Photosynthesis element. (#12394)

* Photosynthesis element.

* element yaketi sax.

* Ok, let's just use SSobj which has 20 wait instead of 10.
This commit is contained in:
Ghom
2020-06-03 00:23:09 +02:00
committed by GitHub
parent a41f40503d
commit ea763df326
7 changed files with 105 additions and 46 deletions

View File

@@ -25,7 +25,7 @@
var/mob/living/owner = parent
if(owner.stat != DEAD)
START_PROCESSING(SSdcs, src)
START_PROCESSING(SSobj, src)
RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/add_event)
RegisterSignal(parent, COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
@@ -40,12 +40,12 @@
hud.show_hud(hud.hud_version)
/datum/component/mood/Destroy()
STOP_PROCESSING(SSdcs, src)
STOP_PROCESSING(SSobj, src)
unmodify_hud()
return ..()
/datum/component/mood/proc/stop_processing()
STOP_PROCESSING(SSdcs, src)
STOP_PROCESSING(SSobj, src)
/datum/component/mood/proc/print_mood(mob/user)
var/msg = "<span class='info'>*---------*\n<EM>Your current mood</EM>\n"
@@ -138,7 +138,7 @@
else
screen_obj.icon_state = "mood[mood_level]"
/datum/component/mood/process() //Called on SSdcs process
/datum/component/mood/process() //Called on SSobj process
if(QDELETED(parent)) // workaround to an obnoxious sneaky periodical runtime.
qdel(src)
return
@@ -345,7 +345,7 @@
///Called when parent is revived.
/datum/component/mood/proc/on_revive(datum/source, full_heal)
START_PROCESSING(SSdcs, src)
START_PROCESSING(SSobj, src)
if(!full_heal)
return
remove_temp_moods()

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@@ -4,7 +4,7 @@
var/list/user_by_item = list()
/datum/element/earhealing/New()
START_PROCESSING(SSdcs, src)
START_PROCESSING(SSobj, src)
/datum/element/earhealing/Attach(datum/target)
. = ..()

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@@ -0,0 +1,81 @@
/datum/element/photosynthesis
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
id_arg_index = 2
///how much brute damage (or integrity, for objects) is healed (taken if positive) at maximum luminosity. (if lum_minus were 0)
var/light_bruteheal = -1
///how much burn damage is restored/taken at maximum luminosity. Mobs only.
var/light_burnheal = -1
///how much tox damage is restored/taken at maximum luminosity. Mobs only.
var/light_toxheal = -1
///how much oxy damage is restored/taken at maximum luminosity. Mobs only.
var/light_oxyheal = -1
///how nutrition recovery/expenses factor, not affected by bonus_lum and malus_lum. Mobs only.
var/light_nutrition_gain = 4
///A value subtracted to the lum count, which allows targets to wilt or heal in the darkness.
var/lum_minus = 0.5
///the minimum lum count over which where the target damage is adjusted.
var/bonus_lum = 0.2
///the maximum lum count under which the target damage is inversely adjusted.
var/malus_lum = 0
///List of atoms this element is attached to. Doubles as a multiplier if the same element is attached multiple times to a target multiple times.
var/list/attached_atoms
/datum/element/photosynthesis/Attach(datum/target, brute = -1, burn = -1, tox = -1, oxy = -1, nutri = 4, minus = 0.5, bonus = 0.2, malus = 0)
. = ..()
if(. == ELEMENT_INCOMPATIBLE || !(isliving(target) || (isobj(target) && light_bruteheal)))
return ELEMENT_INCOMPATIBLE
light_bruteheal = brute
light_burnheal = burn
light_toxheal = tox
light_oxyheal = oxy
light_nutrition_gain = nutri
lum_minus = minus
bonus_lum = bonus
malus_lum = malus
if(!attached_atoms)
attached_atoms = list()
START_PROCESSING(SSobj, src)
attached_atoms[target]++
/datum/element/photosynthesis/Detach(datum/target)
attached_atoms[target]--
if(!attached_atoms[target])
attached_atoms -= target
if(!length(attached_atoms))
STOP_PROCESSING(SSobj, src)
attached_atoms = null
return ..()
/datum/element/photosynthesis/process()
for(var/A in attached_atoms)
var/atom/movable/AM = A
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
if(isturf(AM.loc)) //else, there's considered to be no light
var/turf/T = AM.loc
light_amount = (T.get_lumcount() - lum_minus)
if(isliving(AM))
var/mob/living/L = AM
if(L.stat == DEAD)
continue
if(light_nutrition_gain)
L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_FULL)
if(light_amount > bonus_lum || light_amount < malus_lum)
var/mult = ((light_amount > bonus_lum) ? 1 : -1) * attached_atoms[AM]
if(light_bruteheal)
L.adjustBruteLoss(light_bruteheal * mult)
if(light_burnheal)
L.adjustFireLoss(light_burnheal * mult)
if(light_toxheal)
L.adjustToxLoss(light_toxheal * mult)
if(light_oxyheal)
L.adjustOxyLoss(light_oxyheal * mult)
else if(light_amount > bonus_lum || light_amount < malus_lum)
var/obj/O = AM
var/damage = light_bruteheal * ((light_amount > bonus_lum) ? 1 : -1) * attached_atoms[AM]
if(damage < 0 && O.obj_integrity < O.max_integrity)
O.obj_integrity = min(O.obj_integrity + damage, O.max_integrity) //Till we get a obj heal proc...
else
O.take_damage(damage, BRUTE, FALSE, FALSE, null, 100)

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@@ -280,25 +280,15 @@
. = ..()
C.faction |= "plants"
C.faction |= "vines"
C.AddElement(/datum/element/photosynthesis)
/datum/species/golem/wood/on_species_loss(mob/living/carbon/C)
. = ..()
C.faction -= "plants"
C.faction -= "vines"
C.RemoveElement(/datum/element/photosynthesis)
/datum/species/golem/wood/spec_life(mob/living/carbon/human/H)
if(H.stat == DEAD)
return
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
if(isturf(H.loc)) //else, there's considered to be no light
var/turf/T = H.loc
light_amount = min(1,T.get_lumcount()) - 0.5
H.adjust_nutrition(light_amount * 4, NUTRITION_LEVEL_FULL)
if(light_amount > 0.2) //if there's enough light, heal
H.heal_overall_damage(1,1)
H.adjustToxLoss(-1)
H.adjustOxyLoss(-1)
if(H.nutrition < NUTRITION_LEVEL_STARVING + 50)
H.take_overall_damage(2,0)

View File

@@ -14,34 +14,24 @@
liked_food = VEGETABLES | FRUIT | GRAIN
species_language_holder = /datum/language_holder/sylvan
var/light_nutrition_gain_factor = 4
var/light_toxheal = 1
var/light_oxyheal = 1
var/light_burnheal = 1
var/light_bruteheal = 1
var/light_toxheal = -1
var/light_oxyheal = -1
var/light_burnheal = -1
var/light_bruteheal = -1
/datum/species/pod/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
C.faction |= "plants"
C.faction |= "vines"
C.AddElement(/datum/element/photosynthesis, light_bruteheal, light_burnheal, light_toxheal, light_oxyheal, light_nutrition_gain_factor)
/datum/species/pod/on_species_loss(mob/living/carbon/C)
. = ..()
C.faction -= "plants"
C.faction -= "vines"
C.RemoveElement(/datum/element/photosynthesis, light_bruteheal, light_burnheal, light_toxheal, light_oxyheal, light_nutrition_gain_factor)
/datum/species/pod/spec_life(mob/living/carbon/human/H)
if(H.stat == DEAD)
return
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
if(isturf(H.loc)) //else, there's considered to be no light
var/turf/T = H.loc
light_amount = min(1,T.get_lumcount()) - 0.5
H.adjust_nutrition(light_amount * light_nutrition_gain_factor, NUTRITION_LEVEL_FULL)
if(light_amount > 0.2) //if there's enough light, heal
H.heal_overall_damage(light_bruteheal, light_burnheal)
H.adjustToxLoss(-light_toxheal)
H.adjustOxyLoss(-light_oxyheal)
if(H.nutrition < NUTRITION_LEVEL_STARVING + 50)
H.take_overall_damage(2,0)
@@ -77,9 +67,9 @@
mutant_bodyparts = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "mam_body_markings" = "Husky", "taur" = "None", "legs" = "Normal Legs")
limbs_id = "pod"
light_nutrition_gain_factor = 3
light_bruteheal = 0.2
light_burnheal = 0.2
light_toxheal = 0.7
light_bruteheal = -0.2
light_burnheal = -0.2
light_toxheal = -0.7
/datum/species/pod/pseudo_weak/spec_death(gibbed, mob/living/carbon/human/H)
if(H)

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@@ -15,16 +15,13 @@
dangerous_existence = 1
mutanteyes = /obj/item/organ/eyes/night_vision
/datum/species/shadow/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
C.AddElement(/datum/element/photosynthesis, 1, 1, 0, 0, 0, 0, SHADOW_SPECIES_LIGHT_THRESHOLD, SHADOW_SPECIES_LIGHT_THRESHOLD)
/datum/species/shadow/spec_life(mob/living/carbon/human/H)
var/turf/T = H.loc
if(istype(T))
var/light_amount = T.get_lumcount()
if(light_amount > SHADOW_SPECIES_LIGHT_THRESHOLD) //if there's enough light, start dying
H.take_overall_damage(1,1)
else if (light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD) //heal in the dark
H.heal_overall_damage(1,1)
/datum/species/shadow/on_species_loss(mob/living/carbon/C)
. = ..()
C.RemoveElement(/datum/element/photosynthesis, 1, 1, 0, 0, 0, 0, SHADOW_SPECIES_LIGHT_THRESHOLD, SHADOW_SPECIES_LIGHT_THRESHOLD)
/datum/species/shadow/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])

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@@ -537,6 +537,7 @@
#include "code\datums\elements\forced_gravity.dm"
#include "code\datums\elements\ghost_role_eligibility.dm"
#include "code\datums\elements\mob_holder.dm"
#include "code\datums\elements\photosynthesis.dm"
#include "code\datums\elements\polychromic.dm"
#include "code\datums\elements\scavenging.dm"
#include "code\datums\elements\snail_crawl.dm"