Files
Bubberstation/code/game/objects/items/storage/book.dm
RandolfTheMeh 48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00

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/obj/item/storage/book
name = "hollowed book"
desc = "I guess someone didn't like it."
icon = 'icons/obj/library.dmi'
icon_state ="book"
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = FLAMMABLE
var/title = "book"
/obj/item/storage/book/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 1
/obj/item/storage/book/attack_self(mob/user)
to_chat(user, "<span class='notice'>The pages of [title] have been cut out!</span>")
GLOBAL_LIST_INIT(biblenames, list("Bible", "Quran", "Scrapbook", "Burning Bible", "Clown Bible", "Banana Bible", "Creeper Bible", "White Bible", "Holy Light", "The God Delusion", "Tome", "The King in Yellow", "Ithaqua", "Scientology", "Melted Bible", "Necronomicon","Insulationism"))
//If you get these two lists not matching in size, there will be runtimes and I will hurt you in ways you couldn't even begin to imagine
// if your bible has no custom itemstate, use one of the existing ones
GLOBAL_LIST_INIT(biblestates, list("bible", "koran", "scrapbook", "burning", "honk1", "honk2", "creeper", "white", "holylight", "atheist", "tome", "kingyellow", "ithaqua", "scientology", "melted", "necronomicon","insuls"))
GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "burning", "honk1", "honk2", "creeper", "white", "holylight", "atheist", "tome", "kingyellow", "ithaqua", "scientology", "melted", "necronomicon", "kingyellow"))
/mob/proc/bible_check() //The bible, if held, might protect against certain things
var/obj/item/storage/book/bible/B = locate() in src
if(is_holding(B))
return B
return 0
/obj/item/storage/book/bible
name = "bible"
desc = "Apply to head repeatedly."
icon = 'icons/obj/storage.dmi'
icon_state = "bible"
item_state = "bible"
lefthand_file = 'icons/mob/inhands/misc/books_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/books_righthand.dmi'
var/mob/affecting = null
var/deity_name = "Christ"
force_string = "holy"
/obj/item/storage/book/bible/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, FALSE, TRUE)
/obj/item/storage/book/bible/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is offering [user.p_them()]self to [deity_name]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/storage/book/bible/attack_self(mob/living/carbon/human/H)
if(!istype(H))
return
if(!H.can_read(src))
return FALSE
// If H is the Chaplain, we can set the icon_state of the bible (but only once!)
if(!GLOB.bible_icon_state && H.job == "Chaplain")
var/dat = "<html><head><title>Pick Bible Style</title></head><body><center><h2>Pick a bible style</h2></center><table>"
for(var/i in 1 to GLOB.biblestates.len)
var/icon/bibleicon = icon('icons/obj/storage.dmi', GLOB.biblestates[i])
var/nicename = GLOB.biblenames[i]
H << browse_rsc(bibleicon, nicename)
dat += {"<tr><td><img src="[nicename]"></td><td><a href="?src=[REF(src)];seticon=[i]">[nicename]</a></td></tr>"}
dat += "</table></body></html>"
H << browse(dat, "window=editicon;can_close=0;can_minimize=0;size=250x650")
/obj/item/storage/book/bible/Topic(href, href_list)
if(!usr.canUseTopic(src, BE_CLOSE))
return
if(href_list["seticon"] && !GLOB.bible_icon_state)
var/iconi = text2num(href_list["seticon"])
var/biblename = GLOB.biblenames[iconi]
icon_state = GLOB.biblestates[iconi]
item_state = GLOB.bibleitemstates[iconi]
if(icon_state == "honk1" || icon_state == "honk2")
var/mob/living/carbon/human/H = usr
H.dna.add_mutation(CLOWNMUT)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(H), SLOT_WEAR_MASK)
if(icon_state == "insuls")
var/mob/living/carbon/human/H =usr
var/obj/item/clothing/gloves/color/fyellow/insuls = new
insuls.name = "insuls"
insuls.desc = "A mere copy of the true insuls."
insuls.siemens_coefficient = 0.99999
H.equip_to_slot(insuls, ITEM_SLOT_GLOVES)
GLOB.bible_icon_state = icon_state
GLOB.bible_item_state = item_state
SSblackbox.record_feedback("text", "religion_book", 1, "[biblename]")
usr << browse(null, "window=editicon")
/obj/item/storage/book/bible/proc/bless(mob/living/carbon/human/H, mob/living/user)
for(var/X in H.bodyparts)
var/obj/item/bodypart/BP = X
if(BP.status == BODYPART_ROBOTIC)
to_chat(user, "<span class='warning'>[src.deity_name] refuses to heal this metallic taint!</span>")
return 0
var/heal_amt = 10
var/list/hurt_limbs = H.get_damaged_bodyparts(1, 1, null, BODYPART_ORGANIC)
if(hurt_limbs.len)
for(var/X in hurt_limbs)
var/obj/item/bodypart/affecting = X
if(affecting.heal_damage(heal_amt, heal_amt, null, BODYPART_ORGANIC))
H.update_damage_overlays()
H.visible_message("<span class='notice'>[user] heals [H] with the power of [deity_name]!</span>")
to_chat(H, "<span class='boldnotice'>May the power of [deity_name] compel you to be healed!</span>")
playsound(src.loc, "punch", 25, 1, -1)
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "blessing", /datum/mood_event/blessing)
return 1
/obj/item/storage/book/bible/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
if (!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if (HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
to_chat(user, "<span class='danger'>[src] slips out of your hand and hits your head.</span>")
user.take_bodypart_damage(10)
user.Unconscious(400)
return
var/chaplain = 0
if(user.mind && (user.mind.isholy))
chaplain = 1
if(!chaplain)
to_chat(user, "<span class='danger'>The book sizzles in your hands.</span>")
user.take_bodypart_damage(0,10)
return
if (!heal_mode)
return ..()
var/smack = 1
if (M.stat != DEAD)
if(chaplain && user == M)
to_chat(user, "<span class='warning'>You can't heal yourself!</span>")
return
if(ishuman(M) && prob(60) && bless(M, user))
smack = 0
else if(iscarbon(M))
var/mob/living/carbon/C = M
if(!istype(C.head, /obj/item/clothing/head/helmet))
C.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5, 60)
to_chat(C, "<span class='danger'>You feel dumber.</span>")
if(smack)
M.visible_message("<span class='danger'>[user] beats [M] over the head with [src]!</span>", \
"<span class='userdanger'>[user] beats [M] over the head with [src]!</span>")
playsound(src.loc, "punch", 25, 1, -1)
log_combat(user, M, "attacked", src)
else
M.visible_message("<span class='danger'>[user] smacks [M]'s lifeless corpse with [src].</span>")
playsound(src.loc, "punch", 25, 1, -1)
/obj/item/storage/book/bible/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!proximity)
return
if(isfloorturf(A))
to_chat(user, "<span class='notice'>You hit the floor with the bible.</span>")
if(user.mind && (user.mind.isholy))
for(var/obj/effect/rune/R in orange(2,user))
R.invisibility = 0
if(user.mind && (user.mind.isholy))
if(A.reagents && A.reagents.has_reagent(/datum/reagent/water)) // blesses all the water in the holder
to_chat(user, "<span class='notice'>You bless [A].</span>")
var/water2holy = A.reagents.get_reagent_amount(/datum/reagent/water)
A.reagents.del_reagent(/datum/reagent/water)
A.reagents.add_reagent(/datum/reagent/water/holywater,water2holy)
if(A.reagents && A.reagents.has_reagent(/datum/reagent/fuel/unholywater)) // yeah yeah, copy pasted code - sue me
to_chat(user, "<span class='notice'>You purify [A].</span>")
var/unholy2clean = A.reagents.get_reagent_amount(/datum/reagent/fuel/unholywater)
A.reagents.del_reagent(/datum/reagent/fuel/unholywater)
A.reagents.add_reagent(/datum/reagent/water/holywater,unholy2clean)
if(istype(A, /obj/item/storage/book/bible) && !istype(A, /obj/item/storage/book/bible/syndicate))
to_chat(user, "<span class='notice'>You purify [A], conforming it to your belief.</span>")
var/obj/item/storage/book/bible/B = A
B.name = name
B.icon_state = icon_state
B.item_state = item_state
if(istype(A, /obj/item/twohanded/required/cult_bastard) && !iscultist(user))
var/obj/item/twohanded/required/cult_bastard/sword = A
to_chat(user, "<span class='notice'>You begin to exorcise [sword].</span>")
playsound(src,'sound/hallucinations/veryfar_noise.ogg',40,1)
if(do_after(user, 40, target = sword))
playsound(src,'sound/effects/pray_chaplain.ogg',60,1)
for(var/obj/item/soulstone/SS in sword.contents)
SS.usability = TRUE
for(var/mob/living/simple_animal/shade/EX in SS)
SSticker.mode.remove_cultist(EX.mind, 1, 0)
EX.icon_state = "ghost1"
EX.name = "Purified [EX.name]"
SS.release_shades(user)
qdel(SS)
new /obj/item/nullrod/claymore(get_turf(sword))
user.visible_message("<span class='notice'>[user] has purified [sword]!</span>")
qdel(sword)
else if(istype(A, /obj/item/soulstone) && !iscultist(user))
var/obj/item/soulstone/SS = A
if(SS.purified)
return
to_chat(user, "<span class='notice'>You begin to exorcise [SS].</span>")
playsound(src,'sound/hallucinations/veryfar_noise.ogg',40,1)
if(do_after(user, 40, target = SS))
playsound(src,'sound/effects/pray_chaplain.ogg',60,1)
SS.usability = TRUE
SS.purified = TRUE
SS.icon_state = "purified_soulstone"
for(var/mob/M in SS.contents)
if(M.mind)
SS.icon_state = "purified_soulstone2"
for(var/mob/living/simple_animal/shade/EX in SS)
EX.icon_state = "ghost1"
EX.name = "Purified [initial(EX.name)]"
user.visible_message("<span class='notice'>[user] has purified [SS]!</span>")
/obj/item/storage/book/bible/booze
desc = "To be applied to the head repeatedly."
/obj/item/storage/book/bible/booze/PopulateContents()
new /obj/item/reagent_containers/food/drinks/bottle/whiskey(src)
/obj/item/storage/book/bible/syndicate
icon_state ="ebook"
deity_name = "The Syndicate"
throw_speed = 2
throwforce = 18
throw_range = 7
force = 18
hitsound = 'sound/weapons/sear.ogg'
damtype = BURN
name = "Syndicate Tome"
attack_verb = list("attacked", "burned", "blessed", "damned", "scorched")
var/uses = 1
/obj/item/storage/book/bible/syndicate/attack_self(mob/living/carbon/human/H)
if (uses)
H.mind.isholy = TRUE
uses -= 1
to_chat(H, "<span class='userdanger'>You try to open the book AND IT BITES YOU!</span>")
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
H.apply_damage(5, BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
to_chat(H, "<span class='notice'>Your name appears on the inside cover, in blood.</span>")
var/ownername = H.real_name
desc += "<span class='warning'>The name [ownername] is written in blood inside the cover.</span>"
/obj/item/storage/book/bible/syndicate/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
if (user.a_intent == INTENT_HELP)
return ..()
else
return ..(M,user,heal_mode = FALSE)
/obj/item/storage/book/bible/syndicate/add_blood_DNA(list/blood_dna)
return FALSE