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VMSolidus e117ef3f87 Nuke Limb Processing (#22814)
<img width="1549" height="857" alt="image"
src="https://github.com/user-attachments/assets/3830233d-0635-4942-b2aa-024651e6cffa"
/>

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.
2026-07-12 20:45:24 +00:00

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/obj/item/organ
name = "organ"
icon = 'icons/obj/organs/organs.dmi'
drop_sound = 'sound/items/drop/flesh.ogg'
pickup_sound = 'sound/items/pickup/flesh.ogg'
default_action_type = /datum/action/item_action/organ
germ_level = 0
var/mob/living/carbon/human/owner = null
//Organ stats.
var/status = 0
var/vital //Lose a vital limb, die immediately.
var/rejecting // Is this organ already being rejected?
var/is_augment = FALSE
var/death_time
//Organ damage stats.
/**
* amount of damage to the organ. THIS IS PRIVATE FOR A REASON.
* USE get_damage and set_damage IF YOU NEED TO CHANGE OR RETRIEVE THIS.
*/
VAR_PRIVATE/damage = 0
/// Total amount of EMP damage a mechanical organ has taken. Effectively equal to "number of seconds the organ EMP effect will last".
var/surge_damage = 0.0
/**
* The amount of EMP damage a mechanical organ will recover per second.
* Fractional and floating points are allowed, but it shouldn't ever be negative.
*/
var/surge_recovery_per_second = 1.0
var/min_broken_damage = 30
var/min_bruised_damage = 10 // Damage before considered bruised
var/max_damage = 30
//Strings.
var/organ_tag = "organ"
var/parent_organ = BP_CHEST
//Robot organ stuff.
var/robotic = 0 //For being a robot
var/robotize_type // If set, this organ type will automatically be roboticized with this manufacturer.
var/robotic_name
var/robotic_sprite = TRUE
var/emp_coeff = 1 //coefficient for damages taken by EMP, if the organ is robotic.
var/model
//Lists.
var/list/transplant_data
var/list/datum/autopsy_data/autopsy_data = list()
var/list/organ_verbs //verb that are added when you gain the organ
var/list/trace_chemicals = list() // traces of chemicals in the organ, links chemical IDs to number of ticks for which they'll stay in the blood
//DNA stuff.
var/datum/dna/dna
var/datum/species/species
var/force_skintone = FALSE // If true, icon generation will skip is-robotic checks. Used for synthskin limbs.
var/list/species_restricted //used by augments and biomods to see what species can have this augment
INITIALIZE_IMMEDIATE(/obj/item/organ)
/obj/item/organ/Initialize(mapload, internal)
. = ..()
var/mob/living/carbon/holder = loc
create_reagents(5)
if(!max_damage)
max_damage = min_broken_damage * 2
if(istype(holder))
src.owner = holder
species = GLOB.all_species[SPECIES_HUMAN]
if(holder.dna)
dna = holder.dna.Clone()
species = GLOB.all_species[dna.species]
else
LOG_DEBUG("[src] at [loc] spawned without a proper DNA.")
var/mob/living/carbon/human/H = holder
if(istype(H))
if(internal && parent_organ)
var/obj/item/organ/external/E = H.get_organ(parent_organ)
if(E)
if(E.internal_organs == null)
E.internal_organs = list()
E.internal_organs |= src
if(dna)
if(!blood_DNA)
blood_DNA = list()
blood_DNA[dna.unique_enzymes] = dna.b_type
if(internal)
holder.internal_organs |= src
process_initialize()
/**
* This proc exists so that organs which do not require "always processing" can override it
* in order to opt-out of processing for performance reasons.
*/
/obj/item/organ/proc/process_initialize()
START_PROCESSING(SSprocessing, src)
/obj/item/organ/Destroy()
STOP_PROCESSING(SSprocessing, src)
QDEL_NULL(dna)
if(!owner)
return ..()
if(istype(owner, /mob/living/carbon))
if(owner.internal_organs)
owner.internal_organs -= src
if(istype(owner, /mob/living/carbon/human))
if(owner.internal_organs_by_name)
owner.internal_organs_by_name[organ_tag] = null
owner.internal_organs_by_name -= organ_tag
if(owner.organs)
owner.organs -= src
if(owner.organs_by_name)
owner.organs_by_name[organ_tag] = null
owner.organs_by_name -= organ_tag
owner = null
return ..()
/obj/item/organ/proc/refresh_action_button()
return action
/obj/item/organ/attack_self(var/mob/user)
return (owner && loc == owner && owner == user)
/obj/item/organ/proc/update_organ_health()
return
/obj/item/organ/proc/set_dna(var/datum/dna/new_dna)
if(new_dna)
dna = new_dna.Clone()
if(blood_DNA)
blood_DNA.Cut()
blood_DNA[dna.unique_enzymes] = dna.b_type
/obj/item/organ/proc/die()
if(status & ORGAN_ROBOT)
damage = max_damage
STOP_PROCESSING(SSprocessing, src)
return
damage = max_damage
status |= ORGAN_DEAD
death_time = world.time
STOP_PROCESSING(SSprocessing, src)
if(owner && vital)
owner.death()
/obj/item/organ/proc/is_bruised()
return damage >= min_bruised_damage
/obj/item/organ/proc/bruise()
START_PROCESSING(SSprocessing, src)
damage = max(damage, min_bruised_damage)
#define ORGAN_RECOVERY_THRESHOLD (5 MINUTES)
/obj/item/organ/proc/can_recover()
return (max_damage > 0) && !(status & ORGAN_DEAD) || death_time >= world.time - ORGAN_RECOVERY_THRESHOLD
/obj/item/organ/process(seconds_per_tick)
if(loc != owner)
owner = null
if (QDELETED(src))
LOG_DEBUG("QDELETED organ [DEBUG_REF(src)] had process() called!")
STOP_PROCESSING(SSprocessing, src)
return
//dead already, no need for more processing
if(status & ORGAN_DEAD)
return
// Don't process if we're in a freezer, an MMI or a stasis bag.or a freezer or something I dunno
if(istype(loc,/obj/item/mmi))
return
if(istype(loc,/obj/structure/closet/body_bag/cryobag) || istype(loc,/obj/structure/closet/crate/freezer) || istype(loc,/obj/item/storage/box/unique/freezer))
return
//Process infections
var/is_immune = ((status & ORGAN_ROBOT) || robotic >= ROBOTIC_MECHANICAL || (owner && owner.species && (owner.species.flags & IS_PLANT)))
if (is_immune)
germ_level = 0
if((BP_IS_ROBOTIC(src) || robotic >= ROBOTIC_MECHANICAL) && surge_damage)
tick_surge_damage(seconds_per_tick)
if(!owner)
if (QDELETED(reagents))
LOG_DEBUG("Organ [DEBUG_REF(src)] had QDELETED reagents! Regenerating.")
create_reagents(5)
if(REAGENT_VOLUME(reagents, /singleton/reagent/blood) && !is_immune && prob(40))
reagents.remove_reagent(/singleton/reagent/blood,0.1)
if (isturf(loc))
blood_splatter(src,src,TRUE)
if(GLOB.config.organs_decay) damage += rand(1,3)
if(damage >= max_damage)
damage = max_damage
if(!is_immune)
germ_level += rand(2,6)
if(germ_level >= INFECTION_LEVEL_TWO)
germ_level += rand(2,6)
if(germ_level >= INFECTION_LEVEL_THREE)
die()
else if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
//** Handle antibiotics and curing infections
handle_antibiotics()
if(!is_immune)
handle_immunosuppressants()
handle_rejection()
handle_germ_effects()
//check if we've hit max_damage
if(damage >= max_damage)
die()
/**
* Handles per-second EMP damage effects.
* returns FALSE if there's no EMP effects left.
* returns "Truthy" if there's still more EMP to handle on the next tick.
* It will wrap back around to FALSE if the surge damage recovery ticked it back down to 0.
*/
/obj/item/organ/proc/tick_surge_damage(seconds_per_tick)
ENFORCE_CALCULUS(seconds_per_tick)
if(!surge_damage)
clear_surge_effects()
return FALSE
do_surge_effects()
surge_damage = max(0, surge_damage - (surge_recovery_per_second * seconds_per_tick))
return surge_damage
/obj/item/organ/proc/do_surge_effects()
return
/obj/item/organ/proc/clear_surge_effects()
return
/obj/item/organ/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
. = ..()
if(status & ORGAN_DEAD)
. += SPAN_NOTICE("The decay has set in.")
/obj/item/organ/proc/handle_germ_effects()
//** Handle the effects of infections
var/antibiotics = 0
if(!owner)
return
if (CE_ANTIBIOTIC in owner.chem_effects)
antibiotics = owner.chem_effects[CE_ANTIBIOTIC]
if (germ_level > 0 && germ_level < INFECTION_LEVEL_ONE/2 && prob(35))
germ_level--
if (germ_level >= INFECTION_LEVEL_ONE/2)
//aiming for germ level to go from ambient to INFECTION_LEVEL_TWO in an average of 17 minutes
if(antibiotics < 5 && prob(round(germ_level/7)))
germ_level++
if (germ_level >= INFECTION_LEVEL_TWO && parent_organ)
var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
//spread germs
if (parent && antibiotics < 5 && parent.germ_level < germ_level && ( parent.germ_level < INFECTION_LEVEL_ONE*2 || prob(30) ))
parent.germ_level++
if (prob(3)) //about once every 30 seconds
take_damage(1,silent=prob(30))
/obj/item/organ/proc/handle_rejection()
// Process unsuitable transplants.
if(dna)
if(!rejecting)
if(blood_incompatible(dna.b_type, owner.dna.b_type, species, owner.species))
rejecting = 1
else
rejecting++ //Rejection severity increases over time.
if(rejecting % 10 == 0) //Only fire every ten rejection ticks.
switch(rejecting)
if(1 to 50)
germ_level++
if(51 to 200)
germ_level += rand(1,2)
if(201 to 500)
germ_level += rand(2,3)
if(501 to INFINITY)
germ_level += rand(3,5)
owner.reagents.add_reagent(/singleton/reagent/toxin, rand(1,2))
/obj/item/organ/proc/receive_chem(chemical as obj)
return 0
/obj/item/organ/proc/rejuvenate()
damage = 0
/obj/item/organ/proc/heal_damage(amount)
if(can_recover())
damage = between(0, damage - amount, max_damage)
/obj/item/organ/proc/is_broken()
return (damage >= min_broken_damage || (status & ORGAN_CUT_AWAY) || (status & ORGAN_BROKEN))
/obj/item/organ/proc/is_usable()
return !(status & (ORGAN_CUT_AWAY|ORGAN_MUTATED|ORGAN_DEAD))
/obj/item/organ/proc/is_infected()
return (germ_level >= INFECTION_LEVEL_ONE)
/obj/item/organ/proc/estimated_infection_level()
if(germ_level < INFECTION_LEVEL_ONE)
return "Healthy"
else if(germ_level >= INFECTION_LEVEL_ONE && germ_level < INFECTION_LEVEL_TWO)
return "Infection Level One"
else if(germ_level >= INFECTION_LEVEL_TWO && germ_level < INFECTION_LEVEL_THREE)
return "Infection Level Two"
else
return "Infection Level Three"
/obj/item/organ/proc/increase_germ_level()
switch(estimated_infection_level())
if("Healthy")
germ_level = INFECTION_LEVEL_ONE
if("Infection Level One")
germ_level = INFECTION_LEVEL_TWO
if("Infection Level Two")
germ_level = INFECTION_LEVEL_THREE
/obj/item/organ/proc/decrease_germ_level()
switch(estimated_infection_level())
if("Infection Level One")
germ_level = 0
if("Infection Level Two")
germ_level = INFECTION_LEVEL_ONE
if("Infection Level Three")
germ_level = INFECTION_LEVEL_TWO
//Germs
/obj/item/organ/proc/handle_antibiotics()
var/antibiotics
if(!owner || !(CE_ANTIBIOTIC in owner.chem_effects) || (germ_level <= 0))
return
var/antiimmune = owner.chem_effects[CE_ANTIIMMUNE]
if(antiimmune)
antibiotics = ((owner.chem_effects[CE_ANTIBIOTIC]) * 0.5) //antibiotic effectiveness is severely hampered
else
antibiotics = owner.chem_effects[CE_ANTIBIOTIC]
if(germ_level <= INFECTION_LEVEL_ONE)
if(antibiotics >= 5)
germ_level = 0 //just finish up this small infection
else
germ_level = max(germ_level - (antibiotics * 5), 0) //Clears very quickly, finishing up remnants of infection
else if(germ_level <= INFECTION_LEVEL_TWO)
germ_level = max(germ_level - min(antibiotics, 6), 0) //Still quick, infection's not too bad. At max dose and germ_level 500, should take a minute or two
else
germ_level = max(germ_level - min(antibiotics * 0.5, 3), 0) //Big infections, very slow to stop. At max dose and germ_level 1000, should take five to six minutes
//Immunosuppressants
/obj/item/organ/proc/handle_immunosuppressants()
if(!owner || !(CE_ANTIIMMUNE in owner.chem_effects) || !rejecting)
return
var/antiimmune = owner.chem_effects[CE_ANTIIMMUNE]
if(rejecting <= 3)
rejecting = 0 //nullifies rejection
if(dna)
dna.b_type = owner.dna.b_type
else
rejecting = max(rejecting - min(antiimmune, 2), 0) //fairly slow to work, don't want it to be trivial after all
//Adds autopsy data for used_weapon.
/obj/item/organ/proc/add_autopsy_data(var/used_weapon, var/damage)
var/datum/autopsy_data/W = autopsy_data[used_weapon]
if(!W)
W = new()
W.weapon = used_weapon
autopsy_data[used_weapon] = W
W.hits += 1
W.damage += damage
W.time_inflicted = world.time
//Note: external organs have their own version of this proc
/obj/item/organ/proc/take_damage(var/amount, var/silent = 0)
if(src.status & ORGAN_ROBOT)
src.damage = between(0, src.damage + (amount * 0.8), max_damage)
else
src.damage = between(0, src.damage + amount, max_damage)
//only show this if the organ is not robotic
if(owner && parent_organ && amount > 0)
var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
if(parent && !silent)
owner.custom_pain("Something inside your [parent.name] hurts a lot.", 1)
/obj/item/organ/proc/robotize() //Being used to make robutt hearts, etc
robotic = ROBOTIC_MECHANICAL
status = ORGAN_ROBOT
status |= ORGAN_ASSISTED
drop_sound = 'sound/items/drop/metalweapon.ogg'
pickup_sound = 'sound/items/pickup/metalweapon.ogg'
if(robotic_name)
name = robotic_name
/obj/item/organ/proc/derobotize() //Turn a robot organ back into a flesh one. Used for appearance changers, etc.
robotic = initial(robotic)
status = initial(status)
drop_sound = initial(drop_sound)
pickup_sound = initial(pickup_sound)
name = initial(name)
/obj/item/organ/proc/mechassist() //Used to add things like pacemakers, etc
status = ORGAN_ASSISTED
robotic = ROBOTIC_ASSISTED
switch(organ_tag)
if(BP_HEART)
name = "pacemaker-assisted [initial(name)]"
if(BP_EYES)
name = "retinal overlayed [initial(name)]"
if(BP_BRAIN)
name = "pseudoneuron-assisted [initial(name)]"
else
name = "mechanically assisted [initial(name)]"
icon_state = initial(icon_state)
/obj/item/organ/emp_act(severity)
. = ..()
if(!(status & ORGAN_ASSISTED))
return
var/organ_fragility = 0.5
if((status & ORGAN_ROBOT)) //fully robotic organs take the normal emp damage, assisted ones only suffer half of it
organ_fragility = 1
switch (severity)
if (EMP_HEAVY)
take_surge_damage(15 * emp_coeff * organ_fragility)
if (EMP_LIGHT)
take_surge_damage(8 * emp_coeff * organ_fragility)
return TRUE
#define MAXIMUM_SURGE_DAMAGE 100
/obj/item/organ/proc/take_surge_damage(var/surge)
if(!BP_IS_ROBOTIC(src))
return //We check earlier, but just to make sure.
surge_damage = clamp(0, surge + surge_damage, MAXIMUM_SURGE_DAMAGE) //We want X seconds at most of hampered movement or what have you.
/**
* Remove an organ
*
* drop_organ - if true, organ will be dropped at the loc of its former owner
* detach - if true, organ will be detached from parent. Keep false for organs
* removed together with parent, as with an amputation.
*/
/obj/item/organ/proc/removed(mob/living/carbon/human/target, mob/living/user, drop_organ = TRUE, detach = TRUE)
if(!istype(owner))
return
action_button_name = null
owner.internal_organs_by_name[organ_tag] = null
owner.internal_organs_by_name -= organ_tag
owner.internal_organs_by_name -= null
owner.internal_organs -= src
if(detach && parent_organ)
var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
if(affected)
affected.internal_organs -= src
if(drop_organ)
dropInto(owner.loc)
START_PROCESSING(SSprocessing, src)
rejecting = null
if (!reagents)
create_reagents(5)
var/blood_data = LAZYACCESS(reagents.reagent_data, /singleton/reagent/blood)
if(!("blood_DNA" in blood_data))
owner.vessel.trans_to(src, 5, 1, 1)
if(owner && vital)
if(user)
user.attack_log += "\[[time_stamp()]\]<span class='warning'> removed a vital organ ([src]) from [owner.name] ([owner.ckey]) [user ? "(INTENT: [uppertext(user.a_intent)])" : ""]</span>"
owner.attack_log += "\[[time_stamp()]\]<font color='orange'> had a vital organ ([src]) removed by [user.name] ([user.ckey]) (INTENT: [uppertext(user.a_intent)])</font>"
msg_admin_attack("[user.name] ([user.ckey]) removed a vital organ ([src]) from [owner.name] ([owner.ckey]) (INTENT: [uppertext(user.a_intent)]) (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)",ckey=key_name(user),ckey_target=key_name(owner))
owner.death()
owner.update_action_buttons()
owner = null
/// Sets the organ's owner to the proc's target, and ensures its forceMoved into that target.
/obj/item/organ/proc/replaced(var/mob/living/carbon/human/target, var/obj/item/organ/external/affected)
owner = target
action_button_name = initial(action_button_name)
forceMove(owner) //just in case
if(BP_IS_ROBOTIC(src))
set_dna(owner.dna)
return TRUE
/obj/item/organ/internal/eyes/replaced(var/mob/living/carbon/human/target)
// Apply our eye colour to the target.
if(istype(target) && eye_colour)
target.r_eyes = eye_colour[1]
target.g_eyes = eye_colour[2]
target.b_eyes = eye_colour[3]
target.update_eyes()
..()
/obj/item/organ/attack(mob/living/target_mob, mob/living/user, target_zone)
if(robotic || !istype(target_mob) || !istype(user) || (user != target_mob && user.a_intent == I_HELP))
return ..()
if(alert("Do you really want to use this organ as food? It will be useless for anything else afterwards.",,"No.","Yes.") == "No.")
to_chat(user, SPAN_NOTICE("You successfully repress your cannibalistic tendencies."))
return
user.drop_from_inventory(src)
var/obj/item/reagent_containers/food/snacks/organ/O = new(get_turf(src))
O.name = name
O.appearance = src
reagents.trans_to(O, reagents.total_volume)
if(fingerprints)
O.fingerprints = fingerprints.Copy()
if(fingerprintshidden)
O.fingerprintshidden = fingerprintshidden.Copy()
if(fingerprintslast)
O.fingerprintslast = fingerprintslast
user.put_in_active_hand(O)
qdel(src)
target_mob.attackby(O, user)
//used by stethoscope
/obj/item/organ/proc/listen()
return
/obj/item/organ/proc/get_damage()
return damage
/obj/item/organ/proc/set_damage(to_set)
damage = to_set
START_PROCESSING(SSprocessing, src)
/obj/item/organ/add_damage(to_add)
START_PROCESSING(SSprocessing, src)
if (..(to_add))
return
damage += to_add