194 lines
6.3 KiB
Plaintext
194 lines
6.3 KiB
Plaintext
/**
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* Called by SSmobs at (hopefully) an interval of 1 second.
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* Splits off into PhysicalLife() and BiologicalLife(). Override those instead of this.
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*/
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/mob/living/proc/Life(seconds, times_fired)
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set waitfor = FALSE // yeah hey we're kind of on a subsystem, no sleeping will be tolerated here!
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if(mob_transforming)
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return
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. = SEND_SIGNAL(src, COMSIG_LIVING_LIFE, seconds, times_fired)
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if(!(. & COMPONENT_INTERRUPT_LIFE_PHYSICAL))
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PhysicalLife(seconds, times_fired)
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if(!(. & COMPONENT_INTERRUPT_LIFE_BIOLOGICAL))
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BiologicalLife(seconds, times_fired)
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// CODE BELOW SHOULD ONLY BE THINGS THAT SHOULD HAPPEN NO MATTER WHAT AND CAN NOT BE SUSPENDED!
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// Otherwise, it goes into one of the two split Life procs!
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if (client)
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var/turf/T = get_turf(src)
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if(!T)
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for(var/obj/effect/landmark/error/E in GLOB.landmarks_list)
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forceMove(E.loc)
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break
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var/msg = "[key_name_admin(src)] [ADMIN_JMP(src)] was found to have no .loc with an attached client, if the cause is unknown it would be wise to ask how this was accomplished."
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message_admins(msg)
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send2irc_adminless_only("Mob", msg, R_ADMIN)
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log_game("[key_name(src)] was found to have no .loc with an attached client.")
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// This is a temporary error tracker to make sure we've caught everything
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else if (registered_z != T.z)
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#ifdef TESTING
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message_admins("[src] [ADMIN_FLW(src)] has somehow ended up in Z-level [T.z] despite being registered in Z-level [registered_z]. If you could ask them how that happened and notify coderbus, it would be appreciated.")
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#endif
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log_game("Z-TRACKING: [src] has somehow ended up in Z-level [T.z] despite being registered in Z-level [registered_z].")
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update_z(T.z)
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else if (registered_z)
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log_game("Z-TRACKING: [src] of type [src.type] has a Z-registration despite not having a client.")
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update_z(null)
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/**
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* Handles biological life processes like chemical metabolism, breathing, etc
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* Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.
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*/
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/mob/living/proc/BiologicalLife(seconds, times_fired)
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handle_diseases()// DEAD check is in the proc itself; we want it to spread even if the mob is dead, but to handle its disease-y properties only if you're not.
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// Everything after this shouldn't process while dead (as of the time of writing)
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if(stat == DEAD)
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return FALSE
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//Mutations and radiation
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handle_mutations_and_radiation()
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//Breathing, if applicable
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handle_breathing(times_fired)
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if (QDELETED(src)) // diseases can qdel the mob via transformations
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return FALSE
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//Random events (vomiting etc)
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handle_random_events()
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//stuff in the stomach
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handle_stomach()
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handle_block_parry(seconds)
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// These two MIGHT need to be moved to base Life() if we get any in the future that's a "physical" effect that needs to fire even while in stasis.
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handle_traits() // eye, ear, brain damages
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handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
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return TRUE
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/**
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* Handles physical life processes like being on fire. Don't ask why this is considered "Life".
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* Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.
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*/
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/mob/living/proc/PhysicalLife(seconds, times_fired)
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if(digitalinvis)
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handle_diginvis() //AI becomes unable to see mob
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if((movement_type & FLYING) && !(movement_type & FLOATING)) //TODO: Better floating
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float(on = TRUE)
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if(!loc)
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return FALSE
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var/datum/gas_mixture/environment = loc.return_air()
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//Handle temperature/pressure differences between body and environment
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if(environment)
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handle_environment(environment)
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handle_fire()
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handle_gravity()
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if(machine)
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machine.check_eye(src)
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return TRUE
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/mob/living/proc/handle_breathing(times_fired)
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return
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/mob/living/proc/handle_mutations_and_radiation()
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radiation = 0 //so radiation don't accumulate in simple animals
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return
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/mob/living/proc/handle_diseases()
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return
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/mob/living/proc/handle_diginvis()
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if(!digitaldisguise)
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src.digitaldisguise = image(loc = src)
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src.digitaldisguise.override = 1
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for(var/mob/living/silicon/ai/AI in GLOB.player_list)
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AI.client.images |= src.digitaldisguise
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/mob/living/proc/handle_random_events()
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return
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/mob/living/proc/handle_environment(datum/gas_mixture/environment)
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return
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/mob/living/proc/handle_fire()
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if(fire_stacks < 0) //If we've doused ourselves in water to avoid fire, dry off slowly
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fire_stacks = min(0, fire_stacks + 1)//So we dry ourselves back to default, nonflammable.
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if(!on_fire)
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return 1
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if(fire_stacks > 0)
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adjust_fire_stacks(-0.1) //the fire is slowly consumed
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else
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ExtinguishMob()
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return
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var/datum/gas_mixture/G = loc.return_air() // Check if we're standing in an oxygenless environment
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if(G.gases[/datum/gas/oxygen] < 1)
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ExtinguishMob() //If there's no oxygen in the tile we're on, put out the fire
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return
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var/turf/location = get_turf(src)
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location.hotspot_expose(700, 10, 1)
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/mob/living/proc/handle_stomach()
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return
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//this updates all special effects: knockdown, druggy, stuttering, etc..
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/mob/living/proc/handle_status_effects()
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if(confused)
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confused = max(0, confused - 1)
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/mob/living/proc/handle_traits()
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//Eyes
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if(eye_blind) //blindness, heals slowly over time
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if(!stat && !(HAS_TRAIT(src, TRAIT_BLIND)))
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eye_blind = max(eye_blind-1,0)
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if(client && !eye_blind)
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clear_alert("blind")
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clear_fullscreen("blind")
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else
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eye_blind = max(eye_blind-1,1)
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else if(eye_blurry) //blurry eyes heal slowly
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eye_blurry = max(eye_blurry-1, 0)
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if(client)
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if(!eye_blurry)
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remove_eyeblur()
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else
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update_eyeblur()
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/mob/living/proc/update_damage_hud()
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return
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/mob/living/proc/handle_gravity()
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var/gravity = mob_has_gravity()
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update_gravity(gravity)
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if(gravity > STANDARD_GRAVITY)
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gravity_animate()
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handle_high_gravity(gravity)
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/mob/living/proc/gravity_animate()
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if(!get_filter("gravity"))
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add_filter("gravity",1, GRAVITY_MOTION_BLUR)
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INVOKE_ASYNC(src, .proc/gravity_pulse_animation)
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/mob/living/proc/gravity_pulse_animation()
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animate(get_filter("gravity"), y = 1, time = 10)
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sleep(10)
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animate(get_filter("gravity"), y = 0, time = 10)
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/mob/living/proc/handle_high_gravity(gravity)
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if(gravity >= GRAVITY_DAMAGE_TRESHOLD) //Aka gravity values of 3 or more
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var/grav_stregth = gravity - GRAVITY_DAMAGE_TRESHOLD
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adjustBruteLoss(min(grav_stregth,3))
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