fixes burn regen and some tweaks

This commit is contained in:
Artur
2020-04-03 01:52:08 +03:00
parent c5252e242a
commit 67f4319177
3 changed files with 34 additions and 31 deletions
@@ -93,27 +93,25 @@
owner.current.adjustCloneLoss(-0.1 * (actual_regen * 2) * mult, 0)
owner.current.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1 * (actual_regen * 4) * mult)
// No Bleeding
if(ishuman(owner.current)) //NOTE Current bleeding is horrible, not to count the amount of blood ballistics delete.
/*if(ishuman(owner.current)) //NOTE Current bleeding is horrible, not to count the amount of blood ballistics delete.
var/mob/living/carbon/human/H = owner.current
if(H.bleed_rate > 0) //Only heal bleeding if we are actually bleeding
H.bleed_rate =- 0.5 + actual_regen * 0.2 * mult
H.bleed_rate =- 0.5 + actual_regen * 0.2 */
if(iscarbon(owner.current)) // Damage Heal: Do I have damage to ANY bodypart?
var/mob/living/carbon/C = owner.current
var/costMult = 1 // Coffin makes it cheaper
var/fireheal = 0 // BURN: Heal in Coffin while Fakedeath, or when damage above maxhealth (you can never fully heal fire)
var/amInCoffinWhileTorpor = istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_DEATHCOMA)) // Check for mult 0 OR death coma. (mult 0 means we're testing from coffin)
var/amInCoffinWhileTorpor = istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_FAKEDEATH)) // Check for mult 0 OR death coma. (mult 0 means we're testing from coffin)
if(amInCoffinWhileTorpor)
mult *= 4 // Increase multiplier if we're sleeping in a coffin.
fireheal = min(C.getFireLoss(), actual_regen) // NOTE: Burn damage ONLY heals in torpor.
costMult = 0.25
fireheal = min(C.getFireLoss(), regen_rate) // NOTE: Burn damage ONLY heals in torpor.
C.ExtinguishMob()
CureDisabilities() // Extinguish Fire
C.remove_all_embedded_objects() // Remove Embedded!
owner.current.regenerate_organs() // Heal Organs (will respawn original eyes etc. but we replace right away, next)
CheckVampOrgans() // Heart, Eyes
else
if(owner.current.blood_volume <= 0) // No Blood? Lower Mult
mult = 0.25
if(check_limbs(costMult))
return TRUE
// BRUTE: Always Heal
var/bruteheal = min(C.getBruteLoss(), actual_regen)
@@ -131,27 +129,29 @@
//C.heal_overall_damage(bruteheal * mult, fireheal * mult) // REMOVED: We need to FORCE this, because otherwise, vamps won't heal EVER. Swapped to above.
AddBloodVolume((bruteheal * -0.5 + fireheal * -1 + toxinheal * -0.2) / mult * costMult) // Costs blood to heal
return TRUE // Healed! Done for this tick.
if(amInCoffinWhileTorpor) // Limbs? (And I have no other healing)
var/list/missing = owner.current.get_missing_limbs() // Heal Missing
if(missing.len) // Cycle through ALL limbs and regen them!
for (var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
owner.current.regenerate_limb(targetLimbZone, 0) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
var/obj/item/bodypart/L = owner.current.get_bodypart(targetLimbZone) // 2) Limb returns Damaged
AddBloodVolume(50 * costMult) // Costs blood to heal
L.brute_dam = 60
to_chat(owner.current, "<span class='notice'>Your flesh knits as it regrows [L]!</span>")
playsound(owner.current, 'sound/magic/demon_consume.ogg', 50, 1)
// DONE! After regenerating ANY number of limbs, we stop here.
return TRUE
else // REMOVED: For now, let's just leave prosthetics on. Maybe you WANT to be a robovamp. In actuality, robovamps are very bad.
// Remove Prosthetic/False Limb
for(var/obj/item/bodypart/BP in C.bodyparts)
if(istype(BP) && BP.status == 2)
to_chat(owner.current, "<span class='notice'>Your body expels the [BP]!</span>")
BP.drop_limb()
return TRUE
// NOTE: Limbs have a "status", like their hosts "stat". 2 is dead (aka Prosthetic). 1 seems to be idle/alive.*/
return FALSE
/datum/antagonist/bloodsucker/proc/check_limbs(costMult)
var/limb_regen_cost = 50 * costMult
var/mob/living/carbon/C = owner.current
var/list/missing = C.get_missing_limbs()
if(missing.len && C.blood_volume < limb_regen_cost + 5)
return FALSE
for(var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
C.regenerate_limb(targetLimbZone, FALSE) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
C.AddBloodVolume(50)
var/obj/item/bodypart/L = C.get_bodypart(targetLimbZone) // 2) Limb returns Damaged
L.brute_dam = 60
to_chat(C, "<span class='notice'>Your flesh knits as it regrows your [L]!</span>")
playsound(C, 'sound/magic/demon_consume.ogg', 50, TRUE)
return TRUE
/*for(var/obj/item/bodypart/BP in C.bodyparts)
if(!istype(BP) && !BP.status == 2)
return FALSE
to_chat(C, "<span class='notice'>Your body expels the [BP]!</span>")
BP.drop_limb()
return TRUE */
/datum/antagonist/bloodsucker/proc/CureDisabilities()
var/mob/living/carbon/C = owner.current
@@ -5,7 +5,8 @@
var/obj/item/organ/O
// Heart
O = owner.current.getorganslot(ORGAN_SLOT_HEART)
if(!istype(O, /obj/item/organ/heart/vampheart))
if(!istype(O, /obj/item/organ/heart/vampheart) && !istype(O, /obj/item/organ/heart/demon))
qdel(O)
var/obj/item/organ/heart/vampheart/H = new
H.Insert(owner.current)