751 lines
27 KiB
Plaintext
751 lines
27 KiB
Plaintext
/mob/living/carbon/BiologicalLife(seconds, times_fired)
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//Reagent processing needs to come before breathing, to prevent edge cases.
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handle_organs()
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. = ..() // if . is false, we are dead.
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if(stat == DEAD)
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stop_sound_channel(CHANNEL_HEARTBEAT)
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handle_death()
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rot()
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. = FALSE
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if(!.)
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return
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handle_blood()
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// handle_blood *could* kill us.
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// we should probably have a better system for if we need to check for death or something in the future hmw
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if(stat != DEAD)
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var/bprv = handle_bodyparts()
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if(bprv & BODYPART_LIFE_UPDATE_HEALTH)
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updatehealth()
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update_stamina()
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doSprintBufferRegen()
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if(stat != DEAD)
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handle_brain_damage()
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if(stat != DEAD)
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handle_liver()
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if(stat != DEAD)
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handle_corruption()
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/mob/living/carbon/PhysicalLife(seconds, times_fired)
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if(!(. = ..()))
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return
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if(damageoverlaytemp)
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damageoverlaytemp = 0
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update_damage_hud()
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//Procs called while dead
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/mob/living/carbon/proc/handle_death()
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for(var/datum/reagent/R in reagents.reagent_list)
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if(R.chemical_flags & REAGENT_DEAD_PROCESS)
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R.on_mob_dead(src)
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///////////////
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// BREATHING //
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///////////////
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//Start of a breath chain, calls breathe()
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/mob/living/carbon/handle_breathing(times_fired)
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var/next_breath = 4
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var/obj/item/organ/lungs/L = getorganslot(ORGAN_SLOT_LUNGS)
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var/obj/item/organ/heart/H = getorganslot(ORGAN_SLOT_HEART)
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if(L)
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if(L.damage > L.high_threshold)
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next_breath--
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if(H)
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if(H.damage > H.high_threshold)
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next_breath--
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if((times_fired % next_breath) == 0 || failed_last_breath)
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breathe() //Breathe per 4 ticks if healthy, down to 2 if our lungs or heart are damaged, unless suffocating
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if(failed_last_breath)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation)
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else
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SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "suffocation")
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else
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if(istype(loc, /obj/))
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var/obj/location_as_object = loc
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location_as_object.handle_internal_lifeform(src,0)
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//Second link in a breath chain, calls check_breath()
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/mob/living/carbon/proc/breathe()
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var/obj/item/organ/lungs = getorganslot(ORGAN_SLOT_LUNGS)
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if(reagents.has_reagent(/datum/reagent/toxin/lexorin))
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return
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if(istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell))
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return
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if(istype(loc, /obj/item/dogborg/sleeper))
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return
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if(ismob(loc))
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return
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if(isbelly(loc))
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return
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var/datum/gas_mixture/environment
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if(loc)
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environment = loc.return_air()
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var/datum/gas_mixture/breath
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if(!getorganslot(ORGAN_SLOT_BREATHING_TUBE))
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if(health <= HEALTH_THRESHOLD_FULLCRIT || (pulledby && pulledby.grab_state >= GRAB_KILL) || HAS_TRAIT(src, TRAIT_MAGIC_CHOKE) || (lungs && lungs.organ_flags & ORGAN_FAILING))
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losebreath++ //You can't breath at all when in critical or when being choked, so you're going to miss a breath
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else if(health <= crit_threshold)
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losebreath += 0.25 //You're having trouble breathing in soft crit, so you'll miss a breath one in four times
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//Suffocate
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if(losebreath >= 1) //You've missed a breath, take oxy damage
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losebreath--
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if(prob(10))
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emote("gasp")
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if(istype(loc, /obj/))
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var/obj/loc_as_obj = loc
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loc_as_obj.handle_internal_lifeform(src,0)
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else
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//Breathe from internal
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breath = get_breath_from_internal(BREATH_VOLUME)
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if(isnull(breath)) //in case of 0 pressure internals
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if(isobj(loc)) //Breathe from loc as object
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var/obj/loc_as_obj = loc
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breath = loc_as_obj.handle_internal_lifeform(src, BREATH_VOLUME)
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else if(isturf(loc)) //Breathe from loc as turf
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var/breath_moles = 0
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if(environment)
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breath_moles = environment.total_moles()*BREATH_PERCENTAGE
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breath = loc.remove_air(breath_moles)
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else //Breathe from loc as obj again
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if(istype(loc, /obj/))
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var/obj/loc_as_obj = loc
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loc_as_obj.handle_internal_lifeform(src,0)
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check_breath(breath)
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if(breath)
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loc.assume_air(breath)
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air_update_turf()
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/mob/living/carbon/proc/has_smoke_protection()
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if(HAS_TRAIT(src, TRAIT_NOBREATH))
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return TRUE
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return FALSE
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//Third link in a breath chain, calls handle_breath_temperature()
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/mob/living/carbon/proc/check_breath(datum/gas_mixture/breath)
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if((status_flags & GODMODE))
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return
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var/obj/item/organ/lungs = getorganslot(ORGAN_SLOT_LUNGS)
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if(!lungs)
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adjustOxyLoss(2)
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//CRIT
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if(!breath || (breath.total_moles() == 0) || !lungs)
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if(reagents.has_reagent(/datum/reagent/medicine/epinephrine) && lungs)
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return
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adjustOxyLoss(1)
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failed_last_breath = 1
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throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
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return 0
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var/safe_oxy_min = 16
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var/safe_oxy_max = 50
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var/safe_co2_max = 10
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var/safe_tox_max = 0.05
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var/SA_para_min = 1
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var/SA_sleep_min = 5
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var/oxygen_used = 0
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var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.return_temperature())/BREATH_VOLUME
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var/O2_partialpressure = (breath.get_moles(/datum/gas/oxygen)/breath.total_moles())*breath_pressure
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var/Toxins_partialpressure = (breath.get_moles(/datum/gas/plasma)/breath.total_moles())*breath_pressure
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var/CO2_partialpressure = (breath.get_moles(/datum/gas/carbon_dioxide)/breath.total_moles())*breath_pressure
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//OXYGEN
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if(O2_partialpressure > safe_oxy_max) // Too much Oxygen - blatant CO2 effect copy/pasta
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if(!o2overloadtime)
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o2overloadtime = world.time
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else if(world.time - o2overloadtime > 120)
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Dizzy(10) // better than a minute of you're fucked KO, but certainly a wake up call. Honk.
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adjustOxyLoss(3)
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if(world.time - o2overloadtime > 300)
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adjustOxyLoss(8)
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if(prob(20))
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emote("cough")
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throw_alert("too_much_oxy", /obj/screen/alert/too_much_oxy)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation)
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if(O2_partialpressure < safe_oxy_min) //Not enough oxygen
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if(prob(20))
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emote("gasp")
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if(O2_partialpressure > 0)
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var/ratio = 1 - O2_partialpressure/safe_oxy_min
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adjustOxyLoss(min(5*ratio, 3))
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failed_last_breath = 1
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oxygen_used = breath.get_moles(/datum/gas/oxygen)*ratio
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else
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adjustOxyLoss(3)
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failed_last_breath = 1
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throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation)
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else //Enough oxygen
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failed_last_breath = 0
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o2overloadtime = 0 //reset our counter for this too
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if(health >= crit_threshold)
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adjustOxyLoss(-5)
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oxygen_used = breath.get_moles(/datum/gas/oxygen)
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clear_alert("not_enough_oxy")
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SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "suffocation")
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breath.adjust_moles(/datum/gas/oxygen, -oxygen_used)
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breath.adjust_moles(/datum/gas/carbon_dioxide, oxygen_used)
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//CARBON DIOXIDE
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if(CO2_partialpressure > safe_co2_max)
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if(!co2overloadtime)
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co2overloadtime = world.time
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else if(world.time - co2overloadtime > 120)
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Unconscious(60)
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adjustOxyLoss(3)
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if(world.time - co2overloadtime > 300)
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adjustOxyLoss(8)
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if(prob(20))
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emote("cough")
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else
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co2overloadtime = 0
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//TOXINS/PLASMA
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if(Toxins_partialpressure > safe_tox_max)
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var/ratio = (breath.get_moles(/datum/gas/plasma)/safe_tox_max) * 10
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adjustToxLoss(clamp(ratio, MIN_TOXIC_GAS_DAMAGE, MAX_TOXIC_GAS_DAMAGE))
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throw_alert("too_much_tox", /obj/screen/alert/too_much_tox)
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else
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clear_alert("too_much_tox")
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//NITROUS OXIDE
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if(breath.get_moles(/datum/gas/nitrous_oxide))
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var/SA_partialpressure = (breath.get_moles(/datum/gas/nitrous_oxide)/breath.total_moles())*breath_pressure
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if(SA_partialpressure > SA_para_min)
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Unconscious(60)
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if(SA_partialpressure > SA_sleep_min)
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Sleeping(max(AmountSleeping() + 40, 200))
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else if(SA_partialpressure > 0.01)
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if(prob(20))
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emote(pick("giggle","laugh"))
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "chemical_euphoria", /datum/mood_event/chemical_euphoria)
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else
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SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "chemical_euphoria")
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//BZ (Facepunch port of their Agent B)
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if(breath.get_moles(/datum/gas/bz))
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var/bz_partialpressure = (breath.get_moles(/datum/gas/bz)/breath.total_moles())*breath_pressure
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if(bz_partialpressure > 1)
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hallucination += 10
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else if(bz_partialpressure > 0.01)
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hallucination += 5
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//TRITIUM
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if(breath.get_moles(/datum/gas/tritium))
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var/tritium_partialpressure = (breath.get_moles(/datum/gas/tritium)/breath.total_moles())*breath_pressure
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radiation += tritium_partialpressure/10
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//NITRYL
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if(breath.get_moles(/datum/gas/nitryl))
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var/nitryl_partialpressure = (breath.get_moles(/datum/gas/nitryl)/breath.total_moles())*breath_pressure
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adjustFireLoss(nitryl_partialpressure/4)
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//MIASMA
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if(breath.get_moles(/datum/gas/miasma))
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var/miasma_partialpressure = (breath.get_moles(/datum/gas/miasma)/breath.total_moles())*breath_pressure
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if(miasma_partialpressure > MINIMUM_MOLES_DELTA_TO_MOVE)
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if(prob(0.05 * miasma_partialpressure))
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var/datum/disease/advance/miasma_disease = new /datum/disease/advance/random(TRUE, 2,3)
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miasma_disease.name = "Unknown"
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ForceContractDisease(miasma_disease, TRUE, TRUE)
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//Miasma side effects
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switch(miasma_partialpressure)
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if(1 to 5)
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// At lower pp, give out a little warning
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SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell")
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if(prob(5))
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to_chat(src, "<span class='notice'>There is an unpleasant smell in the air.</span>")
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if(5 to 20)
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//At somewhat higher pp, warning becomes more obvious
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if(prob(15))
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to_chat(src, "<span class='warning'>You smell something horribly decayed inside this room.</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/bad_smell)
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if(15 to 30)
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//Small chance to vomit. By now, people have internals on anyway
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if(prob(5))
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to_chat(src, "<span class='warning'>The stench of rotting carcasses is unbearable!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/nauseating_stench)
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vomit()
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if(30 to INFINITY)
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//Higher chance to vomit. Let the horror start
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if(prob(25))
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to_chat(src, "<span class='warning'>The stench of rotting carcasses is unbearable!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/nauseating_stench)
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vomit()
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else
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SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell")
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//Clear all moods if no miasma at all
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else
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SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell")
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//BREATH TEMPERATURE
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handle_breath_temperature(breath)
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return 1
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//Fourth and final link in a breath chain
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/mob/living/carbon/proc/handle_breath_temperature(datum/gas_mixture/breath)
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return
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/mob/living/carbon/proc/get_breath_from_internal(volume_needed)
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var/obj/item/clothing/check
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var/internals = FALSE
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if(!HAS_TRAIT(src, TRAIT_NO_INTERNALS))
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for(check in GET_INTERNAL_SLOTS(src))
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if(CHECK_BITFIELD(check.clothing_flags, ALLOWINTERNALS))
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internals = TRUE
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if(internal)
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if(internal.loc != src)
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internal = null
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update_internals_hud_icon(0)
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else if (!internals && !getorganslot(ORGAN_SLOT_BREATHING_TUBE))
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internal = null
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update_internals_hud_icon(0)
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else
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update_internals_hud_icon(1)
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. = internal.remove_air_volume(volume_needed)
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if(!.)
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return FALSE //to differentiate between no internals and active, but empty internals
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// Make corpses rot, emitting miasma
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/mob/living/carbon/proc/rot()
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// Properly stored corpses shouldn't create miasma
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if(istype(loc, /obj/structure/closet/crate/coffin)|| istype(loc, /obj/structure/closet/body_bag) || istype(loc, /obj/structure/bodycontainer))
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return
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// No decay if formaldehyde/preservahyde in corpse or when the corpse is charred
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if(reagents.has_reagent(/datum/reagent/toxin/formaldehyde, 1) || HAS_TRAIT(src, TRAIT_HUSK) || reagents.has_reagent(/datum/reagent/preservahyde, 1))
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return
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// Also no decay if corpse chilled or not organic/undead
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if((bodytemperature <= T0C-10) || !(mob_biotypes & (MOB_ORGANIC|MOB_UNDEAD)))
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return
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// Wait a bit before decaying
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if(world.time - timeofdeath < 1200)
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return
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var/deceasedturf = get_turf(src)
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// Closed turfs don't have any air in them, so no gas building up
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if(!istype(deceasedturf,/turf/open))
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return
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var/turf/open/miasma_turf = deceasedturf
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var/datum/gas_mixture/stank = new
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stank.set_moles(/datum/gas/miasma,0.1)
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stank.set_temperature(BODYTEMP_NORMAL)
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miasma_turf.assume_air(stank)
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miasma_turf.air_update_turf()
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/mob/living/carbon/proc/handle_blood()
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return
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/mob/living/carbon/proc/handle_bodyparts()
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for(var/I in bodyparts)
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var/obj/item/bodypart/BP = I
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if(BP.needs_processing)
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. |= BP.on_life()
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/mob/living/carbon/proc/handle_organs()
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if(stat != DEAD)
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for(var/V in internal_organs)
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var/obj/item/organ/O = V
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if(O)
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O.on_life()
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else
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if(reagents.has_reagent(/datum/reagent/toxin/formaldehyde, 1) || reagents.has_reagent(/datum/reagent/preservahyde, 1)) // No organ decay if the body contains formaldehyde. Or preservahyde.
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return
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for(var/V in internal_organs)
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var/obj/item/organ/O = V
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if(O)
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O.on_death() //Needed so organs decay while inside the body.
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/mob/living/carbon/handle_diseases()
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for(var/thing in diseases)
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var/datum/disease/D = thing
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if(prob(D.infectivity))
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D.spread()
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if(stat != DEAD || D.process_dead)
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D.stage_act()
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/mob/living/carbon/handle_wounds()
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for(var/thing in all_wounds)
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var/datum/wound/W = thing
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if(W.processes) // meh
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W.handle_process()
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/mob/living/carbon/handle_mutations_and_radiation()
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if(dna && dna.temporary_mutations.len)
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for(var/mut in dna.temporary_mutations)
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if(dna.temporary_mutations[mut] < world.time)
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if(mut == UI_CHANGED)
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if(dna.previous["UI"])
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dna.uni_identity = merge_text(dna.uni_identity,dna.previous["UI"])
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updateappearance(mutations_overlay_update=1)
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dna.previous.Remove("UI")
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dna.temporary_mutations.Remove(mut)
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continue
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if(mut == UE_CHANGED)
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if(dna.previous["name"])
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real_name = dna.previous["name"]
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name = real_name
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dna.previous.Remove("name")
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if(dna.previous["UE"])
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dna.unique_enzymes = dna.previous["UE"]
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dna.previous.Remove("UE")
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if(dna.previous["blood_type"])
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dna.blood_type = dna.previous["blood_type"]
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dna.previous.Remove("blood_type")
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dna.temporary_mutations.Remove(mut)
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continue
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for(var/datum/mutation/human/HM in dna.mutations)
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if(HM && HM.timed)
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dna.remove_mutation(HM.type)
|
|
|
|
radiation -= min(radiation, RAD_LOSS_PER_TICK)
|
|
if(radiation > RAD_MOB_SAFE)
|
|
if(!HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
|
|
adjustToxLoss(log(radiation-RAD_MOB_SAFE)*RAD_TOX_COEFFICIENT)
|
|
else
|
|
var/rad_threshold = HAS_TRAIT(src, TRAIT_ROBOT_RADSHIELDING) ? RAD_UPGRADED_ROBOT_SAFE : RAD_DEFAULT_ROBOT_SAFE
|
|
if(radiation > rad_threshold)
|
|
adjustToxLoss(log(radiation-rad_threshold)*RAD_TOX_COEFFICIENT, toxins_type = TOX_SYSCORRUPT) //Robots are less resistant to rads, unless upgraded in which case they are fine at higher levels than organics.
|
|
|
|
/mob/living/carbon/handle_stomach()
|
|
set waitfor = 0
|
|
for(var/mob/living/M in stomach_contents)
|
|
if(M.loc != src)
|
|
stomach_contents.Remove(M)
|
|
continue
|
|
if(iscarbon(M) && stat != DEAD)
|
|
if(M.stat == DEAD)
|
|
M.death(1)
|
|
stomach_contents.Remove(M)
|
|
qdel(M)
|
|
continue
|
|
if(SSmobs.times_fired%3==1)
|
|
if(!(M.status_flags & GODMODE))
|
|
M.adjustBruteLoss(5)
|
|
adjust_nutrition(10)
|
|
|
|
|
|
/*
|
|
Alcohol Poisoning Chart
|
|
Note that all higher effects of alcohol poisoning will inherit effects for smaller amounts (i.e. light poisoning inherts from slight poisoning)
|
|
In addition, severe effects won't always trigger unless the drink is poisonously strong
|
|
All effects don't start immediately, but rather get worse over time; the rate is affected by the imbiber's alcohol tolerance
|
|
|
|
0: Non-alcoholic
|
|
1-10: Barely classifiable as alcohol - occassional slurring
|
|
11-20: Slight alcohol content - slurring
|
|
21-30: Below average - imbiber begins to look slightly drunk
|
|
31-40: Just below average - no unique effects
|
|
41-50: Average - mild disorientation, imbiber begins to look drunk
|
|
51-60: Just above average - disorientation, vomiting, imbiber begins to look heavily drunk
|
|
61-70: Above average - small chance of blurry vision, imbiber begins to look smashed
|
|
71-80: High alcohol content - blurry vision, imbiber completely shitfaced
|
|
81-90: Extremely high alcohol content - light brain damage, passing out
|
|
91-100: Dangerously toxic - swift death
|
|
*/
|
|
#define BALLMER_POINTS 5
|
|
GLOBAL_LIST_INIT(ballmer_good_msg, list("Hey guys, what if we rolled out a bluespace wiring system so mice can't destroy the powergrid anymore?",
|
|
"Hear me out here. What if, and this is just a theory, we made R&D controllable from our PDAs?",
|
|
"I'm thinking we should roll out a git repository for our research under the AGPLv3 license so that we can share it among the other stations freely.",
|
|
"I dunno about you guys, but IDs and PDAs being separate is clunky as fuck. Maybe we should merge them into a chip in our arms? That way they can't be stolen easily.",
|
|
"Why the fuck aren't we just making every pair of shoes into galoshes? We have the technology.",
|
|
"We can link the Ore Silo to our protolathes, so why don't we also link it to autolathes?",
|
|
"If we can make better bombs with heated plasma, oxygen, and tritium, then why do station nukes still use plutonium?",
|
|
"We should port all our NT programs to modular consoles and do away with computers. They're way more customizable, support cross-platform usage, and would allow crazy amounts of multitasking.",
|
|
"Wait, if we use more manipulators in something, then it prints for cheaper, right? So what if we just made a new type of printer that has like 12 manipulators inside of it to print stuff for really cheap?"
|
|
))
|
|
GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put a webserver that's automatically turned on with default admin passwords into every PDA?",
|
|
"So like, you know how we separate our codebase from the master copy that runs on our consumer boxes? What if we merged the two and undid the separation between codebase and server?",
|
|
"Dude, radical idea: H.O.N.K mechs but with no bananium required.",
|
|
"Best idea ever: Disposal pipes instead of hallways.",
|
|
"What if we use a language that was written on a napkin and created over 1 weekend for all of our servers?",
|
|
"What if we took a locker, some random trash, and made an exosuit out of it? Wouldn't that be like, super cool and stuff?",
|
|
"Okay, hear me out, what if we make illegal things not illegal, so that sec stops arresting us for having it?",
|
|
"I have a crazy idea, guys. Rather than having monkeys to test on, what if we only used apes?",
|
|
"Woh man ok, what if we took slime cores and smashed them into other slimes, be kinda cool to see what happens.",
|
|
"We're NANOtrasen but we need to unlock nano parts, what's the deal with that?"
|
|
))
|
|
|
|
//this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc..
|
|
/mob/living/carbon/handle_status_effects()
|
|
..()
|
|
var/combat_mode = SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)
|
|
if(getStaminaLoss() && !HAS_TRAIT(src, TRAIT_NO_STAMINA_REGENERATION))
|
|
adjustStaminaLoss((!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? STAM_RECOVERY_STAM_CRIT : STAM_RECOVERY_RESTING) : STAM_RECOVERY_NORMAL) * (combat_mode? 0.25 : 1))
|
|
|
|
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && incomingstammult != 1)
|
|
incomingstammult = max(0.01, incomingstammult)
|
|
incomingstammult = min(1, incomingstammult*2)
|
|
|
|
var/restingpwr = 1 + 4 * !CHECK_MOBILITY(src, MOBILITY_STAND)
|
|
|
|
//Dizziness
|
|
if(dizziness)
|
|
var/client/C = client
|
|
var/pixel_x_diff = 0
|
|
var/pixel_y_diff = 0
|
|
var/temp
|
|
var/saved_dizz = dizziness
|
|
if(C)
|
|
var/oldsrc = src
|
|
var/amplitude = dizziness*(sin(dizziness * world.time) + 1) // This shit is annoying at high strength
|
|
src = null
|
|
spawn(0)
|
|
if(C)
|
|
temp = amplitude * sin(saved_dizz * world.time)
|
|
pixel_x_diff += temp
|
|
C.pixel_x += temp
|
|
temp = amplitude * cos(saved_dizz * world.time)
|
|
pixel_y_diff += temp
|
|
C.pixel_y += temp
|
|
sleep(3)
|
|
if(C)
|
|
temp = amplitude * sin(saved_dizz * world.time)
|
|
pixel_x_diff += temp
|
|
C.pixel_x += temp
|
|
temp = amplitude * cos(saved_dizz * world.time)
|
|
pixel_y_diff += temp
|
|
C.pixel_y += temp
|
|
sleep(3)
|
|
if(C)
|
|
C.pixel_x -= pixel_x_diff
|
|
C.pixel_y -= pixel_y_diff
|
|
src = oldsrc
|
|
dizziness = max(dizziness - restingpwr, 0)
|
|
|
|
if(drowsyness)
|
|
drowsyness = max(drowsyness - restingpwr, 0)
|
|
blur_eyes(2)
|
|
if(prob(5))
|
|
AdjustSleeping(20)
|
|
Unconscious(100)
|
|
|
|
//Jitteriness
|
|
if(jitteriness)
|
|
do_jitter_animation(jitteriness)
|
|
jitteriness = max(jitteriness - restingpwr, 0)
|
|
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "jittery", /datum/mood_event/jittery)
|
|
else
|
|
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "jittery")
|
|
|
|
if(stuttering)
|
|
stuttering = max(stuttering-1, 0)
|
|
|
|
if(slurring || drunkenness)
|
|
slurring = max(slurring-1,0,drunkenness)
|
|
|
|
if(cultslurring)
|
|
cultslurring = max(cultslurring-1, 0)
|
|
|
|
if(clockcultslurring)
|
|
clockcultslurring = max(clockcultslurring-1, 0)
|
|
|
|
if(silent)
|
|
silent = max(silent-1, 0)
|
|
|
|
if(druggy)
|
|
adjust_drugginess(-1)
|
|
|
|
if(hallucination)
|
|
handle_hallucinations()
|
|
|
|
if(drunkenness)
|
|
drunkenness = max(drunkenness - (drunkenness * 0.04), 0)
|
|
if(drunkenness >= 6)
|
|
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "drunk", /datum/mood_event/drunk)
|
|
if(prob(25))
|
|
slurring += 2
|
|
jitteriness = max(jitteriness - 3, 0)
|
|
// throw_alert("drunk", /atom/movable/screen/alert/drunk)
|
|
if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING))
|
|
adjustBruteLoss(-0.12, FALSE)
|
|
adjustFireLoss(-0.06, FALSE)
|
|
sound_environment_override = SOUND_ENVIRONMENT_PSYCHOTIC
|
|
else
|
|
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "drunk")
|
|
clear_alert("drunk")
|
|
sound_environment_override = SOUND_ENVIRONMENT_NONE
|
|
|
|
if(mind && (mind.assigned_role == "Scientist" || mind.assigned_role == "Research Director"))
|
|
if(SSresearch.science_tech)
|
|
if(drunkenness >= 12.9 && drunkenness <= 13.8)
|
|
drunkenness = round(drunkenness, 0.01)
|
|
var/ballmer_percent = 0
|
|
if(drunkenness == 13.35) // why run math if I dont have to
|
|
ballmer_percent = 1
|
|
else
|
|
ballmer_percent = (-abs(drunkenness - 13.35) / 0.9) + 1
|
|
if(prob(5))
|
|
say(pick(GLOB.ballmer_good_msg), forced = "ballmer")
|
|
SSresearch.science_tech.add_point_list(list(TECHWEB_POINT_TYPE_GENERIC = BALLMER_POINTS * ballmer_percent))
|
|
if(drunkenness > 26) // by this point you're into windows ME territory
|
|
if(prob(5))
|
|
SSresearch.science_tech.remove_point_list(list(TECHWEB_POINT_TYPE_GENERIC = BALLMER_POINTS))
|
|
say(pick(GLOB.ballmer_windows_me_msg), forced = "ballmer")
|
|
|
|
if(drunkenness >= 41)
|
|
if(prob(25))
|
|
confused += 2
|
|
Dizzy(10)
|
|
if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING)) // effects stack with lower tiers
|
|
adjustBruteLoss(-0.3, FALSE)
|
|
adjustFireLoss(-0.15, FALSE)
|
|
|
|
if(drunkenness >= 51)
|
|
if(prob(5))
|
|
confused += 10
|
|
vomit()
|
|
Dizzy(25)
|
|
|
|
if(drunkenness >= 61)
|
|
if(prob(50))
|
|
blur_eyes(5)
|
|
if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING))
|
|
adjustBruteLoss(-0.4, FALSE)
|
|
adjustFireLoss(-0.2, FALSE)
|
|
|
|
if(drunkenness >= 71)
|
|
blur_eyes(5)
|
|
|
|
if(drunkenness >= 81)
|
|
adjustToxLoss(0.2)
|
|
if(prob(5) && !stat)
|
|
to_chat(src, "<span class='warning'>Maybe you should lie down for a bit...</span>")
|
|
|
|
if(drunkenness >= 91)
|
|
adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.4, 60)
|
|
if(prob(20) && !stat)
|
|
if(SSshuttle.emergency.mode == SHUTTLE_DOCKED && is_station_level(z)) //QoL mainly
|
|
to_chat(src, "<span class='warning'>You're so tired... but you can't miss that shuttle...</span>")
|
|
else
|
|
to_chat(src, "<span class='warning'>Just a quick nap...</span>")
|
|
Sleeping(900)
|
|
|
|
if(drunkenness >= 101)
|
|
adjustToxLoss(4) //Let's be honest you shouldn't be alive by now
|
|
else
|
|
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "drunk")
|
|
|
|
//used in human and monkey handle_environment()
|
|
/mob/living/carbon/proc/natural_bodytemperature_stabilization()
|
|
if (HAS_TRAIT(src, TRAIT_COLDBLOODED))
|
|
return 0 //Return 0 as your natural temperature. Species proc handle_environment() will adjust your temperature based on this.
|
|
|
|
var/body_temperature_difference = BODYTEMP_NORMAL - bodytemperature
|
|
switch(bodytemperature)
|
|
if(-INFINITY to BODYTEMP_COLD_DAMAGE_LIMIT) //Cold damage limit is 50 below the default, the temperature where you start to feel effects.
|
|
return max((body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
|
|
if(BODYTEMP_COLD_DAMAGE_LIMIT to BODYTEMP_NORMAL)
|
|
return max(body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR, min(body_temperature_difference, BODYTEMP_AUTORECOVERY_MINIMUM/4))
|
|
if(BODYTEMP_NORMAL to BODYTEMP_HEAT_DAMAGE_LIMIT) // Heat damage limit is 50 above the default, the temperature where you start to feel effects.
|
|
return min(body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR, max(body_temperature_difference, -BODYTEMP_AUTORECOVERY_MINIMUM/4))
|
|
if(BODYTEMP_HEAT_DAMAGE_LIMIT to INFINITY)
|
|
return min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
|
|
/////////
|
|
//LIVER//
|
|
/////////
|
|
|
|
/mob/living/carbon/proc/handle_liver()
|
|
var/obj/item/organ/liver/liver = getorganslot(ORGAN_SLOT_LIVER)
|
|
if((!dna && !liver) || (NOLIVER in dna.species.species_traits))
|
|
return
|
|
if(!liver || liver.organ_flags & ORGAN_FAILING)
|
|
liver_failure()
|
|
|
|
/mob/living/carbon/proc/liver_failure()
|
|
reagents.end_metabolization(src, keep_liverless = TRUE) //Stops trait-based effects on reagents, to prevent permanent buffs
|
|
reagents.metabolize(src, can_overdose=FALSE, liverless = TRUE)
|
|
if(HAS_TRAIT(src, TRAIT_STABLELIVER))
|
|
return
|
|
adjustToxLoss(4, TRUE, TRUE)
|
|
if(prob(15))
|
|
to_chat(src, "<span class='danger'>You feel a stabbing pain in your abdomen!</span>")
|
|
|
|
|
|
////////////////
|
|
//BRAIN DAMAGE//
|
|
////////////////
|
|
|
|
/mob/living/carbon/proc/handle_brain_damage()
|
|
for(var/T in get_traumas())
|
|
var/datum/brain_trauma/BT = T
|
|
BT.on_life()
|
|
|
|
/////////////////////////////////////
|
|
//MONKEYS WITH TOO MUCH CHOLOESTROL//
|
|
/////////////////////////////////////
|
|
|
|
/mob/living/carbon/proc/can_heartattack()
|
|
if(!needs_heart())
|
|
return FALSE
|
|
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
|
|
if(!heart || (heart.organ_flags & ORGAN_SYNTHETIC))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/mob/living/carbon/proc/needs_heart()
|
|
if(HAS_TRAIT(src, TRAIT_STABLEHEART))
|
|
return FALSE
|
|
if(dna && dna.species && (NOBLOOD in dna.species.species_traits)) //not all carbons have species!
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/mob/living/carbon/proc/undergoing_cardiac_arrest()
|
|
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
|
|
if(istype(heart) && heart.beating)
|
|
return FALSE
|
|
else if(!needs_heart())
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/mob/living/carbon/proc/set_heartattack(status)
|
|
if(!can_heartattack())
|
|
return FALSE
|
|
|
|
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
|
|
if(!istype(heart))
|
|
return
|
|
|
|
heart.beating = !status
|