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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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@@ -83,8 +83,7 @@
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if(HAS_TRAIT(current_target, TRAIT_DEAF))
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return
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var/obj/item/organ/ears/target_ears = current_target.get_organ_slot(ORGAN_SLOT_EARS)
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target_ears?.adjustEarDamage(0, 5)
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sound_damage(deafen = 10 SECONDS)
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/mob/living/basic/bot/honkbot/ui_data(mob/user)
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var/list/data = ..()
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@@ -31,14 +31,10 @@
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. = ..()
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animate_pulse()
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/obj/item/organ/legion_tumour/apply_organ_damage(damage_amount, maximum, required_organ_flag)
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var/was_failing = organ_flags & ORGAN_FAILING
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. = ..()
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if (was_failing != (organ_flags & ORGAN_FAILING))
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animate_pulse()
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/obj/item/organ/legion_tumour/on_begin_failure()
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animate_pulse()
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/obj/item/organ/legion_tumour/set_organ_damage(damage_amount, required_organ_flag)
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. = ..()
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/obj/item/organ/legion_tumour/on_failure_recovery()
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animate_pulse()
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/// Do a heartbeat animation depending on if we're failing or not
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