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Organ damage refactor/cleanup (#93436)
## About The Pull Request So, my original goal was just a refactor for the emissive overlays of eyes, as a way to implement the specular emissive introduced by smartkar some time ago, but somehow I found myself dragged into a bigger refactor or cleanup of organ damage, thresholds, failures. One of the main problem was that there were no procs called when a organ suffered enough damage to fail or when recovering from failure. It'd just enable or disable a bitflag, leaving it up to subtypes to decide how to tackle organ failure their own ways: diverse, funky and sometimes incompatible. More often than not relying on their very own "update_thingamajig" kinda procs that run whenever the organ takes damage, rather than just when the threshold is reached (low, high, failure. There are however a couple organs with their own quirky thresholds, I let those slide). There's also a bit of old code, especially for ears, with the `AdjustEarDamage` and temporary deafness both predating the framework for organ damage as far as I know. It really needed a coat of fresh paint. Oh, there were also more than a handful of organs that still heavily relied on some ORGAN_TRAIT source instead of the `organ_traits` list and the two add/remove procs `add_organ_trait` or `remove_organ_trait`. This include organs that lose or gain specific traits when failing et viceversa. ~~Lastly, felinids (and the halloween ghost species) having reflective eyes. It's just a nod to the tapetum lucidum that animals with night vision often have (including cats), which is why their eyes are a bit brighter in the dark. Felinids however, do not have night vision (nor do ghosts). This is merely cosmetic.~~ Cut out for the time being due to issues with the specular emissive... ## Why It's Good For The Game Refactoring / cleaning up old organ code. ## Changelog 🆑 refactor: Refactored organ damage code a little. Hopefully there won't be issues (otherwise report them). /🆑
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@@ -45,7 +45,6 @@
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return
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var/mob/living/carbon/infected_mob = advanced_disease.affected_mob
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var/obj/item/organ/ears/ears = infected_mob.get_organ_slot(ORGAN_SLOT_EARS)
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switch(advanced_disease.stage)
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if(3, 4)
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@@ -53,15 +52,18 @@
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to_chat(infected_mob, span_warning("[pick("You hear a ringing in your ear.", "Your ears pop.")]"))
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if(5)
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if(causes_permanent_deafness)
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if(ears.damage < ears.maxHealth)
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if(!HAS_TRAIT_FROM(infected_mob, TRAIT_DEAF, DISEASE_TRAIT))
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to_chat(infected_mob, span_userdanger("Your ears pop painfully and start bleeding!"))
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// Just absolutely murder me man
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ears.apply_organ_damage(ears.maxHealth)
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infected_mob.adjustOrganLoss(ORGAN_SLOT_EARS, INFINITY)
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infected_mob.emote("scream")
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ADD_TRAIT(infected_mob, TRAIT_DEAF, DISEASE_TRAIT)
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else
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to_chat(infected_mob, span_userdanger("Your ears pop and begin ringing loudly!"))
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ears.deaf = min(20, ears.deaf + 15)
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var/obj/item/organ/ears/ears = infected_mob.get_organ_slot(ORGAN_SLOT_EARS)
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var/deafness_to_add = min(40 SECONDS - ears.temporary_deafness, 30 SECONDS)
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if(deafness_to_add > 0)
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ears.adjust_temporary_deafness(deafness_to_add)
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/datum/symptom/deafness/on_stage_change(datum/disease/advance/advanced_disease)
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. = ..()
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@@ -96,7 +96,8 @@
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if(4, 5)
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if(advanced_disease.has_required_infectious_organ(infected_mob, ORGAN_SLOT_EARS))
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var/obj/item/organ/ears/ears = infected_mob.get_organ_slot(ORGAN_SLOT_EARS)
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ears.adjustEarDamage(-4, -4)
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ears?.apply_organ_damage(-4)
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ears?.adjust_temporary_deafness(-8 SECONDS)
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if(!advanced_disease.has_required_infectious_organ(infected_mob, ORGAN_SLOT_EYES))
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return
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