Medical Hoopery

Added eyes as an internal organ, removed the eye-stat var on mobs and changed it to properly direct it to eye damage. Altered all reference.

Updated the sleeper to allow for ejection of the beakers and occupants in panel.

Updated the body scanner to check for prosthetics/mechanized organs, and inform the individual of the blind disability.

Laid the groundwork for mechanical and assisted internal organs.

Groundwork for chemical: Peridaxon, a chemical that allows for the slow regeneration from organ damage.
This commit is contained in:
Nanai
2013-11-08 10:23:59 -05:00
parent fb82c376ea
commit cba1a9585d
20 changed files with 247 additions and 94 deletions

View File

@@ -118,12 +118,12 @@ obj/var/contaminated = 0
/mob/living/carbon/human/proc/burn_eyes() /mob/living/carbon/human/proc/burn_eyes()
//The proc that handles eye burning. //The proc that handles eye burning.
if(prob(20)) src << "\red Your eyes burn!" if(prob(20)) src << "\red Your eyes burn!"
eye_stat += 2.5 var/datum/organ/internal/eyes/E = internal_organs["eyes"]
E.damage += 2.5
eye_blurry = min(eye_blurry+1.5,50) eye_blurry = min(eye_blurry+1.5,50)
if (prob(max(0,eye_stat - 20) + 1) &&!eye_blind) if (prob(max(0,E.damage - 15) + 1) &&!eye_blind)
src << "\red You are blinded!" src << "\red You are blinded!"
eye_blind += 20 eye_blind += 20
eye_stat = 0
/mob/living/carbon/human/proc/pl_head_protected() /mob/living/carbon/human/proc/pl_head_protected()
//Checks if the head is adequately sealed. //Checks if the head is adequately sealed.

View File

@@ -11,6 +11,13 @@
density = 1 density = 1
var/orient = "LEFT" // "RIGHT" changes the dir suffix to "-r" var/orient = "LEFT" // "RIGHT" changes the dir suffix to "-r"
/obj/machinery/sleep_console/process()
if(stat & (NOPOWER|BROKEN))
return
src.updateUsrDialog()
return
/obj/machinery/sleep_console/ex_act(severity) /obj/machinery/sleep_console/ex_act(severity)
switch(severity) switch(severity)
if(1.0) if(1.0)
@@ -71,10 +78,11 @@
if(occupant.reagents) if(occupant.reagents)
for(var/chemical in connected.available_chemicals) for(var/chemical in connected.available_chemicals)
dat += "[connected.available_chemicals[chemical]]: [occupant.reagents.get_reagent_amount(chemical)] units<br>" dat += "[connected.available_chemicals[chemical]]: [occupant.reagents.get_reagent_amount(chemical)] units<br>"
dat += "<HR><A href='?src=\ref[src];refresh=1'>Refresh meter readings each second</A><BR>" dat += "<A href='?src=\ref[src];refresh=1'>Refresh Meter Readings</A><BR>"
if(src.connected.beaker) if(src.connected.beaker)
dat += "<HR><A href='?src=\ref[src];removebeaker=1'>Remove Beaker</A><BR>"
if(src.connected.filtering) if(src.connected.filtering)
dat += "<HR><A href='?src=\ref[src];togglefilter=1'>Stop Dialysis</A><BR>" dat += "<A href='?src=\ref[src];togglefilter=1'>Stop Dialysis</A><BR>"
dat += text("Output Beaker has [] units of free space remaining<BR><HR>", src.connected.beaker.reagents.maximum_volume - src.connected.beaker.reagents.total_volume) dat += text("Output Beaker has [] units of free space remaining<BR><HR>", src.connected.beaker.reagents.maximum_volume - src.connected.beaker.reagents.total_volume)
else else
dat += "<HR><A href='?src=\ref[src];togglefilter=1'>Start Dialysis</A><BR>" dat += "<HR><A href='?src=\ref[src];togglefilter=1'>Start Dialysis</A><BR>"
@@ -85,8 +93,10 @@
for(var/chemical in connected.available_chemicals) for(var/chemical in connected.available_chemicals)
dat += "Inject [connected.available_chemicals[chemical]]: " dat += "Inject [connected.available_chemicals[chemical]]: "
for(var/amount in connected.amounts) for(var/amount in connected.amounts)
dat += "<a href ='?src=\ref[src];chemical=[chemical];amount=[amount]'>[amount] units</a> " dat += "<a href ='?src=\ref[src];chemical=[chemical];amount=[amount]'>[amount] units</a><br> "
dat += "<br>"
dat += "<HR><A href='?src=\ref[src];ejectify=1'>Eject Patient</A>"
else else
dat += "The sleeper is empty." dat += "The sleeper is empty."
dat += text("<BR><BR><A href='?src=\ref[];mach_close=sleeper'>Close</A>", user) dat += text("<BR><BR><A href='?src=\ref[];mach_close=sleeper'>Close</A>", user)
@@ -108,19 +118,21 @@
src.connected.inject_chemical(usr,href_list["chemical"],text2num(href_list["amount"])) src.connected.inject_chemical(usr,href_list["chemical"],text2num(href_list["amount"]))
else else
usr << "\red \b This person is not in good enough condition for sleepers to be effective! Use another means of treatment, such as cryogenics!" usr << "\red \b This person is not in good enough condition for sleepers to be effective! Use another means of treatment, such as cryogenics!"
src.updateUsrDialog()
if (href_list["refresh"]) if (href_list["refresh"])
src.updateUsrDialog() src.updateUsrDialog()
if (href_list["removebeaker"])
src.connected.remove_beaker()
src.updateUsrDialog()
if (href_list["togglefilter"]) if (href_list["togglefilter"])
src.connected.toggle_filter() src.connected.toggle_filter()
src.updateUsrDialog() src.updateUsrDialog()
if (href_list["ejectify"])
src.connected.eject()
src.updateUsrDialog()
src.add_fingerprint(usr) src.add_fingerprint(usr)
return return
/obj/machinery/sleep_console/process()
if(stat & (NOPOWER|BROKEN))
return
src.updateUsrDialog()
return
/obj/machinery/sleep_console/power_change() /obj/machinery/sleep_console/power_change()
return return
@@ -144,7 +156,7 @@
anchored = 1 anchored = 1
var/orient = "LEFT" // "RIGHT" changes the dir suffix to "-r" var/orient = "LEFT" // "RIGHT" changes the dir suffix to "-r"
var/mob/living/carbon/human/occupant = null var/mob/living/carbon/human/occupant = null
var/available_chemicals = list("inaprovaline" = "Inaprovaline", "stoxin" = "Soporific", "dermaline" = "Dermaline", "bicaridine" = "Bicaridine", "dexalin" = "Dexalin") var/available_chemicals = list("inaprovaline" = "Inaprovaline", "stoxin" = "Soporific", "anti_toxin" = "Dylovene", "dexalin" = "Dexalin")
var/amounts = list(5, 10) var/amounts = list(5, 10)
var/obj/item/weapon/reagent_containers/glass/beaker = null var/obj/item/weapon/reagent_containers/glass/beaker = null
var/filtering = 0 var/filtering = 0
@@ -169,10 +181,10 @@
if(beaker.reagents.total_volume < beaker.reagents.maximum_volume) if(beaker.reagents.total_volume < beaker.reagents.maximum_volume)
src.occupant.vessel.trans_to(beaker, 1) src.occupant.vessel.trans_to(beaker, 1)
for(var/datum/reagent/x in src.occupant.reagents.reagent_list) for(var/datum/reagent/x in src.occupant.reagents.reagent_list)
if(x.volume > 20) // world << "FILTERING CHEMS"
src.occupant.reagents.trans_id_to(beaker, x.id, 2) src.occupant.reagents.trans_to(beaker, 3)
src.occupant.vessel.trans_to(beaker, 1) src.occupant.vessel.trans_to(beaker, 1)
src.updateDialog() src.updateUsrDialog()
return return
@@ -191,6 +203,7 @@
user.drop_item() user.drop_item()
G.loc = src G.loc = src
user.visible_message("[user] adds \a [G] to \the [src]!", "You add \a [G] to \the [src]!") user.visible_message("[user] adds \a [G] to \the [src]!", "You add \a [G] to \the [src]!")
src.updateUsrDialog()
return return
else else
user << "\red The sleeper has a beaker already." user << "\red The sleeper has a beaker already."

View File

@@ -281,6 +281,7 @@
var/infected = "" var/infected = ""
var/imp = "" var/imp = ""
var/bled = "" var/bled = ""
var/robot = ""
var/splint = "" var/splint = ""
var/internal_bleeding = "" var/internal_bleeding = ""
var/lung_ruptured = "" var/lung_ruptured = ""
@@ -295,6 +296,8 @@
bled = "Bleeding:" bled = "Bleeding:"
if(e.status & ORGAN_BROKEN) if(e.status & ORGAN_BROKEN)
AN = "[e.broken_description]:" AN = "[e.broken_description]:"
if(e.status & ORGAN_ROBOT)
robot = "Prosthetic:"
if(e.open) if(e.open)
open = "Open:" open = "Open:"
var/unknown_body = 0 var/unknown_body = 0
@@ -308,16 +311,25 @@
if(!AN && !open && !infected & !imp) if(!AN && !open && !infected & !imp)
AN = "None:" AN = "None:"
if(!(e.status & ORGAN_DESTROYED)) if(!(e.status & ORGAN_DESTROYED))
dat += "<td>[e.display_name]</td><td>[e.burn_dam]</td><td>[e.brute_dam]</td><td>[bled][AN][splint][open][infected][imp][internal_bleeding][lung_ruptured]</td>" dat += "<td>[e.display_name]</td><td>[e.burn_dam]</td><td>[e.brute_dam]</td><td>[robot][bled][AN][splint][open][infected][imp][internal_bleeding][lung_ruptured]</td>"
else else
dat += "<td>[e.display_name]</td><td>-</td><td>-</td><td>Not Found</td>" dat += "<td>[e.display_name]</td><td>-</td><td>-</td><td>Not Found</td>"
dat += "</tr>" dat += "</tr>"
for(var/organ_name in occupant.internal_organs) for(var/organ_name in occupant.internal_organs)
var/datum/organ/internal/i = occupant.internal_organs[organ_name] var/datum/organ/internal/i = occupant.internal_organs[organ_name]
var/mech = ""
if(i.robotic == 1)
mech = "Assisted:"
if(i.robotic == 2)
mech = "Mechanical:"
dat += "<tr>" dat += "<tr>"
dat += "<td>[i.name]</td><td>N/A</td><td>[i.damage]</td><td>None:</td>" dat += "<td>[i.name]</td><td>N/A</td><td>[i.damage]</td><td>None:[mech]</td><td></td>"
dat += "</tr>" dat += "</tr>"
dat += "</table>" dat += "</table>"
if(occupant.sdisabilities & BLIND)
dat += text("<font color='red'>Cataracts detected.</font><BR>")
if(occupant.sdisabilities & NEARSIGHTED)
dat += text("<font color='red'>Retinal misalignment detected.</font><BR>")
else else
dat += "\The [src] is empty." dat += "\The [src] is empty."
else else

View File

@@ -79,13 +79,15 @@
continue continue
O.Weaken(strength) O.Weaken(strength)
if ((O.eye_stat > 15 && prob(O.eye_stat + 50))) if (istype(O, /mob/living/carbon/human))
flick("e_flash", O:flash) var/mob/living/carbon/human/H = O
O.eye_stat += rand(1, 2) var/datum/organ/internal/eyes/E = H.internal_organs["eyes"]
if ((E.damage > E.min_bruised_damage && prob(E.damage + 50)))
flick("e_flash", O:flash)
E.damage += rand(1, 5)
else else
if(!O.blinded) if(!O.blinded)
flick("flash", O:flash) flick("flash", O:flash)
O.eye_stat += rand(0, 2)
/obj/machinery/flasher/emp_act(severity) /obj/machinery/flasher/emp_act(severity)

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@@ -522,29 +522,28 @@
"\red You stab yourself in the eyes with [src]!" \ "\red You stab yourself in the eyes with [src]!" \
) )
if(istype(M, /mob/living/carbon/human)) if(istype(M, /mob/living/carbon/human))
var/datum/organ/internal/eyes/eyes = H.internal_organs["eyes"]
eyes.damage += rand(3,4)
if(eyes.damage >= eyes.min_bruised_damage)
if(M.stat != 2)
if(eyes.robotic <= 1) //robot eyes bleeding might be a bit silly
M << "\red Your eyes start to bleed profusely!"
if(prob(50))
if(M.stat != 2)
M << "\red You drop what you're holding and clutch at your eyes!"
M.drop_item()
M.eye_blurry += 10
M.Paralyse(1)
M.Weaken(4)
if (eyes.damage >= eyes.min_broken_damage)
if(M.stat != 2)
M << "\red You go blind!"
var/datum/organ/external/affecting = M:get_organ("head") var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(7)) if(affecting.take_damage(7))
M:UpdateDamageIcon() M:UpdateDamageIcon()
else else
M.take_organ_damage(7) M.take_organ_damage(7)
M.eye_blurry += rand(3,4) M.eye_blurry += rand(3,4)
M.eye_stat += rand(2,4)
if (M.eye_stat >= 10)
M.eye_blurry += 15+(0.1*M.eye_blurry)
M.disabilities |= NEARSIGHTED
if(M.stat != 2)
M << "\red Your eyes start to bleed profusely!"
if(prob(50))
if(M.stat != 2)
M << "\red You drop what you're holding and clutch at your eyes!"
M.drop_item()
M.eye_blurry += 10
M.Paralyse(1)
M.Weaken(4)
if (prob(M.eye_stat - 10 + 1))
if(M.stat != 2)
M << "\red You go blind!"
M.sdisabilities |= BLIND
return return
/obj/item/clean_blood() /obj/item/clean_blood()

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@@ -78,6 +78,7 @@
if(M.stat == DEAD || M.sdisabilities & BLIND) //mob is dead or fully blind if(M.stat == DEAD || M.sdisabilities & BLIND) //mob is dead or fully blind
user << "<span class='notice'>[M] pupils does not react to the light!</span>" user << "<span class='notice'>[M] pupils does not react to the light!</span>"
else if(XRAY in M.mutations) //mob has X-RAY vision else if(XRAY in M.mutations) //mob has X-RAY vision
flick("flash", M.flash) //Yes, you can still get flashed wit X-Ray.
user << "<span class='notice'>[M] pupils give an eerie glow!</span>" user << "<span class='notice'>[M] pupils give an eerie glow!</span>"
else //they're okay! else //they're okay!
if(!M.blinded) if(!M.blinded)

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@@ -48,7 +48,6 @@
//Flashing everyone //Flashing everyone
if(eye_safety < 1) if(eye_safety < 1)
flick("e_flash", M.flash) flick("e_flash", M.flash)
M.eye_stat += rand(1, 3)
M.Stun(2) M.Stun(2)
M.Weaken(10) M.Weaken(10)
@@ -80,13 +79,14 @@
M.ear_deaf = max(M.ear_deaf,5) M.ear_deaf = max(M.ear_deaf,5)
//This really should be in mob not every check //This really should be in mob not every check
if (M.eye_stat >= 20) if(ishuman(M))
M << "\red Your eyes start to burn badly!" var/mob/living/carbon/human/H = M
M.disabilities |= NEARSIGHTED var/datum/organ/internal/eyes/E = H.internal_organs["eyes"]
if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang))) if (E.damage >= E.min_bruised_damage)
if (prob(M.eye_stat - 20 + 1)) M << "\red Your eyes start to burn badly!"
M << "\red You can't see anything!" if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
M.sdisabilities |= BLIND if (E.damage >= E.min_broken_damage)
M << "\red You can't see anything!"
if (M.ear_damage >= 15) if (M.ear_damage >= 15)
M << "\red Your ears start to ring badly!" M << "\red Your ears start to ring badly!"
if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang))) if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))

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@@ -354,27 +354,29 @@
/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob) /obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
if(!iscarbon(user)) return 1 if(!iscarbon(user)) return 1
var/safety = user:eyecheck() var/safety = user:eyecheck()
var/mob/living/carbon/human/H = user
var/datum/organ/internal/eyes/E = H.internal_organs["eyes"]
switch(safety) switch(safety)
if(1) if(1)
usr << "\red Your eyes sting a little." usr << "\red Your eyes sting a little."
user.eye_stat += rand(1, 2) E.damage += rand(1, 2)
if(user.eye_stat > 12) if(E.damage > 12)
user.eye_blurry += rand(3,6) user.eye_blurry += rand(3,6)
if(0) if(0)
usr << "\red Your eyes burn." usr << "\red Your eyes burn."
user.eye_stat += rand(2, 4) E.damage += rand(2, 4)
if(user.eye_stat > 10) if(E.damage > 10)
user.eye_blurry += rand(4,10) E.damage += rand(4,10)
if(-1) if(-1)
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely." usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
user.eye_blurry += rand(12,20) user.eye_blurry += rand(12,20)
user.eye_stat += rand(12, 16) E.damage += rand(12, 16)
if(user.eye_stat > 10 && safety < 2) if(E.damage > 10 && safety < 2)
user << "\red Your eyes are really starting to hurt. This can't be good for you!" user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (prob(user.eye_stat - 25 + 1)) if (E.damage >= E.min_broken_damage)
user << "\red You go blind!" user << "\red You go blind!"
user.sdisabilities |= BLIND user.sdisabilities |= BLIND
else if (prob(user.eye_stat - 15 + 1)) else if (E.damage >= E.min_bruised_damage)
user << "\red You go blind!" user << "\red You go blind!"
user.eye_blind = 5 user.eye_blind = 5
user.eye_blurry = 5 user.eye_blurry = 5

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@@ -159,6 +159,9 @@ emp_act
for(var/datum/organ/external/O in organs) for(var/datum/organ/external/O in organs)
if(O.status & ORGAN_DESTROYED) continue if(O.status & ORGAN_DESTROYED) continue
O.emp_act(severity) O.emp_act(severity)
for(var/datum/organ/internal/O in internal_organs)
if(O.robotic == 0) continue
O.emp_act(severity)
..() ..()

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@@ -21,7 +21,7 @@
var/lip_style = null //no lipstick by default- arguably misleading, as it could be used for general makeup var/lip_style = null //no lipstick by default- arguably misleading, as it could be used for general makeup
var/age = 30 //Player's age (pure fluff) var/age = 30 //Player's age (pure fluff)
var/b_type = "A+" //Player's bloodtype (Not currently used, just character fluff) var/b_type = "A+" //Player's bloodtype
var/underwear = 1 //Which underwear the player wants var/underwear = 1 //Which underwear the player wants
var/backbag = 2 //Which backpack type the player has chosen. Nothing, Satchel or Backpack. var/backbag = 2 //Which backpack type the player has chosen. Nothing, Satchel or Backpack.

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@@ -1335,10 +1335,6 @@
if(!O.up && tinted_weldhelh) if(!O.up && tinted_weldhelh)
client.screen += global_hud.darkMask client.screen += global_hud.darkMask
if(eye_stat > 20)
if(eye_stat > 30) client.screen += global_hud.darkMask
else client.screen += global_hud.vimpaired
if(machine) if(machine)
if(!machine.check_eye(src)) reset_view(null) if(!machine.check_eye(src)) reset_view(null)
else else

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@@ -280,7 +280,6 @@
blinded = 0 blinded = 0
eye_blind = 0 eye_blind = 0
eye_blurry = 0 eye_blurry = 0
eye_stat = 0
ear_deaf = 0 ear_deaf = 0
ear_damage = 0 ear_damage = 0
heal_overall_damage(getBruteLoss(), getFireLoss()) heal_overall_damage(getBruteLoss(), getFireLoss())

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@@ -81,7 +81,6 @@
var/lying = 0 var/lying = 0
var/lying_prev = 0 var/lying_prev = 0
var/canmove = 1 var/canmove = 1
var/eye_stat = null//Living, potentially Carbon
var/lastpuke = 0 var/lastpuke = 0
var/unacidable = 0 var/unacidable = 0
var/small = 0 var/small = 0

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@@ -55,12 +55,12 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
// being pumped properly anymore. // being pumped properly anymore.
var/datum/organ/internal/heart/heart = internal_organs["heart"] var/datum/organ/internal/heart/heart = internal_organs["heart"]
switch(heart.damage) switch(heart.damage)
if(5 to 10) if(1 to heart.min_bruised_damage)
blood_volume *= 0.8 blood_volume *= 0.8
if(11 to 20) if(heart.min_bruised_damage to heart.min_broken_damage)
blood_volume *= 0.5 blood_volume *= 0.6
if(21 to INFINITY) if(heart.min_broken_damage to INFINITY)
blood_volume *= 0.3 blood_volume *= 0.4
//Effects of bloodloss //Effects of bloodloss
switch(blood_volume) switch(blood_volume)
@@ -93,7 +93,7 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
src << "\red You feel extremely [word]" src << "\red You feel extremely [word]"
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD) if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
oxyloss += 5 oxyloss += 5
toxloss += 5 toxloss += 1
if(prob(15)) if(prob(15))
var/word = pick("dizzy","woosey","faint") var/word = pick("dizzy","woosey","faint")
src << "\red You feel extremely [word]" src << "\red You feel extremely [word]"

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@@ -56,6 +56,7 @@
new/datum/organ/internal/liver(src) new/datum/organ/internal/liver(src)
new/datum/organ/internal/kidney(src) new/datum/organ/internal/kidney(src)
new/datum/organ/internal/brain(src) new/datum/organ/internal/brain(src)
new/datum/organ/internal/eyes(src)
for(var/name in organs_by_name) for(var/name in organs_by_name)
organs += organs_by_name[name] organs += organs_by_name[name]

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@@ -5,11 +5,11 @@
/mob/living/carbon/human/var/list/internal_organs = list() /mob/living/carbon/human/var/list/internal_organs = list()
/datum/organ/internal /datum/organ/internal
// amount of damage to the organ var/damage = 0 // amount of damage to the organ
var/damage = 0
var/min_bruised_damage = 10 var/min_bruised_damage = 10
var/min_broken_damage = 30 var/min_broken_damage = 30
var/parent_organ = "chest" var/parent_organ = "chest"
var/robotic = 0 //For being a robot
/datum/organ/internal/proc/rejuvenate() /datum/organ/internal/proc/rejuvenate()
damage=0 damage=0
@@ -31,12 +31,33 @@
src.owner = H src.owner = H
/datum/organ/internal/proc/take_damage(amount, var/silent=0) /datum/organ/internal/proc/take_damage(amount, var/silent=0)
if(src.robotic == 2)
src.damage += amount * 0.8
src.damage += amount src.damage += amount
var/datum/organ/external/parent = owner.get_organ(parent_organ) var/datum/organ/external/parent = owner.get_organ(parent_organ)
if (!silent) if (!silent)
owner.custom_pain("Something inside your [parent.display_name] hurts a lot.", 1) owner.custom_pain("Something inside your [parent.display_name] hurts a lot.", 1)
/datum/organ/internal/proc/emp_act(severity)
if(src.robotic == 1)
take_damage(15, 0)
if(severity == 2)
take_damage(5, 0)
if(src.robotic == 2)
take_damage(30, 0)
if(severity == 2)
take_damage(15, 0)
/datum/organ/internal/proc/mechanize() //Being used to make robutt hearts, etc
robotic = 2
/datum/organ/internal/proc/mechassist() //Used to add things like pacemakers, etc
robotic = 1
min_bruised_damage = 15
min_broken_damage = 35
/**************************************************** /****************************************************
INTERNAL ORGANS DEFINES INTERNAL ORGANS DEFINES
****************************************************/ ****************************************************/
@@ -103,3 +124,15 @@
/datum/organ/internal/brain /datum/organ/internal/brain
name = "brain" name = "brain"
parent_organ = "head" parent_organ = "head"
/datum/organ/internal/eyes
name = "eyes"
parent_organ = "head"
process() //Eye damage replaces the old eye_stat var.
if(damage > min_bruised_damage)
if(damage > min_broken_damage)
owner.client.screen += global_hud.darkMask
owner.eye_blind = 20
else
owner.client.screen += global_hud.vimpaired

View File

@@ -1069,7 +1069,6 @@ datum
M.sdisabilities = 0 M.sdisabilities = 0
M.eye_blurry = 0 M.eye_blurry = 0
M.eye_blind = 0 M.eye_blind = 0
M.eye_stat = 0
M.SetWeakened(0) M.SetWeakened(0)
M.SetStunned(0) M.SetStunned(0)
M.SetParalysis(0) M.SetParalysis(0)
@@ -1189,12 +1188,33 @@ datum
if(!M) M = holder.my_atom if(!M) M = holder.my_atom
M.eye_blurry = max(M.eye_blurry-5 , 0) M.eye_blurry = max(M.eye_blurry-5 , 0)
M.eye_blind = max(M.eye_blind-5 , 0) M.eye_blind = max(M.eye_blind-5 , 0)
M.disabilities &= ~NEARSIGHTED if(ishuman(M))
M.eye_stat = max(M.eye_stat-5, 0) var/mob/living/carbon/human/H = M
var/datum/organ/internal/eyes/E = H.internal_organs["eyes"]
if(istype(E))
E.damage = max(E.damage-5 , 0)
// M.sdisabilities &= ~1 Replaced by eye surgery // M.sdisabilities &= ~1 Replaced by eye surgery
..() ..()
return return
peridaxon
name = "Peridaxon"
id = "peridaxon"
description = "Used to encourage recovery of internal organs and nervous systems. Medicate cautiously."
reagent_state = LIQUID
color = "#C8A5DC" // rgb: 200, 165, 220
overdose = 10
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/datum/organ/internal/I = H.internal_organs
if(I.parent_organ == "chest")
I.damage = max(I.damage -1 , 0)
..()
return
bicaridine bicaridine
name = "Bicaridine" name = "Bicaridine"
id = "bicaridine" id = "bicaridine"
@@ -1661,7 +1681,7 @@ datum
if(15 to 25) if(15 to 25)
M.drowsyness = max(M.drowsyness, 20) M.drowsyness = max(M.drowsyness, 20)
if(25 to INFINITY) if(25 to INFINITY)
M.Paralyse(20) M.Weaken(20)
M.drowsyness = max(M.drowsyness, 30) M.drowsyness = max(M.drowsyness, 30)
data++ data++
..() ..()
@@ -3054,29 +3074,29 @@ datum
switch(data) switch(data)
if(1 to 25) if(1 to 25)
if (!M.stuttering) M.stuttering = 1 if (!M.stuttering) M.stuttering = 1
M.make_dizzy(10) M.make_dizzy(1)
M.hallucination = max(M.hallucination, 3) M.hallucination = max(M.hallucination, 3)
if(prob(1)) M.emote(pick("twitch","giggle")) if(prob(1)) M.emote(pick("twitch","giggle"))
if(25 to 75) if(25 to 75)
if (!M.stuttering) M.stuttering = 1 if (!M.stuttering) M.stuttering = 1
M.hallucination = max(M.hallucination, 10) M.hallucination = max(M.hallucination, 10)
M.make_jittery(20) M.make_jittery(2)
M.make_dizzy(20) M.make_dizzy(2)
M.druggy = max(M.druggy, 45) M.druggy = max(M.druggy, 45)
if(prob(5)) M.emote(pick("twitch","giggle")) if(prob(5)) M.emote(pick("twitch","giggle"))
if (75 to 150) if (75 to 150)
if (!M.stuttering) M.stuttering = 1 if (!M.stuttering) M.stuttering = 1
M.hallucination = max(M.hallucination, 60) M.hallucination = max(M.hallucination, 60)
M.make_jittery(40) M.make_jittery(4)
M.make_dizzy(40) M.make_dizzy(4)
M.druggy = max(M.druggy, 60) M.druggy = max(M.druggy, 60)
if(prob(10)) M.emote(pick("twitch","giggle")) if(prob(10)) M.emote(pick("twitch","giggle"))
if(prob(30)) M.adjustToxLoss(2) if(prob(30)) M.adjustToxLoss(2)
if (150 to 300) if (150 to 300)
if (!M.stuttering) M.stuttering = 1 if (!M.stuttering) M.stuttering = 1
M.hallucination = max(M.hallucination, 60) M.hallucination = max(M.hallucination, 60)
M.make_jittery(40) M.make_jittery(4)
M.make_dizzy(40) M.make_dizzy(4)
M.druggy = max(M.druggy, 60) M.druggy = max(M.druggy, 60)
if(prob(10)) M.emote(pick("twitch","giggle")) if(prob(10)) M.emote(pick("twitch","giggle"))
if(prob(30)) M.adjustToxLoss(2) if(prob(30)) M.adjustToxLoss(2)

View File

@@ -189,6 +189,14 @@ datum
required_reagents = list("silicon" = 1, "carbon" = 1) required_reagents = list("silicon" = 1, "carbon" = 1)
result_amount = 2 result_amount = 2
peridaxon
name = "Peridaxon"
id = "peridaxon"
result = "peridaxon"
required_reagents = list("bicaridine" = 2, "clonexadone" = 2)
required_catalysts = list("plasma" = 5)
result_amount = 2
virus_food virus_food
name = "Virus Food" name = "Virus Food"
id = "virusfood" id = "virusfood"

View File

@@ -36,12 +36,15 @@
user.visible_message("\blue [user] has separated the corneas on [target]'s eyes with \the [tool]." , \ user.visible_message("\blue [user] has separated the corneas on [target]'s eyes with \the [tool]." , \
"\blue You have separated the corneas on [target]'s eyes with \the [tool].",) "\blue You have separated the corneas on [target]'s eyes with \the [tool].",)
target.op_stage.eyes = 1 target.op_stage.eyes = 1
target.blinded += 1.5
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/eyes/eyes = target.internal_organs["eyes"]
var/datum/organ/external/affected = target.get_organ(target_zone) var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, slicing [target]'s eyes wth \the [tool]!" , \ user.visible_message("\red [user]'s hand slips, slicing [target]'s eyes wth \the [tool]!" , \
"\red Your hand slips, slicing [target]'s eyes wth \the [tool]!" ) "\red Your hand slips, slicing [target]'s eyes wth \the [tool]!" )
affected.createwound(CUT, 10) affected.createwound(CUT, 10)
eyes.take_damage(5, 1)
/datum/surgery_step/eye/lift_eyes /datum/surgery_step/eye/lift_eyes
allowed_tools = list( allowed_tools = list(
@@ -66,10 +69,12 @@
target.op_stage.eyes = 2 target.op_stage.eyes = 2
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/eyes/eyes = target.internal_organs["eyes"]
var/datum/organ/external/affected = target.get_organ(target_zone) var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, damaging [target]'s eyes with \the [tool]!", \ user.visible_message("\red [user]'s hand slips, damaging [target]'s eyes with \the [tool]!", \
"\red Your hand slips, damaging [target]'s eyes with \the [tool]!") "\red Your hand slips, damaging [target]'s eyes with \the [tool]!")
target.apply_damage(10, BRUTE, affected) target.apply_damage(10, BRUTE, affected)
eyes.take_damage(5, 1)
/datum/surgery_step/eye/mend_eyes /datum/surgery_step/eye/mend_eyes
allowed_tools = list( allowed_tools = list(
@@ -95,10 +100,12 @@
target.op_stage.eyes = 3 target.op_stage.eyes = 3
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/eyes/eyes = target.internal_organs["eyes"]
var/datum/organ/external/affected = target.get_organ(target_zone) var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, stabbing \the [tool] into [target]'s eye!", \ user.visible_message("\red [user]'s hand slips, stabbing \the [tool] into [target]'s eye!", \
"\red Your hand slips, stabbing \the [tool] into [target]'s eye!") "\red Your hand slips, stabbing \the [tool] into [target]'s eye!")
target.apply_damage(10, BRUTE, affected) target.apply_damage(10, BRUTE, affected)
eyes.take_damage(5, 1)
/datum/surgery_step/eye/cauterize /datum/surgery_step/eye/cauterize
allowed_tools = list( allowed_tools = list(
@@ -119,16 +126,19 @@
"You are beginning to cauterize the incision around [target]'s eyes with \the [tool].") "You are beginning to cauterize the incision around [target]'s eyes with \the [tool].")
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/eyes/eyes = target.internal_organs["eyes"]
user.visible_message("\blue [user] cauterizes the incision around [target]'s eyes with \the [tool].", \ user.visible_message("\blue [user] cauterizes the incision around [target]'s eyes with \the [tool].", \
"\blue You cauterize the incision around [target]'s eyes with \the [tool].") "\blue You cauterize the incision around [target]'s eyes with \the [tool].")
if (target.op_stage.eyes == 3) if (target.op_stage.eyes == 3)
target.disabilities &= ~NEARSIGHTED
target.sdisabilities &= ~BLIND target.sdisabilities &= ~BLIND
target.eye_stat = 0 eyes.damage -= 15
target.op_stage.eyes = 0 target.op_stage.eyes = 0
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/eyes/eyes = target.internal_organs["eyes"]
var/datum/organ/external/affected = target.get_organ(target_zone) var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, searing [target]'s eyes with \the [tool]!", \ user.visible_message("\red [user]'s hand slips, searing [target]'s eyes with \the [tool]!", \
"\red Your hand slips, searing [target]'s eyes with \the [tool]!") "\red Your hand slips, searing [target]'s eyes with \the [tool]!")
target.apply_damage(5, BURN, affected) target.apply_damage(5, BURN, affected)
target.eye_stat += 5 eyes.take_damage(5, 1)

View File

@@ -214,8 +214,12 @@
user.visible_message("[user] starts mending the rupture in [target]'s lungs with \the [tool].", \ user.visible_message("[user] starts mending the rupture in [target]'s lungs with \the [tool].", \
"You start mending the rupture in [target]'s lungs with \the [tool]." ) "You start mending the rupture in [target]'s lungs with \the [tool]." )
if(heart.damage > 0) if(heart.damage > 0)
user.visible_message("[user] starts mending the bruises on [target]'s heart with \the [tool].", \ if(heart.robotic < 2)
"You start mending the bruises on [target]'s heart with \the [tool]." ) user.visible_message("[user] starts mending the bruises on [target]'s heart with \the [tool].", \
"You start mending the bruises on [target]'s heart with \the [tool]." )
if(heart.robotic == 2)
user.visible_message("\blue [user] attempts to repair [target]'s mechanical heart with \the [tool]...", \
"\blue You attempt to repair [target]'s heart with \the [tool]...")
if(liver.damage > 0) if(liver.damage > 0)
user.visible_message("[user] starts mending the bruises on [target]'s liver with \the [tool].", \ user.visible_message("[user] starts mending the bruises on [target]'s liver with \the [tool].", \
"You start mending the bruises on [target]'s liver with \the [tool]." ) "You start mending the bruises on [target]'s liver with \the [tool]." )
@@ -237,9 +241,13 @@
lungs.damage = 0 lungs.damage = 0
if(heart.damage > 0) if(heart.damage > 0)
user.visible_message("\blue [user] treats the bruises on [target]'s heart with \the [tool].", \ if(heart.robotic == 2)
"\blue You treat the bruises on [target]'s heart with \the [tool]." ) user.visible_message("\blue [user] pokes [target]'s mechanical heart with \the [tool].", \
heart.damage = 0 "\red [target]'s heart is not organic, you cannot operate on it with \the [tool]!")
else
user.visible_message("\blue [user] treats the bruises on [target]'s heart with \the [tool].", \
"\blue You treat the bruises on [target]'s heart with \the [tool]." )
heart.damage = 0
if(liver.damage > 0) if(liver.damage > 0)
user.visible_message("\blue [user] treats the bruises on [target]'s liver with \the [tool].", \ user.visible_message("\blue [user] treats the bruises on [target]'s liver with \the [tool].", \
@@ -256,3 +264,50 @@
user.visible_message("\red [user]'s hand slips, slicing an artery inside [target]'s chest with \the [tool]!", \ user.visible_message("\red [user]'s hand slips, slicing an artery inside [target]'s chest with \the [tool]!", \
"\red Your hand slips, slicing an artery inside [target]'s chest with \the [tool]!") "\red Your hand slips, slicing an artery inside [target]'s chest with \the [tool]!")
affected.createwound(CUT, 20) affected.createwound(CUT, 20)
/datum/surgery_step/ribcage/fix_chest_internal_robot //For artificial organs
allowed_tools = list(
/obj/item/stack/nanopaste = 100, \
/obj/item/weapon/bonegel = 60, \
/obj/item/weapon/screwdriver = 30, \
)
min_duration = 70
max_duration = 90
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/is_chest_organ_damaged = 0
var/datum/organ/external/chest/chest = target.get_organ("chest")
for(var/datum/organ/internal/I in chest.internal_organs) if(I.damage > 0)
is_chest_organ_damaged = 1
break
return ..() && is_chest_organ_damaged && target.op_stage.ribcage == 2
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/heart/heart = target.internal_organs["heart"]
if(heart.damage > 0)
if(heart.robotic == 2)
user.visible_message("[user] starts mending the mechanisms on [target]'s heart with \the [tool].", \
"You start mending the mechanisms on [target]'s heart with \the [tool]." )
target.custom_pain("The pain in your chest is living hell!",1)
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/heart/heart = target.internal_organs["heart"]
if(heart.damage > 0)
user.visible_message("\blue [user] repairs [target]'s heart with \the [tool].", \
"\blue You repair [target]'s heart with \the [tool]." )
heart.damage = 0
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/internal/heart/heart = target.internal_organs["heart"]
user.visible_message("\red [user]'s hand slips, smearing [tool] in the incision in [target]'s heart, gumming it up!!" , \
"\red Your hand slips, smearing [tool] in the incision in [target]'s heart, gumming it up!")
heart.take_damage(5, 0)
target.adjustToxLoss(5)
//////////////////////////////////////////////////////////////////
// HEART SURGERY //
//////////////////////////////////////////////////////////////////