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Bubberstation/code/modules/zombie/items.dm
Ghom 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00

81 lines
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/obj/item/mutant_hand/zombie
name = "zombie claw"
desc = "A zombie's claw is its primary tool, capable of infecting \
humans, butchering all other living things to \
sustain the zombie, smashing open airlock doors and opening \
child-safe caps on bottles."
hitsound = 'sound/effects/hallucinations/growl1.ogg'
force = 21 // Just enough to break airlocks with melee attacks
wound_bonus = -30
bare_wound_bonus = 15
sharpness = SHARP_EDGED
/obj/item/mutant_hand/zombie/afterattack(atom/target, mob/user, click_parameters)
if(ishuman(target))
try_to_zombie_infect(target, user, user.zone_selected)
else if(isliving(target))
check_feast(target, user)
/proc/try_to_zombie_infect(mob/living/carbon/human/target, mob/living/user, def_zone = BODY_ZONE_CHEST)
CHECK_DNA_AND_SPECIES(target)
// Can't zombify with no head
if(!target.get_bodypart(BODY_ZONE_HEAD))
return
if(HAS_TRAIT(target, TRAIT_NO_ZOMBIFY))
// cannot infect any TRAIT_NO_ZOMBIFY human
return
// spaceacillin has a 75% chance to block infection
if(HAS_TRAIT(target, TRAIT_VIRUS_RESISTANCE) && prob(75))
return
var/obj/item/bodypart/actual_limb = target.get_bodypart(def_zone)
// What you hitting bro?
if(!actual_limb)
return
var/limb_damage = actual_limb.get_damage()
var/limb_armor = max(0, target.getarmor(actual_limb, BIO) - 25)
// This is a pretty jank way to do this, but in short:
// if they have thick material on that bodypart it will always need at least 25 previous limb damage to trigger an infection.
// and if their bio armor isn't thick it's a bit weaker.
for(var/obj/item/clothing/iter_clothing in target.get_clothing_on_part(actual_limb))
if(iter_clothing.clothing_flags & THICKMATERIAL)
limb_armor += 25
if(limb_armor > limb_damage)
return
var/obj/item/organ/zombie_infection/infection
infection = target.get_organ_slot(ORGAN_SLOT_ZOMBIE)
if(!infection)
infection = new()
infection.Insert(target)
to_chat(user, span_alien("You see [target] twitch for a moment as [target.p_their()] head is covered in \a [infection] - [target.p_Theyve()] been infected."))
/obj/item/mutant_hand/zombie/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is ripping [user.p_their()] brains out! It looks like [user.p_theyre()] trying to commit suicide!"))
var/obj/item/bodypart/head = user.get_bodypart(BODY_ZONE_HEAD)
if(head)
head.dismember()
return BRUTELOSS
/obj/item/mutant_hand/zombie/proc/check_feast(mob/living/target, mob/living/user)
if(target.stat == DEAD)
var/hp_gained = target.maxHealth
target.investigate_log("has been devoured by a zombie.", INVESTIGATE_DEATHS)
target.gib(DROP_ALL_REMAINS)
var/need_mob_update
need_mob_update = user.adjustBruteLoss(-hp_gained, updating_health = FALSE)
need_mob_update += user.adjustToxLoss(-hp_gained, updating_health = FALSE)
need_mob_update += user.adjustFireLoss(-hp_gained, updating_health = FALSE)
need_mob_update += user.adjustOrganLoss(ORGAN_SLOT_BRAIN, -hp_gained) // Zom Bee gibbers "BRAAAAISNSs!1!"
user.set_nutrition(min(user.nutrition + hp_gained, NUTRITION_LEVEL_FULL))
if(need_mob_update)
user.updatehealth()