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GS13NG/code/modules/mob/living/carbon/carbon_defense.dm
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kevinz000andGitHub 46e3267d4c Merge pull request #11557 from Ghommie/Ghommie-cit632
Removes species default_features variable.
2020-03-25 12:16:40 -07:00

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/mob/living/carbon/get_eye_protection()
var/number = ..()
if(istype(src.head, /obj/item/clothing/head)) //are they wearing something on their head
var/obj/item/clothing/head/HFP = src.head //if yes gets the flash protection value from that item
number += HFP.flash_protect
if(istype(src.glasses, /obj/item/clothing/glasses)) //glasses
var/obj/item/clothing/glasses/GFP = src.glasses
number += GFP.flash_protect
if(istype(src.wear_mask, /obj/item/clothing/mask)) //mask
var/obj/item/clothing/mask/MFP = src.wear_mask
number += MFP.flash_protect
var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
if(!E)
number = INFINITY //Can't get flashed without eyes
else
number += E.flash_protect
return number
/mob/living/carbon/get_ear_protection()
var/number = ..()
var/obj/item/organ/ears/E = getorganslot(ORGAN_SLOT_EARS)
if(!E)
number = INFINITY
else
number += E.bang_protect
return number
/mob/living/carbon/is_mouth_covered(head_only = 0, mask_only = 0)
if( (!mask_only && head && (head.flags_cover & HEADCOVERSMOUTH)) || (!head_only && wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH)) )
return TRUE
/mob/living/carbon/is_eyes_covered(check_glasses = 1, check_head = 1, check_mask = 1)
if(check_glasses && glasses && (glasses.flags_cover & GLASSESCOVERSEYES))
return TRUE
if(check_head && head && (head.flags_cover & HEADCOVERSEYES))
return TRUE
if(check_mask && wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH))
return TRUE
/mob/living/carbon/check_projectile_dismemberment(obj/item/projectile/P, def_zone)
var/obj/item/bodypart/affecting = get_bodypart(def_zone)
if(affecting && affecting.dismemberable && affecting.get_damage() >= (affecting.max_damage - P.dismemberment))
affecting.dismember(P.damtype)
/mob/living/carbon/catch_item(obj/item/I, skip_throw_mode_check = FALSE)
. = ..()
if(!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) && !skip_throw_mode_check && !in_throw_mode)
return
if(incapacitated())
return
if (get_active_held_item())
if (HAS_TRAIT_FROM(src, TRAIT_AUTO_CATCH_ITEM,RISING_BASS_TRAIT))
visible_message("<span class='warning'>[src] chops [I] out of the air!</span>")
return TRUE
return
I.attack_hand(src)
if(get_active_held_item() == I) //if our attack_hand() picks up the item...
visible_message("<span class='warning'>[src] catches [I]!</span>") //catch that sucker!
throw_mode_off()
return TRUE
/mob/living/carbon/embed_item(obj/item/I)
throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
var/obj/item/bodypart/L = pick(bodyparts)
L.embedded_objects |= I
I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
I.forceMove(src)
I.embedded()
L.receive_damage(I.w_class*I.embedding.embedded_impact_pain_multiplier)
visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
//CIT CHANGES START HERE - combatmode and resting checks
var/totitemdamage = I.force
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 0.5
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
totitemdamage *= 0.5
if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
totitemdamage *= 1.5
//CIT CHANGES END HERE
if(user != src && check_shields(I, totitemdamage, "the [I.name]", MELEE_ATTACK, I.armour_penetration))
return FALSE
var/obj/item/bodypart/affecting
if(user == src)
affecting = get_bodypart(check_zone(user.zone_selected)) //we're self-mutilating! yay!
else
affecting = get_bodypart(ran_zone(user.zone_selected))
if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
affecting = bodyparts[1]
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
send_item_attack_message(I, user, affecting.name)
I.do_stagger_action(src, user)
if(I.force)
apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
var/basebloodychance = affecting.brute_dam + totitemdamage
if(prob(basebloodychance))
I.add_mob_blood(src)
var/turf/location = get_turf(src)
add_splatter_floor(location)
if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
if(affecting.body_zone == BODY_ZONE_HEAD)
if(wear_mask && prob(basebloodychance))
wear_mask.add_mob_blood(src)
update_inv_wear_mask()
if(wear_neck && prob(basebloodychance))
wear_neck.add_mob_blood(src)
update_inv_neck()
if(head && prob(basebloodychance))
head.add_mob_blood(src)
update_inv_head()
//dismemberment
var/probability = I.get_dismemberment_chance(affecting)
if(prob(probability))
if(affecting.dismember(I.damtype))
I.add_mob_blood(src)
playsound(get_turf(src), I.get_dismember_sound(), 80, 1)
return TRUE //successful attack
/mob/living/carbon/attack_drone(mob/living/simple_animal/drone/user)
return //so we don't call the carbon's attack_hand().
//ATTACK HAND IGNORING PARENT RETURN VALUE
/mob/living/carbon/attack_hand(mob/living/carbon/human/user)
. = ..()
if(.) //was the attack blocked?
return
for(var/thing in diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
user.ContactContractDisease(D)
for(var/thing in user.diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
ContactContractDisease(D)
if(lying && surgeries.len)
if(user.a_intent == INTENT_HELP || user.a_intent == INTENT_DISARM)
for(var/datum/surgery/S in surgeries)
if(S.next_step(user, user.a_intent))
return TRUE
/mob/living/carbon/attack_paw(mob/living/carbon/monkey/M)
if(can_inject(M, TRUE))
for(var/thing in diseases)
var/datum/disease/D = thing
if((D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN) && prob(85))
M.ContactContractDisease(D)
for(var/thing in M.diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
ContactContractDisease(D)
if(M.a_intent == INTENT_HELP)
help_shake_act(M)
return 0
. = ..()
if(.) //successful monkey bite.
for(var/thing in M.diseases)
var/datum/disease/D = thing
ForceContractDisease(D)
return 1
/mob/living/carbon/attack_slime(mob/living/simple_animal/slime/M)
. = ..()
if(!.)
return
if(M.powerlevel > 0)
var/stunprob = M.powerlevel * 7 + 10 // 17 at level 1, 80 at level 10
if(prob(stunprob))
M.powerlevel -= 3
if(M.powerlevel < 0)
M.powerlevel = 0
visible_message("<span class='danger'>The [M.name] has shocked [src]!</span>", \
"<span class='userdanger'>The [M.name] has shocked [src]!</span>")
do_sparks(5, TRUE, src)
var/power = M.powerlevel + rand(0,3)
DefaultCombatKnockdown(power*20)
if(stuttering < power)
stuttering = power
if (prob(stunprob) && M.powerlevel >= 8)
adjustFireLoss(M.powerlevel * rand(6,10))
updatehealth()
/mob/living/carbon/proc/dismembering_strike(mob/living/attacker, dam_zone)
if(!attacker.limb_destroyer)
return dam_zone
var/obj/item/bodypart/affecting
if(dam_zone && attacker.client)
affecting = get_bodypart(ran_zone(dam_zone))
else
var/list/things_to_ruin = shuffle(bodyparts.Copy())
for(var/B in things_to_ruin)
var/obj/item/bodypart/bodypart = B
if(bodypart.body_zone == BODY_ZONE_HEAD || bodypart.body_zone == BODY_ZONE_CHEST)
continue
if(!affecting || ((affecting.get_damage() / affecting.max_damage) < (bodypart.get_damage() / bodypart.max_damage)))
affecting = bodypart
if(affecting)
dam_zone = affecting.body_zone
if(affecting.get_damage() >= affecting.max_damage)
affecting.dismember()
return null
return affecting.body_zone
return dam_zone
/mob/living/carbon/blob_act(obj/structure/blob/B)
if (stat == DEAD)
return
else
show_message("<span class='userdanger'>The blob attacks!</span>")
adjustBruteLoss(10)
/mob/living/carbon/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_CONTENTS)
return
for(var/X in internal_organs)
var/obj/item/organ/O = X
O.emp_act(severity)
/mob/living/carbon/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
if((flags & SHOCK_TESLA) && (flags_1 & TESLA_IGNORE_1))
return FALSE
if(HAS_TRAIT(src, TRAIT_SHOCKIMMUNE))
return FALSE
shock_damage *= siemens_coeff
if(dna && dna.species)
shock_damage *= dna.species.siemens_coeff
if(shock_damage < 1)
return 0
if(reagents.has_reagent(/datum/reagent/teslium))
shock_damage *= 1.5 //If the mob has teslium in their body, shocks are 50% more damaging!
if((flags & SHOCK_ILLUSION))
adjustStaminaLoss(shock_damage)
else
take_overall_damage(0,shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>" \
)
jitteriness += 1000 //High numbers for violent convulsions
do_jitter_animation(jitteriness)
stuttering += 2
if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN))
Stun(40)
spawn(20)
jitteriness = max(jitteriness - 990, 10) //Still jittery, but vastly less
if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN))
DefaultCombatKnockdown(60)
return shock_damage
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if(on_fire)
to_chat(M, "<span class='warning'>You can't put [p_them()] out with just your bare hands!</span>")
return
if(health >= 0 && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
var/friendly_check = FALSE
if(lying)
if(buckled)
to_chat(M, "<span class='warning'>You need to unbuckle [src] first to do that!")
return
M.visible_message("<span class='notice'>[M] shakes [src] trying to get [p_them()] up!</span>", \
"<span class='notice'>You shake [src] trying to get [p_them()] up!</span>")
else if(M.zone_selected == BODY_ZONE_PRECISE_MOUTH) // I ADDED BOOP-EH-DEH-NOSEH - Jon
M.visible_message( \
"<span class='notice'>[M] boops [src]'s nose.</span>", \
"<span class='notice'>You boop [src] on the nose.</span>", )
playsound(src, 'sound/items/Nose_boop.ogg', 50, 0)
else if(check_zone(M.zone_selected) == BODY_ZONE_HEAD)
var/datum/species/S
if(ishuman(src))
S = dna.species
M.visible_message("<span class='notice'>[M] gives [src] a pat on the head to make [p_them()] feel better!</span>", \
"<span class='notice'>You give [src] a pat on the head to make [p_them()] feel better!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "headpat", /datum/mood_event/headpat)
friendly_check = TRUE
if(S?.can_wag_tail(src) && !dna.species.is_wagging_tail())
var/static/list/many_tails = list("tail_human", "tail_lizard", "mam_tail")
for(var/T in many_tails)
if(S.mutant_bodyparts[T] && dna.features[T] != "None")
emote("wag")
break
else if(check_zone(M.zone_selected) == BODY_ZONE_R_ARM || check_zone(M.zone_selected) == BODY_ZONE_L_ARM)
M.visible_message( \
"<span class='notice'>[M] shakes [src]'s hand.</span>", \
"<span class='notice'>You shake [src]'s hand.</span>", )
else
M.visible_message("<span class='notice'>[M] hugs [src] to make [p_them()] feel better!</span>", \
"<span class='notice'>You hug [src] to make [p_them()] feel better!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "hug", /datum/mood_event/hug)
friendly_check = TRUE
if(friendly_check && HAS_TRAIT(M, TRAIT_FRIENDLY))
var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
if(mood)
if (mood.sanity >= SANITY_GREAT)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
else if (mood.sanity >= SANITY_DISTURBED)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/betterhug, M)
AdjustAllImmobility(-60, FALSE)
AdjustUnconscious(-60, FALSE)
AdjustSleeping(-100, FALSE)
if(combat_flags & COMBAT_FLAG_HARD_STAMCRIT)
adjustStaminaLoss(-15)
else
set_resting(FALSE, FALSE)
update_mobility()
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/mob/living/carbon/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
. = ..()
var/damage = intensity - get_eye_protection()
if(.) // we've been flashed
var/obj/item/organ/eyes/eyes = getorganslot(ORGAN_SLOT_EYES)
if (!eyes)
return
if(visual)
return
if (damage == 1)
to_chat(src, "<span class='warning'>Your eyes sting a little.</span>")
if(prob(40))
eyes.applyOrganDamage(1)
else if (damage == 2)
to_chat(src, "<span class='warning'>Your eyes burn.</span>")
eyes.applyOrganDamage(rand(2, 4))
else if( damage >= 3)
to_chat(src, "<span class='warning'>Your eyes itch and burn severely!</span>")
eyes.applyOrganDamage(rand(12, 16))
if(eyes.damage > 10)
blind_eyes(damage)
blur_eyes(damage * rand(3, 6))
if(eyes.damage > 20)
if(prob(eyes.damage - 20))
if(!HAS_TRAIT(src, TRAIT_NEARSIGHT))
to_chat(src, "<span class='warning'>Your eyes start to burn badly!</span>")
become_nearsighted(EYE_DAMAGE)
else if(prob(eyes.damage - 25))
if(!HAS_TRAIT(src, TRAIT_BLIND))
to_chat(src, "<span class='warning'>You can't see anything!</span>")
eyes.applyOrganDamage(eyes.maxHealth)
else
to_chat(src, "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>")
if(has_bane(BANE_LIGHT))
mind.disrupt_spells(-500)
return 1
else if(damage == 0) // just enough protection
if(prob(20))
to_chat(src, "<span class='notice'>Something bright flashes in the corner of your vision!</span>")
if(has_bane(BANE_LIGHT))
mind.disrupt_spells(0)
/mob/living/carbon/soundbang_act(intensity = 1, stun_pwr = 20, damage_pwr = 5, deafen_pwr = 15)
var/list/reflist = list(intensity) // Need to wrap this in a list so we can pass a reference
SEND_SIGNAL(src, COMSIG_CARBON_SOUNDBANG, reflist)
intensity = reflist[1]
var/ear_safety = get_ear_protection()
var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
var/effect_amount = intensity - ear_safety
if(effect_amount > 0)
if(stun_pwr)
DefaultCombatKnockdown(stun_pwr*effect_amount)
if(istype(ears) && (deafen_pwr || damage_pwr))
var/ear_damage = damage_pwr * effect_amount
var/deaf = deafen_pwr * effect_amount
adjustEarDamage(ear_damage,deaf)
if(ears.damage >= 15)
to_chat(src, "<span class='warning'>Your ears start to ring badly!</span>")
if(prob(ears.damage - 5))
to_chat(src, "<span class='userdanger'>You can't hear anything!</span>")
ears.damage = min(ears.damage, ears.maxHealth)
// you need earmuffs, inacusiate, or replacement
else if(ears.damage >= 5)
to_chat(src, "<span class='warning'>Your ears start to ring!</span>")
SEND_SOUND(src, sound('sound/weapons/flash_ring.ogg',0,1,0,250))
return effect_amount //how soundbanged we are
/mob/living/carbon/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
if(damage_type != BRUTE && damage_type != BURN)
return
damage_amount *= 0.5 //0.5 multiplier for balance reason, we don't want clothes to be too easily destroyed
if(!def_zone || def_zone == BODY_ZONE_HEAD)
var/obj/item/clothing/hit_clothes
if(wear_mask)
hit_clothes = wear_mask
if(wear_neck)
hit_clothes = wear_neck
if(head)
hit_clothes = head
if(hit_clothes)
hit_clothes.take_damage(damage_amount, damage_type, damage_flag, 0)
/mob/living/carbon/can_hear()
. = FALSE
var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
if(istype(ears) && !ears.deaf)
. = TRUE