Merge pull request #15430 from DeltaFire15/synth-coolant

Synth stuff : Balancing Nightmare Edition (aka, coolant)
This commit is contained in:
silicons
2022-01-22 13:59:12 -08:00
committed by GitHub
28 changed files with 394 additions and 88 deletions
@@ -23,7 +23,7 @@
return
var/obj/item/organ/lungs/lungs = owner.getorganslot(ORGAN_SLOT_LUNGS)
if((!lungs && !HAS_TRAIT(owner, TRAIT_NOBREATH)) || (lungs && (istype(lungs, /obj/item/organ/lungs/cybernetic))))
if((!lungs && (HAS_TRAIT_FROM(owner, TRAIT_AUXILIARY_LUNGS, SPECIES_TRAIT) || !HAS_TRAIT(owner, TRAIT_NOBREATH))) || (lungs && (istype(lungs, /obj/item/organ/lungs/cybernetic))))
replace_lungs(lungs)
return
+24 -23
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@@ -65,29 +65,30 @@
blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio)
//Effects of bloodloss
var/word = pick("dizzy","woozy","faint")
var/blood_effect_volume = blood_volume + integrating_blood
switch(blood_effect_volume)
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_volume) * 0.01, 1))
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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>")
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
adjustOxyLoss(5)
if(prob(15))
Unconscious(rand(20,60))
to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
if(-INFINITY to BLOOD_VOLUME_SURVIVE)
if(!HAS_TRAIT(src, TRAIT_NODEATH))
death()
if(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM)) //Synths are immune to direct consequences of bloodloss, instead suffering penalties to heat exchange.
var/word = pick("dizzy","woozy","faint")
var/blood_effect_volume = blood_volume + integrating_blood
switch(blood_effect_volume)
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_volume) * 0.01, 1))
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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>")
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
adjustOxyLoss(5)
if(prob(15))
Unconscious(rand(20,60))
to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
if(-INFINITY to BLOOD_VOLUME_SURVIVE)
if(!HAS_TRAIT(src, TRAIT_NODEATH))
death()
var/temp_bleed = 0
//Bleeding out
@@ -37,7 +37,7 @@
var/list/whatmighthappen = list()
whatmighthappen += list("avoided" = 3, "dropthing" = 1, "movetile" = 1, "shortdeaf" = 1, "flopover" = 1, "nutriloss" = 1, "selfflash" = 1, "harmies" = 1)
if(corruption >= CORRUPTION_THRESHHOLD_MAJOR)
whatmighthappen += list("longdeaf" = 1, "longknockdown" = 1, "shortlimbdisable" = 1, "shortblind" = 1, "shortstun" = 1, "shortmute" = 1, "vomit" = 1, "halluscinate" = 1)
whatmighthappen += list("longdeaf" = 1, "longknockdown" = 1, "shortlimbdisable" = 1, "shortblind" = 1, "shortstun" = 1, "shortmute" = 1, "vomit" = 1, "hallucinate" = 1, "jamcoolanthud" = 1)
if(corruption >= CORRUPTION_THRESHHOLD_CRITICAL)
whatmighthappen += list("receporgandamage" = 1, "longlimbdisable" = 1, "blindmutedeaf" = 1, "longstun" = 1, "sleep" = 1, "inducetrauma" = 1, "amplifycorrupt" = 1, "changetemp" = 1)
var/event = pickweight(whatmighthappen)
@@ -97,8 +97,10 @@
if("vomit")
to_chat(src, "<span class='notice'>Ejecting contaminant.</span>")
vomit()
if("halluscinate")
if("hallucinate")
hallucination += 20 //Doesn't give a cue
if("jamcoolanthud")
hud_used.coolant_display.jam(10)
if("receporgandamage")
adjustOrganLoss(ORGAN_SLOT_EARS, rand(10, 20))
adjustOrganLoss(ORGAN_SLOT_EYES, rand(10, 20))
@@ -159,7 +161,7 @@
/mob/living/carbon/proc/forcesleep(time = 100)
to_chat(src, "<span class='notice'>Preparations complete, powering down.</span>")
Sleeping(time, 0)
Sleeping(time)
#undef CORRUPTION_CHECK_INTERVAL
+11 -10
View File
@@ -249,16 +249,17 @@
if(DISGUST_LEVEL_DISGUSTED to INFINITY)
msg += "[t_He] look[p_s()] extremely disgusted.\n"
var/apparent_blood_volume = blood_volume
if(dna.species.use_skintones && 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(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
var/apparent_blood_volume = blood_volume
if(dna.species.use_skintones && 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] embued with a power that defies bleeding.\n" // only statues and highlander sword can cause this so whatever
@@ -416,6 +416,7 @@
severity *= 0.5
var/do_not_stun = FALSE
if(HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
hud_used?.coolant_display.jam(round(severity / 10, 1)) //Messes up the cooling system readout.
severity *= 0.5 //Robotpeople take less limb damage, but instead suffer system corruption (see carbon emp_act)
do_not_stun = TRUE
for(var/obj/item/bodypart/L in src.bodyparts)
+17 -1
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@@ -30,6 +30,8 @@
/mob/living/carbon/human/PhysicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM) && hud_used)
hud_used.coolant_display.update_counter(src)
//Update our name based on whether our face is obscured/disfigured
name = get_visible_name()
@@ -76,9 +78,23 @@
/mob/living/carbon/human/check_breath(datum/gas_mixture/breath)
var/L = getorganslot(ORGAN_SLOT_LUNGS)
if(breath && HAS_TRAIT(src, TRAIT_NOBREATH) && HAS_TRAIT(src, TRAIT_AUXILIARY_LUNGS)) //Something something bz and synth cooling systems interacting (in reality, this only exists to not make robot lings too strong)
var/total_moles = breath.total_moles()
var/pressure = breath.return_pressure()
#define PP_MOLES(X) ((X / total_moles) * pressure)
#define PP(air, gas) PP_MOLES(air.get_moles(gas))
var/bz_pp = PP(breath, GAS_BZ)
if(bz_pp > 1)
reagents.add_reagent(/datum/reagent/bz_metabolites,5)
else if(bz_pp > 0.1)
reagents.add_reagent(/datum/reagent/bz_metabolites,1)
#undef PP_MOLES
#undef PP
var/L = getorganslot(ORGAN_SLOT_LUNGS)
if(!L)
if(HAS_TRAIT(src, TRAIT_NOBREATH))
return
if(health >= crit_threshold)
adjustOxyLoss(HUMAN_MAX_OXYLOSS + 1)
else if(!HAS_TRAIT(src, TRAIT_NOCRITDAMAGE))
+50 -15
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@@ -108,6 +108,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/burnmod = 1
///multiplier for damage from cold temperature
var/coldmod = 1
///moves their safe minimum temp by this value.
var/cold_offset = 0
///moves their safe maximum temp by this value.
var/hot_offset = 0
///multiplier for damage from hot temperature
var/heatmod = 1
///multiplier for stun durations
@@ -147,6 +151,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/list/blacklisted_quirks = list() // Quirks that will be removed upon gaining this species, to be defined by species
var/list/removed_quirks = list() // Quirks that got removed due to being blacklisted, and will be restored when on_species_loss() is called
var/balance_point_values = FALSE //If true, will balance point values on species gain after removing blacklisted quirks. Use this for roundstart species with blacklisted quirks that people may attempt to use to powergame trait points.
///Punch-specific attack verb.
var/attack_verb = "punch"
@@ -331,7 +336,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/should_have_brain = TRUE
var/should_have_heart = !(NOBLOOD in species_traits)
var/should_have_lungs = !(TRAIT_NOBREATH in inherent_traits)
var/should_have_lungs = ((TRAIT_AUXILIARY_LUNGS in inherent_traits) || !(TRAIT_NOBREATH in inherent_traits))
var/should_have_appendix = !(TRAIT_NOHUNGER in inherent_traits)
var/should_have_eyes = TRUE
var/should_have_ears = TRUE
@@ -569,17 +574,39 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
for(var/obj/item/bodypart/B in C.bodyparts)
B.change_bodypart_status(initial(B.status), FALSE, TRUE)
if((TRAIT_ROBOTIC_ORGANISM in inherent_traits) && C.hud_used)
C.hud_used.coolant_display.clear()
SEND_SIGNAL(C, COMSIG_SPECIES_LOSS, src)
// shamelessly inspired by antag_datum.remove_blacklisted_quirks()
/datum/species/proc/remove_blacklisted_quirks(mob/living/carbon/C)
var/mob/living/L = C.mind?.current
if(istype(L))
for(var/q in L.roundstart_quirks)
var/datum/quirk/Q = q
if(Q.type in blacklisted_quirks)
qdel(Q)
removed_quirks += Q.type
. = 0
if(istype(C))
if(!balance_point_values)
for(var/q in C.roundstart_quirks)
var/datum/quirk/Q = q
if(Q.type in blacklisted_quirks)
removed_quirks += Q.type
. += 1
qdel(Q)
else
var/point_overhead = 0
for(var/datum/quirk/Q as anything in C.roundstart_quirks)
if(Q.type in blacklisted_quirks)
point_overhead -= Q.value
removed_quirks += Q.type
. += 1
qdel(Q)
if(point_overhead)
for(var/datum/quirk/Q as anything in C.roundstart_quirks)
if(Q.value > 0)
point_overhead -= Q.value
removed_quirks += Q.type
. += 1
qdel(Q)
if(!point_overhead)
break
// restore any quirks that we removed
/datum/species/proc/restore_quirks(mob/living/carbon/C)
@@ -1165,7 +1192,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/takes_crit_damage = !HAS_TRAIT(H, TRAIT_NOCRITDAMAGE)
if((H.health < H.crit_threshold) && takes_crit_damage)
H.adjustBruteLoss(1)
if(!HAS_TRAIT(H, TRAIT_ROBOTIC_ORGANISM))
H.adjustBruteLoss(1)
else
H.adjustFireLoss(1) //Robots melt instead of taking brute.
/datum/species/proc/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
@@ -1874,7 +1904,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(BODY_ZONE_HEAD)
if(!I.get_sharpness() && armor_block < 50)
if(prob(I.force))
if(HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
if(HAS_TRAIT(H, TRAIT_ROBOTIC_ORGANISM))
H.adjustToxLoss(5, toxins_type = TOX_SYSCORRUPT) //Bonk! - Effectively 5 bonus damage
else
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
@@ -2171,15 +2201,20 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//Thermal protection (insulation) has mixed benefits in two situations (hot in hot places, cold in hot places)
if(!H.on_fire) //If you're on fire, you do not heat up or cool down based on surrounding gases
var/natural = 0
var/cooling_efficiency = 1
if(H.stat != DEAD)
natural = H.natural_bodytemperature_stabilization()
cooling_efficiency = H.get_cooling_efficiency()
if(HAS_TRAIT(H, TRAIT_ROBOTIC_ORGANISM)) //Synths by default slowly heat up and need to lose said heat to the environment or active cooling. If you have very high cooling efficiency, you instead passively cool.
H.adjust_bodytemperature(SYNTH_PASSIVE_HEAT_GAIN * (1 - cooling_efficiency), (T0C + SYNTH_MIN_PASSIVE_COOLING_TEMP), (T0C + SYNTH_MAX_PASSIVE_GAIN_TEMP))
var/thermal_protection = 1
if(loc_temp < H.bodytemperature) //Place is colder than we are
thermal_protection -= H.get_thermal_protection(loc_temp, TRUE) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
if(H.bodytemperature < BODYTEMP_NORMAL) //we're cold, insulation helps us retain body heat and will reduce the heat we lose to the environment
H.adjust_bodytemperature((thermal_protection+1)*natural + max(thermal_protection * (loc_temp - H.bodytemperature) / BODYTEMP_COLD_DIVISOR, BODYTEMP_COOLING_MAX))
H.adjust_bodytemperature((thermal_protection+1)*natural + max((thermal_protection * (loc_temp - H.bodytemperature) * cooling_efficiency) / BODYTEMP_COLD_DIVISOR, BODYTEMP_COOLING_MAX))
else //we're sweating, insulation hinders our ability to reduce heat - and it will reduce the amount of cooling you get from the environment
H.adjust_bodytemperature(natural*(1/(thermal_protection+1)) + max((thermal_protection * (loc_temp - H.bodytemperature) + BODYTEMP_NORMAL - H.bodytemperature) / BODYTEMP_COLD_DIVISOR , BODYTEMP_COOLING_MAX)) //Extra calculation for hardsuits to bleed off heat
H.adjust_bodytemperature(natural*(1/(thermal_protection+1)) + max(((thermal_protection * (loc_temp - H.bodytemperature) + BODYTEMP_NORMAL - H.bodytemperature) * cooling_efficiency) / BODYTEMP_COLD_DIVISOR , BODYTEMP_COOLING_MAX)) //Extra calculation for hardsuits to bleed off heat
else //Place is hotter than we are
thermal_protection -= H.get_thermal_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
if(H.bodytemperature < BODYTEMP_NORMAL) //and we're cold, insulation enhances our ability to retain body heat but reduces the heat we get from the environment
@@ -2203,7 +2238,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.throw_alert("tempfeel", /atom/movable/screen/alert/hot, 3)
// +/- 50 degrees from 310K is the 'safe' zone, where no damage is dealt.
if(H.bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !HAS_TRAIT(H, TRAIT_RESISTHEAT))
if(H.bodytemperature > (BODYTEMP_HEAT_DAMAGE_LIMIT + hot_offset) && !HAS_TRAIT(H, TRAIT_RESISTHEAT))
//Body temperature is too hot.
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "cold")
@@ -2231,11 +2266,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.emote("scream")
H.apply_damage(burn_damage, BURN)
else if(H.bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(H, TRAIT_RESISTCOLD))
else if(H.bodytemperature < (BODYTEMP_COLD_DAMAGE_LIMIT + cold_offset) && !HAS_TRAIT(H, TRAIT_RESISTCOLD))
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "hot")
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "cold", /datum/mood_event/cold)
//Apply cold slowdown
H.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/cold, multiplicative_slowdown = ((BODYTEMP_COLD_DAMAGE_LIMIT - H.bodytemperature) / COLD_SLOWDOWN_FACTOR))
H.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/cold, multiplicative_slowdown = (((BODYTEMP_COLD_DAMAGE_LIMIT + cold_offset) - H.bodytemperature) / COLD_SLOWDOWN_FACTOR))
switch(H.bodytemperature)
if(200 to BODYTEMP_COLD_DAMAGE_LIMIT)
H.throw_alert("temp", /atom/movable/screen/alert/shiver, 1)
@@ -24,11 +24,18 @@
id = SPECIES_MAMMAL_SYNTHETIC
species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR,ROBOTIC_LIMBS,HAS_FLESH,HAS_BONE,WINGCOLOR,HORNCOLOR)
inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM)
inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM, TRAIT_RESISTLOWPRESSURE, TRAIT_NOBREATH, TRAIT_AUXILIARY_LUNGS)
inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID|MOB_BEAST
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
gib_types = list(/obj/effect/gibspawner/ipc, /obj/effect/gibspawner/ipc/bodypartless)
coldmod = 0.5
heatmod = 1.2
cold_offset = -125 //Can handle pretty cold environments, but it's still a slightly bad idea if you enter a room thats full of near-absolute-zero gas
blacklisted_quirks = list(/datum/quirk/coldblooded)
balance_point_values = TRUE
//Just robo looking parts.
mutant_heart = /obj/item/organ/heart/ipc
mutantlungs = /obj/item/organ/lungs/ipc
@@ -47,5 +54,7 @@
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
exotic_bloodtype = "S"
exotic_blood_color = BLOOD_COLOR_OIL
allowed_limb_ids = list("mammal","aquatic","avian", "human")
species_category = "robot"
@@ -5,7 +5,7 @@
default_color = "00FF00"
blacklisted = 0
sexes = 0
inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM)
inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM, TRAIT_RESISTLOWPRESSURE, TRAIT_NOBREATH, TRAIT_AUXILIARY_LUNGS)
species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING,HAS_FLESH,HAS_BONE,HAIR,ROBOTIC_LIMBS)
hair_alpha = 210
inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
@@ -13,6 +13,12 @@
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
gib_types = list(/obj/effect/gibspawner/ipc, /obj/effect/gibspawner/ipc/bodypartless)
coldmod = 0.5
heatmod = 1.2
cold_offset = -125 //Can handle pretty cold environments, but it's still a slightly bad idea if you enter a room thats full of near-absolute-zero gas
blacklisted_quirks = list(/datum/quirk/coldblooded)
balance_point_values = TRUE
//Just robo looking parts.
mutant_heart = /obj/item/organ/heart/ipc
mutantlungs = /obj/item/organ/lungs/ipc
@@ -26,7 +32,7 @@
//special cybernetic organ for getting power from apcs
mutant_organs = list(/obj/item/organ/cyberimp/arm/power_cord)
exotic_bloodtype = "HF"
exotic_bloodtype = "S"
exotic_blood_color = BLOOD_COLOR_OIL
species_category = SPECIES_CATEGORY_ROBOT
@@ -4,11 +4,18 @@
say_mod = "beeps"
default_color = "00FF00"
species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR,ROBOTIC_LIMBS,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM)
inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM, TRAIT_RESISTLOWPRESSURE, TRAIT_NOBREATH, TRAIT_AUXILIARY_LUNGS)
inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
mutant_bodyparts = list("ipc_antenna" = "Synthetic Lizard - Antennae","mam_tail" = "Synthetic Lizard", "mam_snouts" = "Synthetic Lizard - Snout", "legs" = "Digitigrade", "mam_body_markings" = "Synthetic Lizard - Plates", "taur" = "None")
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
gib_types = list(/obj/effect/gibspawner/ipc, /obj/effect/gibspawner/ipc/bodypartless)
coldmod = 0.5
heatmod = 1.2
cold_offset = -125 //Can handle pretty cold environments, but it's still a slightly bad idea if you enter a room thats full of near-absolute-zero gas
blacklisted_quirks = list(/datum/quirk/coldblooded)
balance_point_values = TRUE
//Just robo looking parts.
mutant_heart = /obj/item/organ/heart/ipc
mutantlungs = /obj/item/organ/lungs/ipc
+44 -1
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@@ -659,7 +659,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
//used in human and monkey handle_environment()
/mob/living/carbon/proc/natural_bodytemperature_stabilization()
if (HAS_TRAIT(src, TRAIT_COLDBLOODED))
if(HAS_TRAIT(src, TRAIT_COLDBLOODED) || HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
return 0 //Return 0 as your natural temperature. Species proc handle_environment() will adjust your temperature based on this.
var/body_temperature_difference = BODYTEMP_NORMAL - bodytemperature
@@ -672,6 +672,49 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
return min(body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR, max(body_temperature_difference, -BODYTEMP_AUTORECOVERY_MINIMUM/4))
if(BODYTEMP_HEAT_DAMAGE_LIMIT to INFINITY)
return min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
/mob/living/carbon/proc/get_cooling_efficiency()
if(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
return 1
var/integration_bonus = min(blood_volume * SYNTH_INTEGRATION_COOLANT_CAP, integrating_blood * SYNTH_INTEGRATION_COOLANT_PENALTY) //Integration blood somewhat helps, though only at 40% impact and to a cap of 25% of current blood level.
var/blood_effective_volume = blood_volume + integration_bonus
var/coolant_efficiency = min(blood_effective_volume / BLOOD_VOLUME_SAFE, 1) //Low coolant is only a negative, adding more than needed will not help you.
var/environment_efficiency = get_environment_cooling_efficiency()
return min(coolant_efficiency * environment_efficiency, SYNTH_MAX_COOLING_EFFICIENCY)
/mob/living/carbon/proc/get_environment_cooling_efficiency()
var/suitlink = check_suitlinking()
if(suitlink)
return suitlink //If you are wearing full EVA or lavaland hazard gear (on lavaland), assume it has been made to accomodate your cooling needs.
var/datum/gas_mixture/environment = loc.return_air()
if(!environment)
return 0
var/pressure = environment.return_pressure()
var/heat = environment.return_temperature()
var/heat_efficiency = clamp(1 + ((bodytemperature - heat) * SYNTH_HEAT_EFFICIENCY_COEFF), 0, SYNTH_SINGLE_INFLUENCE_COOLING_EFFECT_CAP)
var/pressure_efficiency = clamp(pressure / ONE_ATMOSPHERE, 0, SYNTH_SINGLE_INFLUENCE_COOLING_EFFECT_CAP)
var/total_environment_efficiency = min(heat_efficiency * pressure_efficiency, SYNTH_TOTAL_ENVIRONMENT_EFFECT_CAP) //At best, you can get 200% total
return total_environment_efficiency
/mob/living/carbon/proc/check_suitlinking()
var/suit_item = get_item_by_slot(SLOT_WEAR_SUIT)
var/head_item = get_item_by_slot(SLOT_HEAD)
var/turf/T = get_turf(src)
if(istype(head_item, /obj/item/clothing/head/helmet/space) && istype(suit_item, /obj/item/clothing/suit/space))
return 1
if(T && is_mining_level(T.z) && istype(head_item, /obj/item/clothing/head/hooded/explorer) && istype(suit_item, /obj/item/clothing/suit/hooded/explorer))
return 1
return 0
/////////
//LIVER//
/////////
@@ -17,7 +17,6 @@
/datum/reagent/medicine/leporazine
name = "Leporazine"
description = "Leporazine will effectively regulate a patient's body temperature, ensuring it never leaves safe levels."
chemical_flags = REAGENT_ALL_PROCESS
pH = 8.4
color = "#82b8aa"
value = REAGENT_VALUE_COMMON
@@ -693,7 +692,6 @@
reagent_state = LIQUID
color = "#00FFFF"
metabolization_rate = 0.25 * REAGENTS_METABOLISM
chemical_flags = REAGENT_ALL_PROCESS
pH = 2
/datum/reagent/medicine/salbutamol/on_mob_life(mob/living/carbon/M)
@@ -710,7 +708,6 @@
reagent_state = LIQUID
color = "#FF6464"
metabolization_rate = 0.25 * REAGENTS_METABOLISM
chemical_flags = REAGENT_ALL_PROCESS
pH = 11
/datum/reagent/medicine/perfluorodecalin/on_mob_life(mob/living/carbon/human/M)
@@ -920,7 +917,6 @@
reagent_state = LIQUID
color = "#000000"
metabolization_rate = 0.25 * REAGENTS_METABOLISM
chemical_flags = REAGENT_ALL_PROCESS
overdose_threshold = 35
pH = 12
value = REAGENT_VALUE_UNCOMMON
@@ -951,7 +947,6 @@
reagent_state = LIQUID
color = "#D2FFFA"
metabolization_rate = 0.25 * REAGENTS_METABOLISM
chemical_flags = REAGENT_ALL_PROCESS
overdose_threshold = 30
pH = 10.2
@@ -1203,7 +1198,6 @@
description = "Restores oxygen loss. Overdose causes it instead."
reagent_state = LIQUID
color = "#13d2f0"
chemical_flags = REAGENT_ALL_PROCESS
overdose_threshold = 30
pH = 9.7
@@ -1267,7 +1261,6 @@
reagent_state = LIQUID
pH = 8.5
color = "#5dc1f0"
chemical_flags = REAGENT_ALL_PROCESS
/datum/reagent/medicine/inaprovaline/on_mob_life(mob/living/carbon/M)
if(M.losebreath >= 5)
@@ -213,7 +213,7 @@
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/hypospray/mkii
/datum/design/hypospray_mkii
name = "Hypospray Mk. II"
id = "hypospray_mkii"
build_type = PROTOLATHE
@@ -222,6 +222,15 @@
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/nanogel
name = "Nanogel paste"
id = "nanogel"
build_type = PROTOLATHE | MECHFAB
materials = list(/datum/material/iron = 800, /datum/material/titanium = 500, /datum/material/gold = 100, /datum/material/diamond = 20)
build_path = /obj/item/stack/medical/nanogel/one
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/blood_bag
name = "Empty Blood Bag"
desc = "A small sterilized plastic bag for blood."
@@ -28,7 +28,7 @@
display_name = "Advanced Robotics Research"
description = "It can even do the dishes!"
prereq_ids = list("robotics")
design_ids = list("borg_upgrade_diamonddrill", "borg_upgrade_advancedmop", "borg_upgrade_advcutter")
design_ids = list("borg_upgrade_diamonddrill", "borg_upgrade_advancedmop", "borg_upgrade_advcutter", "nanogel")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 3000)
/datum/techweb_node/neural_programming
+7 -7
View File
@@ -148,14 +148,14 @@
return
to_chat(owner, "<span class='warning'>Alert: Auditory systems corrupted!.</span>")
switch(severity)
if(1)
owner.Jitter(30)
owner.Dizzy(30)
owner.DefaultCombatKnockdown(80)
deaf = 30
if(2)
if(1 to 50)
owner.Jitter(15)
owner.Dizzy(15)
owner.DefaultCombatKnockdown(40)
if(50 to INFINITY)
owner.Jitter(30)
owner.Dizzy(30)
owner.DefaultCombatKnockdown(80)
deaf = max(deaf, 30)
damage += 0.15 * severity
+62 -4
View File
@@ -415,7 +415,7 @@
if(!.)
return
if(!failed && organ_flags & ORGAN_FAILING)
if(owner && owner.stat == CONSCIOUS)
if(owner && owner.stat == CONSCIOUS && !HAS_TRAIT(owner, TRAIT_NOBREATH))
owner.visible_message("<span class='danger'>[owner] grabs [owner.p_their()] throat, struggling for breath!</span>", \
"<span class='userdanger'>You suddenly feel like you can't breathe!</span>")
failed = TRUE
@@ -425,6 +425,10 @@
/obj/item/organ/lungs/ipc
name = "ipc cooling system"
icon_state = "lungs-c"
var/is_cooling = 0
var/cooling_coolant_drain = 5 //Coolant (blood) use per tick of active cooling.
var/next_warn = BLOOD_VOLUME_NORMAL
actions_types = list(/datum/action/item_action/organ_action/toggle)
/obj/item/organ/lungs/ipc/emp_act(severity) //Should probably put it somewhere else later
. = ..()
@@ -432,11 +436,65 @@
return
to_chat(owner, "<span class='warning'>Alert: Critical cooling system failure!</span>")
switch(severity)
if(1)
owner.adjust_bodytemperature(100*TEMPERATURE_DAMAGE_COEFFICIENT)
if(2)
if(1 to 50)
owner.adjust_bodytemperature(30*TEMPERATURE_DAMAGE_COEFFICIENT)
if(50 to INFINITY)
owner.adjust_bodytemperature(100*TEMPERATURE_DAMAGE_COEFFICIENT)
/obj/item/organ/lungs/ipc/ui_action_click(mob/user, actiontype)
if(!owner)
return
if(!HAS_TRAIT(user, TRAIT_ROBOTIC_ORGANISM))
to_chat(user, "<span class='notice'>Biotype incompatible with cooling system. Activation signal suppressed.</span>")
return
if(!is_cooling && owner.blood_volume < cooling_coolant_drain)
to_chat(user, "<span class='warning'>Coolant levels insufficient to enable active cooling - Replenish immediately.</span>")
return
is_cooling = !is_cooling
to_chat(user, "<span class='notice'>Active cooling [is_cooling ? "enabled" : "disabled"] - current coolant level: [round(owner.blood_volume / BLOOD_VOLUME_NORMAL * 100, 0.1)] percent.</span>")
var/possible_next_warn = owner.blood_volume - (BLOOD_VOLUME_NORMAL * 0.1)
if(possible_next_warn > next_warn)
next_warn = possible_next_warn //If we recovered blood inbetween activations, update warning
/obj/item/organ/lungs/ipc/on_life(seconds, times_fired)
. = ..()
if(!.)
if(is_cooling)
to_chat(owner, "<span class='warning'>Cooling system safeguards triggered - active cooling aborted.</span>")
is_cooling = 0
return
if(!is_cooling)
return
if(!HAS_TRAIT(owner, TRAIT_ROBOTIC_ORGANISM))
to_chat(owner, "<span class='warning'>Biotype incompatible with cooling system. Commencing emergency shutdown.</span>")
is_cooling = 0
return
if(owner.stat >= SOFT_CRIT)
to_chat(owner, "<span class='warning'>Operating system ping returned null response - Shutting down active cooling to avoid component damage.</span>")
is_cooling = 0
return
if(owner.blood_volume < cooling_coolant_drain)
to_chat(owner, "<span class='warning'>Coolant levels insufficient to maintain active cooling - Replenish immediately.</span>")
is_cooling = 0
return
if(abs(owner.bodytemperature - T20C) < SYNTH_ACTIVE_COOLING_TEMP_BOUNDARY)
return //Does not drain coolant (blood) nor do anything if we are close enough to room temp.
var/cooling_efficiency = owner.get_cooling_efficiency()
var/actual_drain = cooling_coolant_drain * max(1 - cooling_efficiency, 0.2) //Being in a suitable environment reduces drain by up to 80%
var/temp_diff = owner.bodytemperature - T20C
if(temp_diff > 0)
owner.adjust_bodytemperature(clamp(((T0C - owner.bodytemperature) * max(cooling_efficiency, 0.5) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX, -SYNTH_ACTIVE_COOLING_MIN_ADJUSTMENT))
else
owner.adjust_bodytemperature(clamp(((T20C - owner.bodytemperature) * max(cooling_efficiency, 0.5) / BODYTEMP_HEAT_DIVISOR), SYNTH_ACTIVE_COOLING_MIN_ADJUSTMENT, BODYTEMP_HEATING_MAX))
var/datum/gas_mixture/air = owner.loc.return_air()
if(!air || air.return_pressure() < ONE_ATMOSPHERE * SYNTH_ACTIVE_COOLING_LOW_PRESSURE_THRESHOLD)
actual_drain *= SYNTH_ACTIVE_COOLING_LOW_PRESSURE_PENALTY //Our cooling system can handle hot places okayish, but starts to cry at low pressures (reads: Effectively vents hot coolant thats been warmed up via internal heat-exchange as emergency measure and with very low efficiency)
owner.blood_volume = max(owner.blood_volume - actual_drain, 0)
if(owner.blood_volume <= next_warn)
to_chat(owner, "[owner.blood_volume > BLOOD_VOLUME_BAD ? "<span class='notice'>" : "<span class='warning'>"]Coolant level passed threshold - now [round(owner.blood_volume / BLOOD_VOLUME_NORMAL * 100, 0.1)] percent.</span>")
next_warn -= (BLOOD_VOLUME_NORMAL * 0.1)
/obj/item/organ/lungs/plasmaman
name = "plasma filter"
desc = "A spongy rib-shaped mass for filtering plasma from the air."
@@ -249,7 +249,7 @@
var/breathes = TRUE
var/blooded = TRUE
if(dna && dna.species)
if(HAS_TRAIT_FROM(src, TRAIT_NOBREATH, SPECIES_TRAIT))
if(!HAS_TRAIT_FROM(src, TRAIT_AUXILIARY_LUNGS, SPECIES_TRAIT) && HAS_TRAIT_FROM(src, TRAIT_NOBREATH, SPECIES_TRAIT))
breathes = FALSE
if(NOBLOOD in dna.species.species_traits)
blooded = FALSE
+4 -4
View File
@@ -136,11 +136,11 @@
if(!owner || . & EMP_PROTECT_SELF)
return
switch(severity)
if(1)
owner.nutrition = min(owner.nutrition - 50, 0)
if(1 to 50)
owner.nutrition = max(owner.nutrition - 50, 0)
to_chat(owner, "<span class='warning'>Alert: Detected severe battery discharge!</span>")
if(2)
owner.nutrition = min(owner.nutrition - 100, 0)
if(50 to INFINITY)
owner.nutrition = max(owner.nutrition - 100, 0)
to_chat(owner, "<span class='warning'>Alert: Minor battery discharge!</span>")
/obj/item/organ/stomach/ethereal