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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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@@ -18,9 +18,7 @@
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!IS_CHANGELING(C))
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var/obj/item/organ/ears/ears = C.get_organ_slot(ORGAN_SLOT_EARS)
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if(ears)
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ears.adjustEarDamage(0, 30)
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C.sound_damage(deafen = 30 SECONDS)
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C.adjust_confusion(25 SECONDS)
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C.set_jitter_if_lower(100 SECONDS)
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else
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@@ -264,8 +264,7 @@
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hearer.adjust_timed_status_effect(15 SECONDS, /datum/status_effect/speech/slurring/heretic)
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hearer.emote("scream")
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hearer.add_mood_event("gates_of_mansus", /datum/mood_event/gates_of_mansus)
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var/obj/item/organ/ears/regret = hearer.get_organ_slot(ORGAN_SLOT_EARS)
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regret?.adjustEarDamage(10,20)
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hearer.sound_damage(10, 40 SECONDS)
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return "[owner.p_Their()] lungs emit [span_hypnophrase(breath_noise)]"
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/// It's full of worms
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@@ -44,16 +44,14 @@
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/// The duration of these effects are based on sanity, mainly for flavor but also to make it a weaker alpha strike
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var/maximum_duration = 15 SECONDS
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var/mind_gate_duration = ((SANITY_MAXIMUM - cast_on.mob_mood.sanity) / (SANITY_MAXIMUM - SANITY_INSANE)) * maximum_duration
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var/mind_gate_duration = ((SANITY_MAXIMUM - cast_on.mob_mood.sanity) / (SANITY_MAXIMUM - SANITY_INSANE)) * maximum_duration + 1 SECONDS
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to_chat(cast_on, span_warning("Your eyes cry out in pain, your ears bleed and your lips seal! THE MOON SMILES UPON YOU!"))
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cast_on.adjust_temp_blindness(mind_gate_duration + 1 SECONDS)
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cast_on.set_eye_blur_if_lower(mind_gate_duration + 2 SECONDS)
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cast_on.adjust_temp_blindness(mind_gate_duration)
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cast_on.set_eye_blur_if_lower(mind_gate_duration + 1 SECONDS)
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var/obj/item/organ/ears/ears = cast_on.get_organ_slot(ORGAN_SLOT_EARS)
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//adjustEarDamage takes deafness duration parameter in one unit per two seconds, instead of the normal time, so we divide by two seconds
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ears?.adjustEarDamage(0, (mind_gate_duration + 1 SECONDS) / (2 SECONDS))
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cast_on.sound_damage(0, mind_gate_duration)
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cast_on.adjust_silence(mind_gate_duration + 1 SECONDS)
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cast_on.adjust_silence(mind_gate_duration)
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cast_on.add_mood_event("moon_smile", /datum/mood_event/moon_smile)
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// Only knocksdown if the target has a low enough sanity
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