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CHOMPStation2/code/modules/organs/organ.dm
CHOMPStation2StaffMirrorBot f72988f992 [MIRROR] More surgery tweaks and fixes (#12054)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-11-28 00:07:28 -05:00

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var/list/organ_cache = list()
/obj/item/organ
name = "organ"
icon = 'icons/obj/surgery.dmi'
germ_level = 0
drop_sound = 'sound/items/drop/flesh.ogg'
pickup_sound = 'sound/items/pickup/flesh.ogg'
// Strings.
var/organ_tag = "organ" // Unique identifier.
var/parent_organ = BP_TORSO // Organ holding this object.
// Status tracking.
var/status = 0 // Various status flags
var/vital // Lose a vital limb, die immediately.
var/damage = 0 // Current damage to the organ
var/robotic = 0
var/stapled_nerves = FALSE
// Reference data.
var/mob/living/carbon/human/owner // Current mob owning the organ.
var/list/transplant_data // Transplant match data.
var/list/autopsy_data = list() // Trauma data for forensics.
var/list/trace_chemicals = list() // Traces of chemicals in the organ.
var/datum/organ_data/data = new() // Stores data for appearance and investigation
// Damage vars.
var/min_bruised_damage = 10 // Damage before considered bruised
var/min_broken_damage = 60 // Damage before becoming broken CHOMPEdit: Flat doubling of all min_broken_damage
var/max_damage // Damage cap
var/can_reject = 1 // Can this organ reject?
var/rejecting // Is this organ already being rejected?
var/decays = TRUE // Can this organ decay at all?
var/preserved = 0 // If this is 1, prevents organ decay.
// Language vars. Putting them here in case we decide to do something crazy with sign-or-other-nonverbal languages.
var/list/will_assist_languages = list()
var/list/datum/language/assists_languages = list()
// Organ verb vars.
var/list/organ_verbs // Verbs added by the organ when present in the body.
var/list/target_parent_classes = list() // Is the parent supposed to be organic, robotic, assisted?
var/forgiving_class = TRUE // Will the organ give its verbs when it isn't a perfect match? I.E., assisted in organic, synthetic in organic.
var/butcherable = TRUE
var/meat_type // What does butchering, if possible, make?
var/list/medical_issues = list()
/obj/item/organ/Destroy()
handle_organ_mod_special(TRUE)
if(owner) owner = null
if(transplant_data) transplant_data.Cut()
if(autopsy_data) autopsy_data.Cut()
if(trace_chemicals) trace_chemicals.Cut()
QDEL_NULL(data)
return ..()
/obj/item/organ/proc/update_health()
return
/obj/item/organ/Initialize(mapload, var/internal)
. = ..()
create_reagents(5)
if(isliving(loc))
src.owner = loc
src.w_class = max(src.w_class + mob_size_difference(owner.mob_size, MOB_MEDIUM), 1) //smaller mobs have smaller organs.
if(internal)
if(!LAZYLEN(owner.internal_organs))
owner.internal_organs = list()
if(!LAZYLEN(owner.internal_organs_by_name))
owner.internal_organs_by_name = list()
owner.internal_organs |= src
owner.internal_organs_by_name[organ_tag] = src
else
if(!LAZYLEN(owner.organs))
owner.organs = list()
if(!LAZYLEN(owner.organs_by_name))
owner.organs_by_name = list()
owner.organs |= src
owner.organs_by_name[organ_tag] = src
if(!max_damage)
max_damage = min_broken_damage * 2
if(iscarbon(owner))
var/mob/living/carbon/C = owner
if(!C.species)
data.setup_from_species(GLOB.all_species[SPECIES_HUMAN])
if(owner.dna)
data.setup_from_dna(C.dna)
data.setup_from_species(C.species)
else
log_runtime("[src] at [loc] spawned without a proper DNA.")
var/mob/living/carbon/human/H = C
if(istype(H))
if(internal)
var/obj/item/organ/external/E = H.get_organ(parent_organ)
if(E)
if(E.internal_organs == null)
E.internal_organs = list()
E.internal_organs |= src
if(data)
add_blooddna_organ(data)
else
data.setup_from_species(GLOB.all_species["Human"])
handle_organ_mod_special()
/obj/item/organ/proc/set_initial_meat()
if(owner)
if(!meat_type)
if(owner.isSynthetic())
meat_type = /obj/item/stack/material/steel
else if(ishuman(owner))
var/mob/living/carbon/human/H = owner
meat_type = H?.species?.meat_type
if(!meat_type)
if(owner.meat_type)
meat_type = owner.meat_type
else
meat_type = /obj/item/reagent_containers/food/snacks/meat
/obj/item/organ/proc/set_dna(var/datum/dna/new_dna)
if(new_dna)
data.setup_from_dna(new_dna)
forensic_data?.clear_blooddna()
add_blooddna_organ(data)
/obj/item/organ/proc/die()
if(robotic < ORGAN_ROBOT)
status |= ORGAN_DEAD
damage = max_damage
STOP_PROCESSING(SSobj, src)
handle_organ_mod_special(TRUE)
if(owner && vital)
owner.can_defib = FALSE
owner.death()
/obj/item/organ/proc/adjust_germ_level(var/amount) // Unless you're setting germ level directly to 0, use this proc instead
germ_level = CLAMP(germ_level + amount, 0, INFECTION_LEVEL_MAX)
/obj/item/organ/process()
if(loc != owner)
owner = null
//dead already, no need for more processing
if(status & ORGAN_DEAD)
return
// Don't process if we're in a freezer, an MMI or a stasis bag.or a freezer or something I dunno
if(istype(loc,/obj/item/mmi))
return
if(preserved)
return
//check if we've hit max_damage
if(damage >= max_damage)
die()
handle_organ_proc_special()
for(var/datum/medical_issue/I in medical_issues)
I.handle_effects()
//Process infections
if(robotic >= ORGAN_ROBOT || (istype(owner) && (owner.species && (owner.species.flags & (IS_PLANT | NO_INFECT)))))
germ_level = 0
return
if(!owner && reagents)
var/datum/reagent/blood/B = locate(/datum/reagent/blood) in reagents.reagent_list
if(B && prob(40) && !isbelly(loc)) //VOREStation Edit
reagents.remove_reagent(REAGENT_ID_BLOOD,0.1)
blood_splatter(src,B,1)
if(CONFIG_GET(flag/organs_decay) && decays) damage += rand(1,3)
if(damage >= max_damage)
damage = max_damage
adjust_germ_level(rand(2,6))
if(germ_level >= INFECTION_LEVEL_TWO)
adjust_germ_level(rand(2,6))
if(germ_level >= INFECTION_LEVEL_THREE)
die()
else if(owner && owner?.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
//** Handle antibiotics and curing infections
handle_antibiotics()
handle_rejection()
handle_germ_effects()
/obj/item/organ/examine(mob/user)
. = ..()
if(status & ORGAN_DEAD)
. += span_notice("Decay appears to have set in.")
//A little wonky: internal organs stop calling this (they return early in process) when dead, but external ones cause further damage when dead
/obj/item/organ/proc/handle_germ_effects()
//** Handle the effects of infections
if(robotic >= ORGAN_ROBOT) //Just in case!
germ_level = 0
return 0
var/antibiotics = iscarbon(owner) ? owner.chem_effects[CE_ANTIBIOTIC] || 0 : 0
var/infection_damage = 0
/// Infection damage
//If the organ is dead, for the sake of organs that may have died due to non-infection, we'll only do damage if they have at least L2 infection (built up below)
//A dead organ is bad, so you start getting flooded with toxins faster.
if((status & ORGAN_DEAD) && antibiotics < ANTIBIO_OD && germ_level >= INFECTION_LEVEL_TWO)
infection_damage = CLAMP(round((germ_level - INFECTION_LEVEL_TWO)/1000), 0.25, 1) //Between 0.25 to 1 tox per tick.
//Ideally, we want them to either: A. Reach Medical or B. have their organ die. Dying to toxins is lame.
//With this math: Toxins goes up by 0.001 per 2 seconds, up to 0.1. This means 200 seconds to reach 0.1 toxins per tick (germ level is now 700).
//Limb death happens at germ level 1000. This means another 600 seconds to reach there if untreated.
//Your kidneys helps purge toxins if you have 10% or less of your maxhealth in toxins damage. This is RNG though. (See kidneys/handle_organ_proc_special)
//So you COULD get really lucky and keep healing your toxins away until your limb dies, or you could get unlucky die to toxins first.
//Nonetheless, this should give a much more reasonable window for treatment.
else if(germ_level > INFECTION_LEVEL_TWO && antibiotics < ANTIBIO_OD)
infection_damage = CLAMP(round((germ_level - INFECTION_LEVEL_TWO)/1000), 0, 0.1)
if(infection_damage)
owner.adjustToxLoss(infection_damage)
if (germ_level > 0 && germ_level < INFECTION_LEVEL_ONE/2 && prob(30))
adjust_germ_level(-antibiotics)
/// Germ Accumulation
//Dead organs accumulate germs indefinitely
if(status & ORGAN_DEAD)
adjust_germ_level(1)
//Half of level 1 is growing but harmless
if (germ_level >= INFECTION_LEVEL_ONE/2)
//aiming for germ level to go from ambient to INFECTION_LEVEL_TWO in an average of 15 minutes
if(!antibiotics && prob(round(germ_level/6)))
adjust_germ_level(1)
//Level 1 qualifies for specific organ processing effects
if(germ_level >= INFECTION_LEVEL_ONE)
. = 1 //Organ qualifies for effect-specific processing
//var/fever_temperature = (owner.species.heat_level_1 - owner.species.body_temperature - 5)* min(germ_level/INFECTION_LEVEL_TWO, 1) + owner.species.body_temperature
//owner.bodytemperature += between(0, (fever_temperature - T20C)/BODYTEMP_COLD_DIVISOR + 1, fever_temperature - owner.bodytemperature)
var/fever_temperature = owner?.species.heat_discomfort_level * 1.10 //Heat discomfort level plus 10%
if(owner?.bodytemperature < fever_temperature)
owner?.bodytemperature += min(0.2,(fever_temperature - owner?.bodytemperature) / 10) //Will usually climb by 0.2, else 10% of the difference if less
//Level two qualifies for further processing effects
if (germ_level >= INFECTION_LEVEL_TWO)
. = 2 //Organ qualifies for effect-specific processing
//No particular effect on the general 'organ' at 3
//Level three qualifies for significant growth and further effects
if (germ_level >= INFECTION_LEVEL_THREE && antibiotics < ANTIBIO_OD)
. = 3 //Organ qualifies for effect-specific processing
adjust_germ_level(rand(5,10)) //Germ_level increases without overdose of antibiotics
/obj/item/organ/proc/handle_rejection()
// Process unsuitable transplants. TODO: consider some kind of
// immunosuppressant that changes transplant data to make it match.
if(data && can_reject)
if(!rejecting)
if(blood_incompatible(data.b_type, owner.dna.b_type, data.get_species_name(), owner.species.name)) //VOREStation Edit - Process species by name.
rejecting = 1
else
rejecting++ //Rejection severity increases over time.
if(rejecting % 10 == 0) //Only fire every ten rejection ticks.
switch(rejecting)
if(1 to 50)
adjust_germ_level(1)
if(51 to 200)
adjust_germ_level(rand(1,2))
if(201 to 500)
adjust_germ_level(rand(2,3))
if(501 to INFINITY)
adjust_germ_level(rand(3,5))
owner.reagents.add_reagent(REAGENT_ID_TOXIN, rand(1,2))
/obj/item/organ/proc/receive_chem(chemical as obj)
return 0
/obj/item/organ/proc/remove_rejuv()
qdel(src)
/obj/item/organ/proc/rejuvenate(var/ignore_prosthetic_prefs)
damage = 0
status = 0
germ_level = 0
if(owner)
handle_organ_mod_special()
if(!ignore_prosthetic_prefs && owner && owner.client && owner.client.prefs && owner.client.prefs.real_name == owner.real_name)
var/status = owner.client.prefs.organ_data[organ_tag]
if(status == FBP_ASSISTED)
mechassist()
else if(status == FBP_MECHANICAL)
robotize()
/obj/item/organ/proc/is_damaged()
return damage > 0
/obj/item/organ/proc/is_bruised()
return damage >= min_bruised_damage
/obj/item/organ/proc/is_broken()
return (damage >= min_broken_damage || (status & ORGAN_CUT_AWAY) || (status & ORGAN_BROKEN))
//Germs
/obj/item/organ/proc/handle_antibiotics()
if(istype(owner))
var/antibiotics = owner.chem_effects[CE_ANTIBIOTIC] || 0
if (!germ_level || antibiotics < ANTIBIO_NORM)
return
if (germ_level < INFECTION_LEVEL_ONE)
germ_level = 0 //cure instantly
else if (germ_level < INFECTION_LEVEL_TWO)
adjust_germ_level(-antibiotics*4) //at germ_level < 500, this should cure the infection in a minute
else if (germ_level < INFECTION_LEVEL_THREE)
adjust_germ_level(-antibiotics*2) //at germ_level < 1000, this will cure the infection in 5 minutes
else
adjust_germ_level(-antibiotics) // You waited this long to get treated, you don't really deserve this organ
//Adds autopsy data for used_weapon.
/obj/item/organ/proc/add_autopsy_data(var/used_weapon, var/damage)
var/datum/autopsy_data/W = autopsy_data[used_weapon]
if(!W)
W = new()
W.weapon = used_weapon
autopsy_data[used_weapon] = W
W.hits += 1
W.damage += damage
W.time_inflicted = world.time
//Note: external organs have their own version of this proc
/obj/item/organ/take_damage(amount, var/silent=0)
if(owner)
if(SEND_SIGNAL(owner, COMSIG_INTERNAL_ORGAN_PRE_DAMAGE_APPLICATION, amount, silent) & COMPONENT_CANCEL_INTERNAL_ORGAN_DAMAGE)
return 0
if(src.robotic >= ORGAN_ROBOT)
src.damage = between(0, src.damage + (amount * 0.8), max_damage)
else
src.damage = between(0, src.damage + amount, max_damage)
//only show this if the organ is not robotic
if(owner && parent_organ && amount > 0)
var/obj/item/organ/external/parent = owner?.get_organ(parent_organ)
if(parent && !silent)
owner.custom_pain("Something inside your [parent.name] hurts a lot.", amount)
if(owner)
SEND_SIGNAL(owner, COMSIG_INTERNAL_ORGAN_PRE_DAMAGE_APPLICATION, amount, silent)
/obj/item/organ/proc/bruise()
damage = max(damage, min_bruised_damage)
/obj/item/organ/proc/break_organ() //can't name this break because it's a reserved word
damage = max(damage, min_broken_damage)
/obj/item/organ/proc/robotize() //Being used to make robutt hearts, etc
robotic = ORGAN_ROBOT
src.status &= ~ORGAN_BROKEN
src.status &= ~ORGAN_BLEEDING
src.status &= ~ORGAN_CUT_AWAY
/obj/item/organ/proc/mechassist() //Used to add things like pacemakers, etc
robotize()
robotic = ORGAN_ASSISTED
min_bruised_damage = 15
min_broken_damage = 60 // CHOMPEdit: Flat doubling of all min_broken_damage
butcherable = FALSE
/obj/item/organ/proc/digitize() //Used to make the circuit-brain. On this level in the event more circuit-organs are added/tweaks are wanted.
robotize()
/obj/item/organ/emp_act(severity, recursive)
for(var/obj/O as anything in src.contents)
O.emp_act(severity, recursive)
if(!(robotic >= ORGAN_ASSISTED))
return
for(var/i = 1; i <= robotic; i++)
switch (severity)
if (1)
take_damage(rand(5,9))
if (2)
take_damage(rand(3,7))
if (3)
take_damage(rand(2,5))
if (4)
take_damage(rand(1,3))
/obj/item/organ/proc/removed(var/mob/living/user)
if(owner)
owner.internal_organs_by_name[organ_tag] = null
owner.internal_organs_by_name -= organ_tag
owner.internal_organs_by_name -= null
owner.internal_organs -= src
var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
if(affected) affected.internal_organs -= src
owner.remove_from_mob(src, owner.drop_location())
START_PROCESSING(SSobj, src)
rejecting = null
if(istype(owner))
// VOREstation edit begin - Posibrains don't have blood reagents, so they crash this
var/datum/reagent/blood/organ_blood = null
if(reagents)
organ_blood = locate(/datum/reagent/blood) in reagents.reagent_list
// VOREstation edit end
if(!organ_blood || !organ_blood.data["blood_DNA"])
owner.vessel?.trans_to(src, 5, 1, 1)
if(owner && vital)
if(user)
add_attack_logs(user, owner, "Removed vital organ [src.name]")
if(owner.stat != DEAD)
owner.can_defib = 0
owner.death()
handle_organ_mod_special(TRUE)
owner = null
/obj/item/organ/proc/replaced(var/mob/living/carbon/human/target,var/obj/item/organ/external/affected)
if(!istype(target)) return
var/datum/reagent/blood/transplant_blood = null
if(reagents)
transplant_blood = locate(/datum/reagent/blood) in reagents.reagent_list
transplant_data = list()
if(!transplant_blood)
transplant_data["species"] = target?.species.name
transplant_data["blood_type"] = target?.dna.b_type
transplant_data["blood_DNA"] = target?.dna.unique_enzymes
else
transplant_data["species"] = transplant_blood?.data["species"]
transplant_data["blood_type"] = transplant_blood?.data["blood_type"]
transplant_data["blood_DNA"] = transplant_blood?.data["blood_DNA"]
owner = target
loc = owner
STOP_PROCESSING(SSobj, src)
target.internal_organs |= src
affected.internal_organs |= src
target.internal_organs_by_name[organ_tag] = src
handle_organ_mod_special()
/obj/item/organ/proc/bitten(mob/user)
if(robotic >= ORGAN_ROBOT)
return
to_chat(user, span_notice("You take an experimental bite out of \the [src]."))
var/datum/reagent/blood/B = locate(/datum/reagent/blood) in reagents.reagent_list
blood_splatter(src,B,1)
user.drop_from_inventory(src)
var/obj/item/reagent_containers/food/snacks/organ/O = new(get_turf(src))
O.name = name
O.icon = icon
O.icon_state = icon_state
// Pass over the blood.
reagents.trans_to(O, reagents.total_volume)
transfer_fingerprints_to(O)
transfer_blooddna_to(O)
user.put_in_active_hand(O)
qdel(src)
/obj/item/organ/attack_self(mob/user as mob)
// Convert it to an edible form, yum yum.
if(!(robotic >= ORGAN_ROBOT) && user.a_intent == I_HELP && user.zone_sel.selecting == O_MOUTH)
bitten(user)
return
/obj/item/organ/attackby(obj/item/W as obj, mob/user as mob)
if(can_butcher(W, user))
butcher(W, user)
return
return ..()
/obj/item/organ/proc/can_butcher(var/obj/item/O, var/mob/living/user)
if(butcherable && meat_type)
if(istype(O, /obj/machinery/gibber)) // The great equalizer.
return TRUE
if(robotic >= ORGAN_ROBOT)
if(O.has_tool_quality(TOOL_SCREWDRIVER))
return TRUE
else
if(is_sharp(O) && has_edge(O))
return TRUE
return FALSE
/obj/item/organ/proc/butcher(var/obj/item/O, var/mob/living/user, var/atom/newtarget)
if(robotic >= ORGAN_ROBOT)
user?.visible_message(span_notice("[user] disassembles \the [src]."))
else
user?.visible_message(span_notice("[user] butchers \the [src]."))
if(!newtarget)
newtarget = get_turf(src)
var/obj/item/newmeat = new meat_type(newtarget)
if(istype(newmeat, /obj/item/reagent_containers/food/snacks/meat))
newmeat.name = "[src.name] [newmeat.name]" // "liver meat" "heart meat", etc.
qdel(src)
/obj/item/organ/proc/organ_can_feel_pain()
if(data.get_species_flags() & NO_PAIN)
return 0
if(status & ORGAN_DESTROYED)
return 0
if(robotic && robotic < ORGAN_LIFELIKE) //Super fancy humanlike robotics probably have sensors, or something?
return 0
if(stapled_nerves)
return 0
return 1
/obj/item/organ/proc/handle_organ_mod_special(var/removed = FALSE) // Called when created, transplanted, and removed.
if(!istype(owner))
return
var/list/save_verbs = list()
if(removed && organ_verbs) // Do we share verbs with any other organs? Are they functioning?
var/list/all_organs = list()
all_organs |= owner.organs
all_organs |= owner.internal_organs
for(var/obj/item/organ/O in all_organs)
if(!(O.status & ORGAN_DEAD) && O.organ_verbs && O.check_verb_compatability())
for(var/verb_type in O.organ_verbs)
if(verb_type in organ_verbs)
save_verbs |= verb_type
if(!removed && organ_verbs && check_verb_compatability())
for(var/verb_path in organ_verbs)
add_verb(owner, verb_path)
else if(organ_verbs)
for(var/verb_path in organ_verbs)
if(!(verb_path in save_verbs))
remove_verb(owner, verb_path)
return
/obj/item/organ/proc/handle_organ_proc_special() // Called when processed.
return
/obj/item/organ/proc/check_verb_compatability() // Used for determining if an organ should give or remove its verbs. I.E., FBP part in a human, no verbs. If true, keep or add.
if(owner)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
var/obj/item/organ/O = H.get_organ(parent_organ)
if(forgiving_class)
if(O.robotic <= ORGAN_ASSISTED && robotic <= ORGAN_LIFELIKE) // Parent is organic or assisted, we are at most synthetic.
return TRUE
if(O.robotic >= ORGAN_ROBOT && robotic >= ORGAN_ASSISTED) // Parent is synthetic, and we are biosynthetic at least.
return TRUE
if(!target_parent_classes || !target_parent_classes.len) // Default checks, if we're not looking for a Specific type.
if(O.robotic == robotic) // Same thing, we're fine.
return TRUE
if(O.robotic < ORGAN_ROBOT && robotic < ORGAN_ROBOT)
return TRUE
if(O.robotic > ORGAN_ASSISTED && robotic > ORGAN_ASSISTED)
return TRUE
else
if(O.robotic in target_parent_classes)
return TRUE
return FALSE