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Aurora.3/code/modules/organs/internal/brain.dm
Matt Atlas df0cd6189a Brainmed Update (#7502)
gamer time.
2019-12-10 20:41:15 +02:00

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/obj/item/organ/internal/brain
name = "brain"
health = 400 //They need to live awhile longer than other organs. Is this even used by organ code anymore?
desc = "A piece of juicy meat found in a person's head."
organ_tag = BP_BRAIN
parent_organ = BP_HEAD
vital = 1
icon_state = "brain"
force = 1.0
w_class = 2.0
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/list/datum/brain_trauma/traumas = list()
var/lobotomized = 0
var/can_lobotomize = 1
var/const/damage_threshold_count = 10
var/damage_threshold_value
var/healed_threshold = 1
var/oxygen_reserve = 6
/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/Initialize(mapload)
. = ..()
if(species)
set_max_damage(species.total_health)
else
set_max_damage(200)
if(!mapload)
addtimer(CALLBACK(src, .proc/clear_screen), 5)
/obj/item/organ/internal/brain/process()
if(owner)
if(damage > max_damage / 2 && 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))
// 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(3)
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]))
var/damprob
//Effects of bloodloss
switch(blood_volume)
if(BLOOD_VOLUME_SAFE to INFINITY)
if(can_heal)
damage = max(damage-1, 0)
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(prob(1))
to_chat(owner, "<span class='warning'>You feel [pick("dizzy","woozy","faint")]...</span>")
damprob = owner.chem_effects[CE_STABLE] ? 30 : 60
if(!past_damage_threshold(2) && prob(damprob))
take_internal_damage(1)
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
owner.eye_blurry = max(owner.eye_blurry,6)
damprob = owner.chem_effects[CE_STABLE] ? 40 : 80
if(!past_damage_threshold(4) && prob(damprob))
take_internal_damage(1)
if(!owner.paralysis && prob(10))
owner.Paralyse(rand(1,3))
to_chat(owner, "<span class='warning'>You feel extremely [pick("dizzy","woozy","faint")]...</span>")
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
owner.eye_blurry = max(owner.eye_blurry,6)
damprob = owner.chem_effects[CE_STABLE] ? 60 : 100
if(!past_damage_threshold(6) && prob(damprob))
take_internal_damage(1)
if(!owner.paralysis && prob(15))
owner.Paralyse(3,5)
to_chat(owner, "<span class='warning'>You feel extremely [pick("dizzy","woozy","faint")]...</span>")
if(-(INFINITY) to BLOOD_VOLUME_SURVIVE) // Also see heart.dm, being below this point puts you into cardiac arrest.
owner.eye_blurry = max(owner.eye_blurry,6)
damprob = owner.chem_effects[CE_STABLE] ? 80 : 100
if(prob(damprob))
take_internal_damage(1)
if(prob(damprob))
take_internal_damage(1)
..()
/obj/item/organ/internal/brain/take_internal_damage(var/damage, var/silent)
set waitfor = 0
..()
if(damage >= 10) //This probably won't be triggered by oxyloss or mercury. Probably.
var/damage_secondary = damage * 0.20
owner.eye_blurry += damage_secondary
owner.confused += damage_secondary * 2
owner.Paralyse(damage_secondary)
owner.Weaken(round(damage, 1))
if(prob(30))
addtimer(CALLBACK(src, .proc/brain_damage_callback, damage), rand(6, 20) SECONDS, TIMER_UNIQUE)
/obj/item/organ/internal/brain/proc/brain_damage_callback(var/damage) //Confuse them as a somewhat uncommon aftershock. Side note: Only here so a spawn isn't used. Also, for the sake of a unique timer.
to_chat(owner, "<span class = 'notice' font size='10'><B>I can't remember which way is forward...</B></span>")
owner.confused += damage
/obj/item/organ/internal/brain/proc/handle_severe_brain_damage()
set waitfor = FALSE
healed_threshold = 0
to_chat(owner, "<span class = 'notice' font size='10'><B>Where am I...?</B></span>")
sleep(5 SECONDS)
if(!owner)
return
to_chat(owner, "<span class = 'notice' font size='10'><B>What's going on...?</B></span>")
sleep(10 SECONDS)
if(!owner)
return
to_chat(owner, "<span class = 'notice' font size='10'><B>What happened...?</B></span>")
alert(owner, "You have taken massive brain damage! You will not be able to remember the events leading up to your injury.", "Brain Damaged")
/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 class='warning'>It becomes hard to see for some reason.</span>")
owner.eye_blurry = 10
if(damage >= 0.5*max_damage && prob(1) && owner.get_active_hand())
to_chat(owner, "<span class='danger'>Your hand won't respond properly, and you drop what you are holding!</span>")
owner.drop_item()
if(damage >= 0.6*max_damage)
owner.slurring = max(owner.slurring, 2)
if(is_broken())
if(!owner.lying)
to_chat(owner, "<span class='danger'>You black out!</span>")
owner.Paralyse(10)