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, 0 insertions, 821 deletions
diff --git a/revert-18-Simplify-broken-limb-mending-3054.patch b/revert-18-Simplify-broken-limb-mending-3054.patch deleted file mode 100644 index 70c1259..0000000 --- a/revert-18-Simplify-broken-limb-mending-3054.patch +++ /dev/null @@ -1,821 +0,0 @@ -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 - |