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VMSolidus 1fbead50af Mob Ref Cleanup Part 3 (#22599)
Part 3 of the Mob Destroy Refactor, this time going through the entire
list of every ref stored up to a mob/human, and (attempting) to verify
and cleanup every possible circular ref. This PR also fixes some
mistakes made with cleaning up UI elements, namely that tgui's really
don't like it when you qdel them, and screen objects also weren't always
clearing their own references if Qdel'ed directly. There were several
niche situations too where circle refs might be retained by a mob. I
also found an issue where static lights were only cleaned up on
/atom/movable/ but actually existed farther up the chain on /atom. I
don't know if any /atoms that aren't /atom/movable ever get static
lights, but the fact that they can be needs to be correctly accounted
for.

I can't possibly have gotten all of them, but this is every single one I
could find after 3 hours of work.
2026-06-11 10:47:56 +00:00

324 lines
12 KiB
Plaintext

/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 <b>extremely</b> [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("<b>Where am I...?</b>")))
owner.Paralyse(20)
sleep(5 SECONDS)
if(!owner)
return
to_chat(owner, SPAN_NOTICE(FONT_LARGE("<b>What is going on...?</b>")))
sleep(10 SECONDS)
if(!owner)
return
to_chat(owner, SPAN_NOTICE(FONT_LARGE("<b>What happened...?</b>")))
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