Merge pull request #15430 from DeltaFire15/synth-coolant
Synth stuff : Balancing Nightmare Edition (aka, coolant)
This commit is contained in:
@@ -65,29 +65,30 @@
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blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio)
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//Effects of bloodloss
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var/word = pick("dizzy","woozy","faint")
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var/blood_effect_volume = blood_volume + integrating_blood
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switch(blood_effect_volume)
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if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS)
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if(prob(10))
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to_chat(src, "<span class='warning'>You feel terribly bloated.</span>")
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if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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if(prob(5))
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to_chat(src, "<span class='warning'>You feel [word].</span>")
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1))
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if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
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if(prob(5))
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blur_eyes(6)
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to_chat(src, "<span class='warning'>You feel very [word].</span>")
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if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
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adjustOxyLoss(5)
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if(prob(15))
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Unconscious(rand(20,60))
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to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
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if(-INFINITY to BLOOD_VOLUME_SURVIVE)
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if(!HAS_TRAIT(src, TRAIT_NODEATH))
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death()
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if(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM)) //Synths are immune to direct consequences of bloodloss, instead suffering penalties to heat exchange.
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var/word = pick("dizzy","woozy","faint")
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var/blood_effect_volume = blood_volume + integrating_blood
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switch(blood_effect_volume)
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if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS)
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if(prob(10))
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to_chat(src, "<span class='warning'>You feel terribly bloated.</span>")
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if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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if(prob(5))
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to_chat(src, "<span class='warning'>You feel [word].</span>")
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1))
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if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
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if(prob(5))
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blur_eyes(6)
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to_chat(src, "<span class='warning'>You feel very [word].</span>")
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if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
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adjustOxyLoss(5)
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if(prob(15))
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Unconscious(rand(20,60))
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to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
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if(-INFINITY to BLOOD_VOLUME_SURVIVE)
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if(!HAS_TRAIT(src, TRAIT_NODEATH))
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death()
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var/temp_bleed = 0
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//Bleeding out
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@@ -37,7 +37,7 @@
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var/list/whatmighthappen = list()
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whatmighthappen += list("avoided" = 3, "dropthing" = 1, "movetile" = 1, "shortdeaf" = 1, "flopover" = 1, "nutriloss" = 1, "selfflash" = 1, "harmies" = 1)
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if(corruption >= CORRUPTION_THRESHHOLD_MAJOR)
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whatmighthappen += list("longdeaf" = 1, "longknockdown" = 1, "shortlimbdisable" = 1, "shortblind" = 1, "shortstun" = 1, "shortmute" = 1, "vomit" = 1, "halluscinate" = 1)
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whatmighthappen += list("longdeaf" = 1, "longknockdown" = 1, "shortlimbdisable" = 1, "shortblind" = 1, "shortstun" = 1, "shortmute" = 1, "vomit" = 1, "hallucinate" = 1, "jamcoolanthud" = 1)
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if(corruption >= CORRUPTION_THRESHHOLD_CRITICAL)
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whatmighthappen += list("receporgandamage" = 1, "longlimbdisable" = 1, "blindmutedeaf" = 1, "longstun" = 1, "sleep" = 1, "inducetrauma" = 1, "amplifycorrupt" = 1, "changetemp" = 1)
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var/event = pickweight(whatmighthappen)
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@@ -97,8 +97,10 @@
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if("vomit")
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to_chat(src, "<span class='notice'>Ejecting contaminant.</span>")
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vomit()
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if("halluscinate")
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if("hallucinate")
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hallucination += 20 //Doesn't give a cue
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if("jamcoolanthud")
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hud_used.coolant_display.jam(10)
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if("receporgandamage")
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adjustOrganLoss(ORGAN_SLOT_EARS, rand(10, 20))
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adjustOrganLoss(ORGAN_SLOT_EYES, rand(10, 20))
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@@ -159,7 +161,7 @@
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/mob/living/carbon/proc/forcesleep(time = 100)
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to_chat(src, "<span class='notice'>Preparations complete, powering down.</span>")
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Sleeping(time, 0)
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Sleeping(time)
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#undef CORRUPTION_CHECK_INTERVAL
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@@ -249,16 +249,17 @@
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if(DISGUST_LEVEL_DISGUSTED to INFINITY)
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msg += "[t_He] look[p_s()] extremely disgusted.\n"
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var/apparent_blood_volume = blood_volume
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if(dna.species.use_skintones && skin_tone == "albino")
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apparent_blood_volume -= 150 // enough to knock you down one tier
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switch(apparent_blood_volume)
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if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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msg += "[t_He] [t_has] pale skin.\n"
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if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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msg += "<b>[t_He] look[p_s()] like pale death.</b>\n"
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if(-INFINITY to BLOOD_VOLUME_BAD)
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msg += "<span class='deadsay'><b>[t_He] resemble[p_s()] a crushed, empty juice pouch.</b></span>\n"
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if(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
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var/apparent_blood_volume = blood_volume
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if(dna.species.use_skintones && skin_tone == "albino")
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apparent_blood_volume -= 150 // enough to knock you down one tier
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switch(apparent_blood_volume)
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if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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msg += "[t_He] [t_has] pale skin.\n"
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if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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msg += "<b>[t_He] look[p_s()] like pale death.</b>\n"
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if(-INFINITY to BLOOD_VOLUME_BAD)
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msg += "<span class='deadsay'><b>[t_He] resemble[p_s()] a crushed, empty juice pouch.</b></span>\n"
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if(bleedsuppress)
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msg += "[t_He] [t_is] embued with a power that defies bleeding.\n" // only statues and highlander sword can cause this so whatever
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@@ -416,6 +416,7 @@
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severity *= 0.5
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var/do_not_stun = FALSE
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if(HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
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hud_used?.coolant_display.jam(round(severity / 10, 1)) //Messes up the cooling system readout.
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severity *= 0.5 //Robotpeople take less limb damage, but instead suffer system corruption (see carbon emp_act)
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do_not_stun = TRUE
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for(var/obj/item/bodypart/L in src.bodyparts)
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@@ -30,6 +30,8 @@
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/mob/living/carbon/human/PhysicalLife(seconds, times_fired)
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if(!(. = ..()))
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return
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if(HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM) && hud_used)
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hud_used.coolant_display.update_counter(src)
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//Update our name based on whether our face is obscured/disfigured
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name = get_visible_name()
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@@ -76,9 +78,23 @@
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/mob/living/carbon/human/check_breath(datum/gas_mixture/breath)
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var/L = getorganslot(ORGAN_SLOT_LUNGS)
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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)
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var/total_moles = breath.total_moles()
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var/pressure = breath.return_pressure()
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#define PP_MOLES(X) ((X / total_moles) * pressure)
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#define PP(air, gas) PP_MOLES(air.get_moles(gas))
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var/bz_pp = PP(breath, GAS_BZ)
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if(bz_pp > 1)
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reagents.add_reagent(/datum/reagent/bz_metabolites,5)
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else if(bz_pp > 0.1)
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reagents.add_reagent(/datum/reagent/bz_metabolites,1)
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#undef PP_MOLES
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#undef PP
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var/L = getorganslot(ORGAN_SLOT_LUNGS)
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if(!L)
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if(HAS_TRAIT(src, TRAIT_NOBREATH))
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return
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if(health >= crit_threshold)
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adjustOxyLoss(HUMAN_MAX_OXYLOSS + 1)
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else if(!HAS_TRAIT(src, TRAIT_NOCRITDAMAGE))
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@@ -108,6 +108,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/burnmod = 1
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///multiplier for damage from cold temperature
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var/coldmod = 1
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///moves their safe minimum temp by this value.
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var/cold_offset = 0
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///moves their safe maximum temp by this value.
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var/hot_offset = 0
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///multiplier for damage from hot temperature
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var/heatmod = 1
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///multiplier for stun durations
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@@ -147,6 +151,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/list/blacklisted_quirks = list() // Quirks that will be removed upon gaining this species, to be defined by species
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var/list/removed_quirks = list() // Quirks that got removed due to being blacklisted, and will be restored when on_species_loss() is called
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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.
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///Punch-specific attack verb.
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var/attack_verb = "punch"
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@@ -331,7 +336,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/should_have_brain = TRUE
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var/should_have_heart = !(NOBLOOD in species_traits)
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var/should_have_lungs = !(TRAIT_NOBREATH in inherent_traits)
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var/should_have_lungs = ((TRAIT_AUXILIARY_LUNGS in inherent_traits) || !(TRAIT_NOBREATH in inherent_traits))
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var/should_have_appendix = !(TRAIT_NOHUNGER in inherent_traits)
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var/should_have_eyes = TRUE
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var/should_have_ears = TRUE
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@@ -569,17 +574,39 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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for(var/obj/item/bodypart/B in C.bodyparts)
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B.change_bodypart_status(initial(B.status), FALSE, TRUE)
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if((TRAIT_ROBOTIC_ORGANISM in inherent_traits) && C.hud_used)
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C.hud_used.coolant_display.clear()
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SEND_SIGNAL(C, COMSIG_SPECIES_LOSS, src)
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// shamelessly inspired by antag_datum.remove_blacklisted_quirks()
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/datum/species/proc/remove_blacklisted_quirks(mob/living/carbon/C)
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var/mob/living/L = C.mind?.current
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if(istype(L))
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for(var/q in L.roundstart_quirks)
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var/datum/quirk/Q = q
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if(Q.type in blacklisted_quirks)
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qdel(Q)
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removed_quirks += Q.type
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. = 0
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if(istype(C))
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if(!balance_point_values)
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for(var/q in C.roundstart_quirks)
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var/datum/quirk/Q = q
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if(Q.type in blacklisted_quirks)
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removed_quirks += Q.type
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. += 1
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qdel(Q)
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else
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var/point_overhead = 0
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for(var/datum/quirk/Q as anything in C.roundstart_quirks)
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if(Q.type in blacklisted_quirks)
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point_overhead -= Q.value
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removed_quirks += Q.type
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. += 1
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qdel(Q)
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if(point_overhead)
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for(var/datum/quirk/Q as anything in C.roundstart_quirks)
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if(Q.value > 0)
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point_overhead -= Q.value
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removed_quirks += Q.type
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. += 1
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qdel(Q)
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if(!point_overhead)
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break
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// restore any quirks that we removed
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/datum/species/proc/restore_quirks(mob/living/carbon/C)
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@@ -1165,7 +1192,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/takes_crit_damage = !HAS_TRAIT(H, TRAIT_NOCRITDAMAGE)
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if((H.health < H.crit_threshold) && takes_crit_damage)
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H.adjustBruteLoss(1)
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if(!HAS_TRAIT(H, TRAIT_ROBOTIC_ORGANISM))
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H.adjustBruteLoss(1)
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else
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H.adjustFireLoss(1) //Robots melt instead of taking brute.
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/datum/species/proc/spec_death(gibbed, mob/living/carbon/human/H)
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if(H)
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@@ -1874,7 +1904,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(BODY_ZONE_HEAD)
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if(!I.get_sharpness() && armor_block < 50)
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if(prob(I.force))
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if(HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
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if(HAS_TRAIT(H, TRAIT_ROBOTIC_ORGANISM))
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H.adjustToxLoss(5, toxins_type = TOX_SYSCORRUPT) //Bonk! - Effectively 5 bonus damage
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else
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H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
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@@ -2171,15 +2201,20 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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//Thermal protection (insulation) has mixed benefits in two situations (hot in hot places, cold in hot places)
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if(!H.on_fire) //If you're on fire, you do not heat up or cool down based on surrounding gases
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var/natural = 0
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var/cooling_efficiency = 1
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if(H.stat != DEAD)
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natural = H.natural_bodytemperature_stabilization()
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cooling_efficiency = H.get_cooling_efficiency()
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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.
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H.adjust_bodytemperature(SYNTH_PASSIVE_HEAT_GAIN * (1 - cooling_efficiency), (T0C + SYNTH_MIN_PASSIVE_COOLING_TEMP), (T0C + SYNTH_MAX_PASSIVE_GAIN_TEMP))
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var/thermal_protection = 1
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if(loc_temp < H.bodytemperature) //Place is colder than we are
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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.
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if(H.bodytemperature < BODYTEMP_NORMAL) //we're cold, insulation helps us retain body heat and will reduce the heat we lose to the environment
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H.adjust_bodytemperature((thermal_protection+1)*natural + max(thermal_protection * (loc_temp - H.bodytemperature) / BODYTEMP_COLD_DIVISOR, BODYTEMP_COOLING_MAX))
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H.adjust_bodytemperature((thermal_protection+1)*natural + max((thermal_protection * (loc_temp - H.bodytemperature) * cooling_efficiency) / BODYTEMP_COLD_DIVISOR, BODYTEMP_COOLING_MAX))
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else //we're sweating, insulation hinders our ability to reduce heat - and it will reduce the amount of cooling you get from the environment
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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
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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
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else //Place is hotter than we are
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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.
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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
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@@ -2203,7 +2238,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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H.throw_alert("tempfeel", /atom/movable/screen/alert/hot, 3)
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// +/- 50 degrees from 310K is the 'safe' zone, where no damage is dealt.
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if(H.bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT && !HAS_TRAIT(H, TRAIT_RESISTHEAT))
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if(H.bodytemperature > (BODYTEMP_HEAT_DAMAGE_LIMIT + hot_offset) && !HAS_TRAIT(H, TRAIT_RESISTHEAT))
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//Body temperature is too hot.
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SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "cold")
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@@ -2231,11 +2266,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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H.emote("scream")
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H.apply_damage(burn_damage, BURN)
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else if(H.bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(H, TRAIT_RESISTCOLD))
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else if(H.bodytemperature < (BODYTEMP_COLD_DAMAGE_LIMIT + cold_offset) && !HAS_TRAIT(H, TRAIT_RESISTCOLD))
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SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "hot")
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SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "cold", /datum/mood_event/cold)
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//Apply cold slowdown
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H.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/cold, multiplicative_slowdown = ((BODYTEMP_COLD_DAMAGE_LIMIT - H.bodytemperature) / COLD_SLOWDOWN_FACTOR))
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H.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/cold, multiplicative_slowdown = (((BODYTEMP_COLD_DAMAGE_LIMIT + cold_offset) - H.bodytemperature) / COLD_SLOWDOWN_FACTOR))
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switch(H.bodytemperature)
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if(200 to BODYTEMP_COLD_DAMAGE_LIMIT)
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H.throw_alert("temp", /atom/movable/screen/alert/shiver, 1)
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@@ -24,11 +24,18 @@
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id = SPECIES_MAMMAL_SYNTHETIC
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species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR,ROBOTIC_LIMBS,HAS_FLESH,HAS_BONE,WINGCOLOR,HORNCOLOR)
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inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM)
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inherent_traits = list(TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NO_PROCESS_FOOD, TRAIT_ROBOTIC_ORGANISM, TRAIT_RESISTLOWPRESSURE, TRAIT_NOBREATH, TRAIT_AUXILIARY_LUNGS)
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inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID|MOB_BEAST
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meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
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gib_types = list(/obj/effect/gibspawner/ipc, /obj/effect/gibspawner/ipc/bodypartless)
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coldmod = 0.5
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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
|
||||
|
||||
@@ -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//
|
||||
/////////
|
||||
|
||||
Reference in New Issue
Block a user