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carbon_defense.dm
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carbon_defense.dm
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/mob/living/carbon/get_eye_protection()
. = ..()
var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
if(!E)
return INFINITY //Can't get flashed without eyes
. += E.flash_protect
if(isclothing(head)) //Adds head protection
. += head.flash_protect
if(isclothing(glasses)) //Glasses
. += glasses.flash_protect
if(isclothing(wear_mask)) //Mask
. += wear_mask.flash_protect
/mob/living/carbon/get_ear_protection()
. = ..()
var/obj/item/organ/ears/E = getorganslot(ORGAN_SLOT_EARS)
if(!E)
return INFINITY
. += E.bang_protect
if(isclothing(head)) //Adds head protection
. += head.bang_protect
if(isclothing(ears)) //ear slot
. += ears.bang_protect
else if(istype(ears, /obj/item/radio/headset))
var/obj/item/radio/headset/headset_in_ear = ears
. += headset_in_ear.bang_protect
/mob/living/carbon/is_mouth_covered(head_only = 0, mask_only = 0)
if( (!mask_only && head && (head.flags_cover & HEADCOVERSMOUTH)) || (!head_only && wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH)) )
return TRUE
/mob/living/carbon/is_eyes_covered(check_glasses = TRUE, check_head = TRUE, check_mask = TRUE)
if(check_head && head && (head.flags_cover & HEADCOVERSEYES))
return head
if(check_mask && wear_mask && (wear_mask.flags_cover & MASKCOVERSEYES))
return wear_mask
if(check_glasses && glasses && (glasses.flags_cover & GLASSESCOVERSEYES))
return glasses
/mob/living/carbon/check_projectile_dismemberment(obj/item/projectile/P, def_zone)
var/obj/item/bodypart/affecting = get_bodypart(def_zone)
if(affecting && affecting.dismemberable && affecting.get_damage() >= (affecting.max_damage - P.dismemberment))
affecting.dismember(P.damtype)
/mob/living/carbon/proc/can_catch_item(skip_throw_mode_check)
. = FALSE
if(!skip_throw_mode_check && !throw_mode)
return
if(get_active_held_item())
return
if(!(mobility_flags & MOBILITY_MOVE))
return
if(restrained())
return
return TRUE
/mob/living/carbon/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
if(!skipcatch) //ugly, but easy
if(can_catch_item())
if(istype(AM, /obj/item))
var/obj/item/I = AM
if(isturf(I.loc))
I.attack_hand(src)
if(get_active_held_item() == I) //if our attack_hand() picks up the item...
visible_message("<span class='warning'>[src] catches [I]!</span>", \
"<span class='userdanger'>You catch [I] in mid-air!</span>")
throw_mode_off(THROW_MODE_TOGGLE)
return 1
..(AM, skipcatch, hitpush, blocked, throwingdatum)
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
var/obj/item/bodypart/affecting
affecting = get_bodypart(check_zone(user.zone_selected))
if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
affecting = bodyparts[1]
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
send_item_attack_message(I, user, parse_zone(affecting.body_zone))
if(I.force)
apply_damage(I.force, I.damtype, affecting)
if(I.damtype == BRUTE && (IS_ORGANIC_LIMB(affecting)))
if(I.is_sharp() || I.force >= 10)
I.add_mob_blood(src)
var/turf/location = get_turf(src)
add_splatter_floor(location)
if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
if(affecting.body_zone == BODY_ZONE_HEAD)
if(wear_mask)
wear_mask.add_mob_blood(src)
update_inv_wear_mask()
if(wear_neck)
wear_neck.add_mob_blood(src)
update_inv_neck()
if(head)
head.add_mob_blood(src)
update_inv_head()
//dismemberment
var/dismemberthreshold = (((affecting.max_damage * 2) / max(I.is_sharp(), 0.5)) - (affecting.get_damage() + ((I.w_class - 3) * 10) + ((I.attack_weight - 1) * 15)))
if(HAS_TRAIT(src, TRAIT_EASYDISMEMBER))
dismemberthreshold -= 50
if(I.is_sharp())
dismemberthreshold = min(((affecting.max_damage * 2) - affecting.get_damage()), dismemberthreshold) //makes it so limbs wont become immune to being dismembered if the item is sharp
if(stat == DEAD)
dismemberthreshold = dismemberthreshold / 3
if(I.force >= dismemberthreshold && I.force >= 10)
if(affecting.dismember(I.damtype))
I.add_mob_blood(src)
playsound(get_turf(src), I.get_dismember_sound(), 80, 1)
return TRUE //successful attack
/mob/living/carbon/attack_drone(mob/living/simple_animal/drone/user)
return //so we don't call the carbon's attack_hand().
//ATTACK HAND IGNORING PARENT RETURN VALUE
/mob/living/carbon/attack_hand(mob/living/carbon/human/user)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_HAND, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
. = TRUE
for(var/thing in diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
user.ContactContractDisease(D)
for(var/thing in user.diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
ContactContractDisease(D)
for(var/datum/surgery/S in surgeries)
if(!(mobility_flags & MOBILITY_STAND) || !S.lying_required)
if(user.a_intent == INTENT_HELP || user.a_intent == INTENT_DISARM)
if(S.next_step(user, user.a_intent))
return 1
return 0
/mob/living/carbon/attack_paw(mob/living/carbon/monkey/M)
if(can_inject(M, TRUE))
for(var/thing in diseases)
var/datum/disease/D = thing
if((D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN) && prob(85))
M.ContactContractDisease(D)
for(var/thing in M.diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
ContactContractDisease(D)
if(M.a_intent == INTENT_HELP)
help_shake_act(M)
return 0
if(..() && can_inject(M, TRUE)) //successful monkey bite.
for(var/thing in M.diseases)
var/datum/disease/D = thing
ForceContractDisease(D)
return 1
/mob/living/carbon/attack_slime(mob/living/simple_animal/slime/M)
if(..()) //successful slime attack
if(M.powerlevel > 0)
M.powerlevel--
visible_message("<span class='danger'>The [M.name] has shocked [src]!</span>", \
"<span class='userdanger'>The [M.name] has shocked you!</span>")
do_sparks(5, TRUE, src)
Knockdown(M.powerlevel*5)
if(stuttering < M.powerlevel)
stuttering = M.powerlevel
if(M.transformeffects & SLIME_EFFECT_ORANGE)
adjust_fire_stacks(2)
IgniteMob()
adjustFireLoss(M.powerlevel * 3)
updatehealth()
return TRUE
/mob/living/carbon/proc/dismembering_strike(mob/living/attacker, dam_zone)
if(!attacker.limb_destroyer)
return dam_zone
var/obj/item/bodypart/affecting
if(dam_zone && attacker.client)
affecting = get_bodypart(ran_zone(dam_zone))
else
var/list/things_to_ruin = shuffle(bodyparts.Copy())
for(var/B in things_to_ruin)
var/obj/item/bodypart/bodypart = B
if(bodypart.body_zone == BODY_ZONE_HEAD || bodypart.body_zone == BODY_ZONE_CHEST)
continue
if(!affecting || ((affecting.get_damage() / affecting.max_damage) < (bodypart.get_damage() / bodypart.max_damage)))
affecting = bodypart
if(affecting)
dam_zone = affecting.body_zone
if(affecting.get_damage() >= affecting.max_damage)
affecting.dismember()
return null
return affecting.body_zone
return dam_zone
/mob/living/carbon/blob_act(obj/structure/blob/B)
if (stat == DEAD)
return
else
show_message("<span class='userdanger'>The blob attacks!</span>")
adjustBruteLoss(10)
/mob/living/carbon/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_CONTENTS)
return
for(var/X in internal_organs)
var/obj/item/organ/O = X
O.emp_act(severity)
/mob/living/carbon/electrocute_act(shock_damage, source, siemens_coeff = 1, safety = 0, override = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
if(tesla_shock && (flags_1 & TESLA_IGNORE_1))
return FALSE
if(HAS_TRAIT(src, TRAIT_SHOCKIMMUNE))
return FALSE
shock_damage *= siemens_coeff
if(dna?.species)
shock_damage *= dna.species.siemens_coeff
if(shock_damage<1 && !override)
return 0
if(reagents.has_reagent(/datum/reagent/teslium))
shock_damage *= 1.5 //If the mob has teslium in their body, shocks are 50% more damaging!
SEND_SIGNAL(src, COMSIG_LIVING_ELECTROCUTE_ACT, shock_damage, source, siemens_coeff, safety, tesla_shock, illusion, stun)
if(illusion)
adjustStaminaLoss(shock_damage)
else
take_overall_damage(0,shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>" \
)
if(iscarbon(pulling) && !illusion && source != pulling)
var/mob/living/carbon/C = pulling
C.electrocute_act(shock_damage*0.75, src, 1, 0, override, 0, illusion, stun)
if(iscarbon(pulledby) && !illusion && source != pulledby)
var/mob/living/carbon/C = pulledby
C.electrocute_act(shock_damage*0.75, src, 1, 0, override, 0, illusion, stun)
jitteriness += 1000 //High numbers for violent convulsions
do_jitter_animation(jitteriness)
stuttering += 2
if((!tesla_shock || (tesla_shock && siemens_coeff > 0.5)) && stun)
Paralyze(40)
spawn(20)
jitteriness = max(jitteriness - 990, 10) //Still jittery, but vastly less
if((!tesla_shock || (tesla_shock && siemens_coeff > 0.5)) && stun)
Paralyze(60)
if(override)
return override
else
return shock_damage
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if(on_fire)
to_chat(M, "<span class='warning'>You can't put [p_them()] out with just your bare hands!</span>")
return
if(M == src && check_self_for_injuries())
return
if(!(mobility_flags & MOBILITY_STAND))
if(buckled)
to_chat(M, "<span class='warning'>You need to unbuckle [src] first to do that!")
return
M.visible_message("<span class='notice'>[M] shakes [src] trying to get [p_them()] up!</span>", \
"<span class='notice'>You shake [src] trying to get [p_them()] up!</span>")
else if(M.zone_selected == BODY_ZONE_CHEST)
M.visible_message("<span class='notice'>[M] hugs [src] to make [p_them()] feel better!</span>", \
"<span class='notice'>You hug [src] to make [p_them()] feel better!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "hug", /datum/mood_event/hug)
if(HAS_TRAIT(M, TRAIT_FRIENDLY))
var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
if (mood.sanity >= SANITY_GREAT)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
else if (mood.sanity >= SANITY_DISTURBED)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/betterhug, M)
for(var/datum/brain_trauma/trauma in M.get_traumas())
trauma.on_hug(M, src)
else if(M.zone_selected == BODY_ZONE_HEAD)
M.visible_message("<span class='notice'>[M] pats [src] on the head.</span>", \
"<span class='notice'>You pat [src] on the head.</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "headpat", /datum/mood_event/headpat, M)
else if((M.zone_selected == BODY_ZONE_L_ARM) || (M.zone_selected == BODY_ZONE_R_ARM))
if(!get_bodypart(check_zone(M.zone_selected)))
to_chat(M, "<span class='warning'>[src] does not have a [M.zone_selected == BODY_ZONE_L_ARM ? "left" : "right"] arm!</span>")
else
M.visible_message("<span class='notice'>[M] shakes [src]'s hand.</span>", \
"<span class='notice'>You shake [src]'s hand.</span>")
else if(M.zone_selected == BODY_ZONE_PRECISE_GROIN)
to_chat(M, "<span class='warning'>ERP is not allowed on this server!</span>")
AdjustStun(-60)
AdjustKnockdown(-60)
AdjustUnconscious(-60)
AdjustSleeping(-100)
AdjustParalyzed(-60)
AdjustImmobilized(-60)
set_resting(FALSE)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/// Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel
/mob/living/carbon/proc/check_self_for_injuries()
if(stat == DEAD || stat == UNCONSCIOUS)
return
var/embeds = FALSE
for(var/X in bodyparts)
var/obj/item/bodypart/LB = X
for(var/obj/item/I in LB.embedded_objects)
if(!embeds)
embeds = TRUE
// this way, we only visibly try to examine ourselves if we have something embedded, otherwise we'll still hug ourselves :)
visible_message("<span class='notice'>[src] examines [p_them()]self.</span>", \
"<span class='notice'>You check yourself for shrapnel.</span>")
if(I.isEmbedHarmless())
to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] stuck to your [LB.name]!</a>")
else
to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
return embeds
/mob/living/carbon/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
if(NOFLASH in dna?.species?.species_traits)
return
var/obj/item/organ/eyes/eyes = getorganslot(ORGAN_SLOT_EYES)
if(!eyes || HAS_TRAIT(src, TRAIT_BLIND)) //can't flash what can't see!
return
. = ..()
var/damage = intensity - get_eye_protection()
if(.) // we've been flashed
if(visual)
return
if (damage == 1)
to_chat(src, "<span class='warning'>Your eyes sting a little.</span>")
if(prob(40))
eyes.applyOrganDamage(1)
else if (damage == 2)
to_chat(src, "<span class='warning'>Your eyes burn.</span>")
eyes.applyOrganDamage(rand(2, 4))
else if( damage >= 3)
to_chat(src, "<span class='warning'>Your eyes itch and burn severely!</span>")
eyes.applyOrganDamage(rand(12, 16))
if(eyes.damage > 10)
blind_eyes(damage)
blur_eyes(damage * rand(3, 6))
if(eyes.damage > 20)
if(prob(eyes.damage - 20))
if(!HAS_TRAIT(src, TRAIT_NEARSIGHT))
to_chat(src, "<span class='warning'>Your eyes start to burn badly!</span>")
become_nearsighted(EYE_DAMAGE)
else if(prob(eyes.damage - 25))
if(!HAS_TRAIT(src, TRAIT_BLIND))
to_chat(src, "<span class='warning'>You can't see anything!</span>")
eyes.applyOrganDamage(eyes.maxHealth)
else
to_chat(src, "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>")
if(has_bane(BANE_LIGHT))
mind.disrupt_spells(-500)
return 1
else if(damage == 0) // just enough protection
if(prob(20))
to_chat(src, "<span class='notice'>Something bright flashes in the corner of your vision!</span>")
if(has_bane(BANE_LIGHT))
mind.disrupt_spells(0)
/mob/living/carbon/soundbang_act(intensity = 1, stun_pwr = 20, damage_pwr = 5, deafen_pwr = 15)
var/list/reflist = list(intensity) // Need to wrap this in a list so we can pass a reference
SEND_SIGNAL(src, COMSIG_CARBON_SOUNDBANG, reflist)
intensity = reflist[1]
var/ear_safety = get_ear_protection()
var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
var/effect_amount = intensity - ear_safety
if(effect_amount > 0)
if(stun_pwr)
Paralyze((stun_pwr*effect_amount)*0.1)
Knockdown(stun_pwr*effect_amount)
if(istype(ears) && (deafen_pwr || damage_pwr))
var/ear_damage = damage_pwr * effect_amount
var/deaf = deafen_pwr * effect_amount
adjustEarDamage(ear_damage,deaf)
if(ears.damage >= 15)
to_chat(src, "<span class='warning'>Your ears start to ring badly!</span>")
if(prob(ears.damage - 5))
to_chat(src, "<span class='userdanger'>You can't hear anything!</span>")
ears.damage = min(ears.damage, ears.maxHealth)
// you need earmuffs, inacusiate, or replacement
else if(ears.damage >= 5)
to_chat(src, "<span class='warning'>Your ears start to ring!</span>")
SEND_SOUND(src, sound('sound/weapons/flash_ring.ogg',0,1,0,250))
return effect_amount //how soundbanged we are
/mob/living/carbon/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
if(damage_type != BRUTE && damage_type != BURN)
return
damage_amount *= 0.5 //0.5 multiplier for balance reason, we don't want clothes to be too easily destroyed
if(!def_zone || def_zone == BODY_ZONE_HEAD)
var/obj/item/clothing/hit_clothes
if(wear_mask)
hit_clothes = wear_mask
if(wear_neck)
hit_clothes = wear_neck
if(head)
hit_clothes = head
if(hit_clothes)
hit_clothes.take_damage(damage_amount, damage_type, damage_flag, 0)
/mob/living/carbon/can_hear()
. = FALSE
var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
if(istype(ears) && !ears.deaf)
. = TRUE