Files
Bubberstation/code/datums/instability_meltdown.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outdated).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

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/// A possible genetic meltdown that occurs when someone exceeds 100 genetic instability
/datum/instability_meltdown
/// How likely a meltdown is to be picked
var/meltdown_weight = 1
/// If this meltdown is considered "fatal" or not
var/fatal = FALSE
/// Used to ensure that abstract subtypes do not get picked
var/abstract_type = /datum/instability_meltdown
/// Code that runs when this meltdown is picked
/datum/instability_meltdown/proc/meltdown(mob/living/carbon/human/victim)
return
// Nonfatal meltdowns
/// Turns you into a monkey
/datum/instability_meltdown/monkey
/datum/instability_meltdown/monkey/meltdown(mob/living/carbon/human/victim)
victim.monkeyize()
/// Gives you brain trauma that makes your legs disfunctional and gifts you a wheelchair
/datum/instability_meltdown/paraplegic
/datum/instability_meltdown/paraplegic/meltdown(mob/living/carbon/human/victim)
victim.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic)
new /obj/vehicle/ridden/wheelchair(get_turf(victim))
to_chat(victim, span_warning("My flesh turned into a wheelchair and I can't feel my legs."))
/// Turns you into a corgi
/datum/instability_meltdown/corgi
/datum/instability_meltdown/corgi/meltdown(mob/living/carbon/human/victim)
victim.corgize()
/// Does nothing
/datum/instability_meltdown/alright
/datum/instability_meltdown/alright/meltdown(mob/living/carbon/human/victim)
to_chat(victim, span_notice("Oh, I actually feel quite alright!"))
/// Gives you the same text as above but now when you're hit you take 200 times more damage
/datum/instability_meltdown/not_alright
/datum/instability_meltdown/not_alright/meltdown(mob/living/carbon/human/victim)
to_chat(victim, span_notice("Oh, I actually feel quite alright!"))
victim.physiology.damage_resistance -= 20000 //you thought
victim.log_message("has received x200 damage multiplier from [type] genetic meltdown")
/// Turns you into a slime
/datum/instability_meltdown/slime
/datum/instability_meltdown/slime/meltdown(mob/living/carbon/human/victim)
to_chat(victim, span_notice("Oh, I actually feel quite alright!"))
victim.reagents.add_reagent(/datum/reagent/aslimetoxin, 10)
/// Makes you phase through walls into a random direction
/datum/instability_meltdown/yeet
/datum/instability_meltdown/yeet/meltdown(mob/living/carbon/human/victim)
victim.apply_status_effect(/datum/status_effect/go_away)
/// Makes you take cell damage and gibs you after some time
/datum/instability_meltdown/decloning
/datum/instability_meltdown/decloning/meltdown(mob/living/carbon/human/victim)
to_chat(src, span_notice("Oh, I actually feel quite alright!"))
victim.ForceContractDisease(new /datum/disease/decloning) // slow acting, non-viral GBS
/// Makes you vomit up a random organ
/datum/instability_meltdown/organ_vomit
/datum/instability_meltdown/organ_vomit/meltdown(mob/living/carbon/human/victim)
var/list/elligible_organs = list()
for(var/obj/item/organ/organ as anything in victim.organs) //make sure we dont get an implant or cavity item
if(!(organ.organ_flags & ORGAN_EXTERNAL))
elligible_organs += organ
victim.vomit(VOMIT_CATEGORY_DEFAULT, lost_nutrition = 10)
if(!elligible_organs.len)
return
var/obj/item/organ/picked_organ = pick(elligible_organs)
picked_organ.Remove(src)
victim.visible_message(span_danger("[victim] vomits up [p_their()] [picked_organ.name]!"), span_danger("You vomit up your [picked_organ.name]")) //no "vomit up your heart"
picked_organ.forceMove(victim.drop_location())
if(prob(20))
picked_organ.animate_atom_living()
/// Turns you into a snail
/datum/instability_meltdown/snail
meltdown_weight = 2
/datum/instability_meltdown/snail/meltdown(mob/living/carbon/human/victim)
to_chat(victim, span_notice("Oh, I actually feel quite alright!"))
victim.ForceContractDisease(new/datum/disease/gastrolosis())
/// Turns you into the ultimate lifeform
/datum/instability_meltdown/crab
/datum/instability_meltdown/crab/meltdown(mob/living/carbon/human/victim)
to_chat(victim, span_notice("Your DNA mutates into the ultimate biological form!"))
victim.crabize()
// Fatal meltdowns
/datum/instability_meltdown/fatal
fatal = TRUE
abstract_type = /datum/instability_meltdown/fatal
/// Instantly gibs you
/datum/instability_meltdown/fatal/gib
/datum/instability_meltdown/fatal/gib/meltdown(mob/living/carbon/human/victim)
victim.investigate_log("has been gibbed by DNA instability.", INVESTIGATE_DEATHS)
victim.gib(DROP_ALL_REMAINS)
/// Dusts you
/datum/instability_meltdown/fatal/dust
/datum/instability_meltdown/fatal/dust/meltdown(mob/living/carbon/human/victim)
victim.investigate_log("has been dusted by DNA instability.", INVESTIGATE_DEATHS)
victim.dust()
/// Turns you into a statue
/datum/instability_meltdown/fatal/petrify
/datum/instability_meltdown/fatal/petrify/meltdown(mob/living/carbon/human/victim)
victim.investigate_log("has been transformed into a statue by DNA instability.", INVESTIGATE_DEATHS)
victim.death()
victim.petrify(statue_timer = INFINITY, save_brain = FALSE)
victim.ghostize(FALSE)
/// Either dismembers you, or if unable to, gibs you
/datum/instability_meltdown/fatal/dismember
/datum/instability_meltdown/fatal/dismember/meltdown(mob/living/carbon/human/victim)
var/obj/item/bodypart/part = victim.get_bodypart(pick(BODY_ZONE_CHEST,BODY_ZONE_HEAD))
if(part)
part.dismember()
return
victim.investigate_log("has been gibbed by DNA instability.", INVESTIGATE_DEATHS)
victim.gib(DROP_ALL_REMAINS)
/// Turns you into a skeleton, with a high chance of killing you soon after
/datum/instability_meltdown/fatal/skeletonize
/datum/instability_meltdown/fatal/skeletonize/meltdown(mob/living/carbon/human/victim)
victim.visible_message(span_warning("[victim]'s skin melts off!"), span_boldwarning("Your skin melts off!"))
victim.spawn_gibs()
victim.set_species(/datum/species/skeleton)
if(prob(90))
addtimer(CALLBACK(victim, TYPE_PROC_REF(/mob/living, death)), 3 SECONDS)
/// Makes you look up and melts out your eyes
/datum/instability_meltdown/fatal/ceiling
/datum/instability_meltdown/fatal/ceiling/meltdown(mob/living/carbon/human/victim)
to_chat(victim, span_phobia("LOOK UP!"))
addtimer(CALLBACK(victim, TYPE_PROC_REF(/mob/living/carbon/human, something_horrible_mindmelt)), 3 SECONDS)
/// Slowly turns you into a psyker
/datum/instability_meltdown/fatal/psyker
/datum/instability_meltdown/fatal/psyker/meltdown(mob/living/carbon/human/victim)
victim.slow_psykerize()