## About The Pull Request This overhauls nearly all aspects related to heart attacks, making them more urgent and threatening. It also enables the use of defibrillators for quicker, less invasive treatment of heart attacks. They are now a status effect instead of a virus, with a fixed countdown of about two and a half minutes before full stoppage. As this timer counts down, symptoms steadily escalate from audio cues to suffocation and dizziness. Through treatment, the countdown can be wound back and eventually cured (or you can just swap the heart like usual. Boring!!). ### Treatment Replacing the heart is no longer the *only* option for treatment. Now, heart attacks can be cured with the use of a defib. Each shock will rewind the countdown (and symptoms) heavily, curing it after 2-4 zaps in quick succession. In lieu of a defib, most other shock sources will work, albeit much less effectively. So, if you're in security and *really* don't feel like going to medical, you can just have your fellow officers taze you back to health!  The emergency penthrite given after the attack has a new icon/message, and is slightly less forgiving. You can still use it to shock yourself back to life, still being a very risky move. The heart attack doesn't manifest on medical HUDs immediately. It only appears after the victim has reached stage 3 for the first time. At stage 3, it's pretty apparent to both the victim and anyone around that they're having a heart attack anyways, but until then it will be on the victim to identify symptoms. Heart attacks will always be reported on health analyzer scans, shown as the organ failing due to a myocardial infarction and a tooltip suggesting defibs/other shocks to treat it. This also adds two tips, for secoffs and medics, on how to treat a heart attack. Defibs also now use up charge for restarting a stopped heart, instead of only when reviving a corpse. ## Why It's Good For The Game Making heart attacks more of a threat gives way more weight to something people should be afraid of, but aren't. Heart attacks fail to emulate anything resembling a heart attack, to the point that it is lame and dissapointing. They're an annoyance and a trip to the surgery room for anyone familiar enough with the game. This iteration may be more dangerous, but it's also more *exciting* (and can be treated faster). Broadening the ways to treat a heart attack, or just stave off symptoms, gives an amount of player agency over this threat. It may be more urgent, but it doesn't mean it has to be a trip to medbay every time. You can look for other ways to get zapped (security will help if asked, I promise) or sandbox up your own solution. Also, treating heart attacks with defib shocks just makes sense. Why do we have to trash the whole heart? Usually after a heart attack it still has like, a year or so of juice left before it quits for good. More threatening heart attacks also further incentivize synthetic hearts and working out, or any other clever ways of shielding oneself from an attack (in case you're paranoid like that). And lastly, the whole reason I started with this PR in the first place -- I think it is a bit odd having heart attacks be handled as *diseases* in the code. Status effects make more sense. ## Changelog 🆑 Rhials balance: Heart attacks are now more violent and urgent. If you can hear your own heartbeat and are short of breath, you should probably see a doctor. balance: Heart attacks can now be treated and eventually cured with repeated defibrillation shocks. balance: Heart attacks can now be treated and eventually cured with repeated shocks from other sources. /🆑
/tg/station codebase
| Website | Link |
|---|---|
| Website | https://tgstation13.org |
| Code | https://github.com/tgstation/tgstation |
| Wiki | https://tgstation13.org/wiki/Main_Page |
| Codedocs | https://codedocs.tgstation13.org/ |
| /tg/station Discord | https://tgstation13.org/phpBB/viewforum.php?f=60 |
| Coderbus Discord | https://discord.gg/Vh8TJp9 |
This is the codebase for the /tg/station flavoured fork of SpaceStation 13.
Space Station 13 is a paranoia-laden round-based roleplaying game set against the backdrop of a nonsensical, metal death trap masquerading as a space station, with charming spritework designed to represent the sci-fi setting and its dangerous undertones. Have fun, and survive!
All github inquiries (such as moderation actions) may be handled via the /tg/station discord #coding-general. Simply ping the @Maintainer role, following the guide on asking questions located in the channel description, with your issue!
DOWNLOADING
Compilation
The quick way. Find bin/server.cmd in this folder and double click it to automatically build and host the server on port 1337.
The long way. Find bin/build.cmd in this folder, and double click it to initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile. If it closes, it means it has finished its job. You can then setup the server normally by opening tgstation.dmb in DreamDaemon.
Building tgstation in DreamMaker directly is deprecated and might produce errors, such as 'tgui.bundle.js': cannot find file.
How to compile in VSCode and other build options.
Getting started
For contribution guidelines refer to the Guides for Contributors.
For getting started (dev env, compilation) see the HackMD document here.
For overall design documentation see HackMD.
For lore, see Common Core.
LICENSE
All code after commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU AGPL v3.
All code before commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU GPL v3. (Including tools unless their readme specifies otherwise.)
See LICENSE and GPLv3.txt for more details.
The TGS DMAPI is licensed as a subproject under the MIT license.
See the footer of code/__DEFINES/tgs.dm and code/modules/tgs/LICENSE for the MIT license.
All assets including icons and sound are under a Creative Commons 3.0 BY-SA license unless otherwise indicated.
