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Limbs make up roughly half of the "Per additional player" processing
overhead, while Organs make up most of the other half.
Not every organ is an easy candidate for "Event-only processing", but
external limbs are significantly easier to do so.
So this PR makes it so that External Limbs no longer require Processing
unless an event happens that would justify them requiring processing.
Which SIGNIFICANTLY reduces the overall additional cost to the
Processing subsystem per player that joins the server.
Oh and I also made the Appendix and Kidneys not require constant
processing. The Appendix will only process if it is hit by an
Appendicitis event, and the Kidneys will only process if they are either
damaged, or you get poisoned.
This PR fixes a few bugs that were recently reported both by players and
by our new bug monitoring system. An AI agent (specifically Gemini 3)
was used to do some of the code diving process, while the fixes were
tested and verified myself manually. Yes I have actually verified the
fixes in this PR in testing.
The swap to Calculus methods for organ EMP was done by me, no AI. I love
Calculus to much to let a bot do it for me. In particular my fix to
organ EMP was to make it so that EMP damage is handled directly as
"number of fractional seconds the EMP will last", and that they tick
down cleanly per second. I did this because after fixing mechanical
organs not doing ANY EMP effects at all, I tested them and discovered
that the EMP effects were extremely underwhelming. They were like, "Your
screen only briefly filling with static for like 2 ticks", and "your
heart skips a single beat", which was lame and nonthreatening.
Significantly more fun is making the static last for N number of
seconds, and for the Heart to fail to pump for N number of seconds (very
life threatening!)
The new organ EMP handling vars are per-organ rather than a define, so
if we want there to be different EMP times for hearts vs eyes, that's
totally doable. Just make the heart have a larger recovery rate, or the
eyes have a smaller recovery rate.
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Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Arrow768 <1331699+Arrow768@users.noreply.github.com>
This PR implements a variety pack of new interactions for Medical Stasis
(stasis beds, stasis bags, and cryogenics), which should broadly extend
their utility. Not all of it is necessarily a good thing to have around,
such as for instance stasis slowing down the rate at which the liver
removes toxins. A few more organs have by extension been time
differentiated to allow for this change to take place.
As a general rule of thumb, most organ effects that are handled "per
second" are proportionally slowed down by the stasis rating of a given
source of medical stasis. This can be a good or a bad thing depending on
the context.
**Good effects of Stasis:**
- Slowing down appendicitis.
- Reducing the damage organs take per second from most per-second
sources.
- Making kidneys and livers deal less dangerous effects to their owner
when severely damaged.
- (Not in this PR, but was done in a previous PR): Brains lose BA
slower.
**Bad effects of Stasis:**
- Organs also heal slower from all per-second sources, this includes
chems. So while they take less damage, they're also taking less healing.
- The liver's rate at which it filters the blood is reduced. You get to
stay black-out drunk for 10x longer if placed in stasis.
- (Not in this PR, but was done in a previous PR): Brains heal their BA
slower.
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Signed-off-by: VMSolidus <evilexecutive@gmail.com>
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:
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Sprites have been made by @NobleRow
-Almost all aspects of virology and it's related machinery and objects have been purged from the code and map.
-Most of disease code has been purged. Some pieces of it remain as holdovers because they would require extensive rewrite of defines and codes for things like nanite robot transformation and appendicitis (that frankly isn't necessary)
-The outbreak event has been purged, as has the virology malicious code event variant.
-The Virology department has been remapped into the Abandoned Sector.