Porting the BEPIS research machinery. (#12277)
* Initial B.E.P.I.S port. * All nodes but sticky tape are in. Sweet. * Mapping the BEPIS :DDD * ah * deers.
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@@ -137,11 +137,11 @@
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if(cached_Bdamage <= HEALTH_THRESHOLD_DEAD) //Fixing dead brains yeilds a trauma
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if((cached_Bdamage <= HEALTH_THRESHOLD_DEAD) && (brainmob.health > HEALTH_THRESHOLD_DEAD))
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if(prob(80))
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gain_trauma_type(BRAIN_TRAUMA_MILD)
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gain_trauma_type(BRAIN_TRAUMA_MILD, natural_gain = TRUE)
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else if(prob(50))
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gain_trauma_type(BRAIN_TRAUMA_SEVERE)
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gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
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else
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL, natural_gain = TRUE)
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return
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if((organ_flags & ORGAN_FAILING) && O.is_drainable() && O.reagents.has_reagent(/datum/reagent/medicine/mannitol)) //attempt to heal the brain
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@@ -253,16 +253,16 @@
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damage_delta = damage - prev_damage
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if(damage > BRAIN_DAMAGE_MILD)
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if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
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gain_trauma_type(BRAIN_TRAUMA_MILD)
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gain_trauma_type(BRAIN_TRAUMA_MILD, natural_gain = TRUE)
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if(prev_damage <= BRAIN_DAMAGE_MILD && owner)
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var/datum/skill_modifier/S
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ADD_SKILL_MODIFIER_BODY(/datum/skill_modifier/brain_damage, null, owner, S)
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if(damage > BRAIN_DAMAGE_SEVERE)
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if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_SEVERE)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1%
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if(prob(20))
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL, natural_gain = TRUE)
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else
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gain_trauma_type(BRAIN_TRAUMA_SEVERE)
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gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
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if(prev_damage <= BRAIN_DAMAGE_SEVERE && owner)
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var/datum/skill_modifier/S
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ADD_SKILL_MODIFIER_BODY(/datum/skill_modifier/heavy_brain_damage, null, owner, S)
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@@ -308,7 +308,7 @@
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if(istype(BT, brain_trauma_type) && (BT.resilience <= resilience))
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. += BT
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/obj/item/organ/brain/proc/can_gain_trauma(datum/brain_trauma/trauma, resilience)
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/obj/item/organ/brain/proc/can_gain_trauma(datum/brain_trauma/trauma, resilience, natural_gain = FALSE)
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if(!ispath(trauma))
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trauma = trauma.type
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if(!initial(trauma.can_gain))
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@@ -341,7 +341,7 @@
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if(TRAUMA_RESILIENCE_ABSOLUTE)
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max_traumas = TRAUMA_LIMIT_ABSOLUTE
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if(resilience_tier_count >= max_traumas)
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if(natural_gain && resilience_tier_count >= max_traumas)
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return FALSE
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return TRUE
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@@ -381,11 +381,11 @@
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return actual_trauma
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//Add a random trauma of a certain subtype
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/obj/item/organ/brain/proc/gain_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience)
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/obj/item/organ/brain/proc/gain_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience, natural_gain = FALSE)
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var/list/datum/brain_trauma/possible_traumas = list()
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for(var/T in subtypesof(brain_trauma_type))
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var/datum/brain_trauma/BT = T
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if(can_gain_trauma(BT, resilience) && initial(BT.random_gain))
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if(can_gain_trauma(BT, resilience, natural_gain) && initial(BT.random_gain))
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possible_traumas += BT
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if(!LAZYLEN(possible_traumas))
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