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CHOMPStation2/code/modules/organs/organ_internal.dm
Neerti 3667780871 Adds verb to change eye color at will (if mechanical)
Adds a verb used by humanoid mobs that have mechanical eyes, which allows them to pick a new color, and have it applied instantly.
Adds some helper functions, specifically hex2rgb(), to convert hexadecimal colors to a list of numbers for r, g, and b.
2016-04-16 06:14:09 -04:00

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#define PROCESS_ACCURACY 10
/****************************************************
INTERNAL ORGANS DEFINES
****************************************************/
/obj/item/organ/internal
var/dead_icon // Icon to use when the organ has died.
/obj/item/organ/internal/die()
..()
if((status & ORGAN_DEAD) && dead_icon)
icon_state = dead_icon
/obj/item/organ/internal/Destroy()
if(owner)
owner.internal_organs.Remove(src)
owner.internal_organs_by_name[organ_tag] = null
owner.internal_organs_by_name -= organ_tag
while(null in owner.internal_organs)
owner.internal_organs -= null
var/obj/item/organ/external/E = owner.organs_by_name[parent_organ]
if(istype(E)) E.internal_organs -= src
return ..()
/obj/item/organ/internal/remove_rejuv()
if(owner)
owner.internal_organs -= src
owner.internal_organs_by_name[organ_tag] = null
owner.internal_organs_by_name -= organ_tag
while(null in owner.internal_organs)
owner.internal_organs -= null
var/obj/item/organ/external/E = owner.organs_by_name[parent_organ]
if(istype(E)) E.internal_organs -= src
..()
// Brain is defined in brain_item.dm.
/obj/item/organ/internal/heart
name = "heart"
icon_state = "heart-on"
organ_tag = O_HEART
parent_organ = BP_TORSO
dead_icon = "heart-off"
/obj/item/organ/internal/lungs
name = "lungs"
icon_state = "lungs"
gender = PLURAL
organ_tag = O_LUNGS
parent_organ = BP_TORSO
/obj/item/organ/internal/lungs/process()
..()
if(!owner)
return
if (germ_level > INFECTION_LEVEL_ONE)
if(prob(5))
owner.emote("cough") //respitory tract infection
if(is_bruised())
if(prob(2))
spawn owner.emote("me", 1, "coughs up blood!")
owner.drip(10)
if(prob(4))
spawn owner.emote("me", 1, "gasps for air!")
owner.losebreath += 15
/obj/item/organ/internal/kidneys
name = "kidneys"
icon_state = "kidneys"
gender = PLURAL
organ_tag = O_KIDNEYS
parent_organ = BP_GROIN
/obj/item/organ/internal/kidneys/process()
..()
if(!owner)
return
// Coffee is really bad for you with busted kidneys.
// This should probably be expanded in some way, but fucked if I know
// what else kidneys can process in our reagent list.
var/datum/reagent/coffee = locate(/datum/reagent/drink/coffee) in owner.reagents.reagent_list
if(coffee)
if(is_bruised())
owner.adjustToxLoss(0.1 * PROCESS_ACCURACY)
else if(is_broken())
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
/obj/item/organ/internal/eyes
name = "eyeballs"
icon_state = "eyes"
gender = PLURAL
organ_tag = O_EYES
parent_organ = BP_HEAD
var/list/eye_colour = list(0,0,0)
/obj/item/organ/internal/eyes/robotize()
..()
name = "optical sensor"
icon = 'icons/obj/robot_component.dmi'
icon_state = "camera"
dead_icon = "camera_broken"
verbs |= /obj/item/organ/internal/eyes/proc/change_eye_color
/obj/item/organ/internal/eyes/robot
name = "optical sensor"
/obj/item/organ/internal/eyes/robot/New()
..()
robotize()
/obj/item/organ/internal/eyes/proc/change_eye_color()
set name = "Change Eye Color"
set desc = "Changes your robotic eye color instantly."
set category = "IC"
set src in usr
var/current_color = rgb(eye_colour[1],eye_colour[2],eye_colour[3])
var/new_color = input("Pick a new color for your eyes.","Eye Color", current_color) as null|color
if(new_color && owner)
// input() supplies us with a hex color, which we can't use, so we convert it to rbg values.
var/list/new_color_rgb_list = hex2rgb(new_color)
// First, update mob vars.
owner.r_eyes = new_color_rgb_list[1]
owner.g_eyes = new_color_rgb_list[2]
owner.b_eyes = new_color_rgb_list[3]
// Now sync the organ's eye_colour list.
update_colour()
// Finally, update the eye icon on the mob.
owner.update_eyes()
/obj/item/organ/internal/eyes/replaced(var/mob/living/carbon/human/target)
// Apply our eye colour to the target.
if(istype(target) && eye_colour)
target.r_eyes = eye_colour[1]
target.g_eyes = eye_colour[2]
target.b_eyes = eye_colour[3]
target.update_eyes()
..()
/obj/item/organ/internal/eyes/proc/update_colour()
if(!owner)
return
eye_colour = list(
owner.r_eyes ? owner.r_eyes : 0,
owner.g_eyes ? owner.g_eyes : 0,
owner.b_eyes ? owner.b_eyes : 0
)
/obj/item/organ/internal/eyes/take_damage(amount, var/silent=0)
var/oldbroken = is_broken()
..()
if(is_broken() && !oldbroken && owner && !owner.stat)
owner << "<span class='danger'>You go blind!</span>"
/obj/item/organ/internal/eyes/process() //Eye damage replaces the old eye_stat var.
..()
if(!owner)
return
if(is_bruised())
owner.eye_blurry = 20
if(is_broken())
owner.eye_blind = 20
/obj/item/organ/internal/liver
name = "liver"
icon_state = "liver"
organ_tag = "liver"
parent_organ = BP_GROIN
/obj/item/organ/internal/liver/process()
..()
if(!owner)
return
if (germ_level > INFECTION_LEVEL_ONE)
if(prob(1))
owner << "<span class='danger'>Your skin itches.</span>"
if (germ_level > INFECTION_LEVEL_TWO)
if(prob(1))
spawn owner.vomit()
if(owner.life_tick % PROCESS_ACCURACY == 0)
//High toxins levels are dangerous
if(owner.getToxLoss() >= 60 && !owner.reagents.has_reagent("anti_toxin"))
//Healthy liver suffers on its own
if (src.damage < min_broken_damage)
src.damage += 0.2 * PROCESS_ACCURACY
//Damaged one shares the fun
else
var/obj/item/organ/internal/O = pick(owner.internal_organs)
if(O)
O.damage += 0.2 * PROCESS_ACCURACY
//Detox can heal small amounts of damage
if (src.damage && src.damage < src.min_bruised_damage && owner.reagents.has_reagent("anti_toxin"))
src.damage -= 0.2 * PROCESS_ACCURACY
if(src.damage < 0)
src.damage = 0
// Get the effectiveness of the liver.
var/filter_effect = 3
if(is_bruised())
filter_effect -= 1
if(is_broken())
filter_effect -= 2
// Do some reagent processing.
if(owner.chem_effects[CE_ALCOHOL_TOXIC])
if(filter_effect < 3)
owner.adjustToxLoss(owner.chem_effects[CE_ALCOHOL_TOXIC] * 0.1 * PROCESS_ACCURACY)
else
take_damage(owner.chem_effects[CE_ALCOHOL_TOXIC] * 0.1 * PROCESS_ACCURACY, prob(1)) // Chance to warn them
/obj/item/organ/internal/appendix
name = "appendix"
icon_state = "appendix"
parent_organ = BP_GROIN
organ_tag = "appendix"
var/inflamed = 0
var/inflame_progress = 0
/mob/living/carbon/human/proc/appendicitis()
if(stat == DEAD)
return 0
var/obj/item/organ/internal/appendix/A = internal_organs_by_name[O_APPENDIX]
if(istype(A) && !A.inflamed)
A.inflamed = 1
return 1
return 0
/obj/item/organ/internal/appendix/process()
if(!inflamed || !owner)
return
if(++inflame_progress > 200)
++inflamed
inflame_progress = 0
if(inflamed == 1)
if(prob(5))
owner << "<span class='warning'>You feel a stinging pain in your abdomen!</span>"
owner.emote("me", 1, "winces slightly.")
if(inflamed > 1)
if(prob(3))
owner << "<span class='warning'>You feel a stabbing pain in your abdomen!</span>"
owner.emote("me", 1, "winces painfully.")
owner.adjustToxLoss(1)
if(inflamed > 2)
if(prob(1))
owner.vomit()
if(inflamed > 3)
if(prob(1))
owner << "<span class='danger'>Your abdomen is a world of pain!</span>"
owner.Weaken(10)
var/obj/item/organ/external/groin = owner.get_organ(BP_GROIN)
var/datum/wound/W = new /datum/wound/internal_bleeding(20)
owner.adjustToxLoss(25)
groin.wounds += W
inflamed = 0
/obj/item/organ/internal/appendix/removed()
if(inflamed)
icon_state = "appendixinflamed"
name = "inflamed appendix"
..()