mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-19 20:06:28 +01:00
Galatean BioAugments (#21013)
This PR "Gently refactors" organs in preparation for adding in new variant organsas requested by HumanLore. Additionally, it adds in several organs that were requested by Human Lore, as described in: https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic The new augments include: Auxiliary Heart, Platelet Factories, and Subdermal Carpace Additionally, all of the new Galatean Bioaugs have been added to the antag uplink. The bulk of this PR consists of replacing a majority of all the organ "Magic Numbers" with variables which could feasibly be modified by any new kind of organ object. Additionally-- although it's unused in this PR, here's also a new optional boolean for hearts to create a "Fake Pulse", which would be useful in the future for event character shells to be able to fool a pulse check. Finally, the heart systems are configured to use Signals so that arbitrarily any component can introduce their own modifiers to the heart statistics. This PR was requested by Human Lore: <img width="434" height="290" alt="image" src="https://github.com/user-attachments/assets/98236886-1c19-4621-958e-c154ae66f2ad" /> Sprites have been made by @NobleRow
This commit is contained in:
@@ -27,97 +27,99 @@
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//Makes a blood drop, leaking amt units of blood from the mob
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/mob/living/carbon/human/proc/drip(var/amt as num, var/tar = src, var/spraydir)
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if(species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead.
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return
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if(!amt)
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if(!amt || species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead.
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return
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vessel.remove_reagent(/singleton/reagent/blood,amt)
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blood_splatter(tar, src, spray_dir = spraydir)
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#define BLOOD_SPRAY_DISTANCE 2
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/mob/living/carbon/human/proc/blood_squirt(var/amt, var/turf/sprayloc)
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/mob/living/carbon/human/proc/blood_squirt(var/amt, var/turf/sprayloc, var/blood_spray_distance)
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if(amt <= 0 || !istype(sprayloc))
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return
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var/spraydir = pick(GLOB.alldirs)
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amt = Ceiling(amt/BLOOD_SPRAY_DISTANCE)
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amt = Ceiling(amt/blood_spray_distance)
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var/bled = 0
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for(var/i = 1 to BLOOD_SPRAY_DISTANCE)
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for(var/i = 1 to blood_spray_distance)
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sprayloc = get_step(sprayloc, spraydir)
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if(!istype(sprayloc) || (sprayloc.density && !iswall(sprayloc)))
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break
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var/hit_mob
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for(var/thing in sprayloc)
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var/atom/A = thing
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if(!A.simulated)
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if(!A.simulated || !ishuman(A) || !(A.CanPass(src, sprayloc)) || hit_mob)
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continue
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if(ishuman(A))
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var/mob/living/carbon/human/H = A
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if(!H.lying)
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H.bloody_body(src)
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H.bloody_hands(src)
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var/blinding = FALSE
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if(ran_zone(BP_HEAD, 75))
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blinding = TRUE
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for(var/obj/item/I in list(H.head, H.glasses, H.wear_mask))
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if(I && (I.body_parts_covered & EYES))
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blinding = FALSE
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break
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if(blinding)
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H.eye_blurry = max(H.eye_blurry, 10)
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H.eye_blind = max(H.eye_blind, 5)
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to_chat(H, SPAN_DANGER("You are blinded by a spray of blood!"))
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else
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to_chat(H, SPAN_DANGER("You are hit by a spray of blood!"))
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hit_mob = TRUE
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if(!(A.CanPass(src, sprayloc)) || hit_mob)
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var/mob/living/carbon/human/H = A
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if(H.lying)
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continue
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H.bloody_body(src)
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H.bloody_hands(src)
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var/blinding = FALSE
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if(ran_zone(BP_HEAD, 75))
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blinding = TRUE
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for(var/obj/item/I in list(H.head, H.glasses, H.wear_mask))
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if(I && (I.body_parts_covered & EYES))
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blinding = FALSE
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break
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if(blinding)
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H.eye_blurry = max(H.eye_blurry, 10)
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H.eye_blind = max(H.eye_blind, 5)
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to_chat(H, SPAN_DANGER("You are blinded by a spray of blood!"))
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else
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to_chat(H, SPAN_DANGER("You are hit by a spray of blood!"))
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hit_mob = TRUE
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drip(amt, sprayloc, spraydir)
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bled += amt
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if(hit_mob || iswall(sprayloc))
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break
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return bled
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#undef BLOOD_SPRAY_DISTANCE
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/mob/living/carbon/human/proc/get_blood_volume()
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return round((REAGENT_VOLUME(vessel, /singleton/reagent/blood)/species.blood_volume)*100)
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/mob/living/carbon/human/proc/get_blood_circulation()
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var/obj/item/organ/internal/heart/heart = internal_organs_by_name[BP_HEART]
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var/blood_volume = get_blood_volume()
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if(!heart)
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return 0.25 * blood_volume
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var/recent_pump = LAZYACCESS(heart.external_pump, 1) > world.time - (20 SECONDS)
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var/pulse_mod = 1
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var/pulse_mod = heart.base_pump_rate
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var/min_efficiency = recent_pump ? 0.5 : 0.3
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// Check if any components on the user wish to mess with the pump rate.
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SEND_SIGNAL(src, COMSIG_HEART_PUMP_EVENT, heart, &blood_volume, &recent_pump, &pulse_mod, &min_efficiency)
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if((status_flags & FAKEDEATH) || BP_IS_ROBOTIC(heart))
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pulse_mod = 1
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pulse_mod = heart.norm_pump_modifier
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else
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switch(heart.pulse)
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if(PULSE_NONE)
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if(recent_pump)
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pulse_mod = LAZYACCESS(heart.external_pump, 2)
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else
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pulse_mod *= 0.25
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pulse_mod *= heart.none_pump_modifier
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if(PULSE_SLOW)
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pulse_mod *= 0.9
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pulse_mod *= heart.slow_pump_modifier
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if(PULSE_NORM)
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pulse_mod *= heart.norm_pump_modifier
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if(PULSE_FAST)
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pulse_mod *= 1.1
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if(PULSE_2FAST, PULSE_THREADY)
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pulse_mod *= 1.25
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blood_volume *= pulse_mod
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var/min_efficiency = recent_pump ? 0.5 : 0.3
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blood_volume *= max(min_efficiency, (1-(heart.damage / heart.max_damage)))
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pulse_mod *= heart.fast_pump_modifier
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if(PULSE_2FAST)
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pulse_mod *= heart.too_fast_pump_modifier
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if(PULSE_THREADY)
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pulse_mod *= heart.thready_pump_modifier
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blood_volume *= pulse_mod * max(min_efficiency, (1-(heart.damage / heart.max_damage)))
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return min(blood_volume, 100)
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/mob/living/carbon/human/proc/get_blood_oxygenation()
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var/blood_volume = get_blood_circulation()
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if(is_asystole() || (status_flags & FAKEDEATH)) // Heart is missing or isn't beating and we're not breathing (hardcrit)
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return min(blood_volume, BLOOD_VOLUME_SURVIVE)
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@@ -125,12 +127,16 @@
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return blood_volume
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var/blood_volume_mod = max(0, 1 - getOxyLoss()/(species.total_health/2))
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var/oxygenated_mult = 0
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var/oxygenated_add = 0
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// Check if any components on the user wish to mess with the blood oxygenation.
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SEND_SIGNAL(src, COMSIG_BLOOD_OXYGENATION_EVENT, &blood_volume, &blood_volume_mod, &oxygenated_add)
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if(chem_effects[CE_OXYGENATED] == 1) // Dexalin.
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oxygenated_mult = 0.5
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oxygenated_add += 0.5
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else if(chem_effects[CE_OXYGENATED] >= 2) // Dexplus.
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oxygenated_mult = 0.8
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blood_volume_mod = blood_volume_mod + oxygenated_mult - (blood_volume_mod * oxygenated_mult)
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oxygenated_add += 0.8
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blood_volume_mod = blood_volume_mod + oxygenated_add - (blood_volume_mod * oxygenated_add)
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blood_volume = blood_volume * blood_volume_mod
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return min(blood_volume, 100)
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@@ -146,17 +146,16 @@
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/obj/item/organ/internal/process(seconds_per_tick)
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..()
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if(istype(owner) && (toxin_type in owner.chem_effects))
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take_damage(owner.chem_effects[toxin_type] * 0.1 * PROCESS_ACCURACY, SPT_PROB(1, seconds_per_tick))
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handle_regeneration()
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take_damage(owner.chem_effects[toxin_type] * seconds_per_tick)
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handle_regeneration(seconds_per_tick)
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tick_surge_damage() //Yes, this is intentional.
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/obj/item/organ/internal/proc/handle_regeneration()
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/obj/item/organ/internal/proc/handle_regeneration(seconds_per_tick)
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SHOULD_CALL_PARENT(TRUE)
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if(damage && !BP_IS_ROBOTIC(src) && istype(owner))
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if(!owner.is_asystole())
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if(!(owner.chem_effects[CE_TOXIN] || (toxin_type in owner.chem_effects)))
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var/repair_modifier = owner.chem_effects[CE_ORGANREPAIR] || 0.1
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if(damage < repair_modifier*max_damage)
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heal_damage(repair_modifier)
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return TRUE // regeneration is allowed
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return FALSE // regeneration is prevented
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if(!damage || BP_IS_ROBOTIC(src) || !istype(owner) || owner.is_asystole() || (owner.chem_effects[CE_TOXIN] || (toxin_type in owner.chem_effects)))
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return FALSE
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var/repair_modifier = owner.chem_effects[CE_ORGANREPAIR] || 0.1
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if(damage < repair_modifier*max_damage)
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heal_damage(repair_modifier)
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return TRUE // regeneration is allowed
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@@ -14,38 +14,36 @@
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/obj/item/organ/internal/appendix/process()
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..()
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if(inflamed && owner && !BP_IS_ROBOTIC(src))
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var/can_feel_pain = ORGAN_CAN_FEEL_PAIN(src)
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inflamed++
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if(prob(5))
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if(can_feel_pain)
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owner.custom_pain("You feel a stinging pain in your abdomen!")
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owner.visible_message("<B>\The [owner]</B> winces slightly.")
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var/obj/item/organ/external/O = owner.get_organ(parent_organ)
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if(O)
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O.add_pain(10)
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if(inflamed > 200)
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if(prob(3))
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take_internal_damage(0.1)
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if(can_feel_pain)
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owner.visible_message("<B>\The [owner]</B> winces painfully.")
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var/obj/item/organ/external/O = owner.get_organ(parent_organ)
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if(O)
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O.add_pain(25)
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owner.adjustToxLoss(1)
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if(inflamed > 400)
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if(prob(1))
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germ_level += rand(2,6)
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owner.vomit()
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if(inflamed > 600)
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if(prob(1))
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if(can_feel_pain)
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owner.custom_pain("You feel a stinging pain in your abdomen!")
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owner.Weaken(10)
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if(!owner || !inflamed || !BP_IS_ROBOTIC(src))
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return
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var/obj/item/organ/external/E = owner.get_organ(parent_organ)
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E.sever_artery()
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E.germ_level = max(INFECTION_LEVEL_TWO, E.germ_level)
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owner.adjustToxLoss(25)
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removed()
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qdel(src)
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var/can_feel_pain = ORGAN_CAN_FEEL_PAIN(src)
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inflamed++
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if(can_feel_pain && prob(5))
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owner.custom_pain("You feel a stinging pain in your abdomen!")
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owner.visible_message("<B>\The [owner]</B> winces slightly.")
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var/obj/item/organ/external/O = owner.get_organ(parent_organ)
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if(O)
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O.add_pain(10)
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if(inflamed > 200 && prob(3))
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take_internal_damage(0.1)
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if(can_feel_pain)
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owner.visible_message("<B>\The [owner]</B> winces painfully.")
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var/obj/item/organ/external/O = owner.get_organ(parent_organ)
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if(O)
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O.add_pain(25)
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owner.adjustToxLoss(1)
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if(inflamed > 400 && prob(1))
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germ_level += rand(2,6)
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owner.vomit()
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if(inflamed > 600 && prob(1))
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if(can_feel_pain)
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owner.custom_pain("You feel a stinging pain in your abdomen!")
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owner.Weaken(10)
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var/obj/item/organ/external/E = owner.get_organ(parent_organ)
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E.sever_artery()
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E.germ_level = max(INFECTION_LEVEL_TWO, E.germ_level)
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owner.adjustToxLoss(25)
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removed()
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qdel(src)
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@@ -18,16 +18,116 @@
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var/next_blood_squirt = 0
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var/list/external_pump
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/obj/item/organ/internal/heart/process()
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if(owner)
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handle_pulse()
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if(pulse)
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if(pulse == PULSE_2FAST && prob(1))
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take_internal_damage(0.5)
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if(pulse == PULSE_THREADY && prob(5))
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take_internal_damage(0.5)
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handle_heartbeat()
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handle_blood()
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/**
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* The amount of damage a heart takes per second while in fibrillation(red pulse).
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* A Heart risks stopping as it takes damage.
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*/
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var/heart_fibrillation_damage = 0.16666
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/**
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* The amount of damage a heart takes per second while in tachycardia(yellow pulse).
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* A Heart risks stopping as it takes damage.
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*/
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var/heart_tachycardia_damage = 0.033333
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/// The percent chance each tick that a heart in fibrillation will immediately stop
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var/fibrillation_stop_risk = 5
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/// How much pain is required for a heart attack to be possible.
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var/shock_stage_for_fibrillation = 120
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/// Percent chance of a heart attack when above a certain amount of pain.
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var/shock_risk_from_pain = 30
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/// Over this amount of shock, worsen the heart's condition step by one step
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var/first_shock_stage = 30
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/// Over this amount of shock, worsen the heart's condition step by one step, cumulative with the previous stage.
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var/second_shock_stage = 80
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/// How much this heart modifies the owner's blood regeneration, needed for Bioaugmented hearts
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var/blood_regen_modifier = 1
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/// How much this heart modifies the rate of bloodloss per arterial wound.
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var/base_arterial_bloodloss_modifier = 1
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/// How much this heart modifies the rate of bloodloss per cut wound.
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var/base_cut_bloodloss_modifier = 1
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/// How much this heart modifies nutrition loss while regenerating blood.
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var/nutrition_cost_per_blood_regen = 2
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/// How much this heart modifies hydration loss while regenerating blood.
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var/hydration_cost_per_blood_regen = 1
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/// The temperature at which the heart "Freezes" in Cryostasis.
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var/minimum_temperature_to_pump_blood = 170
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/// The amount of time (in seconds) that pass between arterial sprays if injured as such.
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var/time_between_arterial_sprays = 100
|
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|
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/// How much this heart modifies the rate of bloodloss from external dripping. This is a more general clotting factor.
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var/bleed_drip_modifier = 1
|
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/// The threshold of pain for which the player will experience "Heart palpitations", IE: Hearing your own heartbeat.
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var/palpitations_threshold = 10
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|
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/// How much "Slow" pulse modifies bleed rate
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var/slow_bleeding_modifier = 0.8
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/// How much "Fast" pulse modifies bleed rate
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var/fast_bleeding_modifier = 1.25
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/// How much Tachycardia modifies bleed rate
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var/too_fast_bleeding_modifier = 1.5
|
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/// How much fibrillation modifies bleed rate
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var/thready_bleeding_modifier = 1.5
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/// The base rate at which this heart pumps blood regardless of pulse rate.
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var/base_pump_rate = 1
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/// The "base blood circulation" for if the heart is fully stopped. This can get floored later to as little as 0.075 on default settings.
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var/none_pump_modifier = 0.25
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/// Modifier on how much blood this heart pumps while at a "slow" pulse rate.
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var/slow_pump_modifier = 0.9
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/// Modifier on how much blood this heart pumps at a "normal" pulse rate.
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var/norm_pump_modifier = 1
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/// Modifier on how much blood this heart pumps at a "fast" pulse rate.
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var/fast_pump_modifier = 1.1
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/// Modifier on how much blood this heart pumps at a "2fast" pulse rate.
|
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var/too_fast_pump_modifier = 1.25
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/// Modifier on how much blood this heart pumps at a "thready" pulse rate.
|
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var/thready_pump_modifier = 1.25
|
||||
|
||||
/// Useful for high end robotic hearts, whether they have ways of faking the appearance of a pulse so long as they're active.
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var/fake_pulse = FALSE
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/// How much damage this heart can take from chemically induced arythmia per instance.
|
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var/damage_from_chemicals = 0.5
|
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|
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/// Sound effect used for heartbeat warnings, such as when the user is in pain/risk of dying.
|
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var/heartbeat_sound = 'sound/effects/singlebeat.ogg'
|
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|
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/// Distance effects for arterial sprays.
|
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var/blood_spray_distance = 2
|
||||
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/obj/item/organ/internal/heart/process(seconds_per_tick)
|
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if(!owner)
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return ..()
|
||||
handle_pulse()
|
||||
if(pulse)
|
||||
if(pulse == PULSE_2FAST)
|
||||
take_internal_damage(heart_tachycardia_damage * seconds_per_tick)
|
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if(pulse == PULSE_THREADY)
|
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take_internal_damage(heart_fibrillation_damage * seconds_per_tick)
|
||||
handle_heartbeat()
|
||||
handle_blood()
|
||||
..()
|
||||
|
||||
/obj/item/organ/internal/heart/proc/handle_pulse()
|
||||
@@ -36,22 +136,29 @@
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||||
return
|
||||
|
||||
// pulse mod starts out as just the chemical effect amount
|
||||
var/pulse_mod = owner.chem_effects[CE_PULSE]
|
||||
var/pulse_mod = owner.chem_effects[CE_PULSE] // TODO: Make chems go through signals.
|
||||
var/is_stable = owner.chem_effects[CE_STABLE]
|
||||
var/oxy = owner.get_blood_oxygenation()
|
||||
var/circulation = owner.get_blood_circulation()
|
||||
var/canceled = FALSE
|
||||
|
||||
// If you have enough heart chemicals to be over 2, you're likely to take extra damage.
|
||||
// Check if any components on the user wish to mess with the pulse calculations.
|
||||
SEND_SIGNAL(owner, COMSIG_HEART_PULSE_EVENT, &pulse_mod, &is_stable, &oxy, &circulation, &canceled)
|
||||
if(canceled)
|
||||
return // Oh hey someone stopped my heart from beating via a SIGNAL response!
|
||||
|
||||
// If you have enough heart chemicals to be over 2, take extra damage per tick.
|
||||
if(pulse_mod > 2 && !is_stable)
|
||||
var/damage_chance = (pulse_mod - 2) ** 2
|
||||
if(prob(damage_chance))
|
||||
take_internal_damage(0.5)
|
||||
take_internal_damage(damage_from_chemicals)
|
||||
|
||||
// Now pulse mod is impacted by shock stage and other things too
|
||||
if(owner.shock_stage > 30)
|
||||
if(owner.shock_stage > first_shock_stage)
|
||||
pulse_mod++
|
||||
if(owner.shock_stage > 80)
|
||||
if(owner.shock_stage > second_shock_stage)
|
||||
pulse_mod++
|
||||
|
||||
var/oxy = owner.get_blood_oxygenation()
|
||||
if(oxy < BLOOD_VOLUME_OKAY) //brain wants us to get moar oxygen
|
||||
pulse_mod++
|
||||
if(oxy < BLOOD_VOLUME_BAD) //MOAR
|
||||
@@ -65,9 +172,9 @@
|
||||
if(pulse == PULSE_NONE)
|
||||
return
|
||||
else //and if it's beating, let's see if it should
|
||||
var/should_stop = prob(80) && owner.get_blood_circulation() < BLOOD_VOLUME_SURVIVE //cardiovascular shock, not enough liquid to pump
|
||||
var/should_stop = prob(80) && circulation < BLOOD_VOLUME_SURVIVE //cardiovascular shock, not enough liquid to pump
|
||||
should_stop = should_stop || prob(max(0, owner.getBrainLoss() - owner.maxHealth * 0.75)) //brain failing to work heart properly
|
||||
should_stop = should_stop || (prob(5) && pulse == PULSE_THREADY) //erratic heart patterns, usually caused by oxyloss
|
||||
should_stop = should_stop || (prob(fibrillation_stop_risk) && pulse == PULSE_THREADY) //erratic heart patterns, usually caused by oxyloss
|
||||
should_stop = should_stop || owner.chem_effects[CE_NOPULSE]
|
||||
if(should_stop) // The heart has stopped due to going into traumatic or cardiovascular shock.
|
||||
to_chat(owner, SPAN_DANGER("Your heart has stopped!"))
|
||||
@@ -78,7 +185,7 @@
|
||||
pulse = clamp(PULSE_NORM + pulse_mod, PULSE_SLOW, PULSE_2FAST)
|
||||
|
||||
// If fibrillation, then it can be PULSE_THREADY
|
||||
var/fibrillation = oxy <= BLOOD_VOLUME_SURVIVE || (prob(30) && owner.shock_stage > 120)
|
||||
var/fibrillation = oxy <= BLOOD_VOLUME_SURVIVE || (owner.shock_stage > shock_stage_for_fibrillation && prob(shock_risk_from_pain))
|
||||
if(pulse && fibrillation) //I SAID MOAR OXYGEN
|
||||
pulse = PULSE_THREADY
|
||||
|
||||
@@ -90,7 +197,7 @@
|
||||
pulse++
|
||||
|
||||
/obj/item/organ/internal/heart/proc/handle_heartbeat()
|
||||
if(pulse >= PULSE_2FAST || owner.shock_stage >= 10)
|
||||
if(pulse >= PULSE_2FAST || owner.shock_stage >= palpitations_threshold)
|
||||
//PULSE_THREADY - maximum value for pulse, currently it is 5.
|
||||
//High pulse value corresponds to a fast rate of heartbeat.
|
||||
//Divided by 2, otherwise it is too slow.
|
||||
@@ -103,7 +210,7 @@
|
||||
|
||||
if(heartbeat >= rate)
|
||||
heartbeat = 0
|
||||
sound_to(owner, sound('sound/effects/singlebeat.ogg', 0, 0, 0, 50))
|
||||
sound_to(owner, sound(heartbeat_sound, 0, 0, 0, 50))
|
||||
else
|
||||
heartbeat++
|
||||
|
||||
@@ -114,19 +221,23 @@
|
||||
if(owner.species && owner.species.flags & NO_BLOOD)
|
||||
return
|
||||
|
||||
if(!owner || owner.stat == DEAD || owner.bodytemperature < 170 || owner.InStasis()) //Dead or cryosleep people do not pump the blood.
|
||||
if(!owner || owner.stat == DEAD || owner.bodytemperature < minimum_temperature_to_pump_blood || owner.InStasis()) //Dead or cryosleep people do not pump the blood.
|
||||
return
|
||||
|
||||
if(pulse != PULSE_NONE || BP_IS_ROBOTIC(src))
|
||||
var/blood_volume = round(REAGENT_VOLUME(owner.vessel, /singleton/reagent/blood))
|
||||
var/cut_bloodloss_modifier = base_cut_bloodloss_modifier
|
||||
var/arterial_bloodloss_modifier = base_arterial_bloodloss_modifier
|
||||
|
||||
SEND_SIGNAL(owner, COMSIG_HEART_BLEED_EVENT, &blood_volume, &cut_bloodloss_modifier, &arterial_bloodloss_modifier)
|
||||
|
||||
//Blood regeneration if there is some space
|
||||
if(blood_volume < species.blood_volume && blood_volume)
|
||||
if(REAGENT_DATA(owner.vessel, /singleton/reagent/blood)) // Make sure there's blood at all
|
||||
owner.vessel.add_reagent(/singleton/reagent/blood, BLOOD_REGEN_RATE + LAZYACCESS(owner.chem_effects, CE_BLOODRESTORE), temperature = species?.body_temperature)
|
||||
owner.vessel.add_reagent(/singleton/reagent/blood, (BLOOD_REGEN_RATE * blood_regen_modifier) + LAZYACCESS(owner.chem_effects, CE_BLOODRESTORE), temperature = species?.body_temperature)
|
||||
if(blood_volume <= BLOOD_VOLUME_SAFE) //We lose nutrition and hydration very slowly if our blood is too low
|
||||
owner.adjustNutritionLoss(2)
|
||||
owner.adjustHydrationLoss(1)
|
||||
owner.adjustNutritionLoss(nutrition_cost_per_blood_regen)
|
||||
owner.adjustHydrationLoss(hydration_cost_per_blood_regen)
|
||||
|
||||
//Bleeding out
|
||||
var/blood_max = 0
|
||||
@@ -142,9 +253,9 @@
|
||||
var/mob/living/carbon/human/H = temp.applied_pressure
|
||||
H.bloody_hands(src, 0)
|
||||
var/min_eff_damage = max(0, W.damage - 10) / 6
|
||||
blood_max += max(min_eff_damage, W.damage - 30) / 40
|
||||
blood_max += max(min_eff_damage, W.damage - 30) / 40 * cut_bloodloss_modifier
|
||||
else
|
||||
blood_max += ((W.damage / 40) * species.bleed_mod)
|
||||
blood_max += ((W.damage / 40) * species.bleed_mod * cut_bloodloss_modifier)
|
||||
|
||||
if(temp.status & ORGAN_ARTERY_CUT)
|
||||
var/bleed_amount = FLOOR((owner.vessel.total_volume / (temp.applied_pressure || !open_wound ? 450 : 250)) * temp.arterial_bleed_severity, 0.1)
|
||||
@@ -157,15 +268,19 @@
|
||||
blood_max += bleed_amount
|
||||
do_spray += "[temp.name]"
|
||||
else
|
||||
owner.vessel.remove_reagent(/singleton/reagent/blood, bleed_amount)
|
||||
owner.vessel.remove_reagent(/singleton/reagent/blood, bleed_amount * arterial_bloodloss_modifier)
|
||||
|
||||
switch(pulse)
|
||||
if(PULSE_SLOW)
|
||||
blood_max *= 0.8
|
||||
blood_max *= slow_bleeding_modifier
|
||||
if(PULSE_FAST)
|
||||
blood_max *= 1.25
|
||||
if(PULSE_2FAST, PULSE_THREADY)
|
||||
blood_max *= 1.5
|
||||
blood_max *= fast_bleeding_modifier
|
||||
if(PULSE_2FAST)
|
||||
blood_max *= too_fast_bleeding_modifier
|
||||
if (PULSE_THREADY)
|
||||
blood_max *= thready_bleeding_modifier
|
||||
|
||||
blood_max *= bleed_drip_modifier
|
||||
|
||||
if(CE_BLOODCLOT in owner.chem_effects)
|
||||
blood_max *= 0.7
|
||||
@@ -177,11 +292,11 @@
|
||||
SPAN_DANGER("<font size=3>Blood sprays out of your [pick(do_spray)]!</font>"))
|
||||
owner.eye_blurry = 2
|
||||
owner.Stun(1)
|
||||
next_blood_squirt = world.time + 100
|
||||
next_blood_squirt = world.time + time_between_arterial_sprays
|
||||
var/turf/sprayloc = get_turf(owner)
|
||||
blood_max -= owner.drip(Ceiling(blood_max/3), sprayloc)
|
||||
if(blood_max > 0)
|
||||
blood_max -= owner.blood_squirt(blood_max, sprayloc)
|
||||
blood_max -= owner.blood_squirt(blood_max, sprayloc, blood_spray_distance)
|
||||
if(blood_max > 0)
|
||||
owner.drip(blood_max, get_turf(owner))
|
||||
else
|
||||
@@ -197,16 +312,22 @@
|
||||
var/obj/item/organ/external/E = owner.organs_by_name[parent_organ]
|
||||
if(prob(surge_damage))
|
||||
owner.custom_pain(SPAN_DANGER("Your [E.name] stings horribly!"), 15, FALSE, E)
|
||||
sound_to(owner, sound('sound/effects/singlebeat.ogg', 0, 0, 0, 100))
|
||||
sound_to(owner, sound(heartbeat_sound, 0, 0, 0, 100))
|
||||
|
||||
/obj/item/organ/internal/heart/listen()
|
||||
if(BP_IS_ROBOTIC(src) && is_working())
|
||||
if((BP_IS_ROBOTIC(src) && is_working()) && !fake_pulse)
|
||||
if(is_bruised())
|
||||
return "sputtering pump"
|
||||
else
|
||||
return "steady whirr of the pump"
|
||||
|
||||
if(!pulse || (owner.status_flags & FAKEDEATH))
|
||||
if (owner.status_flags & FAKEDEATH)
|
||||
return "no pulse"
|
||||
|
||||
if (fake_pulse)
|
||||
return "normal pulse"
|
||||
|
||||
if(!pulse)
|
||||
return "no pulse"
|
||||
|
||||
var/pulsesound = "normal"
|
||||
@@ -224,3 +345,41 @@
|
||||
pulsesound = "extremely fast and faint"
|
||||
|
||||
. = "[pulsesound] pulse"
|
||||
|
||||
// Example heart item that has significantly higher statistics.
|
||||
// Also to be used for the Galatean Bio-augments PRs.
|
||||
// TODO: After refactoring the organ selector, make it so that this is a selectable heart type(For Galateans)
|
||||
/obj/item/organ/internal/heart/boosted_heart
|
||||
name = "boosted heart"
|
||||
desc = "Intended for athletes, some workers, and soldiers, this improved heart increases blood flow and circulation." \
|
||||
+ "It provides an improvement to blood oxygenation and stamina, at the cost of requiring more food and water." \
|
||||
+ "Outside of Galatea, this augment is popular among professional athletes."
|
||||
icon = 'icons/obj/organs/bioaugs.dmi'
|
||||
icon_state = "boosted_heart"
|
||||
max_damage = 80
|
||||
min_broken_damage = 60
|
||||
shock_stage_for_fibrillation = 140
|
||||
fibrillation_stop_risk = 3.5
|
||||
base_pump_rate = 1.15
|
||||
nutrition_cost_per_blood_regen = 4
|
||||
hydration_cost_per_blood_regen = 3
|
||||
blood_regen_modifier = 1.1
|
||||
bleed_drip_modifier = 1.1
|
||||
blood_spray_distance = 3
|
||||
|
||||
// Example heart item that has significantly lowered statistics.
|
||||
// TODO: After refactoring the organ selector, make it so that this is a selectable heart type.
|
||||
/obj/item/organ/internal/heart/scarred_heart
|
||||
name = "scarred heart"
|
||||
desc = "Life has not been good to this old ticker."
|
||||
icon = 'icons/obj/organs/bioaugs.dmi'
|
||||
icon_state = "scarred_heart"
|
||||
max_damage = 45
|
||||
min_broken_damage = 30
|
||||
fibrillation_stop_risk = 7.5
|
||||
shock_stage_for_fibrillation = 100
|
||||
blood_regen_modifier = 0.9
|
||||
base_pump_rate = 0.9
|
||||
thready_pump_modifier = 1.5
|
||||
damage_from_chemicals = 0.7
|
||||
blood_spray_distance = 1
|
||||
|
||||
@@ -12,69 +12,161 @@
|
||||
max_damage = 70
|
||||
relative_size = 60
|
||||
|
||||
/obj/item/organ/internal/liver/process()
|
||||
/// The base "efficiency" of a liver.
|
||||
var/base_filter_strength = 1
|
||||
|
||||
/// The base "Filter effect" rating of a liver, used for calculating whether or not drinking alcohol causes lethal damage.
|
||||
var/base_filter_effect = 3
|
||||
|
||||
/// How much dylovene contributes to "filter effect".
|
||||
var/filter_effect_from_dylovene = 1
|
||||
|
||||
/**
|
||||
* How much toxin damage per second a liver-haver takes if they combine alcohol with a non-functional liver.
|
||||
* This gets multiplied by the inverse absolute average deviation from base filter effect.
|
||||
*/
|
||||
var/lethal_booze_dps = 1
|
||||
|
||||
/// How much a liver being in its "bruised" state modifies its efficiency.
|
||||
var/intox_filter_bruised = 0.462
|
||||
|
||||
/// How much a liver being in its "broken" state modifies its efficiency.
|
||||
var/intox_filter_broken = 0.198
|
||||
|
||||
/// How much a liver being robotic modifies its efficiency. TODO: Remove this after reworking the organ selector to make robotic organs actually different entities.
|
||||
var/intox_filter_robotic = 1.1
|
||||
|
||||
/// The base rate at which this liver processes Dylovene into "Toxin healing" per second.
|
||||
var/base_toxin_healing_rate = 6
|
||||
|
||||
/// The upper limit of how much toxin a liver can contain before its efficiency tanks dramatically.
|
||||
var/toxin_critical_mass = 60
|
||||
|
||||
/// How much toxin volume above the toxin critical mass contributes to the filter effect.
|
||||
var/filter_effect_from_critical_toxin = 2
|
||||
|
||||
/// Modifier on how efficiently this liver eliminates booze.
|
||||
var/booze_filtering_modifier = 1
|
||||
|
||||
/// How much the liver being bruised contributes to filter effect.
|
||||
var/filter_effect_from_bruise = 1
|
||||
|
||||
/// How much the liver being broken contributes to filter effect.
|
||||
var/filter_effect_from_broken = 2
|
||||
|
||||
/// Modifier on how efficiently this liver eliminates booze while blackout drunk.
|
||||
var/blackout_booze_filtering_modifier = 0.5
|
||||
|
||||
/// Message to play in chat to a liver-haver when they have an infection.
|
||||
var/infection_level_one_warning = "Your skin itches."
|
||||
|
||||
/// A largely undamaged healthy liver will gradually heal itself over time by this amount per second
|
||||
var/liver_regeneration_normal = 6
|
||||
|
||||
/// A "bruised"(lightly damaged) liver will gradually heal itself by this amount per second.
|
||||
var/liver_regeneration_bruised = 4
|
||||
|
||||
/// A liver that is "broken" will heal itself by this amount per second. By default, this is no regeneration.
|
||||
var/liver_regeneration_broken = 0
|
||||
|
||||
/obj/item/organ/internal/liver/process(seconds_per_tick)
|
||||
|
||||
..()
|
||||
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
if (germ_level > INFECTION_LEVEL_ONE)
|
||||
owner.notify_message(SPAN_WARNING("Your skin itches."), 2 MINUTES)
|
||||
if (germ_level > INFECTION_LEVEL_TWO)
|
||||
if(prob(1))
|
||||
spawn owner.delayed_vomit()
|
||||
|
||||
//Detox can heal small amounts of damage
|
||||
if (damage < max_damage && !owner.chem_effects[CE_TOXIN])
|
||||
heal_damage(0.3 * owner.chem_effects[CE_ANTITOXIN])
|
||||
if(germ_level > INFECTION_LEVEL_ONE)
|
||||
owner.notify_message(SPAN_WARNING(infection_level_one_warning), 2 MINUTES)
|
||||
if(germ_level > INFECTION_LEVEL_TWO && prob(1))
|
||||
spawn owner.delayed_vomit()
|
||||
|
||||
// Get the effectiveness of the liver.
|
||||
var/filter_effect = 3
|
||||
var/filter_effect = base_filter_effect
|
||||
|
||||
// Copy the base filter variables, so that we aren't modifying the original values.
|
||||
var/filter_strength = base_filter_strength
|
||||
var/toxin_healing_rate = base_toxin_healing_rate
|
||||
|
||||
// Optionally allow signal repliers to cancel liver filtration. Antifreeze could be a fun one.
|
||||
var/canceled = FALSE
|
||||
|
||||
// Check if any components on the user wish to mess with liver filtration.
|
||||
SEND_SIGNAL(owner, COMSIG_LIVER_FILTER_EVENT, &filter_effect, &filter_strength, &toxin_healing_rate, &canceled)
|
||||
if(canceled)
|
||||
return
|
||||
|
||||
//Detox can heal small amounts of damage
|
||||
if(damage < max_damage && !owner.chem_effects[CE_TOXIN])
|
||||
heal_damage(toxin_healing_rate * seconds_per_tick * owner.chem_effects[CE_ANTITOXIN])
|
||||
|
||||
if(is_bruised())
|
||||
filter_effect -= 1
|
||||
filter_strength *= intox_filter_bruised // Defaulted to 0.462
|
||||
filter_effect -= filter_effect_from_bruise
|
||||
if(is_broken())
|
||||
filter_effect -= 2
|
||||
// Robotic organs filter better but don't get benefits from dylovene for filtering.
|
||||
filter_strength *= intox_filter_broken // Defaulted to 0.198
|
||||
filter_effect -= filter_effect_from_broken
|
||||
if(BP_IS_ROBOTIC(src))
|
||||
filter_effect += 1
|
||||
if(getToxLoss() >= 60) //Too many toxins to process. Abort, abort.
|
||||
filter_effect -= 2
|
||||
else if(owner.chem_effects[CE_ANTITOXIN])
|
||||
filter_effect += 1
|
||||
filter_strength *= intox_filter_robotic // Defaulted to 1.1
|
||||
|
||||
if(filter_effect < 2) //Trouble. You're not filtering well.
|
||||
if(owner.intoxication > 0)
|
||||
owner.adjustToxLoss(0.5 * max(2 - filter_effect, 0))
|
||||
|
||||
var/filter_strength = INTOX_FILTER_HEALTHY
|
||||
if(is_bruised())
|
||||
filter_strength = INTOX_FILTER_BRUISED
|
||||
if(is_broken())
|
||||
filter_strength = INTOX_FILTER_DAMAGED
|
||||
if(BP_IS_ROBOTIC(src))
|
||||
filter_strength *= 1.1
|
||||
|
||||
if (owner.intoxication > 0)
|
||||
var/bac = owner.get_blood_alcohol()
|
||||
var/res = owner.species ? owner.species.ethanol_resistance : 1
|
||||
if(bac >= INTOX_BLACKOUT * res) //Excessive blood alcohol, difficult to filter
|
||||
owner.intoxication -= min(owner.intoxication, filter_strength/2)
|
||||
else
|
||||
owner.intoxication -= min(owner.intoxication, filter_strength)
|
||||
if(!owner.intoxication)
|
||||
owner.handle_intoxication()
|
||||
if(owner.intoxication > 0)
|
||||
handle_alcohol_poisoning(filter_effect, filter_strength, seconds_per_tick)
|
||||
|
||||
if(!is_damaged())
|
||||
return
|
||||
if(toxin_type in owner.chem_effects)
|
||||
if(is_damaged())
|
||||
owner.adjustToxLoss(owner.chem_effects[toxin_type] * 0.1 * PROCESS_ACCURACY) // as actual organ damage is handled elsewhere
|
||||
// Hepatoxic(liver damaging) chems start dealing lethal damage to the patient once the liver is broken.
|
||||
owner.adjustToxLoss(max(0, (owner.chem_effects[toxin_type] - filter_strength)) * seconds_per_tick) // as actual organ damage is handled elsewhere
|
||||
|
||||
/obj/item/organ/internal/liver/handle_regeneration()
|
||||
if(..())
|
||||
if(!owner.total_radiation && damage > 0 && !(owner.get_blood_alcohol() > INTOX_BLACKOUT))
|
||||
if(damage < min_broken_damage)
|
||||
heal_damage(0.2)
|
||||
if(damage < min_bruised_damage)
|
||||
heal_damage(0.3)
|
||||
return TRUE
|
||||
/// Liver damage + alcohol = bad time.
|
||||
/obj/item/organ/internal/liver/proc/handle_alcohol_poisoning(var/filter_effect, var/filter_strength, var/seconds_per_tick)
|
||||
// Robotic organs filter better but don't get benefits from dylovene for filtering.
|
||||
if(BP_IS_ROBOTIC(src)) // TODO: Just make robot livers have a base filter_effect of 4.
|
||||
filter_effect += 1
|
||||
else if(owner.chem_effects[CE_ANTITOXIN])
|
||||
filter_effect += filter_effect_from_dylovene
|
||||
if(getToxLoss() >= toxin_critical_mass) //Too many toxins to process. Abort, abort.
|
||||
filter_effect -= filter_effect_from_critical_toxin
|
||||
if(filter_effect < base_filter_effect)
|
||||
// Take the inverse absolute average deviation from the base filter effect.
|
||||
var/booze_damage_factor = base_filter_effect / abs(filter_effect - base_filter_effect)
|
||||
|
||||
// And then multiply it by our tickrate and desired DPS, to get toxin damage every tick.
|
||||
// Previously this was hardcoded to always fail at 0 or less filter effect, now it arbitrarily doesn't matter if filter effect goes into negatives.
|
||||
// You now take further scaling damage the lower you go into negatives. This also is no longer limited to integers.
|
||||
owner.adjustToxLoss(lethal_booze_dps * booze_damage_factor * seconds_per_tick)
|
||||
|
||||
var/bac = owner.get_blood_alcohol()
|
||||
var/res = owner.species ? owner.species.ethanol_resistance : 1
|
||||
var/blackout_effects = (bac >= INTOX_BLACKOUT * res) ? blackout_booze_filtering_modifier : booze_filtering_modifier
|
||||
|
||||
owner.intoxication -= min(owner.intoxication, filter_strength * filter_effect * blackout_effects)
|
||||
|
||||
if(!owner.intoxication)
|
||||
owner.handle_intoxication()
|
||||
|
||||
/obj/item/organ/internal/liver/handle_regeneration(seconds_per_tick)
|
||||
if(!..() || owner.total_radiation || damage <= 0 || (owner.get_blood_alcohol() > INTOX_BLACKOUT))
|
||||
return FALSE
|
||||
// This can't be a switch statement because these aren't constants. I tried.
|
||||
if(liver_regeneration_normal && damage < min_bruised_damage)
|
||||
heal_damage(liver_regeneration_normal * seconds_per_tick)
|
||||
return TRUE
|
||||
if(liver_regeneration_bruised && damage < min_broken_damage)
|
||||
heal_damage(liver_regeneration_bruised * seconds_per_tick)
|
||||
return TRUE
|
||||
if(liver_regeneration_broken) // A default "standard" liver returns false here, since it has a regeneration rate of 0 when broken.
|
||||
heal_damage(liver_regeneration_broken * seconds_per_tick)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/item/organ/internal/liver/boosted_liver
|
||||
name = "boosted liver"
|
||||
desc = "Designed primarily for diplomats or Galateans abroad, the boosted liver improves toxin filtering, giving a resistance to toxin damage. As a consequence, it makes it impossible for the user to get drunk."
|
||||
//icon = 'icons/obj/organs/bioaugs.dmi'
|
||||
//icon_state = "boosted_liver"
|
||||
base_filter_strength = 1.5
|
||||
base_filter_effect = 5
|
||||
toxin_critical_mass = 90
|
||||
booze_filtering_modifier = 100 // "Impossible to get drunk", this should make it impossible. :)
|
||||
blackout_booze_filtering_modifier = 1
|
||||
|
||||
@@ -36,7 +36,8 @@
|
||||
var/supports_limb = FALSE
|
||||
|
||||
/obj/item/organ/internal/augment/Initialize()
|
||||
robotize()
|
||||
if(robotic == ROBOTIC_MECHANICAL)
|
||||
robotize()
|
||||
. = ..()
|
||||
|
||||
/obj/item/organ/internal/augment/refresh_action_button()
|
||||
@@ -82,3 +83,13 @@
|
||||
/obj/item/organ/internal/augment/proc/do_bruised_act()
|
||||
spark(get_turf(owner), 3)
|
||||
return FALSE
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug
|
||||
name = "bioaugment"
|
||||
icon = 'icons/obj/organs/bioaugs.dmi'
|
||||
icon_state = "boosted_heart"
|
||||
robotic = FALSE
|
||||
species_restricted = list(
|
||||
SPECIES_HUMAN_OFFWORLD,
|
||||
SPECIES_HUMAN,
|
||||
)
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
/obj/item/organ/internal/augment/bioaug/auxiliary_heart
|
||||
name = "auxiliary heart"
|
||||
desc = "Intended for soldiers and the elderly, the auxiliary heart is a small secondary heart implanted below the original." \
|
||||
+ "Should the original heart shut down, the secondary heart will activate to help keep the user alive until the original can be restarted." \
|
||||
+ "This doesn't work if the original heart is completely destroyed, as there needs to be a reasonably intact cardiovascular system."
|
||||
icon_state = "auxiliary_heart"
|
||||
organ_tag = BP_AUG_AUX_HEART
|
||||
parent_organ = BP_CHEST
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/auxiliary_heart/Initialize()
|
||||
. = ..()
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
RegisterSignal(owner, COMSIG_HEART_PUMP_EVENT, PROC_REF(stabilize_circulation))
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/auxiliary_heart/replaced()
|
||||
. = ..()
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
RegisterSignal(owner, COMSIG_HEART_PUMP_EVENT, PROC_REF(stabilize_circulation))
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/auxiliary_heart/removed()
|
||||
. = ..()
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
UnregisterSignal(owner, COMSIG_HEART_PUMP_EVENT)
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/auxiliary_heart/proc/stabilize_circulation(var/obj/item/organ/internal/heart/heart, var/blood_volume, var/recent_pump, var/pulse_mod, var/min_efficiency)
|
||||
SIGNAL_HANDLER
|
||||
*min_efficiency *= 1.5
|
||||
*blood_volume += 2.5 // This doesn't affect actual blood volume, only the "effective" volume used for calculating thresholds.
|
||||
@@ -35,3 +35,22 @@
|
||||
desc = "An augment installed inside the left hand of someone."
|
||||
parent_organ = BP_L_HAND
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/head_fluff
|
||||
name = "head bioaug"
|
||||
desc = "A bioaug installed inside the head of someone."
|
||||
parent_organ = BP_HEAD
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/head_fluff/chest_fluff
|
||||
name = "chest bioaug"
|
||||
desc = "A bioaug installed inside the chest of someone."
|
||||
parent_organ = BP_CHEST
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/head_fluff/rhand_fluff
|
||||
name = "right hand bioaug"
|
||||
desc = "A bioaug installed inside the right hand of someone."
|
||||
parent_organ = BP_R_HAND
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/head_fluff/lhand_fluff
|
||||
name = "left hand bioaug"
|
||||
desc = "A bioaug installed inside the left hand of someone."
|
||||
parent_organ = BP_L_HAND
|
||||
|
||||
@@ -1,59 +1,70 @@
|
||||
/obj/item/organ/internal/augment/mind_blanker
|
||||
/obj/item/organ/internal/augment/bioaug/mind_blanker
|
||||
name = "mind blanker"
|
||||
desc = "A small, discrete organ attached near the base of the brainstem." \
|
||||
+ "Any attempt to read the mind of an individual with this augment installed will fail, as will attempts at psychic brainwashing."
|
||||
icon_state = "mind_blanker"
|
||||
organ_tag = BP_AUG_MIND_BLANKER
|
||||
parent_organ = BP_HEAD
|
||||
robotic = 0
|
||||
|
||||
/obj/item/organ/internal/augment/mind_blanker/Initialize()
|
||||
/obj/item/organ/internal/augment/bioaug/mind_blanker/Initialize()
|
||||
. = ..()
|
||||
if(owner)
|
||||
RegisterSignal(owner, COMSIG_PSI_MIND_POWER, PROC_REF(cancel_power))
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
/obj/item/organ/internal/augment/mind_blanker/replaced()
|
||||
RegisterSignal(owner, COMSIG_PSI_MIND_POWER, PROC_REF(cancel_power))
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/mind_blanker/replaced()
|
||||
. = ..()
|
||||
if(owner)
|
||||
RegisterSignal(owner, COMSIG_PSI_MIND_POWER, PROC_REF(cancel_power))
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
/obj/item/organ/internal/augment/mind_blanker/removed()
|
||||
RegisterSignal(owner, COMSIG_PSI_MIND_POWER, PROC_REF(cancel_power))
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/mind_blanker/removed()
|
||||
. = ..()
|
||||
if(owner)
|
||||
UnregisterSignal(owner, COMSIG_PSI_MIND_POWER)
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
/obj/item/organ/internal/augment/mind_blanker/proc/cancel_power(mob/caster)
|
||||
UnregisterSignal(owner, COMSIG_PSI_MIND_POWER)
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/mind_blanker/proc/cancel_power(mob/caster, var/cancelled)
|
||||
SIGNAL_HANDLER
|
||||
return COMSIG_PSI_MIND_POWER_CANCELLED
|
||||
*cancelled = TRUE
|
||||
|
||||
/obj/item/organ/internal/augment/mind_blanker_lethal
|
||||
/obj/item/organ/internal/augment/bioaug/mind_blanker_lethal
|
||||
name = "lethal mind blanker"
|
||||
desc = "A small, discrete organ attached near the base of the brainstem." \
|
||||
+ "Available only to higher-up MfAS agents and members of the Galatean government." \
|
||||
+ "This enhanced variant of a mind blanker includes a psionic trap which inflicts severe neural damage on anyone attempting to read the user's mind."
|
||||
organ_tag = BP_AUG_MIND_BLANKER_L
|
||||
parent_organ = BP_HEAD
|
||||
robotic = 0
|
||||
|
||||
/obj/item/organ/internal/augment/mind_blanker_lethal/Initialize()
|
||||
/obj/item/organ/internal/augment/bioaug/mind_blanker_lethal/Initialize()
|
||||
. = ..()
|
||||
if(owner)
|
||||
RegisterSignal(owner, COMSIG_PSI_MIND_POWER, PROC_REF(cancel_power_lethal))
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
/obj/item/organ/internal/augment/mind_blanker_lethal/replaced()
|
||||
RegisterSignal(owner, COMSIG_PSI_MIND_POWER, PROC_REF(cancel_power_lethal))
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/mind_blanker_lethal/replaced()
|
||||
. = ..()
|
||||
if(owner)
|
||||
RegisterSignal(owner, COMSIG_PSI_MIND_POWER, PROC_REF(cancel_power_lethal))
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
/obj/item/organ/internal/augment/mind_blanker_lethal/removed()
|
||||
RegisterSignal(owner, COMSIG_PSI_MIND_POWER, PROC_REF(cancel_power_lethal))
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/mind_blanker_lethal/removed()
|
||||
. = ..()
|
||||
if(owner)
|
||||
UnregisterSignal(owner, COMSIG_PSI_MIND_POWER)
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
/obj/item/organ/internal/augment/mind_blanker_lethal/proc/cancel_power_lethal(mob/caster)
|
||||
UnregisterSignal(owner, COMSIG_PSI_MIND_POWER)
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/mind_blanker_lethal/proc/cancel_power_lethal(mob/caster, var/cancelled)
|
||||
SIGNAL_HANDLER
|
||||
*cancelled = TRUE
|
||||
if(isliving(caster))
|
||||
var/mob/living/victim = caster
|
||||
victim.adjustBrainLoss(20)
|
||||
victim.confused += 20
|
||||
to_chat(victim, SPAN_DANGER("Agony lances through my mind as [src]'s mind clamps down upon me!"))
|
||||
return COMSIG_PSI_MIND_POWER_CANCELLED
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
/obj/item/organ/internal/augment/bioaug/platelet_factories
|
||||
name = "platelet factories"
|
||||
desc = "Designed for military applications, this implant massively increases the user's blood clotting factor." \
|
||||
+ "This provides an extreme resistance to arterial bleeds, effectively all but preventing exsanguination." \
|
||||
+ "This augment has a reputation for causing heart attacks and strokes at a high rate, and is usually combined with an auxiliary heart for safety."
|
||||
icon_state = "platelet_factories"
|
||||
organ_tag = BP_AUG_PLATELET_FACTORIES
|
||||
parent_organ = BP_CHEST
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/platelet_factories/Initialize()
|
||||
. = ..()
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
RegisterSignal(owner, COMSIG_HEART_PUMP_EVENT, PROC_REF(stroke_risk))
|
||||
RegisterSignal(owner, COMSIG_HEART_BLEED_EVENT, PROC_REF(reduce_bloodloss))
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/platelet_factories/replaced()
|
||||
. = ..()
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
RegisterSignal(owner, COMSIG_HEART_PUMP_EVENT, PROC_REF(stroke_risk))
|
||||
RegisterSignal(owner, COMSIG_HEART_BLEED_EVENT, PROC_REF(reduce_bloodloss))
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/platelet_factories/removed()
|
||||
. = ..()
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
UnregisterSignal(owner, COMSIG_HEART_PUMP_EVENT)
|
||||
UnregisterSignal(owner, COMSIG_HEART_BLEED_EVENT)
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/platelet_factories/proc/stroke_risk(var/obj/item/organ/internal/heart/heart, var/blood_volume, var/recent_pump, var/pulse_mod, var/min_efficiency)
|
||||
SIGNAL_HANDLER
|
||||
*min_efficiency *= 0.85
|
||||
*pulse_mod *= 0.95
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/platelet_factories/proc/reduce_bloodloss(var/blood_volume, var/cut_bloodloss_modifier, var/arterial_bloodloss_modifier)
|
||||
SIGNAL_HANDLER
|
||||
*cut_bloodloss_modifier *= 0.1
|
||||
*arterial_bloodloss_modifier *= 0.25
|
||||
@@ -0,0 +1,30 @@
|
||||
/obj/item/organ/internal/augment/bioaug/subdermal_carapace
|
||||
name = "subdermal carapace"
|
||||
desc = "Used by the Galatean military to provide additional ballistic protection. This augment causes accelerated bone growth in the ribcage," \
|
||||
+ "transforming it into a solid, hardened plate of bone. This provides a small amount of protection to vital organs." \
|
||||
+ "In combination with armor, it can turn lethal injuries into merely serious wounds."
|
||||
icon_state = "subdermal_carapace"
|
||||
organ_tag = BP_AUG_SUBDERMAL_CARAPACE
|
||||
parent_organ = BP_CHEST
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/subdermal_carapace/Initialize()
|
||||
. = ..()
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
owner.AddComponent(/datum/component/armor, list(MELEE = ARMOR_MELEE_SMALL, BULLET = ARMOR_BALLISTIC_MINOR))
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/subdermal_carapace/replaced()
|
||||
. = ..()
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
owner.AddComponent(/datum/component/armor, list(MELEE = ARMOR_MELEE_SMALL, BULLET = ARMOR_BALLISTIC_MINOR))
|
||||
|
||||
/obj/item/organ/internal/augment/bioaug/subdermal_carapace/removed()
|
||||
. = ..()
|
||||
if(!owner)
|
||||
return
|
||||
|
||||
var/datum/component/armor/armor_component = owner.GetComponent(/datum/component/armor)
|
||||
qdel(armor_component)
|
||||
Reference in New Issue
Block a user