Merge pull request #15696 from timothyteakettle/fix-slimes
fixes slimes blood processing (see pr description)
This commit is contained in:
@@ -39,56 +39,57 @@
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return
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if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_HUSK))) //cryosleep or husked people do not pump the blood.
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if(integrating_blood > 0)
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var/blood_integrated = max(integrating_blood - 1, 0)
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var/blood_diff = integrating_blood - blood_integrated
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integrating_blood = blood_integrated
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if(blood_volume < BLOOD_VOLUME_MAXIMUM)
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blood_volume += blood_diff
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if(blood_volume < BLOOD_VOLUME_NORMAL)
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var/nutrition_ratio = 0
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if(!HAS_TRAIT(src, TRAIT_NOHUNGER))
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switch(nutrition)
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if(0 to NUTRITION_LEVEL_STARVING)
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nutrition_ratio = 0.2
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if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
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nutrition_ratio = 0.4
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if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
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nutrition_ratio = 0.6
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if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
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nutrition_ratio = 0.8
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else
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nutrition_ratio = 1
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if(satiety > 80)
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nutrition_ratio *= 1.25
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adjust_nutrition(-nutrition_ratio * HUNGER_FACTOR)
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blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio)
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if(dna.species.handle_blood()) // if this returns TRUE, then the species is not handling blood itself and we can control everything
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if(integrating_blood > 0)
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var/blood_integrated = max(integrating_blood - 1, 0)
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var/blood_diff = integrating_blood - blood_integrated
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integrating_blood = blood_integrated
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if(blood_volume < BLOOD_VOLUME_MAXIMUM)
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blood_volume += blood_diff
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if(blood_volume < BLOOD_VOLUME_NORMAL)
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var/nutrition_ratio = 0
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if(!HAS_TRAIT(src, TRAIT_NOHUNGER))
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switch(nutrition)
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if(0 to NUTRITION_LEVEL_STARVING)
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nutrition_ratio = 0.2
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if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
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nutrition_ratio = 0.4
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if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
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nutrition_ratio = 0.6
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if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
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nutrition_ratio = 0.8
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else
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nutrition_ratio = 1
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if(satiety > 80)
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nutrition_ratio *= 1.25
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adjust_nutrition(-nutrition_ratio * HUNGER_FACTOR)
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blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio)
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//Effects of bloodloss
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if(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM)) //Synths are immune to direct consequences of bloodloss, instead suffering penalties to heat exchange.
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var/word = pick("dizzy","woozy","faint")
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var/blood_effect_volume = blood_volume + integrating_blood
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switch(blood_effect_volume)
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if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS)
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if(prob(10))
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to_chat(src, "<span class='warning'>You feel terribly bloated.</span>")
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if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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if(prob(5))
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to_chat(src, "<span class='warning'>You feel [word].</span>")
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1))
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if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
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if(prob(5))
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blur_eyes(6)
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to_chat(src, "<span class='warning'>You feel very [word].</span>")
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if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
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adjustOxyLoss(5)
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if(prob(15))
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Unconscious(rand(20,60))
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to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
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if(-INFINITY to BLOOD_VOLUME_SURVIVE)
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if(!HAS_TRAIT(src, TRAIT_NODEATH))
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death()
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//Effects of bloodloss
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if(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM)) //Synths are immune to direct consequences of bloodloss, instead suffering penalties to heat exchange.
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var/word = pick("dizzy","woozy","faint")
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var/blood_effect_volume = blood_volume + integrating_blood
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switch(blood_effect_volume)
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if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS)
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if(prob(10))
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to_chat(src, "<span class='warning'>You feel terribly bloated.</span>")
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if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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if(prob(5))
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to_chat(src, "<span class='warning'>You feel [word].</span>")
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1))
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if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
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if(prob(5))
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blur_eyes(6)
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to_chat(src, "<span class='warning'>You feel very [word].</span>")
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if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
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adjustOxyLoss(5)
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if(prob(15))
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Unconscious(rand(20,60))
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to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
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if(-INFINITY to BLOOD_VOLUME_SURVIVE)
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if(!HAS_TRAIT(src, TRAIT_NODEATH))
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death()
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var/temp_bleed = 0
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//Bleeding out
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@@ -90,10 +90,12 @@
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/mob/living/carbon/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE, toxins_type = TOX_DEFAULT)
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if(!forced && HAS_TRAIT(src, TRAIT_TOXINLOVER) && toxins_type != TOX_SYSCORRUPT) //damage becomes healing and healing becomes damage
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amount = -amount
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// don't allow toxinlover to push blood levels past BLOOD_VOLUME_MAXIMUM, but also don't set it back down to this if it's higher from something else
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var/blood_cap = blood_volume > BLOOD_VOLUME_MAXIMUM ? blood_volume : BLOOD_VOLUME_MAXIMUM
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if(amount > 0)
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blood_volume -= 3 * amount //5x was too much, this is punishing enough.
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blood_volume = min((blood_volume - (3 * amount)), blood_cap) //5x was too much, this is punishing enough.
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else
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blood_volume -= amount
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blood_volume = min((blood_volume - amount), blood_cap)
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return ..()
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/mob/living/carbon/getStaminaLoss()
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@@ -22,28 +22,24 @@
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return FALSE
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return 0
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/datum/action/innate/ability/limb_regrowth/Activate()
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/datum/action/innate/limb_regrowth/Activate()
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var/mob/living/carbon/human/H = owner
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var/list/limbs_to_heal = H.get_missing_limbs()
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if(limbs_to_heal.len < 1)
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to_chat(H, "<span class='notice'>You feel intact enough as it is.</span>")
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if(!length(limbs_to_heal))
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to_chat(H, span_notice("You feel intact enough as it is."))
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return
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to_chat(H, "<span class='notice'>You focus intently on your missing [limbs_to_heal.len >= 2 ? "limbs" : "limb"]...</span>")
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var/mode = H.get_ability_property(INNATE_ABILITY_LIMB_REGROWTH, PROPERTY_LIMB_REGROWTH_USAGE_TYPE)
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switch(mode)
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if(REGROWTH_USES_BLOOD)
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if(H.blood_volume >= 40*limbs_to_heal.len+(BLOOD_VOLUME_OKAY*H.blood_ratio))
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H.regenerate_limbs()
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H.blood_volume -= 40*limbs_to_heal.len
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to_chat(H, "<span class='notice'>...and after a moment you finish reforming!</span>")
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return
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else if(H.blood_volume >= 40)//We can partially heal some limbs
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while(H.blood_volume >= (BLOOD_VOLUME_OKAY*H.blood_ratio)+40)
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var/healed_limb = pick(limbs_to_heal)
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H.regenerate_limb(healed_limb)
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limbs_to_heal -= healed_limb
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H.blood_volume -= 40
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to_chat(H, "<span class='warning'>...but there is not enough of you to fix everything! You must attain more mass to heal completely!</span>")
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return
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to_chat(H, "<span class='warning'>...but there is not enough of you to go around! You must attain more mass to heal!</span>")
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to_chat(H, span_notice("You focus intently on your missing [length(limbs_to_heal) >= 2 ? "limbs" : "limb"]..."))
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if(H.blood_volume >= 40*length(limbs_to_heal)+BLOOD_VOLUME_OKAY)
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H.regenerate_limbs()
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H.blood_volume -= 40*length(limbs_to_heal)
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to_chat(H, span_notice("...and after a moment you finish reforming!"))
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return
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else if(H.blood_volume >= 40)//We can partially heal some limbs
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while(H.blood_volume >= BLOOD_VOLUME_OKAY+40)
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var/healed_limb = pick(limbs_to_heal)
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H.regenerate_limb(healed_limb)
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limbs_to_heal -= healed_limb
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H.blood_volume -= 40
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to_chat(H, span_warning("...but there is not enough of you to fix everything! You must attain more mass to heal completely!"))
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return
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to_chat(H, span_warning("...but there is not enough of you to go around! You must attain more mass to heal!"))
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@@ -2452,6 +2452,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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return TRUE
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return FALSE
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////////////////
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//Blood Stuff///
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////////////////
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// true = handle blood normally, false = do not (and then handle blood in this proc instead please!!)
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/datum/species/proc/handle_blood()
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return TRUE
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////////////////
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//Tail Wagging//
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////////////////
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@@ -55,38 +55,46 @@
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//update blood color to body color
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exotic_blood_color = "#" + H.dna.features["mcolor"]
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/datum/species/jelly/spec_life(mob/living/carbon/human/H)
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if(H.stat == DEAD || HAS_TRAIT(H, TRAIT_NOMARROW)) //can't farm slime jelly from a dead slime/jelly person indefinitely, and no regeneration for bloodsuckers
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return
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if(!H.blood_volume)
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H.adjust_integration_blood(5)
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H.adjustBruteLoss(5)
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to_chat(H, "<span class='danger'>You feel empty!</span>")
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/datum/species/jelly/handle_blood(mob/living/carbon/human/H, delta_time, times_fired)
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if(H.stat == DEAD) //can't farm slime jelly from a dead slime/jelly person indefinitely
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return TRUE // we dont handle blood when dead
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if(H.blood_volume < (BLOOD_VOLUME_NORMAL * H.blood_ratio))
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if(H.blood_volume <= 0)
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H.blood_volume += 2.5 * delta_time
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H.adjustBruteLoss(2.5 * delta_time)
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to_chat(H, span_danger("You feel empty!"))
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if(H.blood_volume < BLOOD_VOLUME_NORMAL)
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if(H.nutrition >= NUTRITION_LEVEL_STARVING)
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H.adjust_integration_blood(3)
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H.nutrition -= 2.5
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if(H.blood_volume < (BLOOD_VOLUME_OKAY*H.blood_ratio))
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if(prob(5))
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to_chat(H, "<span class='danger'>You feel drained!</span>")
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if(H.blood_volume < (BLOOD_VOLUME_BAD*H.blood_ratio))
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H.blood_volume += 1.5 * delta_time
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H.adjust_nutrition(-1.25 * delta_time)
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if(H.blood_volume < BLOOD_VOLUME_OKAY)
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if(DT_PROB(2.5, delta_time))
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to_chat(H, span_danger("You feel drained!"))
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if(H.blood_volume < BLOOD_VOLUME_BAD)
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Cannibalize_Body(H)
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..()
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var/datum/action/innate/ability/regrowth = H.ability_actions[INNATE_ABILITY_LIMB_REGROWTH]
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if(regrowth)
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regrowth.UpdateButtonIcon()
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return FALSE // to let living/handle_blood know that the species is handling blood instead
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/datum/species/jelly/proc/Cannibalize_Body(mob/living/carbon/human/H)
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var/list/limbs_to_consume = list(BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG) - H.get_missing_limbs()
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var/obj/item/bodypart/consumed_limb
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if(!limbs_to_consume.len)
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if(!length(limbs_to_consume))
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H.losebreath++
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return
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if(H.get_num_legs(FALSE)) //Legs go before arms
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limbs_to_consume -= list(BODY_ZONE_R_ARM, BODY_ZONE_L_ARM)
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consumed_limb = H.get_bodypart(pick(limbs_to_consume))
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consumed_limb.drop_limb()
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to_chat(H, "<span class='userdanger'>Your [consumed_limb] is drawn back into your body, unable to maintain its shape!</span>")
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to_chat(H, span_userdanger("Your [consumed_limb] is drawn back into your body, unable to maintain its shape!"))
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qdel(consumed_limb)
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H.adjust_integration_blood(20)
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H.blood_volume += 20
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////////////////////////////////////////////////////////SLIMEPEOPLE///////////////////////////////////////////////////////////////////
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