||||
var/list/data = list()
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
// This used to be in paper.dm, it was some snowflake code that was
|
||||
// used ONLY on april's fool. I moved it to a component so it could be
|
||||
// used in other places
|
||||
|
||||
/datum/component/honkspam
|
||||
dupe_mode = COMPONENT_DUPE_UNIQUE
|
||||
var/spam_flag = FALSE
|
||||
|
||||
/datum/component/honkspam/Initialize()
|
||||
if(!isitem(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/interact)
|
||||
|
||||
/datum/component/honkspam/proc/reset_spamflag()
|
||||
spam_flag = FALSE
|
||||
|
||||
/datum/component/honkspam/proc/interact(mob/user)
|
||||
if(!spam_flag)
|
||||
spam_flag = TRUE
|
||||
var/obj/item/parent_item = parent
|
||||
playsound(parent_item.loc, 'sound/items/bikehorn.ogg', 50, TRUE)
|
||||
addtimer(CALLBACK(src, .proc/reset_spamflag), 2 SECONDS)
|
||||
@@ -0,0 +1,91 @@
|
||||
/**
|
||||
* KILLER QUEEN
|
||||
*
|
||||
* Simple contact bomb component
|
||||
* Blows up the first person to touch it.
|
||||
*/
|
||||
/datum/component/killerqueen
|
||||
can_transfer = TRUE
|
||||
/// strength of explosion on the touch-er. 0 to disable. usually only used if the normal explosion is disabled (this is the default).
|
||||
var/ex_strength = EXPLODE_HEAVY
|
||||
/// callback to invoke with (parent, victim) before standard detonation - useful for losing a reference to this component or implementing custom behavior. return FALSE to prevent explosion.
|
||||
var/datum/callback/pre_explode
|
||||
/// callback to invoke with (parent) when deleting without an explosion
|
||||
var/datum/callback/failure
|
||||
/// did we explode
|
||||
var/exploded = FALSE
|
||||
/// examine message
|
||||
var/examine_message
|
||||
/// light explosion radius
|
||||
var/light = 0
|
||||
/// heavy explosion radius
|
||||
var/heavy = 0
|
||||
/// dev explosion radius
|
||||
var/dev = 0
|
||||
/// flame explosion radius
|
||||
var/flame = 0
|
||||
/// only triggered by living mobs
|
||||
var/living_only = TRUE
|
||||
|
||||
|
||||
/datum/component/killerqueen/Initialize(ex_strength = EXPLODE_HEAVY, datum/callback/pre_explode, datum/callback/failure, examine_message, light = 0, heavy = 0, dev = 0, flame = 0, living_only = TRUE)
|
||||
. = ..()
|
||||
if(. & COMPONENT_INCOMPATIBLE)
|
||||
return
|
||||
if(!isatom(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
src.ex_strength = ex_strength
|
||||
src.pre_explode = pre_explode
|
||||
src.failure = failure
|
||||
src.examine_message = examine_message
|
||||
src.light = light
|
||||
src.heavy = heavy
|
||||
src.dev = dev
|
||||
src.flame = flame
|
||||
src.living_only = living_only
|
||||
|
||||
/datum/component/killerqueen/Destroy()
|
||||
if(!exploded)
|
||||
failure?.Invoke(parent)
|
||||
return ..()
|
||||
|
||||
/datum/component/killerqueen/RegisterWithParent()
|
||||
. = ..()
|
||||
RegisterSignal(parent, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW, COMSIG_ATOM_ATTACK_ANIMAL), .proc/touch_detonate)
|
||||
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, .proc/bump_detonate)
|
||||
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/attackby_detonate)
|
||||
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine)
|
||||
|
||||
/datum/component/killerqueen/UnregisterFromParent()
|
||||
. = ..()
|
||||
UnregisterSignal(parent, list(COMSIG_ATOM_ATTACK_ANIMAL, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW,
|
||||
COMSIG_MOVABLE_BUMP, COMSIG_PARENT_ATTACKBY, COMSIG_PARENT_EXAMINE))
|
||||
|
||||
/datum/component/killerqueen/proc/attackby_detonate(datum/source, obj/item/I, mob/user)
|
||||
detonate(user)
|
||||
|
||||
/datum/component/killerqueen/proc/bump_detonate(datum/source, atom/A)
|
||||
detonate(A)
|
||||
|
||||
/datum/component/killerqueen/proc/touch_detonate(datum/source, mob/user)
|
||||
detonate(user)
|
||||
|
||||
/datum/component/killerqueen/proc/on_examine(datum/source, mob/examiner, list/examine_return)
|
||||
if(examine_message)
|
||||
examine_return += examine_message
|
||||
|
||||
/datum/component/killerqueen/proc/detonate(atom/victim)
|
||||
if(!isliving(victim) && living_only)
|
||||
return
|
||||
if(pre_explode && !pre_explode.Invoke(parent, victim))
|
||||
return
|
||||
if(ex_strength)
|
||||
victim.ex_act(ex_strength)
|
||||
if(light || heavy || dev || flame)
|
||||
explosion(parent, dev, heavy, light, flame_range = flame)
|
||||
else
|
||||
var/turf/T = get_turf(parent)
|
||||
playsound(T, 'sound/effects/explosion2.ogg', 200, 1)
|
||||
new /obj/effect/temp_visual/explosion(T)
|
||||
exploded = TRUE
|
||||
qdel(src)
|
||||
@@ -0,0 +1,87 @@
|
||||
/**
|
||||
The label component.
|
||||
|
||||
This component is used to manage labels applied by the hand labeler.
|
||||
|
||||
Atoms can only have one instance of this component, and therefore only one label at a time.
|
||||
This is to avoid having names like "Backpack (label1) (label2) (label3)". This is annoying and abnoxious to read.
|
||||
|
||||
When a player clicks the atom with a hand labeler to apply a label, this component gets applied to it.
|
||||
If the labeler is off, the component will be removed from it, and the label will be removed from its name.
|
||||
*/
|
||||
/datum/component/label
|
||||
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
|
||||
/// The name of the label the player is applying to the parent.
|
||||
var/label_name
|
||||
|
||||
/datum/component/label/Initialize(_label_name)
|
||||
if(!isatom(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
label_name = _label_name
|
||||
apply_label()
|
||||
|
||||
/datum/component/label/RegisterWithParent()
|
||||
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/OnAttackby)
|
||||
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/Examine)
|
||||
|
||||
/datum/component/label/UnregisterFromParent()
|
||||
UnregisterSignal(parent, list(COMSIG_PARENT_ATTACKBY, COMSIG_PARENT_EXAMINE))
|
||||
|
||||
/**
|
||||
This proc will fire after the parent is hit by a hand labeler which is trying to apply another label.
|
||||
Since the parent already has a label, it will remove the old one from the parent's name, and apply the new one.
|
||||
*/
|
||||
/datum/component/label/InheritComponent(datum/component/label/new_comp , i_am_original, _label_name)
|
||||
remove_label()
|
||||
if(new_comp)
|
||||
label_name = new_comp.label_name
|
||||
else
|
||||
label_name = _label_name
|
||||
apply_label()
|
||||
|
||||
/**
|
||||
This proc will trigger when any object is used to attack the parent.
|
||||
|
||||
If the attacking object is not a hand labeler, it will return.
|
||||
If the attacking object is a hand labeler it will restore the name of the parent to what it was before this component was added to it, and the component will be deleted.
|
||||
|
||||
Arguments:
|
||||
* source: The parent.
|
||||
* attacker: The object that is hitting the parent.
|
||||
* user: The mob who is wielding the attacking object.
|
||||
*/
|
||||
/datum/component/label/proc/OnAttackby(datum/source, obj/item/attacker, mob/user)
|
||||
// If the attacking object is not a hand labeler or its mode is 1 (has a label ready to apply), return.
|
||||
// The hand labeler should be off (mode is 0), in order to remove a label.
|
||||
var/obj/item/hand_labeler/labeler = attacker
|
||||
if(!istype(labeler) || labeler.mode)
|
||||
return
|
||||
|
||||
remove_label()
|
||||
playsound(parent, 'sound/items/poster_ripped.ogg', 20, TRUE)
|
||||
to_chat(user, "<span class='warning'>You remove the label from [parent].</span>")
|
||||
qdel(src) // Remove the component from the object.
|
||||
|
||||
/**
|
||||
This proc will trigger when someone examines the parent.
|
||||
It will attach the text found in the body of the proc to the `examine_list` and display it to the player examining the parent.
|
||||
|
||||
Arguments:
|
||||
* source: The parent.
|
||||
* user: The mob exmaining the parent.
|
||||
* examine_list: The current list of text getting passed from the parent's normal examine() proc.
|
||||
*/
|
||||
/datum/component/label/proc/Examine(datum/source, mob/user, list/examine_list)
|
||||
examine_list += "<span class='notice'>It has a label with some words written on it. Use a hand labeler to remove it.</span>"
|
||||
|
||||
/// Applies a label to the name of the parent in the format of: "parent_name (label)"
|
||||
/datum/component/label/proc/apply_label()
|
||||
var/atom/owner = parent
|
||||
owner.name += " ([label_name])"
|
||||
|
||||
/// Removes the label from the parent's name
|
||||
/datum/component/label/proc/remove_label()
|
||||
var/atom/owner = parent
|
||||
owner.name = replacetext(owner.name, "([label_name])", "") // Remove the label text from the parent's name, wherever it's located.
|
||||
owner.name = trim(owner.name) // Shave off any white space from the beginning or end of the parent's name.
|
||||
@@ -307,6 +307,10 @@
|
||||
|
||||
|
||||
/datum/component/mood/proc/HandleNutrition(mob/living/L)
|
||||
if(isethereal(L))
|
||||
HandleCharge(L)
|
||||
if(HAS_TRAIT(L, TRAIT_NOHUNGER))
|
||||
return FALSE //no mood events for nutrition
|
||||
switch(L.nutrition)
|
||||
if(NUTRITION_LEVEL_FULL to INFINITY)
|
||||
add_event(null, "nutrition", /datum/mood_event/fat)
|
||||
@@ -321,6 +325,22 @@
|
||||
if(0 to NUTRITION_LEVEL_STARVING)
|
||||
add_event(null, "nutrition", /datum/mood_event/starving)
|
||||
|
||||
/datum/component/mood/proc/HandleCharge(mob/living/carbon/human/H)
|
||||
var/datum/species/ethereal/E = H.dna.species
|
||||
switch(E.get_charge(H))
|
||||
if(ETHEREAL_CHARGE_NONE to ETHEREAL_CHARGE_LOWPOWER)
|
||||
add_event(null, "charge", /datum/mood_event/decharged)
|
||||
if(ETHEREAL_CHARGE_LOWPOWER to ETHEREAL_CHARGE_NORMAL)
|
||||
add_event(null, "charge", /datum/mood_event/lowpower)
|
||||
if(ETHEREAL_CHARGE_NORMAL to ETHEREAL_CHARGE_ALMOSTFULL)
|
||||
clear_event(null, "charge")
|
||||
if(ETHEREAL_CHARGE_ALMOSTFULL to ETHEREAL_CHARGE_FULL)
|
||||
add_event(null, "charge", /datum/mood_event/charged)
|
||||
if(ETHEREAL_CHARGE_FULL to ETHEREAL_CHARGE_OVERLOAD)
|
||||
add_event(null, "charge", /datum/mood_event/overcharged)
|
||||
if(ETHEREAL_CHARGE_OVERLOAD to ETHEREAL_CHARGE_DANGEROUS)
|
||||
add_event(null, "charge", /datum/mood_event/supercharged)
|
||||
|
||||
/datum/component/mood/proc/update_beauty(area/A)
|
||||
if(A.outdoors) //if we're outside, we don't care.
|
||||
clear_event(null, "area_beauty")
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
//Thing meant for allowing datums and objects to access a NTnet network datum.
|
||||
//Thing meant for allowing datums and objects to access an NTnet network datum.
|
||||
/datum/proc/ntnet_receive(datum/netdata/data)
|
||||
return
|
||||
|
||||
|
||||
@@ -1,3 +1,8 @@
|
||||
// the following defines are used for [/datum/component/pellet_cloud/var/list/wound_info_by_part] to store the damage, wound_bonus, and bw_bonus for each bodypart hit
|
||||
#define CLOUD_POSITION_DAMAGE 1
|
||||
#define CLOUD_POSITION_W_BONUS 2
|
||||
#define CLOUD_POSITION_BW_BONUS 3
|
||||
|
||||
/*
|
||||
* This component is used when you want to create a bunch of shrapnel or projectiles (say, shrapnel from a fragmentation grenade, or buckshot from a shotgun) from a central point,
|
||||
* without necessarily printing a separate message for every single impact. This component should be instantiated right when you need it (like the moment of firing), then activated
|
||||
@@ -29,7 +34,10 @@
|
||||
var/list/pellets = list()
|
||||
/// An associated list with the atom hit as the key and how many pellets they've eaten for the value, for printing aggregate messages
|
||||
var/list/targets_hit = list()
|
||||
/// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
|
||||
|
||||
/// Another associated list for hit bodyparts on carbons so we can track how much wounding potential we have for each bodypart
|
||||
var/list/wound_info_by_part = list()
|
||||
/// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs]
|
||||
var/list/bodies
|
||||
/// For grenades, tracking people who die covering a grenade for achievement purposes, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
|
||||
var/list/purple_hearts
|
||||
@@ -64,6 +72,7 @@
|
||||
/datum/component/pellet_cloud/Destroy(force, silent)
|
||||
purple_hearts = null
|
||||
pellets = null
|
||||
wound_info_by_part = null
|
||||
targets_hit = null
|
||||
bodies = null
|
||||
return ..()
|
||||
@@ -187,10 +196,26 @@
|
||||
break
|
||||
|
||||
///One of our pellets hit something, record what it was and check if we're done (terminated == num_pellets)
|
||||
/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle)
|
||||
/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle, hit_zone)
|
||||
pellets -= P
|
||||
terminated++
|
||||
hits++
|
||||
var/obj/item/bodypart/hit_part
|
||||
if(iscarbon(target) && hit_zone)
|
||||
var/mob/living/carbon/hit_carbon = target
|
||||
hit_part = hit_carbon.get_bodypart(hit_zone)
|
||||
if(hit_part)
|
||||
target = hit_part
|
||||
if(P.wound_bonus != CANT_WOUND) // handle wounding
|
||||
// unfortunately, due to how pellet clouds handle finalizing only after every pellet is accounted for, that also means there might be a short delay in dealing wounds if one pellet goes wide
|
||||
// while buckshot may reach a target or miss it all in one tick, we also have to account for possible ricochets that may take a bit longer to hit the target
|
||||
if(isnull(wound_info_by_part[hit_part]))
|
||||
wound_info_by_part[hit_part] = list(0, 0, 0)
|
||||
wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE] += P.damage // these account for decay
|
||||
wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS] += P.wound_bonus
|
||||
wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS] += P.bare_wound_bonus
|
||||
P.wound_bonus = CANT_WOUND // actual wounding will be handled aggregate
|
||||
|
||||
targets_hit[target]++
|
||||
if(targets_hit[target] == 1)
|
||||
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/on_target_qdel, override=TRUE)
|
||||
@@ -231,13 +256,23 @@
|
||||
for(var/atom/target in targets_hit)
|
||||
var/num_hits = targets_hit[target]
|
||||
UnregisterSignal(target, COMSIG_PARENT_QDELETING)
|
||||
if(num_hits > 1)
|
||||
target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
|
||||
to_chat(target, "<span class='userdanger'>You're hit by [num_hits] [proj_name]s!</span>")
|
||||
else
|
||||
target.visible_message("<span class='danger'>[target] is hit by a [proj_name]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
|
||||
to_chat(target, "<span class='userdanger'>You're hit by a [proj_name]!</span>")
|
||||
var/obj/item/bodypart/hit_part
|
||||
if(isbodypart(target))
|
||||
hit_part = target
|
||||
target = hit_part.owner
|
||||
var/damage_dealt = wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE]
|
||||
var/w_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS]
|
||||
var/bw_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS]
|
||||
var/wound_type = (initial(P.damage_type) == BRUTE) ? WOUND_BLUNT : WOUND_BURN // sharpness is handled in the wound rolling
|
||||
wound_info_by_part[hit_part] = null
|
||||
hit_part.painless_wound_roll(wound_type, damage_dealt, w_bonus, bw_bonus, initial(P.sharpness))
|
||||
|
||||
if(num_hits > 1)
|
||||
target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
|
||||
to_chat(target, "<span class='userdanger'>You're hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!</span>")
|
||||
else
|
||||
target.visible_message("<span class='danger'>[target] is hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
|
||||
to_chat(target, "<span class='userdanger'>You're hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>")
|
||||
UnregisterSignal(parent, COMSIG_PARENT_PREQDELETED)
|
||||
if(queued_delete)
|
||||
qdel(parent)
|
||||
@@ -281,3 +316,7 @@
|
||||
targets_hit -= target
|
||||
bodies -= target
|
||||
purple_hearts -= target
|
||||
|
||||
#undef CLOUD_POSITION_DAMAGE
|
||||
#undef CLOUD_POSITION_W_BONUS
|
||||
#undef CLOUD_POSITION_BW_BONUS
|
||||
|
||||
@@ -0,0 +1,215 @@
|
||||
/datum/component/plumbing
|
||||
///Index with "1" = /datum/ductnet/theductpointingnorth etc. "1" being the num2text from NORTH define
|
||||
var/list/datum/ductnet/ducts = list()
|
||||
///shortcut to our parents' reagent holder
|
||||
var/datum/reagents/reagents
|
||||
///TRUE if we wanna add proper pipe outless under our parent object. this is pretty good if i may so so myself
|
||||
var/use_overlays = TRUE
|
||||
///We can't just cut all of the parents' overlays, so we'll track them here
|
||||
var/list/image/ducterlays
|
||||
///directions in wich we act as a supplier
|
||||
var/supply_connects
|
||||
///direction in wich we act as a demander
|
||||
var/demand_connects
|
||||
///FALSE to pretty much just not exist in the plumbing world so we can be moved, TRUE to go plumbo mode
|
||||
var/active = FALSE
|
||||
///if TRUE connects will spin with the parent object visually and codually, so you can have it work in any direction. FALSE if you want it to be static
|
||||
var/turn_connects = TRUE
|
||||
|
||||
/datum/component/plumbing/Initialize(start=TRUE, _turn_connects=TRUE) //turn_connects for wheter or not we spin with the object to change our pipes
|
||||
if(parent && !istype(parent, /atom/movable))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
var/atom/movable/AM = parent
|
||||
if(!AM.reagents)
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
reagents = AM.reagents
|
||||
turn_connects = _turn_connects
|
||||
|
||||
RegisterSignal(parent, list(COMSIG_MOVABLE_MOVED,COMSIG_PARENT_PREQDELETED), .proc/disable)
|
||||
RegisterSignal(parent, list(COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH), .proc/toggle_active)
|
||||
|
||||
if(start)
|
||||
enable()
|
||||
|
||||
if(use_overlays)
|
||||
create_overlays()
|
||||
|
||||
/datum/component/plumbing/process()
|
||||
if(!demand_connects || !reagents)
|
||||
STOP_PROCESSING(SSfluids, src)
|
||||
return
|
||||
if(reagents.total_volume < reagents.maximum_volume)
|
||||
for(var/D in GLOB.cardinals)
|
||||
if(D & demand_connects)
|
||||
send_request(D)
|
||||
///Can we be added to the ductnet?
|
||||
/datum/component/plumbing/proc/can_add(datum/ductnet/D, dir)
|
||||
if(!active)
|
||||
return
|
||||
if(!dir || !D)
|
||||
return FALSE
|
||||
if(num2text(dir) in ducts)
|
||||
return FALSE
|
||||
|
||||
return TRUE
|
||||
///called from in process(). only calls process_request(), but can be overwritten for children with special behaviour
|
||||
/datum/component/plumbing/proc/send_request(dir)
|
||||
process_request(amount = MACHINE_REAGENT_TRANSFER, reagent = null, dir = dir)
|
||||
///check who can give us what we want, and how many each of them will give us
|
||||
/datum/component/plumbing/proc/process_request(amount, reagent, dir)
|
||||
var/list/valid_suppliers = list()
|
||||
var/datum/ductnet/net
|
||||
if(!ducts.Find(num2text(dir)))
|
||||
return
|
||||
net = ducts[num2text(dir)]
|
||||
for(var/A in net.suppliers)
|
||||
var/datum/component/plumbing/supplier = A
|
||||
if(supplier.can_give(amount, reagent, net))
|
||||
valid_suppliers += supplier
|
||||
for(var/A in valid_suppliers)
|
||||
var/datum/component/plumbing/give = A
|
||||
give.transfer_to(src, amount / valid_suppliers.len, reagent, net)
|
||||
///returns TRUE when they can give the specified amount and reagent. called by process request
|
||||
/datum/component/plumbing/proc/can_give(amount, reagent, datum/ductnet/net)
|
||||
if(amount <= 0)
|
||||
return
|
||||
|
||||
if(reagent) //only asked for one type of reagent
|
||||
for(var/A in reagents.reagent_list)
|
||||
var/datum/reagent/R = A
|
||||
if(R.type == reagent)
|
||||
return TRUE
|
||||
else if(reagents.total_volume > 0) //take whatever
|
||||
return TRUE
|
||||
///this is where the reagent is actually transferred and is thus the finish point of our process()
|
||||
/datum/component/plumbing/proc/transfer_to(datum/component/plumbing/target, amount, reagent, datum/ductnet/net)
|
||||
if(!reagents || !target || !target.reagents)
|
||||
return FALSE
|
||||
if(reagent)
|
||||
reagents.trans_id_to(target.parent, reagent, amount)
|
||||
else
|
||||
reagents.trans_to(target.parent, amount)
|
||||
///We create our luxurious piping overlays/underlays, to indicate where we do what. only called once if use_overlays = TRUE in Initialize()
|
||||
/datum/component/plumbing/proc/create_overlays()
|
||||
var/atom/movable/AM = parent
|
||||
for(var/image/I in ducterlays)
|
||||
AM.overlays.Remove(I)
|
||||
qdel(I)
|
||||
ducterlays = list()
|
||||
for(var/D in GLOB.cardinals)
|
||||
var/color
|
||||
var/direction
|
||||
if(D & demand_connects)
|
||||
color = "red" //red because red is mean and it takes
|
||||
else if(D & supply_connects)
|
||||
color = "blue" //blue is nice and gives
|
||||
else
|
||||
continue
|
||||
var/image/I
|
||||
if(turn_connects)
|
||||
switch(D)
|
||||
if(NORTH)
|
||||
direction = "north"
|
||||
if(SOUTH)
|
||||
direction = "south"
|
||||
if(EAST)
|
||||
direction = "east"
|
||||
if(WEST)
|
||||
direction = "west"
|
||||
I = image('icons/obj/plumbing/plumbers.dmi', "[direction]-[color]", layer = AM.layer - 1)
|
||||
else
|
||||
I = image('icons/obj/plumbing/plumbers.dmi', color, layer = AM.layer - 1) //color is not color as in the var, it's just the name
|
||||
I.dir = D
|
||||
AM.add_overlay(I)
|
||||
ducterlays += I
|
||||
///we stop acting like a plumbing thing and disconnect if we are, so we can safely be moved and stuff
|
||||
/datum/component/plumbing/proc/disable()
|
||||
if(!active)
|
||||
return
|
||||
STOP_PROCESSING(SSfluids, src)
|
||||
for(var/A in ducts)
|
||||
var/datum/ductnet/D = ducts[A]
|
||||
D.remove_plumber(src)
|
||||
active = FALSE
|
||||
for(var/D in GLOB.cardinals)
|
||||
if(D & (demand_connects | supply_connects))
|
||||
for(var/obj/machinery/duct/duct in get_step(parent, D))
|
||||
duct.attempt_connect()
|
||||
|
||||
///settle wherever we are, and start behaving like a piece of plumbing
|
||||
/datum/component/plumbing/proc/enable()
|
||||
if(active)
|
||||
return
|
||||
update_dir()
|
||||
active = TRUE
|
||||
var/atom/movable/AM = parent
|
||||
for(var/obj/machinery/duct/D in AM.loc) //Destroy any ducts under us. Ducts also self destruct if placed under a plumbing machine. machines disable when they get moved
|
||||
if(D.anchored) //that should cover everything
|
||||
D.disconnect_duct()
|
||||
|
||||
if(demand_connects)
|
||||
START_PROCESSING(SSfluids, src)
|
||||
|
||||
for(var/D in GLOB.cardinals)
|
||||
if(D & (demand_connects | supply_connects))
|
||||
for(var/atom/movable/A in get_step(parent, D))
|
||||
if(istype(A, /obj/machinery/duct))
|
||||
var/obj/machinery/duct/duct = A
|
||||
duct.attempt_connect()
|
||||
else
|
||||
var/datum/component/plumbing/P = A.GetComponent(/datum/component/plumbing)
|
||||
if(P)
|
||||
direct_connect(P, D)
|
||||
|
||||
/// Toggle our machinery on or off. This is called by a hook from default_unfasten_wrench with anchored as only param, so we dont have to copypaste this on every object that can move
|
||||
/datum/component/plumbing/proc/toggle_active(obj/O, new_state)
|
||||
if(new_state)
|
||||
enable()
|
||||
else
|
||||
disable()
|
||||
/** We update our connects only when we settle down by taking our current and original direction to find our new connects
|
||||
* If someone wants it to fucking spin while connected to something go actually knock yourself out
|
||||
*/
|
||||
/datum/component/plumbing/proc/update_dir()
|
||||
if(!turn_connects)
|
||||
return
|
||||
var/atom/movable/AM = parent
|
||||
var/new_demand_connects
|
||||
var/new_supply_connects
|
||||
var/new_dir = AM.dir
|
||||
var/angle = 180 - dir2angle(new_dir)
|
||||
if(new_dir == SOUTH)
|
||||
demand_connects = initial(demand_connects)
|
||||
supply_connects = initial(supply_connects)
|
||||
else
|
||||
for(var/D in GLOB.cardinals)
|
||||
if(D & initial(demand_connects))
|
||||
new_demand_connects += turn(D, angle)
|
||||
if(D & initial(supply_connects))
|
||||
new_supply_connects += turn(D, angle)
|
||||
demand_connects = new_demand_connects
|
||||
supply_connects = new_supply_connects
|
||||
///Give the direction of a pipe, and it'll return wich direction it originally was when it's object pointed SOUTH
|
||||
/datum/component/plumbing/proc/get_original_direction(dir)
|
||||
var/atom/movable/AM = parent
|
||||
return turn(dir, dir2angle(AM.dir) - 180)
|
||||
//special case in-case we want to connect directly with another machine without a duct
|
||||
/datum/component/plumbing/proc/direct_connect(datum/component/plumbing/P, dir)
|
||||
if(!P.active)
|
||||
return
|
||||
var/opposite_dir = turn(dir, 180)
|
||||
if(P.demand_connects & opposite_dir && supply_connects & dir || P.supply_connects & opposite_dir && demand_connects & dir) //make sure we arent connecting two supplies or demands
|
||||
var/datum/ductnet/net = new()
|
||||
net.add_plumber(src, dir)
|
||||
net.add_plumber(P, opposite_dir)
|
||||
|
||||
///has one pipe input that only takes, example is manual output pipe
|
||||
/datum/component/plumbing/simple_demand
|
||||
demand_connects = NORTH
|
||||
///has one pipe output that only supplies. example is liquid pump and manual input pipe
|
||||
/datum/component/plumbing/simple_supply
|
||||
supply_connects = NORTH
|
||||
///input and output, like a holding tank
|
||||
/datum/component/plumbing/tank
|
||||
demand_connects = WEST
|
||||
supply_connects = EAST
|
||||
@@ -0,0 +1,21 @@
|
||||
/datum/component/plumbing/acclimator
|
||||
demand_connects = WEST
|
||||
supply_connects = EAST
|
||||
var/obj/machinery/plumbing/acclimator/AC
|
||||
|
||||
/datum/component/plumbing/acclimator/Initialize(start=TRUE, _turn_connects=TRUE)
|
||||
. = ..()
|
||||
if(!istype(parent, /obj/machinery/plumbing/acclimator))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
AC = parent
|
||||
|
||||
/datum/component/plumbing/acclimator/can_give(amount, reagent)
|
||||
. = ..()
|
||||
if(. && AC.emptying)
|
||||
return TRUE
|
||||
return FALSE
|
||||
///We're overriding process and not send_request, because all process does is do the requests, so we might aswell cut out the middle man and save some code from running
|
||||
/datum/component/plumbing/acclimator/process()
|
||||
if(AC.emptying)
|
||||
return
|
||||
. = ..()
|
||||
@@ -0,0 +1,59 @@
|
||||
///The magical plumbing component used by the chemical filters. The different supply connects behave differently depending on the filters set on the chemical filter
|
||||
/datum/component/plumbing/filter
|
||||
demand_connects = NORTH
|
||||
supply_connects = SOUTH | EAST | WEST //SOUTH is straight, EAST is left and WEST is right. We look from the perspective of the insert
|
||||
|
||||
/datum/component/plumbing/filter/Initialize()
|
||||
. = ..()
|
||||
if(!istype(parent, /obj/machinery/plumbing/filter))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
/datum/component/plumbing/filter/can_give(amount, reagent, datum/ductnet/net)
|
||||
. = ..()
|
||||
if(.)
|
||||
var/direction
|
||||
for(var/A in ducts)
|
||||
if(ducts[A] == net)
|
||||
direction = get_original_direction(text2num(A)) //we need it relative to the direction, so filters don't change when we turn the filter
|
||||
break
|
||||
if(!direction)
|
||||
return FALSE
|
||||
if(reagent)
|
||||
if(!can_give_in_direction(direction, reagent))
|
||||
return FALSE
|
||||
|
||||
/datum/component/plumbing/filter/transfer_to(datum/component/plumbing/target, amount, reagent, datum/ductnet/net)
|
||||
if(!reagents || !target || !target.reagents)
|
||||
return FALSE
|
||||
var/direction
|
||||
for(var/A in ducts)
|
||||
if(ducts[A] == net)
|
||||
direction = get_original_direction(text2num(A))
|
||||
break
|
||||
if(reagent)
|
||||
reagents.trans_id_to(target.parent, reagent, amount)
|
||||
else
|
||||
for(var/A in reagents.reagent_list)
|
||||
var/datum/reagent/R = A
|
||||
if(!can_give_in_direction(direction, R.type))
|
||||
continue
|
||||
var/new_amount
|
||||
if(R.volume < amount)
|
||||
new_amount = amount - R.volume
|
||||
reagents.trans_id_to(target.parent, R.type, amount)
|
||||
amount = new_amount
|
||||
if(amount <= 0)
|
||||
break
|
||||
///We check if the direction and reagent are valid to give. Needed for filters since different outputs have different behaviours
|
||||
/datum/component/plumbing/filter/proc/can_give_in_direction(dir, reagent)
|
||||
var/obj/machinery/plumbing/filter/F = parent
|
||||
switch(dir)
|
||||
if(SOUTH) //straight
|
||||
if(!F.left.Find(reagent) && !F.right.Find(reagent))
|
||||
return TRUE
|
||||
if(WEST) //right
|
||||
if(F.right.Find(reagent))
|
||||
return TRUE
|
||||
if(EAST) //left
|
||||
if(F.left.Find(reagent))
|
||||
return TRUE
|
||||
@@ -0,0 +1,38 @@
|
||||
/datum/component/plumbing/reaction_chamber
|
||||
demand_connects = WEST
|
||||
supply_connects = EAST
|
||||
|
||||
/datum/component/plumbing/reaction_chamber/Initialize(start=TRUE, _turn_connects=TRUE)
|
||||
. = ..()
|
||||
if(!istype(parent, /obj/machinery/plumbing/reaction_chamber))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
/datum/component/plumbing/reaction_chamber/can_give(amount, reagent, datum/ductnet/net)
|
||||
. = ..()
|
||||
var/obj/machinery/plumbing/reaction_chamber/RC = parent
|
||||
if(!. || !RC.emptying)
|
||||
return FALSE
|
||||
|
||||
/datum/component/plumbing/reaction_chamber/send_request(dir)
|
||||
var/obj/machinery/plumbing/reaction_chamber/RC = parent
|
||||
if(RC.emptying || !LAZYLEN(RC.required_reagents))
|
||||
return
|
||||
for(var/RT in RC.required_reagents)
|
||||
var/has_reagent = FALSE
|
||||
for(var/A in reagents.reagent_list)
|
||||
var/datum/reagent/RD = A
|
||||
if(RT == RD.type)
|
||||
has_reagent = TRUE
|
||||
if(RD.volume < RC.required_reagents[RT])
|
||||
process_request(min(RC.required_reagents[RT] - RD.volume, MACHINE_REAGENT_TRANSFER) , RT, dir)
|
||||
return
|
||||
if(!has_reagent)
|
||||
process_request(min(RC.required_reagents[RT], MACHINE_REAGENT_TRANSFER), RT, dir)
|
||||
return
|
||||
|
||||
RC.reagent_flags &= ~NO_REACT
|
||||
reagents.handle_reactions()
|
||||
|
||||
RC.emptying = TRUE //If we move this up, it'll instantly get turned off since any reaction always sets the reagent_total to zero. Other option is make the reaction update
|
||||
//everything for every chemical removed, wich isn't a good option either.
|
||||
RC.on_reagent_change() //We need to check it now, because some reactions leave nothing left.
|
||||
@@ -0,0 +1,45 @@
|
||||
/datum/component/plumbing/splitter
|
||||
demand_connects = NORTH
|
||||
supply_connects = SOUTH | EAST
|
||||
|
||||
/datum/component/plumbing/splitter/Initialize()
|
||||
. = ..()
|
||||
if(. && !istype(parent, /obj/machinery/plumbing/splitter))
|
||||
return FALSE
|
||||
|
||||
/datum/component/plumbing/splitter/can_give(amount, reagent, datum/ductnet/net)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
. = FALSE
|
||||
var/direction
|
||||
for(var/A in ducts)
|
||||
if(ducts[A] == net)
|
||||
direction = get_original_direction(text2num(A))
|
||||
break
|
||||
var/obj/machinery/plumbing/splitter/S = parent
|
||||
switch(direction)
|
||||
if(SOUTH)
|
||||
if(S.turn_straight && S.transfer_straight <= amount)
|
||||
S.turn_straight = FALSE
|
||||
return TRUE
|
||||
if(EAST)
|
||||
if(!S.turn_straight && S.transfer_side <= amount)
|
||||
S.turn_straight = TRUE
|
||||
return TRUE
|
||||
|
||||
/datum/component/plumbing/splitter/transfer_to(datum/component/plumbing/target, amount, reagent, datum/ductnet/net)
|
||||
var/direction
|
||||
for(var/A in ducts)
|
||||
if(ducts[A] == net)
|
||||
direction = get_original_direction(text2num(A))
|
||||
break
|
||||
var/obj/machinery/plumbing/splitter/S = parent
|
||||
switch(direction)
|
||||
if(SOUTH)
|
||||
if(amount >= S.transfer_straight)
|
||||
amount = S.transfer_straight
|
||||
if(EAST)
|
||||
if(amount >= S.transfer_side)
|
||||
amount = S.transfer_side
|
||||
. = ..()
|
||||
@@ -29,10 +29,18 @@
|
||||
if(strength > RAD_MINIMUM_CONTAMINATION)
|
||||
SSradiation.warn(src)
|
||||
|
||||
//Let's make er glow
|
||||
//This relies on parent not being a turf or something. IF YOU CHANGE THAT, CHANGE THIS
|
||||
var/atom/movable/master = parent
|
||||
master.add_filter("rad_glow", 2, list("type" = "outline", "color" = "#39ff1430", "size" = 2))
|
||||
addtimer(CALLBACK(src, .proc/glow_loop, master), rand(1,19))//Things should look uneven
|
||||
|
||||
START_PROCESSING(SSradiation, src)
|
||||
|
||||
/datum/component/radioactive/Destroy()
|
||||
STOP_PROCESSING(SSradiation, src)
|
||||
var/atom/movable/master = parent
|
||||
master.remove_filter("rad_glow")
|
||||
return ..()
|
||||
|
||||
/datum/component/radioactive/process()
|
||||
@@ -46,6 +54,13 @@
|
||||
if(strength <= RAD_BACKGROUND_RADIATION)
|
||||
return PROCESS_KILL
|
||||
|
||||
|
||||
/datum/component/radioactive/proc/glow_loop(atom/movable/master)
|
||||
var/filter = master.get_filter("rad_glow")
|
||||
if(filter)
|
||||
animate(filter, alpha = 110, time = 15, loop = -1)
|
||||
animate(alpha = 40, time = 25)
|
||||
|
||||
/datum/component/radioactive/InheritComponent(datum/component/C, i_am_original, _strength, _source, _half_life, _can_contaminate)
|
||||
if(!i_am_original)
|
||||
return
|
||||
|
||||
@@ -14,6 +14,7 @@
|
||||
var/mob/living/holder //who is currently benefiting from the shield.
|
||||
var/dissipating = FALSE //Is this shield meant to dissipate over time instead of recharging.
|
||||
var/del_on_overload = FALSE //will delete itself once it has no charges left.
|
||||
var/cached_vis_overlay //text identifier of the visual overlay.
|
||||
|
||||
/datum/component/shielded/Initialize(current, max = 3, delay = 20 SECONDS, rate = 1, slots, state = "shield-old", broken, \
|
||||
sound = 'sound/magic/charge.ogg', end_sound = 'sound/machines/ding.ogg', diss = FALSE, del_overload = FALSE)
|
||||
@@ -47,9 +48,8 @@
|
||||
holder = L
|
||||
var/to_add = charges >= 1 ? shield_state : broken_state
|
||||
if(to_add)
|
||||
var/mutable_appearance/M = mutable_appearance('icons/effects/effects.dmi', to_add)
|
||||
M.layer = (L.layer > MOB_LAYER ? L.layer : MOB_LAYER) + 0.01
|
||||
holder.add_overlay(M, TRUE)
|
||||
var/layer = (L.layer > MOB_LAYER ? L.layer : MOB_LAYER) + 0.01
|
||||
SSvis_overlays.add_vis_overlay(L, 'icons/effects/effects.dmi', to_add, layer, GAME_PLANE, L.dir)
|
||||
|
||||
/datum/component/shielded/UnregisterFromParent()
|
||||
. = ..()
|
||||
@@ -57,9 +57,9 @@
|
||||
UnregisterSignal(parent, list(COMSIG_ITEM_RUN_BLOCK,COMSIG_ITEM_CHECK_BLOCK,COMSIG_ITEM_EQUIPPED,COMSIG_ITEM_DROPPED))
|
||||
if(holder)
|
||||
UnregisterSignal(holder, list(COMSIG_LIVING_RUN_BLOCK, COMSIG_LIVING_GET_BLOCKING_ITEMS))
|
||||
var/to_remove = charges >= 1 ? shield_state : broken_state
|
||||
if(to_remove)
|
||||
holder.cut_overlay(mutable_appearance('icons/effects/effects.dmi', to_remove), TRUE)
|
||||
if(cached_vis_overlay)
|
||||
SSvis_overlays.remove_vis_overlay(holder, cached_vis_overlay)
|
||||
cached_vis_overlay = null
|
||||
holder = null
|
||||
|
||||
/datum/component/shielded/process()
|
||||
@@ -80,7 +80,7 @@
|
||||
holder.visible_message("[holder]'s shield overloads!")
|
||||
qdel(src)
|
||||
return
|
||||
if(holder && (old_charges < 1 && charges >= 1) || (!del_on_overload && old_charges >= 1 && charges < 1))
|
||||
if(holder && ((old_charges < 1 && charges >= 1) || (!del_on_overload && old_charges >= 1 && charges < 1)))
|
||||
update_shield_overlay(charges < 1)
|
||||
|
||||
/datum/component/shielded/proc/adjust_charges(amount)
|
||||
@@ -93,20 +93,19 @@
|
||||
holder.visible_message("[holder]'s shield overloads!")
|
||||
qdel(src)
|
||||
return
|
||||
if(holder && (old_charges < 1 && charges >= 1) || (!del_on_overload && old_charges >= 1 && charges < 1))
|
||||
if(holder && ((old_charges < 1 && charges >= 1) || (!del_on_overload && old_charges >= 1 && charges < 1)))
|
||||
update_shield_overlay(charges < 1)
|
||||
|
||||
/datum/component/shielded/proc/update_shield_overlay(broken)
|
||||
if(!holder)
|
||||
return
|
||||
var/to_remove = broken ? shield_state : broken_state
|
||||
var/to_add = broken ? broken_state : shield_state
|
||||
if(to_remove)
|
||||
holder.cut_overlay(mutable_appearance('icons/effects/effects.dmi', to_remove), TRUE)
|
||||
if(cached_vis_overlay)
|
||||
SSvis_overlays.remove_vis_overlay(holder, cached_vis_overlay)
|
||||
cached_vis_overlay = null
|
||||
if(to_add)
|
||||
var/mutable_appearance/M = mutable_appearance('icons/effects/effects.dmi', to_add)
|
||||
M.layer = (holder.layer > MOB_LAYER ? holder.layer : MOB_LAYER) + 0.01
|
||||
holder.add_overlay(M, TRUE)
|
||||
var/layer = (holder.layer > MOB_LAYER ? holder.layer : MOB_LAYER) + 0.01
|
||||
SSvis_overlays.add_vis_overlay(holder, 'icons/effects/effects.dmi', to_add, layer, GAME_PLANE, holder.dir)
|
||||
|
||||
/datum/component/shielded/proc/on_equip(obj/item/source, mob/living/equipper, slot)
|
||||
if(!(accepted_slots & slotdefine2slotbit(slot)))
|
||||
@@ -117,17 +116,16 @@
|
||||
RegisterSignal(equipper, COMSIG_LIVING_GET_BLOCKING_ITEMS, .proc/include_shield)
|
||||
var/to_add = charges >= 1 ? shield_state : broken_state
|
||||
if(to_add)
|
||||
var/mutable_appearance/M = mutable_appearance('icons/effects/effects.dmi', to_add)
|
||||
M.layer = (holder.layer > MOB_LAYER ? holder.layer : MOB_LAYER) + 0.01
|
||||
equipper.add_overlay(M, TRUE)
|
||||
var/layer = (holder.layer > MOB_LAYER ? holder.layer : MOB_LAYER) + 0.01
|
||||
cached_vis_overlay = SSvis_overlays.add_vis_overlay(holder, 'icons/effects/effects.dmi', to_add, layer, GAME_PLANE, holder.dir)
|
||||
|
||||
/datum/component/shielded/proc/on_drop(obj/item/source, mob/dropper)
|
||||
if(holder == dropper)
|
||||
UnregisterSignal(holder, COMSIG_LIVING_GET_BLOCKING_ITEMS)
|
||||
UnregisterSignal(parent, list(COMSIG_ITEM_RUN_BLOCK, COMSIG_ITEM_CHECK_BLOCK))
|
||||
var/to_remove = charges >= 1 ? shield_state : broken_state
|
||||
if(to_remove)
|
||||
holder.cut_overlay(mutable_appearance('icons/effects/effects.dmi', to_remove), TRUE)
|
||||
if(cached_vis_overlay)
|
||||
SSvis_overlays.remove_vis_overlay(holder, cached_vis_overlay)
|
||||
cached_vis_overlay = null
|
||||
holder = null
|
||||
|
||||
/datum/component/shielded/proc/include_shield(mob/source, list/items)
|
||||
|
||||
@@ -11,6 +11,13 @@
|
||||
// This is to stop squeak spam from inhand usage
|
||||
var/last_use = 0
|
||||
var/use_delay = 20
|
||||
|
||||
// squeak cooldowns
|
||||
var/last_squeak = 0
|
||||
var/squeak_delay = 5
|
||||
|
||||
/// chance we'll be stopped from squeaking by cooldown when something crossing us squeaks
|
||||
var/cross_squeak_delay_chance = 33 // about 3 things can squeak at a time
|
||||
|
||||
/datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override)
|
||||
if(!isatom(parent))
|
||||
@@ -19,6 +26,7 @@
|
||||
if(ismovable(parent))
|
||||
RegisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT), .proc/play_squeak)
|
||||
RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED, COMSIG_ITEM_WEARERCROSSED), .proc/play_squeak_crossed)
|
||||
RegisterSignal(parent, COMSIG_CROSS_SQUEAKED, .proc/delay_squeak)
|
||||
RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react)
|
||||
if(isitem(parent))
|
||||
RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/play_squeak)
|
||||
@@ -39,20 +47,28 @@
|
||||
use_delay = use_delay_override
|
||||
|
||||
/datum/component/squeak/proc/play_squeak()
|
||||
do_play_squeak()
|
||||
|
||||
/datum/component/squeak/proc/do_play_squeak(bypass_cooldown = FALSE)
|
||||
if(!bypass_cooldown && ((last_squeak + squeak_delay) >= world.time))
|
||||
return FALSE
|
||||
if(prob(squeak_chance))
|
||||
if(!override_squeak_sounds)
|
||||
playsound(parent, pickweight(default_squeak_sounds), volume, 1, -1)
|
||||
else
|
||||
playsound(parent, pickweight(override_squeak_sounds), volume, 1, -1)
|
||||
last_squeak = world.time
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/datum/component/squeak/proc/step_squeak()
|
||||
if(steps > step_delay)
|
||||
play_squeak()
|
||||
do_play_squeak(TRUE)
|
||||
steps = 0
|
||||
else
|
||||
steps++
|
||||
|
||||
/datum/component/squeak/proc/play_squeak_crossed(atom/movable/AM)
|
||||
/datum/component/squeak/proc/play_squeak_crossed(datum/source, atom/movable/AM)
|
||||
if(isitem(AM))
|
||||
var/obj/item/I = AM
|
||||
if(I.item_flags & ABSTRACT)
|
||||
@@ -63,13 +79,18 @@
|
||||
return
|
||||
var/atom/current_parent = parent
|
||||
if(isturf(current_parent.loc))
|
||||
play_squeak()
|
||||
if(do_play_squeak())
|
||||
SEND_SIGNAL(AM, COMSIG_CROSS_SQUEAKED)
|
||||
|
||||
/datum/component/squeak/proc/use_squeak()
|
||||
if(last_use + use_delay < world.time)
|
||||
last_use = world.time
|
||||
play_squeak()
|
||||
|
||||
/datum/component/squeak/proc/delay_squeak()
|
||||
if(prob(cross_squeak_delay_chance))
|
||||
last_squeak = world.time
|
||||
|
||||
/datum/component/squeak/proc/on_equip(datum/source, mob/equipper, slot)
|
||||
RegisterSignal(equipper, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react, TRUE)
|
||||
|
||||
|
||||
@@ -105,6 +105,8 @@
|
||||
|
||||
/// Triggered on attack self of the item containing the component
|
||||
/datum/component/two_handed/proc/on_attack_self(datum/source, mob/user)
|
||||
if(!user.is_holding(parent))
|
||||
return //give no quarter to telekinesis powergaemrs (telekinetic wielding will desync the offhand and result in all sorts of bugs so no until someone codes it properly)
|
||||
if(wielded)
|
||||
unwield(user)
|
||||
else
|
||||
|
||||
@@ -29,8 +29,8 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
var/saved_player_population = 0
|
||||
var/list/filters = list()
|
||||
|
||||
|
||||
/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/ui_state/_checkstate, datum/traitor_class/traitor_class)
|
||||
|
||||
/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/traitor_class/traitor_class)
|
||||
if(!isitem(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
@@ -143,23 +143,21 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
// an unlocked uplink blocks also opening the PDA or headset menu
|
||||
return COMPONENT_NO_INTERACT
|
||||
|
||||
/datum/component/uplink/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
|
||||
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
|
||||
/datum/component/uplink/ui_state(mob/user)
|
||||
if(istype(parent, /obj/item/implant/uplink))
|
||||
return GLOB.not_incapacitated_state
|
||||
return GLOB.inventory_state
|
||||
|
||||
/datum/component/uplink/ui_interact(mob/user, datum/tgui/ui)
|
||||
active = TRUE
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "Uplink", name, 620, 580, master_ui, state)
|
||||
ui = new(user, src, "Uplink", name)
|
||||
// This UI is only ever opened by one person,
|
||||
// and never is updated outside of user input.
|
||||
ui.set_autoupdate(FALSE)
|
||||
ui.open()
|
||||
|
||||
/datum/component/uplink/ui_host(mob/user)
|
||||
if(istype(parent, /obj/item/implant)) //implants are like organs, not really located inside mobs codewise.
|
||||
var/obj/item/implant/I = parent
|
||||
return I.imp_in
|
||||
return ..()
|
||||
|
||||
/datum/component/uplink/ui_data(mob/user)
|
||||
if(!user.mind)
|
||||
return
|
||||
@@ -187,8 +185,18 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
is_inaccessible = FALSE
|
||||
if(is_inaccessible)
|
||||
continue
|
||||
/*
|
||||
if(I.restricted_species) //catpeople specfic gloves.
|
||||
if(ishuman(user))
|
||||
var/is_inaccessible = TRUE
|
||||
var/mob/living/carbon/human/H = user
|
||||
for(var/F in I.restricted_species)
|
||||
if(F == H.dna.species.id || debug)
|
||||
is_inaccessible = FALSE
|
||||
break
|
||||
if(is_inaccessible)
|
||||
continue
|
||||
*/
|
||||
cat["items"] += list(list(
|
||||
"name" = I.name,
|
||||
"cost" = I.cost,
|
||||
|
||||
+42
-6
@@ -1,13 +1,13 @@
|
||||
|
||||
//TODO: someone please get rid of this shit
|
||||
/datum/datacore
|
||||
var/medical[] = list()
|
||||
var/list/medical = list()
|
||||
var/medicalPrintCount = 0
|
||||
var/general[] = list()
|
||||
var/security[] = list()
|
||||
var/list/general = list()
|
||||
var/list/security = list()
|
||||
var/securityPrintCount = 0
|
||||
var/securityCrimeCounter = 0
|
||||
//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
|
||||
var/locked[] = list()
|
||||
///This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
|
||||
var/list/locked = list()
|
||||
|
||||
/datum/data
|
||||
var/name = "data"
|
||||
@@ -91,6 +91,42 @@
|
||||
if(foundrecord)
|
||||
foundrecord.fields["rank"] = assignment
|
||||
|
||||
/datum/datacore/proc/get_manifest_tg() //copypasted from tg, renamed to avoid namespace conflicts
|
||||
var/list/manifest_out = list()
|
||||
var/list/departments = list(
|
||||
"Command" = GLOB.command_positions,
|
||||
"Security" = GLOB.security_positions,
|
||||
"Engineering" = GLOB.engineering_positions,
|
||||
"Medical" = GLOB.medical_positions,
|
||||
"Science" = GLOB.science_positions,
|
||||
"Supply" = GLOB.supply_positions,
|
||||
"Service" = GLOB.civilian_positions,
|
||||
"Silicon" = GLOB.nonhuman_positions
|
||||
)
|
||||
for(var/datum/data/record/t in GLOB.data_core.general)
|
||||
var/name = t.fields["name"]
|
||||
var/rank = t.fields["rank"]
|
||||
var/has_department = FALSE
|
||||
for(var/department in departments)
|
||||
var/list/jobs = departments[department]
|
||||
if(rank in jobs)
|
||||
if(!manifest_out[department])
|
||||
manifest_out[department] = list()
|
||||
manifest_out[department] += list(list(
|
||||
"name" = name,
|
||||
"rank" = rank
|
||||
))
|
||||
has_department = TRUE
|
||||
break
|
||||
if(!has_department)
|
||||
if(!manifest_out["Misc"])
|
||||
manifest_out["Misc"] = list()
|
||||
manifest_out["Misc"] += list(list(
|
||||
"name" = name,
|
||||
"rank" = rank
|
||||
))
|
||||
return manifest_out
|
||||
|
||||
/datum/datacore/proc/get_manifest(monochrome, OOC)
|
||||
var/list/heads = list()
|
||||
var/list/sec = list()
|
||||
|
||||
@@ -31,6 +31,9 @@
|
||||
VV_DROPDOWN_OPTION(VV_HK_EXPOSE, "Show VV To Player")
|
||||
VV_DROPDOWN_OPTION(VV_HK_ADDCOMPONENT, "Add Component/Element")
|
||||
VV_DROPDOWN_OPTION(VV_HK_MODIFY_TRAITS, "Modify Traits")
|
||||
#ifdef REFERENCE_TRACKING
|
||||
VV_DROPDOWN_OPTION(VV_HK_VIEW_REFERENCES, "View References")
|
||||
#endif
|
||||
|
||||
//This proc is only called if everything topic-wise is verified. The only verifications that should happen here is things like permission checks!
|
||||
//href_list is a reference, modifying it in these procs WILL change the rest of the proc in topic.dm of admin/view_variables!
|
||||
|
||||
@@ -113,9 +113,9 @@ Bonus
|
||||
symptom_delay_max = 90
|
||||
var/chems = FALSE
|
||||
var/explosion_power = 1
|
||||
threshold_desc = "<b>Resistance 9:</b> Doubles the intensity of the effect, but reduces its frequency.<br>\
|
||||
<b>Stage Speed 8:</b> Increases explosion radius when the host is wet.<br>\
|
||||
<b>Transmission 8:</b> Additionally synthesizes chlorine trifluoride and napalm inside the host."
|
||||
threshold_desc = list("Resistance 9" = "Doubles the intensity of the effect, but reduces its frequency.",
|
||||
"Stage Speed 8" = "Increases explosion radius when the host is wet.",
|
||||
"Transmission 8" = "Additionally synthesizes chlorine trifluoride and napalm inside the host.")
|
||||
|
||||
/datum/symptom/alkali/Start(datum/disease/advance/A)
|
||||
if(!..())
|
||||
|
||||
@@ -31,4 +31,3 @@
|
||||
|
||||
/datum/symptom/inorganic_adaptation/OnRemove(datum/disease/advance/A)
|
||||
A.infectable_biotypes &= ~MOB_MINERAL
|
||||
|
||||
|
||||
+4
-2
@@ -50,6 +50,7 @@
|
||||
destination.dna.skin_tone_override = skin_tone_override
|
||||
destination.dna.features = features.Copy()
|
||||
destination.set_species(species.type, icon_update=0)
|
||||
destination.dna.species.say_mod = species.say_mod
|
||||
destination.dna.real_name = real_name
|
||||
destination.dna.nameless = nameless
|
||||
destination.dna.custom_species = custom_species
|
||||
@@ -74,6 +75,7 @@
|
||||
new_dna.skin_tone_override = skin_tone_override
|
||||
new_dna.features = features.Copy()
|
||||
new_dna.species = new species.type
|
||||
new_dna.species.say_mod = species.say_mod
|
||||
new_dna.real_name = real_name
|
||||
new_dna.nameless = nameless
|
||||
new_dna.custom_species = custom_species
|
||||
@@ -135,10 +137,10 @@
|
||||
L[DNA_COLOR_TWO_BLOCK] = sanitize_hexcolor(features["mcolor2"], 6)
|
||||
L[DNA_COLOR_THREE_BLOCK] = sanitize_hexcolor(features["mcolor3"], 6)
|
||||
if(!GLOB.mam_tails_list.len)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_tails, GLOB.mam_tails_list)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/mam_tails, GLOB.mam_tails_list)
|
||||
L[DNA_MUTANTTAIL_BLOCK] = construct_block(GLOB.mam_tails_list.Find(features["mam_tail"]), GLOB.mam_tails_list.len)
|
||||
if(!GLOB.mam_ears_list.len)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_ears, GLOB.mam_ears_list)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/ears/mam_ears, GLOB.mam_ears_list)
|
||||
L[DNA_MUTANTEAR_BLOCK] = construct_block(GLOB.mam_ears_list.Find(features["mam_ears"]), GLOB.mam_ears_list.len)
|
||||
if(!GLOB.mam_body_markings_list.len)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_body_markings, GLOB.mam_body_markings_list)
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
///We handle the unity part of plumbing. We track who is connected to who.
|
||||
/datum/ductnet
|
||||
var/list/suppliers = list()
|
||||
var/list/demanders = list()
|
||||
var/list/obj/machinery/duct/ducts = list()
|
||||
|
||||
var/capacity
|
||||
///Add a duct to our network
|
||||
/datum/ductnet/proc/add_duct(obj/machinery/duct/D)
|
||||
if(!D || (D in ducts))
|
||||
return
|
||||
ducts += D
|
||||
D.duct = src
|
||||
///Remove a duct from our network and commit suicide, because this is probably easier than to check who that duct was connected to and what part of us was lost
|
||||
/datum/ductnet/proc/remove_duct(obj/machinery/duct/ducting)
|
||||
destroy_network(FALSE)
|
||||
for(var/obj/machinery/duct/D in ducting.neighbours)
|
||||
addtimer(CALLBACK(D, /obj/machinery/duct/proc/reconnect), 0) //all needs to happen after the original duct that was destroyed finishes destroying itself
|
||||
addtimer(CALLBACK(D, /obj/machinery/duct/proc/generate_connects), 0)
|
||||
qdel(src)
|
||||
///add a plumbing object to either demanders or suppliers
|
||||
/datum/ductnet/proc/add_plumber(datum/component/plumbing/P, dir)
|
||||
if(!P.can_add(src, dir))
|
||||
return FALSE
|
||||
P.ducts[num2text(dir)] = src
|
||||
if(dir & P.supply_connects)
|
||||
suppliers += P
|
||||
else if(dir & P.demand_connects)
|
||||
demanders += P
|
||||
return TRUE
|
||||
///remove a plumber. we dont delete ourselves because ductnets dont persist through plumbing objects
|
||||
/datum/ductnet/proc/remove_plumber(datum/component/plumbing/P)
|
||||
suppliers.Remove(P) //we're probably only in one of these, but Remove() is inherently sane so this is fine
|
||||
demanders.Remove(P)
|
||||
|
||||
for(var/dir in P.ducts)
|
||||
if(P.ducts[dir] == src)
|
||||
P.ducts -= dir
|
||||
if(!ducts.len) //there were no ducts, so it was a direct connection. we destroy ourselves since a ductnet with only one plumber and no ducts is worthless
|
||||
destroy_network()
|
||||
///we combine ductnets. this occurs when someone connects to seperate sets of fluid ducts
|
||||
/datum/ductnet/proc/assimilate(datum/ductnet/D)
|
||||
ducts.Add(D.ducts)
|
||||
suppliers.Add(D.suppliers)
|
||||
demanders.Add(D.demanders)
|
||||
for(var/A in D.suppliers + D.demanders)
|
||||
var/datum/component/plumbing/P = A
|
||||
for(var/s in P.ducts)
|
||||
if(P.ducts[s] != D)
|
||||
continue
|
||||
P.ducts[s] = src //all your ducts are belong to us
|
||||
for(var/A in D.ducts)
|
||||
var/obj/machinery/duct/M = A
|
||||
M.duct = src //forget your old master
|
||||
|
||||
destroy_network()
|
||||
///destroy the network and tell all our ducts and plumbers we are gone
|
||||
/datum/ductnet/proc/destroy_network(delete=TRUE)
|
||||
for(var/A in suppliers + demanders)
|
||||
remove_plumber(A)
|
||||
for(var/A in ducts)
|
||||
var/obj/machinery/duct/D = A
|
||||
D.duct = null
|
||||
if(delete) //I don't want code to run with qdeleted objects because that can never be good, so keep this in-case the ductnet has some business left to attend to before commiting suicide
|
||||
qdel(src)
|
||||
@@ -0,0 +1,10 @@
|
||||
//blocks bluespace artillery beams that try to fly through
|
||||
//look not all elements need to be fancy
|
||||
/datum/element/bsa_blocker/Attach(datum/target)
|
||||
if(!isatom(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
RegisterSignal(target, COMSIG_ATOM_BSA_BEAM, .proc/block_bsa)
|
||||
return ..()
|
||||
|
||||
/datum/element/bsa_blocker/proc/block_bsa()
|
||||
return COMSIG_ATOM_BLOCKS_BSA_BEAM
|
||||
@@ -32,40 +32,43 @@
|
||||
RegisterSignal(A, COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_react)
|
||||
if(description)
|
||||
RegisterSignal(A, COMSIG_PARENT_EXAMINE, .proc/examine)
|
||||
|
||||
apply(A, TRUE)
|
||||
RegisterSignal(A, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/apply_overlay, TRUE)
|
||||
|
||||
num_decals_per_atom[A]++
|
||||
apply(A)
|
||||
|
||||
/datum/element/decal/Detach(datum/target)
|
||||
var/atom/A = target
|
||||
remove(A, A.dir)
|
||||
UnregisterSignal(A, list(COMSIG_ATOM_DIR_CHANGE, COMSIG_COMPONENT_CLEAN_ACT, COMSIG_PARENT_EXAMINE))
|
||||
LAZYREMOVE(num_decals_per_atom, A)
|
||||
num_decals_per_atom[A]--
|
||||
if(!num_decals_per_atom[A])
|
||||
UnregisterSignal(A, list(COMSIG_ATOM_DIR_CHANGE, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZE,
|
||||
COMSIG_COMPONENT_CLEAN_ACT, COMSIG_PARENT_EXAMINE, COMSIG_ATOM_UPDATE_OVERLAYS))
|
||||
LAZYREMOVE(num_decals_per_atom, A)
|
||||
apply(A)
|
||||
return ..()
|
||||
|
||||
/datum/element/decal/proc/remove(atom/target, old_dir)
|
||||
pic.dir = first_dir == NORTH ? target.dir : turn(first_dir, dir2angle(old_dir))
|
||||
for(var/i in 1 to num_decals_per_atom[target])
|
||||
target.cut_overlay(pic, TRUE)
|
||||
/datum/element/decal/proc/apply(atom/target)
|
||||
if(target.flags_1 & INITIALIZED_1)
|
||||
target.update_icon() //could use some queuing here now maybe.
|
||||
else if(!QDELETED(target) && num_decals_per_atom[target] == 1)
|
||||
RegisterSignal(target, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZE, .proc/late_update_icon)
|
||||
if(isitem(target))
|
||||
addtimer(CALLBACK(target, /obj/item/.proc/update_slot_icon), 0, TIMER_UNIQUE)
|
||||
|
||||
/datum/element/decal/proc/apply(atom/target, init = FALSE)
|
||||
pic.dir = first_dir == NORTH ? target.dir : turn(first_dir, dir2angle(target.dir))
|
||||
if(init)
|
||||
target.add_overlay(pic, TRUE)
|
||||
else
|
||||
for(var/i in 1 to num_decals_per_atom[target])
|
||||
target.add_overlay(pic, TRUE)
|
||||
if(isitem(target))
|
||||
addtimer(CALLBACK(target, /obj/item/.proc/update_slot_icon), 0, TIMER_UNIQUE)
|
||||
/datum/element/decal/proc/late_update_icon(atom/source)
|
||||
source.update_icon()
|
||||
UnregisterSignal(source,COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZE)
|
||||
|
||||
/datum/element/decal/proc/rotate_react(datum/source, old_dir, new_dir)
|
||||
/datum/element/decal/proc/apply_overlay(atom/source, list/overlay_list)
|
||||
if(first_dir)
|
||||
pic.dir = first_dir == SOUTH ? source.dir : turn(first_dir, dir2angle(source.dir)-180) //Never turn a dir by 0.
|
||||
for(var/i in 1 to num_decals_per_atom[source])
|
||||
overlay_list += pic
|
||||
|
||||
/datum/element/decal/proc/rotate_react(atom/source, old_dir, new_dir)
|
||||
if(old_dir == new_dir)
|
||||
return
|
||||
remove(source, old_dir)
|
||||
apply(source)
|
||||
source.update_icon()
|
||||
|
||||
/datum/element/decal/proc/clean_react(datum/source, strength)
|
||||
if(strength >= cleanable)
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
The presence of this element allows an item (or a projectile carrying an item) to embed itself in a human or turf when it is thrown into a target (whether by hand, gun, or explosive wave) with either
|
||||
at least 4 throwspeed (EMBED_THROWSPEED_THRESHOLD) or ignore_throwspeed_threshold set to TRUE. Items meant to be used as shrapnel for projectiles should have ignore_throwspeed_threshold set to true.
|
||||
|
||||
Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
|
||||
Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/item/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
|
||||
Items simply make their COMSIG_MOVABLE_IMPACT or COMSIG_MOVABLE_IMPACT_ZONE check (against a closed turf or a carbon, respectively), while projectiles check on COMSIG_PROJECTILE_SELF_ON_HIT.
|
||||
Upon a projectile hitting a valid target, it spawns whatever type of payload it has defined, then has that try to embed itself in the target on its own.
|
||||
|
||||
@@ -37,10 +37,10 @@
|
||||
if(!isitem(target) && !isprojectile(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
|
||||
RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage)
|
||||
if(isitem(target))
|
||||
RegisterSignal(target, COMSIG_MOVABLE_IMPACT_ZONE, .proc/checkEmbedMob)
|
||||
RegisterSignal(target, COMSIG_MOVABLE_IMPACT, .proc/checkEmbedOther)
|
||||
RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage)
|
||||
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/examined)
|
||||
RegisterSignal(target, COMSIG_EMBED_TRY_FORCE, .proc/tryForceEmbed)
|
||||
RegisterSignal(target, COMSIG_ITEM_DISABLE_EMBED, .proc/detachFromWeapon)
|
||||
@@ -68,7 +68,7 @@
|
||||
if(isitem(target))
|
||||
UnregisterSignal(target, list(COMSIG_MOVABLE_IMPACT_ZONE, COMSIG_ELEMENT_ATTACH, COMSIG_MOVABLE_IMPACT, COMSIG_PARENT_EXAMINE, COMSIG_EMBED_TRY_FORCE, COMSIG_ITEM_DISABLE_EMBED))
|
||||
else
|
||||
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT))
|
||||
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT, COMSIG_ELEMENT_ATTACH))
|
||||
|
||||
|
||||
/// Checking to see if we're gonna embed into a human
|
||||
@@ -79,13 +79,13 @@
|
||||
var/actual_chance = embed_chance
|
||||
|
||||
if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign
|
||||
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) // we'll be nice and take the better of bullet and bomb armor
|
||||
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
|
||||
|
||||
if(armor) // we only care about armor penetration if there's actually armor to penetrate
|
||||
var/pen_mod = -armor + weapon.armour_penetration // even a little bit of armor can make a big difference for shrapnel with large negative armor pen
|
||||
actual_chance += pen_mod // doing the armor pen as a separate calc just in case this ever gets expanded on
|
||||
if(actual_chance <= 0)
|
||||
victim.visible_message("<span class='danger'>[weapon] bounces off [victim]'s armor!</span>", "<span class='notice'>[weapon] bounces off your armor!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
|
||||
victim.visible_message("<span class='danger'>[weapon] bounces off [victim]'s armor, unable to embed!</span>", "<span class='notice'>[weapon] bounces off your armor, unable to embed!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
|
||||
return
|
||||
|
||||
var/roll_embed = prob(actual_chance)
|
||||
@@ -147,7 +147,7 @@
|
||||
return TRUE
|
||||
|
||||
///A different embed element has been attached, so we'll detach and let them handle things
|
||||
/datum/element/embed/proc/severancePackage(obj/item/weapon, datum/element/E)
|
||||
/datum/element/embed/proc/severancePackage(obj/weapon, datum/element/E)
|
||||
if(istype(E, /datum/element/embed))
|
||||
Detach(weapon)
|
||||
|
||||
@@ -169,46 +169,35 @@
|
||||
* it to call tryForceEmbed() on its own embed element (it's out of our hands here, our projectile is done), where it will run through all the checks it needs to.
|
||||
*/
|
||||
/datum/element/embed/proc/checkEmbedProjectile(obj/item/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone)
|
||||
if(!iscarbon(hit) && !isclosedturf(hit))
|
||||
if(!iscarbon(hit))
|
||||
Detach(P)
|
||||
return // we don't care
|
||||
|
||||
var/obj/item/payload = new payload_type(get_turf(hit))
|
||||
var/did_embed
|
||||
if(iscarbon(hit))
|
||||
var/mob/living/carbon/C = hit
|
||||
var/obj/item/bodypart/limb
|
||||
limb = C.get_bodypart(hit_zone)
|
||||
if(!limb)
|
||||
limb = C.get_bodypart()
|
||||
did_embed = payload.tryEmbed(limb)
|
||||
else
|
||||
did_embed = payload.tryEmbed(hit)
|
||||
if(istype(payload, /obj/item/shrapnel/bullet))
|
||||
payload.name = P.name
|
||||
payload.embedding = P.embedding
|
||||
payload.updateEmbedding()
|
||||
var/mob/living/carbon/C = hit
|
||||
var/obj/item/bodypart/limb = C.get_bodypart(hit_zone)
|
||||
if(!limb)
|
||||
limb = C.get_bodypart()
|
||||
|
||||
if(!did_embed)
|
||||
payload.failedEmbed()
|
||||
payload.tryEmbed(limb)
|
||||
Detach(P)
|
||||
|
||||
/**
|
||||
* tryForceEmbed() is called here when we fire COMSIG_EMBED_TRY_FORCE from [/obj/item/proc/tryEmbed]. Mostly, this means we're a piece of shrapnel from a projectile that just impacted something, and we're trying to embed in it.
|
||||
*
|
||||
* The reason for this extra mucking about is avoiding having to do an extra hitby(), and annoying the target by impacting them once with the projectile, then again with the shrapnel (which likely represents said bullet), and possibly
|
||||
* AGAIN if we actually embed. This way, we save on at least one message. Runs the standard embed checks on the mob/turf.
|
||||
*
|
||||
* Arguments:
|
||||
* * I- what we're trying to embed, obviously
|
||||
* * target- what we're trying to shish-kabob, either a bodypart, a carbon, or a closed turf
|
||||
* * I- the item we're trying to insert into the target
|
||||
* * target- what we're trying to shish-kabob, either a bodypart or a carbon
|
||||
* * hit_zone- if our target is a carbon, try to hit them in this zone, if we don't have one, pick a random one. If our target is a bodypart, we already know where we're hitting.
|
||||
* * forced- if we want this to succeed 100%
|
||||
*/
|
||||
/datum/element/embed/proc/tryForceEmbed(obj/item/I, atom/target, hit_zone, forced=FALSE)
|
||||
var/obj/item/bodypart/limb
|
||||
var/mob/living/carbon/C
|
||||
var/turf/closed/T
|
||||
|
||||
if(!forced && !prob(embed_chance))
|
||||
return
|
||||
|
||||
if(iscarbon(target))
|
||||
C = target
|
||||
if(!hit_zone)
|
||||
@@ -218,10 +207,5 @@
|
||||
limb = target
|
||||
hit_zone = limb.body_zone
|
||||
C = limb.owner
|
||||
else if(isclosedturf(target))
|
||||
T = target
|
||||
|
||||
if(C)
|
||||
return checkEmbedMob(I, C, hit_zone, forced=TRUE)
|
||||
else if(T)
|
||||
return checkEmbedOther(I, T, forced=TRUE)
|
||||
checkEmbedMob(I, C, hit_zone, forced=TRUE)
|
||||
return TRUE
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
if(L.stat == DEAD)
|
||||
continue
|
||||
if(light_nutrition_gain)
|
||||
L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_FULL)
|
||||
L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_WELL_FED)
|
||||
if(light_amount > bonus_lum || light_amount < malus_lum)
|
||||
var/mult = ((light_amount > bonus_lum) ? 1 : -1) * attached_atoms[AM]
|
||||
if(light_bruteheal)
|
||||
|
||||
@@ -61,7 +61,7 @@
|
||||
A.AddElement(/datum/element/update_icon_updates_onmob)
|
||||
RegisterSignal(A, COMSIG_ITEM_WORN_OVERLAYS, .proc/apply_worn_overlays)
|
||||
if(suits_with_helmet_typecache[A.type])
|
||||
RegisterSignal(A, COMSIG_SUIT_MADE_HELMET, .proc/register_helmet)
|
||||
RegisterSignal(A, COMSIG_SUIT_MADE_HELMET, .proc/register_helmet) //you better work now you slut
|
||||
else if(_flags & POLYCHROMIC_ACTION && ismob(A)) //in the event mob update icon procs are ever standarized.
|
||||
var/datum/action/polychromic/P = new(A)
|
||||
RegisterSignal(P, COMSIG_ACTION_TRIGGER, .proc/activate_action)
|
||||
@@ -166,6 +166,15 @@
|
||||
examine_list += "<span class='notice'>Alt-click to recolor it.</span>"
|
||||
|
||||
/datum/element/polychromic/proc/register_helmet(atom/source, obj/item/clothing/head/H)
|
||||
if(!isitem(H)) //backup in case if it messes up somehow
|
||||
if(istype(source,/obj/item/clothing/suit/hooded)) //so how come it be like this, where toggleable headslots are named separately (helmet/hood) anyways?
|
||||
var/obj/item/clothing/suit/hooded/sourcesuit = source
|
||||
H = sourcesuit.hood
|
||||
else if(istype(source,/obj/item/clothing/suit/space/hardsuit))
|
||||
var/obj/item/clothing/suit/space/hardsuit/sourcesuit = source
|
||||
H = sourcesuit.helmet
|
||||
else
|
||||
return
|
||||
suit_by_helmet[H] = source
|
||||
helmet_by_suit[source] = H
|
||||
colors_by_atom[H] = colors_by_atom[source]
|
||||
|
||||
@@ -102,8 +102,9 @@
|
||||
|
||||
/datum/emote/proc/can_run_emote(mob/user, status_check = TRUE, intentional = FALSE)
|
||||
. = TRUE
|
||||
if(!is_type_in_typecache(user, mob_type_allowed_typecache))
|
||||
return FALSE
|
||||
if(mob_type_allowed_typecache) //empty list = anyone can use it unless specifically blacklisted
|
||||
if(!is_type_in_typecache(user, mob_type_allowed_typecache))
|
||||
return FALSE
|
||||
if(is_type_in_typecache(user, mob_type_blacklist_typecache))
|
||||
return FALSE
|
||||
if(status_check && !is_type_in_typecache(user, mob_type_ignore_stat_typecache))
|
||||
|
||||
+37
-13
@@ -103,13 +103,21 @@ GLOBAL_LIST_EMPTY(explosions)
|
||||
// 3/7/14 will calculate to 80 + 35
|
||||
|
||||
var/far_dist = 0
|
||||
far_dist += heavy_impact_range * 5
|
||||
far_dist += heavy_impact_range * 15 // Large explosions carry further
|
||||
far_dist += devastation_range * 20
|
||||
|
||||
if(!silent)
|
||||
var/frequency = get_rand_frequency()
|
||||
var/sound/explosion_sound = sound(get_sfx("explosion"))
|
||||
var/sound/far_explosion_sound = sound('sound/effects/explosionfar.ogg')
|
||||
var/sound/creaking_explosion_sound = sound(get_sfx("explosion_creaking"))
|
||||
var/sound/hull_creaking_sound = sound(get_sfx("hull_creaking"))
|
||||
var/sound/explosion_echo_sound = sound('sound/effects/explosion_distant.ogg')
|
||||
var/on_station = SSmapping.level_trait(epicenter.z, ZTRAIT_STATION)
|
||||
var/creaking_explosion = FALSE
|
||||
|
||||
if(prob(devastation_range*30+heavy_impact_range*5) && on_station) // Huge explosions are near guaranteed to make the station creak and whine, smaller ones might.
|
||||
creaking_explosion = TRUE // prob over 100 always returns true
|
||||
|
||||
for(var/mob/M in GLOB.player_list)
|
||||
// Double check for client
|
||||
@@ -126,11 +134,29 @@ GLOBAL_LIST_EMPTY(explosions)
|
||||
shake_camera(M, 25, clamp(baseshakeamount, 0, 10))
|
||||
// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
|
||||
else if(dist <= far_dist)
|
||||
var/far_volume = clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
|
||||
far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
|
||||
M.playsound_local(epicenter, null, far_volume, 1, frequency, falloff = 5, S = far_explosion_sound)
|
||||
if(baseshakeamount > 0)
|
||||
var/far_volume = clamp(far_dist/2, 40, 60) // Volume is based on explosion size and dist
|
||||
if(creaking_explosion)
|
||||
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = creaking_explosion_sound, distance_multiplier = 0)
|
||||
else if(prob(75))
|
||||
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = far_explosion_sound, distance_multiplier = 0) // Far sound
|
||||
else
|
||||
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0) // Echo sound
|
||||
|
||||
if(baseshakeamount > 0 || devastation_range)
|
||||
if(!baseshakeamount) // Devastating explosions rock the station and ground
|
||||
baseshakeamount = devastation_range*3
|
||||
shake_camera(M, 10, clamp(baseshakeamount*0.25, 0, 2.5))
|
||||
|
||||
else if(M.can_hear() && !isspaceturf(get_turf(M)) && heavy_impact_range) // Big enough explosions echo throughout the hull
|
||||
var/echo_volume = 40
|
||||
if(devastation_range)
|
||||
baseshakeamount = devastation_range
|
||||
shake_camera(M, 10, clamp(baseshakeamount*0.25, 0, 2.5))
|
||||
echo_volume = 60
|
||||
M.playsound_local(epicenter, null, echo_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0)
|
||||
|
||||
if(creaking_explosion) // 5 seconds after the bang, the station begins to creak
|
||||
addtimer(CALLBACK(M, /mob/proc/playsound_local, epicenter, null, rand(25, 40), 1, frequency, null, null, FALSE, hull_creaking_sound, null, null, null, null, 0), 5 SECONDS)
|
||||
EX_PREPROCESS_CHECK_TICK
|
||||
|
||||
//postpone processing for a bit
|
||||
@@ -196,14 +222,12 @@ GLOBAL_LIST_EMPTY(explosions)
|
||||
|
||||
//------- EX_ACT AND TURF FIRES -------
|
||||
|
||||
if(T == epicenter) // Ensures explosives detonating from bags trigger other explosives in that bag
|
||||
var/list/items = list()
|
||||
for(var/I in T)
|
||||
var/atom/A = I
|
||||
if (!(A.flags_1 & PREVENT_CONTENTS_EXPLOSION_1)) //The atom/contents_explosion() proc returns null if the contents ex_acting has been handled by the atom, and TRUE if it hasn't.
|
||||
items += A.GetAllContents()
|
||||
for(var/O in items)
|
||||
var/atom/A = O
|
||||
if((T == epicenter) && !QDELETED(explosion_source) && ismovable(explosion_source) && (get_turf(explosion_source) == T)) // Ensures explosives detonating from bags trigger other explosives in that bag
|
||||
var/list/atoms = list()
|
||||
for(var/atom/A in explosion_source.loc) // the ismovableatom check 2 lines above makes sure we don't nuke an /area
|
||||
atoms += A
|
||||
for(var/i in atoms)
|
||||
var/atom/A = i
|
||||
if(!QDELETED(A))
|
||||
A.ex_act(dist)
|
||||
|
||||
|
||||
+119
-5
@@ -32,20 +32,29 @@
|
||||
var/datum/action/innate/end_holocall/hangup //hangup action
|
||||
|
||||
var/call_start_time
|
||||
var/head_call = FALSE //calls from a head of staff autoconnect, if the receiving pad is not secure.
|
||||
|
||||
//creates a holocall made by `caller` from `calling_pad` to `callees`
|
||||
/datum/holocall/New(mob/living/caller, obj/machinery/holopad/calling_pad, list/callees)
|
||||
/datum/holocall/New(mob/living/caller, obj/machinery/holopad/calling_pad, list/callees, elevated_access = FALSE)
|
||||
call_start_time = world.time
|
||||
user = caller
|
||||
calling_pad.outgoing_call = src
|
||||
calling_holopad = calling_pad
|
||||
head_call = elevated_access
|
||||
dialed_holopads = list()
|
||||
|
||||
for(var/I in callees)
|
||||
var/obj/machinery/holopad/H = I
|
||||
if(!QDELETED(H) && H.is_operational())
|
||||
dialed_holopads += H
|
||||
H.say("Incoming call.")
|
||||
if(head_call)
|
||||
if(H.secure)
|
||||
calling_pad.say("Auto-connection refused, falling back to call mode.")
|
||||
H.say("Incoming call.")
|
||||
else
|
||||
H.say("Incoming connection.")
|
||||
else
|
||||
H.say("Incoming call.")
|
||||
LAZYADD(H.holo_calls, src)
|
||||
|
||||
if(!dialed_holopads.len)
|
||||
@@ -79,6 +88,7 @@
|
||||
dialed_holopads.Cut()
|
||||
|
||||
if(calling_holopad)
|
||||
calling_holopad.calling = FALSE
|
||||
calling_holopad.outgoing_call = null
|
||||
calling_holopad.SetLightsAndPower()
|
||||
calling_holopad = null
|
||||
@@ -145,6 +155,7 @@
|
||||
if(!Check())
|
||||
return
|
||||
|
||||
calling_holopad.calling = FALSE
|
||||
hologram = H.activate_holo(user)
|
||||
hologram.HC = src
|
||||
|
||||
@@ -160,6 +171,8 @@
|
||||
|
||||
hangup = new(eye, src)
|
||||
hangup.Grant(user)
|
||||
playsound(H, 'sound/machines/ping.ogg', 100)
|
||||
H.say("Connection established.")
|
||||
|
||||
//Checks the validity of a holocall and qdels itself if it's not. Returns TRUE if valid, FALSE otherwise
|
||||
/datum/holocall/proc/Check()
|
||||
@@ -178,7 +191,6 @@
|
||||
. = world.time < (call_start_time + HOLOPAD_MAX_DIAL_TIME)
|
||||
if(!.)
|
||||
calling_holopad.say("No answer received.")
|
||||
calling_holopad.temp = ""
|
||||
|
||||
if(!.)
|
||||
testing("Holocall Check fail")
|
||||
@@ -241,10 +253,10 @@
|
||||
record.caller_image = holodiskOriginal.record.caller_image
|
||||
record.entries = holodiskOriginal.record.entries.Copy()
|
||||
record.language = holodiskOriginal.record.language
|
||||
to_chat(user, "You copy the record from [holodiskOriginal] to [src] by connecting the ports!")
|
||||
to_chat(user, "<span class='notice'>You copy the record from [holodiskOriginal] to [src] by connecting the ports!</span>")
|
||||
name = holodiskOriginal.name
|
||||
else
|
||||
to_chat(user, "[holodiskOriginal] has no record on it!")
|
||||
to_chat(user, "<span class='warning'>[holodiskOriginal] has no record on it!</span>")
|
||||
..()
|
||||
|
||||
/obj/item/disk/holodisk/proc/build_record()
|
||||
@@ -331,6 +343,21 @@
|
||||
DELAY 20"}
|
||||
|
||||
/datum/preset_holoimage/engineer
|
||||
outfit_type = /datum/outfit/job/engineer
|
||||
|
||||
/datum/preset_holoimage/engineer/rig
|
||||
outfit_type = /datum/outfit/job/engineer/gloved/rig
|
||||
|
||||
/datum/preset_holoimage/engineer/ce
|
||||
outfit_type = /datum/outfit/job/ce
|
||||
|
||||
/datum/preset_holoimage/engineer/ce/rig
|
||||
outfit_type = /datum/outfit/job/engineer/gloved/rig
|
||||
|
||||
/datum/preset_holoimage/engineer/atmos
|
||||
outfit_type = /datum/outfit/job/atmos
|
||||
|
||||
/datum/preset_holoimage/engineer/atmos/rig
|
||||
outfit_type = /datum/outfit/job/engineer/gloved/rig
|
||||
|
||||
/datum/preset_holoimage/researcher
|
||||
@@ -350,3 +377,90 @@
|
||||
|
||||
/datum/preset_holoimage/clown
|
||||
outfit_type = /datum/outfit/job/clown
|
||||
|
||||
/obj/item/disk/holodisk/donutstation/whiteship
|
||||
name = "Blackbox Print-out #DS024"
|
||||
desc = "A holodisk containing the last viable recording of DS024's blackbox."
|
||||
preset_image_type = /datum/preset_holoimage/engineer/ce
|
||||
preset_record_text = {"
|
||||
NAME Geysr Shorthalt
|
||||
SAY Engine renovations complete and the ships been loaded. We all ready?
|
||||
DELAY 25
|
||||
PRESET /datum/preset_holoimage/engineer
|
||||
NAME Jacob Ullman
|
||||
SAY Lets blow this popsicle stand of a station.
|
||||
DELAY 20
|
||||
PRESET /datum/preset_holoimage/engineer/atmos
|
||||
NAME Lindsey Cuffler
|
||||
SAY Uh, sir? Shouldn't we call for a secondary shuttle? The bluespace drive on this thing made an awfully weird noise when we jumped here..
|
||||
DELAY 30
|
||||
PRESET /datum/preset_holoimage/engineer/ce
|
||||
NAME Geysr Shorthalt
|
||||
SAY Pah! Ship techie at the dock said to give it a good few kicks if it started acting up, let me just..
|
||||
DELAY 25
|
||||
SOUND punch
|
||||
SOUND sparks
|
||||
DELAY 10
|
||||
SOUND punch
|
||||
SOUND sparks
|
||||
DELAY 10
|
||||
SOUND punch
|
||||
SOUND sparks
|
||||
SOUND warpspeed
|
||||
DELAY 15
|
||||
PRESET /datum/preset_holoimage/engineer/atmos
|
||||
NAME Lindsey Cuffler
|
||||
SAY Uhh.. is it supposed to be doing that??
|
||||
DELAY 15
|
||||
PRESET /datum/preset_holoimage/engineer/ce
|
||||
NAME Geysr Shorthalt
|
||||
SAY See? Working as intended. Now, are we all ready?
|
||||
DELAY 10
|
||||
PRESET /datum/preset_holoimage/engineer
|
||||
NAME Jacob Ullman
|
||||
SAY Is it supposed to be glowing like that?
|
||||
DELAY 20
|
||||
SOUND explosion
|
||||
|
||||
"}
|
||||
|
||||
/obj/item/disk/holodisk/ruin/snowengieruin
|
||||
name = "Blackbox Print-out #EB412"
|
||||
desc = "A holodisk containing the last moments of EB412. There's a bloody fingerprint on it."
|
||||
preset_image_type = /datum/preset_holoimage/engineer
|
||||
preset_record_text = {"
|
||||
NAME Dave Tundrale
|
||||
SAY Maria, how's Build?
|
||||
DELAY 10
|
||||
NAME Maria Dell
|
||||
PRESET /datum/preset_holoimage/engineer/atmos
|
||||
SAY It's fine, don't worry. I've got Plastic on it. And frankly, i'm kinda busy with, the, uhhm, incinerator.
|
||||
DELAY 30
|
||||
NAME Dave Tundrale
|
||||
PRESET /datum/preset_holoimage/engineer
|
||||
SAY Aight, wonderful. The science mans been kinda shit though. No RCDs-
|
||||
DELAY 20
|
||||
NAME Maria Dell
|
||||
PRESET /datum/preset_holoimage/engineer/atmos
|
||||
SAY Enough about your RCDs. They're not even that important, just bui-
|
||||
DELAY 15
|
||||
SOUND explosion
|
||||
DELAY 10
|
||||
SAY Oh, shit!
|
||||
DELAY 10
|
||||
PRESET /datum/preset_holoimage/engineer/atmos/rig
|
||||
LANGUAGE /datum/language/narsie
|
||||
NAME Unknown
|
||||
SAY RISE, MY LORD!!
|
||||
DELAY 10
|
||||
LANGUAGE /datum/language/common
|
||||
NAME Plastic
|
||||
PRESET /datum/preset_holoimage/engineer/rig
|
||||
SAY Fuck, fuck, fuck!
|
||||
DELAY 20
|
||||
SAY It's loose! CALL THE FUCKING SHUTT-
|
||||
DELAY 10
|
||||
PRESET /datum/preset_holoimage/corgi
|
||||
NAME Blackbox Automated Message
|
||||
SAY Connection lost. Dumping audio logs to disk.
|
||||
DELAY 50"}
|
||||
|
||||
+2
-1
@@ -28,7 +28,8 @@ GLOBAL_LIST_INIT(huds, list(
|
||||
ANTAG_HUD_CLOCKWORK = new/datum/atom_hud/antag(),
|
||||
ANTAG_HUD_BROTHER = new/datum/atom_hud/antag/hidden(),
|
||||
ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag/bloodsucker(),
|
||||
ANTAG_HUD_FUGITIVE = new/datum/atom_hud/antag()
|
||||
ANTAG_HUD_FUGITIVE = new/datum/atom_hud/antag(),
|
||||
ANTAG_HUD_HERETIC = new/datum/atom_hud/antag/hidden()
|
||||
))
|
||||
|
||||
/datum/atom_hud
|
||||
|
||||
@@ -35,23 +35,24 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
value_per_unit = 0.025
|
||||
beauty_modifier = 0.075
|
||||
|
||||
///Slight force increase
|
||||
///Slight force decrease. It's gold, it's soft as fuck.
|
||||
/datum/material/gold
|
||||
name = "gold"
|
||||
desc = "Gold"
|
||||
color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium
|
||||
strength_modifier = 1.2
|
||||
strength_modifier = 0.8
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/gold
|
||||
value_per_unit = 0.0625
|
||||
beauty_modifier = 0.15
|
||||
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
|
||||
|
||||
///Has no special properties
|
||||
///Small force increase, for diamond swords
|
||||
/datum/material/diamond
|
||||
name = "diamond"
|
||||
desc = "Highly pressurized carbon"
|
||||
color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
|
||||
strength_modifier = 1.1
|
||||
alpha = 132
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/diamond
|
||||
@@ -106,6 +107,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
name = "bluespace crystal"
|
||||
desc = "Crystals with bluespace properties"
|
||||
color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
|
||||
integrity_modifier = 0.2 //these things shatter when thrown.
|
||||
alpha = 200
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE)
|
||||
beauty_modifier = 0.5
|
||||
@@ -139,7 +141,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
name = "titanium"
|
||||
desc = "Titanium"
|
||||
color = "#b3c0c7"
|
||||
strength_modifier = 1.3
|
||||
strength_modifier = 1.1
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/titanium
|
||||
value_per_unit = 0.0625
|
||||
@@ -203,7 +205,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
name = "adamantine"
|
||||
desc = "A powerful material made out of magic, I mean science!"
|
||||
color = "#6d7e8e"
|
||||
strength_modifier = 1.5
|
||||
strength_modifier = 1.3
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/adamantine
|
||||
value_per_unit = 0.25
|
||||
@@ -276,18 +278,31 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
desc = "Mir'ntrath barhah Nar'sie."
|
||||
color = "#3C3434"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
strength_modifier = 1.2
|
||||
sheet_type = /obj/item/stack/sheet/runed_metal
|
||||
value_per_unit = 0.75
|
||||
armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
beauty_modifier = -0.15
|
||||
texture_layer_icon_state = "runed"
|
||||
|
||||
/datum/material/brass
|
||||
name = "brass"
|
||||
desc = "Tybel gb-Ratvar"
|
||||
color = "#917010"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
strength_modifier = 1.3 // Replicant Alloy is very good for skull beatings..
|
||||
sheet_type = /obj/item/stack/tile/brass
|
||||
value_per_unit = 0.75
|
||||
armor_modifiers = list("melee" = 1.4, "bullet" = 1.4, "laser" = 0, "energy" = 0, "bomb" = 1.4, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) //But it has.. a few problems that can't easily be compensated for.
|
||||
beauty_modifier = 0.3 //It really beats the cold plain plating of the station, doesn't it?
|
||||
|
||||
/datum/material/bronze
|
||||
name = "bronze"
|
||||
desc = "Clock Cult? Never heard of it."
|
||||
color = "#92661A"
|
||||
strength_modifier = 1.1
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/tile/bronze
|
||||
sheet_type = /obj/item/stack/sheet/bronze
|
||||
value_per_unit = 0.025
|
||||
armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
beauty_modifier = 0.2
|
||||
|
||||
@@ -41,6 +41,8 @@
|
||||
var/special_role
|
||||
var/list/restricted_roles = list()
|
||||
|
||||
var/hide_ckey = FALSE //hide ckey from round-end report
|
||||
|
||||
var/list/spell_list = list() // Wizard mode & "Give Spell" badmin button.
|
||||
|
||||
var/linglink
|
||||
@@ -69,6 +71,7 @@
|
||||
///What character we spawned in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not
|
||||
var/mob/original_character
|
||||
|
||||
|
||||
/datum/mind/New(var/key)
|
||||
skill_holder = new(src)
|
||||
src.key = key
|
||||
@@ -137,6 +140,8 @@
|
||||
if(L.client?.prefs && L.client.prefs.auto_ooc && L.client.prefs.chat_toggles & CHAT_OOC)
|
||||
DISABLE_BITFIELD(L.client.prefs.chat_toggles,CHAT_OOC)
|
||||
|
||||
hide_ckey = current.client?.prefs?.hide_ckey
|
||||
|
||||
SEND_SIGNAL(src, COMSIG_MIND_TRANSFER, new_character, old_character)
|
||||
SEND_SIGNAL(new_character, COMSIG_MOB_ON_NEW_MIND)
|
||||
|
||||
@@ -780,6 +785,7 @@
|
||||
if(!mind.name)
|
||||
mind.name = real_name
|
||||
mind.current = src
|
||||
mind.hide_ckey = client?.prefs?.hide_ckey
|
||||
|
||||
/mob/living/carbon/mind_initialize()
|
||||
..()
|
||||
|
||||
@@ -162,6 +162,11 @@
|
||||
mood_change = -8
|
||||
timeout = 3 MINUTES
|
||||
|
||||
/datum/mood_event/gates_of_mansus
|
||||
description = "<span class='boldwarning'>LIVING IN A PERFORMANCE IS WORSE THAN DEATH</span>\n"
|
||||
mood_change = -25
|
||||
timeout = 4 MINUTES
|
||||
|
||||
//These are unused so far but I want to remember them to use them later
|
||||
|
||||
/datum/mood_event/cloned_corpse
|
||||
@@ -199,6 +204,11 @@
|
||||
mood_change = -1
|
||||
timeout = 2 MINUTES
|
||||
|
||||
/datum/mood_event/plush_bite
|
||||
description = "<span class='warning'>IT BIT ME!! OW!</span>\n"
|
||||
mood_change = -3
|
||||
timeout = 2 MINUTES
|
||||
|
||||
//Cursed stuff below
|
||||
|
||||
/datum/mood_event/emptypred
|
||||
|
||||
@@ -70,6 +70,11 @@
|
||||
mood_change = 40 //maybe being a cultist isnt that bad after all
|
||||
hidden = TRUE
|
||||
|
||||
/datum/mood_event/heretics
|
||||
description = "<span class='nicegreen'>THE HIGHER I RISE, THE MORE I SEE.</span>\n"
|
||||
mood_change = 12 //maybe being a cultist isnt that bad after all
|
||||
hidden = TRUE
|
||||
|
||||
/datum/mood_event/family_heirloom
|
||||
description = "<span class='nicegreen'>My family heirloom is safe with me.</span>\n"
|
||||
mood_change = 1
|
||||
|
||||
@@ -19,6 +19,27 @@
|
||||
description = "<span class='boldwarning'>I'm starving!</span>\n"
|
||||
mood_change = -15
|
||||
|
||||
//charge
|
||||
/datum/mood_event/supercharged
|
||||
description = "<span class='boldwarning'>I can't possibly keep all this power inside, I need to release some quick!</span>\n"
|
||||
mood_change = -10
|
||||
|
||||
/datum/mood_event/overcharged
|
||||
description = "<span class='warning'>I feel dangerously overcharged, perhaps I should release some power.</span>\n"
|
||||
mood_change = -4
|
||||
|
||||
/datum/mood_event/charged
|
||||
description = "<span class='nicegreen'>I feel the power in my veins!</span>\n"
|
||||
mood_change = 6
|
||||
|
||||
/datum/mood_event/lowpower
|
||||
description = "<span class='warning'>My power is running low, I should go charge up somewhere.</span>\n"
|
||||
mood_change = -6
|
||||
|
||||
/datum/mood_event/decharged
|
||||
description = "<span class='boldwarning'>I'm in desperate need of some electricity!</span>\n"
|
||||
mood_change = -10
|
||||
|
||||
//Disgust
|
||||
/datum/mood_event/gross
|
||||
description = "<span class='warning'>I saw something gross.</span>\n"
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
var/lowest_value = 256 * 8
|
||||
var/text_gain_indication = ""
|
||||
var/text_lose_indication = ""
|
||||
var/list/mutable_appearance/visual_indicators = list()
|
||||
var/list/visual_indicators = list()
|
||||
var/obj/effect/proc_holder/spell/power
|
||||
var/layer_used = MUTATIONS_LAYER //which mutation layer to use
|
||||
var/list/species_allowed = list() //to restrict mutation to only certain species
|
||||
|
||||
@@ -410,7 +410,7 @@
|
||||
throw_speed = 4
|
||||
embedding = list("embedded_pain_multiplier" = 4, "embed_chance" = 100, "embedded_fall_chance" = 0)
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
sharpness = IS_SHARP
|
||||
sharpness = SHARP_POINTY
|
||||
var/mob/living/carbon/human/fired_by
|
||||
/// if we missed our target
|
||||
var/missed = TRUE
|
||||
|
||||
@@ -90,6 +90,8 @@
|
||||
to_chat(user, "<span class='boldnotice'>You catch some drifting memories of their past conversations...</span>")
|
||||
for(var/spoken_memory in recent_speech)
|
||||
to_chat(user, "<span class='notice'>[recent_speech[spoken_memory]]</span>")
|
||||
if(usr in GLOB.rockpaperscissors_players)
|
||||
to_chat(user, "<span class='notice'>They're planning on playing [GLOB.rockpaperscissors_players[usr][1]]</span>")
|
||||
if(iscarbon(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
to_chat(user, "<span class='boldnotice'>You find that their intent is to [H.a_intent]...</span>")
|
||||
|
||||
@@ -27,6 +27,24 @@
|
||||
target.attack_hulk(owner)
|
||||
return INTERRUPT_UNARMED_ATTACK | NO_AUTO_CLICKDELAY_HANDLING
|
||||
|
||||
/**
|
||||
*Checks damage of a hulk's arm and applies bone wounds as necessary.
|
||||
*
|
||||
*Called by specific atoms being attacked, such as walls. If an atom
|
||||
*does not call this proc, than punching that atom will not cause
|
||||
*arm breaking (even if the atom deals recoil damage to hulks).
|
||||
*Arguments:
|
||||
*arg1 is the arm to evaluate damage of and possibly break.
|
||||
*/
|
||||
/datum/mutation/human/hulk/proc/break_an_arm(obj/item/bodypart/arm)
|
||||
switch(arm.brute_dam)
|
||||
if(45 to 50)
|
||||
arm.force_wound_upwards(/datum/wound/blunt/critical)
|
||||
if(41 to 45)
|
||||
arm.force_wound_upwards(/datum/wound/blunt/severe)
|
||||
if(35 to 41)
|
||||
arm.force_wound_upwards(/datum/wound/blunt/moderate)
|
||||
|
||||
/datum/mutation/human/hulk/on_life()
|
||||
if(owner.health < 0)
|
||||
on_losing(owner)
|
||||
|
||||
@@ -105,7 +105,6 @@
|
||||
// modify the ignored_things list in __HELPERS/radiation.dm instead
|
||||
var/static/list/blacklisted = typecacheof(list(
|
||||
/turf,
|
||||
/mob,
|
||||
/obj/structure/cable,
|
||||
/obj/machinery/atmospherics,
|
||||
/obj/item/ammo_casing,
|
||||
|
||||
@@ -325,6 +325,12 @@
|
||||
name = "Abductor Replication Lab"
|
||||
description = "Some scientists tried and almost succeeded to recreate abductor tools. Somewhat slower and a bit less modern than their originals, these tools are the best you can get if you aren't an alien."
|
||||
|
||||
/datum/map_template/ruin/space/spacediner
|
||||
id = "spacediner"
|
||||
suffix = "spacediner.dmm"
|
||||
name = "Space Diner"
|
||||
description = "Come, traveler of the bluespace planes. Sit, enjoy a drink and take one of the fair maidens for a night. The exit is the way you came in, via that teleporter thingy, but do remember to stay safe."
|
||||
|
||||
//Space ruins for the station z
|
||||
/datum/map_template/ruin/spacenearstation
|
||||
prefix = "_maps/RandomRuins/SpaceRuinsStation/"
|
||||
|
||||
@@ -14,11 +14,14 @@
|
||||
|
||||
mind.skill_holder.ui_interact(src)
|
||||
|
||||
/datum/skill_holder/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
/datum/skill_holder/ui_state(mob/user)
|
||||
return GLOB.always_state
|
||||
|
||||
/datum/skill_holder/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "SkillPanel", "[owner.name]'s Skills", 620, 580, master_ui, state)
|
||||
ui.set_autoupdate(FALSE) // This UI is only ever opened by one person, and never is updated outside of user input.
|
||||
ui = new(user, src, "SkillPanel", "[owner.name]'s Skills")
|
||||
ui.set_autoupdate(FALSE)
|
||||
ui.open()
|
||||
else if(need_static_data_update)
|
||||
update_static_data(user)
|
||||
|
||||
@@ -110,7 +110,7 @@
|
||||
|
||||
/**
|
||||
* Automatic skill increase, multiplied by skill affinity if existing.
|
||||
* Only works if skill is numerical.
|
||||
* Only works if skill is numerical or levelled..
|
||||
*/
|
||||
/datum/mind/proc/auto_gain_experience(skill, value, maximum, silent = FALSE)
|
||||
if(!ispath(skill, /datum/skill))
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
/datum/skill/level/dorfy/blacksmithing
|
||||
name = "Blacksmithing"
|
||||
desc = "Making metal into fancy shapes using heat and force. Higher levels increase both your working speed at an anvil as well as the quality of your works."
|
||||
name_color = COLOR_FLOORTILE_GRAY
|
||||
skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE, SKILL_USE_TOOL, SKILL_TRAINING_TOOL)
|
||||
ui_category = SKILL_UI_CAT_MISC
|
||||
@@ -6,10 +6,13 @@
|
||||
qdel(src)
|
||||
owner = new_owner
|
||||
|
||||
/datum/spawners_menu/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.observer_state)
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
/datum/spawners_menu/ui_state(mob/user)
|
||||
return GLOB.observer_state
|
||||
|
||||
/datum/spawners_menu/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "SpawnersMenu", "Spawners Menu", 700, 600, master_ui, state)
|
||||
ui = new(user, src, "SpawnersMenu")
|
||||
ui.open()
|
||||
|
||||
/datum/spawners_menu/ui_data(mob/user)
|
||||
@@ -42,11 +45,15 @@
|
||||
if(..())
|
||||
return
|
||||
|
||||
var/spawner_ref = pick(GLOB.mob_spawners[params["name"]])
|
||||
var/obj/effect/mob_spawn/MS = locate(spawner_ref) in GLOB.poi_list
|
||||
if(!MS)
|
||||
var/group_name = params["name"]
|
||||
if(!group_name || !(group_name in GLOB.mob_spawners))
|
||||
return
|
||||
var/list/spawnerlist = GLOB.mob_spawners[group_name]
|
||||
if(!spawnerlist.len)
|
||||
return
|
||||
var/obj/effect/mob_spawn/MS = pick(spawnerlist)
|
||||
if(!istype(MS) || !(MS in GLOB.poi_list))
|
||||
return
|
||||
|
||||
switch(action)
|
||||
if("jump")
|
||||
if(MS)
|
||||
@@ -55,4 +62,4 @@
|
||||
if("spawn")
|
||||
if(MS)
|
||||
MS.attack_ghost(owner)
|
||||
. = TRUE
|
||||
. = TRUE
|
||||
|
||||
@@ -580,4 +580,63 @@
|
||||
/datum/status_effect/regenerative_core/on_remove()
|
||||
. = ..()
|
||||
REMOVE_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, "regenerative_core")
|
||||
owner.updatehealth()
|
||||
owner.updatehealth()
|
||||
|
||||
/datum/status_effect/panacea
|
||||
id = "Anatomic Panacea"
|
||||
duration = 100
|
||||
tick_interval = 10
|
||||
alert_type = /obj/screen/alert/status_effect/panacea
|
||||
|
||||
/obj/screen/alert/status_effect/panacea
|
||||
name = "Panacea"
|
||||
desc = "We purge the impurities from our body."
|
||||
icon_state = "panacea"
|
||||
|
||||
// Changeling's anatomic panacea now in buff form. Directly fixes issues instead of injecting chems
|
||||
/datum/status_effect/panacea/tick()
|
||||
var/mob/living/carbon/M = owner
|
||||
|
||||
//Heal brain damage and toxyloss, alongside trauma
|
||||
owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, -8)
|
||||
owner.adjustToxLoss(-6, forced = TRUE)
|
||||
M.cure_trauma_type(resilience = TRAUMA_RESILIENCE_BASIC)
|
||||
//Purges 50 rads per tick
|
||||
if(owner.radiation > 0)
|
||||
owner.radiation -= min(owner.radiation, 50)
|
||||
//Mutadone effects
|
||||
owner.jitteriness = 0
|
||||
if(owner.has_dna())
|
||||
M.dna.remove_all_mutations(mutadone = TRUE)
|
||||
if(!QDELETED(owner)) //We were a monkey, now a human
|
||||
..()
|
||||
// Purges toxins
|
||||
for(var/datum/reagent/toxin/R in owner.reagents.reagent_list)
|
||||
owner.reagents.remove_reagent(R.type, 5)
|
||||
//Antihol effects
|
||||
M.reagents.remove_all_type(/datum/reagent/consumable/ethanol, 10, 0, 1)
|
||||
M.drunkenness = max(M.drunkenness - 10, 0)
|
||||
owner.dizziness = 0
|
||||
owner.drowsyness = 0
|
||||
owner.slurring = 0
|
||||
owner.confused = 0
|
||||
//Organ and disease cure moved from panacea.dm to buff proc
|
||||
var/list/bad_organs = list(
|
||||
owner.getorgan(/obj/item/organ/body_egg),
|
||||
owner.getorgan(/obj/item/organ/zombie_infection))
|
||||
for(var/o in bad_organs)
|
||||
var/obj/item/organ/O = o
|
||||
if(!istype(O))
|
||||
continue
|
||||
O.Remove()
|
||||
if(iscarbon(owner))
|
||||
var/mob/living/carbon/C = owner
|
||||
C.vomit(0, toxic = TRUE)
|
||||
O.forceMove(get_turf(owner))
|
||||
if(isliving(owner))
|
||||
var/mob/living/L = owner
|
||||
for(var/thing in L.diseases)
|
||||
var/datum/disease/D = thing
|
||||
if(D.severity == DISEASE_SEVERITY_POSITIVE)
|
||||
continue
|
||||
D.cure()
|
||||
|
||||
@@ -97,6 +97,21 @@
|
||||
duration = set_duration
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/off_balance
|
||||
id = "offbalance"
|
||||
alert_type = null
|
||||
|
||||
/datum/status_effect/off_balance/on_creation(mob/living/new_owner, set_duration)
|
||||
if(isnum(set_duration))
|
||||
duration = set_duration
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/off_balance/on_remove()
|
||||
var/active_item = owner.get_active_held_item()
|
||||
if(is_type_in_typecache(active_item, GLOB.shove_disarming_types))
|
||||
owner.visible_message("<span class='warning'>[owner.name] regains their grip on \the [active_item]!</span>", "<span class='warning'>You regain your grip on \the [active_item]</span>", null, COMBAT_MESSAGE_RANGE)
|
||||
return ..()
|
||||
|
||||
/obj/screen/alert/status_effect/asleep
|
||||
name = "Asleep"
|
||||
desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are."
|
||||
@@ -388,6 +403,229 @@
|
||||
owner.underlays -= marked_underlay //if this is being called, we should have an owner at this point.
|
||||
..()
|
||||
|
||||
/datum/status_effect/eldritch
|
||||
duration = 15 SECONDS
|
||||
status_type = STATUS_EFFECT_REPLACE
|
||||
alert_type = null
|
||||
on_remove_on_mob_delete = TRUE
|
||||
///underlay used to indicate that someone is marked
|
||||
var/mutable_appearance/marked_underlay
|
||||
///path for the underlay
|
||||
var/effect_sprite = ""
|
||||
|
||||
/datum/status_effect/eldritch/on_creation(mob/living/new_owner, ...)
|
||||
marked_underlay = mutable_appearance('icons/effects/effects.dmi', effect_sprite,BELOW_MOB_LAYER)
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/eldritch/on_apply()
|
||||
. = ..()
|
||||
if(owner.mob_size >= MOB_SIZE_HUMAN)
|
||||
RegisterSignal(owner,COMSIG_ATOM_UPDATE_OVERLAYS,.proc/update_owner_underlay)
|
||||
owner.update_icon()
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/datum/status_effect/eldritch/on_remove()
|
||||
UnregisterSignal(owner,COMSIG_ATOM_UPDATE_OVERLAYS)
|
||||
owner.update_icon()
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/eldritch/proc/update_owner_underlay(atom/source, list/overlays)
|
||||
overlays += marked_underlay
|
||||
|
||||
/datum/status_effect/eldritch/Destroy()
|
||||
QDEL_NULL(marked_underlay)
|
||||
return ..()
|
||||
|
||||
/**
|
||||
* What happens when this mark gets popped
|
||||
*
|
||||
* Adds actual functionality to each mark
|
||||
*/
|
||||
/datum/status_effect/eldritch/proc/on_effect()
|
||||
playsound(owner, 'sound/magic/repulse.ogg', 75, TRUE)
|
||||
qdel(src) //what happens when this is procced.
|
||||
|
||||
//Each mark has diffrent effects when it is destroyed that combine with the mansus grasp effect.
|
||||
/datum/status_effect/eldritch/flesh
|
||||
id = "flesh_mark"
|
||||
effect_sprite = "emark1"
|
||||
|
||||
/datum/status_effect/eldritch/flesh/on_effect()
|
||||
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
var/obj/item/bodypart/bodypart = pick(H.bodyparts)
|
||||
var/datum/wound/slash/severe/crit_wound = new
|
||||
crit_wound.apply_wound(bodypart)
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/eldritch/ash
|
||||
id = "ash_mark"
|
||||
effect_sprite = "emark2"
|
||||
///Dictates how much damage and stamina loss this mark will cause.
|
||||
var/repetitions = 1
|
||||
|
||||
/datum/status_effect/eldritch/ash/on_creation(mob/living/new_owner, _repetition = 5)
|
||||
. = ..()
|
||||
repetitions = min(1,_repetition)
|
||||
|
||||
/datum/status_effect/eldritch/ash/on_effect()
|
||||
if(iscarbon(owner))
|
||||
var/mob/living/carbon/carbon_owner = owner
|
||||
carbon_owner.adjustStaminaLoss(10 * repetitions)
|
||||
carbon_owner.adjustFireLoss(5 * repetitions)
|
||||
for(var/mob/living/carbon/victim in range(1,carbon_owner))
|
||||
if(IS_HERETIC(victim) || victim == carbon_owner)
|
||||
continue
|
||||
victim.apply_status_effect(type,repetitions-1)
|
||||
break
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/eldritch/rust
|
||||
id = "rust_mark"
|
||||
effect_sprite = "emark3"
|
||||
|
||||
/datum/status_effect/eldritch/rust/on_effect()
|
||||
if(!iscarbon(owner))
|
||||
return
|
||||
var/mob/living/carbon/carbon_owner = owner
|
||||
for(var/obj/item/I in carbon_owner.get_all_gear()) //Affects roughly 75% of items
|
||||
if(!QDELETED(I) && prob(75)) //Just in case
|
||||
I.take_damage(100)
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/corrosion_curse
|
||||
id = "corrosion_curse"
|
||||
status_type = STATUS_EFFECT_REPLACE
|
||||
alert_type = null
|
||||
tick_interval = 1 SECONDS
|
||||
|
||||
/datum/status_effect/corrosion_curse/on_creation(mob/living/new_owner, ...)
|
||||
. = ..()
|
||||
to_chat(owner, "<span class='danger'>Your feel your body starting to break apart...</span>")
|
||||
|
||||
/datum/status_effect/corrosion_curse/tick()
|
||||
. = ..()
|
||||
if(!ishuman(owner))
|
||||
return
|
||||
var/mob/living/carbon/human/H = owner
|
||||
var/chance = rand(0,100)
|
||||
switch(chance)
|
||||
if(0 to 19)
|
||||
H.vomit()
|
||||
if(20 to 29)
|
||||
H.Dizzy(10)
|
||||
if(30 to 39)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_LIVER,5)
|
||||
if(40 to 49)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_HEART,5)
|
||||
if(50 to 59)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_STOMACH,5)
|
||||
if(60 to 69)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_EYES,10)
|
||||
if(70 to 79)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_EARS,10)
|
||||
if(80 to 89)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_LUNGS,10)
|
||||
if(90 to 99)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_TONGUE,10)
|
||||
if(100)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN,20)
|
||||
|
||||
/datum/status_effect/corrosion_curse/lesser
|
||||
id = "corrosion_curse_lesser"
|
||||
duration = 20 SECONDS
|
||||
|
||||
/datum/status_effect/corrosion_curse/lesser/tick()
|
||||
. = ..()
|
||||
if(!ishuman(owner))
|
||||
return
|
||||
var/mob/living/carbon/human/H = owner
|
||||
var/chance = rand(0,100)
|
||||
switch(chance)
|
||||
if(0 to 19)
|
||||
H.adjustBruteLoss(6)
|
||||
if(20 to 29)
|
||||
H.Dizzy(10)
|
||||
if(30 to 39)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_LIVER,2)
|
||||
if(40 to 49)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_HEART,2)
|
||||
if(50 to 59)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_STOMACH,2)
|
||||
if(60 to 69)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_EYES,5)
|
||||
if(70 to 79)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_EARS,5)
|
||||
if(80 to 89)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_LUNGS,5)
|
||||
if(90 to 99)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_TONGUE,5)
|
||||
if(100)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN,10)
|
||||
|
||||
/datum/status_effect/amok
|
||||
id = "amok"
|
||||
status_type = STATUS_EFFECT_REPLACE
|
||||
alert_type = null
|
||||
duration = 10 SECONDS
|
||||
tick_interval = 1 SECONDS
|
||||
|
||||
/datum/status_effect/amok/on_apply(mob/living/afflicted)
|
||||
. = ..()
|
||||
to_chat(owner, "<span class='boldwarning'>Your feel filled with a rage that is not your own!</span>")
|
||||
|
||||
/datum/status_effect/amok/tick()
|
||||
. = ..()
|
||||
var/prev_intent = owner.a_intent
|
||||
owner.a_intent = INTENT_HARM
|
||||
|
||||
var/list/mob/living/targets = list()
|
||||
for(var/mob/living/potential_target in oview(owner, 1))
|
||||
if(IS_HERETIC(potential_target) || potential_target.mind?.has_antag_datum(/datum/antagonist/heretic_monster))
|
||||
continue
|
||||
targets += potential_target
|
||||
if(LAZYLEN(targets))
|
||||
owner.log_message(" attacked someone due to the amok debuff.", LOG_ATTACK) //the following attack will log itself
|
||||
owner.ClickOn(pick(targets))
|
||||
owner.a_intent = prev_intent
|
||||
|
||||
/datum/status_effect/cloudstruck
|
||||
id = "cloudstruck"
|
||||
status_type = STATUS_EFFECT_REPLACE
|
||||
duration = 3 SECONDS
|
||||
on_remove_on_mob_delete = TRUE
|
||||
///This overlay is applied to the owner for the duration of the effect.
|
||||
var/mutable_appearance/mob_overlay
|
||||
|
||||
/datum/status_effect/cloudstruck/on_creation(mob/living/new_owner, set_duration)
|
||||
if(isnum(set_duration))
|
||||
duration = set_duration
|
||||
. = ..()
|
||||
|
||||
/datum/status_effect/cloudstruck/on_apply()
|
||||
. = ..()
|
||||
mob_overlay = mutable_appearance('icons/effects/eldritch.dmi', "cloud_swirl", ABOVE_MOB_LAYER)
|
||||
owner.overlays += mob_overlay
|
||||
owner.update_icon()
|
||||
ADD_TRAIT(owner, TRAIT_BLIND, "cloudstruck")
|
||||
return TRUE
|
||||
|
||||
/datum/status_effect/cloudstruck/on_remove()
|
||||
. = ..()
|
||||
if(QDELETED(owner))
|
||||
return
|
||||
REMOVE_TRAIT(owner, TRAIT_BLIND, "cloudstruck")
|
||||
if(owner)
|
||||
owner.overlays -= mob_overlay
|
||||
owner.update_icon()
|
||||
|
||||
/datum/status_effect/cloudstruck/Destroy()
|
||||
. = ..()
|
||||
QDEL_NULL(mob_overlay)
|
||||
|
||||
|
||||
/datum/status_effect/stacking/saw_bleed
|
||||
id = "saw_bleed"
|
||||
tick_interval = 6
|
||||
@@ -433,7 +671,7 @@
|
||||
var/still_bleeding = FALSE
|
||||
for(var/thing in throat.wounds)
|
||||
var/datum/wound/W = thing
|
||||
if(W.wound_type == WOUND_LIST_CUT && W.severity > WOUND_SEVERITY_MODERATE)
|
||||
if(W.wound_type == WOUND_SLASH && W.severity > WOUND_SEVERITY_MODERATE)
|
||||
still_bleeding = TRUE
|
||||
break
|
||||
if(!still_bleeding)
|
||||
@@ -547,8 +785,8 @@
|
||||
owner.DefaultCombatKnockdown(15, TRUE, FALSE, 15)
|
||||
if(iscarbon(owner))
|
||||
var/mob/living/carbon/C = owner
|
||||
C.silent = max(2, C.silent)
|
||||
C.stuttering = max(5, C.stuttering)
|
||||
C.silent = max(5, C.silent) //Increased, now lasts until five seconds after it ends, instead of 2
|
||||
C.stuttering = max(10, C.stuttering) //Increased, now lasts for five seconds after the mute ends, instead of 3
|
||||
if(!old_health)
|
||||
old_health = owner.health
|
||||
if(!old_oxyloss)
|
||||
|
||||
@@ -117,8 +117,7 @@
|
||||
|
||||
/datum/status_effect/wound/on_creation(mob/living/new_owner, incoming_wound)
|
||||
. = ..()
|
||||
var/datum/wound/W = incoming_wound
|
||||
linked_wound = W
|
||||
linked_wound = incoming_wound
|
||||
linked_limb = linked_wound.limb
|
||||
|
||||
/datum/status_effect/wound/on_remove()
|
||||
@@ -140,9 +139,9 @@
|
||||
|
||||
|
||||
// bones
|
||||
/datum/status_effect/wound/bone
|
||||
/datum/status_effect/wound/blunt
|
||||
|
||||
/datum/status_effect/wound/bone/interact_speed_modifier()
|
||||
/datum/status_effect/wound/blunt/interact_speed_modifier()
|
||||
var/mob/living/carbon/C = owner
|
||||
|
||||
if(C.get_active_hand() == linked_limb)
|
||||
@@ -151,7 +150,7 @@
|
||||
|
||||
return 1
|
||||
|
||||
/datum/status_effect/wound/bone/action_cooldown_mod()
|
||||
/datum/status_effect/wound/blunt/action_cooldown_mod()
|
||||
var/mob/living/carbon/C = owner
|
||||
|
||||
if(C.get_active_hand() == linked_limb)
|
||||
@@ -159,24 +158,34 @@
|
||||
|
||||
return 1
|
||||
|
||||
/datum/status_effect/wound/bone/moderate
|
||||
/datum/status_effect/wound/blunt/moderate
|
||||
id = "disjoint"
|
||||
/datum/status_effect/wound/bone/severe
|
||||
/datum/status_effect/wound/blunt/severe
|
||||
id = "hairline"
|
||||
|
||||
/datum/status_effect/wound/bone/critical
|
||||
/datum/status_effect/wound/blunt/critical
|
||||
id = "compound"
|
||||
|
||||
// cuts
|
||||
/datum/status_effect/wound/cut/moderate
|
||||
/datum/status_effect/wound/slash/moderate
|
||||
id = "abrasion"
|
||||
|
||||
/datum/status_effect/wound/cut/severe
|
||||
/datum/status_effect/wound/slash/severe
|
||||
id = "laceration"
|
||||
|
||||
/datum/status_effect/wound/cut/critical
|
||||
/datum/status_effect/wound/slash/critical
|
||||
id = "avulsion"
|
||||
|
||||
// pierce
|
||||
/datum/status_effect/wound/pierce/moderate
|
||||
id = "breakage"
|
||||
|
||||
/datum/status_effect/wound/pierce/severe
|
||||
id = "puncture"
|
||||
|
||||
/datum/status_effect/wound/pierce/critical
|
||||
id = "rupture"
|
||||
|
||||
// burns
|
||||
/datum/status_effect/wound/burn/moderate
|
||||
id = "seconddeg"
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
if(NOBLOOD in H.dna.species.species_traits) //can't lose blood if your species doesn't have any
|
||||
return
|
||||
else
|
||||
quirk_holder.blood_volume -= 0.275
|
||||
quirk_holder.blood_volume -= 0.2
|
||||
|
||||
/datum/quirk/depression
|
||||
name = "Depression"
|
||||
@@ -54,7 +54,7 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
|
||||
if("Botanist")
|
||||
heirloom_type = pick(/obj/item/cultivator, /obj/item/reagent_containers/glass/bucket, /obj/item/storage/bag/plants, /obj/item/toy/plush/beeplushie)
|
||||
if("Medical Doctor")
|
||||
heirloom_type = /obj/item/healthanalyzer/advanced
|
||||
heirloom_type = /obj/item/healthanalyzer
|
||||
if("Paramedic")
|
||||
heirloom_type = /obj/item/lighter
|
||||
if("Station Engineer")
|
||||
@@ -211,24 +211,27 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
|
||||
H.gain_trauma(T, TRAUMA_RESILIENCE_ABSOLUTE)
|
||||
|
||||
/datum/quirk/paraplegic/on_spawn()
|
||||
if(quirk_holder.buckled) // Handle late joins being buckled to arrival shuttle chairs.
|
||||
quirk_holder.buckled.unbuckle_mob(quirk_holder)
|
||||
if(quirk_holder.client)
|
||||
var/modified_limbs = quirk_holder.client.prefs.modified_limbs
|
||||
if(!(modified_limbs[BODY_ZONE_L_LEG] == LOADOUT_LIMB_AMPUTATED && modified_limbs[BODY_ZONE_R_LEG] == LOADOUT_LIMB_AMPUTATED && !isjellyperson(quirk_holder)))
|
||||
if(quirk_holder.buckled) // Handle late joins being buckled to arrival shuttle chairs.
|
||||
quirk_holder.buckled.unbuckle_mob(quirk_holder)
|
||||
|
||||
var/turf/T = get_turf(quirk_holder)
|
||||
var/obj/structure/chair/spawn_chair = locate() in T
|
||||
var/turf/T = get_turf(quirk_holder)
|
||||
var/obj/structure/chair/spawn_chair = locate() in T
|
||||
|
||||
var/obj/vehicle/ridden/wheelchair/wheels = new(T)
|
||||
if(spawn_chair) // Makes spawning on the arrivals shuttle more consistent looking
|
||||
wheels.setDir(spawn_chair.dir)
|
||||
var/obj/vehicle/ridden/wheelchair/wheels = new(T)
|
||||
if(spawn_chair) // Makes spawning on the arrivals shuttle more consistent looking
|
||||
wheels.setDir(spawn_chair.dir)
|
||||
|
||||
wheels.buckle_mob(quirk_holder)
|
||||
wheels.buckle_mob(quirk_holder)
|
||||
|
||||
// During the spawning process, they may have dropped what they were holding, due to the paralysis
|
||||
// So put the things back in their hands.
|
||||
// During the spawning process, they may have dropped what they were holding, due to the paralysis
|
||||
// So put the things back in their hands.
|
||||
|
||||
for(var/obj/item/I in T)
|
||||
if(I.fingerprintslast == quirk_holder.ckey)
|
||||
quirk_holder.put_in_hands(I)
|
||||
for(var/obj/item/I in T)
|
||||
if(I.fingerprintslast == quirk_holder.ckey)
|
||||
quirk_holder.put_in_hands(I)
|
||||
|
||||
/datum/quirk/poor_aim
|
||||
name = "Poor Aim"
|
||||
@@ -244,42 +247,6 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
|
||||
mob_trait = TRAIT_PROSOPAGNOSIA
|
||||
medical_record_text = "Patient suffers from prosopagnosia and cannot recognize faces."
|
||||
|
||||
/datum/quirk/prosthetic_limb
|
||||
name = "Prosthetic Limb"
|
||||
desc = "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!"
|
||||
value = -1
|
||||
var/slot_string = "limb"
|
||||
|
||||
/datum/quirk/prosthetic_limb/on_spawn()
|
||||
var/mob/living/carbon/human/H = quirk_holder
|
||||
var/limb_slot
|
||||
if(HAS_TRAIT(H, TRAIT_PARA))//Prevent paraplegic legs being replaced
|
||||
limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)
|
||||
else
|
||||
limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
|
||||
var/obj/item/bodypart/old_part = H.get_bodypart(limb_slot)
|
||||
var/obj/item/bodypart/prosthetic
|
||||
switch(limb_slot)
|
||||
if(BODY_ZONE_L_ARM)
|
||||
prosthetic = new/obj/item/bodypart/l_arm/robot/surplus(quirk_holder)
|
||||
slot_string = "left arm"
|
||||
if(BODY_ZONE_R_ARM)
|
||||
prosthetic = new/obj/item/bodypart/r_arm/robot/surplus(quirk_holder)
|
||||
slot_string = "right arm"
|
||||
if(BODY_ZONE_L_LEG)
|
||||
prosthetic = new/obj/item/bodypart/l_leg/robot/surplus(quirk_holder)
|
||||
slot_string = "left leg"
|
||||
if(BODY_ZONE_R_LEG)
|
||||
prosthetic = new/obj/item/bodypart/r_leg/robot/surplus(quirk_holder)
|
||||
slot_string = "right leg"
|
||||
prosthetic.replace_limb(H)
|
||||
qdel(old_part)
|
||||
H.regenerate_icons()
|
||||
|
||||
/datum/quirk/prosthetic_limb/post_add()
|
||||
to_chat(quirk_holder, "<span class='boldannounce'>Your [slot_string] has been replaced with a surplus prosthetic. It is fragile and will easily come apart under duress. Additionally, \
|
||||
you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.</span>")
|
||||
|
||||
/datum/quirk/insanity
|
||||
name = "Reality Dissociation Syndrome"
|
||||
desc = "You suffer from a severe disorder that causes very vivid hallucinations. Mindbreaker toxin can suppress its effects, and you are immune to mindbreaker's hallucinogenic properties. <b>This is not a license to grief.</b>"
|
||||
@@ -337,10 +304,8 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
|
||||
dumb_thing = FALSE //only once per life
|
||||
if(prob(1))
|
||||
new/obj/item/reagent_containers/food/snacks/pastatomato(get_turf(H)) //now that's what I call spaghetti code
|
||||
|
||||
// small chance to make eye contact with inanimate objects/mindless mobs because of nerves
|
||||
|
||||
|
||||
|
||||
/datum/quirk/social_anxiety/proc/looks_at_floor(datum/source, atom/A)
|
||||
var/mob/living/mind_check = A
|
||||
if(prob(85) || (istype(mind_check) && mind_check.mind))
|
||||
|
||||
@@ -97,6 +97,12 @@
|
||||
/datum/wires/proc/get_wire(color)
|
||||
return colors[color]
|
||||
|
||||
/datum/wires/proc/get_color_of_wire(wire_type)
|
||||
for(var/color in colors)
|
||||
var/other_type = colors[color]
|
||||
if(wire_type == other_type)
|
||||
return color
|
||||
|
||||
/datum/wires/proc/get_attached(color)
|
||||
if(assemblies[color])
|
||||
return assemblies[color]
|
||||
@@ -117,7 +123,7 @@
|
||||
return TRUE
|
||||
|
||||
/datum/wires/proc/is_dud(wire)
|
||||
return findtext(wire, WIRE_DUD_PREFIX)
|
||||
return findtext(wire, WIRE_DUD_PREFIX, 1, length(WIRE_DUD_PREFIX) + 1)
|
||||
|
||||
/datum/wires/proc/is_dud_color(color)
|
||||
return is_dud(get_wire(color))
|
||||
@@ -197,6 +203,7 @@
|
||||
S.forceMove(holder.drop_location())
|
||||
return S
|
||||
|
||||
/// Called from [/atom/proc/emp_act]
|
||||
/datum/wires/proc/emp_pulse()
|
||||
var/list/possible_wires = shuffle(wires)
|
||||
var/remaining_pulses = MAXIMUM_EMP_WIRES
|
||||
@@ -239,11 +246,13 @@
|
||||
return ..()
|
||||
return UI_CLOSE
|
||||
|
||||
/datum/wires/ui_interact(mob/user, ui_key = "wires", datum/tgui/ui = null, force_open = FALSE, \
|
||||
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.physical_state)
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
/datum/wires/ui_state(mob/user)
|
||||
return GLOB.physical_state
|
||||
|
||||
/datum/wires/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "Wires", "[holder.name] Wires", 350, 150 + wires.len * 30, master_ui, state)
|
||||
ui = new(user, src, "Wires", "[holder.name] Wires")
|
||||
ui.open()
|
||||
|
||||
/datum/wires/ui_data(mob/user)
|
||||
|
||||
@@ -53,11 +53,8 @@
|
||||
|
||||
/datum/wires/airlock/interactable(mob/user)
|
||||
var/obj/machinery/door/airlock/A = holder
|
||||
if(!A.panel_open)
|
||||
return FALSE
|
||||
if(!A.hasSiliconAccessInArea(user) && A.isElectrified() && A.shock(user, 100))
|
||||
return FALSE
|
||||
return TRUE
|
||||
if(A.panel_open)
|
||||
return TRUE
|
||||
|
||||
/datum/wires/airlock/get_status()
|
||||
var/obj/machinery/door/airlock/A = holder
|
||||
@@ -74,6 +71,8 @@
|
||||
/datum/wires/airlock/on_pulse(wire)
|
||||
set waitfor = FALSE
|
||||
var/obj/machinery/door/airlock/A = holder
|
||||
if(usr && !A.hasSiliconAccessInArea(usr) && A.isElectrified() && A.shock(usr, 100))
|
||||
return FALSE
|
||||
switch(wire)
|
||||
if(WIRE_POWER1, WIRE_POWER2) // Pulse to loose power.
|
||||
A.loseMainPower()
|
||||
@@ -115,10 +114,7 @@
|
||||
A.aiControlDisabled = -1
|
||||
if(WIRE_SHOCK) // Pulse to shock the door for 10 ticks.
|
||||
if(!A.secondsElectrified)
|
||||
A.set_electrified(30)
|
||||
if(usr)
|
||||
LAZYADD(A.shockedby, text("\[[TIME_STAMP("hh:mm:ss", FALSE)]\] [key_name(usr)]"))
|
||||
log_combat(usr, A, "electrified")
|
||||
A.set_electrified(30, usr)
|
||||
if(WIRE_SAFETY)
|
||||
A.safe = !A.safe
|
||||
if(!A.density)
|
||||
@@ -131,25 +127,23 @@
|
||||
|
||||
/datum/wires/airlock/on_cut(wire, mend)
|
||||
var/obj/machinery/door/airlock/A = holder
|
||||
if(usr && !A.hasSiliconAccessInArea(usr) && A.isElectrified() && A.shock(usr, 100))
|
||||
return FALSE
|
||||
switch(wire)
|
||||
if(WIRE_POWER1, WIRE_POWER2) // Cut to loose power, repair all to gain power.
|
||||
if(mend && !is_cut(WIRE_POWER1) && !is_cut(WIRE_POWER2))
|
||||
A.regainMainPower()
|
||||
if(usr)
|
||||
A.shock(usr, 50)
|
||||
else
|
||||
A.loseMainPower()
|
||||
if(usr)
|
||||
A.shock(usr, 50)
|
||||
if(isliving(usr))
|
||||
A.shock(usr, 50)
|
||||
if(WIRE_BACKUP1, WIRE_BACKUP2) // Cut to loose backup power, repair all to gain backup power.
|
||||
if(mend && !is_cut(WIRE_BACKUP1) && !is_cut(WIRE_BACKUP2))
|
||||
A.regainBackupPower()
|
||||
if(usr)
|
||||
A.shock(usr, 50)
|
||||
else
|
||||
A.loseBackupPower()
|
||||
if(usr)
|
||||
A.shock(usr, 50)
|
||||
if(isliving(usr))
|
||||
A.shock(usr, 50)
|
||||
if(WIRE_BOLTS) // Cut to drop bolts, mend does nothing.
|
||||
if(!mend)
|
||||
A.bolt()
|
||||
@@ -170,10 +164,7 @@
|
||||
A.set_electrified(0)
|
||||
else
|
||||
if(A.secondsElectrified != -1)
|
||||
A.set_electrified(-1)
|
||||
if(usr)
|
||||
LAZYADD(A.shockedby, text("\[[TIME_STAMP("hh:mm:ss", FALSE)]\] [key_name(usr)]"))
|
||||
log_combat(usr, A, "electrified")
|
||||
A.set_electrified(-1, usr)
|
||||
if(WIRE_SAFETY) // Cut to disable safeties, mend to re-enable.
|
||||
A.safe = mend
|
||||
if(WIRE_TIMING) // Cut to disable auto-close, mend to re-enable.
|
||||
@@ -184,5 +175,5 @@
|
||||
A.lights = mend
|
||||
A.update_icon()
|
||||
if(WIRE_ZAP1, WIRE_ZAP2) // Ouch.
|
||||
if(usr)
|
||||
if(isliving(usr))
|
||||
A.shock(usr, 50)
|
||||
|
||||
@@ -53,8 +53,12 @@
|
||||
if(victim)
|
||||
LAZYADD(victim.all_scars, src)
|
||||
|
||||
description = pick(W.scarring_descriptions)
|
||||
precise_location = pick(limb.specific_locations)
|
||||
if(victim && victim.get_biological_state() == BIO_JUST_BONE)
|
||||
description = pick(strings(BONE_SCAR_FILE, W.scar_keyword)) || "general disfigurement"
|
||||
else
|
||||
description = pick(strings(FLESH_SCAR_FILE, W.scar_keyword)) || "general disfigurement"
|
||||
|
||||
precise_location = pick(strings(SCAR_LOC_FILE, limb.body_zone))
|
||||
switch(W.severity)
|
||||
if(WOUND_SEVERITY_MODERATE)
|
||||
visibility = 2
|
||||
@@ -62,6 +66,9 @@
|
||||
visibility = 3
|
||||
if(WOUND_SEVERITY_CRITICAL)
|
||||
visibility = 5
|
||||
if(WOUND_SEVERITY_LOSS)
|
||||
visibility = 7
|
||||
precise_location = "amputation"
|
||||
|
||||
/// Used when we finalize a scar from a healing cut
|
||||
/datum/scar/proc/lazy_attach(obj/item/bodypart/BP, datum/wound/W)
|
||||
@@ -71,10 +78,11 @@
|
||||
LAZYADD(victim.all_scars, src)
|
||||
|
||||
/// Used to "load" a persistent scar
|
||||
/datum/scar/proc/load(obj/item/bodypart/BP, description, specific_location, severity=WOUND_SEVERITY_SEVERE)
|
||||
if(!(BP.body_zone in applicable_zones))
|
||||
/datum/scar/proc/load(obj/item/bodypart/BP, version, description, specific_location, severity=WOUND_SEVERITY_SEVERE)
|
||||
if(!(BP.body_zone in applicable_zones) || !BP.is_organic_limb())
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
limb = BP
|
||||
src.severity = severity
|
||||
LAZYADD(limb.scars, src)
|
||||
@@ -90,6 +98,8 @@
|
||||
visibility = 3
|
||||
if(WOUND_SEVERITY_CRITICAL)
|
||||
visibility = 5
|
||||
if(WOUND_SEVERITY_LOSS)
|
||||
visibility = 7
|
||||
return TRUE
|
||||
|
||||
/// What will show up in examine_more() if this scar is visible
|
||||
@@ -102,9 +112,12 @@
|
||||
if(WOUND_SEVERITY_MODERATE)
|
||||
msg = "<span class='tinynotice'>[msg]</span>"
|
||||
if(WOUND_SEVERITY_SEVERE)
|
||||
msg = "<span class='smallnotice'>[msg]</span>"
|
||||
msg = "<span class='smallnoticeital'>[msg]</span>"
|
||||
if(WOUND_SEVERITY_CRITICAL)
|
||||
msg = "<span class='smallnotice'><b>[msg]</b></span>"
|
||||
msg = "<span class='smallnoticeital'><b>[msg]</b></span>"
|
||||
if(WOUND_SEVERITY_LOSS)
|
||||
msg = "[victim.p_their(TRUE)] [limb.name] [description]." // different format
|
||||
msg = "<span class='notice'><i><b>[msg]</b></i></span>"
|
||||
return "\t[msg]"
|
||||
|
||||
/// Whether a scar can currently be seen by the viewer
|
||||
@@ -117,12 +130,12 @@
|
||||
if(!ishuman(victim) || isobserver(viewer) || victim == viewer)
|
||||
return TRUE
|
||||
|
||||
var/mob/living/carbon/human/H = victim
|
||||
var/mob/living/carbon/human/human_victim = victim
|
||||
if(istype(limb, /obj/item/bodypart/head))
|
||||
if((H.wear_mask && (H.wear_mask.flags_inv & HIDEFACE)) || (H.head && (H.head.flags_inv & HIDEFACE)))
|
||||
if((human_victim.wear_mask && (human_victim.wear_mask.flags_inv & HIDEFACE)) || (human_victim.head && (human_victim.head.flags_inv & HIDEFACE)))
|
||||
return FALSE
|
||||
else if(limb.scars_covered_by_clothes)
|
||||
var/num_covers = LAZYLEN(H.clothingonpart(limb))
|
||||
var/num_covers = LAZYLEN(human_victim.clothingonpart(limb))
|
||||
if(num_covers + get_dist(viewer, victim) >= visibility)
|
||||
return FALSE
|
||||
|
||||
@@ -131,4 +144,9 @@
|
||||
/// Used to format a scar to safe in preferences for persistent scars
|
||||
/datum/scar/proc/format()
|
||||
if(!fake)
|
||||
return "[limb.body_zone]|[description]|[precise_location]|[severity]"
|
||||
return "[SCAR_CURRENT_VERSION]|[limb.body_zone]|[description]|[precise_location]|[severity]"
|
||||
|
||||
/// Used to format a scar to safe in preferences for persistent scars
|
||||
/datum/scar/proc/format_amputated(body_zone)
|
||||
description = pick(list("is several skintone shades paler than the rest of the body", "is a gruesome patchwork of artificial flesh", "has a large series of attachment scars at the articulation points"))
|
||||
return "[SCAR_CURRENT_VERSION]|[body_zone]|[description]|amputated|[WOUND_SEVERITY_LOSS]"
|
||||
@@ -33,15 +33,13 @@
|
||||
|
||||
/// Either WOUND_SEVERITY_TRIVIAL (meme wounds like stubbed toe), WOUND_SEVERITY_MODERATE, WOUND_SEVERITY_SEVERE, or WOUND_SEVERITY_CRITICAL (or maybe WOUND_SEVERITY_LOSS)
|
||||
var/severity = WOUND_SEVERITY_MODERATE
|
||||
/// The list of wounds it belongs in, WOUND_LIST_BONE, WOUND_LIST_CUT, or WOUND_LIST_BURN
|
||||
/// The list of wounds it belongs in, WOUND_LIST_BLUNT, WOUND_LIST_SLASH, or WOUND_LIST_BURN
|
||||
var/wound_type
|
||||
|
||||
/// What body zones can we affect
|
||||
var/list/viable_zones = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
|
||||
/// Who owns the body part that we're wounding
|
||||
var/mob/living/carbon/victim = null
|
||||
/// If we only work on organics (everything right now)
|
||||
var/organic_only = TRUE
|
||||
/// The bodypart we're parented to
|
||||
var/obj/item/bodypart/limb = null
|
||||
|
||||
@@ -51,8 +49,6 @@
|
||||
var/list/treatable_by_grabbed
|
||||
/// Tools with the specified tool flag will also be able to try directly treating this wound
|
||||
var/treatable_tool
|
||||
/// Set to TRUE if we don't give a shit about the patient's comfort and are allowed to just use any random sharp thing on this wound. Will require an aggressive grab or more to perform
|
||||
var/treatable_sharp
|
||||
/// How long it will take to treat this wound with a standard effective tool, assuming it doesn't need surgery
|
||||
var/base_treat_time = 5 SECONDS
|
||||
|
||||
@@ -65,17 +61,13 @@
|
||||
/// How much we're contributing to this limb's bleed_rate
|
||||
var/blood_flow
|
||||
|
||||
/// The minimum we need to roll on [/obj/item/bodypart/proc/check_wounding()] to begin suffering this wound, see check_wounding_mods() for more
|
||||
/// The minimum we need to roll on [/obj/item/bodypart/proc/check_wounding] to begin suffering this wound, see check_wounding_mods() for more
|
||||
var/threshold_minimum
|
||||
/// How much having this wound will add to all future check_wounding() rolls on this limb, to allow progression to worse injuries with repeated damage
|
||||
var/threshold_penalty
|
||||
/// If we need to process each life tick
|
||||
var/processes = FALSE
|
||||
|
||||
/// If TRUE and an item that can treat multiple different types of coexisting wounds (gauze can be used to splint broken bones, staunch bleeding, and cover burns), we get first dibs if we come up first for it, then become nonpriority.
|
||||
/// Otherwise, if no untreated wound claims the item, we cycle through the non priority wounds and pick a random one who can use that item.
|
||||
var/treat_priority = FALSE
|
||||
|
||||
/// If having this wound makes currently makes the parent bodypart unusable
|
||||
var/disabling
|
||||
|
||||
@@ -89,12 +81,15 @@
|
||||
var/cryo_progress
|
||||
|
||||
/// What kind of scars this wound will create description wise once healed
|
||||
var/list/scarring_descriptions = list("general disfigurement")
|
||||
var/scar_keyword = "generic"
|
||||
/// If we've already tried scarring while removing (since remove_wound calls qdel, and qdel calls remove wound, .....) TODO: make this cleaner
|
||||
var/already_scarred = FALSE
|
||||
/// If we forced this wound through badmin smite, we won't count it towards the round totals
|
||||
var/from_smite
|
||||
|
||||
/// What flags apply to this wound
|
||||
var/wound_flags = (FLESH_WOUND | BONE_WOUND | ACCEPTS_GAUZE)
|
||||
|
||||
/datum/wound/Destroy()
|
||||
if(attached_surgery)
|
||||
QDEL_NULL(attached_surgery)
|
||||
@@ -115,13 +110,13 @@
|
||||
* * smited- If this is a smite, we don't care about this wound for stat tracking purposes (not yet implemented)
|
||||
*/
|
||||
/datum/wound/proc/apply_wound(obj/item/bodypart/L, silent = FALSE, datum/wound/old_wound = null, smited = FALSE)
|
||||
if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner))
|
||||
if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner) || !L.is_organic_limb())
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
if(ishuman(L.owner))
|
||||
var/mob/living/carbon/human/H = L.owner
|
||||
if(organic_only && ((NOBLOOD in H.dna.species.species_traits) || !L.is_organic_limb()))
|
||||
if(((wound_flags & BONE_WOUND) && !(HAS_BONE in H.dna.species.species_traits)) || ((wound_flags & FLESH_WOUND) && !(HAS_FLESH in H.dna.species.species_traits)))
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
@@ -161,7 +156,7 @@
|
||||
|
||||
victim.visible_message(msg, "<span class='userdanger'>Your [limb.name] [occur_text]!</span>", vision_distance = vis_dist)
|
||||
if(sound_effect)
|
||||
playsound(L.owner, sound_effect, 60 + 20 * severity, TRUE)
|
||||
playsound(L.owner, sound_effect, 70 + 20 * severity, TRUE)
|
||||
|
||||
if(!demoted)
|
||||
wound_injury(old_wound)
|
||||
@@ -181,7 +176,7 @@
|
||||
SEND_SIGNAL(victim, COMSIG_CARBON_LOSE_WOUND, src, limb)
|
||||
if(limb && !ignore_limb)
|
||||
LAZYREMOVE(limb.wounds, src)
|
||||
limb.update_wounds()
|
||||
limb.update_wounds(replaced)
|
||||
|
||||
/**
|
||||
* replace_wound() is used when you want to replace the current wound with a new wound, presumably of the same category, just of a different severity (either up or down counts)
|
||||
@@ -189,7 +184,7 @@
|
||||
* This proc actually instantiates the new wound based off the specific type path passed, then returns the new instantiated wound datum.
|
||||
*
|
||||
* Arguments:
|
||||
* * new_type- The TYPE PATH of the wound you want to replace this, like /datum/wound/brute/cut/severe
|
||||
* * new_type- The TYPE PATH of the wound you want to replace this, like /datum/wound/slash/severe
|
||||
* * smited- If this is a smite, we don't care about this wound for stat tracking purposes (not yet implemented)
|
||||
*/
|
||||
/datum/wound/proc/replace_wound(new_type, smited = FALSE)
|
||||
@@ -206,7 +201,6 @@
|
||||
|
||||
/// Additional beneficial effects when the wound is gained, in case you want to give a temporary boost to allow the victim to try an escape or last stand
|
||||
/datum/wound/proc/second_wind()
|
||||
|
||||
switch(severity)
|
||||
if(WOUND_SEVERITY_MODERATE)
|
||||
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_MODERATE)
|
||||
@@ -214,11 +208,13 @@
|
||||
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_SEVERE)
|
||||
if(WOUND_SEVERITY_CRITICAL)
|
||||
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_CRITICAL)
|
||||
if(WOUND_SEVERITY_LOSS)
|
||||
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_LOSS)
|
||||
|
||||
/**
|
||||
* try_treating() is an intercept run from [/mob/living/carbon/attackby()] right after surgeries but before anything else. Return TRUE here if the item is something that is relevant to treatment to take over the interaction.
|
||||
* try_treating() is an intercept run from [/mob/living/carbon/proc/attackby] right after surgeries but before anything else. Return TRUE here if the item is something that is relevant to treatment to take over the interaction.
|
||||
*
|
||||
* This proc leads into [/datum/wound/proc/treat()] and probably shouldn't be added onto in children types. You can specify what items or tools you want to be intercepted
|
||||
* This proc leads into [/datum/wound/proc/treat] and probably shouldn't be added onto in children types. You can specify what items or tools you want to be intercepted
|
||||
* with var/list/treatable_by and var/treatable_tool, then if an item fulfills one of those requirements and our wound claims it first, it goes over to treat() and treat_self().
|
||||
*
|
||||
* Arguments:
|
||||
@@ -258,7 +254,7 @@
|
||||
treat(I, user)
|
||||
return TRUE
|
||||
|
||||
/// Return TRUE if we have an item that can only be used while aggro grabbed (unhanded aggro grab treatments go in [/datum/wound/proc/try_handling()]). Treatment is still is handled in [/datum/wound/proc/treat()]
|
||||
/// Return TRUE if we have an item that can only be used while aggro grabbed (unhanded aggro grab treatments go in [/datum/wound/proc/try_handling]). Treatment is still is handled in [/datum/wound/proc/treat]
|
||||
/datum/wound/proc/check_grab_treatments(obj/item/I, mob/user)
|
||||
return FALSE
|
||||
|
||||
@@ -288,10 +284,22 @@
|
||||
if(cryo_progress > 33 * severity)
|
||||
qdel(src)
|
||||
|
||||
/// When synthflesh is applied to the victim, we call this. No sense in setting up an entire chem reaction system for wounds when we only care for a few chems. Probably will change in the future
|
||||
/datum/wound/proc/on_synthflesh(power)
|
||||
return
|
||||
|
||||
/// Called when the patient is undergoing stasis, so that having fully treated a wound doesn't make you sit there helplessly until you think to unbuckle them
|
||||
/datum/wound/proc/on_stasis()
|
||||
return
|
||||
|
||||
/// Called when we're crushed in an airlock or firedoor, for one of the improvised joint dislocation fixes
|
||||
/datum/wound/proc/crush()
|
||||
return
|
||||
|
||||
/// Used when we're being dragged while bleeding, the value we return is how much bloodloss this wound causes from being dragged. Since it's a proc, you can let bandages soak some of the blood
|
||||
/datum/wound/proc/drag_bleed_amount()
|
||||
return
|
||||
|
||||
/**
|
||||
* get_examine_description() is used in carbon/examine and human/examine to show the status of this wound. Useful if you need to show some status like the wound being splinted or bandaged.
|
||||
*
|
||||
@@ -301,7 +309,8 @@
|
||||
* * mob/user: The user examining the wound's owner, if that matters
|
||||
*/
|
||||
/datum/wound/proc/get_examine_description(mob/user)
|
||||
return "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc]!</B>"
|
||||
. = "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
|
||||
. = severity <= WOUND_SEVERITY_MODERATE ? "[.]." : "<B>[.]!</B>"
|
||||
|
||||
/datum/wound/proc/get_scanner_description(mob/user)
|
||||
return "Type: [name]\nSeverity: [severity_text()]\nDescription: [desc]\nRecommended Treatment: [treat_text]"
|
||||
|
||||
+82
-115
@@ -1,4 +1,3 @@
|
||||
|
||||
/*
|
||||
Bones
|
||||
*/
|
||||
@@ -7,12 +6,10 @@
|
||||
/*
|
||||
Base definition
|
||||
*/
|
||||
/datum/wound/brute/bone
|
||||
sound_effect = 'sound/effects/crack1.ogg'
|
||||
wound_type = WOUND_LIST_BONE
|
||||
|
||||
/// The item we're currently splinted with, if there is one
|
||||
var/obj/item/stack/splinted
|
||||
/datum/wound/blunt
|
||||
sound_effect = 'sound/effects/wounds/crack1.ogg'
|
||||
wound_type = WOUND_BLUNT
|
||||
wound_flags = (BONE_WOUND | ACCEPTS_GAUZE)
|
||||
|
||||
/// Have we been taped?
|
||||
var/taped
|
||||
@@ -31,12 +28,12 @@
|
||||
/// How long do we wait +/- 20% for the next trauma?
|
||||
var/trauma_cycle_cooldown
|
||||
/// If this is a chest wound and this is set, we have this chance to cough up blood when hit in the chest
|
||||
var/chance_internal_bleeding = 0
|
||||
var/internal_bleeding_chance = 0
|
||||
|
||||
/*
|
||||
Overwriting of base procs
|
||||
*/
|
||||
/datum/wound/brute/bone/wound_injury(datum/wound/old_wound = null)
|
||||
/datum/wound/blunt/wound_injury(datum/wound/old_wound = null)
|
||||
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group)
|
||||
processes = TRUE
|
||||
active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
|
||||
@@ -53,14 +50,14 @@
|
||||
|
||||
update_inefficiencies()
|
||||
|
||||
/datum/wound/brute/bone/remove_wound(ignore_limb, replaced)
|
||||
/datum/wound/blunt/remove_wound(ignore_limb, replaced)
|
||||
limp_slowdown = 0
|
||||
QDEL_NULL(active_trauma)
|
||||
if(victim)
|
||||
UnregisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK)
|
||||
return ..()
|
||||
|
||||
/datum/wound/brute/bone/handle_process()
|
||||
/datum/wound/blunt/handle_process()
|
||||
. = ..()
|
||||
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group && world.time > next_trauma_cycle)
|
||||
if(active_trauma)
|
||||
@@ -86,7 +83,7 @@
|
||||
remove_wound()
|
||||
|
||||
/// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so
|
||||
/datum/wound/brute/bone/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
|
||||
/datum/wound/blunt/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
|
||||
if(victim.get_active_hand() != limb || victim.a_intent == INTENT_HELP || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE)
|
||||
return
|
||||
|
||||
@@ -104,61 +101,54 @@
|
||||
limb.receive_damage(brute=rand(3,7))
|
||||
return COMPONENT_NO_ATTACK_HAND
|
||||
|
||||
/datum/wound/brute/bone/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
||||
if(!victim)
|
||||
/datum/wound/blunt/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
||||
if(!victim || wounding_dmg < WOUND_MINIMUM_DAMAGE)
|
||||
return
|
||||
if(ishuman(victim))
|
||||
var/mob/living/carbon/human/human_victim = victim
|
||||
if(NOBLOOD in human_victim.dna?.species.species_traits)
|
||||
return
|
||||
|
||||
if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(chance_internal_bleeding + wounding_dmg))
|
||||
if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
|
||||
var/blood_bled = rand(1, wounding_dmg * (severity == WOUND_SEVERITY_CRITICAL ? 2 : 1.5)) // 12 brute toolbox can cause up to 18/24 bleeding with a severe/critical chest wound
|
||||
switch(blood_bled)
|
||||
if(1 to 6)
|
||||
victim.bleed(blood_bled, TRUE)
|
||||
if(7 to 13)
|
||||
victim.visible_message("<span class='danger'>[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.</span>", "<span class='danger'>You cough up a bit of blood from the blow to your chest.</span>")
|
||||
victim.visible_message("<span class='smalldanger'>[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.</span>", "<span class='danger'>You cough up a bit of blood from the blow to your chest.</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
victim.bleed(blood_bled, TRUE)
|
||||
if(14 to 19)
|
||||
victim.visible_message("<span class='danger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>")
|
||||
victim.visible_message("<span class='smalldanger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
||||
victim.bleed(blood_bled)
|
||||
if(20 to INFINITY)
|
||||
victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>")
|
||||
victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
victim.bleed(blood_bled)
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
||||
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
|
||||
|
||||
if(!(wounding_type in list(WOUND_SHARP, WOUND_BURN)) || !splinted || wound_bonus == CANT_WOUND)
|
||||
return
|
||||
|
||||
splinted.take_damage(wounding_dmg, damage_type = (wounding_type == WOUND_SHARP ? BRUTE : BURN), sound_effect = FALSE)
|
||||
if(QDELETED(splinted))
|
||||
var/destroyed_verb = (wounding_type == WOUND_SHARP ? "torn" : "burned")
|
||||
victim.visible_message("<span class='danger'>The splint securing [victim]'s [limb.name] is [destroyed_verb] away!</span>", "<span class='danger'><b>The splint securing your [limb.name] is [destroyed_verb] away!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
splinted = null
|
||||
treat_priority = TRUE
|
||||
update_inefficiencies()
|
||||
|
||||
|
||||
/datum/wound/brute/bone/get_examine_description(mob/user)
|
||||
if(!splinted && !gelled && !taped)
|
||||
/datum/wound/blunt/get_examine_description(mob/user)
|
||||
if(!limb.current_gauze && !gelled && !taped)
|
||||
return ..()
|
||||
|
||||
var/msg = ""
|
||||
if(!splinted)
|
||||
msg = "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc]"
|
||||
var/list/msg = list()
|
||||
if(!limb.current_gauze)
|
||||
msg += "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
|
||||
else
|
||||
var/splint_condition = ""
|
||||
var/sling_condition = ""
|
||||
// how much life we have left in these bandages
|
||||
switch(splinted.obj_integrity / splinted.max_integrity * 100)
|
||||
switch(limb.current_gauze.obj_integrity / limb.current_gauze.max_integrity * 100)
|
||||
if(0 to 25)
|
||||
splint_condition = "just barely "
|
||||
sling_condition = "just barely "
|
||||
if(25 to 50)
|
||||
splint_condition = "loosely "
|
||||
sling_condition = "loosely "
|
||||
if(50 to 75)
|
||||
splint_condition = "mostly "
|
||||
sling_condition = "mostly "
|
||||
if(75 to INFINITY)
|
||||
splint_condition = "tightly "
|
||||
sling_condition = "tightly "
|
||||
|
||||
msg = "<B>[victim.p_their(TRUE)] [limb.name] is [splint_condition] fastened in a splint of [splinted.name]</B>"
|
||||
msg += "[victim.p_their(TRUE)] [limb.name] is [sling_condition] fastened in a sling of [limb.current_gauze.name]"
|
||||
|
||||
if(taped)
|
||||
msg += ", <span class='notice'>and appears to be reforming itself under some surgical tape!</span>"
|
||||
@@ -166,58 +156,35 @@
|
||||
msg += ", <span class='notice'>with fizzing flecks of blue bone gel sparking off the bone!</span>"
|
||||
else
|
||||
msg += "!"
|
||||
return "[msg]</B>"
|
||||
return "<B>[msg.Join()]</B>"
|
||||
|
||||
/*
|
||||
New common procs for /datum/wound/brute/bone/
|
||||
New common procs for /datum/wound/blunt/
|
||||
*/
|
||||
|
||||
/datum/wound/brute/bone/proc/update_inefficiencies()
|
||||
/datum/wound/blunt/proc/update_inefficiencies()
|
||||
if(limb.body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
|
||||
if(splinted)
|
||||
limp_slowdown = initial(limp_slowdown) * splinted.splint_factor
|
||||
if(limb.current_gauze)
|
||||
limp_slowdown = initial(limp_slowdown) * limb.current_gauze.splint_factor
|
||||
else
|
||||
limp_slowdown = initial(limp_slowdown)
|
||||
victim.apply_status_effect(STATUS_EFFECT_LIMP)
|
||||
else if(limb.body_zone in list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
|
||||
if(splinted)
|
||||
interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * splinted.splint_factor)
|
||||
if(limb.current_gauze)
|
||||
interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * limb.current_gauze.splint_factor)
|
||||
else
|
||||
interaction_efficiency_penalty = interaction_efficiency_penalty
|
||||
|
||||
if(initial(disabling) && splinted)
|
||||
disabling = FALSE
|
||||
else if(initial(disabling))
|
||||
disabling = TRUE
|
||||
if(initial(disabling))
|
||||
disabling = !limb.current_gauze
|
||||
|
||||
limb.update_wounds()
|
||||
|
||||
/*
|
||||
BEWARE OF REDUNDANCY AHEAD THAT I MUST PARE DOWN
|
||||
*/
|
||||
|
||||
/datum/wound/brute/bone/proc/splint(obj/item/stack/I, mob/user)
|
||||
if(splinted && splinted.splint_factor >= I.splint_factor)
|
||||
to_chat(user, "<span class='warning'>The splint already on [user == victim ? "your" : "[victim]'s"] [limb.name] is better than you can do with [I].</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='danger'>[user] begins splinting [victim]'s [limb.name] with [I].</span>", "<span class='warning'>You begin splinting [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
|
||||
if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] finishes splinting [victim]'s [limb.name]!</span>", "<span class='green'>You finish splinting [user == victim ? "your" : "[victim]'s"] [limb.name]!</span>")
|
||||
treat_priority = FALSE
|
||||
splinted = new I.type(limb)
|
||||
splinted.amount = 1
|
||||
I.use(1)
|
||||
update_inefficiencies()
|
||||
|
||||
/*
|
||||
Moderate (Joint Dislocation)
|
||||
*/
|
||||
|
||||
/datum/wound/brute/bone/moderate
|
||||
/datum/wound/blunt/moderate
|
||||
name = "Joint Dislocation"
|
||||
desc = "Patient's bone has been unset from socket, causing pain and reduced motor function."
|
||||
treat_text = "Recommended application of bonesetter to affected limb, though manual relocation by applying an aggressive grab to the patient and helpfully interacting with afflicted limb may suffice."
|
||||
@@ -226,19 +193,20 @@
|
||||
severity = WOUND_SEVERITY_MODERATE
|
||||
viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
|
||||
interaction_efficiency_penalty = 1.5
|
||||
limp_slowdown = 3
|
||||
threshold_minimum = 35
|
||||
limp_slowdown = 1.5
|
||||
threshold_minimum = 45
|
||||
threshold_penalty = 15
|
||||
treatable_tool = TOOL_BONESET
|
||||
status_effect_type = /datum/status_effect/wound/bone/moderate
|
||||
scarring_descriptions = list("light discoloring", "a slight blue tint")
|
||||
wound_flags = (BONE_WOUND)
|
||||
status_effect_type = /datum/status_effect/wound/blunt/moderate
|
||||
scar_keyword = "bluntmoderate"
|
||||
|
||||
/datum/wound/brute/bone/moderate/crush()
|
||||
/datum/wound/blunt/moderate/crush()
|
||||
if(prob(33))
|
||||
victim.visible_message("<span class='danger'>[victim]'s dislocated [limb.name] pops back into place!</span>", "<span class='userdanger'>Your dislocated [limb.name] pops back into place! Ow!</span>")
|
||||
remove_wound()
|
||||
|
||||
/datum/wound/brute/bone/moderate/try_handling(mob/living/carbon/human/user)
|
||||
/datum/wound/blunt/moderate/try_handling(mob/living/carbon/human/user)
|
||||
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
|
||||
return FALSE
|
||||
|
||||
@@ -256,7 +224,7 @@
|
||||
return TRUE
|
||||
|
||||
/// If someone is snapping our dislocated joint back into place by hand with an aggro grab and help intent
|
||||
/datum/wound/brute/bone/moderate/proc/chiropractice(mob/living/carbon/human/user)
|
||||
/datum/wound/blunt/moderate/proc/chiropractice(mob/living/carbon/human/user)
|
||||
var/time = base_treat_time
|
||||
|
||||
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
@@ -275,7 +243,7 @@
|
||||
chiropractice(user)
|
||||
|
||||
/// If someone is snapping our dislocated joint into a fracture by hand with an aggro grab and harm or disarm intent
|
||||
/datum/wound/brute/bone/moderate/proc/malpractice(mob/living/carbon/human/user)
|
||||
/datum/wound/blunt/moderate/proc/malpractice(mob/living/carbon/human/user)
|
||||
var/time = base_treat_time
|
||||
|
||||
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
@@ -293,7 +261,7 @@
|
||||
malpractice(user)
|
||||
|
||||
|
||||
/datum/wound/brute/bone/moderate/treat(obj/item/I, mob/user)
|
||||
/datum/wound/blunt/moderate/treat(obj/item/I, mob/user)
|
||||
if(victim == user)
|
||||
victim.visible_message("<span class='danger'>[user] begins resetting [victim.p_their()] [limb.name] with [I].</span>", "<span class='warning'>You begin resetting your [limb.name] with [I]...</span>")
|
||||
else
|
||||
@@ -317,56 +285,57 @@
|
||||
Severe (Hairline Fracture)
|
||||
*/
|
||||
|
||||
/datum/wound/brute/bone/severe
|
||||
/datum/wound/blunt/severe
|
||||
name = "Hairline Fracture"
|
||||
desc = "Patient's bone has suffered a crack in the foundation, causing serious pain and reduced limb functionality."
|
||||
treat_text = "Recommended light surgical application of bone gel, though splinting will prevent worsening situation."
|
||||
examine_desc = "appears bruised and grotesquely swollen"
|
||||
|
||||
treat_text = "Recommended light surgical application of bone gel, though a sling of medical gauze will prevent worsening situation."
|
||||
examine_desc = "appears grotesquely swollen, its attachment weakened"
|
||||
occur_text = "sprays chips of bone and develops a nasty looking bruise"
|
||||
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
interaction_efficiency_penalty = 2
|
||||
limp_slowdown = 6
|
||||
threshold_minimum = 60
|
||||
limp_slowdown = 4
|
||||
threshold_minimum = 70
|
||||
threshold_penalty = 30
|
||||
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel)
|
||||
status_effect_type = /datum/status_effect/wound/bone/severe
|
||||
treat_priority = TRUE
|
||||
scarring_descriptions = list("a faded, fist-sized bruise", "a vaguely triangular peel scar")
|
||||
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
|
||||
status_effect_type = /datum/status_effect/wound/blunt/severe
|
||||
scar_keyword = "bluntsevere"
|
||||
brain_trauma_group = BRAIN_TRAUMA_MILD
|
||||
trauma_cycle_cooldown = 1.5 MINUTES
|
||||
chance_internal_bleeding = 40
|
||||
internal_bleeding_chance = 40
|
||||
wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
|
||||
|
||||
/datum/wound/brute/bone/critical
|
||||
/datum/wound/blunt/critical
|
||||
name = "Compound Fracture"
|
||||
desc = "Patient's bones have suffered multiple gruesome fractures, causing significant pain and near uselessness of limb."
|
||||
treat_text = "Immediate binding of affected limb, followed by surgical intervention ASAP."
|
||||
examine_desc = "has a cracked bone sticking out of it"
|
||||
examine_desc = "is mangled and pulped, seemingly held together by tissue alone"
|
||||
occur_text = "cracks apart, exposing broken bones to open air"
|
||||
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
interaction_efficiency_penalty = 4
|
||||
limp_slowdown = 9
|
||||
sound_effect = 'sound/effects/crack2.ogg'
|
||||
threshold_minimum = 115
|
||||
limp_slowdown = 6
|
||||
sound_effect = 'sound/effects/wounds/crack2.ogg'
|
||||
threshold_minimum = 125
|
||||
threshold_penalty = 50
|
||||
disabling = TRUE
|
||||
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel)
|
||||
status_effect_type = /datum/status_effect/wound/bone/critical
|
||||
treat_priority = TRUE
|
||||
scarring_descriptions = list("a section of janky skin lines and badly healed scars", "a large patch of uneven skin tone", "a cluster of calluses")
|
||||
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
|
||||
status_effect_type = /datum/status_effect/wound/blunt/critical
|
||||
scar_keyword = "bluntcritical"
|
||||
brain_trauma_group = BRAIN_TRAUMA_SEVERE
|
||||
trauma_cycle_cooldown = 2.5 MINUTES
|
||||
chance_internal_bleeding = 60
|
||||
internal_bleeding_chance = 60
|
||||
wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
|
||||
|
||||
// doesn't make much sense for "a" bone to stick out of your head
|
||||
/datum/wound/brute/bone/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited)
|
||||
/datum/wound/blunt/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited)
|
||||
if(L.body_zone == BODY_ZONE_HEAD)
|
||||
occur_text = "splits open, exposing a bare, cracked skull through the flesh and blood"
|
||||
examine_desc = "has an unsettling indent, with bits of skull poking out"
|
||||
. = ..()
|
||||
|
||||
/// if someone is using bone gel on our wound
|
||||
/datum/wound/brute/bone/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
|
||||
/datum/wound/blunt/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
|
||||
if(gelled)
|
||||
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!</span>")
|
||||
return
|
||||
@@ -385,12 +354,12 @@
|
||||
var/painkiller_bonus = 0
|
||||
if(victim.drunkenness)
|
||||
painkiller_bonus += 5
|
||||
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/morphine))
|
||||
if(victim.reagents?.has_reagent(/datum/reagent/medicine/morphine))
|
||||
painkiller_bonus += 10
|
||||
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/determination))
|
||||
if(victim.reagents?.has_reagent(/datum/reagent/determination))
|
||||
painkiller_bonus += 5
|
||||
|
||||
if(prob(25 + (20 * (severity - 2)) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers
|
||||
if(prob(25 + (20 * severity - 2) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers
|
||||
victim.visible_message("<span class='danger'>[victim] fails to finish applying [I] to [victim.p_their()] [limb.name], passing out from the pain!</span>", "<span class='notice'>You black out from the pain of applying [I] to your [limb.name] before you can finish!</span>")
|
||||
victim.AdjustUnconscious(5 SECONDS)
|
||||
return
|
||||
@@ -401,7 +370,7 @@
|
||||
gelled = TRUE
|
||||
|
||||
/// if someone is using surgical tape on our wound
|
||||
/datum/wound/brute/bone/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
|
||||
/datum/wound/blunt/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
|
||||
if(!gelled)
|
||||
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] must be coated with bone gel to perform this emergency operation!</span>")
|
||||
return
|
||||
@@ -426,15 +395,13 @@
|
||||
taped = TRUE
|
||||
processes = TRUE
|
||||
|
||||
/datum/wound/brute/bone/treat(obj/item/I, mob/user)
|
||||
/datum/wound/blunt/treat(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/stack/medical/bone_gel))
|
||||
gel(I, user)
|
||||
else if(istype(I, /obj/item/stack/sticky_tape/surgical))
|
||||
tape(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/gauze))
|
||||
splint(I, user)
|
||||
|
||||
/datum/wound/brute/bone/get_scanner_description(mob/user)
|
||||
/datum/wound/blunt/get_scanner_description(mob/user)
|
||||
. = ..()
|
||||
|
||||
. += "<div class='ml-3'>"
|
||||
@@ -444,7 +411,7 @@
|
||||
else if(!taped)
|
||||
. += "<span class='notice'>Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow.</span>\n"
|
||||
else
|
||||
. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round((regen_points_current*100)/regen_points_needed,0.1)]% regenerated.</span>\n"
|
||||
. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round(regen_points_current*100/regen_points_needed)]% regenerated.</span>\n"
|
||||
|
||||
if(limb.body_zone == BODY_ZONE_HEAD)
|
||||
. += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired."
|
||||
|
||||
+42
-69
@@ -1,14 +1,14 @@
|
||||
|
||||
|
||||
|
||||
// TODO: well, a lot really, but specifically I want to add potential fusing of clothing/equipment on the affected area, and limb infections, though those may go in body part code
|
||||
/datum/wound/burn
|
||||
a_or_from = "from"
|
||||
wound_type = WOUND_LIST_BURN
|
||||
wound_type = WOUND_BURN
|
||||
processes = TRUE
|
||||
sound_effect = 'sound/effects/sizzle1.ogg'
|
||||
sound_effect = 'sound/effects/wounds/sizzle1.ogg'
|
||||
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
|
||||
|
||||
treatable_by = list(/obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon
|
||||
treatable_by = list(/obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon
|
||||
|
||||
// Flesh damage vars
|
||||
/// How much damage to our flesh we currently have. Once both this and infestation reach 0, the wound is considered healed
|
||||
@@ -27,8 +27,6 @@
|
||||
/// Once we reach infestation beyond WOUND_INFESTATION_SEPSIS, we get this many warnings before the limb is completely paralyzed (you'd have to ignore a really bad burn for a really long time for this to happen)
|
||||
var/strikes_to_lose_limb = 3
|
||||
|
||||
/// The current bandage we have for this wound (maybe move bandages to the limb?)
|
||||
var/obj/item/stack/current_bandage
|
||||
|
||||
/datum/wound/burn/handle_process()
|
||||
. = ..()
|
||||
@@ -47,15 +45,11 @@
|
||||
sanitization += 0.3
|
||||
flesh_healing += 0.5
|
||||
|
||||
if(current_bandage)
|
||||
current_bandage.absorption_capacity -= WOUND_BURN_SANITIZATION_RATE
|
||||
if(current_bandage.absorption_capacity <= 0)
|
||||
victim.visible_message("<span class='danger'>Pus soaks through \the [current_bandage] on [victim]'s [limb.name].</span>", "<span class='warning'>Pus soaks through \the [current_bandage] on your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
QDEL_NULL(current_bandage)
|
||||
treat_priority = TRUE
|
||||
if(limb.current_gauze)
|
||||
limb.seep_gauze(WOUND_BURN_SANITIZATION_RATE)
|
||||
|
||||
if(flesh_healing > 0)
|
||||
var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1)
|
||||
var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1)
|
||||
flesh_damage = max(0, flesh_damage - 1)
|
||||
flesh_healing = max(0, flesh_healing - bandage_factor) // good bandages multiply the length of flesh healing
|
||||
|
||||
@@ -67,7 +61,7 @@
|
||||
|
||||
// sanitization is checked after the clearing check but before the rest, because we freeze the effects of infection while we have sanitization
|
||||
if(sanitization > 0)
|
||||
var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1)
|
||||
var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1)
|
||||
infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE)
|
||||
sanitization = max(0, sanitization - (WOUND_BURN_SANITIZATION_RATE * bandage_factor))
|
||||
return
|
||||
@@ -122,10 +116,10 @@
|
||||
if(strikes_to_lose_limb <= 0)
|
||||
return "<span class='deadsay'><B>[victim.p_their(TRUE)] [limb.name] is completely dead and unrecognizable as organic.</B></span>"
|
||||
|
||||
var/condition = ""
|
||||
if(current_bandage)
|
||||
var/list/condition = list("[victim.p_their(TRUE)] [limb.name] [examine_desc]")
|
||||
if(limb.current_gauze)
|
||||
var/bandage_condition
|
||||
switch(current_bandage.absorption_capacity)
|
||||
switch(limb.current_gauze.absorption_capacity)
|
||||
if(0 to 1.25)
|
||||
bandage_condition = "nearly ruined "
|
||||
if(1.25 to 2.75)
|
||||
@@ -135,7 +129,7 @@
|
||||
if(4 to INFINITY)
|
||||
bandage_condition = "clean "
|
||||
|
||||
condition += " underneath a dressing of [bandage_condition] [current_bandage.name]"
|
||||
condition += " underneath a dressing of [bandage_condition] [limb.current_gauze.name]"
|
||||
else
|
||||
switch(infestation)
|
||||
if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
|
||||
@@ -149,7 +143,7 @@
|
||||
else
|
||||
condition += "!"
|
||||
|
||||
return "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc][condition]</B>"
|
||||
return "<B>[condition.Join()]</B>"
|
||||
|
||||
/datum/wound/burn/get_scanner_description(mob/user)
|
||||
if(strikes_to_lose_limb == 0)
|
||||
@@ -186,7 +180,7 @@
|
||||
/// if someone is using ointment on our burns
|
||||
/datum/wound/burn/proc/ointment(obj/item/stack/medical/ointment/I, mob/user)
|
||||
user.visible_message("<span class='notice'>[user] begins applying [I] to [victim]'s [limb.name]...</span>", "<span class='notice'>You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
|
||||
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target = victim))
|
||||
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
limb.heal_damage(I.heal_brute, I.heal_burn)
|
||||
@@ -200,36 +194,6 @@
|
||||
else
|
||||
try_treating(I, user)
|
||||
|
||||
/// for use in the burn dressing surgery since we don't want to make them do another do_after obviously
|
||||
/datum/wound/burn/proc/force_bandage(obj/item/stack/medical/gauze/I, mob/user)
|
||||
QDEL_NULL(current_bandage)
|
||||
current_bandage = new I.type(limb)
|
||||
current_bandage.amount = 1
|
||||
treat_priority = FALSE
|
||||
sanitization += I.sanitization
|
||||
I.use(1)
|
||||
|
||||
/// if someone is wrapping gauze on our burns
|
||||
/datum/wound/burn/proc/bandage(obj/item/stack/medical/gauze/I, mob/user)
|
||||
if(current_bandage)
|
||||
if(current_bandage.absorption_capacity > I.absorption_capacity + 1)
|
||||
to_chat(user, "<span class='warning'>The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!</span>")
|
||||
return
|
||||
user.visible_message("<span class='warning'>[user] begins to redress the burns on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin redressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
else
|
||||
user.visible_message("<span class='notice'>[user] begins to dress the burns on [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin dressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
|
||||
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] applies [I] to [victim].</span>", "<span class='green'>You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
|
||||
QDEL_NULL(current_bandage)
|
||||
current_bandage = new I.type(limb)
|
||||
current_bandage.amount = 1
|
||||
treat_priority = FALSE
|
||||
sanitization += I.sanitization
|
||||
I.use(1)
|
||||
|
||||
/// if someone is using mesh on our burns
|
||||
/datum/wound/burn/proc/mesh(obj/item/stack/medical/mesh/I, mob/user)
|
||||
user.visible_message("<span class='notice'>[user] begins wrapping [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin wrapping [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
@@ -249,7 +213,7 @@
|
||||
|
||||
/// Paramedic UV penlights
|
||||
/datum/wound/burn/proc/uv(obj/item/flashlight/pen/paramedic/I, mob/user)
|
||||
if(I.uv_cooldown > world.time)
|
||||
if(!COOLDOWN_FINISHED(I, uv_cooldown))
|
||||
to_chat(user, "<span class='notice'>[I] is still recharging!</span>")
|
||||
return
|
||||
if(infestation <= 0 || infestation < sanitization)
|
||||
@@ -258,20 +222,29 @@
|
||||
|
||||
user.visible_message("<span class='notice'>[user] flashes the burns on [victim]'s [limb] with [I].</span>", "<span class='notice'>You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
sanitization += I.uv_power
|
||||
I.uv_cooldown = world.time + I.uv_cooldown_length
|
||||
COOLDOWN_START(I, uv_cooldown, I.uv_cooldown_length)
|
||||
|
||||
/datum/wound/burn/treat(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/stack/medical/gauze))
|
||||
bandage(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/ointment))
|
||||
if(istype(I, /obj/item/stack/medical/ointment))
|
||||
ointment(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/mesh))
|
||||
mesh(I, user)
|
||||
else if(istype(I, /obj/item/flashlight/pen/paramedic))
|
||||
uv(I, user)
|
||||
|
||||
/// basic support for instabitaluri/synthflesh healing flesh damage, more chem support in the future
|
||||
/datum/wound/burn/proc/regenerate_flesh(amount)
|
||||
// people complained about burns not healing on stasis beds, so in addition to checking if it's cured, they also get the special ability to very slowly heal on stasis beds if they have the healing effects stored
|
||||
/datum/wound/burn/on_stasis()
|
||||
. = ..()
|
||||
if(flesh_healing > 0)
|
||||
flesh_damage = max(0, flesh_damage - 0.2)
|
||||
if((flesh_damage <= 0) && (infestation <= 1))
|
||||
to_chat(victim, "<span class='green'>The burns on your [limb.name] have cleared up!</span>")
|
||||
qdel(src)
|
||||
return
|
||||
if(sanitization > 0)
|
||||
infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE * 0.2)
|
||||
|
||||
/datum/wound/burn/on_synthflesh(amount)
|
||||
flesh_healing += amount * 0.5 // 20u patch will heal 10 flesh standard
|
||||
|
||||
// we don't even care about first degree burns, straight to second
|
||||
@@ -282,12 +255,12 @@
|
||||
examine_desc = "is badly burned and breaking out in blisters"
|
||||
occur_text = "breaks out with violent red burns"
|
||||
severity = WOUND_SEVERITY_MODERATE
|
||||
damage_mulitplier_penalty = 1.1
|
||||
threshold_minimum = 40
|
||||
damage_mulitplier_penalty = 1.05
|
||||
threshold_minimum = 50
|
||||
threshold_penalty = 30 // burns cause significant decrease in limb integrity compared to other wounds
|
||||
status_effect_type = /datum/status_effect/wound/burn/moderate
|
||||
flesh_damage = 5
|
||||
scarring_descriptions = list("small amoeba-shaped skinmarks", "a faded streak of depressed skin")
|
||||
scar_keyword = "burnmoderate"
|
||||
|
||||
/datum/wound/burn/severe
|
||||
name = "Third Degree Burns"
|
||||
@@ -296,14 +269,14 @@
|
||||
examine_desc = "appears seriously charred, with aggressive red splotches"
|
||||
occur_text = "chars rapidly, exposing ruined tissue and spreading angry red burns"
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
damage_mulitplier_penalty = 1.2
|
||||
threshold_minimum = 80
|
||||
damage_mulitplier_penalty = 1.1
|
||||
threshold_minimum = 90
|
||||
threshold_penalty = 40
|
||||
status_effect_type = /datum/status_effect/wound/burn/severe
|
||||
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
|
||||
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
|
||||
infestation_rate = 0.05 // appx 13 minutes to reach sepsis without any treatment
|
||||
flesh_damage = 12.5
|
||||
scarring_descriptions = list("a large, jagged patch of faded skin", "random spots of shiny, smooth skin", "spots of taut, leathery skin")
|
||||
scar_keyword = "burnsevere"
|
||||
|
||||
/datum/wound/burn/critical
|
||||
name = "Catastrophic Burns"
|
||||
@@ -312,12 +285,12 @@
|
||||
examine_desc = "is a ruined mess of blanched bone, melted fat, and charred tissue"
|
||||
occur_text = "vaporizes as flesh, bone, and fat melt together in a horrifying mess"
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
damage_mulitplier_penalty = 1.3
|
||||
sound_effect = 'sound/effects/sizzle2.ogg'
|
||||
threshold_minimum = 140
|
||||
damage_mulitplier_penalty = 1.15
|
||||
sound_effect = 'sound/effects/wounds/sizzle2.ogg'
|
||||
threshold_minimum = 150
|
||||
threshold_penalty = 80
|
||||
status_effect_type = /datum/status_effect/wound/burn/critical
|
||||
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
|
||||
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
|
||||
infestation_rate = 0.15 // appx 4.33 minutes to reach sepsis without any treatment
|
||||
flesh_damage = 20
|
||||
scarring_descriptions = list("massive, disfiguring keloid scars", "several long streaks of badly discolored and malformed skin", "unmistakeable splotches of dead tissue from serious burns")
|
||||
scar_keyword = "burncritical"
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
/datum/wound/loss
|
||||
name = "Dismembered"
|
||||
desc = "oof ouch!!"
|
||||
|
||||
sound_effect = 'sound/effects/dismember.ogg'
|
||||
severity = WOUND_SEVERITY_LOSS
|
||||
threshold_minimum = 180
|
||||
status_effect_type = null
|
||||
scar_keyword = "dismember"
|
||||
wound_flags = null
|
||||
|
||||
/// Our special proc for our special dismembering, the wounding type only matters for what text we have
|
||||
/datum/wound/loss/proc/apply_dismember(obj/item/bodypart/dismembered_part, wounding_type=WOUND_SLASH)
|
||||
if(!istype(dismembered_part) || !dismembered_part.owner || !(dismembered_part.body_zone in viable_zones) || isalien(dismembered_part.owner) || !dismembered_part.can_dismember())
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
already_scarred = TRUE // so we don't scar a limb we don't have. If I add different levels of amputation desc, do it here
|
||||
|
||||
switch(wounding_type)
|
||||
if(WOUND_BLUNT)
|
||||
occur_text = "is shattered through the last bone holding it together, severing it completely!"
|
||||
if(WOUND_SLASH)
|
||||
occur_text = "is slashed through the last tissue holding it together, severing it completely!"
|
||||
if(WOUND_PIERCE)
|
||||
occur_text = "is pierced through the last tissue holding it together, severing it completely!"
|
||||
if(WOUND_BURN)
|
||||
occur_text = "is completely incinerated, falling to dust!"
|
||||
|
||||
victim = dismembered_part.owner
|
||||
|
||||
var/msg = "<span class='bolddanger'>[victim]'s [dismembered_part.name] [occur_text]!</span>"
|
||||
|
||||
victim.visible_message(msg, "<span class='userdanger'>Your [dismembered_part.name] [occur_text]!</span>")
|
||||
|
||||
limb = dismembered_part
|
||||
severity = WOUND_SEVERITY_LOSS
|
||||
second_wind()
|
||||
log_wound(victim, src)
|
||||
dismembered_part.dismember(wounding_type == WOUND_BURN ? BURN : BRUTE)
|
||||
qdel(src)
|
||||
@@ -0,0 +1,170 @@
|
||||
/*
|
||||
Pierce
|
||||
*/
|
||||
|
||||
/datum/wound/pierce
|
||||
sound_effect = 'sound/weapons/slice.ogg'
|
||||
processes = TRUE
|
||||
wound_type = WOUND_PIERCE
|
||||
treatable_by = list(/obj/item/stack/medical/suture)
|
||||
treatable_tool = TOOL_CAUTERY
|
||||
base_treat_time = 3 SECONDS
|
||||
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
|
||||
|
||||
/// How much blood we start losing when this wound is first applied
|
||||
var/initial_flow
|
||||
/// If gauzed, what percent of the internal bleeding actually clots of the total absorption rate
|
||||
var/gauzed_clot_rate
|
||||
|
||||
/// When hit on this bodypart, we have this chance of losing some blood + the incoming damage
|
||||
var/internal_bleeding_chance
|
||||
/// If we let off blood when hit, the max blood lost is this * the incoming damage
|
||||
var/internal_bleeding_coefficient
|
||||
|
||||
/datum/wound/pierce/wound_injury(datum/wound/old_wound)
|
||||
blood_flow = initial_flow
|
||||
|
||||
/datum/wound/pierce/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
||||
if(victim.stat == DEAD || wounding_dmg < 5)
|
||||
return
|
||||
if(victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
|
||||
if(limb.current_gauze && limb.current_gauze.splint_factor)
|
||||
wounding_dmg *= (1 - limb.current_gauze.splint_factor)
|
||||
var/blood_bled = rand(1, wounding_dmg * internal_bleeding_coefficient) // 12 brute toolbox can cause up to 15/18/21 bloodloss on mod/sev/crit
|
||||
switch(blood_bled)
|
||||
if(1 to 6)
|
||||
victim.bleed(blood_bled, TRUE)
|
||||
if(7 to 13)
|
||||
victim.visible_message("<span class='smalldanger'>Blood droplets fly from the hole in [victim]'s [limb.name].</span>", "<span class='danger'>You cough up a bit of blood from the blow to your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
victim.bleed(blood_bled, TRUE)
|
||||
if(14 to 19)
|
||||
victim.visible_message("<span class='smalldanger'>A small stream of blood spurts from the hole in [victim]'s [limb.name]!</span>", "<span class='danger'>You spit out a string of blood from the blow to your [limb.name]!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
||||
victim.bleed(blood_bled)
|
||||
if(20 to INFINITY)
|
||||
victim.visible_message("<span class='danger'>A spray of blood streams from the gash in [victim]'s [limb.name]!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your [limb.name]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
victim.bleed(blood_bled)
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
||||
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
|
||||
|
||||
/datum/wound/pierce/handle_process()
|
||||
blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)
|
||||
|
||||
if(victim.bodytemperature < (BODYTEMP_NORMAL - 10))
|
||||
blood_flow -= 0.2
|
||||
if(prob(5))
|
||||
to_chat(victim, "<span class='notice'>You feel the [lowertext(name)] in your [limb.name] firming up from the cold!</span>")
|
||||
|
||||
if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin))
|
||||
blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
|
||||
|
||||
if(limb.current_gauze)
|
||||
blood_flow -= limb.current_gauze.absorption_rate * gauzed_clot_rate
|
||||
limb.current_gauze.absorption_capacity -= limb.current_gauze.absorption_rate
|
||||
|
||||
if(blood_flow <= 0)
|
||||
qdel(src)
|
||||
|
||||
/datum/wound/pierce/on_stasis()
|
||||
. = ..()
|
||||
if(blood_flow <= 0)
|
||||
qdel(src)
|
||||
|
||||
/datum/wound/pierce/treat(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/stack/medical/suture))
|
||||
suture(I, user)
|
||||
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
|
||||
tool_cauterize(I, user)
|
||||
|
||||
/datum/wound/pierce/on_xadone(power)
|
||||
. = ..()
|
||||
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
|
||||
|
||||
/datum/wound/pierce/on_synthflesh(power)
|
||||
. = ..()
|
||||
blood_flow -= 0.05 * power // 20u * 0.05 = -1 blood flow, less than with slashes but still good considering smaller bleed rates
|
||||
|
||||
/// If someone is using a suture to close this cut
|
||||
/datum/wound/pierce/proc/suture(obj/item/stack/medical/suture/I, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.4 : 1)
|
||||
user.visible_message("<span class='notice'>[user] begins stitching [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
user.visible_message("<span class='green'>[user] stitches up some of the bleeding on [victim].</span>", "<span class='green'>You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
|
||||
var/blood_sutured = I.stop_bleeding / self_penalty_mult * 0.5
|
||||
blood_flow -= blood_sutured
|
||||
limb.heal_damage(I.heal_brute, I.heal_burn)
|
||||
|
||||
if(blood_flow > 0)
|
||||
try_treating(I, user)
|
||||
else
|
||||
to_chat(user, "<span class='green'>You successfully close the hole in [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
|
||||
|
||||
/// If someone is using either a cautery tool or something with heat to cauterize this pierce
|
||||
/datum/wound/pierce/proc/tool_cauterize(obj/item/I, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.5 : 1)
|
||||
user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='danger'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] cauterizes some of the bleeding on [victim].</span>", "<span class='green'>You cauterize some of the bleeding on [victim].</span>")
|
||||
limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND)
|
||||
if(prob(30))
|
||||
victim.emote("scream")
|
||||
var/blood_cauterized = (0.6 / self_penalty_mult) * 0.5
|
||||
blood_flow -= blood_cauterized
|
||||
|
||||
if(blood_flow > 0)
|
||||
try_treating(I, user)
|
||||
|
||||
/datum/wound/pierce/moderate
|
||||
name = "Minor Breakage"
|
||||
desc = "Patient's skin has been broken open, causing severe bruising and minor internal bleeding in affected area."
|
||||
treat_text = "Treat affected site with bandaging or exposure to extreme cold. In dire cases, brief exposure to vacuum may suffice." // space is cold in ss13, so it's like an ice pack!
|
||||
examine_desc = "has a small, circular hole, gently bleeding"
|
||||
occur_text = "spurts out a thin stream of blood"
|
||||
sound_effect = 'sound/effects/wounds/pierce1.ogg'
|
||||
severity = WOUND_SEVERITY_MODERATE
|
||||
initial_flow = 1.5
|
||||
gauzed_clot_rate = 0.8
|
||||
internal_bleeding_chance = 30
|
||||
internal_bleeding_coefficient = 1.25
|
||||
threshold_minimum = 40
|
||||
threshold_penalty = 15
|
||||
status_effect_type = /datum/status_effect/wound/pierce/moderate
|
||||
scar_keyword = "piercemoderate"
|
||||
|
||||
/datum/wound/pierce/severe
|
||||
name = "Open Puncture"
|
||||
desc = "Patient's internal tissue is penetrated, causing sizeable internal bleeding and reduced limb stability."
|
||||
treat_text = "Repair punctures in skin by suture or cautery, extreme cold may also work."
|
||||
examine_desc = "is pierced clear through, with bits of tissue obscuring the open hole"
|
||||
occur_text = "looses a violent spray of blood, revealing a pierced wound"
|
||||
sound_effect = 'sound/effects/wounds/pierce2.ogg'
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
initial_flow = 2.25
|
||||
gauzed_clot_rate = 0.6
|
||||
internal_bleeding_chance = 60
|
||||
internal_bleeding_coefficient = 1.5
|
||||
threshold_minimum = 60
|
||||
threshold_penalty = 25
|
||||
status_effect_type = /datum/status_effect/wound/pierce/severe
|
||||
scar_keyword = "piercesevere"
|
||||
|
||||
/datum/wound/pierce/critical
|
||||
name = "Ruptured Cavity"
|
||||
desc = "Patient's internal tissue and circulatory system is shredded, causing significant internal bleeding and damage to internal organs."
|
||||
treat_text = "Surgical repair of puncture wound, followed by supervised resanguination."
|
||||
examine_desc = "is ripped clear through, barely held together by exposed bone"
|
||||
occur_text = "blasts apart, sending chunks of viscera flying in all directions"
|
||||
sound_effect = 'sound/effects/wounds/pierce3.ogg'
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
initial_flow = 3
|
||||
gauzed_clot_rate = 0.4
|
||||
internal_bleeding_chance = 80
|
||||
internal_bleeding_coefficient = 1.75
|
||||
threshold_minimum = 110
|
||||
threshold_penalty = 40
|
||||
status_effect_type = /datum/status_effect/wound/pierce/critical
|
||||
scar_keyword = "piercecritical"
|
||||
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
|
||||
@@ -1,17 +1,16 @@
|
||||
|
||||
/*
|
||||
Cuts
|
||||
*/
|
||||
|
||||
/datum/wound/brute/cut
|
||||
/datum/wound/slash
|
||||
sound_effect = 'sound/weapons/slice.ogg'
|
||||
processes = TRUE
|
||||
wound_type = WOUND_LIST_CUT
|
||||
treatable_by = list(/obj/item/stack/medical/suture, /obj/item/stack/medical/gauze)
|
||||
wound_type = WOUND_SLASH
|
||||
treatable_by = list(/obj/item/stack/medical/suture)
|
||||
treatable_by_grabbed = list(/obj/item/gun/energy/laser)
|
||||
treatable_tool = TOOL_CAUTERY
|
||||
treat_priority = TRUE
|
||||
base_treat_time = 3 SECONDS
|
||||
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
|
||||
|
||||
/// How much blood we start losing when this wound is first applied
|
||||
var/initial_flow
|
||||
@@ -27,75 +26,82 @@
|
||||
var/max_per_type
|
||||
/// The maximum flow we've had so far
|
||||
var/highest_flow
|
||||
/// How much flow we've already cauterized
|
||||
var/cauterized
|
||||
/// How much flow we've already sutured
|
||||
var/sutured
|
||||
|
||||
/// The current bandage we have for this wound (maybe move bandages to the limb?)
|
||||
var/obj/item/stack/current_bandage
|
||||
/// A bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate))
|
||||
var/datum/scar/highest_scar
|
||||
|
||||
/datum/wound/brute/cut/wound_injury(datum/wound/brute/cut/old_wound = null)
|
||||
/datum/wound/slash/wound_injury(datum/wound/slash/old_wound = null)
|
||||
blood_flow = initial_flow
|
||||
if(old_wound)
|
||||
blood_flow = max(old_wound.blood_flow, initial_flow)
|
||||
if(old_wound.severity > severity && old_wound.highest_scar)
|
||||
highest_scar = old_wound.highest_scar
|
||||
old_wound.highest_scar = null
|
||||
if(old_wound.current_bandage)
|
||||
current_bandage = old_wound.current_bandage
|
||||
old_wound.current_bandage = null
|
||||
|
||||
if(!highest_scar)
|
||||
highest_scar = new
|
||||
highest_scar.generate(limb, src, add_to_scars=FALSE)
|
||||
|
||||
/datum/wound/brute/cut/remove_wound(ignore_limb, replaced)
|
||||
/datum/wound/slash/remove_wound(ignore_limb, replaced)
|
||||
if(!replaced && highest_scar)
|
||||
already_scarred = TRUE
|
||||
highest_scar.lazy_attach(limb)
|
||||
return ..()
|
||||
|
||||
/datum/wound/brute/cut/get_examine_description(mob/user)
|
||||
if(!current_bandage)
|
||||
/datum/wound/slash/get_examine_description(mob/user)
|
||||
if(!limb.current_gauze)
|
||||
return ..()
|
||||
|
||||
var/bandage_condition = ""
|
||||
var/list/msg = list("The cuts on [victim.p_their()] [limb.name] are wrapped with")
|
||||
// how much life we have left in these bandages
|
||||
switch(current_bandage.absorption_capacity)
|
||||
switch(limb.current_gauze.absorption_capacity)
|
||||
if(0 to 1.25)
|
||||
bandage_condition = "nearly ruined "
|
||||
msg += "nearly ruined "
|
||||
if(1.25 to 2.75)
|
||||
bandage_condition = "badly worn "
|
||||
msg += "badly worn "
|
||||
if(2.75 to 4)
|
||||
bandage_condition = "slightly bloodied "
|
||||
msg += "slightly bloodied "
|
||||
if(4 to INFINITY)
|
||||
bandage_condition = "clean "
|
||||
return "<B>The cuts on [victim.p_their()] [limb.name] are wrapped with [bandage_condition] [current_bandage.name]!</B>"
|
||||
msg += "clean "
|
||||
msg += "[limb.current_gauze.name]!"
|
||||
|
||||
/datum/wound/brute/cut/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
||||
if(victim.stat != DEAD && wounding_type == WOUND_SHARP) // can't stab dead bodies to make it bleed faster this way
|
||||
return "<B>[msg.Join()]</B>"
|
||||
|
||||
/datum/wound/slash/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
||||
if(victim.stat != DEAD && wounding_type == WOUND_SLASH) // can't stab dead bodies to make it bleed faster this way
|
||||
blood_flow += 0.05 * wounding_dmg
|
||||
|
||||
/datum/wound/brute/cut/handle_process()
|
||||
blood_flow = min(blood_flow, WOUND_CUT_MAX_BLOODFLOW)
|
||||
/datum/wound/slash/drag_bleed_amount()
|
||||
// say we have 3 severe cuts with 3 blood flow each, pretty reasonable
|
||||
// compare with being at 100 brute damage before, where you bled (brute/100 * 2), = 2 blood per tile
|
||||
var/bleed_amt = min(blood_flow * 0.1, 1) // 3 * 3 * 0.1 = 0.9 blood total, less than before! the share here is .3 blood of course.
|
||||
|
||||
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/toxin/heparin))
|
||||
if(limb.current_gauze) // gauze stops all bleeding from dragging on this limb, but wears the gauze out quicker
|
||||
limb.seep_gauze(bleed_amt * 0.33)
|
||||
return
|
||||
|
||||
return bleed_amt
|
||||
|
||||
/datum/wound/slash/handle_process()
|
||||
if(victim.stat == DEAD)
|
||||
blood_flow -= max(clot_rate, WOUND_SLASH_DEAD_CLOT_MIN)
|
||||
if(blood_flow < minimum_flow)
|
||||
if(demotes_to)
|
||||
replace_wound(demotes_to)
|
||||
return
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)
|
||||
|
||||
if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin))
|
||||
blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
|
||||
else if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/coagulant))
|
||||
blood_flow -= 0.25
|
||||
|
||||
if(current_bandage)
|
||||
if(limb.current_gauze)
|
||||
if(clot_rate > 0)
|
||||
blood_flow -= clot_rate
|
||||
blood_flow -= current_bandage.absorption_rate
|
||||
current_bandage.absorption_capacity -= current_bandage.absorption_rate
|
||||
if(current_bandage.absorption_capacity < 0)
|
||||
victim.visible_message("<span class='danger'>Blood soaks through \the [current_bandage] on [victim]'s [limb.name].</span>", "<span class='warning'>Blood soaks through \the [current_bandage] on your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
QDEL_NULL(current_bandage)
|
||||
treat_priority = TRUE
|
||||
blood_flow -= limb.current_gauze.absorption_rate
|
||||
limb.seep_gauze(limb.current_gauze.absorption_rate)
|
||||
else
|
||||
blood_flow -= clot_rate
|
||||
|
||||
@@ -109,41 +115,57 @@
|
||||
to_chat(victim, "<span class='green'>The cut on your [limb.name] has stopped bleeding!</span>")
|
||||
qdel(src)
|
||||
|
||||
|
||||
/datum/wound/slash/on_stasis()
|
||||
if(blood_flow >= minimum_flow)
|
||||
return
|
||||
if(demotes_to)
|
||||
replace_wound(demotes_to)
|
||||
return
|
||||
qdel(src)
|
||||
|
||||
/* BEWARE, THE BELOW NONSENSE IS MADNESS. bones.dm looks more like what I have in mind and is sufficiently clean, don't pay attention to this messiness */
|
||||
|
||||
/datum/wound/brute/cut/check_grab_treatments(obj/item/I, mob/user)
|
||||
/datum/wound/slash/check_grab_treatments(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/gun/energy/laser))
|
||||
return TRUE
|
||||
|
||||
/datum/wound/brute/cut/treat(obj/item/I, mob/user)
|
||||
/datum/wound/slash/treat(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/gun/energy/laser))
|
||||
las_cauterize(I, user)
|
||||
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
|
||||
tool_cauterize(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/gauze))
|
||||
bandage(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/suture))
|
||||
suture(I, user)
|
||||
|
||||
/datum/wound/brute/cut/try_handling(mob/living/carbon/human/user)
|
||||
/datum/wound/slash/try_handling(mob/living/carbon/human/user)
|
||||
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
|
||||
return FALSE
|
||||
|
||||
if(!iscatperson(user))
|
||||
return FALSE
|
||||
|
||||
if(!(user.client?.prefs.vore_flags & LICKABLE))
|
||||
return FALSE
|
||||
|
||||
lick_wounds(user)
|
||||
return TRUE
|
||||
|
||||
/// if a felinid is licking this cut to reduce bleeding
|
||||
/datum/wound/brute/cut/proc/lick_wounds(mob/living/carbon/human/user)
|
||||
/datum/wound/slash/proc/lick_wounds(mob/living/carbon/human/user)
|
||||
if(INTERACTING_WITH(user, victim))
|
||||
to_chat(user, "<span class='warning'>You're already interacting with [victim]!</span>")
|
||||
return
|
||||
|
||||
if(user.is_mouth_covered())
|
||||
to_chat(user, "<span class='warning'>Your mouth is covered, you can't lick [victim]'s wounds!</span>")
|
||||
return
|
||||
|
||||
if(!user.getorganslot(ORGAN_SLOT_TONGUE))
|
||||
to_chat(user, "<span class='warning'>You can't lick wounds without a tongue!</span>") // f in chat
|
||||
return
|
||||
|
||||
// transmission is one way patient -> felinid since google said cat saliva is antiseptic or whatever, and also because felinids are already risking getting beaten for this even without people suspecting they're spreading a deathvirus
|
||||
for(var/datum/disease/D in victim.diseases)
|
||||
user.ForceContractDisease(D)
|
||||
|
||||
user.visible_message("<span class='notice'>[user] begins licking the wounds on [victim]'s [limb.name].</span>", "<span class='notice'>You begin licking the wounds on [victim]'s [limb.name]...</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='notice'>[user] begins to lick the wounds on your [limb.name].</span")
|
||||
if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
@@ -163,12 +185,16 @@
|
||||
else if(demotes_to)
|
||||
to_chat(user, "<span class='green'>You successfully lower the severity of [victim]'s cuts.</span>")
|
||||
|
||||
/datum/wound/brute/cut/on_xadone(power)
|
||||
/datum/wound/slash/on_xadone(power)
|
||||
. = ..()
|
||||
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
|
||||
|
||||
/datum/wound/slash/on_synthflesh(power)
|
||||
. = ..()
|
||||
blood_flow -= 0.075 * power // 20u * 0.075 = -1.5 blood flow, pretty good for how little effort it is
|
||||
|
||||
/// If someone's putting a laser gun up to our cut to cauterize it
|
||||
/datum/wound/brute/cut/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
|
||||
/datum/wound/slash/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.25 : 1)
|
||||
user.visible_message("<span class='warning'>[user] begins aiming [lasgun] directly at [victim]'s [limb.name]...</span>", "<span class='userdanger'>You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
@@ -180,11 +206,10 @@
|
||||
return
|
||||
victim.emote("scream")
|
||||
blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good
|
||||
cauterized += damage / (5 * self_penalty_mult)
|
||||
victim.visible_message("<span class='warning'>The cuts on [victim]'s [limb.name] scar over!</span>")
|
||||
|
||||
/// If someone is using either a cautery tool or something with heat to cauterize this cut
|
||||
/datum/wound/brute/cut/proc/tool_cauterize(obj/item/I, mob/user)
|
||||
/datum/wound/slash/proc/tool_cauterize(obj/item/I, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.5 : 1)
|
||||
user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='danger'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
@@ -196,7 +221,6 @@
|
||||
victim.emote("scream")
|
||||
var/blood_cauterized = (0.6 / self_penalty_mult)
|
||||
blood_flow -= blood_cauterized
|
||||
cauterized += blood_cauterized
|
||||
|
||||
if(blood_flow > minimum_flow)
|
||||
try_treating(I, user)
|
||||
@@ -204,15 +228,15 @@
|
||||
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
|
||||
|
||||
/// If someone is using a suture to close this cut
|
||||
/datum/wound/brute/cut/proc/suture(obj/item/stack/medical/suture/I, mob/user)
|
||||
/datum/wound/slash/proc/suture(obj/item/stack/medical/suture/I, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.4 : 1)
|
||||
user.visible_message("<span class='notice'>[user] begins stitching [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
user.visible_message("<span class='green'>[user] stitches up some of the bleeding on [victim].</span>", "<span class='green'>You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
|
||||
var/blood_sutured = I.stop_bleeding / self_penalty_mult
|
||||
blood_flow -= blood_sutured
|
||||
sutured += blood_sutured
|
||||
limb.heal_damage(I.heal_brute, I.heal_burn)
|
||||
|
||||
if(blood_flow > minimum_flow)
|
||||
@@ -220,95 +244,57 @@
|
||||
else if(demotes_to)
|
||||
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
|
||||
|
||||
/// If someone is using gauze on this cut
|
||||
/datum/wound/brute/cut/proc/bandage(obj/item/stack/I, mob/user)
|
||||
if(current_bandage)
|
||||
if(current_bandage.absorption_capacity > I.absorption_capacity + 1)
|
||||
to_chat(user, "<span class='warning'>The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!</span>")
|
||||
return
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] begins rewrapping the cuts on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin rewrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] begins wrapping the cuts on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin wrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] applies [I] to [victim]'s [limb.name].</span>", "<span class='green'>You bandage some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
|
||||
QDEL_NULL(current_bandage)
|
||||
current_bandage = new I.type(limb)
|
||||
current_bandage.amount = 1
|
||||
treat_priority = FALSE
|
||||
I.use(1)
|
||||
|
||||
|
||||
/datum/wound/brute/cut/moderate
|
||||
/datum/wound/slash/moderate
|
||||
name = "Rough Abrasion"
|
||||
desc = "Patient's skin has been badly scraped, generating moderate blood loss."
|
||||
treat_text = "Application of clean bandages or first-aid grade sutures, followed by food and rest."
|
||||
examine_desc = "has an open cut"
|
||||
occur_text = "is cut open, slowly leaking blood"
|
||||
sound_effect = 'sound/effects/blood1.ogg'
|
||||
sound_effect = 'sound/effects/wounds/blood1.ogg'
|
||||
severity = WOUND_SEVERITY_MODERATE
|
||||
initial_flow = 2
|
||||
minimum_flow = 0.5
|
||||
initial_flow = 1.5
|
||||
minimum_flow = 0.375
|
||||
max_per_type = 3
|
||||
clot_rate = 0.15
|
||||
threshold_minimum = 20
|
||||
clot_rate = 0.12
|
||||
threshold_minimum = 30
|
||||
threshold_penalty = 10
|
||||
status_effect_type = /datum/status_effect/wound/cut/moderate
|
||||
scarring_descriptions = list("light, faded lines", "minor cut marks", "a small faded slit", "a series of small scars")
|
||||
status_effect_type = /datum/status_effect/wound/slash/moderate
|
||||
scar_keyword = "slashmoderate"
|
||||
|
||||
/datum/wound/brute/cut/severe
|
||||
/datum/wound/slash/severe
|
||||
name = "Open Laceration"
|
||||
desc = "Patient's skin is ripped clean open, allowing significant blood loss."
|
||||
treat_text = "Speedy application of first-aid grade sutures and clean bandages, followed by vitals monitoring to ensure recovery."
|
||||
examine_desc = "has a severe cut"
|
||||
occur_text = "is ripped open, veins spurting blood"
|
||||
sound_effect = 'sound/effects/blood2.ogg'
|
||||
sound_effect = 'sound/effects/wounds/blood2.ogg'
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
initial_flow = 3.25
|
||||
minimum_flow = 2.75
|
||||
initial_flow = 2.4375
|
||||
minimum_flow = 2.0625
|
||||
clot_rate = 0.07
|
||||
max_per_type = 4
|
||||
threshold_minimum = 50
|
||||
threshold_minimum = 60
|
||||
threshold_penalty = 25
|
||||
demotes_to = /datum/wound/brute/cut/moderate
|
||||
status_effect_type = /datum/status_effect/wound/cut/severe
|
||||
scarring_descriptions = list("a twisted line of faded gashes", "a gnarled sickle-shaped slice scar", "a long-faded puncture wound")
|
||||
demotes_to = /datum/wound/slash/moderate
|
||||
status_effect_type = /datum/status_effect/wound/slash/severe
|
||||
scar_keyword = "slashsevere"
|
||||
|
||||
/datum/wound/brute/cut/critical
|
||||
/datum/wound/slash/critical
|
||||
name = "Weeping Avulsion"
|
||||
desc = "Patient's skin is completely torn open, along with significant loss of tissue. Extreme blood loss will lead to quick death without intervention."
|
||||
treat_text = "Immediate bandaging and either suturing or cauterization, followed by supervised resanguination."
|
||||
examine_desc = "is spurting blood at an alarming rate"
|
||||
examine_desc = "is carved down to the bone, spraying blood wildly"
|
||||
occur_text = "is torn open, spraying blood wildly"
|
||||
sound_effect = 'sound/effects/blood3.ogg'
|
||||
sound_effect = 'sound/effects/wounds/blood3.ogg'
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
initial_flow = 4.25
|
||||
minimum_flow = 4
|
||||
initial_flow = 3.1875
|
||||
minimum_flow = 3
|
||||
clot_rate = -0.05 // critical cuts actively get worse instead of better
|
||||
max_per_type = 5
|
||||
threshold_minimum = 80
|
||||
threshold_minimum = 90
|
||||
threshold_penalty = 40
|
||||
demotes_to = /datum/wound/brute/cut/severe
|
||||
status_effect_type = /datum/status_effect/wound/cut/critical
|
||||
scarring_descriptions = list("a winding path of very badly healed scar tissue", "a series of peaks and valleys along a gruesome line of cut scar tissue", "a grotesque snake of indentations and stitching scars")
|
||||
|
||||
// TODO: see about moving dismemberment over to this, i'll have to add judging dismembering power/wound potential wrt item size i guess
|
||||
/datum/wound/brute/cut/loss
|
||||
name = "Dismembered"
|
||||
desc = "oof ouch!!"
|
||||
occur_text = "is violently dismembered!"
|
||||
sound_effect = 'sound/effects/dismember.ogg'
|
||||
viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
|
||||
severity = WOUND_SEVERITY_LOSS
|
||||
threshold_minimum = 180
|
||||
status_effect_type = null
|
||||
|
||||
/datum/wound/brute/cut/loss/apply_wound(obj/item/bodypart/L, silent, datum/wound/brute/cut/old_wound, smited = FALSE)
|
||||
if(!L.dismemberable)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
L.dismember()
|
||||
qdel(src)
|
||||
demotes_to = /datum/wound/slash/severe
|
||||
status_effect_type = /datum/status_effect/wound/slash/critical
|
||||
scar_keyword = "slashcritical"
|
||||
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
|
||||
Reference in New Issue
Block a user