Greimorian Egg Cluster Implantation Refactor (#21554)

Fixes https://github.com/Aurorastation/Aurora.3/issues/21509

**Summary:**
Cleans up a lot of old Greimorian egg implantation code- rewrote the
actual worker injection behavior to use the organ/internal/parasite code
we have, instead of creating effects with their loc set to the organ
itself.

This largely means that not only is Greimorian implantation able to be
treated pharmaceutically (as you'd expect, with them being parasitic and
medicine including antiparasitics), but it also means that 'greimorian
eggs' also get the same treatment as nerve flukes, etc. That is to say,
antags can now purchase Greimorian Clade Kits from the uplink and inject
people or monkeys with them to cause Unhappy Tidings.

This code is also fairly easy to modify, if one wanted to create more
implantable parasites that burst out of people, unrelated to
Greimorians.

**Changes:**
- refactor: "Refactors the egg injection of Greimorian Workers to use
parasite code; it can now be treated with anti-parasitic medicines in
addition to amputation of the affected limb. Works on all playable
species, and monkeys."
- rscadd: "New reagent 'Greimorian Eggs' creates an egg cluster parasite
in a random organ when metabolized in the bloodstream. It also has very
mild soporific effects."
- balance: "Greimorian Workers and playable Greimorian Servants/Queen
now inject Greimorian Eggs instead of Soporific."
- rscadd: "Greimorian Clade Kit now available in Uplink under Bioweapons
section (Greimorians now able to be introduced to ship by egg cluster or
injectable reagent)."
- balance: "All parasite kit bioweapons have had their vial reagent
count increased from 2 -> 5."
- balance: "Helmizole no longer treats K'ois Mycosis, Black K'ois
Mycosis, Zombification, or Tumors (Benign or Malignant)."
  - code_imp: "Updates a lot of code documentation to dmdocs."
This commit is contained in:
Batrachophreno
2025-12-02 05:53:54 -05:00
committed by GitHub
parent a2237973f2
commit db452842bf
20 changed files with 376 additions and 176 deletions
@@ -2,46 +2,55 @@
gender = MALE
accent = ACCENT_CETI
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
var/datum/species/species //Contains icon generation and language information, set during New().
//stomach contents redefined at mob/living level, removed from here
var/analgesic = 0 // when this is set, the mob isn't affected by shock or pain
// life should decrease this by 1 every tick
// total amount of wounds on mob, used to spread out healing and the like over all wounds
/// Contains icon generation and language information, set during New().
var/datum/species/species
/// When this is set, the mob isn't affected by shock or pain.
var/analgesic = 0
/// life should decrease this by 1 every tick (??? -batra)
/// total amount of wounds on mob, used to spread out healing and the like over all wounds (??? -batra)
var/number_wounds = 0
var/obj/item/handcuffed = null //Whether or not the mob is handcuffed
var/obj/item/legcuffed = null //Same as handcuffs but for legs. Bear traps use this.
//Surgery info
/// Whether or not the mob is handcuffed.
var/obj/item/handcuffed = null
/// Same as handcuffs but for legs. Bear traps use this.
var/obj/item/legcuffed = null
/// Surgery info
var/datum/surgery_status/op_stage = new/datum/surgery_status
//Active emote/pose
/// Active emote/pose
var/pose = null
var/list/chem_effects = list()
var/list/chem_doses = list()
/// For keeping count of misc values (amount of damage, number of ticks, etc)
/// For keeping count of misc values (amount of damage, number of ticks, etc).
var/list/chem_tracking = list()
var/intoxication = 0//Units of alcohol in their system
var/datum/reagents/metabolism/bloodstr = null
var/datum/reagents/metabolism/touching = null
var/datum/reagents/metabolism/breathing = null
//these two help govern taste. The first is the last time a taste message was shown to the plaer.
//the second is the message in question.
/// These two help govern taste. The first is the last time a taste message was shown to the player.
/// The second is the message in question.
var/last_taste_time = 0
var/last_taste_text = ""
var/last_smell_time = 0
var/last_smell_text = ""
var/coughedtime = null // should only be useful for carbons as the only thing using it has a carbon arg.
/// Should only be useful for carbons as the only thing using it has a carbon arg.
var/coughedtime = null
var/willfully_sleeping = FALSE
var/consume_nutrition_from_air = FALSE // used by Diona
/// Used by Diona.
var/consume_nutrition_from_air = FALSE
var/help_up_offer = 0 //if they have their hand out to offer someone up from the ground.
/// If they have their hand out to offer someone up from the ground.
var/help_up_offer = 0
var/list/organs_by_name = list() // map organ names to organs
var/list/internal_organs_by_name = list() // so internal organs have less ickiness too
/// Map organ names to organs.
var/list/organs_by_name = list()
/// So internal organs have less ickiness too.
var/list/internal_organs_by_name = list()
var/list/stasis_sources = list()
var/stasis_value
var/pain_immune = FALSE //for special cases where something permanently removes a mob's ability to feel pain
/// For special cases where something permanently removes a mob's ability to feel pain.
var/pain_immune = FALSE
@@ -172,7 +172,7 @@
spark(src, 5)
//Handles chem traces
/// Handles chem traces
/mob/living/carbon/human/proc/handle_trace_chems()
//New are added for reagents to random organs.
for(var/_A in reagents.reagent_volumes)
@@ -64,9 +64,9 @@
melee_damage_lower = 5
melee_damage_upper = 10
armor_penetration = 20
venom_per_bite = 10
venom_per_bite = 4
var/atom/cocoon_target
venom_type = /singleton/reagent/soporific
venom_type = /singleton/reagent/toxin/greimorian_eggs
var/fed = 0
sample_data = list("Genetic markers identified as being linked with stem cell differentiaton", "Cellular structures indicative of high offspring production")
@@ -82,9 +82,9 @@
melee_damage_lower = 15
melee_damage_upper = 20
armor_penetration = 30
venom_per_bite = 10
venom_per_bite = 1
speed = -2
venom_type = /singleton/reagent/soporific
venom_type = /singleton/reagent/toxin/greimorian_eggs
fed = 1
var/playable = TRUE
sample_data = list("Genetic markers identified as being linked with stem cell differentiaton", "Cellular structures indicative of high offspring production", "Tissue sample contains high neural cell content")
@@ -190,16 +190,17 @@
for(var/armor in armors)
var/datum/component/armor/armor_datum = armor
inject_probability -= armor_datum.armor_values[MELEE] * 1.8
if(prob(inject_probability))
if(prob(inject_probability) && !BP_IS_ROBOTIC(limb))
to_chat(target, SPAN_WARNING("You feel a tiny prick."))
target.reagents.add_reagent(venom_type, venom_per_bite)
/mob/living/simple_animal/hostile/giant_spider/nurse/on_attack_mob(var/mob/hit_mob, var/obj/item/organ/external/limb)
/mob/living/simple_animal/hostile/giant_spider/nurse/on_attack_mob(var/mob/living/carbon/human/hit_mob, var/obj/item/organ/external/limb)
. = ..()
if(ishuman(hit_mob) && istype(limb) && !BP_IS_ROBOTIC(limb) && prob(venom_per_bite))
var/eggs = new /obj/effect/spider/eggcluster(limb, src)
limb.implants += eggs
to_chat(hit_mob, SPAN_WARNING("\The [src] injects something into your [limb.name]!"))
if(istype(limb))
if(BP_IS_ROBOTIC(limb))
to_chat(hit_mob, SPAN_WARNING("\The [src] tries to inject something into your [limb.name], but fortunately it finds no living flesh!"))
else
to_chat(hit_mob, SPAN_WARNING("\The [src] injects something into your [limb.name]!"))
/mob/living/simple_animal/hostile/giant_spider/emp/on_attack_mob(var/mob/hit_mob, var/obj/item/organ/external/limb)
. = ..()
+3 -3
View File
@@ -854,11 +854,11 @@
if(transforming) return 0
return 1
// Not sure what to call this. Used to check if humans are wearing an AI-controlled exosuit and hence don't need to fall over yet.
/// Not sure what to call this. Used to check if humans are wearing an AI-controlled exosuit and hence don't need to fall over yet.
/mob/proc/can_stand_overridden()
return 0
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
/// Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
/mob/proc/update_canmove()
if(in_neck_grab())
lying = FALSE
@@ -976,7 +976,7 @@
return facedir(client.client_dir(SOUTH))
//This might need a rename but it should replace the can this mob use things check
/// This might need a rename but it should replace the can this mob use things check
/mob/proc/IsAdvancedToolUser()
return 0