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Aurora.3/code/modules/organs/organ.dm
2022-02-08 11:40:54 +01:00

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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.
var/damage = 0 // amount of damage to the organ
var/surge_damage = 0 // EMP damage counter.
var/surge_time = 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
/obj/item/organ/New(loc, ...)
..()
if (!initialized && istype(loc, /mob/living/carbon/human/dummy/mannequin))
args[1] = TRUE
SSatoms.InitAtom(src, args)
if(max_damage)
min_broken_damage = Floor(max_damage / 2)
else
max_damage = min_broken_damage * 2
/obj/item/organ/Destroy()
STOP_PROCESSING(SSprocessing, src)
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 -= src
if(owner.organs)
owner.organs -= src
if(owner.organs_by_name)
owner.organs_by_name -= src
owner = null
QDEL_NULL(dna)
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_health()
return
/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 = all_species[SPECIES_HUMAN]
if(holder.dna)
dna = holder.dna.Clone()
species = 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)
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
START_PROCESSING(SSprocessing, src)
/obj/item/organ/proc/set_dna(var/datum/dna/new_dna)
if(new_dna)
dna = new_dna.Clone()
blood_DNA.Cut()
blood_DNA[dna.unique_enzymes] = dna.b_type
/obj/item/organ/proc/die()
if(status & ORGAN_ROBOT)
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()
damage = max(damage, min_bruised_damage)
/obj/item/organ/proc/can_feel_pain()
return (!BP_IS_ROBOTIC(src) && (!species || !(species.flags & NO_PAIN)))
#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()
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/device/mmi))
return
if(istype(loc,/obj/structure/closet/body_bag/cryobag) || istype(loc,/obj/structure/closet/crate/freezer) || istype(loc,/obj/item/storage/box/freezer))
return
//Process infections
if ((status & ORGAN_ROBOT) || (owner && owner.species && (owner.species.flags & IS_PLANT)))
germ_level = 0
return
if((status & ORGAN_ASSISTED) && surge_damage)
tick_surge_damage()
if(!owner)
if (QDELETED(reagents))
log_debug("Organ [DEBUG_REF(src)] had QDELETED reagents! Regenerating.")
create_reagents(5)
if(REAGENT_VOLUME(reagents, /decl/reagent/blood) && !(status & ORGAN_ROBOT) && prob(40))
reagents.remove_reagent(/decl/reagent/blood,0.1)
if (isturf(loc))
blood_splatter(src,src,TRUE)
if(config.organs_decay) damage += rand(1,3)
if(damage >= max_damage)
damage = max_damage
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()
handle_rejection()
handle_germ_effects()
//check if we've hit max_damage
if(damage >= max_damage)
die()
/obj/item/organ/proc/tick_surge_damage()
if(surge_damage)
do_surge_effects()
if(surge_time + 1 SECOND < world.time)
surge_damage = max(0, surge_damage - 10)
surge_time = world.time
if(!surge_damage)
surge_time = 0
clear_surge_effects()
/obj/item/organ/proc/do_surge_effects()
return
/obj/item/organ/proc/clear_surge_effects()
return
/obj/item/organ/examine(mob/user)
..(user)
if(status & ORGAN_DEAD)
to_chat(user, "<span class='notice'>The decay has set in.</span>")
/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)
var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
//spread germs
if (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. TODO: consider some kind of
// immunosuppressant that changes transplant data to make it match.
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(/decl/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 - round(amount, 0.1), 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()
if(!owner || !(CE_ANTIBIOTIC in owner.chem_effects) || (germ_level <= 0))
return
var/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
//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/mechassist() //Used to add things like pacemakers, etc
robotize()
status = ORGAN_ASSISTED
robotic = 1
if(!robotize_type)
name = initial(name)
icon_state = initial(icon_state)
/obj/item/organ/emp_act(var/severity)
if(!(status & ORGAN_ASSISTED))
return
var/organ_fragility = 0.5
if((status & ORGAN_ROBOT)) //fully robotic organs take the normal emp damage, assited ones only suffer half of it
organ_fragility = 1
switch (severity)
if (1.0)
take_surge_damage(15 * emp_coeff * organ_fragility)
if (2.0)
take_surge_damage(8 * emp_coeff * organ_fragility)
if(3.0)
take_surge_damage(4 * emp_coeff * organ_fragility)
return TRUE
#define MAXIMUM_SURGE_DAMAGE 100
/obj/item/organ/proc/take_surge_damage(var/surge)
if(!(status & ORGAN_ASSISTED))
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.
surge_time = world.time
/obj/item/organ/proc/removed(var/mob/living/carbon/human/target,var/mob/living/user)
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
var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
if(affected) affected.internal_organs -= src
loc = get_turf(owner)
START_PROCESSING(SSprocessing, src)
rejecting = null
if (!reagents)
create_reagents(5)
var/blood_data = LAZYACCESS(reagents.reagent_data, /decl/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='?_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
/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 1
/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(var/mob/target, var/mob/user)
if(robotic || !istype(target) || !istype(user) || (user != target && 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 class='notice'>You successfully repress your cannibalistic tendencies.</span>")
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.attackby(O, user)
//used by stethoscope
/obj/item/organ/proc/listen()
return