HUD info, more readouts
HUD & a examine readout for the HUD for coolant & cooling efficiency info. Penalty active-cooling-cost-wise when in very low pressure area. Higher minimum efficiency for active cooling. Synths don't look pale.
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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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@@ -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(blood_volume, 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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@@ -574,6 +574,9 @@ 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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@@ -484,9 +484,12 @@
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var/actual_drain = cooling_coolant_drain * max(1 - cooling_efficiency, 0.2) //Being in a suitable environment reduces drain by up to 80%
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var/temp_diff = owner.bodytemperature - T20C
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if(temp_diff > 0)
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owner.adjust_bodytemperature(min(((T20C - owner.bodytemperature) * max(cooling_efficiency, 0.2) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX))
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owner.adjust_bodytemperature(max(((T0C - owner.bodytemperature) * max(cooling_efficiency, 0.5) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX))
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else
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owner.adjust_bodytemperature(min(((T20C - owner.bodytemperature) * max(cooling_efficiency, 0.2) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX))
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owner.adjust_bodytemperature(min(((T20C - owner.bodytemperature) * max(cooling_efficiency, 0.5) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX))
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var/datum/gas_mixture/air = owner.loc.return_air()
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if(!air || air.return_pressure() < ONE_ATMOSPHERE * SYNTH_ACTIVE_COOLING_LOW_PRESSURE_THRESHOLD)
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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)
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owner.blood_volume = max(owner.blood_volume - actual_drain, 0)
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if(owner.blood_volume <= next_warn)
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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>")
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