Merge branch 'master' into species-are-dumb

This commit is contained in:
Timothy Teakettle
2020-07-23 22:15:10 +01:00
committed by GitHub
248 changed files with 8518 additions and 3509 deletions
@@ -558,12 +558,25 @@
client.prefs.random_character()
client.prefs.real_name = client.prefs.pref_species.random_name(gender,1)
client.prefs.copy_to(H)
var/cur_scar_index = client.prefs.scars_index
if(client.prefs.persistent_scars && client.prefs.scars_list["[cur_scar_index]"])
var/scar_string = client.prefs.scars_list["[cur_scar_index]"]
var/valid_scars = ""
for(var/scar_line in splittext(scar_string, ";"))
if(H.load_scar(scar_line))
valid_scars += "[scar_line];"
client.prefs.scars_list["[cur_scar_index]"] = valid_scars
client.prefs.save_character()
client.prefs.copy_to(H)
H.dna.update_dna_identity()
if(mind)
if(transfer_after)
mind.late_joiner = TRUE
mind.active = 0 //we wish to transfer the key manually
mind.transfer_to(H) //won't transfer key since the mind is not active
mind.original_character = H
H.name = real_name
+38 -41
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@@ -5,16 +5,26 @@
#define EXOTIC_BLEED_MULTIPLIER 4 //Multiplies the actually bled amount by this number for the purposes of turf reaction calculations.
/mob/living/carbon/human/proc/suppress_bloodloss(amount)
if(bleedsuppress)
/mob/living/carbon/monkey/handle_blood()
if(bodytemperature <= TCRYO || (HAS_TRAIT(src, TRAIT_HUSK))) //cryosleep or husked people do not pump the blood.
return
else
bleedsuppress = TRUE
addtimer(CALLBACK(src, .proc/resume_bleeding), amount)
var/temp_bleed = 0
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
temp_bleed += BP.get_bleed_rate()
BP.generic_bleedstacks = max(0, BP.generic_bleedstacks - 1)
bleed(temp_bleed)
//Blood regeneration if there is some space
if(blood_volume < BLOOD_VOLUME_NORMAL)
blood_volume += 0.1 // regenerate blood VERY slowly
if(blood_volume < BLOOD_VOLUME_OKAY)
adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
/mob/living/carbon/human/proc/resume_bleeding()
bleedsuppress = 0
if(stat != DEAD && bleed_rate)
if(stat != DEAD && is_bleeding())
to_chat(src, "<span class='warning'>The blood soaks through your bandage.</span>")
@@ -29,20 +39,13 @@
// Takes care blood loss and regeneration
/mob/living/carbon/human/handle_blood()
if(NOBLOOD in dna.species.species_traits)
bleed_rate = 0
if(NOBLOOD in dna.species.species_traits || bleedsuppress || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
return
if(bleed_rate < 0)
bleed_rate = 0
if(HAS_TRAIT(src, TRAIT_NOMARROW)) //Bloodsuckers don't need to be here.
return
if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood.
if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_HUSK))) //cryosleep or husked people do not pump the blood.
//Blood regeneration if there is some space
if(blood_volume < (BLOOD_VOLUME_NORMAL * blood_ratio) && !HAS_TRAIT(src, TRAIT_NOHUNGER))
if(blood_volume < BLOOD_VOLUME_NORMAL && !HAS_TRAIT(src, TRAIT_NOHUNGER))
var/nutrition_ratio = 0
switch(nutrition)
if(0 to NUTRITION_LEVEL_STARVING)
@@ -55,22 +58,27 @@
nutrition_ratio = 0.8
else
nutrition_ratio = 1
if(HAS_TRAIT(src, TRAIT_HIGH_BLOOD))
nutrition_ratio *= 1.2
if(satiety > 80)
nutrition_ratio *= 1.25
adjust_nutrition(-nutrition_ratio * HUNGER_FACTOR)
blood_volume = min((BLOOD_VOLUME_NORMAL * blood_ratio), blood_volume + 0.5 * nutrition_ratio)
blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio)
//Effects of bloodloss
var/word = pick("dizzy","woozy","faint")
switch(blood_volume * INVERSE(blood_ratio))
switch(blood_volume)
if(BLOOD_VOLUME_EXCESS to BLOOD_VOLUME_MAX_LETHAL)
if(prob(15))
to_chat(src, "<span class='userdanger'>Blood starts to tear your skin apart. You're going to burst!</span>")
gib()
if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS)
if(prob(10))
to_chat(src, "<span class='warning'>You feel terribly bloated.</span>")
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(prob(5))
to_chat(src, "<span class='warning'>You feel [word].</span>")
adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.01, 1))
adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1))
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.02, 1))
adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
if(prob(5))
blur_eyes(6)
to_chat(src, "<span class='warning'>You feel very [word].</span>")
@@ -87,24 +95,11 @@
//Bleeding out
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
var/brutedamage = BP.brute_dam
temp_bleed += BP.get_bleed_rate()
BP.generic_bleedstacks = max(0, BP.generic_bleedstacks - 1)
if(BP.status == BODYPART_ROBOTIC) //for the moment, synth limbs won't bleed, but soon, my pretty.
continue
//We want an accurate reading of .len
listclearnulls(BP.embedded_objects)
for(var/obj/item/embeddies in BP.embedded_objects)
if(!embeddies.isEmbedHarmless())
temp_bleed += 0.5
if(brutedamage >= 20)
temp_bleed += (brutedamage * 0.013)
bleed_rate = max(bleed_rate - 0.5, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases
if(bleed_rate && !bleedsuppress && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
bleed(bleed_rate)
if(temp_bleed)
bleed(temp_bleed)
//Makes a blood drop, leaking amt units of blood from the mob
/mob/living/carbon/proc/bleed(amt)
@@ -128,9 +123,11 @@
/mob/living/proc/restore_blood()
blood_volume = initial(blood_volume)
/mob/living/carbon/human/restore_blood()
/mob/living/carbon/restore_blood()
blood_volume = (BLOOD_VOLUME_NORMAL * blood_ratio)
bleed_rate = 0
for(var/i in bodyparts)
var/obj/item/bodypart/BP = i
BP.generic_bleedstacks = 0
/****************************************************
BLOOD TRANSFERS
+3 -1
View File
@@ -331,6 +331,8 @@
max_traumas = TRAUMA_LIMIT_BASIC
if(TRAUMA_RESILIENCE_SURGERY)
max_traumas = TRAUMA_LIMIT_SURGERY
if(TRAUMA_RESILIENCE_WOUND)
max_traumas = TRAUMA_LIMIT_WOUND
if(TRAUMA_RESILIENCE_LOBOTOMY)
max_traumas = TRAUMA_LIMIT_LOBOTOMY
if(TRAUMA_RESILIENCE_MAGIC)
@@ -389,7 +391,7 @@
return
var/trauma_type = pick(possible_traumas)
gain_trauma(trauma_type, resilience)
return gain_trauma(trauma_type, resilience)
//Cure a random trauma of a certain resilience level
/obj/item/organ/brain/proc/cure_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience = TRAUMA_RESILIENCE_BASIC)
+87 -8
View File
@@ -88,11 +88,32 @@
for(var/datum/surgery/S in surgeries)
if(S.next_step(user,user.a_intent))
return 1
if(!all_wounds || !(user.a_intent == INTENT_HELP || user == src))
return ..()
// The following priority/nonpriority searching is so that if we have two wounds on a limb that use the same item for treatment (gauze can bandage cuts AND splint broken bones),
// we prefer whichever wound is not already treated (ignore the splinted broken bone for the open cut). If there's no priority wounds that this can treat, go through the
// non-priority ones randomly.
var/list/nonpriority_wounds = list()
for(var/datum/wound/W in shuffle(all_wounds))
if(!W.treat_priority)
nonpriority_wounds += W
else if(W.treat_priority && W.try_treating(I, user))
return 1
for(var/datum/wound/W in shuffle(nonpriority_wounds))
if(W.try_treating(I, user))
return 1
return ..()
/mob/living/carbon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
var/hurt = TRUE
var/extra_speed = 0
if(throwingdatum.thrower != src)
extra_speed = min(max(0, throwingdatum.speed - initial(throw_speed)), 3)
if(GetComponent(/datum/component/tackler))
return
if(throwingdatum?.thrower && iscyborg(throwingdatum.thrower))
@@ -102,18 +123,18 @@
if(hit_atom.density && isturf(hit_atom))
if(hurt)
DefaultCombatKnockdown(20)
take_bodypart_damage(10)
take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5)
if(iscarbon(hit_atom) && hit_atom != src)
var/mob/living/carbon/victim = hit_atom
if(victim.movement_type & FLYING)
return
if(hurt)
victim.take_bodypart_damage(10)
take_bodypart_damage(10)
victim.take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5)
take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5)
victim.DefaultCombatKnockdown(20)
DefaultCombatKnockdown(20)
visible_message("<span class='danger'>[src] crashes into [victim], knocking them both over!</span>",\
"<span class='userdanger'>You violently crash into [victim]!</span>")
visible_message("<span class='danger'>[src] crashes into [victim] [extra_speed ? "really hard" : ""], knocking them both over!</span>",\
"<span class='userdanger'>You violently crash into [victim] [extra_speed ? "extra hard" : ""]!</span>")
playsound(src,'sound/weapons/punch1.ogg',50,1)
@@ -153,6 +174,7 @@
if(IS_STAMCRIT(src))
to_chat(src, "<span class='warning'>You're too exhausted.</span>")
return
var/random_turn = a_intent == INTENT_HARM
//END OF CIT CHANGES
@@ -196,12 +218,18 @@
adjustStaminaLossBuffered(I.getweight(src, STAM_COST_THROW_MULT, SKILL_THROW_STAM_COST))
if(thrown_thing)
visible_message("<span class='danger'>[src] has thrown [thrown_thing].</span>")
log_message("has thrown [thrown_thing]", LOG_ATTACK)
var/power_throw = 0
if(HAS_TRAIT(src, TRAIT_HULK))
power_throw++
if(pulling && grab_state >= GRAB_NECK)
power_throw++
visible_message("<span class='danger'>[src] throws [thrown_thing][power_throw ? " really hard!" : "."]</span>", \
"<span class='danger'>You throw [thrown_thing][power_throw ? " really hard!" : "."]</span>")
log_message("has thrown [thrown_thing] [power_throw ? "really hard" : ""]", LOG_ATTACK)
do_attack_animation(target, no_effect = 1)
playsound(loc, 'sound/weapons/punchmiss.ogg', 50, 1, -1)
newtonian_move(get_dir(target, src))
thrown_thing.safe_throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed, src, null, null, null, move_force, random_turn)
thrown_thing.safe_throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed + power_throw, src, null, null, null, move_force, random_turn)
/mob/living/carbon/restrained(ignore_grab)
. = (handcuffed || (!ignore_grab && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE))
@@ -892,6 +920,9 @@
var/datum/disease/D = thing
if(D.severity != DISEASE_SEVERITY_POSITIVE)
D.cure(FALSE)
for(var/thing in all_wounds)
var/datum/wound/W = thing
W.remove_wound()
if(admin_revive)
regenerate_limbs()
regenerate_organs()
@@ -982,6 +1013,10 @@
if(SANITY_NEUTRAL to SANITY_GREAT)
. *= 0.90
for(var/i in status_effects)
var/datum/status_effect/S = i
. *= S.interact_speed_modifier()
/mob/living/carbon/proc/create_internal_organs()
for(var/X in internal_organs)
@@ -1170,3 +1205,47 @@
if(wear_mask)
if(wear_mask.flags_inv & HIDEEYES)
LAZYOR(., SLOT_GLASSES)
// if any of our bodyparts are bleeding
/mob/living/carbon/proc/is_bleeding()
for(var/i in bodyparts)
var/obj/item/bodypart/BP = i
if(BP.get_bleed_rate())
return TRUE
// get our total bleedrate
/mob/living/carbon/proc/get_total_bleed_rate()
var/total_bleed_rate = 0
for(var/i in bodyparts)
var/obj/item/bodypart/BP = i
total_bleed_rate += BP.get_bleed_rate()
return total_bleed_rate
/**
* generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake)
*
* If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_CUT to generate a random cut scar.
*
* Arguments:
* * num_scars- A number for how many scars you want to add
* * forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BONE, WOUND_LIST_CUT, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types
*/
/mob/living/carbon/proc/generate_fake_scars(num_scars, forced_type)
for(var/i in 1 to num_scars)
var/datum/scar/S = new
var/obj/item/bodypart/BP = pick(bodyparts)
var/wound_type
if(forced_type)
if(islist(forced_type))
wound_type = pick(forced_type)
else
wound_type = forced_type
else
wound_type = pick(WOUND_LIST_BONE + WOUND_LIST_CUT + WOUND_LIST_BURN)
var/datum/wound/W = new wound_type
S.generate(BP, W)
S.fake = TRUE
QDEL_NULL(W)
@@ -79,7 +79,7 @@
send_item_attack_message(I, user, affecting.name, totitemdamage)
I.do_stagger_action(src, user, totitemdamage)
if(I.force)
apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
apply_damage(totitemdamage, I.damtype, affecting, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness()) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
var/basebloodychance = affecting.brute_dam + totitemdamage
if(prob(basebloodychance))
@@ -132,6 +132,9 @@
if(S.next_step(user, act_intent))
return TRUE
for(var/datum/wound/W in all_wounds)
if(W.try_handling(user))
return 1
/mob/living/carbon/attack_paw(mob/living/carbon/monkey/M)
@@ -467,3 +470,8 @@
if (BP.status < 2)
amount += BP.burn_dam
return amount
/mob/living/carbon/proc/get_interaction_efficiency(zone)
var/obj/item/bodypart/limb = get_bodypart(zone)
if(!limb)
return
@@ -65,6 +65,11 @@
var/drunkenness = 0 //Overall drunkenness - check handle_alcohol() in life.dm for effects
var/tackling = FALSE //Whether or not we are tackling, this will prevent the knock into effects for carbons
/// All of the wounds a carbon has afflicted throughout their limbs
var/list/all_wounds
/// All of the scars a carbon has afflicted throughout their limbs
var/list/all_scars
/// Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection
var/heat_protection = 0 // No heat protection
/// Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection
@@ -72,3 +77,4 @@
/// Timer id of any transformation
var/transformation_timer
+18 -9
View File
@@ -1,6 +1,6 @@
/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE)
/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
var/hit_percent = (100-blocked)/100
if(!forced && hit_percent <= 0)
@@ -21,13 +21,13 @@
switch(damagetype)
if(BRUTE)
if(BP)
if(damage > 0 ? BP.receive_damage(damage_amount) : BP.heal_damage(abs(damage_amount), 0))
if(BP.receive_damage(damage_amount, 0, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
update_damage_overlays()
else //no bodypart, we deal damage with a more general method.
adjustBruteLoss(damage_amount, forced = forced)
if(BURN)
if(BP)
if(damage > 0 ? BP.receive_damage(0, damage_amount) : BP.heal_damage(0, abs(damage_amount)))
if(BP.receive_damage(0, damage_amount, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
update_damage_overlays()
else
adjustFireLoss(damage_amount, forced = forced)
@@ -202,12 +202,12 @@
//Damages ONE bodypart randomly selected from damagable ones.
//It automatically updates damage overlays if necessary
//It automatically updates health status
/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0)
/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
if(!parts.len)
return
var/obj/item/bodypart/picked = pick(parts)
if(picked.receive_damage(brute, burn, stamina))
if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? "melee" : burn ? "fire" : stamina ? "bullet" : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
update_damage_overlays()
//Heal MANY bodyparts, in random order
@@ -235,12 +235,12 @@
update_damage_overlays()
update_stamina() //CIT CHANGE - makes sure update_stamina() always gets called after a health update
// damage MANY bodyparts, in random order
/mob/living/carbon/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
/// damage MANY bodyparts, in random order
/mob/living/carbon/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status)
if(status_flags & GODMODE)
return //godmode
var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
var/list/obj/item/bodypart/parts = get_damageable_bodyparts(required_status)
var/update = 0
while(parts.len && (brute > 0 || burn > 0 || stamina > 0))
var/obj/item/bodypart/picked = pick(parts)
@@ -253,7 +253,7 @@
var/stamina_was = picked.stamina_dam
update |= picked.receive_damage(brute_per_part, burn_per_part, stamina_per_part, FALSE)
update |= picked.receive_damage(brute_per_part, burn_per_part, stamina_per_part, FALSE, required_status, wound_bonus = CANT_WOUND) // disabling wounds from these for now cuz your entire body snapping cause your heart stopped would suck
brute = round(brute - (picked.brute_dam - brute_was), DAMAGE_PRECISION)
burn = round(burn - (picked.burn_dam - burn_was), DAMAGE_PRECISION)
@@ -265,3 +265,12 @@
if(update)
update_damage_overlays()
update_stamina()
///Returns a list of bodyparts with wounds (in case someone has a wound on an otherwise fully healed limb)
/mob/living/carbon/proc/get_wounded_bodyparts(brute = FALSE, burn = FALSE, stamina = FALSE, status)
var/list/obj/item/bodypart/parts = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(LAZYLEN(BP.wounds))
parts += BP
return parts
+40
View File
@@ -44,6 +44,8 @@
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!</B>\n"
else
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
for(var/datum/wound/W in BP.wounds)
msg += "[W.get_examine_description(user)]\n"
for(var/X in disabled)
var/obj/item/bodypart/BP = X
@@ -99,6 +101,22 @@
if(pulledby && pulledby.grab_state)
msg += "[t_He] [t_is] restrained by [pulledby]'s grip.\n"
var/scar_severity = 0
for(var/i in all_scars)
var/datum/scar/S = i
if(S.is_visible(user))
scar_severity += S.severity
switch(scar_severity)
if(1 to 2)
msg += "<span class='smallnotice'>[t_He] [t_has] visible scarring, you can look again to take a closer look...</span>\n"
if(3 to 4)
msg += "<span class='notice'><i>[t_He] [t_has] several bad scars, you can look again to take a closer look...</i></span>\n"
if(5 to 6)
msg += "<span class='notice'><b><i>[t_He] [t_has] significantly disfiguring scarring, you can look again to take a closer look...</i></b></span>\n"
if(7 to INFINITY)
msg += "<span class='notice'><b><i>[t_He] [t_is] just absolutely fucked up, you can look again to take a closer look...</i></b></span>\n"
if(msg.len)
. += "<span class='warning'>[msg.Join("")]</span>"
@@ -135,3 +153,25 @@
. += "[t_He] look[p_s()] ecstatic."
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, .)
. += "*---------*</span>"
/mob/living/carbon/examine_more(mob/user)
if(!all_scars)
return ..()
var/list/visible_scars
for(var/i in all_scars)
var/datum/scar/S = i
if(S.is_visible(user))
LAZYADD(visible_scars, S)
if(!visible_scars)
return ..()
var/msg = list("<span class='notice'><i>You examine [src] closer, and note the following...</i></span>")
for(var/i in visible_scars)
var/datum/scar/S = i
var/scar_text = S.get_examine_description(user)
if(scar_text)
msg += "[scar_text]"
return msg
@@ -1,5 +1,5 @@
// depending on the species, it will run the corresponding apply_damage code there
/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced, spread_damage, wound_bonus, bare_wound_bonus, sharpness)
/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage)
// depending on the species, it will run the corresponding apply_damage code there
return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced, spread_damage)
+55 -14
View File
@@ -163,16 +163,18 @@
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!</B>\n"
else
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
for(var/datum/wound/W in BP.wounds)
msg += "[W.get_examine_description(user)]\n"
for(var/X in disabled)
var/obj/item/bodypart/BP = X
var/damage_text
if(!(BP.get_damage(include_stamina = FALSE) >= BP.max_damage)) //Stamina is disabling the limb
damage_text = "limp and lifeless"
else
damage_text = (BP.brute_dam >= BP.burn_dam) ? BP.heavy_brute_msg : BP.heavy_burn_msg
msg += "<B>[capitalize(t_his)] [BP.name] is [damage_text]!</B>\n"
if(BP.is_disabled() != BODYPART_DISABLED_WOUND) // skip if it's disabled by a wound (cuz we'll be able to see the bone sticking out!)
if(!(BP.get_damage(include_stamina = FALSE) >= BP.max_damage)) //we don't care if it's stamcritted
damage_text = "limp and lifeless"
else
damage_text = (BP.brute_dam >= BP.burn_dam) ? BP.heavy_brute_msg : BP.heavy_burn_msg
msg += "<B>[capitalize(t_his)] [BP.name] is [damage_text]!</B>\n"
//stores missing limbs
var/l_limbs_missing = 0
var/r_limbs_missing = 0
@@ -246,16 +248,40 @@
if(DISGUST_LEVEL_DISGUSTED to INFINITY)
msg += "[t_He] look[p_s()] extremely disgusted.\n"
if(ShowAsPaleExamine())
msg += "[t_He] [t_has] pale skin.\n"
var/apparent_blood_volume = blood_volume
if(skin_tone == "albino")
apparent_blood_volume -= 150 // enough to knock you down one tier
switch(apparent_blood_volume)
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
msg += "[t_He] [t_has] pale skin.\n"
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
msg += "<b>[t_He] look[p_s()] like pale death.</b>\n"
if(-INFINITY to BLOOD_VOLUME_BAD)
msg += "<span class='deadsay'><b>[t_He] resemble[p_s()] a crushed, empty juice pouch.</b></span>\n"
if(bleedsuppress)
msg += "[t_He] [t_is] bandaged with something.\n"
else if(bleed_rate)
if(bleed_rate >= 8) //8 is the rate at which heparin causes you to bleed
msg += "<b>[t_He] [t_is] bleeding uncontrollably!</b>\n"
else
msg += "<B>[t_He] [t_is] bleeding!</B>\n"
msg += "[t_He] [t_is] embued with a power that defies bleeding.\n" // only statues and highlander sword can cause this so whatever
else if(is_bleeding())
var/list/obj/item/bodypart/bleeding_limbs = list()
for(var/i in bodyparts)
var/obj/item/bodypart/BP = i
if(BP.get_bleed_rate())
bleeding_limbs += BP
var/num_bleeds = LAZYLEN(bleeding_limbs)
var/bleed_text = "<B>[t_He] [t_is] bleeding from [t_his]"
switch(num_bleeds)
if(1 to 2)
bleed_text += " [bleeding_limbs[1].name][num_bleeds == 2 ? " and [bleeding_limbs[2].name]" : ""]"
if(3 to INFINITY)
for(var/i in 1 to (num_bleeds - 1))
var/obj/item/bodypart/BP = bleeding_limbs[i]
bleed_text += " [BP.name],"
bleed_text += " and [bleeding_limbs[num_bleeds].name]"
bleed_text += "!</B>\n"
msg += bleed_text
if(reagents.has_reagent(/datum/reagent/teslium))
msg += "[t_He] [t_is] emitting a gentle blue glow!\n"
@@ -331,6 +357,21 @@
if(digitalcamo)
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n"
var/scar_severity = 0
for(var/i in all_scars)
var/datum/scar/S = i
if(S.is_visible(user))
scar_severity += S.severity
switch(scar_severity)
if(1 to 2)
msg += "<span class='smallnotice'>[t_He] [t_has] visible scarring, you can look again to take a closer look...</span>\n"
if(3 to 4)
msg += "<span class='notice'><i>[t_He] [t_has] several bad scars, you can look again to take a closer look...</i></span>\n"
if(5 to 6)
msg += "<span class='notice'><b><i>[t_He] [t_has] significantly disfiguring scarring, you can look again to take a closer look...</i></b></span>\n"
if(7 to INFINITY)
msg += "<span class='notice'><b><i>[t_He] [t_is] just absolutely fucked up, you can look again to take a closer look...</i></b></span>\n"
if (length(msg))
. += "<span class='warning'>[msg.Join("")]</span>"
@@ -1057,10 +1057,21 @@
remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown)
remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown_flying)
/mob/living/carbon/human/do_after_coefficent()
. = ..()
. *= physiology.do_after_speed
/mob/living/carbon/human/is_bleeding()
if(NOBLOOD in dna.species.species_traits || bleedsuppress)
return FALSE
return ..()
/mob/living/carbon/human/get_total_bleed_rate()
if(NOBLOOD in dna.species.species_traits)
return FALSE
return ..()
/mob/living/carbon/human/species
var/race = null
@@ -34,6 +34,19 @@
protection += physiology.armor.getRating(d_type)
return protection
///Get all the clothing on a specific body part
/mob/living/carbon/human/proc/clothingonpart(obj/item/bodypart/def_zone)
var/list/covering_part = list()
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, back, gloves, shoes, belt, s_store, glasses, ears, wear_id, wear_neck) //Everything but pockets. Pockets are l_store and r_store. (if pockets were allowed, putting something armored, gloves or hats for example, would double up on the armor)
for(var/bp in body_parts)
if(!bp)
continue
if(bp && istype(bp , /obj/item/clothing))
var/obj/item/clothing/C = bp
if(C.body_parts_covered & def_zone.body_part)
covering_part += C
return covering_part
/mob/living/carbon/human/on_hit(obj/item/projectile/P)
if(dna && dna.species)
dna.species.on_hit(P, src)
@@ -93,20 +106,21 @@
return dna.species.spec_attacked_by(I, user, affecting, a_intent, src, attackchain_flags, damage_multiplier)
/mob/living/carbon/human/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
. = ..(user, TRUE)
if(.)
return
var/hulk_verb_continous = "smashes"
var/hulk_verb_simple = "smash"
if(prob(50))
hulk_verb_continous = "pummels"
hulk_verb_simple = "pummel"
playsound(loc, user.dna.species.attack_sound, 25, 1, -1)
visible_message("<span class='danger'>[user] [hulk_verb_continous] [src]!</span>", \
"<span class='userdanger'>[user] [hulk_verb_continous] you!</span>", null, COMBAT_MESSAGE_RANGE, null, user,
"<span class='danger'>You [hulk_verb_simple] [src]!</span>")
adjustBruteLoss(15)
return 1
if(user.a_intent == INTENT_HARM)
. = ..(user, TRUE)
if(.)
return
var/hulk_verb_continous = "smashes"
var/hulk_verb_simple = "smash"
if(prob(50))
hulk_verb_continous = "pummels"
hulk_verb_simple = "pummel"
playsound(loc, user.dna.species.attack_sound, 25, 1, -1)
visible_message("<span class='danger'>[user] [hulk_verb_continous] [src]!</span>", \
"<span class='userdanger'>[user] [hulk_verb_continous] you!</span>", null, COMBAT_MESSAGE_RANGE, null, user,
"<span class='danger'>You [hulk_verb_simple] [src]!</span>")
apply_damage(15, BRUTE, wound_bonus=10)
return 1
/mob/living/carbon/human/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
@@ -216,16 +230,17 @@
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor = run_armor_check(affecting, "melee", armour_penetration = M.armour_penetration)
apply_damage(damage, M.melee_damage_type, affecting, armor)
apply_damage(damage, M.melee_damage_type, affecting, armor, wound_bonus = M.wound_bonus, bare_wound_bonus = M.bare_wound_bonus, sharpness = M.sharpness)
/mob/living/carbon/human/attack_slime(mob/living/simple_animal/slime/M)
. = ..()
if(!.) //unsuccessful slime attack
return
var/damage = rand(5, 25)
var/wound_mod = -45 // 25^1.4=90, 90-45=45
if(M.is_adult)
damage = rand(10, 35)
wound_mod = -90 // 35^1.4=145, 145-90=55
var/dam_zone = dismembering_strike(M, pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(!dam_zone) //Dismemberment successful
@@ -235,7 +250,7 @@
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee")
apply_damage(damage, BRUTE, affecting, armor_block)
apply_damage(damage, BRUTE, affecting, armor_block, wound_bonus=wound_mod)
/mob/living/carbon/human/mech_melee_attack(obj/mecha/M)
if(M.occupant.a_intent == INTENT_HARM)
@@ -613,6 +628,20 @@
no_damage = TRUE
to_send += "\t <span class='[no_damage ? "notice" : "warning"]'>Your [LB.name] [HAS_TRAIT(src, TRAIT_SELF_AWARE) ? "has" : "is"] [status].</span>\n"
for(var/thing in LB.wounds)
var/datum/wound/W = thing
var/msg
switch(W.severity)
if(WOUND_SEVERITY_TRIVIAL)
msg = "\t <span class='danger'>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)].</span>"
if(WOUND_SEVERITY_MODERATE)
msg = "\t <span class='warning'>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!</span>"
if(WOUND_SEVERITY_SEVERE)
msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!</b></span>"
if(WOUND_SEVERITY_CRITICAL)
msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!!</b></span>"
to_chat(src, msg)
for(var/obj/item/I in LB.embedded_objects)
if(I.isEmbedHarmless())
to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] stuck to your [LB.name]!</a>")
@@ -622,8 +651,25 @@
for(var/t in missing)
to_send += "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>\n"
if(bleed_rate)
to_send += "<span class='danger'>You are bleeding!</span>\n"
if(is_bleeding())
var/list/obj/item/bodypart/bleeding_limbs = list()
for(var/i in bodyparts)
var/obj/item/bodypart/BP = i
if(BP.get_bleed_rate())
bleeding_limbs += BP
var/num_bleeds = LAZYLEN(bleeding_limbs)
var/bleed_text = "<span class='danger'>You are bleeding from your"
switch(num_bleeds)
if(1 to 2)
bleed_text += " [bleeding_limbs[1].name][num_bleeds == 2 ? " and [bleeding_limbs[2].name]" : ""]"
if(3 to INFINITY)
for(var/i in 1 to (num_bleeds - 1))
var/obj/item/bodypart/BP = bleeding_limbs[i]
bleed_text += " [BP.name],"
bleed_text += " and [bleeding_limbs[num_bleeds].name]"
bleed_text += "!</span>"
to_chat(src, bleed_text)
if(getStaminaLoss())
if(getStaminaLoss() > 30)
to_send += "<span class='info'>You're completely exhausted.</span>\n"
@@ -716,6 +762,89 @@
..()
/mob/living/carbon/human/check_self_for_injuries()
if(stat == DEAD || stat == UNCONSCIOUS)
return
visible_message("<span class='notice'>[src] examines [p_them()]self.</span>", \
"<span class='notice'>You check yourself for injuries.</span>")
var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
for(var/X in bodyparts)
var/obj/item/bodypart/LB = X
missing -= LB.body_zone
if(LB.is_pseudopart) //don't show injury text for fake bodyparts; ie chainsaw arms or synthetic armblades
continue
var/self_aware = FALSE
if(HAS_TRAIT(src, TRAIT_SELF_AWARE))
self_aware = TRUE
var/limb_max_damage = LB.max_damage
var/status = ""
var/brutedamage = LB.brute_dam
var/burndamage = LB.burn_dam
if(hallucination)
if(prob(30))
brutedamage += rand(30,40)
if(prob(30))
burndamage += rand(30,40)
if(HAS_TRAIT(src, TRAIT_SELF_AWARE))
status = "[brutedamage] brute damage and [burndamage] burn damage"
if(!brutedamage && !burndamage)
status = "no damage"
else
if(brutedamage > 0)
status = LB.light_brute_msg
if(brutedamage > (limb_max_damage*0.4))
status = LB.medium_brute_msg
if(brutedamage > (limb_max_damage*0.8))
status = LB.heavy_brute_msg
if(brutedamage > 0 && burndamage > 0)
status += " and "
if(burndamage > (limb_max_damage*0.8))
status += LB.heavy_burn_msg
else if(burndamage > (limb_max_damage*0.2))
status += LB.medium_burn_msg
else if(burndamage > 0)
status += LB.light_burn_msg
if(status == "")
status = "OK"
var/no_damage
if(status == "OK" || status == "no damage")
no_damage = TRUE
var/isdisabled = " "
if(LB.is_disabled())
isdisabled = " is disabled "
if(no_damage)
isdisabled += " but otherwise "
else
isdisabled += " and "
to_chat(src, "\t <span class='[no_damage ? "notice" : "warning"]'>Your [LB.name][isdisabled][self_aware ? " has " : " is "][status].</span>")
for(var/thing in LB.wounds)
var/datum/wound/W = thing
var/msg
switch(W.severity)
if(WOUND_SEVERITY_TRIVIAL)
msg = "\t <span class='danger'>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)].</span>"
if(WOUND_SEVERITY_MODERATE)
msg = "\t <span class='warning'>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!</span>"
if(WOUND_SEVERITY_SEVERE)
msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!</b></span>"
if(WOUND_SEVERITY_CRITICAL)
msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!!</b></span>"
to_chat(src, msg)
for(var/obj/item/I in LB.embedded_objects)
if(I.isEmbedHarmless())
to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] stuck to your [LB.name]!</a>")
else
to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
/mob/living/carbon/human/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
if(damage_type != BRUTE && damage_type != BURN)
@@ -51,7 +51,6 @@
var/special_voice = "" // For changing our voice. Used by a symptom.
var/bleed_rate = 0 //how much are we bleeding
var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
var/blood_state = BLOOD_STATE_NOT_BLOODY
@@ -151,3 +151,22 @@
if(blood_dna.len)
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
last_blood_DNA = blood_dna[blood_dna.len]*/
/// For use formatting all of the scars this human has for saving for persistent scarring
/mob/living/carbon/human/proc/format_scars()
if(!all_scars)
return
var/scars = ""
for(var/i in all_scars)
var/datum/scar/S = i
scars += "[S.format()];"
return scars
/// Takes a single scar from the persistent scar loader and recreates it from the saved data
/mob/living/carbon/human/proc/load_scar(scar_line)
var/list/scar_data = splittext(scar_line, "|")
if(LAZYLEN(scar_data) != 4)
return // invalid, should delete
var/obj/item/bodypart/BP = get_bodypart("[scar_data[SCAR_SAVE_ZONE]]")
var/datum/scar/S = new
return S.load(BP, scar_data[SCAR_SAVE_DESC], scar_data[SCAR_SAVE_PRECISE_LOCATION], text2num(scar_data[SCAR_SAVE_SEVERITY]))
@@ -73,7 +73,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/datum/outfit/outfit_important_for_life // A path to an outfit that is important for species life e.g. plasmaman outfit
// species-only traits. Can be found in DNA.dm
var/list/species_traits = list()
var/list/species_traits = list(CAN_SCAR) //by default they can scar unless set to something else
// generic traits tied to having the species
var/list/inherent_traits = list()
var/inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID
@@ -1739,9 +1739,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/armor_block = H.run_armor_check(affecting, "melee", "<span class='notice'>Your armor has protected your [hit_area].</span>", "<span class='notice'>Your armor has softened a hit to your [hit_area].</span>",I.armour_penetration)
armor_block = min(90,armor_block) //cap damage reduction at 90%
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
var/Iwound_bonus = I.wound_bonus
// this way, you can't wound with a surgical tool on help intent if they have a surgery active and are laying down, so a misclick with a circular saw on the wrong limb doesn't bleed them dry (they still get hit tho)
if((I.item_flags & SURGICAL_TOOL) && user.a_intent == INTENT_HELP && (H.mobility_flags & ~MOBILITY_STAND) && (LAZYLEN(H.surgeries) > 0))
Iwound_bonus = CANT_WOUND
var/weakness = H.check_weakness(I, user)
apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H) //CIT CHANGE - replaces I.force with totitemdamage
apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H, wound_bonus = Iwound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
H.send_item_attack_message(I, user, hit_area, totitemdamage)
@@ -1956,8 +1962,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
append_message += ", causing them to drop [target_held_item]"
log_combat(user, target, "shoved", append_message)
/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
SEND_SIGNAL(H, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone, wound_bonus, bare_wound_bonus, sharpness) // make sure putting wound_bonus here doesn't screw up other signals or uses for this signal
var/hit_percent = (100-(blocked+armor))/100
hit_percent = (hit_percent * (100-H.physiology.damage_resistance))/100
if(!forced && hit_percent <= 0)
@@ -1984,7 +1990,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.damageoverlaytemp = 20
var/damage_amount = forced ? damage : damage * hit_percent * brutemod * H.physiology.brute_mod
if(BP)
if(damage > 0 ? BP.receive_damage(damage_amount, 0) : BP.heal_damage(abs(damage_amount), 0))
if(BP.receive_damage(damage_amount, 0, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
H.update_damage_overlays()
if(HAS_TRAIT(H, TRAIT_MASO) && prob(damage_amount))
H.mob_climax(forced_climax=TRUE)
@@ -1995,7 +2001,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.damageoverlaytemp = 20
var/damage_amount = forced ? damage : damage * hit_percent * burnmod * H.physiology.burn_mod
if(BP)
if(damage > 0 ? BP.receive_damage(0, damage_amount) : BP.heal_damage(0, abs(damage_amount)))
if(BP.receive_damage(0, damage_amount, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
H.update_damage_overlays()
else
H.adjustFireLoss(damage_amount)
@@ -3,7 +3,7 @@
id = "abductor"
say_mod = "gibbers"
sexes = FALSE
species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL)
species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL,CAN_SCAR)
inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_CHUNKYFINGERS,TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutanttongue = /obj/item/organ/tongue/abductor
species_type = "alien"
@@ -2,7 +2,7 @@
name = "Angel"
id = "angel"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,CAN_SCAR)
mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "wings" = "Angel")
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
no_equip = list(SLOT_BACK)
@@ -3,7 +3,7 @@
id = "insect"
say_mod = "chitters"
default_color = "00FF00"
species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR)
species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR,CAN_SCAR)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG
mutant_bodyparts = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None",
"insect_wings" = "None", "insect_fluff" = "None", "mam_snouts" = "None", "taur" = "None", "insect_markings" = "None")
@@ -3,7 +3,7 @@
id = "dullahan"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH,CAN_SCAR)
mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "deco_wings" = "None")
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
mutant_brain = /obj/item/organ/brain/dullahan
@@ -6,7 +6,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
name = "Dwarf"
id = "dwarf" //Also called Homo sapiens pumilionis
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,CAN_SCAR)
inherent_traits = list(TRAIT_DWARF,TRAIT_SNOB)
limbs_id = "human"
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
@@ -2,7 +2,7 @@
name = "Anthromorphic Fly"
id = "fly"
say_mod = "buzzes"
species_traits = list(NOEYES)
species_traits = list(NOEYES,CAN_SCAR)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG
mutanttongue = /obj/item/organ/tongue/fly
mutantliver = /obj/item/organ/liver/fly
@@ -17,21 +17,3 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "furry"
/datum/species/mammal/can_wag_tail(mob/living/carbon/human/H)
return mutant_bodyparts["mam_tail"] || mutant_bodyparts["mam_waggingtail"]
/datum/species/mammal/is_wagging_tail(mob/living/carbon/human/H)
return mutant_bodyparts["mam_waggingtail"]
/datum/species/mammal/start_wagging_tail(mob/living/carbon/human/H)
if(mutant_bodyparts["mam_tail"])
mutant_bodyparts["mam_waggingtail"] = mutant_bodyparts["mam_tail"]
mutant_bodyparts -= "mam_tail"
H.update_body()
/datum/species/mammal/stop_wagging_tail(mob/living/carbon/human/H)
if(mutant_bodyparts["mam_waggingtail"])
mutant_bodyparts["mam_tail"] = mutant_bodyparts["mam_waggingtail"]
mutant_bodyparts -= "mam_waggingtail"
H.update_body()
@@ -3,7 +3,7 @@
id = "human"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR,CAN_SCAR)
mutant_bodyparts = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF","tail_human" = "None", "ears" = "None", "taur" = "None", "deco_wings" = "None")
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
skinned_type = /obj/item/stack/sheet/animalhide/human
@@ -4,7 +4,7 @@
id = "lizard"
say_mod = "hisses"
default_color = "00FF00"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR)
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR,CAN_SCAR)
mutant_bodyparts = list("tail_lizard", "snout", "spines", "horns", "frills", "body_markings", "legs", "taur", "deco_wings")
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_REPTILE
mutanttongue = /obj/item/organ/tongue/lizard
@@ -8,7 +8,7 @@
nojumpsuit = TRUE
say_mod = "poofs" //what does a mushroom sound like
species_traits = list(MUTCOLORS, NOEYES, NO_UNDERWEAR,NOGENITALS,NOAROUSAL)
species_traits = list(MUTCOLORS, NOEYES, NO_UNDERWEAR,NOGENITALS,NOAROUSAL,CAN_SCAR)
inherent_traits = list(TRAIT_NOBREATH)
speedmod = 1.5 //faster than golems but not by much
@@ -3,7 +3,7 @@
name = "Anthromorphic Plant"
id = "pod"
default_color = "59CE00"
species_traits = list(MUTCOLORS,EYECOLOR)
species_traits = list(MUTCOLORS,EYECOLOR,CAN_SCAR)
attack_verb = "slash"
attack_sound = 'sound/weapons/slice.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
@@ -9,8 +9,8 @@
blacklisted = 1
ignored_by = list(/mob/living/simple_animal/hostile/faithless)
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/shadow
species_traits = list(NOBLOOD,NOEYES)
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH)
species_traits = list(NOBLOOD,NOEYES,CAN_SCAR)
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH,CAN_SCAR)
dangerous_existence = 1
mutanteyes = /obj/item/organ/eyes/night_vision
@@ -8,7 +8,7 @@
sexes = 0
blacklisted = 1
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING)
species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING,CAN_SCAR)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_FAKEDEATH)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
mutanttongue = /obj/item/organ/tongue/zombie
@@ -34,7 +34,7 @@
limbs_id = "zombie"
mutanthands = /obj/item/zombie_hand
armor = 20 // 120 damage to KO a zombie, which kills it
speedmod = 1.6
speedmod = 1.6 // they're very slow
mutanteyes = /obj/item/organ/eyes/night_vision/zombie
var/heal_rate = 1
var/regen_cooldown = 0
@@ -42,11 +42,10 @@
/datum/species/zombie/infectious/check_roundstart_eligible()
return FALSE
/datum/species/zombie/infectious/spec_stun(mob/living/carbon/human/H,amount)
. = min(20, amount)
/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE)
/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
. = ..()
if(.)
regen_cooldown = world.time + REGENERATION_DELAY
@@ -63,6 +62,10 @@
heal_amt *= 2
C.heal_overall_damage(heal_amt,heal_amt)
C.adjustToxLoss(-heal_amt)
for(var/i in C.all_wounds)
var/datum/wound/W = i
if(prob(4-W.severity))
W.remove_wound()
if(!C.InCritical() && prob(4))
playsound(C, pick(spooks), 50, TRUE, 10)
@@ -86,6 +89,11 @@
infection = new()
infection.Insert(C)
//make their bodyparts stamina-resistant
var/incoming_stam_mult = 0.7
for(var/obj/item/bodypart/part in C.bodyparts)
part.incoming_stam_mult = incoming_stam_mult
//todo: add negative wound resistance to all parts when wounds is merged (zombies are physically weak in terms of limbs)
// Your skin falls off
/datum/species/krokodil_addict
+6
View File
@@ -404,6 +404,12 @@
if(stat != DEAD || D.process_dead)
D.stage_act()
/mob/living/carbon/handle_wounds()
for(var/thing in all_wounds)
var/datum/wound/W = thing
if(W.processes) // meh
W.handle_process()
//todo generalize this and move hud out
/mob/living/carbon/proc/handle_changeling()
if(mind && hud_used && hud_used.lingchemdisplay)
@@ -26,6 +26,8 @@
//These have to be after the parent new to ensure that the monkey
//bodyparts are actually created before we try to equip things to
//those slots
if(ancestor_chain > 1)
generate_fake_scars(rand(ancestor_chain, ancestor_chain * 4))
if(relic_hat)
equip_to_slot_or_del(new relic_hat, SLOT_HEAD)
if(relic_mask)
+2 -2
View File
@@ -14,7 +14,7 @@
*
* Returns TRUE if damage applied
*/
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE)
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
var/hit_percent = (100-blocked)/100
if(!damage || (hit_percent <= 0))
return 0
@@ -245,7 +245,7 @@
update_stamina()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(burn, FALSE)
adjustStaminaLoss(stamina, FALSE)
+5
View File
@@ -45,6 +45,8 @@
/mob/living/proc/BiologicalLife(seconds, times_fired)
handle_diseases()// DEAD check is in the proc itself; we want it to spread even if the mob is dead, but to handle its disease-y properties only if you're not.
handle_wounds()
// Everything after this shouldn't process while dead (as of the time of writing)
if(stat == DEAD)
return FALSE
@@ -109,6 +111,9 @@
/mob/living/proc/handle_diseases()
return
/mob/living/proc/handle_wounds()
return
/mob/living/proc/handle_diginvis()
if(!digitaldisguise)
src.digitaldisguise = image(loc = src)
+1 -1
View File
@@ -636,7 +636,7 @@
TH.transfer_mob_blood_dna(src)
/mob/living/carbon/human/makeTrail(turf/T)
if((NOBLOOD in dna.species.species_traits) || !bleed_rate || bleedsuppress)
if((NOBLOOD in dna.species.species_traits) || !is_bleeding() || bleedsuppress)
return
..()
+2 -2
View File
@@ -85,7 +85,7 @@
totaldamage = block_calculate_resultant_damage(totaldamage, returnlist)
var/armor = run_armor_check(def_zone, P.flag, null, null, P.armour_penetration, null)
if(!P.nodamage)
apply_damage(totaldamage, P.damage_type, def_zone, armor)
apply_damage(totaldamage, P.damage_type, def_zone, armor, wound_bonus=P.wound_bonus, bare_wound_bonus=P.bare_wound_bonus, sharpness=P.sharpness)
if(P.dismemberment)
check_projectile_dismemberment(P, def_zone)
var/missing = 100 - final_percent
@@ -138,7 +138,7 @@
visible_message("<span class='danger'>[src] has been hit by [I].</span>", \
"<span class='userdanger'>You have been hit by [I].</span>")
var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
apply_damage(total_damage, dtype, impacting_zone, armor)
apply_damage(total_damage, dtype, impacting_zone, armor, sharpness=I.sharpness)
if(I.thrownby)
log_combat(I.thrownby, src, "threw and hit", I)
else
@@ -1,5 +1,5 @@
/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE)
/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
var/hit_percent = (100-blocked)/100
if(!damage || (!forced && hit_percent <= 0))
return 0
@@ -324,7 +324,7 @@
/obj/item/crowbar/cyborg,
/obj/item/healthanalyzer,
/obj/item/reagent_containers/borghypo,
/obj/item/reagent_containers/glass/beaker/large,
/obj/item/weapon/gripper/medical,
/obj/item/reagent_containers/dropper,
/obj/item/reagent_containers/syringe,
/obj/item/surgical_drapes,
@@ -334,9 +334,11 @@
/obj/item/surgicaldrill,
/obj/item/scalpel,
/obj/item/circular_saw,
/obj/item/bonesetter,
/obj/item/roller/robo,
/obj/item/borg/cyborghug/medical,
/obj/item/stack/medical/gauze/cyborg,
/obj/item/stack/medical/bone_gel/cyborg,
/obj/item/organ_storage,
/obj/item/borg/lollipop,
/obj/item/sensor_device,
@@ -1050,6 +1052,8 @@
/obj/item/cautery,
/obj/item/surgicaldrill,
/obj/item/scalpel,
/obj/item/bonesetter,
/obj/item/stack/medical/bone_gel,
/obj/item/melee/transforming/energy/sword/cyborg/saw,
/obj/item/roller/robo,
/obj/item/card/emag,
@@ -29,8 +29,11 @@
var/armored = FALSE
obj_damage = 60
melee_damage_lower = 20
melee_damage_upper = 30
melee_damage_lower = 15 // i know it's like half what it used to be, but bears cause bleeding like crazy now so it works out
melee_damage_upper = 15
wound_bonus = -5
bare_wound_bonus = 10 // BEAR wound bonus am i right
sharpness = TRUE
attack_verb_continuous = "claws"
attack_verb_simple = "claw"
attack_sound = 'sound/weapons/bladeslice.ogg'
@@ -69,8 +72,9 @@
icon_dead = "combatbear_dead"
faction = list("russian")
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/bear = 5, /obj/item/clothing/head/bearpelt = 1, /obj/item/bear_armor = 1)
melee_damage_lower = 25
melee_damage_upper = 35
melee_damage_lower = 18
melee_damage_upper = 20
wound_bonus = 0
armour_penetration = 20
health = 120
maxHealth = 120
@@ -99,8 +103,9 @@
A.maxHealth += 60
A.health += 60
A.armour_penetration += 20
A.melee_damage_lower += 5
A.melee_damage_lower += 3
A.melee_damage_upper += 5
A.wound_bonus += 5
A.update_icons()
to_chat(user, "<span class='info'>You strap the armor plating to [A] and sharpen [A.p_their()] claws with the nail filer. This was a great idea.</span>")
qdel(src)
@@ -4,6 +4,11 @@
#define SWOOP_DAMAGEABLE 1
#define SWOOP_INVULNERABLE 2
///used whenever the drake generates a hotspot
#define DRAKE_FIRE_TEMP 500
///used whenever the drake generates a hotspot
#define DRAKE_FIRE_EXPOSURE 50
/*
ASH DRAKE
@@ -148,7 +153,7 @@ Difficulty: Medium
break
range--
new /obj/effect/hotspot(J)
J.hotspot_expose(700,50,1)
J.hotspot_expose(DRAKE_FIRE_TEMP, DRAKE_FIRE_EXPOSURE, 1)
for(var/mob/living/L in J.contents - hit_things)
if(istype(L, /mob/living/simple_animal/hostile/megafauna/dragon))
continue
@@ -404,7 +409,7 @@ Difficulty: Medium
if(istype(T, /turf/closed))
break
new /obj/effect/hotspot(T)
T.hotspot_expose(700,50,1)
T.hotspot_expose(DRAKE_FIRE_TEMP,DRAKE_FIRE_EXPOSURE,1)
for(var/mob/living/L in T.contents)
if(L in hit_list || L == source)
continue
@@ -643,7 +643,7 @@ Difficulty: Normal
to_chat(L, "<span class='userdanger'>You're struck by a [name]!</span>")
var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
var/armor = L.run_armor_check(limb_to_hit, "melee", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 50, "Your armor was penetrated by [src]!")
L.apply_damage(damage, BURN, limb_to_hit, armor)
L.apply_damage(damage, BURN, limb_to_hit, armor, wound_bonus=CANT_WOUND)
if(ishostile(L))
var/mob/living/simple_animal/hostile/H = L //mobs find and damage you...
if(H.stat == CONSCIOUS && !H.target && H.AIStatus != AI_OFF && !H.client)
@@ -52,6 +52,8 @@ Difficulty: Medium
elimination = 1
appearance_flags = 0
mouse_opacity = MOUSE_OPACITY_ICON
wound_bonus = -40
bare_wound_bonus = 20
/mob/living/simple_animal/hostile/megafauna/legion/Initialize()
. = ..()
@@ -129,7 +129,7 @@ Difficulty: Hard
to_chat(L, "<span class='userdanger'>[src]'s ground slam shockwave sends you flying!</span>")
var/turf/thrownat = get_ranged_target_turf_direct(src, L, 8, rand(-10, 10))
L.throw_at(thrownat, 8, 2, src, TRUE) //, force = MOVE_FORCE_OVERPOWERING, gentle = TRUE)
L.apply_damage(20, BRUTE)
L.apply_damage(20, BRUTE, wound_bonus=CANT_WOUND)
shake_camera(L, 2, 1)
all_turfs -= T
sleep(delay)
@@ -77,6 +77,9 @@
/mob/living/simple_animal/hostile/syndicate/melee
melee_damage_lower = 15
melee_damage_upper = 15
wound_bonus = -10
bare_wound_bonus = 20
sharpness = TRUE
icon_state = "syndicate_knife"
icon_living = "syndicate_knife"
loot = list(/obj/effect/gibspawner/human)
@@ -140,6 +140,13 @@
///What kind of footstep this mob should have. Null if it shouldn't have any.
var/footstep_type
//How much wounding power it has
var/wound_bonus = CANT_WOUND
//How much bare wounding power it has
var/bare_wound_bonus = 0
//If the attacks from this are sharp
var/sharpness = FALSE
/mob/living/simple_animal/Initialize()
. = ..()
GLOB.simple_animals[AIStatus] += src
+3
View File
@@ -123,6 +123,9 @@
var/list/progressbars = null //for stacking do_after bars
///For storing what do_after's someone has, in case we want to restrict them to only one of a certain do_after at a time
var/list/do_afters
var/list/mousemove_intercept_objects
var/datum/click_intercept