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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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@@ -25,8 +25,6 @@
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var/mob/living/brain/brainmob = null
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/// If it's a fake brain with no brainmob assigned. Feedback messages will be faked as if it does have a brainmob. See changelings & dullahans.
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var/decoy_override = FALSE
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/// Two variables necessary for calculating whether we get a brain trauma or not
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var/damage_delta = 0
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var/list/datum/brain_trauma/traumas = list()
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@@ -345,34 +343,42 @@
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owner.investigate_log("has been killed by brain damage.", INVESTIGATE_DEATHS)
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owner.death()
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/obj/item/organ/brain/check_damage_thresholds(mob/M)
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/obj/item/organ/brain/apply_organ_damage(damage_amount, maximum = maxHealth, required_organ_flag = NONE)
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. = ..()
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var/delta_dam = . //for the sake of clarity
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if(delta_dam <= 0 || damage < BRAIN_DAMAGE_MILD)
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return
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if(prob(delta_dam * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
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gain_trauma_type(BRAIN_TRAUMA_MILD, natural_gain = TRUE)
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var/is_boosted = (owner && HAS_TRAIT(owner, TRAIT_SPECIAL_TRAUMA_BOOST))
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if(damage < BRAIN_DAMAGE_SEVERE)
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return
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if(prob(delta_dam * (1 + max(0, (damage - BRAIN_DAMAGE_SEVERE)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1%
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if(prob(20 + (is_boosted * 30)))
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL, is_boosted ? TRAUMA_RESILIENCE_SURGERY : null, natural_gain = TRUE)
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else
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gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
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/obj/item/organ/brain/check_damage_thresholds()
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. = ..()
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if(!owner)
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return
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// If we crossed blinking brain damage thresholds either way, update our blinking
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if (owner && ((prev_damage > BRAIN_DAMAGE_ASYNC_BLINKING && damage < BRAIN_DAMAGE_ASYNC_BLINKING) || (prev_damage < BRAIN_DAMAGE_ASYNC_BLINKING && damage > BRAIN_DAMAGE_ASYNC_BLINKING)))
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if((prev_damage >= BRAIN_DAMAGE_ASYNC_BLINKING && damage < BRAIN_DAMAGE_ASYNC_BLINKING) || (prev_damage < BRAIN_DAMAGE_ASYNC_BLINKING && damage >= BRAIN_DAMAGE_ASYNC_BLINKING))
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var/obj/item/organ/eyes/eyes = owner.get_organ_slot(ORGAN_SLOT_EYES)
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if(eyes?.blink_animation)
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eyes.animate_eyelids(owner)
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if(damage >= 60 && prev_damage < 60)
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owner.add_mood_event("brain_damage", /datum/mood_event/brain_damage)
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else if(prev_damage >= 60 && damage < 60)
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owner.clear_mood_event("brain_damage")
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// If we're not more injured than before, return without gambling for a trauma
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if(damage <= prev_damage)
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return
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damage_delta = damage - prev_damage
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if(damage > BRAIN_DAMAGE_MILD)
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if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
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gain_trauma_type(BRAIN_TRAUMA_MILD, natural_gain = TRUE)
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var/is_boosted = (owner && HAS_TRAIT(owner, TRAIT_SPECIAL_TRAUMA_BOOST))
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if(damage > BRAIN_DAMAGE_SEVERE)
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if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_SEVERE)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1%
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if(prob(20 + (is_boosted * 30)))
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL, is_boosted ? TRAUMA_RESILIENCE_SURGERY : null, natural_gain = TRUE)
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else
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gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
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if (!owner || owner.stat > UNCONSCIOUS)
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return
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// Conscious or soft-crit
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var/brain_message
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if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
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@@ -665,15 +671,6 @@
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amount_cured++
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return amount_cured
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/obj/item/organ/brain/apply_organ_damage(damage_amount, maximum = maxHealth, required_organ_flag = NONE)
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. = ..()
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if(!owner)
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return FALSE
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if(damage >= 60)
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owner.add_mood_event("brain_damage", /datum/mood_event/brain_damage)
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else
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owner.clear_mood_event("brain_damage")
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/// This proc lets the mob's brain decide what bodypart to attack with in an unarmed strike.
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/obj/item/organ/brain/proc/get_attacking_limb(mob/living/carbon/human/target)
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var/obj/item/bodypart/arm/active_hand = owner.get_active_hand()
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