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LordMEandGitHub f5b82c83e7 Adjusts Adherent maintenance areas and machines to be less inviting to get hurt (#6761)
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🆑
tweak: tweaked adherent maintenance to be less inviting to get hurt in
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2024-09-24 21:43:41 -07:00

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/obj/structure/adherent_bath
name = "mineral bath"
desc = "A deep, narrow basin filled with a swirling, semi-opaque liquid."
icon = 'icons/obj/machines/adherent.dmi'
icon_state = "bath"
anchored = TRUE
density = TRUE
opacity = FALSE
var/mob/living/occupant
/obj/structure/adherent_bath/examine(mob/user, dist)
. = ..()
var/mob/living/carbon/human/H = user
if(istype(H) && H.species.get_species_id() != SPECIES_ID_ADHERENT)
. += "It appears quite hot, taking a dip would be quite hazardous."
/obj/structure/adherent_bath/Destroy()
eject_occupant()
. = ..()
/obj/structure/adherent_bath/return_air()
var/datum/gas_mixture/venus = new(CELL_VOLUME)
venus.adjust_multi(GAS_ID_NITROGEN, MOLES_N2STANDARD, GAS_ID_OXYGEN, MOLES_O2STANDARD)
venus.temperature = 490
return venus
/obj/structure/adherent_bath/attackby(var/obj/item/thing, var/mob/user)
if(istype(thing, /obj/item/grab))
var/obj/item/grab/G = thing
if(enter_bath(G.affecting))
qdel(G)
return
. = ..()
/obj/structure/adherent_bath/proc/enter_bath(var/mob/living/patient, var/mob/user)
if(!istype(patient))
return FALSE
var/self_drop = (user == patient)
if(!user.Adjacent(src) || !(self_drop || user.Adjacent(patient)))
return FALSE
if(occupant)
to_chat(user, "<span class='warning'>\The [src] is occupied.</span>")
return FALSE
if(self_drop)
user.visible_message("<span class='notice'>\The [user] begins climbing into \the [src].</span>")
else
user.visible_message("<span class='notice'>\The [user] begins pushing \the [patient] into \the [src].</span>")
if(!do_after(user, 3 SECONDS, src))
return FALSE
if(!user.Adjacent(src) || !(self_drop || user.Adjacent(patient)))
return FALSE
if(occupant)
to_chat(user, "<span class='warning'>\The [src] is occupied.</span>")
return FALSE
if(self_drop)
user.visible_message("<span class='notice'>\The [user] climbs into \the [src].</span>")
else
user.visible_message("<span class='notice'>\The [user] pushes \the [patient] into \the [src].</span>")
playsound(loc, 'sound/effects/slosh.ogg', 50, 1)
patient.forceMove(src)
occupant = patient
START_PROCESSING(SSobj, src)
return TRUE
/obj/structure/adherent_bath/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args)
eject_occupant()
/obj/structure/adherent_bath/proc/eject_occupant()
if(!occupant)
return
occupant.dropInto(loc)
occupant.update_perspective()
playsound(src, 'sound/effects/slosh.ogg', 50, 1)
occupant.regenerate_icons()
occupant = null
STOP_PROCESSING(SSobj, src)
/obj/structure/adherent_bath/MouseDroppedOnLegacy(var/atom/movable/O, var/mob/user)
enter_bath(O, user)
/obj/structure/adherent_bath/relaymove(var/mob/user)
if(user == occupant)
eject_occupant()
/obj/structure/adherent_bath/process(delta_time)
if(!occupant)
STOP_PROCESSING(SSobj, src)
return
if(occupant.loc != src)
occupant = null
STOP_PROCESSING(SSobj, src)
return
if(ishuman(occupant))
var/mob/living/carbon/human/H = occupant
//var/repaired_organ
// Replace limbs for crystalline species.
if((H.species.get_species_id() == SPECIES_ID_ADHERENT || H.species.get_species_id() == SPECIES_ID_GOLEM) && prob(30))
if(!crystal_heal_damage(H))
if(!crystal_restore_limbs(H))
if(!crystal_heal_internal_organs(H))
crystal_remove_shrapn(H)
crystal_debrittle_crystals(H)
//else//damage non adherent
/obj/structure/adherent_bath/proc/crystal_restore_limbs(mob/living/carbon/human/patient)
for(var/limb_type in patient.species.has_limbs)
var/obj/item/organ/external/E = patient.organs_by_name[limb_type]
if(E && !E.is_usable())// && !(E.limb_flags))
E.removed()
qdel(E)
E = null
if(!E)
var/list/organ_data = patient.species.has_limbs[limb_type]
var/limb_path = organ_data["path"]
var/obj/item/organ/O = new limb_path(patient)
organ_data["descriptor"] = O.name
patient.species.post_organ_rejuvenate(O, patient)
O.status = 0
to_chat(occupant, "<span class='notice'>You feel your [O.name] reform in the crystal bath.</span>")
patient.update_icons()
return TRUE//return true to end the healing chain for this process call
/obj/structure/adherent_bath/proc/crystal_heal_internal_organs(mob/living/carbon/human/patient)
for(var/thing in patient.internal_organs)
var/obj/item/organ/internal/I = thing
if(BP_IS_CRYSTAL(I) && I.damage)
I.heal_damage_i(rand(3,5))
to_chat(patient, "<span class='notice'>The mineral-rich bath mends your [I.name].</span>")
return TRUE
/obj/structure/adherent_bath/proc/crystal_heal_damage(mob/living/carbon/human/patient)
patient.cure_radiation(RAD_MOB_CURE_ADHERENT_BATH)
for(var/thing in patient.organs)
var/obj/item/organ/external/E = thing
if(BP_IS_CRYSTAL(E))
if(E.brute_dam || E.burn_dam)
E.heal_damage(rand(3,5), rand(3,5), robo_repair = 1)
if(E.brute_dam <= 0)
E.status &= ~ORGAN_BROKEN
E.status &= ~ORGAN_BLEEDING
to_chat(patient, "<span class='notice'>The mineral-rich bath mends your [E.name].</span>")
return TRUE
/obj/structure/adherent_bath/proc/crystal_remove_shrapn(mob/living/carbon/human/patient)
for(var/thing in patient.organs)
var/obj/item/organ/external/E = thing
if(BP_IS_CRYSTAL(E))
for(var/obj/implanted_object in E.implants)
if(!istype(implanted_object,/obj/item/implant) && !istype(implanted_object,/obj/item/organ/internal/augment) && prob(25)) // We don't want to remove REAL implants. Just shrapnel etc.
E.implants -= implanted_object
to_chat(patient, "<span class='notice'>The mineral-rich bath dissolves the [implanted_object.name] in your [E.name].</span>")
qdel(implanted_object)
return TRUE
/obj/structure/adherent_bath/proc/crystal_debrittle_crystals(mob/living/carbon/human/patient)
for(var/thing in patient.organs)
if(istype(thing, /obj/item/organ))
var/obj/item/organ/O = thing
if(O.status & ORGAN_BRITTLE)
if(prob(50))
O.status &= (~ORGAN_BRITTLE)
to_chat(patient, "<span class='notice'>The mineral-rich bath strengthens your [O] makeing it less brittle.</span>")
return TRUE
/* TODO: Add variants that heal robots, but make them brittle
check if shrapnel removal works
if(prob(50))//The mineral rich bath soaked into you to dissolve the implanted object, higher chance to become brittle
if(!BP_IS_CRYSTAL(E) && !BP_IS_BRITTLE(E))
to_chat(patient, "<span class='warning'>It feels a bit brittle, though...</span>")
E.status |= ORGAN_BRITTLE
*/