/****************************************************
EXTERNAL ORGANS
****************************************************/
//These control the damage thresholds for the various ways of removing limbs
#define DROPLIMB_THRESHOLD_EDGE 5
#define DROPLIMB_THRESHOLD_TEAROFF 2
#define DROPLIMB_THRESHOLD_DESTROY 1
/obj/item/organ/external
name = "external"
min_broken_damage = 30
max_damage = 0
dir = SOUTH
organ_tag = "limb"
var/brute_mod = 1
var/burn_mod = 1
var/icon_name = null
var/body_part = null
var/icon_position = 0
var/model
var/force_icon
var/damage_state = "00"
var/brute_dam = 0
var/burn_dam = 0
var/max_size = 0
var/last_dam = -1
var/icon/mob_icon
var/gendered_icon = 0
var/limb_name
var/disfigured = 0
var/cannot_amputate
var/cannot_break
var/s_tone
var/skin_color
var/hair_color
var/list/wounds = list()
var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len!
var/perma_injury = 0
var/obj/item/organ/external/parent
var/list/obj/item/organ/external/children
var/list/internal_organs = list() // Internal organs of this body part
var/damage_msg = "You feel an intense pain!"
var/broken_description
var/open = 0
var/stage = 0
var/cavity = 0
var/sabotaged = 0 // If a prosthetic limb is emagged, it will detonate when it fails.
var/encased // Needs to be opened with a saw to access the organs.
var/list/implants = list()
var/wound_update_accuracy = 1 // how often wounds should be updated, a higher number means less often
var/joint = "joint" // Descriptive string used in dislocation.
var/amputation_point // Descriptive string used in amputation.
var/dislocated = 0 // If you target a joint, you can dislocate the limb, causing temporary damage to the organ.
var/can_grasp //It would be more appropriate if these two were named "affects_grasp" and "affects_stand" at this point
var/can_stand
var/body_hair
var/painted = 0
var/list/genetic_markings // Markings (body_markings) to apply to the icon
var/list/temporary_markings // Same as above, but not preserved when cloning
var/list/cached_markings // The two above lists cached for perf. reasons.
var/maim_bonus = 0.75 //For special projectile gibbing calculation, dubbed "maiming"
var/can_be_maimed = TRUE //Can this limb be 'maimed'?
/obj/item/organ/external/proc/invalidate_marking_cache()
cached_markings = null
/obj/item/organ/external/Destroy()
if(parent && parent.children)
parent.children -= src
if(children)
for(var/obj/item/organ/external/C in children)
qdel(C)
if(internal_organs)
for(var/obj/item/organ/O in internal_organs)
qdel(O)
return ..()
/obj/item/organ/external/attack_self(var/mob/user)
if(!contents.len)
return ..()
var/list/removable_objects = list()
for(var/obj/item/organ/external/E in (contents + src))
if(!istype(E))
continue
for(var/obj/item/I in E.contents)
if(istype(I,/obj/item/organ))
continue
removable_objects |= I
if(removable_objects.len)
var/obj/item/I = pick(removable_objects)
I.forceMove(get_turf(user)) //just in case something was embedded that is not an item
if(istype(I))
if(!(user.l_hand && user.r_hand))
user.put_in_hands(I)
user.visible_message("\The [user] rips \the [I] out of \the [src]!")
return //no eating the limb until everything's been removed
return ..()
/obj/item/organ/external/examine()
..()
if(in_range(usr, src) || istype(usr, /mob/abstract/observer))
for(var/obj/item/I in contents)
if(istype(I, /obj/item/organ))
continue
to_chat(usr, "There is \a [I] sticking out of it.")
return
/obj/item/organ/external/attackby(obj/item/weapon/W as obj, mob/user as mob)
switch(stage)
if(0)
if(istype(W,/obj/item/weapon/scalpel))
user.visible_message("[user] cuts [src] open with [W]!")
stage++
return
if(1)
if(istype(W,/obj/item/weapon/retractor))
user.visible_message("[user] cracks [src] open like an egg with [W]!")
stage++
return
if(2)
if(istype(W,/obj/item/weapon/hemostat))
if(contents.len)
var/obj/item/removing = pick(contents)
removing.forceMove(get_turf(user.loc))
if(!(user.l_hand && user.r_hand))
user.put_in_hands(removing)
user.visible_message("[user] extracts [removing] from [src] with [W]!")
else
user.visible_message("[user] fishes around fruitlessly in [src] with [W].")
return
..()
/obj/item/organ/external/proc/is_dislocated()
if(dislocated > 0)
return 1
if(parent)
return parent.is_dislocated()
return 0
/obj/item/organ/external/proc/dislocate(var/primary)
if(dislocated != -1)
if(primary)
dislocated = 2
else
dislocated = 1
owner.verbs |= /mob/living/carbon/human/proc/undislocate
if(children && children.len)
for(var/obj/item/organ/external/child in children)
child.dislocate()
/obj/item/organ/external/proc/undislocate()
if(dislocated != -1)
dislocated = 0
if(children && children.len)
for(var/obj/item/organ/external/child in children)
if(child.dislocated == 1)
child.undislocate()
if(owner)
owner.shock_stage += 20
for(var/obj/item/organ/external/limb in owner.organs)
if(limb.dislocated == 2)
return
owner.verbs -= /mob/living/carbon/human/proc/undislocate
/obj/item/organ/external/update_health()
damage = min(max_damage, (brute_dam + burn_dam))
return
/obj/item/organ/external/Initialize(mapload)
if (robotize_type)
robotize(robotize_type)
. = ..(mapload, FALSE)
if(owner)
replaced(owner)
sync_colour_to_human(owner)
if ((status & ORGAN_PLANT))
cannot_break = 1
get_icon()
/obj/item/organ/external/replaced(var/mob/living/carbon/human/target)
owner = target
if(!species)
species = owner.species
if(!dna)
dna = owner.dna
forceMove(owner)
if(istype(owner))
owner.organs_by_name[limb_name] = src
owner.organs |= src
for(var/obj/item/organ/organ in src)
organ.replaced(owner,src)
if(parent_organ)
parent = owner.organs_by_name[src.parent_organ]
if(parent)
if(!parent.children)
parent.children = list()
parent.children.Add(src)
//Remove all stump wounds since limb is not missing anymore
for(var/datum/wound/lost_limb/W in parent.wounds)
parent.wounds -= W
qdel(W)
break
parent.update_damages()
action_button_name = initial(action_button_name)
owner.update_action_buttons()
/****************************************************
DAMAGE PROCS
****************************************************/
/obj/item/organ/external/proc/is_damageable(var/additional_damage = 0)
return (vital || brute_dam + burn_dam + additional_damage < max_damage)
/obj/item/organ/external/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
if((brute <= 0) && (burn <= 0))
return 0
brute *= brute_mod
burn *= burn_mod
// High brute damage or sharp objects may damage internal organs
if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= 5) || brute >= 10) && prob(5))))
// Damage an internal organ
if(internal_organs && internal_organs.len)
var/obj/item/organ/I = pick(internal_organs)
I.take_damage(brute / 2)
brute -= brute / 2
if(status & ORGAN_BROKEN && prob(40) && brute)
if (owner && (owner.can_feel_pain()))
owner.emote("scream") //getting hit on broken hand hurts
if(used_weapon)
add_autopsy_data("[used_weapon]", brute + burn)
var/can_cut = (prob(brute*2) || sharp) && !(status & ORGAN_ROBOT)
// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
// Non-vital organs are limited to max_damage. You can't kill someone by bludeonging their arm all the way to 200 -- you can
// push them faster into paincrit though, as the additional damage is converted into shock.
if(is_damageable(brute + burn) || !config.limbs_can_break)
if(brute)
if(can_cut)
if(sharp && !edge)
createwound( PIERCE, brute )
else
createwound( CUT, brute )
else
createwound( BRUISE, brute )
if(burn)
createwound( BURN, burn )
else
//If we can't inflict the full amount of damage, spread the damage in other ways
//How much damage can we actually cause?
var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam)
var/spillover = 0
if(can_inflict)
if (brute > 0)
//Inflict all burte damage we can
if(can_cut)
if(sharp && !edge)
createwound( PIERCE, min(brute,can_inflict) )
else
createwound( CUT, min(brute,can_inflict) )
else
createwound( BRUISE, min(brute,can_inflict) )
var/temp = can_inflict
//How much mroe damage can we inflict
can_inflict = max(0, can_inflict - brute)
//How much brute damage is left to inflict
spillover += max(0, brute - temp)
if (burn > 0 && can_inflict)
//Inflict all burn damage we can
createwound(BURN, min(burn,can_inflict))
//How much burn damage is left to inflict
spillover += max(0, burn - can_inflict)
//If there are still hurties to dispense
if (spillover && owner)
owner.shock_stage += spillover * config.organ_damage_spillover_multiplier
handle_limb_gibbing(used_weapon,brute,burn)
// sync the organ's damage with its wounds
update_damages()
if (owner)
owner.updatehealth() //droplimb will call updatehealth() again if it does end up being called
return update_icon()
/obj/item/organ/external/proc/handle_limb_gibbing(var/used_weapon,var/brute,var/burn)
//If limb took enough damage, try to cut or tear it off
if(owner && loc == owner && !is_stump())
if(!cannot_amputate && config.limbs_can_break && (brute_dam + burn_dam) >= (max_damage * config.organ_health_multiplier))
var/brute_armor_value = 0
var/burn_armor_value = 0
var/edge_eligible = 0
var/maim_bonus = 0
var/mob/living/carbon/human/H
if(istype(owner,/mob/living/carbon/human))
H = owner
brute_armor_value = H.getarmor_organ(src, "melee")
burn_armor_value = H.getarmor_organ(src, "burn")
if(istype(used_weapon,/obj/item))
var/obj/item/W = used_weapon
if(isprojectile(W))
var/obj/item/projectile/P = W
brute_armor_value = H.getarmor_organ(src, "bullet")
maim_bonus += P.maim_rate
else if(W.w_class >= w_class && edge)
edge_eligible = 1
else if(edge)
edge_eligible = 1
if(edge_eligible && brute >= max_damage / (DROPLIMB_THRESHOLD_EDGE + maim_bonus) && brute >= brute_armor_value)
droplimb(0, DROPLIMB_EDGE)
else if(burn >= max_damage / (DROPLIMB_THRESHOLD_DESTROY + maim_bonus) && burn >= burn_armor_value)
droplimb(0, DROPLIMB_BURN)
else if(brute >= max_damage / (DROPLIMB_THRESHOLD_DESTROY + maim_bonus) && brute >= brute_armor_value)
droplimb(0, DROPLIMB_BLUNT)
else if(brute >= max_damage / (DROPLIMB_THRESHOLD_TEAROFF + maim_bonus) && brute >= brute_armor_value)
droplimb(0, DROPLIMB_EDGE)
/obj/item/organ/external/proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
if(status & ORGAN_ROBOT && !robo_repair)
return
//Heal damage on the individual wounds
for(var/datum/wound/W in wounds)
if(brute == 0 && burn == 0)
break
// heal brute damage
if(W.damage_type == BURN)
burn = W.heal_damage(burn)
else
brute = W.heal_damage(brute)
if(internal)
status &= ~ORGAN_BROKEN
perma_injury = 0
//Sync the organ's damage with its wounds
update_damages()
owner.updatehealth()
return update_icon()
/*
This function completely restores a damaged organ to perfect condition.
*/
/obj/item/organ/external/rejuvenate()
damage_state = "00"
src.status &= ~ORGAN_BROKEN
src.status &= ~ORGAN_BLEEDING
src.status &= ~ORGAN_SPLINTED
src.status &= ~ORGAN_CUT_AWAY
src.status &= ~ORGAN_DESTROYED
src.status &= ~ORGAN_DEAD
src.status &= ~ORGAN_MUTATED
src.status &= ~ORGAN_SPLINTED
perma_injury = 0
brute_dam = 0
burn_dam = 0
germ_level = 0
wounds.Cut()
number_wounds = 0
// handle internal organs
for(var/obj/item/organ/current_organ in internal_organs)
current_organ.rejuvenate()
// remove embedded objects and drop them on the floor
for(var/obj/implanted_object in implants)
if(!istype(implanted_object,/obj/item/weapon/implant)) // We don't want to remove REAL implants. Just shrapnel etc.
implanted_object.forceMove(owner.loc)
implants -= implanted_object
owner.updatehealth()
/obj/item/organ/external/proc/createwound(var/type = CUT, var/damage)
if(damage == 0) return
//moved this before the open_wound check so that having many small wounds for example doesn't somehow protect you from taking internal damage (because of the return)
//Possibly trigger an internal wound, too.
var/local_damage = brute_dam + burn_dam + damage
if(damage > 15 && type != BURN && local_damage > 30 && prob(damage) && !(status & ORGAN_ROBOT))
var/datum/wound/internal_bleeding/I = new (min(damage - 15, 15))
wounds += I
owner.custom_pain("You feel something rip in your [name]!", 1)
// first check whether we can widen an existing wound
if(wounds.len > 0 && prob(max(50+(number_wounds-1)*10,90)))
if((type == CUT || type == BRUISE) && damage >= 5)
//we need to make sure that the wound we are going to worsen is compatible with the type of damage...
var/list/compatible_wounds = list()
for (var/datum/wound/W in wounds)
if (W.can_worsen(type, damage))
compatible_wounds += W
if(compatible_wounds.len)
var/datum/wound/W = pick(compatible_wounds)
W.open_wound(damage)
if(prob(25))
if(status & ORGAN_ROBOT)
owner.visible_message("The damage to [owner.name]'s [name] worsens.",\
"The damage to your [name] worsens.",\
"You hear the screech of abused metal.")
else
owner.visible_message("The wound on [owner.name]'s [name] widens with a nasty ripping noise.",\
"The wound on your [name] widens with a nasty ripping noise.",\
"You hear a nasty ripping noise, as if flesh is being torn apart.")
return
//Creating wound
var/wound_type = get_wound_type(type, damage)
if(wound_type)
var/datum/wound/W = new wound_type(damage)
//Check whether we can add the wound to an existing wound
for(var/datum/wound/other in wounds)
if(other.can_merge(W))
other.merge_wound(W)
W = null // to signify that the wound was added
break
if(W)
wounds += W
/****************************************************
PROCESSING & UPDATING
****************************************************/
//external organs handle brokenness a bit differently when it comes to damage. Instead brute_dam is checked inside process()
//this also ensures that an external organ cannot be "broken" without broken_description being set.
/obj/item/organ/external/is_broken()
return ((status & ORGAN_CUT_AWAY) || ((status & ORGAN_BROKEN) && !(status & ORGAN_SPLINTED)))
//Determines if we even need to process this organ.
/obj/item/organ/external/proc/need_process()
if(status & (ORGAN_CUT_AWAY|ORGAN_BLEEDING|ORGAN_BROKEN|ORGAN_DESTROYED|ORGAN_SPLINTED|ORGAN_DEAD|ORGAN_MUTATED))
return 1
if(brute_dam || burn_dam)
return 1
if(last_dam != brute_dam + burn_dam) // Process when we are fully healed up.
last_dam = brute_dam + burn_dam
return 1
else
last_dam = brute_dam + burn_dam
if(germ_level)
return 1
return 0
/obj/item/organ/external/process()
if(owner)
//Dismemberment
//if(parent && parent.is_stump()) //should never happen
// warning("\The [src] ([src.type]) belonging to [owner] ([owner.type]) was attached to a stump")
// remove()
// return
// Process wounds, doing healing etc. Only do this every few ticks to save processing power
if(owner.life_tick % wound_update_accuracy == 0)
update_wounds()
//Chem traces slowly vanish
if(owner.life_tick % 10 == 0)
for(var/chemID in trace_chemicals)
trace_chemicals[chemID] = trace_chemicals[chemID] - 1
if(trace_chemicals[chemID] <= 0)
trace_chemicals.Remove(chemID)
//Bone fractures
if(config.bones_can_break && !(status & ORGAN_ROBOT) && !(status & ORGAN_PLANT) && brute_dam > min_broken_damage * config.organ_health_multiplier)
src.fracture()
if(!(status & ORGAN_BROKEN))
perma_injury = 0
//Infections
update_germs()
else
..()
//Updating germ levels. Handles organ germ levels and necrosis.
/*
The INFECTION_LEVEL values defined in setup.dm control the time it takes to reach the different
infection levels. Since infection growth is exponential, you can adjust the time it takes to get
from one germ_level to another using the rough formula:
desired_germ_level = initial_germ_level*e^(desired_time_in_seconds/1000)
So if I wanted it to take an average of 15 minutes to get from level one (100) to level two
I would set INFECTION_LEVEL_TWO to 100*e^(15*60/1000) = 245. Note that this is the average time,
the actual time is dependent on RNG.
INFECTION_LEVEL_ONE below this germ level nothing happens, and the infection doesn't grow
INFECTION_LEVEL_TWO above this germ level the infection will start to spread to internal and adjacent organs
INFECTION_LEVEL_THREE above this germ level the player will take additional toxin damage per second, and will die in minutes without
antitox. also, above this germ level you will need to overdose on thetamycin to reduce the germ_level.
Note that amputating the affected organ does in fact remove the infection from the player's body.
*/
/obj/item/organ/external/proc/update_germs()
if(status & (ORGAN_ROBOT) || (owner.species && owner.species.flags & IS_PLANT)) //Robotic limbs shouldn't be infected, nor should nonexistant limbs.
germ_level = 0
return
if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
//** Syncing germ levels with external wounds
handle_germ_sync()
//** Handle antibiotics and curing infections
handle_antibiotics()
//** Handle the effects of infections
handle_germ_effects()
/obj/item/organ/external/proc/handle_germ_sync()
var/antibiotics = owner.reagents.get_reagent_amount("thetamycin")
for(var/datum/wound/W in wounds)
//Open wounds can become infected
if (owner.germ_level > W.germ_level && W.infection_check())
W.germ_level++
if (antibiotics < 5)
for(var/datum/wound/W in wounds)
//Infected wounds raise the organ's germ level
if (W.germ_level > germ_level)
germ_level++
break //limit increase to a maximum of one per second
/obj/item/organ/external/handle_germ_effects()
if(germ_level < INFECTION_LEVEL_TWO)
return ..()
var/antibiotics = owner.reagents.get_reagent_amount("thetamycin")
if(germ_level >= INFECTION_LEVEL_TWO)
//spread the infection to internal organs
var/obj/item/organ/target_organ = null //make internal organs become infected one at a time instead of all at once
for (var/obj/item/organ/I in internal_organs)
if (I.germ_level > 0 && I.germ_level < min(germ_level, INFECTION_LEVEL_TWO)) //once the organ reaches whatever we can give it, or level two, switch to a different one
if (!target_organ || I.germ_level > target_organ.germ_level) //choose the organ with the highest germ_level
target_organ = I
if (!target_organ)
//figure out which organs we can spread germs to and pick one at random
var/list/candidate_organs = list()
for (var/obj/item/organ/I in internal_organs)
if (I.germ_level < germ_level)
candidate_organs |= I
if (candidate_organs.len)
target_organ = pick(candidate_organs)
if (target_organ)
target_organ.germ_level++
//spread the infection to child and parent organs
if (children)
for (var/obj/item/organ/external/child in children)
if (child.germ_level < germ_level && !(child.status & ORGAN_ROBOT))
if (child.germ_level < INFECTION_LEVEL_ONE*2 || prob(30))
child.germ_level++
if (parent)
if (parent.germ_level < germ_level && !(parent.status & ORGAN_ROBOT))
if (parent.germ_level < INFECTION_LEVEL_ONE*2 || prob(30))
parent.germ_level++
if(germ_level >= INFECTION_LEVEL_THREE && antibiotics < 30) //overdosing is necessary to stop severe infections
if (!(status & ORGAN_DEAD))
status |= ORGAN_DEAD
to_chat(owner, "You can't feel your [name] anymore...")
owner.update_body(1)
germ_level++
owner.adjustToxLoss(1)
//Updating wounds. Handles wound natural I had some free spachealing, internal bleedings and infections
/obj/item/organ/external/proc/update_wounds()
if((status & ORGAN_ROBOT) || (status & ORGAN_ADV_ROBOT) || (status & ORGAN_PLANT)) //Robotic limbs don't heal or get worse. Diona limbs heal using their own mechanic
return
var/updatehud
for(var/datum/wound/W in wounds)
// wounds can disappear after 10 minutes at the earliest
if(W.damage <= 0 && W.created + 6000 <= world.time)
wounds -= W
continue
// let the GC handle the deletion of the wound
if (W.damage > 0)
updatehud = 1//If there are any wounds with damage to heal, then we'll update health huds
// Internal wounds get worse over time. Low temperatures (cryo) stop them.
if(W.damage && W.internal && owner.bodytemperature >= 170)
var/bicardose = owner.reagents.get_reagent_amount("bicaridine")
var/inaprovaline = owner.reagents.get_reagent_amount("inaprovaline")
if(!(W.can_autoheal() || (bicardose && inaprovaline))) //bicaridine and inaprovaline stop internal wounds from growing bigger with time, unless it is so small that it is already healing
W.open_wound(0.09 * wound_update_accuracy)
if(!owner.reagents.has_reagent("coagulant", 2))
owner.vessel.remove_reagent("blood", wound_update_accuracy * W.damage/40) //line should possibly be moved to handle_blood, so all the bleeding stuff is in one place.
if(prob(1 * wound_update_accuracy))
owner.custom_pain("You feel a stabbing pain in your [name]!",1)
// slow healing
var/heal_amt = 0
// if damage >= 50 AFTER treatment then it's probably too severe to heal within the timeframe of a round.
if (W.can_autoheal() && W.wound_damage() < 50)
heal_amt += 0.5
//we only update wounds once in [wound_update_accuracy] ticks so have to emulate realtime
heal_amt = heal_amt * wound_update_accuracy
//configurable regen speed woo, no-regen hardcore or instaheal hugbox, choose your destiny
heal_amt = heal_amt * config.organ_regeneration_multiplier
// amount of healing is spread over all the wounds
heal_amt = heal_amt / (wounds.len + 1)
// making it look prettier on scanners
heal_amt = round(heal_amt,0.1)
W.heal_damage(heal_amt)
// Salving also helps against infection
if(W.germ_level > 0 && W.salved && prob(2))
W.disinfected = 1
W.germ_level = 0
// sync the organ's damage with its wounds
src.update_damages()
if (updatehud)
owner.hud_updateflag = 1022
if (update_icon())
owner.UpdateDamageIcon(1)
//Updates brute_damn and burn_damn from wound damages. Updates BLEEDING status.
/obj/item/organ/external/proc/update_damages()
number_wounds = 0
brute_dam = 0
burn_dam = 0
status &= ~ORGAN_BLEEDING
var/clamped = 0
var/mob/living/carbon/human/H
if(istype(owner,/mob/living/carbon/human))
H = owner
//update damage counts
for(var/datum/wound/W in wounds)
if(!W.internal) //so IB doesn't count towards crit/paincrit
if(W.damage_type == BURN)
burn_dam += W.damage
else
brute_dam += W.damage
if(!(status & ORGAN_ROBOT) && W.bleeding() && (H && !(H.species.flags & NO_BLOOD)))
W.bleed_timer--
status |= ORGAN_BLEEDING
clamped |= W.clamped
number_wounds += W.amount
//things tend to bleed if they are CUT OPEN
if (open && !clamped && (H && !(H.species.flags & NO_BLOOD)))
status |= ORGAN_BLEEDING
//Bone fractures
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
src.fracture()
// new damage icon system
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
/obj/item/organ/external/update_icon()
var/n_is = damage_state_text()
if (n_is != damage_state)
damage_state = n_is
return 1
return 0
// new damage icon system
// returns just the brute/burn damage code
/obj/item/organ/external/proc/damage_state_text()
var/tburn = 0
var/tbrute = 0
if(burn_dam ==0)
tburn =0
else if (burn_dam < (max_damage * 0.25 / 2))
tburn = 1
else if (burn_dam < (max_damage * 0.75 / 2))
tburn = 2
else
tburn = 3
if (brute_dam == 0)
tbrute = 0
else if (brute_dam < (max_damage * 0.25 / 2))
tbrute = 1
else if (brute_dam < (max_damage * 0.75 / 2))
tbrute = 2
else
tbrute = 3
return "[tbrute][tburn]"
/****************************************************
DISMEMBERMENT
****************************************************/
/obj/item/organ/external/proc/post_droplimb(mob/living/carbon/human/victim)
victim.updatehealth()
victim.UpdateDamageIcon()
victim.regenerate_icons()
dir = 2
//Handles dismemberment
/obj/item/organ/external/proc/droplimb(var/clean, var/disintegrate = DROPLIMB_EDGE, var/ignore_children = null)
if(cannot_amputate || !owner)
return
switch(disintegrate)
if(DROPLIMB_EDGE)
if(!clean)
var/gore_sound = "[(status & ORGAN_ROBOT) ? "tortured metal" : "ripping tendons and flesh"]"
owner.visible_message(
"\The [owner]'s [src.name] flies off in an arc!",\
"Your [src.name] goes flying off!",\
"You hear the terrible sound of [gore_sound].")
if(DROPLIMB_BURN)
var/gore = "[(status & ORGAN_ROBOT) ? "": " of burning flesh"]"
owner.visible_message(
"\The [owner]'s [src.name] flashes away into ashes!",\
"Your [src.name] flashes away into ashes!",\
"You hear the crackling sound[gore].")
if(DROPLIMB_BLUNT)
var/gore = "[(status & ORGAN_ROBOT) ? "": " in a shower of gore"]"
var/gore_sound = "[(status & ORGAN_ROBOT) ? "rending sound of tortured metal" : "sickening splatter of gore"]"
owner.visible_message(
"\The [owner]'s [src.name] explodes[gore]!",\
"Your [src.name] explodes[gore]!",\
"You hear the [gore_sound].")
var/mob/living/carbon/human/victim = owner //Keep a reference for post-removed().
var/obj/item/organ/external/parent_organ = parent
removed(null, ignore_children)
victim.traumatic_shock += 60
if(parent_organ)
var/datum/wound/lost_limb/W = new (src, disintegrate, clean)
if(clean)
parent_organ.wounds |= W
parent_organ.update_damages()
else
var/obj/item/organ/external/stump/stump = new (victim, 0, src)
if(status & ORGAN_ROBOT)
stump.robotize()
stump.wounds |= W
victim.organs |= stump
stump.update_damages()
addtimer(CALLBACK(src, .proc/post_droplimb, victim), 0)
switch(disintegrate)
if(DROPLIMB_EDGE)
// compile_icon() used to be here, but it's causing issues, so RIP.
add_blood(victim)
var/matrix/M = matrix()
M.Turn(rand(180))
src.transform = M
if(!clean)
//Throw limb around.
if(src && istype(loc,/turf))
INVOKE_ASYNC(src, /atom/movable/.proc/throw_at, get_edge_target_turf(src,pick(alldirs)), rand(1,3), 30)
dir = 2
if(DROPLIMB_BURN)
new /obj/effect/decal/cleanable/ash(get_turf(victim))
for(var/obj/item/I in src)
if(I.w_class > 2 && !istype(I,/obj/item/organ))
I.forceMove(get_turf(src))
qdel(src)
if(DROPLIMB_BLUNT)
var/obj/effect/decal/cleanable/blood/gibs/gore = new victim.species.single_gib_type(get_turf(victim))
if(victim.species.flesh_color)
gore.fleshcolor = victim.species.flesh_color
if(victim.species.blood_color)
gore.basecolor = victim.species.blood_color
gore.update_icon()
INVOKE_ASYNC(gore, /atom/movable/.proc/throw_at, get_edge_target_turf(src, pick(alldirs)), rand(1,3), 30)
for(var/obj/item/organ/I in internal_organs)
I.removed()
if(istype(loc,/turf))
INVOKE_ASYNC(I, /atom/movable/.proc/throw_at, get_edge_target_turf(src, pick(alldirs)), rand(1,3), 30)
var/turf/Tloc = get_turf(src)
for(var/obj/item/I in src)
if(I.w_class <= 2)
qdel(I)
continue
I.forceMove(Tloc)
INVOKE_ASYNC(I, /atom/movable/.proc/throw_at, get_edge_target_turf(src, pick(alldirs)), rand(1,3), 30)
qdel(src)
/****************************************************
HELPERS
****************************************************/
/obj/item/organ/external/proc/is_stump()
return 0
/obj/item/organ/external/proc/release_restraints(var/mob/living/carbon/human/holder)
if(!holder)
holder = owner
if(!holder)
return
if (holder.handcuffed && body_part in list(ARM_LEFT, ARM_RIGHT, HAND_LEFT, HAND_RIGHT))
holder.visible_message(\
"\The [holder.handcuffed.name] falls off of [holder.name].",\
"\The [holder.handcuffed.name] falls off you.")
holder.drop_from_inventory(holder.handcuffed)
if (holder.legcuffed && body_part in list(FOOT_LEFT, FOOT_RIGHT, LEG_LEFT, LEG_RIGHT))
holder.visible_message(\
"\The [holder.legcuffed.name] falls off of [holder.name].",\
"\The [holder.legcuffed.name] falls off you.")
holder.drop_from_inventory(holder.legcuffed)
// checks if all wounds on the organ are bandaged
/obj/item/organ/external/proc/is_bandaged()
for(var/datum/wound/W in wounds)
if(W.internal) continue
if(!W.bandaged)
return 0
return 1
// checks if all wounds on the organ are salved
/obj/item/organ/external/proc/is_salved()
for(var/datum/wound/W in wounds)
if(W.internal) continue
if(!W.salved)
return 0
return 1
// checks if all wounds on the organ are disinfected
/obj/item/organ/external/proc/is_disinfected()
for(var/datum/wound/W in wounds)
if(W.internal) continue
if(!W.disinfected)
return 0
return 1
/obj/item/organ/external/proc/bandage()
var/rval = 0
status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.bandaged
W.bandaged = 1
return rval
/obj/item/organ/external/proc/salve()
var/rval = 0
for(var/datum/wound/W in wounds)
rval |= !W.salved
W.salved = 1
return rval
/obj/item/organ/external/proc/disinfect()
var/rval = 0
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.disinfected
W.disinfected = 1
W.germ_level = 0
return rval
/obj/item/organ/external/proc/clamp()
var/rval = 0
src.status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.clamped
W.clamped = 1
return rval
/obj/item/organ/external/proc/fracture()
if(status & ORGAN_ROBOT)
return //ORGAN_BROKEN doesn't have the same meaning for robot limbs
if((status & ORGAN_BROKEN) || cannot_break)
return
if(owner)
var/message = pick("snapped in half", "shattered", "was pulverized")
owner.visible_message(\
"You hear a loud cracking sound coming from \the [owner]!",\
"Something feels like it [message] in your [name]!",\
"You hear a sickening crack!")
if(owner.species && (owner.can_feel_pain()))
owner.emote("scream")
playsound(src.loc, "fracture", 100, 1, -2)
status |= ORGAN_BROKEN
broken_description = pick("Broken","Fracture","Hairline fracture")
perma_injury = brute_dam
// Fractures have a chance of getting you out of restraints
if (prob(25))
release_restraints()
// This is mostly for the ninja suit to stop ninja being so crippled by breaks.
// TODO: consider moving this to a suit proc or process() or something during
// hardsuit rewrite.
if(owner && !(status & ORGAN_SPLINTED) && istype(owner,/mob/living/carbon/human))
var/mob/living/carbon/human/H = owner
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
var/obj/item/clothing/suit/space/suit = H.wear_suit
if(isnull(suit.supporting_limbs))
return
to_chat(owner, "You feel \the [suit] constrict about your [name], supporting it.")
status |= ORGAN_SPLINTED
suit.supporting_limbs |= src
return
/obj/item/organ/external/proc/mend_fracture()
if(status & ORGAN_ROBOT)
return 0 //ORGAN_BROKEN doesn't have the same meaning for robot limbs
if(brute_dam > min_broken_damage * config.organ_health_multiplier)
return 0 //will just immediately fracture again
status &= ~ORGAN_BROKEN
return 1
/obj/item/organ/external/robotize(var/company)
..()
if(company)
model = company
var/datum/robolimb/R = all_robolimbs[company]
/*if(species && !(species.name in R.species_can_use && species.get_bodytype() != "Machine"))
R = basic_robolimb*/
if(R)
if (!force_skintone)
force_icon = R.icon
name = "[R.company] [initial(name)]"
desc = "[R.desc]"
if(R.paintable)
painted = 1
brute_mod = R.brute_mod
burn_mod = R.burn_mod
dislocated = -1 //TODO, make robotic limbs a separate type, remove snowflake
cannot_break = 1
get_icon()
unmutate()
for (var/obj/item/organ/external/T in children)
if(T)
T.robotize()
/obj/item/organ/external/mechassist()
..()
cannot_break = 0
/obj/item/organ/external/proc/robotize_advanced()
status |= ORGAN_ADV_ROBOT
for (var/obj/item/organ/external/T in children)
if (T)
T.robotize_advanced()
/obj/item/organ/external/proc/mutate()
if(src.status & ORGAN_ROBOT)
return
src.status |= ORGAN_MUTATED
if(owner) owner.update_body()
/obj/item/organ/external/proc/unmutate()
src.status &= ~ORGAN_MUTATED
if(owner) owner.update_body()
/obj/item/organ/external/proc/get_damage() //returns total damage
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use max_damage?
/obj/item/organ/external/proc/has_infected_wound()
for(var/datum/wound/W in wounds)
if(W.germ_level > INFECTION_LEVEL_ONE)
return 1
return 0
/obj/item/organ/external/proc/is_usable()
return !is_dislocated() && !(status & (ORGAN_MUTATED|ORGAN_DEAD))
/obj/item/organ/external/proc/is_malfunctioning()
return ((status & ORGAN_ROBOT) && (brute_dam + burn_dam) >= 10 && prob(brute_dam + burn_dam))
/obj/item/organ/external/proc/embed(var/obj/item/weapon/W, var/silent = 0, var/supplied_message)
if(!owner || loc != owner)
return
if(species.flags & NO_EMBED)
return
if(!silent)
if(supplied_message)
owner.visible_message("[supplied_message]")
else
owner.visible_message("\The [W] sticks in [owner]'s wound!", "\The [W] sticks in your wound!")
implants += W
owner.embedded_flag = 1
owner.verbs += /mob/proc/yank_out_object
W.add_blood(owner)
if(ismob(W.loc))
var/mob/living/H = W.loc
H.drop_from_inventory(W,owner)
else
W.forceMove(owner)
/obj/item/organ/external/removed(var/mob/living/user, var/ignore_children = 0)
if(!owner)
return
var/is_robotic = status & ORGAN_ROBOT
var/mob/living/carbon/human/victim = owner
..()
victim.bad_external_organs -= src
for(var/atom/movable/implant in implants)
//large items and non-item objs fall to the floor, everything else stays
var/obj/item/I = implant
if(istype(I) && I.w_class < 3)
implant.forceMove(get_turf(victim.loc))
else
implant.forceMove(src)
implants.Cut()
// Attached organs also fly off.
if(!ignore_children)
for(var/obj/item/organ/external/O in children)
O.removed()
if(O)
O.forceMove(src)
for(var/obj/item/I in O.contents)
I.forceMove(src)
// Grab all the internal giblets too.
for(var/obj/item/organ/organ in internal_organs)
organ.removed()
organ.forceMove(src)
// Remove parent references
parent.children -= src
parent = null
release_restraints(victim)
victim.organs -= src
victim.organs_by_name[limb_name] = null // Remove from owner's vars.
//Robotic limbs explode if sabotaged.
if(is_robotic && sabotaged)
victim.visible_message(
"\The [victim]'s [src.name] explodes violently!",\
"Your [src.name] explodes!",\
"You hear an explosion!")
explosion(get_turf(owner),-1,-1,2,3)
spark(victim, 5)
qdel(src)
/obj/item/organ/external/proc/disfigure(var/type = "brute")
if (disfigured)
return
if(owner)
if(type == "brute")
owner.visible_message("You hear a sickening cracking sound coming from \the [owner]'s [name].", \
"Your [name] becomes a mangled mess!", \
"You hear a sickening crack.")
else
owner.visible_message("\The [owner]'s [name] melts away, turning into mangled mess!", \
"Your [name] melts away!", \
"You hear a sickening sizzle.")
disfigured = 1
/obj/item/organ/external/proc/get_wounds_desc()
. = ""
if(status & ORGAN_DESTROYED && !is_stump())
. += "tear at [amputation_point] so severe that it hangs by a scrap of flesh"
if(status & ORGAN_ASSISTED)
if(brute_dam)
switch(brute_dam)
if(0 to 20)
. += " some dents"
if(21 to INFINITY)
. += pick(" a lot of dents"," severe denting")
if(brute_dam && burn_dam)
. += " and"
if(burn_dam)
switch(burn_dam)
if(0 to 20)
. += " some burns"
if(21 to INFINITY)
. += pick(" a lot of burns"," severe melting")
return
var/list/wound_descriptors = list()
if(open > 1)
wound_descriptors["an open incision"] = 1
else if (open)
wound_descriptors["an incision"] = 1
for(var/datum/wound/W in wounds)
if(W.internal && !open) continue // can't see internal wounds
var/this_wound_desc = W.desc
if(W.damage_type == BURN && W.salved) this_wound_desc = "salved [this_wound_desc]"
if(W.bleeding()) this_wound_desc = "bleeding [this_wound_desc]"
else if(W.bandaged) this_wound_desc = "bandaged [this_wound_desc]"
if(W.germ_level > 600) this_wound_desc = "badly infected [this_wound_desc]"
else if(W.germ_level > 330) this_wound_desc = "lightly infected [this_wound_desc]"
if(wound_descriptors[this_wound_desc])
wound_descriptors[this_wound_desc] += W.amount
else
wound_descriptors[this_wound_desc] = W.amount
if(wound_descriptors.len)
var/list/flavor_text = list()
var/list/no_exclude = list("gaping wound", "big gaping wound", "massive wound", "large bruise",\
"huge bruise", "massive bruise", "severe burn", "large burn", "deep burn", "carbonised area") //note to self make this more robust
for(var/wound in wound_descriptors)
switch(wound_descriptors[wound])
if(1)
flavor_text += "[prob(10) && !(wound in no_exclude) ? "what might be " : ""]a [wound]"
if(2)
flavor_text += "[prob(10) && !(wound in no_exclude) ? "what might be " : ""]a pair of [wound]s"
if(3 to 5)
flavor_text += "several [wound]s"
if(6 to INFINITY)
flavor_text += "a ton of [wound]\s"
return english_list(flavor_text)