* maps, tgui, tools * defines and helpers * onclick and controllers * datums fucking caught that hulk reversal too. * game and shuttle modular * module/admin * oh god they fucking moved antag shit again * haaaaate. Haaaaaaaaaate. * enables moff wings * more modules things * tgstation.dme before I forget something important * some mob stuff * s'more mob/living stuff * some carbon stuff * ayy lmaos and kitchen meat * Human stuff * species things moff wings have a 'none' version too * the rest of the module stuff. * some strings * misc * mob icons * some other icons. * It compiles FUCK BORERS FUCK BORERS
232 lines
8.0 KiB
Plaintext
232 lines
8.0 KiB
Plaintext
//Here are the procs used to modify status effects of a mob.
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//The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness,
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// eye damage, eye_blind, eye_blurry, druggy, TRAIT_BLIND trait, and TRAIT_NEARSIGHT trait.
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////////////////////////////// STUN ////////////////////////////////////
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/mob/living/IsStun() //If we're stunned
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return has_status_effect(STATUS_EFFECT_STUN)
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/mob/living/proc/AmountStun() //How many deciseconds remain in our stun
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var/datum/status_effect/incapacitating/stun/S = IsStun()
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if(S)
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return S.duration - world.time
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return 0
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/mob/living/proc/Stun(amount, updating = TRUE, ignore_canstun = FALSE) //Can't go below remaining duration
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if(((status_flags & CANSTUN) && !has_trait(TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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var/datum/status_effect/incapacitating/stun/S = IsStun()
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if(S)
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S.duration = max(world.time + amount, S.duration)
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else if(amount > 0)
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S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
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return S
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/mob/living/proc/SetStun(amount, updating = TRUE, ignore_canstun = FALSE) //Sets remaining duration
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if(((status_flags & CANSTUN) && !has_trait(TRAIT_STUNIMMUNE)) || ignore_canstun)
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var/datum/status_effect/incapacitating/stun/S = IsStun()
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if(amount <= 0)
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if(S)
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qdel(S)
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else
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if(absorb_stun(amount, ignore_canstun))
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return
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if(S)
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S.duration = world.time + amount
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else
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S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
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return S
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/mob/living/proc/AdjustStun(amount, updating = TRUE, ignore_canstun = FALSE) //Adds to remaining duration
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if(((status_flags & CANSTUN) && !has_trait(TRAIT_STUNIMMUNE)) || ignore_canstun)
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if(absorb_stun(amount, ignore_canstun))
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return
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var/datum/status_effect/incapacitating/stun/S = IsStun()
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if(S)
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S.duration += amount
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else if(amount > 0)
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S = apply_status_effect(STATUS_EFFECT_STUN, amount, updating)
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return S
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///////////////////////////////// KNOCKDOWN /////////////////////////////////////
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/mob/living/IsKnockdown() //If we're knocked down
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return has_status_effect(STATUS_EFFECT_KNOCKDOWN)
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/mob/living/proc/AmountKnockdown() //How many deciseconds remain in our knockdown
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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(K)
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return K.duration - world.time
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return 0
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/mob/living/proc/Knockdown(amount, updating = TRUE, ignore_canknockdown = FALSE) //Can't go below remaining duration
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if(((status_flags & CANKNOCKDOWN) && !has_trait(TRAIT_STUNIMMUNE)) || ignore_canknockdown)
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if(absorb_stun(amount, ignore_canknockdown))
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return
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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(K)
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K.duration = max(world.time + amount, K.duration)
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else if(amount > 0)
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K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
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return K
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/mob/living/proc/SetKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE) //Sets remaining duration
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if(((status_flags & CANKNOCKDOWN) && !has_trait(TRAIT_STUNIMMUNE)) || ignore_canknockdown)
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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(amount <= 0)
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if(K)
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qdel(K)
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else
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if(absorb_stun(amount, ignore_canknockdown))
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return
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if(K)
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K.duration = world.time + amount
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else
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K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
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return K
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/mob/living/proc/AdjustKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE) //Adds to remaining duration
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if(((status_flags & CANKNOCKDOWN) && !has_trait(TRAIT_STUNIMMUNE)) || ignore_canknockdown)
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if(absorb_stun(amount, ignore_canknockdown))
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return
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var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
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if(K)
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K.duration += amount
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else if(amount > 0)
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K = apply_status_effect(STATUS_EFFECT_KNOCKDOWN, amount, updating)
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return K
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///////////////////////////////// FROZEN /////////////////////////////////////
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/mob/living/proc/IsFrozen()
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return has_status_effect(/datum/status_effect/freon)
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///////////////////////////////////// STUN ABSORPTION /////////////////////////////////////
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/mob/living/proc/add_stun_absorption(key, duration, priority, message, self_message, examine_message)
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//adds a stun absorption with a key, a duration in deciseconds, its priority, and the messages it makes when you're stun/examined, if any
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if(!islist(stun_absorption))
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stun_absorption = list()
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if(stun_absorption[key])
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stun_absorption[key]["end_time"] = world.time + duration
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stun_absorption[key]["priority"] = priority
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stun_absorption[key]["stuns_absorbed"] = 0
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else
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stun_absorption[key] = list("end_time" = world.time + duration, "priority" = priority, "stuns_absorbed" = 0, \
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"visible_message" = message, "self_message" = self_message, "examine_message" = examine_message)
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/mob/living/proc/absorb_stun(amount, ignoring_flag_presence)
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if(!amount || amount <= 0 || stat || ignoring_flag_presence || !islist(stun_absorption))
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return FALSE
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var/priority_absorb_key
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var/highest_priority
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for(var/i in stun_absorption)
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if(stun_absorption[i]["end_time"] > world.time && (!priority_absorb_key || stun_absorption[i]["priority"] > highest_priority))
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priority_absorb_key = stun_absorption[i]
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highest_priority = priority_absorb_key["priority"]
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if(priority_absorb_key)
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if(priority_absorb_key["visible_message"] || priority_absorb_key["self_message"])
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if(priority_absorb_key["visible_message"] && priority_absorb_key["self_message"])
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visible_message("<span class='warning'>[src][priority_absorb_key["visible_message"]]</span>", "<span class='boldwarning'>[priority_absorb_key["self_message"]]</span>")
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else if(priority_absorb_key["visible_message"])
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visible_message("<span class='warning'>[src][priority_absorb_key["visible_message"]]</span>")
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else if(priority_absorb_key["self_message"])
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to_chat(src, "<span class='boldwarning'>[priority_absorb_key["self_message"]]</span>")
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priority_absorb_key["stuns_absorbed"] += amount
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return TRUE
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/////////////////////////////////// DISABILITIES ////////////////////////////////////
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/mob/living/proc/add_trait(trait, source)
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if(!status_traits[trait])
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status_traits[trait] = list(source)
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else
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status_traits[trait] |= list(source)
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/mob/living/proc/remove_trait(trait, list/sources)
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if(!status_traits[trait])
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return
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if(!sources) // No defined source cures the trait entirely.
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status_traits -= trait
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return
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if(!islist(sources))
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sources = list(sources)
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if(LAZYLEN(sources))
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for(var/S in sources)
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if(S in status_traits[trait])
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status_traits[trait] -= S
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else
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status_traits[trait] = list()
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if(!LAZYLEN(status_traits[trait]))
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status_traits -= trait
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/mob/living/proc/has_trait(trait, list/sources)
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if(!status_traits[trait])
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return FALSE
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. = FALSE
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if(LAZYLEN(sources))
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for(var/S in sources)
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if(S in status_traits[trait])
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return TRUE
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else
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if(LAZYLEN(status_traits[trait]))
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return TRUE
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/mob/living/proc/remove_all_traits()
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status_traits = list()
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/////////////////////////////////// TRAIT PROCS ////////////////////////////////////
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/mob/living/proc/cure_blind(list/sources)
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remove_trait(TRAIT_BLIND, sources)
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if(!has_trait(TRAIT_BLIND))
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adjust_blindness(-1)
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/mob/living/proc/become_blind(source)
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if(!has_trait(TRAIT_BLIND))
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blind_eyes(1)
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add_trait(TRAIT_BLIND, source)
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/mob/living/proc/cure_nearsighted(list/sources)
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remove_trait(TRAIT_NEARSIGHT, sources)
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if(!has_trait(TRAIT_NEARSIGHT))
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clear_fullscreen("nearsighted")
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/mob/living/proc/become_nearsighted(source)
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if(!has_trait(TRAIT_NEARSIGHT))
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overlay_fullscreen("nearsighted", /obj/screen/fullscreen/impaired, 1)
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add_trait(TRAIT_NEARSIGHT, source)
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/mob/living/proc/cure_husk(list/sources)
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remove_trait(TRAIT_HUSK, sources)
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if(!has_trait(TRAIT_HUSK))
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remove_trait(TRAIT_DISFIGURED, "husk")
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update_body()
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/mob/living/proc/become_husk(source)
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if(!has_trait(TRAIT_HUSK))
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add_trait(TRAIT_DISFIGURED, "husk")
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update_body()
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add_trait(TRAIT_HUSK, source)
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/mob/living/proc/cure_fakedeath(list/sources)
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remove_trait(TRAIT_FAKEDEATH, sources)
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if(stat != DEAD)
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tod = null
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update_stat()
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/mob/living/proc/fakedeath(source)
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if(stat == DEAD)
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return
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add_trait(TRAIT_FAKEDEATH, source)
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tod = worldtime2text()
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update_stat() |