diff options
Diffstat (limited to 'revert-18-Simplify-broken-limb-mending-3054.patch')
-rw-r--r-- | revert-18-Simplify-broken-limb-mending-3054.patch | 821 |
1 files changed, 821 insertions, 0 deletions
diff --git a/revert-18-Simplify-broken-limb-mending-3054.patch b/revert-18-Simplify-broken-limb-mending-3054.patch new file mode 100644 index 0000000..70c1259 --- /dev/null +++ b/revert-18-Simplify-broken-limb-mending-3054.patch @@ -0,0 +1,821 @@ +From d8aa6d9696fbce4339edfccf96df85ae438a8fad Mon Sep 17 00:00:00 2001 +From: Coolthulhu <Coolthulhu@gmail.com> +Date: Thu, 21 Sep 2023 15:58:59 +0200 +Subject: [PATCH] Simplify broken limb mending (#3054) + +* Rework broken limbs and mending + +* Redesign mending_modifier: 1.0 is same as splint + +* Update comments + +* Update disabled effect description + +--------- + +Co-authored-by: Olanti <olanti-p@yandex.ru> +--- + data/json/effects.json | 14 +--- + data/json/mutations/mutations.json | 33 ++++----- + data/json/obsoletion/effects.json | 4 + + src/bionics.cpp | 24 ------ + src/character.cpp | 66 +++++++++-------- + src/character.h | 6 +- + src/creature.cpp | 4 +- + src/iexamine.cpp | 15 ++-- + src/iuse_actor.cpp | 12 --- + src/mutation.h | 6 +- + src/mutation_data.cpp | 2 +- + src/npc.cpp | 3 +- + src/panels.cpp | 45 ++++++----- + src/player_hardcoded_effects.cpp | 7 +- + src/suffer.cpp | 115 ----------------------------- + tests/player_helpers.cpp | 3 + + 16 files changed, 96 insertions(+), 263 deletions(-) + +diff --git a/data/json/effects.json b/data/json/effects.json +index 394bfb1a915..969cafe5046 100644 +--- a/data/json/effects.json ++++ b/data/json/effects.json +@@ -1802,23 +1802,11 @@ + "max_duration": "1 s", + "rating": "bad" + }, +- { +- "type": "effect_type", +- "id": "mending", +- "name": [ "Started recovery", "Recovering", "Mostly recovered" ], +- "desc": [ "This damaged limb is slowly regaining its functions." ], +- "//": "Duration is 10 days, but the actual time taken is probabilistic.", +- "max_duration": "10 d", +- "int_dur_factor": "60 h", +- "max_intensity": 3, +- "rating": "good", +- "permanent": true +- }, + { + "type": "effect_type", + "id": "disabled", + "name": [ { "ctxt": "physically", "str": "Disabled" } ], +- "desc": [ "This limb is damaged beyond use and may require a splint to recover." ], ++ "desc": [ "This limb is damaged beyond use and must fully heal to recover. Using a splint may speed up the process." ], + "//": "This sounds weird. We need <bp_affected> tag or something", + "apply_message": "Your limb breaks!", + "remove_message": "The broken limb has mended.", +diff --git a/data/json/mutations/mutations.json b/data/json/mutations/mutations.json +index 1fe217b8559..333a471d30e 100644 +--- a/data/json/mutations/mutations.json ++++ b/data/json/mutations/mutations.json +@@ -155,7 +155,7 @@ + "category": [ "MEDICAL" ], + "healing_awake": 0.2, + "healing_resting": 0.5, +- "mending_modifier": 2.0 ++ "mending_modifier": 0.5 + }, + { + "type": "mutation", +@@ -722,37 +722,34 @@ + "id": "SLOWHEALER", + "name": { "str": "Slow Healer" }, + "points": -2, +- "description": "Your wounds heal a little slower than most. Your HP whilst asleep, as well as your broken limbs, heal at 75% of the regular rate.", ++ "description": "Your wounds heal a little slower than most. Your HP whilst asleep heals at 75% of the regular rate.", + "starting_trait": true, + "types": [ "HEALING" ], +- "healing_resting": -0.25, +- "mending_modifier": 0.5 ++ "healing_resting": -0.25 + }, + { + "type": "mutation", + "id": "SLOWHEALER2", + "name": { "str": "Poor Healer" }, + "points": -4, +- "description": "Your health recovery is severely impaired. Your HP whilst asleep, as well as your broken limbs, heal at 33% of the regular rate.", ++ "description": "Your health recovery is severely impaired. Your HP whilst asleep heals at 33% of the regular rate.", + "starting_trait": true, + "valid": false, + "purifiable": false, + "types": [ "HEALING" ], +- "healing_resting": -0.66, +- "mending_modifier": 0.33 ++ "healing_resting": -0.66 + }, + { + "type": "mutation", + "id": "SLOWHEALER3", + "name": { "str": "Imperceptive Healer" }, + "points": -8, +- "description": "Wounds are incredibly dangerous to you, as they barely heal at all. Your HP whilst asleep, as well as your broken limbs, heal at 10% of the regular rate.", ++ "description": "Wounds are incredibly dangerous to you, as they barely heal at all. Your HP whilst asleep heals at 10% of the regular rate.", + "starting_trait": true, + "valid": false, + "purifiable": false, + "types": [ "HEALING" ], +- "healing_resting": -0.9, +- "mending_modifier": 0.1 ++ "healing_resting": -0.9 + }, + { + "type": "mutation", +@@ -1377,34 +1374,34 @@ + "category": [ "PLANT", "LIZARD" ], + "healing_awake": 0.66, + "healing_resting": 0.5, +- "mending_modifier": 4 ++ "mending_modifier": 0.5 + }, + { + "type": "mutation", + "id": "REGEN", + "name": { "str": "Regeneration" }, + "points": 6, +- "description": "Your flesh regenerates from wounds incredibly quickly. You heal 150% faster whilst asleep and 200% faster whilst awake. Your broken limbs also heal 16 times faster than usual.", ++ "description": "Your flesh regenerates from wounds incredibly quickly. You heal 150% faster whilst asleep and 200% faster whilst awake. You do not require splints to heal broken limbs.", + "types": [ "HEALING" ], + "prereqs": [ "FASTHEALER2" ], + "category": [ "SLIME", "TROGLOBITE" ], + "healing_awake": 2, + "healing_resting": 1.5, +- "mending_modifier": 16 ++ "mending_modifier": 1 + }, + { + "type": "mutation", + "id": "REGEN_LIZ", + "name": { "str": "Reptilian Healing" }, +- "points": 5, ++ "//": "Not worth a point, barely more than flavor.", ++ "points": 0, + "valid": false, + "purifiable": false, +- "description": "Your broken limbs mend themselves without significant difficulty. You do not require splints and broken limbs heal 20 times faster than usual.", +- "cancels": [ "ROT1", "ROT2", "ROT3" ], +- "prereqs": [ "FASTHEALER2" ], ++ "description": "Your broken limbs mend themselves without significant difficulty. You do not require splints.", ++ "prereqs": [ "FASTHEALER" ], + "threshreq": [ "THRESH_LIZARD" ], + "category": [ "LIZARD" ], +- "mending_modifier": 20 ++ "mending_modifier": 1 + }, + { + "type": "mutation", +diff --git a/data/json/obsoletion/effects.json b/data/json/obsoletion/effects.json +index 38c218728cd..bb666566f6b 100644 +--- a/data/json/obsoletion/effects.json ++++ b/data/json/obsoletion/effects.json +@@ -60,5 +60,9 @@ + { + "type": "effect_type", + "id": "took_anticonvulsant_visible" ++ }, ++ { ++ "type": "effect_type", ++ "id": "mending" + } + ] +diff --git a/src/bionics.cpp b/src/bionics.cpp +index 78827e780d7..bb2b2bd73e7 100644 +--- a/src/bionics.cpp ++++ b/src/bionics.cpp +@@ -101,7 +101,6 @@ static const efftype_id effect_fungus( "fungus" ); + static const efftype_id effect_hallu( "hallu" ); + static const efftype_id effect_heating_bionic( "heating_bionic" ); + static const efftype_id effect_iodine( "iodine" ); +-static const efftype_id effect_mending( "mending" ); + static const efftype_id effect_meth( "meth" ); + static const efftype_id effect_narcosis( "narcosis" ); + static const efftype_id effect_operating( "operating" ); +@@ -190,7 +189,6 @@ + static const trait_id trait_PROF_AUTODOC( "PROF_AUTODOC" ); + static const trait_id trait_PROF_MED( "PROF_MED" ); + static const trait_id trait_PYROMANIA( "PYROMANIA" ); +-static const trait_id trait_REGEN_LIZ( "REGEN_LIZ" ); + static const trait_id trait_THRESH_MEDICAL( "THRESH_MEDICAL" ); + + static const flag_id flag_BIONIC_GUN( "BIONIC_GUN" ); +@@ -1675,18 +1673,6 @@ void Character::process_bionic( bionic &bio ) + } + if( calendar::once_every( 2_minutes ) ) { + std::vector<bodypart_id> damaged_hp_parts; +- std::vector<effect *> mending_list; +- +- for( const bodypart_id &bp : get_all_body_parts( true ) ) { +- const int hp_cur = get_part_hp_cur( bp ); +- if( !is_limb_broken( bp ) && hp_cur < get_part_hp_max( bp ) ) { +- damaged_hp_parts.push_back( bp ); +- } else if( has_effect( effect_mending, bp.id() ) && +- ( has_trait( trait_REGEN_LIZ ) || worn_with_flag( flag_SPLINT, bp ) ) ) { +- effect *e = &get_effect( effect_mending, bp->token ); +- mending_list.push_back( e ); +- } +- } + if( !damaged_hp_parts.empty() ) { + // Essential parts are considered 10 HP lower than non-essential parts for the purpose of determining priority. + // I'd use the essential_value, but it's tied up in the heal_actor class of iuse_actor. +@@ -1703,16 +1689,6 @@ void Character::process_bionic( bionic &bio ) + mod_stored_kcal( -bio.info().kcal_trigger ); + } + } +- if( !mending_list.empty() ) { +- for( effect *e : mending_list ) { +- if( !can_use_bionic() ) { +- return; +- } +- e->mod_duration( e->get_max_duration() / 100 ); +- mod_power_level( -bio.info().power_trigger ); +- mod_stored_kcal( -bio.info().kcal_trigger ); +- } +- } + } + } + } else if( bio.id == bio_painkiller ) { +diff --git a/src/character.cpp b/src/character.cpp +index 6cb10461791..761e0785f44 100644 +--- a/src/character.cpp ++++ b/src/character.cpp +@@ -140,6 +140,7 @@ static const efftype_id effect_cough_suppress( "cough_suppress" ); + static const efftype_id effect_crushed( "crushed" ); + static const efftype_id effect_darkness( "darkness" ); + static const efftype_id effect_deaf( "deaf" ); ++static const efftype_id effect_disabled( "disabled" ); + static const efftype_id effect_disinfected( "disinfected" ); + static const efftype_id effect_downed( "downed" ); + static const efftype_id effect_drunk( "drunk" ); +@@ -167,7 +168,6 @@ static const efftype_id effect_lying_down( "lying_down" ); + static const efftype_id effect_melatonin_supplements( "melatonin" ); + static const efftype_id effect_meth( "meth" ); + static const efftype_id effect_masked_scent( "masked_scent" ); +-static const efftype_id effect_mending( "mending" ); + static const efftype_id effect_narcosis( "narcosis" ); + static const efftype_id effect_nausea( "nausea" ); + static const efftype_id effect_no_sight( "no_sight" ); +@@ -287,7 +287,6 @@ static const trait_id trait_INFRARED( "INFRARED" ); + static const trait_id trait_LEG_TENT_BRACE( "LEG_TENT_BRACE" ); + static const trait_id trait_LIGHT_BONES( "LIGHT_BONES" ); + static const trait_id trait_LIZ_IR( "LIZ_IR" ); +-static const trait_id trait_REGEN_LIZ( "REGEN_LIZ" ); + static const trait_id trait_M_DEPENDENT( "M_DEPENDENT" ); + static const trait_id trait_M_IMMUNE( "M_IMMUNE" ); + static const trait_id trait_M_SKIN2( "M_SKIN2" ); +@@ -1257,14 +1256,15 @@ int Character::get_working_leg_count() const + + bool Character::is_limb_disabled( const bodypart_id &limb ) const + { +- return get_part_hp_cur( limb ) <= get_part_hp_max( limb ) * .125; ++ return is_limb_broken( limb ) || ++ ( get_part_hp_cur( limb ) <= get_part_hp_max( limb ) * 0.125 ); + } + + // this is the source of truth on if a limb is broken so all code to determine + // if a limb is broken should point here to make any future changes to breaking easier + bool Character::is_limb_broken( const bodypart_id &limb ) const + { +- return get_part_hp_cur( limb ) <= 0; ++ return has_effect( effect_disabled, limb.id() ); + } + + bool Character::can_run() +@@ -4580,8 +4580,17 @@ void Character::regen( int rate_multiplier ) + + float rest = rest_quality(); + float heal_rate = healing_rate( rest ) * to_turns<int>( 5_minutes ); ++ const float broken_regen_mod = clamp( mutation_value( "mending_modifier" ), 0.25f, 1.0f ); + if( heal_rate > 0.0f ) { +- healall( roll_remainder( rate_multiplier * heal_rate ) ); ++ const int base_heal = roll_remainder( rate_multiplier * heal_rate ); ++ const int broken_heal = roll_remainder( base_heal * broken_regen_mod ); ++ ++ for( const bodypart_id &bp : get_all_body_parts() ) { ++ const bool is_broken = is_limb_broken( bp ) && ++ !worn_with_flag( flag_SPLINT, bp ); ++ heal( bp, is_broken ? broken_heal : base_heal ); ++ mod_part_healed_total( bp, is_broken ? broken_heal : base_heal ); ++ } + } else if( heal_rate < 0.0f ) { + int rot_rate = roll_remainder( rate_multiplier * -heal_rate ); + // Has to be in loop because some effects depend on rounding +@@ -4595,9 +4604,13 @@ void Character::regen( int rate_multiplier ) + const bodypart_id &bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id(); + float healing = healing_rate_medicine( rest, bp ) * to_turns<int>( 5_minutes ); + +- int healing_apply = roll_remainder( healing ); ++ const bool is_broken = is_limb_broken( bp ) && ++ !worn_with_flag( flag_SPLINT, bp ); ++ const int healing_apply = roll_remainder( is_broken ? healing *broken_regen_mod : healing ); ++ + healed_bp( i, healing_apply ); + heal( bp, healing_apply ); ++ + if( damage_bandaged[i] > 0 ) { + damage_bandaged[i] -= healing_apply; + if( damage_bandaged[i] <= 0 ) { +@@ -4707,9 +4720,6 @@ void Character::update_body( const time_point &from, const time_point &to ) + check_needs_extremes(); + update_needs( five_mins ); + regen( five_mins ); +- // Note: mend ticks once per 5 minutes, but wants rate in TURNS, not 5 minute intervals +- // TODO: change @ref med to take time_duration +- mend( five_mins * to_turns<int>( 5_minutes ) ); + } + if( ticks_between( from, to, 24_hours ) > 0 ) { + enforce_minimum_healing(); +@@ -5800,15 +5810,11 @@ hp_part Character::body_window( const std::string &menu_header, + const nc_color all_state_col = limb_color( bp, true, true, true ); + // Broken means no HP can be restored, it requires surgical attention. + const bool limb_is_broken = is_limb_broken( bp ); +- const bool limb_is_mending = limb_is_broken && +- ( worn_with_flag( flag_SPLINT, bp ) || has_trait( trait_REGEN_LIZ ) ); + + if( show_all ) { + e.allowed = true; + } else if( has_curable_effect ) { + e.allowed = true; +- } else if( limb_is_broken ) { +- e.allowed = false; + } else if( current_hp < maximal_hp && ( e.bonus != 0 || bandage_power > 0.0f || + disinfectant_power > 0.0f ) ) { + e.allowed = true; +@@ -5837,21 +5843,21 @@ hp_part Character::body_window( const std::string &menu_header, + + const auto &aligned_name = std::string( max_bp_name_len - utf8_width( e.name ), ' ' ) + e.name; + std::string hp_str; +- if( limb_is_mending ) { +- desc += colorize( _( "It is broken but has been set and just needs time to heal." ), ++ if( limb_is_broken ) { ++ const nc_color color = worn_with_flag( flag_SPLINT, bp ) || ++ ( mutation_value( "mending_modifier" ) >= 1.0f ) ? ++ c_blue : ++ c_light_red; ++ desc += colorize( _( "It is broken and must heal fully before it becomes functional again." ), + c_blue ) + "\n"; +- const auto &eff = get_effect( effect_mending, bp_token ); +- const int mend_perc = eff.is_null() ? 0.0 : 100 * eff.get_duration() / eff.get_max_duration(); ++ const int mend_perc = 100 * current_hp / maximal_hp; + + if( precise ) { +- hp_str = colorize( string_format( "=%2d%%=", mend_perc ), c_blue ); ++ hp_str = colorize( string_format( "=%2d%%=", mend_perc ), color ); + } else { + const int num = mend_perc / 20; +- hp_str = colorize( std::string( num, '#' ) + std::string( 5 - num, '=' ), c_blue ); ++ hp_str = colorize( std::string( num, '#' ) + std::string( 5 - num, '=' ), color ); + } +- } else if( limb_is_broken ) { +- desc += colorize( _( "It is broken. It needs a splint or surgical attention." ), c_red ) + "\n"; +- hp_str = "==%=="; + } else if( precise ) { + hp_str = string_format( "%d", current_hp ); + } else { +@@ -8431,10 +8437,5 @@ void Character::apply_damage( Creature *source, bodypart_id hurt, int dam, + put_into_vehicle_or_drop( *this, item_drop_reason::tumbling, remove_primary_weapon() ); + } +- if( has_effect( effect_mending, part_to_damage->token ) ) { +- effect &e = get_effect( effect_mending, part_to_damage->token ); +- float remove_mend = dam / 20.0f; +- e.mod_duration( -e.get_max_duration() * remove_mend ); +- } + + if( dam > get_painkiller() ) { + on_hurt( source ); +@@ -8646,10 +8647,13 @@ int Character::reduce_healing_effect( const efftype_id &eff_id, int remove_med, + + void Character::heal( const bodypart_id &healed, int dam ) + { +- if( !is_limb_broken( healed ) ) { +- int effective_heal = std::min( dam, get_part_hp_max( healed ) - get_part_hp_cur( healed ) ); +- mod_part_hp_cur( healed, effective_heal ); +- g->events().send<event_type::character_heals_damage>( getID(), effective_heal ); ++ const int max_hp = get_part_hp_max( healed ); ++ const int cur_hp = get_part_hp_cur( healed ); ++ const int effective_heal = std::min( dam, max_hp - cur_hp ); ++ mod_part_hp_cur( healed, effective_heal ); ++ g->events().send<event_type::character_heals_damage>( getID(), effective_heal ); ++ if( cur_hp + dam >= max_hp ) { ++ remove_effect( effect_disabled, healed.id() ); + } + } + +diff --git a/src/character.h b/src/character.h +index c3ff9d3f7eb..a84bf824865 100644 +--- a/src/character.h ++++ b/src/character.h +@@ -742,10 +742,8 @@ class Character : public Creature, public visitable<Character> + int get_working_arm_count() const; + /** Returns the number of functioning legs */ + int get_working_leg_count() const; +- /** Returns true if the limb is disabled(12.5% or less hp)*/ ++ /** Returns true if the limb is disabled (12.5% or less hp, or broken)*/ + bool is_limb_disabled( const bodypart_id &limb ) const; +- /** Returns true if the limb is hindered(40% or less hp) */ +- bool is_limb_hindered( hp_part limb ) const; + /** Returns true if the limb is broken */ + bool is_limb_broken( const bodypart_id &limb ) const; + /** source of truth of whether a Character can run */ +@@ -2063,8 +2061,6 @@ class Character : public Creature, public visitable<Character> + void suffer(); + /** Handles mitigation and application of radiation */ + bool irradiate( float rads, bool bypass = false ); +- /** Handles the chance for broken limbs to spontaneously heal to 1 HP */ +- void mend( int rate_multiplier ); + + /** Creates an auditory hallucination */ + void sound_hallu(); +diff --git a/src/creature.cpp b/src/creature.cpp +index 0d69db54329..d1c48950682 100644 +--- a/src/creature.cpp ++++ b/src/creature.cpp +@@ -1652,14 +1652,14 @@ void Creature::mod_part_healed_total( const bodypart_id &id, int mod ) + void Creature::set_all_parts_hp_cur( const int set ) + { + for( std::pair<const bodypart_str_id, bodypart> &elem : body ) { +- elem.second.set_hp_cur( set ); ++ set_part_hp_cur( elem.first, set ); + } + } + + void Creature::set_all_parts_hp_to_max() + { + for( std::pair<const bodypart_str_id, bodypart> &elem : body ) { +- elem.second.set_hp_to_max(); ++ set_part_hp_cur( elem.first, get_part_hp_max( elem.first ) ); + } + } + +diff --git a/src/iexamine.cpp b/src/iexamine.cpp +index cb1af8fb5a7..5295e4bf0ca 100644 +--- a/src/iexamine.cpp ++++ b/src/iexamine.cpp +@@ -123,7 +123,6 @@ static const efftype_id effect_bleed( "bleed" ); + static const efftype_id effect_disinfected( "disinfected" ); + static const efftype_id effect_earphones( "earphones" ); + static const efftype_id effect_infected( "infected" ); +-static const efftype_id effect_mending( "mending" ); + static const efftype_id effect_pblue( "pblue" ); + static const efftype_id effect_pkill2( "pkill2" ); + static const efftype_id effect_sleep( "sleep" ); +@@ -5081,11 +5080,7 @@ void iexamine::autodoc( player &p, const tripoint &examp ) + for( int i = 0; i < num_hp_parts; i++ ) { + const bodypart_id &part = convert_bp( player::hp_to_bp( static_cast<hp_part>( i ) ) ).id(); + const bool broken = patient.is_limb_broken( part ); +- effect &existing_effect = patient.get_effect( effect_mending, part->token ); +- // Skip part if not broken or already healed 50% +- if( !broken || ( !existing_effect.is_null() && +- existing_effect.get_duration() > +- existing_effect.get_max_duration() - 5_days - 1_turns ) ) { ++ if( !broken ) { + continue; + } + broken_limbs_count++; +@@ -5116,9 +5111,11 @@ void iexamine::autodoc( player &p, const tripoint &examp ) + patient.add_msg_player_or_npc( m_good, _( "The machine rapidly sets and splints your broken %s." ), + _( "The machine rapidly sets and splints <npcname>'s broken %s." ), + body_part_name( part ) ); +- patient.add_effect( effect_mending, 0_turns, part->token ); +- effect &mending_effect = patient.get_effect( effect_mending, part->token ); +- mending_effect.set_duration( mending_effect.get_max_duration() - 5_days ); ++ // TODO: Prevent exploits with hp draining stuff? ++ int heal_amt = patient.get_part_hp_max( part ) / 2 - patient.get_part_hp_cur( part ); ++ if( heal_amt > 0 ) { ++ patient.heal( part, heal_amt ); ++ } + } + } + if( broken_limbs_count == 0 ) { +diff --git a/src/iuse_actor.cpp b/src/iuse_actor.cpp +index a0d6e66b7dc..4a0eb9befdb 100644 +--- a/src/iuse_actor.cpp ++++ b/src/iuse_actor.cpp +@@ -3903,18 +3903,6 @@ static hp_part pick_part_to_heal( + return healed_part; + } + +- if( patient.is_limb_broken( bp ) ) { +- if( healed_part == hp_arm_l || healed_part == hp_arm_r ) { +- add_msg( m_info, _( "That arm is broken. It needs surgical attention or a splint." ) ); +- } else if( healed_part == hp_leg_l || healed_part == hp_leg_r ) { +- add_msg( m_info, _( "That leg is broken. It needs surgical attention or a splint." ) ); +- } else { +- add_msg( m_info, "That body part is bugged. It needs developer's attention." ); +- } +- +- continue; +- } +- + if( force || patient.get_part_hp_cur( bp ) < patient.get_part_hp_max( bp ) ) { + return healed_part; + } +diff --git a/src/mutation.h b/src/mutation.h +index 8e82983e2d7..8fe226d47b5 100644 +--- a/src/mutation.h ++++ b/src/mutation.h +@@ -115,8 +115,10 @@ struct mutation_branch { + // Healing per turn + float healing_awake = 0.0f; + float healing_resting = 0.0f; +- // Limb mending bonus +- float mending_modifier = 1.0f; ++ // Multiplier on regen of broken limbs. ++ // Base regen of broken limbs is 25% and 25% the low cap. ++ // Capped at 1.0, which makes broken limbs regen at same rate as unbroken. ++ float mending_modifier = 0.0f; + // Bonus HP multiplier. That is, 1.0 doubles hp, -0.5 halves it. + float hp_modifier = 0.0f; + // Second HP modifier that stacks with first but is otherwise identical. +diff --git a/src/mutation_data.cpp b/src/mutation_data.cpp +index 9c95b97873e..a070de723d8 100644 +--- a/src/mutation_data.cpp ++++ b/src/mutation_data.cpp +@@ -377,7 +377,7 @@ void mutation_branch::load( const JsonObject &jo, const std::string & ) + optional( jo, was_loaded, "pain_recovery", pain_recovery, 0.0f ); + optional( jo, was_loaded, "healing_awake", healing_awake, 0.0f ); + optional( jo, was_loaded, "healing_resting", healing_resting, 0.0f ); +- optional( jo, was_loaded, "mending_modifier", mending_modifier, 1.0f ); ++ optional( jo, was_loaded, "mending_modifier", mending_modifier, 0.0f ); + optional( jo, was_loaded, "hp_modifier", hp_modifier, 0.0f ); + optional( jo, was_loaded, "hp_modifier_secondary", hp_modifier_secondary, 0.0f ); + optional( jo, was_loaded, "hp_adjustment", hp_adjustment, 0.0f ); +diff --git a/src/npc.cpp b/src/npc.cpp +index 36b63dd2bb4..9c31869540d 100644 +--- a/src/npc.cpp ++++ b/src/npc.cpp +@@ -84,7 +84,6 @@ static const efftype_id effect_contacts( "contacts" ); + static const efftype_id effect_drunk( "drunk" ); + static const efftype_id effect_feral_killed_recently( "feral_killed_recently" ); + static const efftype_id effect_infection( "infection" ); +-static const efftype_id effect_mending( "mending" ); + static const efftype_id effect_npc_flee_player( "npc_flee_player" ); + static const efftype_id effect_npc_suspend( "npc_suspend" ); + static const efftype_id effect_pkill_l( "pkill_l" ); +@@ -1073,7 +1072,8 @@ bool npc::wear_if_wanted( const item &it, std::string &reason ) + for( int i = 0; i < num_hp_parts; i++ ) { + hp_part hpp = static_cast<hp_part>( i ); + body_part bp = player::hp_to_bp( hpp ); +- if( is_limb_broken( convert_bp( bp ) ) && !has_effect( effect_mending, bp ) && ++ if( is_limb_broken( convert_bp( bp ).id() ) && ++ !worn_with_flag( flag_SPLINT, convert_bp( bp ).id() ) && + it->covers( convert_bp( bp ).id() ) ) { + reason = _( "Thanks, I'll wear that now." ); + return wear_item( std::move( it ), false ); +diff --git a/src/panels.cpp b/src/panels.cpp +index 41983b82ae5..9c8ae1701bc 100644 +--- a/src/panels.cpp ++++ b/src/panels.cpp +@@ -61,7 +61,6 @@ + #include "vpart_position.h" + #include "weather.h" + +-static const trait_id trait_REGEN_LIZ( "REGEN_LIZ" ); + static const trait_id trait_SELFAWARE( "SELFAWARE" ); + static const trait_id trait_THRESH_FELINE( "THRESH_FELINE" ); + static const trait_id trait_THRESH_BIRD( "THRESH_BIRD" ); +@@ -771,36 +770,36 @@ static void draw_limb_health( avatar &u, const catacurses::window &w, int limb_i + wprintz( w, color, sym ); + } + }; ++ + const bodypart_id bp = convert_bp( avatar::hp_to_bp( static_cast<hp_part>( limb_index ) ) ).id(); ++ const int hp_cur = u.get_part_hp_cur( bp ); ++ const int hp_max = u.get_part_hp_max( bp ); ++ ++ std::optional<nc_color> color_override; ++ + if( u.is_limb_broken( bp.id() ) && ( limb_index >= hp_arm_l && + limb_index <= hp_leg_r ) ) { + //Limb is broken +- std::string limb = "~~%~~"; +- nc_color color = c_light_red; +- +- if( u.worn_with_flag( json_flag_SPLINT, bp ) || u.has_trait( trait_REGEN_LIZ ) ) { +- static const efftype_id effect_mending( "mending" ); +- const auto &eff = u.get_effect( effect_mending, bp->token ); +- const int mend_perc = eff.is_null() ? 0.0 : 100 * eff.get_duration() / eff.get_max_duration(); ++ const int mend_perc = 100 * hp_cur / hp_max; ++ bool splinted = u.worn_with_flag( json_flag_SPLINT, bp ) || ++ ( u.mutation_value( "mending_modifier" ) >= 1.0f ); ++ nc_color color = splinted ? c_blue : c_dark_gray; + +- if( is_self_aware || u.has_effect( effect_got_checked ) ) { +- limb = string_format( "=%2d%%=", mend_perc ); +- color = c_blue; +- } else { +- const int num = mend_perc / 20; +- print_symbol_num( w, num, "#", c_blue ); +- print_symbol_num( w, 5 - num, "=", c_blue ); +- return; +- } ++ if( is_self_aware || u.has_effect( effect_got_checked ) ) { ++ color_override = color; ++ } else { ++ const int num = mend_perc / 20; ++ print_symbol_num( w, num, "#", color ); ++ print_symbol_num( w, 5 - num, "=", color ); ++ return; + } +- +- wprintz( w, color, limb ); +- return; + } + +- const int hp_cur = u.get_part_hp_cur( bp ); +- const int hp_max = u.get_part_hp_max( bp ); ++ + std::pair<std::string, nc_color> hp = get_hp_bar( hp_cur, hp_max ); ++ if( color_override ) { ++ hp.second = *color_override; ++ } + + if( is_self_aware || u.has_effect( effect_got_checked ) ) { + wprintz( w, hp.second, "%3d ", hp_cur ); +diff --git a/src/player_hardcoded_effects.cpp b/src/player_hardcoded_effects.cpp +index 2f74c64ccf4..88d7f83de8e 100644 +--- a/src/player_hardcoded_effects.cpp ++++ b/src/player_hardcoded_effects.cpp +@@ -73,7 +73,6 @@ static const efftype_id effect_hallu( "hallu" ); + static const efftype_id effect_hot( "hot" ); + static const efftype_id effect_infected( "infected" ); + static const efftype_id effect_lying_down( "lying_down" ); +-static const efftype_id effect_mending( "mending" ); + static const efftype_id effect_mutating( "mutating" ); + static const efftype_id effect_nausea( "nausea" ); + static const efftype_id effect_narcosis( "narcosis" ); +@@ -1292,12 +1291,8 @@ void Character::hardcoded_effects( effect &it ) + } + } + } +- } else if( id == effect_mending ) { +- if( !is_limb_broken( convert_bp( bp ) ) ) { +- it.set_duration( 0_turns ); +- } + } else if( id == effect_disabled ) { +- if( !is_limb_broken( convert_bp( bp ) ) ) { ++ if( get_part_hp_cur( convert_bp( bp ) ) >= get_part_hp_max( convert_bp( bp ) ) ) { + remove_effect( effect_disabled ); + } + } else if( id == effect_panacea ) { +diff --git a/src/suffer.cpp b/src/suffer.cpp +index f752944f22b..acc6a8dc50e 100644 +--- a/src/suffer.cpp ++++ b/src/suffer.cpp +@@ -95,7 +95,6 @@ static const efftype_id effect_glowy_led( "glowy_led" ); + static const efftype_id effect_hallu( "hallu" ); + static const efftype_id effect_iodine( "iodine" ); + static const efftype_id effect_masked_scent( "masked_scent" ); +-static const efftype_id effect_mending( "mending" ); + static const efftype_id effect_meth( "meth" ); + static const efftype_id effect_narcosis( "narcosis" ); + static const efftype_id effect_nausea( "nausea" ); +@@ -143,7 +142,6 @@ static const trait_id trait_RADIOACTIVE1( "RADIOACTIVE1" ); + static const trait_id trait_RADIOACTIVE2( "RADIOACTIVE2" ); + static const trait_id trait_RADIOACTIVE3( "RADIOACTIVE3" ); + static const trait_id trait_RADIOGENIC( "RADIOGENIC" ); +-static const trait_id trait_REGEN_LIZ( "REGEN_LIZ" ); + static const trait_id trait_ROOTS3( "ROOTS3" ); + static const trait_id trait_SCHIZOPHRENIC( "SCHIZOPHRENIC" ); + static const trait_id trait_SHARKTEETH( "SHARKTEETH" ); +@@ -174,16 +172,6 @@ static const std::string flag_RAD_RESIST( "RAD_RESIST" ); + static const std::string flag_SPLINT( "SPLINT" ); + static const std::string flag_SUN_GLASSES( "SUN_GLASSES" ); + +-static float addiction_scaling( float at_min, float at_max, float add_lvl ) +-{ +- // Not addicted +- if( add_lvl < MIN_ADDICTION_LEVEL ) { +- return 1.0f; +- } +- +- return lerp( at_min, at_max, ( add_lvl - MIN_ADDICTION_LEVEL ) / MAX_ADDICTION_LEVEL ); +-} +- + void Character::suffer_water_damage( const mutation_branch &mdata ) + { + for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) { +@@ -1669,109 +1657,6 @@ bool Character::irradiate( float rads, bool bypass ) + return false; + } + +-void Character::mend( int rate_multiplier ) +-{ +- // Wearing splints can slowly mend a broken limb back to 1 hp. +- bool any_broken = false; +- for( const bodypart_id &bp : get_all_body_parts() ) { +- if( is_limb_broken( bp ) ) { +- any_broken = true; +- break; +- } +- } +- +- if( !any_broken ) { +- return; +- } +- +- double healing_factor = 1.0; +- // Studies have shown that alcohol and tobacco use delay fracture healing time +- // Being under effect is 50% slowdown +- // Being addicted but not under effect scales from 25% slowdown to 75% slowdown +- // The improvement from being intoxicated over withdrawal is intended +- if( has_effect( effect_cig ) ) { +- healing_factor *= 0.5; +- } else { +- healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::CIG ) ); +- } +- +- if( has_effect( effect_drunk ) ) { +- healing_factor *= 0.5; +- } else { +- healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::ALCOHOL ) ); +- } +- +- if( get_rad() > 0 && !has_trait( trait_RADIOGENIC ) ) { +- healing_factor *= clamp( ( 1000.0f - get_rad() ) / 1000.0f, 0.0f, 1.0f ); +- } +- +- // Bed rest speeds up mending +- if( has_effect( effect_sleep ) ) { +- healing_factor *= 4.0; +- } else if( get_fatigue() > fatigue_levels::dead_tired ) { +- // but being dead tired does not... +- healing_factor *= 0.75; +- } else { +- // If not dead tired, resting without sleep also helps +- healing_factor *= 1.0f + rest_quality(); +- } +- +- // Being healthy helps. +- healing_factor *= 1.0f + get_healthy() / 200.0f; +- +- // Very hungry starts lowering the chance +- // square rooting the value makes the numbers drop off faster when below 1 +- healing_factor *= std::sqrt( static_cast<float>( get_stored_kcal() ) / static_cast<float> +- ( max_stored_kcal() ) ); +- // Similar for thirst - starts at very thirsty, drops to 0 at parched +- healing_factor *= 1.0f - clamp( 1.0f * ( get_thirst() - thirst_levels::very_thirsty ) / +- +thirst_levels::parched, 0.0f, 1.0f ); +- +- // Mutagenic healing factor! +- bool needs_splint = true; +- +- healing_factor *= mutation_value( "mending_modifier" ); +- +- if( has_trait( trait_REGEN_LIZ ) ) { +- needs_splint = false; +- } +- +- add_msg( m_debug, "Limb mend healing factor: %.2f", healing_factor ); +- if( healing_factor <= 0.0f ) { +- // The section below assumes positive healing rate +- return; +- } +- +- for( const bodypart_id &bp : get_all_body_parts() ) { +- const bool broken = is_limb_broken( bp ); +- if( !broken ) { +- continue; +- } +- +- if( needs_splint && !worn_with_flag( flag_SPLINT, bp ) ) { +- continue; +- } +- +- const time_duration dur_inc = 1_turns * roll_remainder( rate_multiplier * healing_factor ); +- auto &eff = get_effect( effect_mending, bp->token ); +- if( eff.is_null() ) { +- add_effect( effect_mending, dur_inc, bp->token ); +- continue; +- } +- +- eff.set_duration( eff.get_duration() + dur_inc ); +- +- if( eff.get_duration() >= eff.get_max_duration() ) { +- set_part_hp_cur( bp, 1 ); +- remove_effect( effect_mending, bp->token ); +- g->events().send<event_type::broken_bone_mends>( getID(), bp->token ); +- //~ %s is bodypart +- add_msg_if_player( m_good, _( "Your %s has started to mend!" ), +- body_part_name( bp ) ); +- } +- } +-} +- + void Character::sound_hallu() + { + // Random 'dangerous' sound from a random direction +diff --git a/tests/player_helpers.cpp b/tests/player_helpers.cpp +index fc95f1696d8..307b9a8834f 100644 +--- a/tests/player_helpers.cpp ++++ b/tests/player_helpers.cpp +@@ -98,6 +98,9 @@ void clear_character( player &dummy, bool debug_storage ) + dummy.set_stamina( dummy.get_stamina_max() ); + dummy.set_movement_mode( CMM_WALK ); + ++ // Set HP to max here and also later, for disabled/broken limbs ++ dummy.set_all_parts_hp_to_max(); ++ + // Make sure we don't carry around weird effects. + dummy.clear_effects(); // mark effects for removal + dummy.process_effects(); // actually remove them +-- +2.42.0 + |