/obj/item/organ/internal/brain
name = "brain"
desc = "A piece of juicy meat found in a person's head."
organ_tag = BP_BRAIN
parent_organ = BP_HEAD
possible_modifications = list ("Normal","Assisted")
vital = TRUE
icon_state = "brain"
force = 1
w_class = WEIGHT_CLASS_SMALL
throwforce = 1.0
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_BIO = 3)
attack_verb = list("attacked", "slapped", "whacked")
toxin_type = CE_NEUROTOXIC
damage_reduction = 0
relative_size = 85
var/mob/living/carbon/brain/brainmob = null
var/prepared = FALSE
var/can_prepare = TRUE
var/const/damage_threshold_count = 10
var/damage_threshold_value
var/healed_threshold = 1
var/oxygen_reserve = 6
/**
* The base amount brain damage is changed by "Per second", differentiated by tick time.
* This is then modified based on the blood volume being pumped, and whether or not a patient has been stabilized with Inaprovaline.
* It's also directly 1:1 with your brain's numerical healthbar. If your brain has 200hp, consider that it has "200 seconds" of budget.
*/
var/brain_damage_per_second = 1
/**
* Brain damage modifier used for 85% blood volume and up.
* This one is actually used for the passive healing rate mainly.
*/
var/safe_damage_modifier = 1
/**
* Base brain damage modifier used for 70% to 85% blood volume.
* This is where a patient starts taking real damage, but not a lot, easily stabilized. They are likely to recover naturally.
*/
var/okay_damage_modifier = 1
/**
* "Okay" blood volume, stabilized with inaprovaline.
* For a default unmodified brain, this would take 666.666s to kill. You've got plenty of time.
*/
var/okay_stabilized_mod = 0.3
/**
* "Okay" blood volume, not stabilized with inaprovaline.
* For a default unmodified brain, this is 333.333s to kill. Get them Inaprovaline, and you'll have plenty of time.
*/
var/okay_unstable_mod = 0.6
/**
* Base brain damage modifier used for 60% to 70% blood volume.
* This is where a character starts being at a real risk of death.
*/
var/bad_damage_modifier = 1
/**
* "Bad" blood volume, stabilized with inaprovaline.
* For a default unmodified brain, this would take 500s to kill. Inaprovaline makes a big difference.
*/
var/bad_stabilized_mod = 0.4
/**
* "Bad" blood volume, not stabilized with inaprovaline.
* For a default unmodified brain, this is 250s to kill.
*/
var/bad_unstable_mod = 0.8
/**
* Base brain damage modifier used for 30% to 60% blood volume.
* Death is extremely likely without aid. Even inaprovaline starts to help a lot less.
* If someone has gotten to this point, they likely don't have 200 brain health left to begin with, they probably actually have far less.
*/
var/crit_damage_modifier = 1
/**
* "Critical" blood volume, stabilized with inaprovaline.
* For a default unmodified brain, this would take 333.333s to kill.
*/
var/crit_stabilized_mod = 0.6
/**
* "Bad" blood volume, not stabilized with inaprovaline.
* For a default unmodified brain, this is 200s to kill.
*/
var/crit_unstable_mod = 1
/**
* Base brain damage modifier used for 00% to 30% blood volume.
* Death is imminent, and is very likely to occur without an extremely skilled doctor throwing away most of the ship's resources.
* If someone has gotten to this point, they likely don't have 200 brain health left to begin with, they probably actually have far less.
*/
var/dying_damage_modifier = 2
/**
* "Dying" blood volume, stabilized with inaprovaline.
* For a default unmodified brain, this would take 125s to kill.
*/
var/dying_stabilized_mod = 0.8
/**
* "Dying" blood volume, not stabilized with inaprovaline.
* For a default unmodified brain, this is 100s to kill. By the time someone gets to this point, they probably have closer to 30s.
*/
var/dying_unstable_mod = 1
/obj/item/organ/internal/brain/Initialize(mapload)
. = ..()
if(species)
set_max_damage(species.total_health)
else
set_max_damage(200)
if(!mapload)
addtimer(CALLBACK(src, PROC_REF(clear_screen)), 5)
/obj/item/organ/internal/brain/Destroy()
QDEL_NULL(brainmob)
return ..()
/obj/item/organ/internal/brain/removed(var/mob/living/user)
var/mob/living/simple_animal/borer/borer = owner.has_brain_worms()
if(borer)
borer.detach() //Should remove borer if the brain is removed - RR
var/obj/item/organ/internal/brain/B = src
if(istype(B) && istype(owner))
B.transfer_identity(owner)
..()
/obj/item/organ/internal/brain/replaced(var/mob/living/target)
if(target.key)
target.ghostize()
if(brainmob)
if(brainmob.mind)
brainmob.mind.transfer_to(target)
else
target.key = brainmob.key
..()
/obj/item/organ/internal/brain/getToxLoss()
return 0
/obj/item/organ/internal/brain/can_recover()
return ~status & ORGAN_DEAD
/obj/item/organ/internal/brain/proc/get_current_damage_threshold()
return round(damage / damage_threshold_value)
/obj/item/organ/internal/brain/proc/past_damage_threshold(var/threshold)
return (get_current_damage_threshold() > threshold)
/obj/item/organ/internal/brain/set_max_damage(var/ndamage)
..()
damage_threshold_value = round(max_damage / damage_threshold_count)
/obj/item/organ/internal/brain/process(seconds_per_tick)
if(!owner)
return ..()
if(damage > (max_damage * 0.75) && healed_threshold)
handle_severe_brain_damage()
if(damage < (max_damage / 4))
healed_threshold = 1
handle_damage_effects()
// Brain damage from low oxygenation or lack of blood.
if(!owner.should_have_organ(BP_HEART))
return ..()
// Adjust the rate of brain healing and damage over time if the owner is in stasis.
if(owner.stasis_value > 0)
seconds_per_tick /= owner.stasis_value
// No heart? You are going to have a very bad time. Not 100% lethal because heart transplants should be a thing.
var/blood_volume = owner.get_blood_oxygenation()
if(blood_volume < BLOOD_VOLUME_SURVIVE)
if(!owner.chem_effects[CE_STABLE] || prob(60))
oxygen_reserve = max(0, oxygen_reserve-1)
else
oxygen_reserve = min(initial(oxygen_reserve), oxygen_reserve+1)
if(!oxygen_reserve) //(hardcrit)
owner.Paralyse(10)
var/can_heal = (damage && damage < max_damage && (damage % damage_threshold_value || owner.chem_effects[CE_BRAIN_REGEN] || (!past_damage_threshold(3) && owner.chem_effects[CE_STABLE]))) && (!(owner.chem_effects[CE_NEUROTOXIC]) || owner.chem_effects[CE_ANTITOXIN])
var/dammod
var/brain_regen_amount = owner.chem_effects[CE_BRAIN_REGEN] * seconds_per_tick
var/brain_damage_amount = brain_damage_per_second * seconds_per_tick
//Effects of bloodloss
switch(blood_volume)
if(BLOOD_VOLUME_SAFE to INFINITY)
if(can_heal && owner.chem_effects[CE_BRAIN_REGEN])
damage -= min(damage, brain_regen_amount * safe_damage_modifier)
else if(can_heal)
damage -= min(damage, brain_damage_amount * safe_damage_modifier)
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
owner.notify_message(SPAN_WARNING("You feel a bit [pick("lightheaded","dizzy","pale")]..."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_okay")
dammod = owner.chem_effects[CE_STABLE] ? okay_stabilized_mod : okay_unstable_mod
if(!past_damage_threshold(2))
take_internal_damage(brain_damage_amount * dammod * okay_damage_modifier)
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
owner.notify_message(SPAN_WARNING("You feel [pick("weak","disoriented","faint","cold")]."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_bad")
owner.eye_blurry = max(owner.eye_blurry,6)
dammod = owner.chem_effects[CE_STABLE] ? bad_stabilized_mod : bad_unstable_mod
if(!past_damage_threshold(4))
take_internal_damage(brain_damage_amount * dammod * bad_damage_modifier)
if(!owner.paralysis && prob(10))
owner.Paralyse(rand(1,3))
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
owner.notify_message(SPAN_WARNING("You feel extremely [pick("cold","woozy","faint","weak","confused","tired","lethargic")]."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_survive")
owner.eye_blurry = max(owner.eye_blurry,6)
dammod = owner.chem_effects[CE_STABLE] ? crit_stabilized_mod : crit_unstable_mod
if(!past_damage_threshold(6))
take_internal_damage(brain_damage_amount * dammod * crit_damage_modifier)
if(!owner.paralysis && prob(15))
owner.Paralyse(rand(3, 5))
if(-(INFINITY) to BLOOD_VOLUME_SURVIVE) // Also see heart.dm, being below this point puts you into cardiac arrest.
owner.notify_message(SPAN_DANGER("You feel like death is imminent."), rand(20 SECONDS, 40 SECONDS), key = "blood_volume_dying")
owner.eye_blurry = max(owner.eye_blurry,6)
dammod = owner.chem_effects[CE_STABLE] ? dying_stabilized_mod : dying_unstable_mod
take_internal_damage(brain_damage_amount * dammod * dying_damage_modifier)
..()
/obj/item/organ/internal/brain/proc/handle_severe_brain_damage()
set waitfor = FALSE
healed_threshold = 0
to_chat(owner, SPAN_NOTICE(FONT_LARGE("Where am I...?")))
owner.Paralyse(20)
sleep(5 SECONDS)
if(!owner)
return
to_chat(owner, SPAN_NOTICE(FONT_LARGE("What is going on...?")))
sleep(10 SECONDS)
if(!owner)
return
to_chat(owner, SPAN_NOTICE(FONT_LARGE("What happened...?")))
to_chat(owner, EXAMINE_BLOCK_RED(SPAN_NOTICE(FONT_LARGE("You have taken massive brain damage. You will not be able to remember the events leading up to your injury."))))
/obj/item/organ/internal/brain/proc/handle_damage_effects()
if(owner.stat)
return
if(damage > 0 && prob(1))
owner.custom_pain("Your head feels numb and painful.",10)
if(is_bruised() && prob(1) && owner.eye_blurry <= 0)
to_chat(owner, SPAN_WARNING("It becomes hard to see for some reason."))
owner.eye_blurry = 10
if(damage >= 0.5*max_damage && prob(1) && owner.get_active_hand())
to_chat(owner, SPAN_DANGER("Your hand won't respond properly, and you drop what you are holding!"))
owner.drop_item()
if(damage >= 0.6*max_damage)
owner.stuttering = max(owner.slurring, 2)
if(is_broken())
if(!owner.lying && prob(5))
to_chat(owner, SPAN_DANGER("You black out!"))
owner.Paralyse(10)
/obj/item/organ/internal/brain/surgical_fix(mob/user)
var/blood_volume = owner.get_blood_oxygenation()
if(blood_volume < BLOOD_VOLUME_BAD)
to_chat(user, SPAN_DANGER("Parts of [src] didn't survive the procedure due to lack of air supply!"))
set_max_damage(FLOOR(max_damage - 0.25*damage, 1))
heal_damage(damage)
/obj/item/organ/internal/brain/get_scarring_level()
. = (species.total_health - max_damage)/species.total_health
//Miscellaneous
/obj/item/organ/internal/brain/proc/clear_screen()
if (brainmob && brainmob.client)
brainmob.client.screen.Cut()
/obj/item/organ/internal/brain/proc/transfer_identity(var/mob/living/carbon/H)
brainmob = new(src)
brainmob.name = H.real_name
brainmob.real_name = H.real_name
brainmob.dna = H.dna.Clone()
brainmob.timeofhostdeath = H.timeofdeath
if(H.mind)
H.mind.transfer_to(brainmob)
to_chat(brainmob, SPAN_NOTICE("You feel slightly disoriented. That's normal when you're just a [initial(src.name)]."))
callHook("debrain", list(brainmob))
/obj/item/organ/internal/brain/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
. = ..()
if(brainmob && brainmob.client)//if thar be a brain inside... the brain.
. += "You can feel the small spark of life still left in this one."
else
. += "This one seems particularly lifeless. Perhaps it will regain some of its luster later.."
/obj/item/organ/internal/brain/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/surgery/surgicaldrill))
if(!can_prepare)
to_chat(user, SPAN_WARNING("\The [src] cannot be prepared!"))
return
if(!prepared)
user.visible_message(SPAN_DANGER("[user] deftly uses \the [attacking_item] to drill into \the [src]!"))
prepared = TRUE
else
to_chat(user, SPAN_WARNING("The brain has already been prepared!"))
return
return ..()
/obj/item/organ/internal/brain/zombie
relative_size = 100