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Ghom 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

36 lines
1.1 KiB
Plaintext

/datum/element/earhealing
element_flags = ELEMENT_DETACH_ON_HOST_DESTROY
var/list/user_by_item = list()
/datum/element/earhealing/Attach(datum/target)
. = ..()
if(!isitem(target))
return ELEMENT_INCOMPATIBLE
RegisterSignals(target, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED), PROC_REF(on_equip))
/datum/element/earhealing/Detach(datum/target)
. = ..()
UnregisterSignal(target, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED))
user_by_item -= target
/datum/element/earhealing/proc/on_equip(datum/source, mob/living/carbon/user, slot)
SIGNAL_HANDLER
if((slot & ITEM_SLOT_EARS) && istype(user))
START_PROCESSING(SSdcs, src)
user_by_item[source] = user
else
user_by_item -= source
/datum/element/earhealing/process(seconds_per_tick)
for(var/i in user_by_item)
var/mob/living/carbon/user = user_by_item[i]
var/obj/item/organ/ears/ears = user.get_organ_slot(ORGAN_SLOT_EARS)
if(!ears || (ears.organ_flags & ORGAN_FAILING) || IS_ROBOTIC_ORGAN(ears))
continue
ears.adjust_temporary_deafness(-0.5 SECONDS * seconds_per_tick)
ears.apply_organ_damage(-0.025 * seconds_per_tick)
CHECK_TICK