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Previously, because noncritical robolimbs did not count for bruteloss or burnloss (per line 13 in human_damage.dm), nothing would ever cause robot limbs to call update_wounds() on the organs to clear wounds after repair. Furthermore, update_wounds ignored wounds on robotic limbs and edited early without even checking if it should remove them. This caused a problem. This corrects this, and still exits early(er) in update_wounds() for robotic limbs, but makes sure there are no 0-damage wounds left and if there are, removes them. As a 'backup', hitting a robolimb with a welder when there's nothing to fix will also call this proc, to catch any cases where someone has directly changed wounds or anything like that. Also fixes spacing on robolimb damage examine text (get_wound_desc had spaces, but should not have in most cases), and added a message for having an open maintenance panel on a limb.
1401 lines
44 KiB
Plaintext
1401 lines
44 KiB
Plaintext
/****************************************************
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EXTERNAL ORGANS
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****************************************************/
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//These control the damage thresholds for the various ways of removing limbs
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#define DROPLIMB_THRESHOLD_EDGE 5
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#define DROPLIMB_THRESHOLD_TEAROFF 2
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#define DROPLIMB_THRESHOLD_DESTROY 1
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/obj/item/organ/external
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name = "external"
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min_broken_damage = 30
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max_damage = 0
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dir = SOUTH
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organ_tag = "limb"
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// Strings
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var/broken_description // fracture string if any.
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var/damage_state = "00" // Modifier used for generating the on-mob damage overlay for this limb.
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// Damage vars.
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var/brute_mod = 1 // Multiplier for incoming brute damage.
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var/burn_mod = 1 // As above for burn.
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var/brute_dam = 0 // Actual current brute damage.
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var/burn_dam = 0 // Actual current burn damage.
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var/last_dam = -1 // used in healing/processing calculations.
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// Appearance vars.
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var/nonsolid // Snowflake warning, reee. Used for slime limbs.
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var/icon_name = null // Icon state base.
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var/body_part = null // Part flag
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var/icon_position = 0 // Used in mob overlay layering calculations.
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var/model // Used when caching robolimb icons.
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var/force_icon // Used to force override of species-specific limb icons (for prosthetics).
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var/icon/mob_icon // Cached icon for use in mob overlays.
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var/gendered_icon = 0 // Whether or not the icon state appends a gender.
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var/s_tone // Skin tone.
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var/list/s_col // skin colour
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var/list/h_col // hair colour
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var/body_hair // Icon blend for body hair if any.
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// Wound and structural data.
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var/wound_update_accuracy = 1 // how often wounds should be updated, a higher number means less often
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var/list/wounds = list() // wound datum list.
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var/number_wounds = 0 // number of wounds, which is NOT wounds.len!
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var/obj/item/organ/external/parent // Master-limb.
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var/list/children // Sub-limbs.
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var/list/internal_organs = list() // Internal organs of this body part
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var/sabotaged = 0 // If a prosthetic limb is emagged, it will detonate when it fails.
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var/list/implants = list() // Currently implanted objects.
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var/organ_rel_size = 25 // Relative size of the organ.
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var/base_miss_chance = 20 // Chance of missing.
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// Joint/state stuff.
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var/can_grasp // It would be more appropriate if these two were named "affects_grasp" and "affects_stand" at this point
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var/can_stand // Modifies stance tally/ability to stand.
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var/disfigured = 0 // Scarred/burned beyond recognition.
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var/cannot_amputate // Impossible to amputate.
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var/cannot_break // Impossible to fracture.
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var/cannot_gib // Impossible to gib, distinct from amputation.
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var/joint = "joint" // Descriptive string used in dislocation.
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var/amputation_point // Descriptive string used in amputation.
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var/dislocated = 0 // If you target a joint, you can dislocate the limb, causing temporary damage to the organ.
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var/encased // Needs to be opened with a saw to access the organs.
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// Surgery vars.
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var/open = 0
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var/stage = 0
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var/cavity = 0
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/obj/item/organ/external/Destroy()
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if(parent && parent.children)
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parent.children -= src
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if(children)
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for(var/obj/item/organ/external/C in children)
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qdel(C)
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if(internal_organs)
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for(var/obj/item/organ/O in internal_organs)
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qdel(O)
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if(owner)
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owner.organs -= src
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owner.organs_by_name[organ_tag] = null
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owner.organs_by_name -= organ_tag
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while(null in owner.organs)
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owner.organs -= null
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return ..()
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/obj/item/organ/external/emp_act(severity)
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if(!(status & ORGAN_ROBOT))
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return
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switch (severity)
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if (1)
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take_damage(8)
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if (2)
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take_damage(4)
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/obj/item/organ/external/attack_self(var/mob/living/user)
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if(!contents.len)
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return ..()
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var/list/removable_objects = list()
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for(var/obj/item/organ/external/E in (contents + src))
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if(!istype(E))
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continue
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for(var/obj/item/I in E.contents)
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if(istype(I,/obj/item/organ))
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continue
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removable_objects |= I
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if(removable_objects.len)
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var/obj/item/I = pick(removable_objects)
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I.loc = get_turf(user) //just in case something was embedded that is not an item
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if(istype(I))
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user.put_in_hands(I)
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user.visible_message("<span class='danger'>\The [user] rips \the [I] out of \the [src]!</span>")
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return //no eating the limb until everything's been removed
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return ..()
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/obj/item/organ/external/examine()
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..()
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if(in_range(usr, src) || istype(usr, /mob/observer/dead))
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for(var/obj/item/I in contents)
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if(istype(I, /obj/item/organ))
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continue
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usr << "<span class='danger'>There is \a [I] sticking out of it.</span>"
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return
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/obj/item/organ/external/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
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switch(stage)
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if(0)
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if(istype(W,/obj/item/weapon/scalpel))
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user.visible_message("<span class='danger'><b>[user]</b> cuts [src] open with [W]!</span>")
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stage++
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return
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if(1)
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if(istype(W,/obj/item/weapon/retractor))
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user.visible_message("<span class='danger'><b>[user]</b> cracks [src] open like an egg with [W]!</span>")
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stage++
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return
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if(2)
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if(istype(W,/obj/item/weapon/hemostat))
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if(contents.len)
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var/obj/item/removing = pick(contents)
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removing.loc = get_turf(user.loc)
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user.put_in_hands(removing)
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user.visible_message("<span class='danger'><b>[user]</b> extracts [removing] from [src] with [W]!</span>")
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else
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user.visible_message("<span class='danger'><b>[user]</b> fishes around fruitlessly in [src] with [W].</span>")
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return
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..()
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/obj/item/organ/external/proc/is_dislocated()
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if(dislocated > 0)
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return 1
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if(parent)
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return parent.is_dislocated()
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return 0
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/obj/item/organ/external/proc/dislocate(var/primary)
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if(dislocated != -1)
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if(primary)
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dislocated = 2
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else
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dislocated = 1
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owner.verbs |= /mob/living/carbon/human/proc/undislocate
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if(children && children.len)
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for(var/obj/item/organ/external/child in children)
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child.dislocate()
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/obj/item/organ/external/proc/undislocate()
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if(dislocated != -1)
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dislocated = 0
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if(children && children.len)
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for(var/obj/item/organ/external/child in children)
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if(child.dislocated == 1)
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child.undislocate()
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if(owner)
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owner.shock_stage += 20
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for(var/obj/item/organ/external/limb in owner.organs)
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if(limb.dislocated == 2)
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return
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owner.verbs -= /mob/living/carbon/human/proc/undislocate
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/obj/item/organ/external/update_health()
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damage = min(max_damage, (brute_dam + burn_dam))
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return
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/obj/item/organ/external/New(var/mob/living/carbon/holder)
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..(holder, 0)
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if(owner)
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replaced(owner)
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sync_colour_to_human(owner)
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spawn(1)
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get_icon()
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/obj/item/organ/external/replaced(var/mob/living/carbon/human/target)
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owner = target
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forceMove(owner)
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if(istype(owner))
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owner.organs_by_name[organ_tag] = src
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owner.organs |= src
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for(var/obj/item/organ/organ in src)
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organ.replaced(owner,src)
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if(parent_organ)
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parent = owner.organs_by_name[src.parent_organ]
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if(parent)
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if(!parent.children)
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parent.children = list()
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parent.children.Add(src)
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//Remove all stump wounds since limb is not missing anymore
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for(var/datum/wound/lost_limb/W in parent.wounds)
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parent.wounds -= W
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qdel(W)
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break
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parent.update_damages()
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/****************************************************
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DAMAGE PROCS
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****************************************************/
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/obj/item/organ/external/proc/is_damageable(var/additional_damage = 0)
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return (vital || brute_dam + burn_dam + additional_damage < max_damage)
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/obj/item/organ/external/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
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if((brute <= 0) && (burn <= 0))
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return 0
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brute *= brute_mod
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burn *= burn_mod
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// High brute damage or sharp objects may damage internal organs
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if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= 5) || brute >= 10) && prob(5))))
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// Damage an internal organ
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if(internal_organs && internal_organs.len)
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var/obj/item/organ/I = pick(internal_organs)
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I.take_damage(brute / 2)
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brute -= brute / 2
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if(status & ORGAN_BROKEN && prob(40) && brute)
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if(!((species.flags & NO_PAIN) || (status & ORGAN_ROBOT)))
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owner.emote("scream") //getting hit on broken hand hurts
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if(used_weapon)
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add_autopsy_data("[used_weapon]", brute + burn)
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var/can_cut = (prob(brute*2) || sharp) && !(status & ORGAN_ROBOT)
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// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
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// Non-vital organs are limited to max_damage. You can't kill someone by bludeonging their arm all the way to 200 -- you can
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// push them faster into paincrit though, as the additional damage is converted into shock.
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if(is_damageable(brute + burn) || !config.limbs_can_break)
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if(brute)
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if(can_cut)
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if(sharp && !edge)
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createwound( PIERCE, brute )
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else
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createwound( CUT, brute )
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else
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createwound( BRUISE, brute )
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if(burn)
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createwound( BURN, burn )
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else
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//If we can't inflict the full amount of damage, spread the damage in other ways
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//How much damage can we actually cause?
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var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam)
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var/spillover = 0
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if(can_inflict)
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if (brute > 0)
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//Inflict all burte damage we can
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if(can_cut)
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if(sharp && !edge)
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createwound( PIERCE, min(brute,can_inflict) )
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else
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createwound( CUT, min(brute,can_inflict) )
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else
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createwound( BRUISE, min(brute,can_inflict) )
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var/temp = can_inflict
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//How much mroe damage can we inflict
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can_inflict = max(0, can_inflict - brute)
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//How much brute damage is left to inflict
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spillover += max(0, brute - temp)
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if (burn > 0 && can_inflict)
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//Inflict all burn damage we can
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createwound(BURN, min(burn,can_inflict))
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//How much burn damage is left to inflict
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spillover += max(0, burn - can_inflict)
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//If there are still hurties to dispense
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if (spillover)
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owner.shock_stage += spillover * config.organ_damage_spillover_multiplier
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// sync the organ's damage with its wounds
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src.update_damages()
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owner.updatehealth() //droplimb will call updatehealth() again if it does end up being called
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//If limb took enough damage, try to cut or tear it off
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if(owner && loc == owner && !is_stump())
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if(!cannot_amputate && config.limbs_can_break && (brute_dam + burn_dam) >= (max_damage * config.organ_health_multiplier))
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//organs can come off in three cases
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//1. If the damage source is edge_eligible and the brute damage dealt exceeds the edge threshold, then the organ is cut off.
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//2. If the damage amount dealt exceeds the disintegrate threshold, the organ is completely obliterated.
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//3. If the organ has already reached or would be put over it's max damage amount (currently redundant),
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// and the brute damage dealt exceeds the tearoff threshold, the organ is torn off.
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//Check edge eligibility
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var/edge_eligible = 0
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if(edge)
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if(istype(used_weapon,/obj/item))
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var/obj/item/W = used_weapon
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if(W.w_class >= w_class)
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edge_eligible = 1
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else
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edge_eligible = 1
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if(edge_eligible && brute >= max_damage / DROPLIMB_THRESHOLD_EDGE && prob(brute))
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droplimb(0, DROPLIMB_EDGE)
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else if(burn >= max_damage / DROPLIMB_THRESHOLD_DESTROY && prob(burn/3))
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droplimb(0, DROPLIMB_BURN)
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else if(brute >= max_damage / DROPLIMB_THRESHOLD_DESTROY && prob(brute))
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droplimb(0, DROPLIMB_BLUNT)
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else if(brute >= max_damage / DROPLIMB_THRESHOLD_TEAROFF && prob(brute/3))
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droplimb(0, DROPLIMB_EDGE)
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return update_icon()
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/obj/item/organ/external/proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
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if(status & ORGAN_ROBOT && !robo_repair)
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return
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//Heal damage on the individual wounds
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for(var/datum/wound/W in wounds)
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if(brute == 0 && burn == 0)
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break
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// heal brute damage
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if(W.damage_type == BURN)
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burn = W.heal_damage(burn)
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else
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brute = W.heal_damage(brute)
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if(internal)
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status &= ~ORGAN_BROKEN
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//Sync the organ's damage with its wounds
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src.update_damages()
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src.update_wounds()
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owner.updatehealth()
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var/result = update_icon()
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return result
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/*
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This function completely restores a damaged organ to perfect condition.
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*/
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/obj/item/organ/external/rejuvenate(var/ignore_prosthetic_prefs)
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damage_state = "00"
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status = 0
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brute_dam = 0
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burn_dam = 0
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germ_level = 0
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wounds.Cut()
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number_wounds = 0
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// handle internal organs
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for(var/obj/item/organ/current_organ in internal_organs)
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current_organ.rejuvenate(ignore_prosthetic_prefs)
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// remove embedded objects and drop them on the floor
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for(var/obj/implanted_object in implants)
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if(!istype(implanted_object,/obj/item/weapon/implant)) // We don't want to remove REAL implants. Just shrapnel etc.
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implanted_object.loc = get_turf(src)
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implants -= implanted_object
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if(owner && !ignore_prosthetic_prefs)
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if(owner.client && owner.client.prefs && owner.client.prefs.real_name == owner.real_name)
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var/status = owner.client.prefs.organ_data[organ_tag]
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if(status == "amputated")
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remove_rejuv()
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else if(status == "cyborg")
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var/robodata = owner.client.prefs.rlimb_data[organ_tag]
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if(robodata)
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robotize(robodata)
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else
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robotize()
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owner.updatehealth()
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/obj/item/organ/external/remove_rejuv()
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if(owner)
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owner.organs -= src
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owner.organs_by_name[organ_tag] = null
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owner.organs_by_name -= organ_tag
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while(null in owner.organs) owner.organs -= null
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if(children && children.len)
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for(var/obj/item/organ/external/E in children)
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E.remove_rejuv()
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children.Cut()
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for(var/obj/item/organ/internal/I in internal_organs)
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I.remove_rejuv()
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..()
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/obj/item/organ/external/proc/createwound(var/type = CUT, var/damage)
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if(damage == 0) return
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//moved this before the open_wound check so that having many small wounds for example doesn't somehow protect you from taking internal damage (because of the return)
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//Possibly trigger an internal wound, too.
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var/local_damage = brute_dam + burn_dam + damage
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if(damage > 15 && type != BURN && local_damage > 30 && prob(damage) && !(status & ORGAN_ROBOT))
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var/datum/wound/internal_bleeding/I = new (min(damage - 15, 15))
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wounds += I
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owner.custom_pain("You feel something rip in your [name]!", 1)
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// first check whether we can widen an existing wound
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if(wounds.len > 0 && prob(max(50+(number_wounds-1)*10,90)))
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if((type == CUT || type == BRUISE) && damage >= 5)
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//we need to make sure that the wound we are going to worsen is compatible with the type of damage...
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var/list/compatible_wounds = list()
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for (var/datum/wound/W in wounds)
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if (W.can_worsen(type, damage))
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compatible_wounds += W
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if(compatible_wounds.len)
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var/datum/wound/W = pick(compatible_wounds)
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W.open_wound(damage)
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if(prob(25))
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if(status & ORGAN_ROBOT)
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owner.visible_message("<span class='danger'>The damage to [owner.name]'s [name] worsens.</span>",\
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"<span class='danger'>The damage to your [name] worsens.</span>",\
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"<span class='danger'>You hear the screech of abused metal.</span>")
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else
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owner.visible_message("<span class='danger'>The wound on [owner.name]'s [name] widens with a nasty ripping noise.</span>",\
|
|
"<span class='danger'>The wound on your [name] widens with a nasty ripping noise.</span>",\
|
|
"<span class='danger'>You hear a nasty ripping noise, as if flesh is being torn apart.</span>")
|
|
return
|
|
|
|
//Creating wound
|
|
var/wound_type = get_wound_type(type, damage)
|
|
|
|
if(wound_type)
|
|
var/datum/wound/W = new wound_type(damage)
|
|
|
|
//Check whether we can add the wound to an existing wound
|
|
for(var/datum/wound/other in wounds)
|
|
if(other.can_merge(W))
|
|
other.merge_wound(W)
|
|
W = null // to signify that the wound was added
|
|
break
|
|
if(W)
|
|
wounds += W
|
|
|
|
/****************************************************
|
|
PROCESSING & UPDATING
|
|
****************************************************/
|
|
|
|
//external organs handle brokenness a bit differently when it comes to damage. Instead brute_dam is checked inside process()
|
|
//this also ensures that an external organ cannot be "broken" without broken_description being set.
|
|
/obj/item/organ/external/is_broken()
|
|
return ((status & ORGAN_CUT_AWAY) || ((status & ORGAN_BROKEN) && !(status & ORGAN_SPLINTED)))
|
|
|
|
//Determines if we even need to process this organ.
|
|
/obj/item/organ/external/proc/need_process()
|
|
if(status & (ORGAN_CUT_AWAY|ORGAN_BLEEDING|ORGAN_BROKEN|ORGAN_DESTROYED|ORGAN_SPLINTED|ORGAN_DEAD|ORGAN_MUTATED))
|
|
return 1
|
|
if(brute_dam || burn_dam)
|
|
return 1
|
|
if(last_dam != brute_dam + burn_dam) // Process when we are fully healed up.
|
|
last_dam = brute_dam + burn_dam
|
|
return 1
|
|
else
|
|
last_dam = brute_dam + burn_dam
|
|
if(germ_level)
|
|
return 1
|
|
return 0
|
|
|
|
/obj/item/organ/external/process()
|
|
if(owner)
|
|
//Dismemberment
|
|
//if(parent && parent.is_stump()) //should never happen
|
|
// warning("\The [src] ([src.type]) belonging to [owner] ([owner.type]) was attached to a stump")
|
|
// remove()
|
|
// return
|
|
|
|
// Process wounds, doing healing etc. Only do this every few ticks to save processing power
|
|
if(owner.life_tick % wound_update_accuracy == 0)
|
|
update_wounds()
|
|
|
|
//Chem traces slowly vanish
|
|
if(owner.life_tick % 10 == 0)
|
|
for(var/chemID in trace_chemicals)
|
|
trace_chemicals[chemID] = trace_chemicals[chemID] - 1
|
|
if(trace_chemicals[chemID] <= 0)
|
|
trace_chemicals.Remove(chemID)
|
|
|
|
//Infections
|
|
update_germs()
|
|
else
|
|
..()
|
|
|
|
//Updating germ levels. Handles organ germ levels and necrosis.
|
|
/*
|
|
The INFECTION_LEVEL values defined in setup.dm control the time it takes to reach the different
|
|
infection levels. Since infection growth is exponential, you can adjust the time it takes to get
|
|
from one germ_level to another using the rough formula:
|
|
|
|
desired_germ_level = initial_germ_level*e^(desired_time_in_seconds/1000)
|
|
|
|
So if I wanted it to take an average of 15 minutes to get from level one (100) to level two
|
|
I would set INFECTION_LEVEL_TWO to 100*e^(15*60/1000) = 245. Note that this is the average time,
|
|
the actual time is dependent on RNG.
|
|
|
|
INFECTION_LEVEL_ONE below this germ level nothing happens, and the infection doesn't grow
|
|
INFECTION_LEVEL_TWO above this germ level the infection will start to spread to internal and adjacent organs
|
|
INFECTION_LEVEL_THREE above this germ level the player will take additional toxin damage per second, and will die in minutes without
|
|
antitox. also, above this germ level you will need to overdose on spaceacillin to reduce the germ_level.
|
|
|
|
Note that amputating the affected organ does in fact remove the infection from the player's body.
|
|
*/
|
|
/obj/item/organ/external/proc/update_germs()
|
|
|
|
if(status & (ORGAN_ROBOT) || (owner.species && owner.species.flags & IS_PLANT)) //Robotic limbs shouldn't be infected, nor should nonexistant limbs.
|
|
germ_level = 0
|
|
return
|
|
|
|
if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
|
|
//** Syncing germ levels with external wounds
|
|
handle_germ_sync()
|
|
|
|
//** Handle antibiotics and curing infections
|
|
handle_antibiotics()
|
|
|
|
//** Handle the effects of infections
|
|
handle_germ_effects()
|
|
|
|
/obj/item/organ/external/proc/handle_germ_sync()
|
|
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
|
|
for(var/datum/wound/W in wounds)
|
|
//Open wounds can become infected
|
|
if (owner.germ_level > W.germ_level && W.infection_check())
|
|
W.germ_level++
|
|
|
|
if (antibiotics < 5)
|
|
for(var/datum/wound/W in wounds)
|
|
//Infected wounds raise the organ's germ level
|
|
if (W.germ_level > germ_level)
|
|
germ_level++
|
|
break //limit increase to a maximum of one per second
|
|
|
|
/obj/item/organ/external/handle_germ_effects()
|
|
|
|
if(germ_level < INFECTION_LEVEL_TWO)
|
|
return ..()
|
|
|
|
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
|
|
|
|
if(germ_level >= INFECTION_LEVEL_TWO)
|
|
//spread the infection to internal organs
|
|
var/obj/item/organ/target_organ = null //make internal organs become infected one at a time instead of all at once
|
|
for (var/obj/item/organ/I in internal_organs)
|
|
if (I.germ_level > 0 && I.germ_level < min(germ_level, INFECTION_LEVEL_TWO)) //once the organ reaches whatever we can give it, or level two, switch to a different one
|
|
if (!target_organ || I.germ_level > target_organ.germ_level) //choose the organ with the highest germ_level
|
|
target_organ = I
|
|
|
|
if (!target_organ)
|
|
//figure out which organs we can spread germs to and pick one at random
|
|
var/list/candidate_organs = list()
|
|
for (var/obj/item/organ/I in internal_organs)
|
|
if (I.germ_level < germ_level)
|
|
candidate_organs |= I
|
|
if (candidate_organs.len)
|
|
target_organ = pick(candidate_organs)
|
|
|
|
if (target_organ)
|
|
target_organ.germ_level++
|
|
|
|
//spread the infection to child and parent organs
|
|
if (children)
|
|
for (var/obj/item/organ/external/child in children)
|
|
if (child.germ_level < germ_level && !(child.status & ORGAN_ROBOT))
|
|
if (child.germ_level < INFECTION_LEVEL_ONE*2 || prob(30))
|
|
child.germ_level++
|
|
|
|
if (parent)
|
|
if (parent.germ_level < germ_level && !(parent.status & ORGAN_ROBOT))
|
|
if (parent.germ_level < INFECTION_LEVEL_ONE*2 || prob(30))
|
|
parent.germ_level++
|
|
|
|
if(germ_level >= INFECTION_LEVEL_THREE && antibiotics < 30) //overdosing is necessary to stop severe infections
|
|
if (!(status & ORGAN_DEAD))
|
|
status |= ORGAN_DEAD
|
|
owner << "<span class='notice'>You can't feel your [name] anymore...</span>"
|
|
owner.update_body(1)
|
|
|
|
germ_level++
|
|
owner.adjustToxLoss(1)
|
|
|
|
//Updating wounds. Handles wound natural I had some free spachealing, internal bleedings and infections
|
|
/obj/item/organ/external/proc/update_wounds()
|
|
|
|
if((status & ORGAN_ROBOT)) //Robotic limbs don't heal or get worse.
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.damage <= 0)
|
|
wounds -= W
|
|
return
|
|
|
|
for(var/datum/wound/W in wounds)
|
|
// wounds can disappear after 10 minutes at the earliest
|
|
if(W.damage <= 0 && W.created + 10 * 10 * 60 <= world.time)
|
|
wounds -= W
|
|
continue
|
|
// let the GC handle the deletion of the wound
|
|
|
|
// Internal wounds get worse over time. Low temperatures (cryo) stop them.
|
|
if(W.internal && owner.bodytemperature >= 170)
|
|
var/bicardose = owner.reagents.get_reagent_amount("bicaridine")
|
|
var/inaprovaline = owner.reagents.get_reagent_amount("inaprovaline")
|
|
if(!(W.can_autoheal() || (bicardose && inaprovaline))) //bicaridine and inaprovaline stop internal wounds from growing bigger with time, unless it is so small that it is already healing
|
|
W.open_wound(0.1 * wound_update_accuracy)
|
|
if(bicardose >= 30) //overdose of bicaridine begins healing IB
|
|
W.damage = max(0, W.damage - 0.2)
|
|
|
|
owner.vessel.remove_reagent("blood", wound_update_accuracy * W.damage/40) //line should possibly be moved to handle_blood, so all the bleeding stuff is in one place.
|
|
if(prob(1 * wound_update_accuracy))
|
|
owner.custom_pain("You feel a stabbing pain in your [name]!",1)
|
|
|
|
// slow healing
|
|
var/heal_amt = 0
|
|
|
|
// if damage >= 50 AFTER treatment then it's probably too severe to heal within the timeframe of a round.
|
|
if (W.can_autoheal() && W.wound_damage() < 50)
|
|
heal_amt += 0.5
|
|
|
|
//we only update wounds once in [wound_update_accuracy] ticks so have to emulate realtime
|
|
heal_amt = heal_amt * wound_update_accuracy
|
|
//configurable regen speed woo, no-regen hardcore or instaheal hugbox, choose your destiny
|
|
heal_amt = heal_amt * config.organ_regeneration_multiplier
|
|
// amount of healing is spread over all the wounds
|
|
heal_amt = heal_amt / (wounds.len + 1)
|
|
// making it look prettier on scanners
|
|
heal_amt = round(heal_amt,0.1)
|
|
W.heal_damage(heal_amt)
|
|
|
|
// Salving also helps against infection
|
|
if(W.germ_level > 0 && W.salved && prob(2))
|
|
W.disinfected = 1
|
|
W.germ_level = 0
|
|
|
|
// sync the organ's damage with its wounds
|
|
src.update_damages()
|
|
if (update_icon())
|
|
owner.UpdateDamageIcon(1)
|
|
|
|
//Updates brute_damn and burn_damn from wound damages. Updates BLEEDING status.
|
|
/obj/item/organ/external/proc/update_damages()
|
|
number_wounds = 0
|
|
brute_dam = 0
|
|
burn_dam = 0
|
|
status &= ~ORGAN_BLEEDING
|
|
var/clamped = 0
|
|
|
|
var/mob/living/carbon/human/H
|
|
if(istype(owner,/mob/living/carbon/human))
|
|
H = owner
|
|
|
|
//update damage counts
|
|
for(var/datum/wound/W in wounds)
|
|
if(!W.internal) //so IB doesn't count towards crit/paincrit
|
|
if(W.damage_type == BURN)
|
|
burn_dam += W.damage
|
|
else
|
|
brute_dam += W.damage
|
|
|
|
if(!(status & ORGAN_ROBOT) && W.bleeding() && (H && H.should_have_organ(O_HEART)))
|
|
W.bleed_timer--
|
|
status |= ORGAN_BLEEDING
|
|
|
|
clamped |= W.clamped
|
|
|
|
number_wounds += W.amount
|
|
|
|
//things tend to bleed if they are CUT OPEN
|
|
if (open && !clamped && (H && H.should_have_organ(O_HEART)))
|
|
status |= ORGAN_BLEEDING
|
|
|
|
//Bone fractures
|
|
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
|
|
src.fracture()
|
|
|
|
// new damage icon system
|
|
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
|
|
/obj/item/organ/external/update_icon()
|
|
var/n_is = damage_state_text()
|
|
if (n_is != damage_state)
|
|
damage_state = n_is
|
|
return 1
|
|
return 0
|
|
|
|
// new damage icon system
|
|
// returns just the brute/burn damage code
|
|
/obj/item/organ/external/proc/damage_state_text()
|
|
|
|
var/tburn = 0
|
|
var/tbrute = 0
|
|
|
|
if(burn_dam ==0)
|
|
tburn =0
|
|
else if (burn_dam < (max_damage * 0.25 / 2))
|
|
tburn = 1
|
|
else if (burn_dam < (max_damage * 0.75 / 2))
|
|
tburn = 2
|
|
else
|
|
tburn = 3
|
|
|
|
if (brute_dam == 0)
|
|
tbrute = 0
|
|
else if (brute_dam < (max_damage * 0.25 / 2))
|
|
tbrute = 1
|
|
else if (brute_dam < (max_damage * 0.75 / 2))
|
|
tbrute = 2
|
|
else
|
|
tbrute = 3
|
|
return "[tbrute][tburn]"
|
|
|
|
/****************************************************
|
|
DISMEMBERMENT
|
|
****************************************************/
|
|
|
|
//Handles dismemberment
|
|
/obj/item/organ/external/proc/droplimb(var/clean, var/disintegrate = DROPLIMB_EDGE, var/ignore_children = null)
|
|
|
|
if(cannot_amputate || !owner)
|
|
return
|
|
|
|
if(disintegrate == DROPLIMB_EDGE && nonsolid)
|
|
disintegrate = DROPLIMB_BLUNT //splut
|
|
|
|
switch(disintegrate)
|
|
if(DROPLIMB_EDGE)
|
|
if(!clean)
|
|
var/gore_sound = "[(status & ORGAN_ROBOT) ? "tortured metal" : "ripping tendons and flesh"]"
|
|
owner.visible_message(
|
|
"<span class='danger'>\The [owner]'s [src.name] flies off in an arc!</span>",\
|
|
"<span class='moderate'><b>Your [src.name] goes flying off!</b></span>",\
|
|
"<span class='danger'>You hear a terrible sound of [gore_sound].</span>")
|
|
if(DROPLIMB_BURN)
|
|
if(cannot_gib)
|
|
return
|
|
var/gore = "[(status & ORGAN_ROBOT) ? "": " of burning flesh"]"
|
|
owner.visible_message(
|
|
"<span class='danger'>\The [owner]'s [src.name] flashes away into ashes!</span>",\
|
|
"<span class='moderate'><b>Your [src.name] flashes away into ashes!</b></span>",\
|
|
"<span class='danger'>You hear a crackling sound[gore].</span>")
|
|
if(DROPLIMB_BLUNT)
|
|
if(cannot_gib)
|
|
return
|
|
var/gore = "[(status & ORGAN_ROBOT) ? "": " in shower of gore"]"
|
|
var/gore_sound = "[(status & ORGAN_ROBOT) ? "rending sound of tortured metal" : "sickening splatter of gore"]"
|
|
owner.visible_message(
|
|
"<span class='danger'>\The [owner]'s [src.name] explodes[gore]!</span>",\
|
|
"<span class='moderate'><b>Your [src.name] explodes[gore]!</b></span>",\
|
|
"<span class='danger'>You hear the [gore_sound].</span>")
|
|
|
|
var/mob/living/carbon/human/victim = owner //Keep a reference for post-removed().
|
|
var/obj/item/organ/external/parent_organ = parent
|
|
|
|
var/use_flesh_colour = species.get_flesh_colour(owner)
|
|
var/use_blood_colour = species.get_blood_colour(owner)
|
|
|
|
removed(null, ignore_children)
|
|
victim.traumatic_shock += 60
|
|
|
|
if(parent_organ)
|
|
var/datum/wound/lost_limb/W = new (src, disintegrate, clean)
|
|
if(clean)
|
|
parent_organ.wounds |= W
|
|
parent_organ.update_damages()
|
|
else
|
|
var/obj/item/organ/external/stump/stump = new (victim, 0, src)
|
|
if(status & ORGAN_ROBOT)
|
|
stump.robotize()
|
|
stump.wounds |= W
|
|
victim.organs |= stump
|
|
stump.update_damages()
|
|
|
|
spawn(1)
|
|
victim.updatehealth()
|
|
victim.UpdateDamageIcon()
|
|
victim.regenerate_icons()
|
|
dir = 2
|
|
|
|
switch(disintegrate)
|
|
if(DROPLIMB_EDGE)
|
|
compile_icon()
|
|
add_blood(victim)
|
|
var/matrix/M = matrix()
|
|
M.Turn(rand(180))
|
|
src.transform = M
|
|
if(!clean)
|
|
// Throw limb around.
|
|
if(src && istype(loc,/turf))
|
|
throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
|
|
dir = 2
|
|
if(DROPLIMB_BURN)
|
|
new /obj/effect/decal/cleanable/ash(get_turf(victim))
|
|
for(var/obj/item/I in src)
|
|
if(I.w_class > 2 && !istype(I,/obj/item/organ))
|
|
I.loc = get_turf(src)
|
|
qdel(src)
|
|
if(DROPLIMB_BLUNT)
|
|
var/obj/effect/decal/cleanable/blood/gibs/gore
|
|
if(status & ORGAN_ROBOT)
|
|
gore = new /obj/effect/decal/cleanable/blood/gibs/robot(get_turf(victim))
|
|
else
|
|
gore = new /obj/effect/decal/cleanable/blood/gibs(get_turf(victim))
|
|
if(species)
|
|
gore.fleshcolor = use_flesh_colour
|
|
gore.basecolor = use_blood_colour
|
|
gore.update_icon()
|
|
|
|
gore.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
|
|
|
|
for(var/obj/item/organ/I in internal_organs)
|
|
I.removed()
|
|
if(istype(loc,/turf))
|
|
I.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
|
|
|
|
for(var/obj/item/I in src)
|
|
if(I.w_class <= 2)
|
|
qdel(I)
|
|
continue
|
|
I.loc = get_turf(src)
|
|
I.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
|
|
|
|
qdel(src)
|
|
|
|
/****************************************************
|
|
HELPERS
|
|
****************************************************/
|
|
|
|
/obj/item/organ/external/proc/is_stump()
|
|
return 0
|
|
|
|
/obj/item/organ/external/proc/release_restraints(var/mob/living/carbon/human/holder)
|
|
if(!holder)
|
|
holder = owner
|
|
if(!holder)
|
|
return
|
|
if (holder.handcuffed && body_part in list(ARM_LEFT, ARM_RIGHT, HAND_LEFT, HAND_RIGHT))
|
|
holder.visible_message(\
|
|
"\The [holder.handcuffed.name] falls off of [holder.name].",\
|
|
"\The [holder.handcuffed.name] falls off you.")
|
|
holder.drop_from_inventory(holder.handcuffed)
|
|
if (holder.legcuffed && body_part in list(FOOT_LEFT, FOOT_RIGHT, LEG_LEFT, LEG_RIGHT))
|
|
holder.visible_message(\
|
|
"\The [holder.legcuffed.name] falls off of [holder.name].",\
|
|
"\The [holder.legcuffed.name] falls off you.")
|
|
holder.drop_from_inventory(holder.legcuffed)
|
|
|
|
// checks if all wounds on the organ are bandaged
|
|
/obj/item/organ/external/proc/is_bandaged()
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.internal) continue
|
|
if(!W.bandaged)
|
|
return 0
|
|
return 1
|
|
|
|
// checks if all wounds on the organ are salved
|
|
/obj/item/organ/external/proc/is_salved()
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.internal) continue
|
|
if(!W.salved)
|
|
return 0
|
|
return 1
|
|
|
|
// checks if all wounds on the organ are disinfected
|
|
/obj/item/organ/external/proc/is_disinfected()
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.internal) continue
|
|
if(!W.disinfected)
|
|
return 0
|
|
return 1
|
|
|
|
/obj/item/organ/external/proc/bandage()
|
|
var/rval = 0
|
|
status &= ~ORGAN_BLEEDING
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.internal) continue
|
|
rval |= !W.bandaged
|
|
W.bandaged = 1
|
|
return rval
|
|
|
|
/obj/item/organ/external/proc/salve()
|
|
var/rval = 0
|
|
for(var/datum/wound/W in wounds)
|
|
rval |= !W.salved
|
|
W.salved = 1
|
|
return rval
|
|
|
|
/obj/item/organ/external/proc/disinfect()
|
|
var/rval = 0
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.internal) continue
|
|
rval |= !W.disinfected
|
|
W.disinfected = 1
|
|
W.germ_level = 0
|
|
return rval
|
|
|
|
/obj/item/organ/external/proc/clamp()
|
|
var/rval = 0
|
|
src.status &= ~ORGAN_BLEEDING
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.internal) continue
|
|
rval |= !W.clamped
|
|
W.clamped = 1
|
|
return rval
|
|
|
|
/obj/item/organ/external/proc/fracture()
|
|
if(status & ORGAN_ROBOT)
|
|
return //ORGAN_BROKEN doesn't have the same meaning for robot limbs
|
|
if((status & ORGAN_BROKEN) || cannot_break)
|
|
return
|
|
|
|
if(owner)
|
|
owner.visible_message(\
|
|
"<span class='danger'>You hear a loud cracking sound coming from \the [owner].</span>",\
|
|
"<span class='danger'>Something feels like it shattered in your [name]!</span>",\
|
|
"<span class='danger'>You hear a sickening crack.</span>")
|
|
if(!(species.flags & NO_PAIN))
|
|
owner.emote("scream")
|
|
|
|
status |= ORGAN_BROKEN
|
|
broken_description = pick("broken","fracture","hairline fracture")
|
|
|
|
// Fractures have a chance of getting you out of restraints
|
|
if (prob(25))
|
|
release_restraints()
|
|
|
|
// This is mostly for the ninja suit to stop ninja being so crippled by breaks.
|
|
// TODO: consider moving this to a suit proc or process() or something during
|
|
// hardsuit rewrite.
|
|
if(owner && !(status & ORGAN_SPLINTED) && istype(owner,/mob/living/carbon/human))
|
|
|
|
var/mob/living/carbon/human/H = owner
|
|
|
|
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
|
|
|
|
var/obj/item/clothing/suit/space/suit = H.wear_suit
|
|
|
|
if(isnull(suit.supporting_limbs))
|
|
return
|
|
|
|
owner << "<span class='notice'>You feel \the [suit] constrict about your [name], supporting it.</span>"
|
|
status |= ORGAN_SPLINTED
|
|
suit.supporting_limbs |= src
|
|
return
|
|
|
|
/obj/item/organ/external/proc/mend_fracture()
|
|
if(status & ORGAN_ROBOT)
|
|
return 0 //ORGAN_BROKEN doesn't have the same meaning for robot limbs
|
|
if(brute_dam > min_broken_damage * config.organ_health_multiplier)
|
|
return 0 //will just immediately fracture again
|
|
|
|
status &= ~ORGAN_BROKEN
|
|
return 1
|
|
|
|
/obj/item/organ/external/robotize(var/company, var/skip_prosthetics = 0, var/keep_organs = 0)
|
|
|
|
if(status & ORGAN_ROBOT)
|
|
return
|
|
|
|
..()
|
|
|
|
if(company)
|
|
model = company
|
|
var/datum/robolimb/R = all_robolimbs[company]
|
|
if(!R || (species && (species.name in R.species_cannot_use)))
|
|
R = basic_robolimb
|
|
if(R)
|
|
force_icon = R.icon
|
|
name = "robotic [initial(name)]"
|
|
desc = "[R.desc] It looks like it was produced by [R.company]."
|
|
|
|
dislocated = -1
|
|
cannot_break = 1
|
|
get_icon()
|
|
unmutate()
|
|
|
|
for(var/obj/item/organ/external/T in children)
|
|
T.robotize(company, 1)
|
|
|
|
if(owner)
|
|
|
|
if(!skip_prosthetics)
|
|
owner.full_prosthetic = null // Will be rechecked next isSynthetic() call.
|
|
|
|
if(!keep_organs)
|
|
for(var/obj/item/organ/thing in internal_organs)
|
|
if(istype(thing))
|
|
if(thing.vital)
|
|
continue
|
|
internal_organs -= thing
|
|
owner.internal_organs_by_name[thing.organ_tag] = null
|
|
owner.internal_organs_by_name -= thing.organ_tag
|
|
owner.internal_organs.Remove(thing)
|
|
qdel(thing)
|
|
|
|
while(null in owner.internal_organs)
|
|
owner.internal_organs -= null
|
|
|
|
return 1
|
|
|
|
/obj/item/organ/external/proc/mutate()
|
|
if(src.status & ORGAN_ROBOT)
|
|
return
|
|
src.status |= ORGAN_MUTATED
|
|
if(owner) owner.update_body()
|
|
|
|
/obj/item/organ/external/proc/unmutate()
|
|
src.status &= ~ORGAN_MUTATED
|
|
if(owner) owner.update_body()
|
|
|
|
/obj/item/organ/external/proc/get_damage() //returns total damage
|
|
return (brute_dam+burn_dam) //could use max_damage?
|
|
|
|
/obj/item/organ/external/proc/has_infected_wound()
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.germ_level > INFECTION_LEVEL_ONE)
|
|
return 1
|
|
return 0
|
|
|
|
/obj/item/organ/external/proc/is_usable()
|
|
return !is_dislocated() && !(status & (ORGAN_MUTATED|ORGAN_DEAD))
|
|
|
|
/obj/item/organ/external/proc/is_malfunctioning()
|
|
return ((status & ORGAN_ROBOT) && (brute_dam + burn_dam) >= 10 && prob(brute_dam + burn_dam))
|
|
|
|
/obj/item/organ/external/proc/embed(var/obj/item/weapon/W, var/silent = 0)
|
|
if(!owner || loc != owner)
|
|
return
|
|
if(!silent)
|
|
owner.visible_message("<span class='danger'>\The [W] sticks in the wound!</span>")
|
|
implants += W
|
|
owner.embedded_flag = 1
|
|
owner.verbs += /mob/proc/yank_out_object
|
|
W.add_blood(owner)
|
|
if(ismob(W.loc))
|
|
var/mob/living/H = W.loc
|
|
H.drop_from_inventory(W)
|
|
W.loc = owner
|
|
|
|
/obj/item/organ/external/removed(var/mob/living/user, var/ignore_children = 0)
|
|
|
|
if(!owner)
|
|
return
|
|
var/is_robotic = status & ORGAN_ROBOT
|
|
var/mob/living/carbon/human/victim = owner
|
|
|
|
..()
|
|
|
|
victim.bad_external_organs -= src
|
|
|
|
for(var/atom/movable/implant in implants)
|
|
//large items and non-item objs fall to the floor, everything else stays
|
|
var/obj/item/I = implant
|
|
if(istype(I) && I.w_class < 3)
|
|
implant.loc = get_turf(victim.loc)
|
|
else
|
|
implant.loc = src
|
|
implants.Cut()
|
|
|
|
// Attached organs also fly off.
|
|
if(!ignore_children)
|
|
for(var/obj/item/organ/external/O in children)
|
|
O.removed()
|
|
if(O)
|
|
O.loc = src
|
|
for(var/obj/item/I in O.contents)
|
|
I.loc = src
|
|
|
|
// Grab all the internal giblets too.
|
|
for(var/obj/item/organ/organ in internal_organs)
|
|
organ.removed()
|
|
organ.loc = src
|
|
|
|
// Remove parent references
|
|
parent.children -= src
|
|
parent = null
|
|
|
|
release_restraints(victim)
|
|
victim.organs -= src
|
|
victim.organs_by_name[organ_tag] = null // Remove from owner's vars.
|
|
|
|
//Robotic limbs explode if sabotaged.
|
|
if(is_robotic && sabotaged)
|
|
victim.visible_message(
|
|
"<span class='danger'>\The [victim]'s [src.name] explodes violently!</span>",\
|
|
"<span class='danger'>Your [src.name] explodes!</span>",\
|
|
"<span class='danger'>You hear an explosion!</span>")
|
|
explosion(get_turf(owner),-1,-1,2,3)
|
|
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
|
|
spark_system.set_up(5, 0, victim)
|
|
spark_system.attach(owner)
|
|
spark_system.start()
|
|
spawn(10)
|
|
qdel(spark_system)
|
|
qdel(src)
|
|
|
|
/obj/item/organ/external/proc/disfigure(var/type = "brute")
|
|
if (disfigured)
|
|
return
|
|
if(owner)
|
|
if(type == "brute")
|
|
owner.visible_message("<span class='danger'>You hear a sickening cracking sound coming from \the [owner]'s [name].</span>", \
|
|
"<span class='danger'>Your [name] becomes a mangled mess!</span>", \
|
|
"<span class='danger'>You hear a sickening crack.</span>")
|
|
else
|
|
owner.visible_message("<span class='danger'>\The [owner]'s [name] melts away, turning into mangled mess!</span>", \
|
|
"<span class='danger'>Your [name] melts away!</span>", \
|
|
"<span class='danger'>You hear a sickening sizzle.</span>")
|
|
disfigured = 1
|
|
|
|
/obj/item/organ/external/proc/get_wounds_desc()
|
|
. = ""
|
|
if(status & ORGAN_DESTROYED && !is_stump())
|
|
. += "tear at [amputation_point] so severe that it hangs by a scrap of flesh"
|
|
|
|
if(status & ORGAN_ROBOT)
|
|
if(brute_dam)
|
|
switch(brute_dam)
|
|
if(0 to 20)
|
|
. += "some dents"
|
|
if(21 to INFINITY)
|
|
. += pick("a lot of dents","severe denting")
|
|
if(brute_dam && burn_dam)
|
|
. += " and "
|
|
if(burn_dam)
|
|
switch(burn_dam)
|
|
if(0 to 20)
|
|
. += "some burns"
|
|
if(21 to INFINITY)
|
|
. += pick("a lot of burns","severe melting")
|
|
if(open)
|
|
if(brute_dam || burn_dam)
|
|
. += " and an open panel"
|
|
else
|
|
. += "an open panel"
|
|
|
|
return
|
|
|
|
var/list/wound_descriptors = list()
|
|
if(open > 1)
|
|
wound_descriptors["an open incision"] = 1
|
|
else if (open)
|
|
wound_descriptors["an incision"] = 1
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.internal && !open) continue // can't see internal wounds
|
|
var/this_wound_desc = W.desc
|
|
if(W.damage_type == BURN && W.salved) this_wound_desc = "salved [this_wound_desc]"
|
|
if(W.bleeding()) this_wound_desc = "bleeding [this_wound_desc]"
|
|
else if(W.bandaged) this_wound_desc = "bandaged [this_wound_desc]"
|
|
if(W.germ_level > 600) this_wound_desc = "badly infected [this_wound_desc]"
|
|
else if(W.germ_level > 330) this_wound_desc = "lightly infected [this_wound_desc]"
|
|
if(wound_descriptors[this_wound_desc])
|
|
wound_descriptors[this_wound_desc] += W.amount
|
|
else
|
|
wound_descriptors[this_wound_desc] = W.amount
|
|
|
|
if(wound_descriptors.len)
|
|
var/list/flavor_text = list()
|
|
var/list/no_exclude = list("gaping wound", "big gaping wound", "massive wound", "large bruise",\
|
|
"huge bruise", "massive bruise", "severe burn", "large burn", "deep burn", "carbonised area") //note to self make this more robust
|
|
for(var/wound in wound_descriptors)
|
|
switch(wound_descriptors[wound])
|
|
if(1)
|
|
flavor_text += "[prob(10) && !(wound in no_exclude) ? "what might be " : ""]a [wound]"
|
|
if(2)
|
|
flavor_text += "[prob(10) && !(wound in no_exclude) ? "what might be " : ""]a pair of [wound]s"
|
|
if(3 to 5)
|
|
flavor_text += "several [wound]s"
|
|
if(6 to INFINITY)
|
|
flavor_text += "a ton of [wound]\s"
|
|
return english_list(flavor_text)
|
|
|
|
/****************************************************
|
|
ORGAN DEFINES
|
|
****************************************************/
|
|
|
|
/obj/item/organ/external/chest
|
|
name = "upper body"
|
|
organ_tag = BP_TORSO
|
|
icon_name = "torso"
|
|
max_damage = 100
|
|
min_broken_damage = 35
|
|
w_class = 5
|
|
body_part = UPPER_TORSO
|
|
vital = 1
|
|
amputation_point = "spine"
|
|
joint = "neck"
|
|
dislocated = -1
|
|
gendered_icon = 1
|
|
cannot_amputate = 1
|
|
parent_organ = null
|
|
encased = "ribcage"
|
|
organ_rel_size = 70
|
|
base_miss_chance = 10
|
|
|
|
/obj/item/organ/external/chest/robotize()
|
|
if(..())
|
|
// Give them a new cell.
|
|
owner.internal_organs_by_name["cell"] = new /obj/item/organ/internal/cell(owner,1)
|
|
|
|
|
|
/obj/item/organ/external/groin
|
|
name = "lower body"
|
|
organ_tag = BP_GROIN
|
|
icon_name = "groin"
|
|
max_damage = 100
|
|
min_broken_damage = 35
|
|
w_class = 5
|
|
body_part = LOWER_TORSO
|
|
vital = 1
|
|
parent_organ = BP_TORSO
|
|
amputation_point = "lumbar"
|
|
joint = "hip"
|
|
dislocated = -1
|
|
gendered_icon = 1
|
|
organ_rel_size = 30
|
|
|
|
/obj/item/organ/external/arm
|
|
organ_tag = "l_arm"
|
|
name = "left arm"
|
|
icon_name = "l_arm"
|
|
max_damage = 50
|
|
min_broken_damage = 30
|
|
w_class = 3
|
|
body_part = ARM_LEFT
|
|
parent_organ = BP_TORSO
|
|
joint = "left elbow"
|
|
amputation_point = "left shoulder"
|
|
can_grasp = 1
|
|
|
|
/obj/item/organ/external/arm/right
|
|
organ_tag = "r_arm"
|
|
name = "right arm"
|
|
icon_name = "r_arm"
|
|
body_part = ARM_RIGHT
|
|
joint = "right elbow"
|
|
amputation_point = "right shoulder"
|
|
|
|
/obj/item/organ/external/leg
|
|
organ_tag = "l_leg"
|
|
name = "left leg"
|
|
icon_name = "l_leg"
|
|
max_damage = 50
|
|
min_broken_damage = 30
|
|
w_class = 3
|
|
body_part = LEG_LEFT
|
|
icon_position = LEFT
|
|
parent_organ = BP_GROIN
|
|
joint = "left knee"
|
|
amputation_point = "left hip"
|
|
can_stand = 1
|
|
|
|
/obj/item/organ/external/leg/right
|
|
organ_tag = "r_leg"
|
|
name = "right leg"
|
|
icon_name = "r_leg"
|
|
body_part = LEG_RIGHT
|
|
icon_position = RIGHT
|
|
joint = "right knee"
|
|
amputation_point = "right hip"
|
|
|
|
/obj/item/organ/external/foot
|
|
organ_tag = "l_foot"
|
|
name = "left foot"
|
|
icon_name = "l_foot"
|
|
min_broken_damage = 15
|
|
w_class = 2
|
|
body_part = FOOT_LEFT
|
|
icon_position = LEFT
|
|
parent_organ = "l_leg"
|
|
joint = "left ankle"
|
|
amputation_point = "left ankle"
|
|
can_stand = 1
|
|
organ_rel_size = 10
|
|
base_miss_chance = 50
|
|
|
|
/obj/item/organ/external/foot/removed()
|
|
if(owner) owner.u_equip(owner.shoes)
|
|
..()
|
|
|
|
/obj/item/organ/external/foot/right
|
|
organ_tag = "r_foot"
|
|
name = "right foot"
|
|
icon_name = "r_foot"
|
|
body_part = FOOT_RIGHT
|
|
icon_position = RIGHT
|
|
parent_organ = "r_leg"
|
|
joint = "right ankle"
|
|
amputation_point = "right ankle"
|
|
|
|
/obj/item/organ/external/hand
|
|
organ_tag = "l_hand"
|
|
name = "left hand"
|
|
icon_name = "l_hand"
|
|
min_broken_damage = 15
|
|
w_class = 2
|
|
body_part = HAND_LEFT
|
|
parent_organ = "l_arm"
|
|
joint = "left wrist"
|
|
amputation_point = "left wrist"
|
|
can_grasp = 1
|
|
organ_rel_size = 10
|
|
base_miss_chance = 50
|
|
|
|
/obj/item/organ/external/hand/removed()
|
|
owner.u_equip(owner.gloves)
|
|
..()
|
|
|
|
/obj/item/organ/external/hand/right
|
|
organ_tag = "r_hand"
|
|
name = "right hand"
|
|
icon_name = "r_hand"
|
|
body_part = HAND_RIGHT
|
|
parent_organ = "r_arm"
|
|
joint = "right wrist"
|
|
amputation_point = "right wrist"
|
|
|
|
/obj/item/organ/external/head
|
|
organ_tag = BP_HEAD
|
|
icon_name = "head"
|
|
name = "head"
|
|
max_damage = 75
|
|
min_broken_damage = 35
|
|
w_class = 3
|
|
body_part = HEAD
|
|
vital = 1
|
|
parent_organ = BP_TORSO
|
|
joint = "jaw"
|
|
amputation_point = "neck"
|
|
gendered_icon = 1
|
|
encased = "skull"
|
|
base_miss_chance = 40
|
|
|
|
var/eye_icon = "eyes_s"
|
|
|
|
// These organs are important for robotizing at chargen.
|
|
/obj/item/organ/external/head/robotize(var/company, var/skip_prosthetics, var/keep_organs)
|
|
return ..(company, skip_prosthetics, 1)
|
|
|
|
/obj/item/organ/external/head/removed()
|
|
if(owner)
|
|
name = "[owner.real_name]'s head"
|
|
owner.u_equip(owner.glasses)
|
|
owner.u_equip(owner.head)
|
|
owner.u_equip(owner.l_ear)
|
|
owner.u_equip(owner.r_ear)
|
|
owner.u_equip(owner.wear_mask)
|
|
spawn(1)
|
|
owner.update_hair()
|
|
..()
|
|
|
|
/obj/item/organ/external/head/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
|
|
..(brute, burn, sharp, edge, used_weapon, forbidden_limbs)
|
|
if (!disfigured)
|
|
if (brute_dam > 40)
|
|
if (prob(50))
|
|
disfigure("brute")
|
|
if (burn_dam > 40)
|
|
disfigure("burn")
|
|
|
|
/obj/item/organ/external/head/skrell
|
|
eye_icon = "skrell_eyes_s"
|
|
|
|
/obj/item/organ/external/head/seromi
|
|
eye_icon = "eyes_seromi"
|
|
|
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/obj/item/organ/external/head/no_eyes
|
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eye_icon = "blank_eyes"
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|
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/obj/item/organ/external/head/no_eyes/diona
|
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max_damage = 50
|
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min_broken_damage = 25
|
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cannot_break = 1
|
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amputation_point = "branch"
|
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joint = "structural ligament"
|
|
dislocated = -1
|
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vital = 0
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|
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/obj/item/organ/external/head/no_eyes/diona/removed()
|
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var/mob/living/carbon/human/H = owner
|
|
..()
|
|
if(!istype(H) || !H.organs || !H.organs.len)
|
|
H.death()
|
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if(prob(50) && spawn_diona_nymph(get_turf(src)))
|
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qdel(src) |