/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE) var/hit_percent = (100-blocked)/100 if(!forced && hit_percent <= 0) return 0 var/obj/item/bodypart/BP = null if(isbodypart(def_zone)) //we specified a bodypart object BP = def_zone else if(!def_zone) def_zone = ran_zone(def_zone) BP = get_bodypart(check_zone(def_zone)) if(!BP) BP = bodyparts[1] var/damage_amount = forced ? damage : damage * hit_percent switch(damagetype) if(BRUTE) if(BP) if(damage > 0 ? BP.receive_damage(damage_amount) : BP.heal_damage(abs(damage_amount), 0)) 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))) update_damage_overlays() else adjustFireLoss(damage_amount, forced = forced) if(TOX) adjustToxLoss(damage_amount, forced = forced) if(OXY) adjustOxyLoss(damage_amount, forced = forced) if(CLONE) adjustCloneLoss(damage_amount, forced = forced) if(STAMINA) if(BP) if(damage > 0 ? BP.receive_damage(0, 0, damage_amount) : BP.heal_damage(0, 0, abs(damage_amount))) update_damage_overlays() else adjustStaminaLoss(damage_amount, forced = forced) //citadel code if(AROUSAL) adjustArousalLoss(damage_amount) return TRUE //These procs fetch a cumulative total damage from all bodyparts /mob/living/carbon/getBruteLoss() var/amount = 0 for(var/X in bodyparts) var/obj/item/bodypart/BP = X amount += BP.brute_dam return amount /mob/living/carbon/getFireLoss() var/amount = 0 for(var/X in bodyparts) var/obj/item/bodypart/BP = X amount += BP.burn_dam return amount /mob/living/carbon/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE) if (!forced && amount < 0 && HAS_TRAIT(src,TRAIT_NONATURALHEAL)) return FALSE if(!forced && (status_flags & GODMODE)) return FALSE if(amount > 0) take_overall_damage(amount, 0, 0, updating_health) else heal_overall_damage(abs(amount), 0, 0, FALSE, TRUE, updating_health) return amount /mob/living/carbon/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE) if (!forced && amount < 0 && HAS_TRAIT(src,TRAIT_NONATURALHEAL)) //Vamps don't heal naturally. return FALSE if(!forced && (status_flags & GODMODE)) return FALSE if(amount > 0) take_overall_damage(0, amount, 0, updating_health) else heal_overall_damage(0, abs(amount), 0, FALSE, TRUE, updating_health) return amount /mob/living/carbon/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE) if(!forced && HAS_TRAIT(src, TRAIT_TOXINLOVER)) //damage becomes healing and healing becomes damage amount = -amount if(amount > 0) blood_volume -= 3*amount // x5 is too much, x3 should be still penalizing enough. else blood_volume -= amount return ..() /mob/living/carbon/getStaminaLoss() . = 0 for(var/X in bodyparts) var/obj/item/bodypart/BP = X . += round(BP.stamina_dam * BP.stam_damage_coeff, DAMAGE_PRECISION) /mob/living/carbon/adjustStaminaLoss(amount, updating_health = TRUE, forced = FALSE) if(!forced && (status_flags & GODMODE)) return FALSE if(amount > 0) take_overall_damage(0, 0, amount, updating_health) else heal_overall_damage(0, 0, abs(amount), FALSE, FALSE, updating_health) return amount /mob/living/carbon/setStaminaLoss(amount, updating = TRUE, forced = FALSE) var/current = getStaminaLoss() var/diff = amount - current if(!diff) return adjustStaminaLoss(diff, updating, forced) /** adjustOrganLoss * inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount (damage to be done), and maximum (currently an arbitrarily large number, can be set so as to limit damage) * outputs: * description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the damage proc on that organ. */ /mob/living/carbon/adjustOrganLoss(slot, amount, maximum) var/obj/item/organ/O = getorganslot(slot) if(O && !(status_flags & GODMODE)) if(!maximum) maximum = O.maxHealth O.applyOrganDamage(amount, maximum) O.onDamage(amount, maximum) /** setOrganLoss * inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount(damage to be set to) * outputs: * description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the set damage proc on that organ, which can * set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss. */ /mob/living/carbon/setOrganLoss(slot, amount) var/obj/item/organ/O = getorganslot(slot) if(O && !(status_flags & GODMODE)) O.setOrganDamage(amount) O.onSetDamage(amount) /** getOrganLoss * inputs: slot (organ slot, like ORGAN_SLOT_HEART) * outputs: organ damage * description: If an organ exists in the slot requested, return the amount of damage that organ has */ /mob/living/carbon/getOrganLoss(slot) var/obj/item/organ/O = getorganslot(slot) if(O) return O.damage /mob/living/carbon/proc/adjustAllOrganLoss(amount, maximum) for(var/obj/item/organ/O in internal_organs) if(O && !(status_flags & GODMODE)) continue if(!maximum) maximum = O.maxHealth O.applyOrganDamage(amount, maximum) O.onDamage(amount, maximum) /mob/living/carbon/proc/getFailingOrgans() .=list() for(var/obj/item/organ/O in internal_organs) if(O.organ_flags & ORGAN_FAILING) .+=O //////////////////////////////////////////// //Returns a list of damaged bodyparts /mob/living/carbon/proc/get_damaged_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(status && BP.status != status) continue if((brute && BP.brute_dam) || (burn && BP.burn_dam) || (stamina && BP.stamina_dam)) parts += BP return parts //Returns a list of damageable bodyparts /mob/living/carbon/proc/get_damageable_bodyparts() var/list/obj/item/bodypart/parts = list() for(var/X in bodyparts) var/obj/item/bodypart/BP = X if(BP.brute_dam + BP.burn_dam < BP.max_damage) parts += BP return parts //Heals ONE bodypart randomly selected from damaged ones. //It automatically updates damage overlays if necessary //It automatically updates health status /mob/living/carbon/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, only_robotic = FALSE, only_organic = TRUE) var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute,burn) if(!parts.len) return var/obj/item/bodypart/picked = pick(parts) if(picked.heal_damage(brute, burn, stamina, only_robotic, only_organic)) update_damage_overlays() //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) 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)) update_damage_overlays() //Heal MANY bodyparts, in random order /mob/living/carbon/heal_overall_damage(brute = 0, burn = 0, stamina = 0, only_robotic = FALSE, only_organic = TRUE, updating_health = TRUE) var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute, burn, stamina) var/update = NONE while(parts.len && (brute > 0 || burn > 0 || stamina > 0)) var/obj/item/bodypart/picked = pick(parts) var/brute_was = picked.brute_dam var/burn_was = picked.burn_dam var/stamina_was = picked.stamina_dam update |= picked.heal_damage(brute, burn, stamina, only_robotic, only_organic, FALSE) brute = round(brute - (brute_was - picked.brute_dam), DAMAGE_PRECISION) burn = round(burn - (burn_was - picked.burn_dam), DAMAGE_PRECISION) stamina = round(stamina - (stamina_was - picked.stamina_dam), DAMAGE_PRECISION) parts -= picked if(updating_health) updatehealth() if(update) 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) if(status_flags & GODMODE) return //godmode var/list/obj/item/bodypart/parts = get_damageable_bodyparts() var/update = 0 while(parts.len && (brute > 0 || burn > 0 || stamina > 0)) var/obj/item/bodypart/picked = pick(parts) var/brute_per_part = round(brute/parts.len, DAMAGE_PRECISION) var/burn_per_part = round(burn/parts.len, DAMAGE_PRECISION) var/stamina_per_part = round(stamina/parts.len, DAMAGE_PRECISION) var/brute_was = picked.brute_dam var/burn_was = picked.burn_dam var/stamina_was = picked.stamina_dam update |= picked.receive_damage(brute_per_part, burn_per_part, stamina_per_part, FALSE) brute = round(brute - (picked.brute_dam - brute_was), DAMAGE_PRECISION) burn = round(burn - (picked.burn_dam - burn_was), DAMAGE_PRECISION) stamina = round(stamina - (picked.stamina_dam - stamina_was), DAMAGE_PRECISION) parts -= picked if(updating_health) updatehealth() if(update) update_damage_overlays() update_stamina() /* TO_REMOVE /mob/living/carbon/getOrganLoss(ORGAN_SLOT_BRAIN) . = 0 var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN) if(B) . = B.get_brain_damage() //Some sources of brain damage shouldn't be deadly /mob/living/carbon/adjustOrganLoss(ORGAN_SLOT_BRAIN, amount, maximum = BRAIN_DAMAGE_DEATH) if(status_flags & GODMODE) return FALSE var/prev_brainloss = getOrganLoss(ORGAN_SLOT_BRAIN) var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN) if(!B) return B.adjust_brain_damage(amount, maximum) if(amount <= 0) //cut this early return var/brainloss = getOrganLoss(ORGAN_SLOT_BRAIN) if(brainloss > BRAIN_DAMAGE_MILD) if(prob(amount * ((2 * (100 + brainloss - BRAIN_DAMAGE_MILD)) / 100))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 2% gain_trauma_type(BRAIN_TRAUMA_MILD) if(brainloss > BRAIN_DAMAGE_SEVERE) if(prob(amount * ((2 * (100 + brainloss - BRAIN_DAMAGE_SEVERE)) / 100))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 2% if(prob(20)) gain_trauma_type(BRAIN_TRAUMA_SPECIAL) else gain_trauma_type(BRAIN_TRAUMA_SEVERE) if(prev_brainloss < BRAIN_DAMAGE_MILD && brainloss >= BRAIN_DAMAGE_MILD) to_chat(src, "You feel lightheaded.") else if(prev_brainloss < BRAIN_DAMAGE_SEVERE && brainloss >= BRAIN_DAMAGE_SEVERE) to_chat(src, "You feel less in control of your thoughts.") else if(prev_brainloss < (BRAIN_DAMAGE_DEATH - 20) && brainloss >= (BRAIN_DAMAGE_DEATH - 20)) to_chat(src, "You can feel your mind flickering on and off...") /mob/living/carbon/setBrainLoss(amount) var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN) if(B) var/adjusted_amount = amount - B.get_brain_damage() B.adjust_brain_damage(adjusted_amount, null) */