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GhomandGitHub ca2cc70322 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).
/🆑
2025-10-21 16:52:28 -05:00

75 lines
2.9 KiB
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//Head surgery to fix the ears organ
/datum/surgery/ear_surgery
name = "Ear surgery"
requires_bodypart_type = NONE
organ_to_manipulate = ORGAN_SLOT_EARS
possible_locs = list(BODY_ZONE_HEAD)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/fix_ears,
/datum/surgery_step/close,
)
//fix ears
/datum/surgery_step/fix_ears
name = "fix ears (hemostat)"
implements = list(
TOOL_HEMOSTAT = 100,
TOOL_SCREWDRIVER = 45,
/obj/item/pen = 25)
time = 6.4 SECONDS
/datum/surgery/ear_surgery/can_start(mob/user, mob/living/carbon/target)
return target.get_organ_slot(ORGAN_SLOT_EARS) && ..()
/datum/surgery_step/fix_ears/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to fix [target]'s ears..."),
span_notice("[user] begins to fix [target]'s ears."),
span_notice("[user] begins to perform surgery on [target]'s ears."),
)
display_pain(target, "You feel a dizzying pain in your head!")
/datum/surgery_step/fix_ears/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
var/obj/item/organ/ears/target_ears = target.get_organ_slot(ORGAN_SLOT_EARS)
display_results(
user,
target,
span_notice("You succeed in fixing [target]'s ears."),
span_notice("[user] successfully fixes [target]'s ears!"),
span_notice("[user] completes the surgery on [target]'s ears."),
)
display_pain(target, "Your head swims, but it seems like you can feel your hearing coming back!")
target_ears.set_organ_damage(0)
///makes you temporarily deaf for a duration post-surgery
var/deaf_change = 40 SECONDS - target_ears.temporary_deafness
target_ears.adjust_temporary_deafness(deaf_change)
return ..()
/datum/surgery_step/fix_ears/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(target.get_organ_by_type(/obj/item/organ/brain))
display_results(
user,
target,
span_warning("You accidentally stab [target] right in the brain!"),
span_warning("[user] accidentally stabs [target] right in the brain!"),
span_warning("[user] accidentally stabs [target] right in the brain!"),
)
display_pain(target, "You feel a visceral stabbing pain right through your head, into your brain!")
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 70)
else
display_results(
user,
target,
span_warning("You accidentally stab [target] right in the brain! Or would have, if [target] had a brain."),
span_warning("[user] accidentally stabs [target] right in the brain! Or would have, if [target] had a brain."),
span_warning("[user] accidentally stabs [target] right in the brain!"),
)
display_pain(target, "You feel a visceral stabbing pain right through your head!") // dunno who can feel pain w/o a brain but may as well be consistent.
return FALSE