Files
kiwistation/code/modules/mob/status_procs.dm
T
2017-06-19 14:47:35 -04:00

274 lines
8.3 KiB
Plaintext

//Here are the procs used to modify status effects of a mob.
//The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness, ear damage,
// eye damage, eye_blind, eye_blurry, druggy, BLIND disability, and NEARSIGHT disability.
#define STUN_TIME_MULTIPLIER 0.05 //temporary; multiplies input stun times by this, will be removed once stuns are status effects
/////////////////////////////////// STUN ////////////////////////////////////
/mob/proc/Stun(amount, updating = 1, ignore_canstun = 0)
if(status_flags & CANSTUN || ignore_canstun)
stun = max(max(stun,amount * STUN_TIME_MULTIPLIER),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
if(updating)
update_canmove()
return TRUE
/mob/proc/SetStun(amount, updating = 1, ignore_canstun = 0) //if you REALLY need to set stun to a set amount without the whole "can't go below current stun"
if(status_flags & CANSTUN || ignore_canstun)
stun = max(amount * STUN_TIME_MULTIPLIER,0)
if(updating)
update_canmove()
return TRUE
/mob/proc/AdjustStun(amount, updating = 1, ignore_canstun = 0)
if(status_flags & CANSTUN || ignore_canstun)
stun = max(stun + (amount * STUN_TIME_MULTIPLIER),0)
if(updating)
update_canmove()
return TRUE
/////////////////////////////////// KNOCKDOWN ////////////////////////////////////
/mob/proc/Knockdown(amount, updating = 1, ignore_canknockdown = 0)
if((status_flags & CANKNOCKDOWN) || ignore_canknockdown)
knockdown = max(max(knockdown,amount * STUN_TIME_MULTIPLIER),0)
if(updating)
update_canmove() //updates lying, canmove and icons
return TRUE
/mob/proc/SetKnockdown(amount, updating = 1, ignore_canknockdown = 0)
if(status_flags & CANKNOCKDOWN || ignore_canknockdown)
knockdown = max(amount * STUN_TIME_MULTIPLIER,0)
if(updating)
update_canmove() //updates lying, canmove and icons
return TRUE
/mob/proc/AdjustKnockdown(amount, updating = 1, ignore_canknockdown = 0)
if((status_flags & CANKNOCKDOWN) || ignore_canknockdown)
knockdown = max(knockdown + (amount * STUN_TIME_MULTIPLIER) ,0)
if(updating)
update_canmove() //updates lying, canmove and icons
return TRUE
/////////////////////////////////// UNCONSCIOUS ////////////////////////////////////
/mob/proc/Unconscious(amount, updating = TRUE, ignore_canunconscious = FALSE)
if(status_flags & CANUNCONSCIOUS || ignore_canunconscious)
var/old_unconscious = unconscious
unconscious = max(max(unconscious,amount * STUN_TIME_MULTIPLIER),0)
if((!old_unconscious && unconscious) || (old_unconscious && !unconscious))
if(updating)
update_stat()
return TRUE
/mob/proc/SetUnconscious(amount, updating = TRUE, ignore_canunconscious = FALSE)
if(status_flags & CANUNCONSCIOUS || ignore_canunconscious)
var/old_unconscious = unconscious
unconscious = max(amount * STUN_TIME_MULTIPLIER,0)
if((!old_unconscious && unconscious) || (old_unconscious && !unconscious))
if(updating)
update_stat()
return TRUE
/mob/proc/AdjustUnconscious(amount, updating = TRUE, ignore_canunconscious = FALSE)
if(status_flags & CANUNCONSCIOUS || ignore_canunconscious)
var/old_unconscious = unconscious
unconscious = max(unconscious + (amount * STUN_TIME_MULTIPLIER) ,0)
if((!old_unconscious && unconscious) || (old_unconscious && !unconscious))
if(updating)
update_stat()
return TRUE
/////////////////////////////////// SLEEPING ////////////////////////////////////
/mob/living/proc/IsSleeping() //If we're asleep
return has_status_effect(STATUS_EFFECT_SLEEPING)
/mob/living/proc/AmountSleeping() //How many deciseconds remain in our sleep
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
if(S)
return world.time - S.duration
return 0
/mob/living/proc/Sleeping(amount, updating = TRUE) //Can't go below remaining duration
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
if(S)
var/remaining_duration = world.time - S.duration
S.duration = world.time + max(amount, remaining_duration)
else if(amount > 0)
S = apply_status_effect(STATUS_EFFECT_SLEEPING)
S.duration = amount
S.update_canmove = updating
return S
/mob/living/proc/SetSleeping(amount, updating = TRUE) //Sets remaining duration
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
if(amount <= 0)
if(S)
S.update_canmove = updating
qdel(S)
else
S = apply_status_effect(STATUS_EFFECT_SLEEPING)
if(S)
S.duration = amount
S.update_canmove = updating
return S
/mob/living/proc/AdjustSleeping(amount, updating = TRUE) //Adds to remaining duration
var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
if(S)
S.duration += amount
else if(amount > 0)
S = apply_status_effect(STATUS_EFFECT_SLEEPING)
S.duration = amount
S.update_canmove = updating
return S
/////////////////////////////////// RESTING ////////////////////////////////////
/mob/proc/Resting(amount)
resting = max(max(resting,amount),0)
update_canmove()
/mob/proc/SetResting(amount)
resting = max(amount,0)
update_canmove()
/mob/proc/AdjustResting(amount)
resting = max(resting + amount,0)
update_canmove()
/////////////////////////////////// JITTERINESS ////////////////////////////////////
/mob/proc/Jitter(amount)
jitteriness = max(jitteriness,amount,0)
/////////////////////////////////// DIZZINESS ////////////////////////////////////
/mob/proc/Dizzy(amount)
dizziness = max(dizziness,amount,0)
/////////////////////////////////// EYE DAMAGE ////////////////////////////////////
/mob/proc/damage_eyes(amount)
return
/mob/proc/adjust_eye_damage(amount)
return
/mob/proc/set_eye_damage(amount)
return
/////////////////////////////////// EYE_BLIND ////////////////////////////////////
/mob/proc/blind_eyes(amount)
if(amount>0)
var/old_eye_blind = eye_blind
eye_blind = max(eye_blind, amount)
if(!old_eye_blind)
if(stat == CONSCIOUS)
throw_alert("blind", /obj/screen/alert/blind)
overlay_fullscreen("blind", /obj/screen/fullscreen/blind)
/mob/proc/adjust_blindness(amount)
if(amount>0)
var/old_eye_blind = eye_blind
eye_blind += amount
if(!old_eye_blind)
if(stat == CONSCIOUS)
throw_alert("blind", /obj/screen/alert/blind)
overlay_fullscreen("blind", /obj/screen/fullscreen/blind)
else if(eye_blind)
var/blind_minimum = 0
if(stat != CONSCIOUS || (disabilities & BLIND))
blind_minimum = 1
eye_blind = max(eye_blind+amount, blind_minimum)
if(!eye_blind)
clear_alert("blind")
clear_fullscreen("blind")
/mob/proc/set_blindness(amount)
if(amount>0)
var/old_eye_blind = eye_blind
eye_blind = amount
if(client && !old_eye_blind)
if(stat == CONSCIOUS)
throw_alert("blind", /obj/screen/alert/blind)
overlay_fullscreen("blind", /obj/screen/fullscreen/blind)
else if(eye_blind)
var/blind_minimum = 0
if(stat != CONSCIOUS || (disabilities & BLIND))
blind_minimum = 1
eye_blind = blind_minimum
if(!eye_blind)
clear_alert("blind")
clear_fullscreen("blind")
/////////////////////////////////// EYE_BLURRY ////////////////////////////////////
/mob/proc/blur_eyes(amount)
if(amount>0)
var/old_eye_blurry = eye_blurry
eye_blurry = max(amount, eye_blurry)
if(!old_eye_blurry)
overlay_fullscreen("blurry", /obj/screen/fullscreen/blurry)
/mob/proc/adjust_blurriness(amount)
var/old_eye_blurry = eye_blurry
eye_blurry = max(eye_blurry+amount, 0)
if(amount>0)
if(!old_eye_blurry)
overlay_fullscreen("blurry", /obj/screen/fullscreen/blurry)
else if(old_eye_blurry && !eye_blurry)
clear_fullscreen("blurry")
/mob/proc/set_blurriness(amount)
var/old_eye_blurry = eye_blurry
eye_blurry = max(amount, 0)
if(amount>0)
if(!old_eye_blurry)
overlay_fullscreen("blurry", /obj/screen/fullscreen/blurry)
else if(old_eye_blurry)
clear_fullscreen("blurry")
/////////////////////////////////// DRUGGY ////////////////////////////////////
/mob/proc/adjust_drugginess(amount)
return
/mob/proc/set_drugginess(amount)
return
/////////////////////////////////// BLIND DISABILITY ////////////////////////////////////
/mob/proc/cure_blind() //when we want to cure the BLIND disability only.
return
/mob/proc/become_blind()
return
/////////////////////////////////// NEARSIGHT DISABILITY ////////////////////////////////////
/mob/proc/cure_nearsighted()
return
/mob/proc/become_nearsighted()
return
//////////////////////////////// HUSK DISABILITY ///////////////////////////:
/mob/proc/cure_husk()
return
/mob/proc/become_husk()
return