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kiwistation/code/modules/mob/living/damage_procs.dm
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RandolfTheMeh 48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00

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/*
apply_damage(a,b,c)
args
a:damage - How much damage to take
b:damage_type - What type of damage to take, brute, burn
c:def_zone - Where to take the damage if its brute or burn
Returns
standard 0 if fail
*/
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
var/hit_percent = (100-blocked)/100
if(!damage || (!forced && hit_percent <= 0))
return 0
var/damage_amount = forced ? damage : damage * hit_percent
switch(damagetype)
if(BRUTE)
adjustBruteLoss(damage_amount, forced = forced)
if(BURN)
adjustFireLoss(damage_amount, forced = forced)
if(TOX)
adjustToxLoss(damage_amount, forced = forced)
if(OXY)
adjustOxyLoss(damage_amount, forced = forced)
if(CLONE)
adjustCloneLoss(damage_amount, forced = forced)
if(STAMINA)
adjustStaminaLoss(damage_amount, forced = forced)
return 1
/mob/living/proc/apply_damage_type(damage = 0, damagetype = BRUTE) //like apply damage except it always uses the damage procs
switch(damagetype)
if(BRUTE)
return adjustBruteLoss(damage)
if(BURN)
return adjustFireLoss(damage)
if(TOX)
return adjustToxLoss(damage)
if(OXY)
return adjustOxyLoss(damage)
if(CLONE)
return adjustCloneLoss(damage)
if(STAMINA)
return adjustStaminaLoss(damage)
/mob/living/proc/get_damage_amount(damagetype = BRUTE)
switch(damagetype)
if(BRUTE)
return getBruteLoss()
if(BURN)
return getFireLoss()
if(TOX)
return getToxLoss()
if(OXY)
return getOxyLoss()
if(CLONE)
return getCloneLoss()
if(STAMINA)
return getStaminaLoss()
/mob/living/proc/apply_damages(brute = 0, burn = 0, tox = 0, oxy = 0, clone = 0, def_zone = null, blocked = FALSE, stamina = 0, brain = 0)
if(blocked >= 100)
return 0
if(brute)
apply_damage(brute, BRUTE, def_zone, blocked)
if(burn)
apply_damage(burn, BURN, def_zone, blocked)
if(tox)
apply_damage(tox, TOX, def_zone, blocked)
if(oxy)
apply_damage(oxy, OXY, def_zone, blocked)
if(clone)
apply_damage(clone, CLONE, def_zone, blocked)
if(stamina)
apply_damage(stamina, STAMINA, def_zone, blocked)
if(brain)
apply_damage(brain, BRAIN, def_zone, blocked)
return 1
/mob/living/proc/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = FALSE)
var/hit_percent = (100-blocked)/100
if(!effect || (hit_percent <= 0))
return 0
switch(effecttype)
if(EFFECT_STUN)
Stun(effect * hit_percent)
if(EFFECT_KNOCKDOWN)
Knockdown(effect * hit_percent)
if(EFFECT_PARALYZE)
Paralyze(effect * hit_percent)
if(EFFECT_IMMOBILIZE)
Immobilize(effect * hit_percent)
if(EFFECT_UNCONSCIOUS)
Unconscious(effect * hit_percent)
if(EFFECT_IRRADIATE)
radiation += max(effect * hit_percent, 0)
if(EFFECT_SLUR)
slurring = max(slurring,(effect * hit_percent))
if(EFFECT_STUTTER)
if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // stun is usually associated with stutter
stuttering = max(stuttering,(effect * hit_percent))
if(EFFECT_EYE_BLUR)
blur_eyes(effect * hit_percent)
if(EFFECT_DROWSY)
drowsyness = max(drowsyness,(effect * hit_percent))
if(EFFECT_JITTER)
if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE))
jitteriness = max(jitteriness,(effect * hit_percent))
if(EFFECT_PARALYZE)
Paralyze(effect * hit_percent)
if(EFFECT_IMMOBILIZE)
Immobilize(effect * hit_percent)
return 1
/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = FALSE, stamina = 0, jitter = 0, paralyze = 0, immobilize = 0)
if(blocked >= 100)
return BULLET_ACT_BLOCK
if(stun)
apply_effect(stun, EFFECT_STUN, blocked)
if(knockdown)
apply_effect(knockdown, EFFECT_KNOCKDOWN, blocked)
if(unconscious)
apply_effect(unconscious, EFFECT_UNCONSCIOUS, blocked)
if(paralyze)
apply_effect(paralyze, EFFECT_PARALYZE, blocked)
if(immobilize)
apply_effect(immobilize, EFFECT_IMMOBILIZE, blocked)
if(irradiate)
apply_effect(irradiate, EFFECT_IRRADIATE, blocked)
if(slur)
apply_effect(slur, EFFECT_SLUR, blocked)
if(stutter)
apply_effect(stutter, EFFECT_STUTTER, blocked)
if(eyeblur)
apply_effect(eyeblur, EFFECT_EYE_BLUR, blocked)
if(drowsy)
apply_effect(drowsy, EFFECT_DROWSY, blocked)
if(stamina)
apply_damage(stamina, STAMINA, null, blocked)
if(jitter)
apply_effect(jitter, EFFECT_JITTER, blocked)
return BULLET_ACT_HIT
/mob/living/proc/getBruteLoss()
return bruteloss
/mob/living/proc/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE, required_status)
if(!forced && (status_flags & GODMODE))
return FALSE
bruteloss = CLAMP((bruteloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getOxyLoss()
return oxyloss
/mob/living/proc/adjustOxyLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
oxyloss = CLAMP((oxyloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/setOxyLoss(amount, updating_health = TRUE, forced = FALSE)
if(status_flags & GODMODE)
return 0
oxyloss = amount
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getToxLoss()
return toxloss
/mob/living/proc/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
toxloss = CLAMP((toxloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/setToxLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
toxloss = amount
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getFireLoss()
return fireloss
/mob/living/proc/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
fireloss = CLAMP((fireloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getCloneLoss()
return cloneloss
/mob/living/proc/adjustCloneLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
cloneloss = CLAMP((cloneloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/setCloneLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
cloneloss = amount
if(updating_health)
updatehealth()
return amount
/mob/living/proc/adjustOrganLoss(slot, amount, maximum)
return
/mob/living/proc/setOrganLoss(slot, amount, maximum)
return
/mob/living/proc/getOrganLoss(slot)
return
/mob/living/proc/getStaminaLoss()
return staminaloss
/mob/living/proc/adjustStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
return
/mob/living/proc/setStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
return
// heal ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status)
adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(-burn, FALSE)
adjustStaminaLoss(-stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE)
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(burn, FALSE)
adjustStaminaLoss(stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
// heal MANY bodyparts, in random order
/mob/living/proc/heal_overall_damage(brute = 0, burn = 0, stamina = 0, required_status, updating_health = TRUE)
adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(-burn, FALSE)
adjustStaminaLoss(-stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
// damage MANY bodyparts, in random order
/mob/living/proc/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status = null)
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(burn, FALSE)
adjustStaminaLoss(stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
//heal up to amount damage, in a given order
/mob/living/proc/heal_ordered_damage(amount, list/damage_types)
. = amount //we'll return the amount of damage healed
for(var/i in damage_types)
var/amount_to_heal = min(amount, get_damage_amount(i)) //heal only up to the amount of damage we have
if(amount_to_heal)
apply_damage_type(-amount_to_heal, i)
amount -= amount_to_heal //remove what we healed from our current amount
if(!amount)
break
. -= amount //if there's leftover healing, remove it from what we return