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BloopandShadow-Quill 4ba1520df8 There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request


This PR:

- Converts all of the blood types into their own datums, which can be
set up to have their own colors, descriptions, and other fun unique
properties. For example, the clown blood that is constantly randomizing
itself.

- Converts all the blood decals into greyscale, which in turn eliminates
the need for separate xeno sprites. They both use the same ones now.

- Audit of blood splatters/gibs/bodyparts/organs to make sure that they
are getting the correct forensic data applied to them.

- For the admins: Adds a clown blood smite.

My primary goal with was to make the appearance of the new sprites look
almost indistinguishable to the original ones.

I consider this a "first pass", as in there are still some further
refactors I would like to do on the backend side, but am satisfied with
it enough to push it forward as a first step towards a better blood
system! I didn't want to do too much at once because of A) fatigue and
B) easier to test things to make sure I'm not breaking something
important this way.

This has been test-merged on Nova for over a week now and has been going
great, so I finally got around to upstreaming the bones to TG. Although
I did test it a bit you may want to TM it just in case I missed some
things when copying it over.
2025-04-29 18:33:34 -06:00

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/mob/living/brain
var/obj/item/mmi/container = null
var/emp_damage = 0//Handles a type of MMI damage
var/datum/dna/stored/stored_dna // dna var for brain. Used to store dna, brain dna is not considered like actual dna, brain.has_dna() returns FALSE.
stat = DEAD //we start dead by default
see_invisible = SEE_INVISIBLE_LIVING
speech_span = SPAN_ROBOT
/mob/living/brain/Initialize(mapload)
. = ..()
create_dna(src)
stored_dna.initialize_dna(random_human_blood_type())
if(isturf(loc)) //not spawned in an MMI or brain organ (most likely adminspawned)
var/obj/item/organ/brain/OB = new(loc) //we create a new brain organ for it.
OB.brainmob = src
forceMove(OB)
if(!container?.mecha && (!container || container.immobilize)) //Unless inside a mecha, brains are rather helpless.
add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
ADD_TRAIT(src, TRAIT_SILICON_EMOTES_ALLOWED, INNATE_TRAIT)
/mob/living/brain/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
var/obj/item/organ/brain/brain_loc = loc
if(brain_loc && isnull(new_turf) && brain_loc.owner) //we're actively being put inside a new body.
return ..(old_turf, get_turf(brain_loc.owner), same_z_layer, notify_contents)
return ..()
/mob/living/brain/proc/create_dna()
stored_dna = new /datum/dna/stored(src)
if(!stored_dna.species)
var/rando_race = pick(get_selectable_species())
stored_dna.species = new rando_race()
/mob/living/brain/Destroy()
if(key) //If there is a mob connected to this thing. Have to check key twice to avoid false death reporting.
if(stat != DEAD)
death(TRUE)
if(mind) //You aren't allowed to return to brains that don't exist
mind.set_current(null)
ghostize() //Ghostize checks for key so nothing else is necessary.
container = null
QDEL_NULL(stored_dna)
return ..()
/// Override parent here because... the blind message doesn't really work given what's happen when a brain suicides. Can't hear a brain going grey. So, we omit the "blind" message.
/mob/living/brain/send_applicable_messages()
visible_message(span_danger(get_visible_suicide_message()), span_userdanger(get_visible_suicide_message()))
/mob/living/brain/get_visible_suicide_message()
return "[src]'s brain is growing dull and lifeless. [p_They()] look[p_s()] like [p_theyve()] lost the will to live."
/mob/living/brain/apply_suicide_damage(obj/item/suicide_tool, damage_type = NONE) // we don't really care about applying damage to the brain mob and is just needless work.
return FALSE
/mob/living/brain/ex_act() //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up.
return FALSE
/mob/living/brain/blob_act(obj/structure/blob/B)
return
/mob/living/brain/get_eye_protection()//no eyes
return 2
/mob/living/brain/get_ear_protection()//no ears
return 2
/mob/living/brain/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /atom/movable/screen/fullscreen/flash, length = 25)
return // no eyes, no flashing
/mob/living/brain/can_be_revived()
if(!container || health <= HEALTH_THRESHOLD_DEAD)
return FALSE
return TRUE
/mob/living/brain/fully_replace_character_name(oldname,newname)
..()
if(stored_dna)
stored_dna.real_name = real_name
/mob/living/brain/forceMove(atom/destination)
if(container)
return container.forceMove(destination)
else if (istype(loc, /obj/item/organ/brain))
var/obj/item/organ/brain/B = loc
B.forceMove(destination)
else if (istype(destination, /obj/item/organ/brain))
doMove(destination)
else if (istype(destination, /obj/item/mmi))
doMove(destination)
else
CRASH("Brainmob without a container [src] attempted to move to [destination].")
/mob/living/brain/update_mouse_pointer()
if (!client)
return
client.mouse_pointer_icon = initial(client.mouse_pointer_icon)
if(!container)
return
if (container.mecha)
var/obj/vehicle/sealed/mecha/M = container.mecha
if(M.mouse_pointer)
client.mouse_pointer_icon = M.mouse_pointer
/mob/living/brain/proc/get_traumas()
. = list()
if(istype(loc, /obj/item/organ/brain))
var/obj/item/organ/brain/B = loc
. = B.traumas
/mob/living/brain/get_policy_keywords()
. = ..()
if(container)
. += "[container.type]"