mirror of
https://github.com/Bubberstation/Bubberstation.git
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258 lines
10 KiB
Plaintext
258 lines
10 KiB
Plaintext
/obj/item/organ/heart
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name = "heart"
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desc = "I feel bad for the heartless bastard who lost this."
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icon_state = "heart-on"
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zone = BODY_ZONE_CHEST
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slot = ORGAN_SLOT_HEART
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healing_factor = STANDARD_ORGAN_HEALING
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decay_factor = 2.5 * STANDARD_ORGAN_DECAY //designed to fail around 6 minutes after death
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low_threshold_passed = "<span class='info'>Prickles of pain appear then die out from within your chest...</span>"
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high_threshold_passed = "<span class='warning'>Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before.</span>"
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now_fixed = "<span class='info'>Your heart begins to beat again.</span>"
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high_threshold_cleared = "<span class='info'>The pain in your chest has died down, and your breathing becomes more relaxed.</span>"
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// Heart attack code is in code/modules/mob/living/carbon/human/life.dm
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var/beating = 1
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var/icon_base = "heart"
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attack_verb_continuous = list("beats", "thumps")
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attack_verb_simple = list("beat", "thump")
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var/beat = BEAT_NONE//is this mob having a heatbeat sound played? if so, which?
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var/failed = FALSE //to prevent constantly running failing code
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var/operated = FALSE //whether the heart's been operated on to fix some of its damages
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/obj/item/organ/heart/update_icon_state()
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if(beating)
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icon_state = "[icon_base]-on"
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else
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icon_state = "[icon_base]-off"
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/obj/item/organ/heart/Remove(mob/living/carbon/M, special = 0)
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..()
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if(!special)
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addtimer(CALLBACK(src, .proc/stop_if_unowned), 120)
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/obj/item/organ/heart/proc/stop_if_unowned()
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if(!owner)
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Stop()
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/obj/item/organ/heart/attack_self(mob/user)
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..()
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if(!beating)
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user.visible_message("<span class='notice'>[user] squeezes [src] to \
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make it beat again!</span>","<span class='notice'>You squeeze [src] to make it beat again!</span>")
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Restart()
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addtimer(CALLBACK(src, .proc/stop_if_unowned), 80)
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/obj/item/organ/heart/proc/Stop()
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beating = 0
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update_icon()
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return 1
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/obj/item/organ/heart/proc/Restart()
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beating = 1
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update_icon()
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return 1
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/obj/item/organ/heart/OnEatFrom(eater, feeder)
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. = ..()
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beating = FALSE
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update_icon()
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/obj/item/organ/heart/on_life()
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..()
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// If the owner doesn't need a heart, we don't need to do anything with it.
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if(!owner.needs_heart())
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return
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if(owner.client && beating)
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failed = FALSE
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var/sound/slowbeat = sound('sound/health/slowbeat.ogg', repeat = TRUE)
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var/sound/fastbeat = sound('sound/health/fastbeat.ogg', repeat = TRUE)
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var/mob/living/carbon/H = owner
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if(H.health <= H.crit_threshold && beat != BEAT_SLOW)
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beat = BEAT_SLOW
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H.playsound_local(get_turf(H), slowbeat,40,0, channel = CHANNEL_HEARTBEAT, use_reverb = FALSE)
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to_chat(owner, "<span class='notice'>You feel your heart slow down...</span>")
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if(beat == BEAT_SLOW && H.health > H.crit_threshold)
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H.stop_sound_channel(CHANNEL_HEARTBEAT)
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beat = BEAT_NONE
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if(H.jitteriness)
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if(H.health > HEALTH_THRESHOLD_FULLCRIT && (!beat || beat == BEAT_SLOW))
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H.playsound_local(get_turf(H),fastbeat,40,0, channel = CHANNEL_HEARTBEAT, use_reverb = FALSE)
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beat = BEAT_FAST
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else if(beat == BEAT_FAST)
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H.stop_sound_channel(CHANNEL_HEARTBEAT)
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beat = BEAT_NONE
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if(organ_flags & ORGAN_FAILING) //heart broke, stopped beating, death imminent
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if(owner.stat == CONSCIOUS)
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owner.visible_message("<span class='danger'>[owner] clutches at [owner.p_their()] chest as if [owner.p_their()] heart is stopping!</span>", \
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"<span class='userdanger'>You feel a terrible pain in your chest, as if your heart has stopped!</span>")
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owner.set_heartattack(TRUE)
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failed = TRUE
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/obj/item/organ/heart/get_availability(datum/species/S)
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return !(NOBLOOD in S.species_traits)
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/obj/item/organ/heart/cursed
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name = "cursed heart"
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desc = "A heart that, when inserted, will force you to pump it manually."
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icon_state = "cursedheart-off"
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icon_base = "cursedheart"
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decay_factor = 0
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actions_types = list(/datum/action/item_action/organ_action/cursed_heart)
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var/last_pump = 0
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var/add_colour = TRUE //So we're not constantly recreating colour datums
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var/pump_delay = 30 //you can pump 1 second early, for lag, but no more (otherwise you could spam heal)
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var/blood_loss = 100 //600 blood is human default, so 5 failures (below 122 blood is where humans die because reasons?)
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//How much to heal per pump, negative numbers would HURT the player
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var/heal_brute = 0
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var/heal_burn = 0
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var/heal_oxy = 0
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/obj/item/organ/heart/cursed/attack(mob/living/carbon/human/H, mob/living/carbon/human/user, obj/target)
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if(H == user && istype(H))
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playsound(user,'sound/effects/singlebeat.ogg',40,TRUE)
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user.temporarilyRemoveItemFromInventory(src, TRUE)
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Insert(user)
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else
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return ..()
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/obj/item/organ/heart/cursed/on_life()
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if(world.time > (last_pump + pump_delay))
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if(ishuman(owner) && owner.client) //While this entire item exists to make people suffer, they can't control disconnects.
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var/mob/living/carbon/human/H = owner
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if(H.dna && !(NOBLOOD in H.dna.species.species_traits))
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H.blood_volume = max(H.blood_volume - blood_loss, 0)
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to_chat(H, "<span class='userdanger'>You have to keep pumping your blood!</span>")
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if(add_colour)
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H.add_client_colour(/datum/client_colour/cursed_heart_blood) //bloody screen so real
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add_colour = FALSE
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else
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last_pump = world.time //lets be extra fair *sigh*
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/obj/item/organ/heart/cursed/Insert(mob/living/carbon/M, special = 0)
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..()
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if(owner)
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to_chat(owner, "<span class='userdanger'>Your heart has been replaced with a cursed one, you have to pump this one manually otherwise you'll die!</span>")
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/obj/item/organ/heart/cursed/Remove(mob/living/carbon/M, special = 0)
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..()
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M.remove_client_colour(/datum/client_colour/cursed_heart_blood)
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/datum/action/item_action/organ_action/cursed_heart
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name = "Pump your blood"
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//You are now brea- pumping blood manually
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/datum/action/item_action/organ_action/cursed_heart/Trigger()
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. = ..()
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if(. && istype(target, /obj/item/organ/heart/cursed))
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var/obj/item/organ/heart/cursed/cursed_heart = target
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if(world.time < (cursed_heart.last_pump + (cursed_heart.pump_delay-10))) //no spam
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to_chat(owner, "<span class='userdanger'>Too soon!</span>")
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return
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cursed_heart.last_pump = world.time
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playsound(owner,'sound/effects/singlebeat.ogg',40,TRUE)
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to_chat(owner, "<span class='notice'>Your heart beats.</span>")
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var/mob/living/carbon/human/H = owner
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if(istype(H))
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if(H.dna && !(NOBLOOD in H.dna.species.species_traits))
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H.blood_volume = min(H.blood_volume + cursed_heart.blood_loss*0.5, BLOOD_VOLUME_MAXIMUM)
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H.remove_client_colour(/datum/client_colour/cursed_heart_blood)
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cursed_heart.add_colour = TRUE
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H.adjustBruteLoss(-cursed_heart.heal_brute)
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H.adjustFireLoss(-cursed_heart.heal_burn)
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H.adjustOxyLoss(-cursed_heart.heal_oxy)
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/datum/client_colour/cursed_heart_blood
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priority = 100 //it's an indicator you're dying, so it's very high priority
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colour = "red"
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/obj/item/organ/heart/cybernetic
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name = "basic cybernetic heart"
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desc = "A basic electronic device designed to mimic the functions of an organic human heart."
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icon_state = "heart-c"
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organ_flags = ORGAN_SYNTHETIC
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maxHealth = STANDARD_ORGAN_THRESHOLD*0.75 //This also hits defib timer, so a bit higher than its less important counterparts
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var/dose_available = FALSE
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var/rid = /datum/reagent/medicine/epinephrine
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var/ramount = 10
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var/emp_vulnerability = 80 //Chance of permanent effects if emp-ed.
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/obj/item/organ/heart/cybernetic/tier2
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name = "cybernetic heart"
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desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma."
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icon_state = "heart-c-u"
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maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
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dose_available = TRUE
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emp_vulnerability = 40
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/obj/item/organ/heart/cybernetic/tier3
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name = "upgraded cybernetic heart"
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desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma. This upgraded model can regenerate its dose after use."
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icon_state = "heart-c-u2"
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maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
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dose_available = TRUE
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emp_vulnerability = 20
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/obj/item/organ/heart/cybernetic/emp_act(severity)
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. = ..()
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// If the owner doesn't need a heart, we don't need to do anything with it.
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if(!owner.needs_heart())
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return
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if(. & EMP_PROTECT_SELF)
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return
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if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
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owner.Dizzy(10)
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owner.losebreath += 10
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COOLDOWN_START(src, severe_cooldown, 20 SECONDS)
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if(prob(emp_vulnerability/severity)) //Chance of permanent effects
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organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
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Stop()
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owner.visible_message("<span class='danger'>[owner] clutches at [owner.p_their()] chest as if [owner.p_their()] heart is stopping!</span>", \
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"<span class='userdanger'>You feel a terrible pain in your chest, as if your heart has stopped!</span>")
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addtimer(CALLBACK(src, .proc/Restart), 10 SECONDS)
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/obj/item/organ/heart/cybernetic/on_life()
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. = ..()
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if(dose_available && owner.health <= owner.crit_threshold && !owner.reagents.has_reagent(rid))
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used_dose()
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/obj/item/organ/heart/cybernetic/proc/used_dose()
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owner.reagents.add_reagent(rid, ramount)
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dose_available = FALSE
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/obj/item/organ/heart/cybernetic/tier3/used_dose()
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. = ..()
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addtimer(VARSET_CALLBACK(src, dose_available, TRUE), 5 MINUTES)
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/obj/item/organ/heart/freedom
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name = "heart of freedom"
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desc = "This heart pumps with the passion to give... something freedom."
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organ_flags = ORGAN_SYNTHETIC //the power of freedom prevents heart attacks
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var/min_next_adrenaline = 0
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/obj/item/organ/heart/freedom/on_life()
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. = ..()
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if(owner.health < 5 && world.time > min_next_adrenaline)
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min_next_adrenaline = world.time + rand(250, 600) //anywhere from 4.5 to 10 minutes
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to_chat(owner, "<span class='userdanger'>You feel yourself dying, but you refuse to give up!</span>")
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owner.heal_overall_damage(15, 15, 0, BODYPART_ORGANIC)
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if(owner.reagents.get_reagent_amount(/datum/reagent/medicine/ephedrine) < 20)
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owner.reagents.add_reagent(/datum/reagent/medicine/ephedrine, 10)
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