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GS13NG/code/modules/mob/living/carbon/damage_procs.dm
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deathride58 b2187123fb Merge pull request #4420 from Citadel-Station-13/upstream-merge-33405
[MIRROR] [Ready]Brain Trauma additions
2017-12-21 03:42:38 +00:00

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/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE)
var/hit_percent = (100-blocked)/100
if(!damage || hit_percent <= 0)
return 0
var/obj/item/bodypart/BP = null
if(isbodypart(def_zone)) //we specified a bodypart object
BP = def_zone
else
if(!def_zone)
def_zone = ran_zone(def_zone)
BP = get_bodypart(check_zone(def_zone))
if(!BP)
BP = bodyparts[1]
switch(damagetype)
if(BRUTE)
if(BP)
if(BP.receive_damage(damage * hit_percent, 0))
update_damage_overlays()
else //no bodypart, we deal damage with a more general method.
adjustBruteLoss(damage * hit_percent)
if(BURN)
if(BP)
if(BP.receive_damage(0, damage * hit_percent))
update_damage_overlays()
else
adjustFireLoss(damage * hit_percent)
if(TOX)
adjustToxLoss(damage * hit_percent)
if(OXY)
adjustOxyLoss(damage * hit_percent)
if(CLONE)
adjustCloneLoss(damage * hit_percent)
if(STAMINA)
adjustStaminaLoss(damage * hit_percent)
if(BRAIN)
adjustBrainLoss(damage * hit_percent)
//citadel code
if(AROUSAL)
adjustArousalLoss(damage * hit_percent)
return 1
//These procs fetch a cumulative total damage from all bodyparts
/mob/living/carbon/getBruteLoss()
var/amount = 0
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
amount += BP.brute_dam
return amount
/mob/living/carbon/getFireLoss()
var/amount = 0
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
amount += BP.burn_dam
return amount
/mob/living/carbon/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
if(amount > 0)
take_overall_damage(amount, 0, updating_health)
else
heal_overall_damage(-amount, 0, 0, 1, updating_health)
return amount
/mob/living/carbon/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
if(amount > 0)
take_overall_damage(0, amount, updating_health)
else
heal_overall_damage(0, -amount, 0, 1, updating_health)
return amount
/mob/living/carbon/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && has_dna() && TOXINLOVER in dna.species.species_traits) //damage becomes healing and healing becomes damage
amount = -amount
if(amount > 0)
blood_volume -= 5*amount
else
blood_volume -= amount
return ..()
////////////////////////////////////////////
//Returns a list of damaged bodyparts
/mob/living/carbon/proc/get_damaged_bodyparts(brute, burn)
var/list/obj/item/bodypart/parts = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if((brute && BP.brute_dam) || (burn && BP.burn_dam))
parts += BP
return parts
//Returns a list of damageable bodyparts
/mob/living/carbon/proc/get_damageable_bodyparts()
var/list/obj/item/bodypart/parts = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(BP.brute_dam + BP.burn_dam < BP.max_damage)
parts += BP
return parts
//Heals ONE bodypart randomly selected from damaged ones.
//It automatically updates damage overlays if necessary
//It automatically updates health status
/mob/living/carbon/heal_bodypart_damage(brute, burn, only_robotic = 0, only_organic = 1)
var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute,burn)
if(!parts.len)
return
var/obj/item/bodypart/picked = pick(parts)
if(picked.heal_damage(brute, burn, only_robotic, only_organic))
update_damage_overlays()
//Damages ONE bodypart randomly selected from damagable ones.
//It automatically updates damage overlays if necessary
//It automatically updates health status
/mob/living/carbon/take_bodypart_damage(brute, burn)
var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
if(!parts.len)
return
var/obj/item/bodypart/picked = pick(parts)
if(picked.receive_damage(brute,burn))
update_damage_overlays()
//Heal MANY bodyparts, in random order
/mob/living/carbon/heal_overall_damage(brute, burn, only_robotic = 0, only_organic = 1, updating_health = 1)
var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute,burn)
var/update = 0
while(parts.len && (brute>0 || burn>0) )
var/obj/item/bodypart/picked = pick(parts)
var/brute_was = picked.brute_dam
var/burn_was = picked.burn_dam
update |= picked.heal_damage(brute,burn, only_robotic, only_organic, 0)
brute -= (brute_was-picked.brute_dam)
burn -= (burn_was-picked.burn_dam)
parts -= picked
if(updating_health)
updatehealth()
if(update)
update_damage_overlays()
// damage MANY bodyparts, in random order
/mob/living/carbon/take_overall_damage(brute, burn, updating_health = 1)
if(status_flags & GODMODE)
return //godmode
var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
var/update = 0
while(parts.len && (brute>0 || burn>0) )
var/obj/item/bodypart/picked = pick(parts)
var/brute_per_part = round(brute/parts.len, 0.01)
var/burn_per_part = round(burn/parts.len, 0.01)
var/brute_was = picked.brute_dam
var/burn_was = picked.burn_dam
update |= picked.receive_damage(brute_per_part,burn_per_part, 0)
brute -= (picked.brute_dam - brute_was)
burn -= (picked.burn_dam - burn_was)
parts -= picked
if(updating_health)
updatehealth()
if(update)
update_damage_overlays()
/mob/living/carbon/adjustStaminaLoss(amount, updating_stamina = 1)
if(status_flags & GODMODE)
return 0
staminaloss = CLAMP(staminaloss + amount, 0, maxHealth*2)
if(updating_stamina)
update_stamina()
/mob/living/carbon/setStaminaLoss(amount, updating_stamina = 1)
if(status_flags & GODMODE)
return 0
staminaloss = amount
if(updating_stamina)
update_stamina()
/mob/living/carbon/getBrainLoss()
. = 0
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
if(B)
. = B.get_brain_damage()
//Some sources of brain damage shouldn't be deadly
/mob/living/carbon/adjustBrainLoss(amount, maximum = BRAIN_DAMAGE_DEATH)
if(status_flags & GODMODE)
return 0
var/prev_brainloss = getBrainLoss()
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
if(!B)
return
B.adjust_brain_damage(amount, maximum)
if(amount <= 0) //cut this early
return
var/brainloss = getBrainLoss()
if(brainloss > BRAIN_DAMAGE_MILD && !has_trauma_type(BRAIN_TRAUMA_MILD))
if(prob((amount * 2) + ((brainloss - BRAIN_DAMAGE_MILD) / 5))) //1 damage|50 brain damage = 4% chance
gain_trauma_type(BRAIN_TRAUMA_MILD)
if(brainloss > BRAIN_DAMAGE_SEVERE && !has_trauma_type(BRAIN_TRAUMA_SEVERE) && !has_trauma_type(BRAIN_TRAUMA_SPECIAL))
if(prob(amount + ((brainloss - BRAIN_DAMAGE_SEVERE) / 15))) //1 damage|150 brain damage = 3% chance
if(prob(20))
gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
else
gain_trauma_type(BRAIN_TRAUMA_SEVERE)
if(prev_brainloss < 40 && brainloss >= 40)
to_chat(src, "<span class='warning'>You feel lightheaded.</span>")
else if(prev_brainloss < 120 && brainloss >= 120)
to_chat(src, "<span class='warning'>You feel less in control of your thoughts.</span>")
else if(prev_brainloss < 180 && brainloss >= 180)
to_chat(src, "<span class='warning'>You can feel your mind flickering on and off...</span>")
/mob/living/carbon/setBrainLoss(amount)
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
if(B)
var/adjusted_amount = amount - B.get_brain_damage()
B.adjust_brain_damage(adjusted_amount, null)