/obj/item/organ/internal/heart
name = "heart"
icon_state = "heart-on"
organ_tag = BP_HEART
parent_organ = BP_CHEST
dead_icon = "heart-off"
robotic_name = "circulatory pump"
robotic_sprite = "heart-prosthetic"
toxin_type = CE_CARDIOTOXIC
max_damage = 45
relative_size = 5
damage_reduction = 0.7
var/pulse = PULSE_NORM //current pulse level
var/heartbeat = 0
var/next_blood_squirt = 0
var/list/external_pump
/obj/item/organ/internal/heart/process()
if(owner)
handle_pulse()
if(pulse)
if(pulse == PULSE_2FAST && prob(1))
take_internal_damage(0.5)
if(pulse == PULSE_THREADY && prob(5))
take_internal_damage(0.5)
handle_heartbeat()
handle_blood()
..()
/obj/item/organ/internal/heart/proc/handle_pulse()
if(owner.stat == DEAD || (species && species.flags & NO_BLOOD) || BP_IS_ROBOTIC(src)) //No heart, no pulse, buddy. Or if the heart is robotic. Or you're dead.
pulse = PULSE_NONE
return
// pulse mod starts out as just the chemical effect amount
var/pulse_mod = owner.chem_effects[CE_PULSE]
var/is_stable = owner.chem_effects[CE_STABLE]
// If you have enough heart chemicals to be over 2, you're likely to take extra damage.
if(pulse_mod > 2 && !is_stable)
var/damage_chance = (pulse_mod - 2) ** 2
if(prob(damage_chance))
take_internal_damage(0.5)
// Now pulse mod is impacted by shock stage and other things too
if(owner.shock_stage > 30)
pulse_mod++
if(owner.shock_stage > 80)
pulse_mod++
var/oxy = owner.get_blood_oxygenation()
if(oxy < BLOOD_VOLUME_OKAY) //brain wants us to get MOAR OXY
pulse_mod++
if(oxy < BLOOD_VOLUME_BAD) //MOAR
pulse_mod++
if(owner.status_flags & FAKEDEATH || owner.chem_effects[CE_NOPULSE])
pulse = Clamp(PULSE_NONE + pulse_mod, PULSE_NONE, PULSE_2FAST) //pretend that we're dead. unlike actual death, can be inflienced by meds
return
//If heart is stopped, it isn't going to restart itself randomly.
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
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
if(should_stop) // The heart has stopped due to going into traumatic or cardiovascular shock.
to_chat(owner, "Your heart has stopped!")
pulse = PULSE_NONE
return
// Pulse normally shouldn't go above PULSE_2FAST
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)
if(pulse && fibrillation) //I SAID MOAR OXYGEN
pulse = PULSE_THREADY
// Stablising chemicals pull the heartbeat towards the center
if(pulse != PULSE_NORM && is_stable)
if(pulse > PULSE_NORM)
pulse--
else
pulse++
/obj/item/organ/internal/heart/proc/handle_heartbeat()
if(pulse >= PULSE_2FAST || owner.shock_stage >= 10)
//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.
var/rate = (PULSE_THREADY - pulse)/2
switch(owner.chem_effects[CE_PULSE])
if(2 to INFINITY)
heartbeat++
if(-INFINITY to -2)
heartbeat--
if(heartbeat >= rate)
heartbeat = 0
sound_to(owner, sound('sound/effects/singlebeat.ogg', 0, 0, 0, 50))
else
heartbeat++
/obj/item/organ/internal/heart/proc/handle_blood()
if(!owner)
return
if(owner.species && owner.species.flags & NO_BLOOD)
return
if(!owner || owner.stat == DEAD || owner.bodytemperature < 170 || owner.in_stasis) //Dead or cryosleep people do not pump the blood.
return
if(pulse != PULSE_NONE || BP_IS_ROBOTIC(src))
var/blood_volume = round(owner.vessel.get_reagent_amount("blood"))
//Blood regeneration if there is some space
if(blood_volume < species.blood_volume && blood_volume)
var/datum/reagent/blood/B = locate() in owner.vessel.reagent_list //Grab some blood
if(B) // Make sure there's some blood at all
if(weakref && B.data["donor"] != weakref) //If it's not theirs, then we look for theirs - donor is a weakref here, but it should be safe to just directly compare it.
for(var/datum/reagent/blood/D in owner.vessel.reagent_list)
if(weakref && D.data["donor"] == weakref)
B = D
break
B.volume += 0.1 // regenerate blood VERY slowly
if(blood_volume <= BLOOD_VOLUME_SAFE) //We loose nutrition and hydration very slowly if our blood is too low
owner.adjustNutritionLoss(2)
owner.adjustHydrationLoss(1)
if(CE_BLOODRESTORE in owner.chem_effects)
B.volume += owner.chem_effects[CE_BLOODRESTORE]
//Bleeding out
var/blood_max = 0
var/open_wound
var/list/do_spray = list()
for(var/obj/item/organ/external/temp in owner.organs)
if((temp.status & ORGAN_BLEEDING) && !BP_IS_ROBOTIC(temp))
for(var/datum/wound/W in temp.wounds)
if(W.bleeding())
open_wound = TRUE
if(temp.applied_pressure)
if(ishuman(temp.applied_pressure))
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
else
blood_max += ((W.damage / 40) * species.bleed_mod)
if(temp.status & ORGAN_ARTERY_CUT)
var/bleed_amount = Floor(owner.vessel.total_volume / (temp.applied_pressure || !open_wound ? 450 : 250))
if(bleed_amount)
if(open_wound)
blood_max += bleed_amount
do_spray += "[temp.name]"
else
owner.vessel.remove_reagent("blood", bleed_amount)
switch(pulse)
if(PULSE_SLOW)
blood_max *= 0.8
if(PULSE_FAST)
blood_max *= 1.25
if(PULSE_2FAST, PULSE_THREADY)
blood_max *= 1.5
if(CE_STABLE in owner.chem_effects)
blood_max *= 0.8
if(world.time >= next_blood_squirt && istype(owner.loc, /turf) && do_spray.len)
owner.visible_message("Blood squirts from \the [owner]'s [pick(do_spray)]!", "Blood is squirting out of your [pick(do_spray)]!")
owner.eye_blurry = 2
owner.Stun(1)
next_blood_squirt = world.time + 100
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)
if(blood_max > 0)
owner.drip(blood_max, get_turf(owner))
else
owner.drip(blood_max)
/obj/item/organ/internal/heart/proc/is_working()
if(!is_usable())
return FALSE
return pulse > PULSE_NONE || BP_IS_ROBOTIC(src) || (owner.status_flags & FAKEDEATH)
/obj/item/organ/internal/heart/listen()
if(BP_IS_ROBOTIC(src) && is_working())
if(is_bruised())
return "sputtering pump"
else
return "steady whirr of the pump"
if(!pulse || (owner.status_flags & FAKEDEATH))
return "no pulse"
var/pulsesound = "normal"
if(is_bruised())
pulsesound = "irregular"
switch(pulse)
if(PULSE_SLOW)
pulsesound = "slow"
if(PULSE_FAST)
pulsesound = "fast"
if(PULSE_2FAST)
pulsesound = "very fast"
if(PULSE_THREADY)
pulsesound = "extremely fast and faint"
. = "[pulsesound] pulse"