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).
/🆑
This commit is contained in:
Ghom
2025-10-21 23:52:28 +02:00
committed by GitHub
parent 593fe47c1c
commit ca2cc70322
34 changed files with 422 additions and 388 deletions
@@ -83,8 +83,7 @@
if(HAS_TRAIT(current_target, TRAIT_DEAF))
return
var/obj/item/organ/ears/target_ears = current_target.get_organ_slot(ORGAN_SLOT_EARS)
target_ears?.adjustEarDamage(0, 5)
sound_damage(deafen = 10 SECONDS)
/mob/living/basic/bot/honkbot/ui_data(mob/user)
var/list/data = ..()
@@ -31,14 +31,10 @@
. = ..()
animate_pulse()
/obj/item/organ/legion_tumour/apply_organ_damage(damage_amount, maximum, required_organ_flag)
var/was_failing = organ_flags & ORGAN_FAILING
. = ..()
if (was_failing != (organ_flags & ORGAN_FAILING))
animate_pulse()
/obj/item/organ/legion_tumour/on_begin_failure()
animate_pulse()
/obj/item/organ/legion_tumour/set_organ_damage(damage_amount, required_organ_flag)
. = ..()
/obj/item/organ/legion_tumour/on_failure_recovery()
animate_pulse()
/// Do a heartbeat animation depending on if we're failing or not