Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into slime_fancy_stuff

This commit is contained in:
Crazylemon64
2016-03-05 02:55:00 -08:00
495 changed files with 16276 additions and 10446 deletions
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/obj/item/organ/internal/cyberimp/eyes
name = "cybernetic eyes"
desc = "artificial photoreceptors with specialized functionality"
icon_state = "eye_implant"
implant_overlay = "eye_implant_overlay"
slot = "eye_sight"
parent_organ = "eyes"
w_class = 1
var/vision_flags = 0
var/list/eye_colour = list(0,0,0)
var/list/old_eye_colour = list(0,0,0)
var/flash_protect = 0
var/aug_message = "Your vision is augmented!"
/obj/item/organ/internal/cyberimp/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/cyberimp/eyes/insert(var/mob/living/carbon/M, var/special = 0)
..()
if(istype(owner, /mob/living/carbon/human) && eye_colour)
var/mob/living/carbon/human/HMN = owner
old_eye_colour[1] = HMN.r_eyes
old_eye_colour[2] = HMN.g_eyes
old_eye_colour[2] = HMN.b_eyes
HMN.r_eyes = eye_colour[1]
HMN.g_eyes = eye_colour[2]
HMN.b_eyes = eye_colour[3]
HMN.update_eyes()
if(aug_message && !special)
owner << "<span class='notice'>[aug_message]</span>"
M.sight |= vision_flags
/obj/item/organ/internal/cyberimp/eyes/remove(var/mob/living/carbon/M, var/special = 0)
..()
M.sight ^= vision_flags
if(istype(owner,/mob/living/carbon/human) && eye_colour)
var/mob/living/carbon/human/HMN = owner
HMN.r_eyes = old_eye_colour[1]
HMN.g_eyes = old_eye_colour[2]
HMN.b_eyes = old_eye_colour[3]
HMN.update_eyes()
/obj/item/organ/internal/cyberimp/eyes/on_life()
..()
owner.sight |= vision_flags
/obj/item/organ/internal/cyberimp/eyes/emp_act(severity)
if(!owner)
return
if(severity > 1)
if(prob(10 * severity))
return
var/save_sight = owner.sight
owner.sight &= 0
owner.sdisabilities |= BLIND
owner << "<span class='warning'>Static obfuscates your vision!</span>"
spawn(60 / severity)
if(owner)
owner.sight |= save_sight
owner.sdisabilities ^= BLIND
/obj/item/organ/internal/cyberimp/eyes/xray
name = "X-ray implant"
desc = "These cybernetic eye implants will give you X-ray vision. Blinking is futile."
eye_colour = list(0, 0, 0)
implant_color = "#000000"
origin_tech = "materials=6;programming=4;biotech=6;magnets=5"
vision_flags = SEE_MOBS | SEE_OBJS | SEE_TURFS
/obj/item/organ/internal/cyberimp/eyes/thermals
name = "Thermals implant"
desc = "These cybernetic eye implants will give you Thermal vision. Vertical slit pupil included."
eye_colour = list(255, 204, 0)
implant_color = "#FFCC00"
vision_flags = SEE_MOBS
flash_protect = -1
origin_tech = "materials=6;programming=4;biotech=5;magnets=5;syndicate=4"
aug_message = "You see prey everywhere you look..."
// HUD implants
/obj/item/organ/internal/cyberimp/eyes/hud
name = "HUD implant"
desc = "These cybernetic eyes will display a HUD over everything you see. Maybe."
slot = "eye_hud"
var/HUD_type = 0
/obj/item/organ/internal/cyberimp/eyes/hud/insert(var/mob/living/carbon/M, var/special = 0)
..()
if(HUD_type)
var/datum/atom_hud/H = huds[HUD_type]
H.add_hud_to(M)
M.permanent_huds |= H
/obj/item/organ/internal/cyberimp/eyes/hud/remove(var/mob/living/carbon/M, var/special = 0)
..()
if(HUD_type)
var/datum/atom_hud/H = huds[HUD_type]
M.permanent_huds ^= H
H.remove_hud_from(M)
/obj/item/organ/internal/cyberimp/eyes/hud/medical
name = "Medical HUD implant"
desc = "These cybernetic eye implants will display a medical HUD over everything you see."
eye_colour = list(0,0,208)
implant_color = "#00FFFF"
origin_tech = "materials=4;programming=3;biotech=4"
aug_message = "You suddenly see health bars floating above people's heads..."
HUD_type = DATA_HUD_MEDICAL_ADVANCED
/obj/item/organ/internal/cyberimp/eyes/hud/security
name = "Security HUD implant"
desc = "These cybernetic eye implants will display a security HUD over everything you see."
eye_colour = list(208,0,0)
implant_color = "#CC0000"
origin_tech = "materials=4;programming=4;biotech=3;combat=1"
aug_message = "Job indicator icons pop up in your vision. That is not a certified surgeon..."
HUD_type = DATA_HUD_SECURITY_ADVANCED
// Welding shield implant
/obj/item/organ/internal/cyberimp/eyes/shield
name = "welding shield implant"
desc = "These reactive micro-shields will protect you from welders and flashes without obscuring your vision."
slot = "eye_shield"
origin_tech = "materials=4;biotech=3"
implant_color = "#101010"
flash_protect = 2
// Welding with thermals will still hurt your eyes a bit.
/obj/item/organ/internal/cyberimp/eyes/shield/emp_act(severity)
return
@@ -0,0 +1,345 @@
#define STUN_SET_AMOUNT 2
/obj/item/organ/internal/cyberimp
name = "cybernetic implant"
desc = "a state-of-the-art implant that improves a baseline's functionality"
status = ORGAN_ROBOT
var/implant_color = "#FFFFFF"
var/implant_overlay
tough = 1 //not easyly broken by combat damage
sterile = 1 //not very germy
/obj/item/organ/internal/cyberimp/New(var/mob/M = null)
if(iscarbon(M))
src.insert(M)
if(implant_overlay)
var/image/overlay = new /image(icon, implant_overlay)
overlay.color = implant_color
overlays |= overlay
return ..()
//[[[[BRAIN]]]]
/obj/item/organ/internal/cyberimp/brain
name = "cybernetic brain implant"
desc = "injectors of extra sub-routines for the brain"
icon_state = "brain_implant"
implant_overlay = "brain_implant_overlay"
parent_organ = "head"
/obj/item/organ/internal/cyberimp/brain/emp_act(severity)
if(!owner)
return
var/stun_amount = 5 + (severity-1 ? 0 : 5)
owner.Stun(stun_amount)
owner << "<span class='warning'>Your body seizes up!</span>"
return stun_amount
/obj/item/organ/internal/cyberimp/brain/anti_drop
name = "Anti-drop implant"
desc = "This cybernetic brain implant will allow you to force your hand muscles to contract, preventing item dropping. Twitch ear to toggle."
var/active = 0
var/l_hand_ignore = 0
var/r_hand_ignore = 0
var/obj/item/l_hand_obj = null
var/obj/item/r_hand_obj = null
implant_color = "#DE7E00"
slot = "brain_antidrop"
origin_tech = "materials=5;programming=4;biotech=4"
organ_action_name = "Toggle Anti-Drop"
/obj/item/organ/internal/cyberimp/brain/anti_drop/ui_action_click()
active = !active
if(active)
l_hand_obj = owner.l_hand
r_hand_obj = owner.r_hand
if(l_hand_obj)
if(owner.l_hand.flags & NODROP)
l_hand_ignore = 1
else
owner.l_hand.flags |= NODROP
l_hand_ignore = 0
if(r_hand_obj)
if(owner.r_hand.flags & NODROP)
r_hand_ignore = 1
else
owner.r_hand.flags |= NODROP
r_hand_ignore = 0
if(!l_hand_obj && !r_hand_obj)
owner << "<span class='notice'>You are not holding any items, your hands relax...</span>"
active = 0
else
var/msg = 0
msg += !l_hand_ignore && l_hand_obj ? 1 : 0
msg += !r_hand_ignore && r_hand_obj ? 2 : 0
switch(msg)
if(1)
owner << "<span class='notice'>Your left hand's grip tightens.</span>"
if(2)
owner << "<span class='notice'>Your right hand's grip tightens.</span>"
if(3)
owner << "<span class='notice'>Both of your hand's grips tighten.</span>"
else
release_items()
owner << "<span class='notice'>Your hands relax...</span>"
l_hand_obj = null
r_hand_obj = null
/obj/item/organ/internal/cyberimp/brain/anti_drop/emp_act(severity)
if(!owner)
return
var/range = severity ? 10 : 5
var/atom/A
var/obj/item/L_item = owner.l_hand
var/obj/item/R_item = owner.r_hand
release_items()
..()
if(L_item)
A = pick(oview(range))
L_item.throw_at(A, range, 2)
owner << "<span class='notice'>Your left arm spasms and throws the [L_item.name]!</span>"
if(R_item)
A = pick(oview(range))
R_item.throw_at(A, range, 2)
owner << "<span class='notice'>Your right arm spasms and throws the [R_item.name]!</span>"
/obj/item/organ/internal/cyberimp/brain/anti_drop/proc/release_items()
if(!l_hand_ignore && l_hand_obj in owner.contents)
l_hand_obj.flags ^= NODROP
if(!r_hand_ignore && r_hand_obj in owner.contents)
r_hand_obj.flags ^= NODROP
/obj/item/organ/internal/cyberimp/brain/anti_drop/remove(var/mob/living/carbon/M, special = 0)
..()
if(active)
ui_action_click()
/obj/item/organ/internal/cyberimp/brain/anti_stun
name = "CNS Rebooter implant"
desc = "This implant will automatically give you back control over your central nervous system, reducing downtime when stunned."
implant_color = "#FFFF00"
slot = "brain_antistun"
origin_tech = "materials=6;programming=4;biotech=5"
/obj/item/organ/internal/cyberimp/brain/anti_stun/on_life()
..()
if(crit_fail)
return
if(owner.stunned > STUN_SET_AMOUNT)
owner.stunned = STUN_SET_AMOUNT
if(owner.weakened > STUN_SET_AMOUNT)
owner.weakened = STUN_SET_AMOUNT
/obj/item/organ/internal/cyberimp/brain/anti_stun/emp_act(severity)
if(crit_fail)
return
crit_fail = 1
spawn(90 / severity)
crit_fail = 0
//[[[[CHEST]]]]
/obj/item/organ/internal/cyberimp/chest
name = "cybernetic torso implant"
desc = "implants for the organs in your torso"
icon_state = "chest_implant"
implant_overlay = "chest_implant_overlay"
parent_organ = "chest"
/obj/item/organ/internal/cyberimp/chest/nutriment
name = "Nutriment pump implant"
desc = "This implant with synthesize and pump into your bloodstream a small amount of nutriment when you are starving."
icon_state = "chest_implant"
implant_color = "#00AA00"
var/hunger_threshold = 150
var/synthesizing = 0
var/poison_amount = 5
slot = "stomach"
origin_tech = "materials=5;programming=3;biotech=4"
/obj/item/organ/internal/cyberimp/chest/nutriment/on_life()
if(!owner)
return
if(synthesizing)
return
if(owner.stat == DEAD)
return
if(owner.nutrition <= hunger_threshold)
synthesizing = 1
owner << "<span class='notice'>You feel less hungry...</span>"
owner.nutrition += 50
spawn(50)
synthesizing = 0
/obj/item/organ/internal/cyberimp/chest/nutriment/emp_act(severity)
if(!owner)
return
owner.reagents.add_reagent("????",poison_amount / severity) //food poisoning
owner << "<span class='warning'>You feel like your insides are burning.</span>"
/obj/item/organ/internal/cyberimp/chest/nutriment/plus
name = "Nutriment pump implant PLUS"
desc = "This implant will synthesize and pump into your bloodstream a small amount of nutriment when you are hungry."
icon_state = "chest_implant"
implant_color = "#006607"
hunger_threshold = 250
poison_amount = 10
origin_tech = "materials=5;programming=3;biotech=5"
/obj/item/organ/internal/cyberimp/chest/reviver
name = "Reviver implant"
desc = "This implant will attempt to revive you if you lose consciousness. For the faint of heart!"
icon_state = "chest_implant"
implant_color = "#AD0000"
origin_tech = "materials=6;programming=3;biotech=6;syndicate=4"
slot = "heartdrive"
var/revive_cost = 0
var/reviving = 0
var/cooldown = 0
/obj/item/organ/internal/cyberimp/chest/reviver/on_life()
if(reviving)
if(owner.stat == UNCONSCIOUS)
spawn(30)
if(prob(90) && owner.getOxyLoss())
owner.adjustOxyLoss(-3)
revive_cost += 5
if(prob(75) && owner.getBruteLoss())
owner.adjustBruteLoss(-1)
revive_cost += 20
if(prob(75) && owner.getFireLoss())
owner.adjustFireLoss(-1)
revive_cost += 20
if(prob(40) && owner.getToxLoss())
owner.adjustToxLoss(-1)
revive_cost += 50
else
cooldown = revive_cost + world.time
reviving = 0
return
if(cooldown > world.time)
return
if(owner.stat != UNCONSCIOUS)
return
if(owner.suiciding)
return
revive_cost = 0
reviving = 1
/obj/item/organ/internal/cyberimp/chest/reviver/emp_act(severity)
if(!owner)
return
if(reviving)
revive_cost += 200
else
cooldown += 200
if(istype(owner, /mob/living/carbon/human))
var/mob/living/carbon/human/H = owner
if(H.stat != DEAD && prob(50 / severity))
H.heart_attack = 1
spawn(600 / severity)
H.heart_attack = 0
if(H.stat == CONSCIOUS)
H << "<span class='notice'>You feel your heart beating again!</span>"
//ARM...THAT GO IN THE CHEST
/obj/item/organ/internal/cyberimp/chest/arm_mod//dummy parent item for making arm-mod implants. works best with nodrop items that are sent to nullspace upon being dropped.
name = "Arm-mounted item implant"
desc = "You shouldn't see this! Adminhelp and report this as an issue on github!"
icon_state = "chest_implant"
implant_color = "#007ACC"
slot = "shoulders"
origin_tech = "materials=5;biotech=4;powerstorage=4"
organ_action_name = "Toggle Arm Mod"
var/obj/holder//is defined as the retractable item itself. ensure this is defined somewhere!
var/out = 0//determines if the item is in the owner's hand or not
var/overloaded = 0//is set to 1 when owner gets EMPed. if set to 1, implant doesn't work.
var/lasthand = null
/obj/item/organ/internal/cyberimp/chest/arm_mod/ui_action_click()
if(overloaded)//ensure the implant isn't broken
owner << "<span class='warning'>The implant doesn't respond. It seems to be broken...</span>"
return
if(out)//check if the owner has the item out already
owner.unEquip(holder, 1)//if he does, take it away. then,
holder.loc = null//stash it in nullspace
out = 0//and set this to clarify the item isn't out.
owner.visible_message("<span class='notice'>[owner] retracts [holder].</span>","<span class='notice'>You retract [holder].</span>")
playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
else//if he doesn't have the item out
if(owner.put_in_hands(holder))//put it in his hands.
lasthand = owner.get_active_hand()
out = 1
owner.visible_message("<span class='notice'>[owner] extends [holder]!</span>","<span class='notice'>You extend [holder]!</span>")
playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
else//if this fails to put the item in his hands,
holder.loc = null//keep it in nullspace
owner << "<span class='warning'>You can't extend [holder] if you can't use your hands!</span>"
/obj/item/organ/internal/cyberimp/chest/arm_mod/emp_act(severity)//if the implant gets EMPed...
if(!owner || overloaded)//ensure that it's in an owner and that it's not already EMPed, then...
return
if(out)//check if he has the item out...
owner.unEquip(holder, 1)//if he does, take it away.
holder.loc = null
out = 0
owner.visible_message("<span class='notice'>[holder] forcibly retracts into [owner]'s arm.</span>")
owner.visible_message("<span class='danger'>A loud bang comes from [owner]...</span>")
playsound(get_turf(owner), 'sound/effects/bang.ogg', 100, 1)
owner << "<span class='warning'>You feel an explosion erupt inside you as your chest implant breaks. Is it hot in here?</span>"
owner.adjust_fire_stacks(20)
owner.IgniteMob()//ignite the owner, as well as
owner.say("AUUUUUUUUUUUUUUUUUUGH!!")
if(prob(50))
if(lasthand == "r_hand")
var/obj/item/organ/external/limb = owner.get_organ("r_arm")
limb.droplimb(0, DROPLIMB_EDGE)
else if(lasthand == "l_hand")
var/obj/item/organ/external/limb = owner.get_organ("l_arm")
limb.droplimb(0, DROPLIMB_EDGE)
owner.say("I HAVE BEEN DISARMED!!!")
owner.adjustFireLoss(25)//severely injure him!
overloaded = 1//then make sure this can't happen again by breaking the implant.
/obj/item/organ/internal/cyberimp/chest/arm_mod/tase//mounted, self-charging taser!
name = "Arm-cannon taser implant"
desc = "A variant of the arm cannon implant that fires electrodes and disabler shots. The cannon emerges from the subject's arms and remains in the shoulders when not in use."
icon_state = "armcannon_tase_implant"
origin_tech = "materials=5;combat=5;biotech=4;powerstorage=4"
organ_action_name = "Toggle Arm Cannon Taser"
/obj/item/organ/internal/cyberimp/chest/arm_mod/tase/New()//when the implant is created...
holder = new /obj/item/weapon/gun/energy/advtaser/mounted(src)//assign a brand new item to it. (in this case, a gun)
/obj/item/organ/internal/cyberimp/chest/arm_mod/lase//mounted, self-charging laser!
name = "Arm-cannon laser implant"
desc = "A variant of the arm cannon implant that fires lethal laser beams. The cannon emerges from the subject's arms and remains in the shoulders when not in use."
icon_state = "armcannon_lase_implant"
origin_tech = "materials=5;combat=5;biotech=4;powerstorage=4;syndicate=5"//this is kinda nutty and i might lower it
organ_action_name = "Toggle Arm Cannon Laser"
/obj/item/organ/internal/cyberimp/chest/arm_mod/lase/New()
holder = new /obj/item/weapon/gun/energy/laser/mounted(src)
//BOX O' IMPLANTS
/obj/item/weapon/storage/box/cyber_implants
name = "boxed cybernetic implants"
desc = "A sleek, sturdy box."
icon_state = "cyber_implants"
var/list/boxed = list(/obj/item/organ/internal/cyberimp/eyes/xray,/obj/item/organ/internal/cyberimp/eyes/thermals,
/obj/item/organ/internal/cyberimp/brain/anti_stun, /obj/item/organ/internal/cyberimp/chest/reviver)
var/amount = 5
/obj/item/weapon/storage/box/cyber_implants/New()
..()
var/i
var/implant
for(i = 0, i < amount, i++)
implant = pick(boxed)
new implant(src)
+360
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@@ -0,0 +1,360 @@
/****************************************************
BLOOD SYSTEM
****************************************************/
//Blood levels
var/const/BLOOD_VOLUME_SAFE = 501
var/const/BLOOD_VOLUME_OKAY = 336
var/const/BLOOD_VOLUME_BAD = 224
var/const/BLOOD_VOLUME_SURVIVE = 122
/mob/living/carbon/human/var/datum/reagents/vessel //Container for blood and BLOOD ONLY. Do not transfer other chems here.
/mob/living/carbon/human/var/var/pale = 0 //Should affect how mob sprite is drawn, but currently doesn't.
//Initializes blood vessels
/mob/living/carbon/human/proc/make_blood()
if(vessel)
return
vessel = new/datum/reagents(600)
vessel.my_atom = src
if(species && species.exotic_blood)
vessel.add_reagent(species.exotic_blood,560)
else
vessel.add_reagent("blood",560)
spawn(1)
fixblood()
//Resets blood data
/mob/living/carbon/human/proc/fixblood()
for(var/datum/reagent/blood/B in vessel.reagent_list)
if(B.id == "blood")
B.data = list( "donor"=src,"viruses"=null,"blood_DNA"=dna.unique_enzymes,"blood_colour"= species.blood_color,"blood_type"=dna.b_type, \
"resistances"=null,"trace_chem"=null, "virus2" = null, "antibodies" = null)
B.color = B.data["blood_colour"]
// Takes care blood loss and regeneration
/mob/living/carbon/human/proc/handle_blood()
var/blood_volume
if(species && species.flags & NO_BLOOD)
return
if(stat != DEAD && bodytemperature >= 170) //Dead or cryosleep people do not pump the blood.
if(species.exotic_blood)
blood_volume = round(vessel.get_reagent_amount(species.exotic_blood))
if(blood_volume < 560 && blood_volume)
var/datum/reagent/water/W = locate() in vessel.reagent_list //Grab some blood
if(W) // Make sure there's some blood at all
W.volume += 0.1 // regenerate blood VERY slowly
if (reagents.has_reagent("nutriment")) //Getting food speeds it up
W.volume += 0.4
reagents.remove_reagent("nutriment", 0.1)
else
blood_volume = round(vessel.get_reagent_amount("blood"))
//Blood regeneration if there is some space
if(blood_volume < 560 && blood_volume)
var/datum/reagent/blood/B = locate() in vessel.reagent_list //Grab some blood
if(B) // Make sure there's some blood at all
if(src.mind) //Handles vampires "eating" blood that isn't their own.
if(src.mind in ticker.mode.vampires)
for(var/datum/reagent/blood/BL in vessel.reagent_list)
if(src.nutrition >= 450)
break //We don't want blood tranfusions making vampires fat.
if(BL.data["donor"] != src)
src.nutrition += (15 * REAGENTS_METABOLISM)
BL.volume -= REAGENTS_METABOLISM
if(BL.volume <= 0)
qdel(BL)
break //Only process one blood per tick, to maintain the same metabolism as nutriment for non-vampires.
if(B.data["donor"] != src) //If it's not theirs, then we look for theirs
for(var/datum/reagent/blood/D in vessel.reagent_list)
if(D.data["donor"] == src)
B = D
break
B.volume += 0.1 // regenerate blood VERY slowly
if (reagents.has_reagent("nutriment")) //Getting food speeds it up
B.volume += 0.4
reagents.remove_reagent("nutriment", 0.1)
if (reagents.has_reagent("iron")) //Hematogen candy anyone?
B.volume += 0.8
reagents.remove_reagent("iron", 0.1)
if (reagents.has_reagent("salglu_solution")) //saline is good for blood regeneration
if(prob(33))
B.volume += 1.0
// Damaged heart virtually reduces the blood volume, as the blood isn't
// being pumped properly anymore.
var/obj/item/organ/internal/heart/heart = get_int_organ(/obj/item/organ/internal/heart)
if(heart)
if(heart.damage > 1 && heart.damage < heart.min_bruised_damage)
blood_volume *= 0.8
else if(heart.damage >= heart.min_bruised_damage && heart.damage < heart.min_broken_damage)
blood_volume *= 0.6
else if(heart.damage >= heart.min_broken_damage && heart.damage < INFINITY)
blood_volume *= 0.3
//Effects of bloodloss
switch(blood_volume)
if(BLOOD_VOLUME_SAFE to 10000)
if(pale)
pale = 0
update_body()
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(!pale)
pale = 1
update_body()
var/word = pick("dizzy","woosey","faint")
src << "\red You feel [word]"
if(prob(1))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel [word]"
if(oxyloss < 20)
oxyloss += 3
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
if(!pale)
pale = 1
update_body()
eye_blurry += 6
if(oxyloss < 50)
oxyloss += 10
oxyloss += 1
if(prob(15))
Paralyse(rand(1,3))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel very [word]"
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
if(!pale)
pale = 1
update_body()
if(oxyloss > 20)
eye_blurry += 6
oxyloss += 12
if(prob(15))
Paralyse(rand(1,3))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel extremely [word]"
if(0 to BLOOD_VOLUME_SURVIVE)
death()
// Without enough blood you slowly go hungry.
if(blood_volume < BLOOD_VOLUME_SAFE)
if(nutrition >= 300)
nutrition -= 10
else if(nutrition >= 200)
nutrition -= 3
//Bleeding out
var/blood_max = 0
for(var/obj/item/organ/external/temp in organs)
if(!(temp.status & ORGAN_BLEEDING) || temp.status & ORGAN_ROBOT)
continue
for(var/datum/wound/W in temp.wounds) if(W.bleeding())
blood_max += W.damage / 4
if (temp.open)
blood_max += 2 //Yer stomach is cut open
drip(blood_max)
//Makes a blood drop, leaking certain amount of blood from the mob
/mob/living/carbon/human/proc/drip(var/amt as num)
if(species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead.
return
if(!amt)
return
var/amm = 0.1 * amt
var/turf/T = get_turf(src)
if(src.species.exotic_blood)
vessel.remove_reagent(species.exotic_blood,amm)
vessel.reaction(T, TOUCH, amm)
return
else
vessel.remove_reagent("blood",amm)
blood_splatter(src,src)
/****************************************************
BLOOD TRANSFERS
****************************************************/
//Gets blood from mob to the container, preserving all data in it.
/mob/living/carbon/proc/take_blood(obj/item/weapon/reagent_containers/container, var/amount)
var/datum/reagent/B = get_blood(container.reagents)
if(!B) B = new /datum/reagent/blood
B.holder = container
B.volume += amount
//set reagent data
B.data["donor"] = src
if (!B.data["virus2"])
B.data["virus2"] = list()
B.data["virus2"] |= virus_copylist(src.virus2)
B.data["antibodies"] = src.antibodies
B.data["blood_DNA"] = copytext(src.dna.unique_enzymes,1,0)
B.data["blood_type"] = copytext(src.dna.b_type,1,0)
// Putting this here due to return shenanigans.
if(istype(src,/mob/living/carbon/human))
var/mob/living/carbon/human/H = src
B.data["blood_colour"] = H.species.blood_color
B.color = B.data["blood_colour"]
var/list/temp_chem = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
temp_chem += R.id
temp_chem[R.id] = R.volume
B.data["trace_chem"] = list2params(temp_chem)
return B
//For humans, blood does not appear from blue, it comes from vessels.
/mob/living/carbon/human/take_blood(obj/item/weapon/reagent_containers/container, var/amount)
if(src.species.exotic_blood)
if(vessel.get_reagent_amount(src.species.exotic_blood) < amount)
return null
var/datum/reagent/W = new /datum/reagent
W.holder = container
W.volume += amount
var/list/temp_chem = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
temp_chem += R.id
temp_chem[R.id] = R.volume
W.data["trace_chem"] = list2params(temp_chem)
vessel.remove_reagent(src.species.exotic_blood,amount) // Removes blood if human
return W
if(species && species.flags & NO_BLOOD)
return null
else
if(vessel.get_reagent_amount("blood") < amount)
return null
. = ..()
vessel.remove_reagent("blood",amount) // Removes blood if human
//Transfers blood from container ot vessels
/mob/living/carbon/proc/inject_blood(obj/item/weapon/reagent_containers/container, var/amount)
var/datum/reagent/blood/injected = get_blood(container.reagents)
if (!injected)
return
var/list/sniffles = virus_copylist(injected.data["virus2"])
for(var/ID in sniffles)
var/datum/disease2/disease/sniffle = sniffles[ID]
infect_virus2(src,sniffle,1)
if (injected.data["antibodies"] && prob(5))
antibodies |= injected.data["antibodies"]
var/list/chems = list()
chems = params2list(injected.data["trace_chem"])
for(var/C in chems)
src.reagents.add_reagent(C, (text2num(chems[C]) / 560) * amount)//adds trace chemicals to owner's blood
reagents.update_total()
container.reagents.remove_reagent("blood", amount)
//Transfers blood from container ot vessels, respecting blood types compatability.
/mob/living/carbon/human/inject_blood(obj/item/weapon/reagent_containers/container, var/amount)
var/datum/reagent/blood/injected = get_blood(container.reagents)
if(species && species.flags & NO_BLOOD)
reagents.add_reagent("blood", amount, injected.data)
reagents.update_total()
return
var/datum/reagent/blood/our = get_blood(vessel)
if (!injected || !our)
return
if(blood_incompatible(injected.data["blood_type"],our.data["blood_type"]) )
reagents.add_reagent("toxin",amount * 0.5)
reagents.update_total()
else
vessel.add_reagent("blood", amount, injected.data)
vessel.update_total()
..()
//Gets human's own blood.
/mob/living/carbon/proc/get_blood(datum/reagents/container)
var/datum/reagent/blood/res = locate() in container.reagent_list //Grab some blood
if(res) // Make sure there's some blood at all
if(res.data["donor"] != src) //If it's not theirs, then we look for theirs
for(var/datum/reagent/blood/D in container.reagent_list)
if(D.data["donor"] == src)
return D
return res
/proc/blood_incompatible(donor,receiver)
var/donor_antigen = copytext(donor,1,lentext(donor))
var/receiver_antigen = copytext(receiver,1,lentext(receiver))
var/donor_rh = findtext("+",donor)
var/receiver_rh = findtext("+",receiver)
if(donor_rh && !receiver_rh) return 1
switch(receiver_antigen)
if("A")
if(donor_antigen != "A" && donor_antigen != "O") return 1
if("B")
if(donor_antigen != "B" && donor_antigen != "O") return 1
if("O")
if(donor_antigen != "O") return 1
//AB is a universal receiver.
return 0
proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
var/obj/effect/decal/cleanable/blood/B
var/decal_type = /obj/effect/decal/cleanable/blood/splatter
var/turf/T = get_turf(target)
if(istype(source,/mob/living/carbon/human))
var/mob/living/carbon/human/M = source
source = M.get_blood(M.vessel)
// Are we dripping or splattering?
var/list/drips = list()
// Only a certain number of drips (or one large splatter) can be on a given turf.
for(var/obj/effect/decal/cleanable/blood/drip/drop in T)
drips |= drop.drips
qdel(drop)
if(!large && drips.len < 3)
decal_type = /obj/effect/decal/cleanable/blood/drip
// Find a blood decal or create a new one.
B = locate(decal_type) in T
if(!B)
B = new decal_type(T)
var/obj/effect/decal/cleanable/blood/drip/drop = B
if(istype(drop) && drips && drips.len && !large)
drop.overlays |= drips
drop.drips |= drips
// If there's no data to copy, call it quits here.
if(!source)
return B
// Update appearance.
if(source.data["blood_colour"])
B.basecolor = source.data["blood_colour"]
B.update_icon()
// Update blood information.
if(source.data["blood_DNA"])
B.blood_DNA = list()
if(source.data["blood_type"])
B.blood_DNA[source.data["blood_DNA"]] = source.data["blood_type"]
else
B.blood_DNA[source.data["blood_DNA"]] = "O+"
// Update virus information.
if(source.data["virus2"])
B.virus2 = virus_copylist(source.data["virus2"])
return B
+53
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@@ -0,0 +1,53 @@
/obj/item/organ/internal/body_egg
name = "body egg"
desc = "All slimy and yuck."
icon_state = "innards"
origin_tech = "biotech=5"
parent_organ = "chest"
slot = "parasite_egg"
/obj/item/organ/internal/body_egg/on_find(mob/living/finder)
..()
finder << "<span class='warning'>You found an unknown alien organism in [owner]'s [parent_organ]!</span>"
/obj/item/organ/internal/body_egg/New(loc)
if(iscarbon(loc))
insert(loc)
return ..()
/obj/item/organ/internal/body_egg/insert(var/mob/living/carbon/M, special = 0)
..()
owner.status_flags |= XENO_HOST
processing_objects.Add(src)
owner.med_hud_set_status()
spawn(0)
AddInfectionImages(owner)
/obj/item/organ/internal/body_egg/remove(var/mob/living/carbon/M, special = 0)
processing_objects.Remove(src)
if(owner)
owner.status_flags &= ~(XENO_HOST)
owner.med_hud_set_status()
spawn(0)
RemoveInfectionImages(owner)
..()
/obj/item/organ/internal/body_egg/process()
if(!owner) return
if(!(src in owner.internal_organs))
remove(owner)
return
egg_process()
/obj/item/organ/internal/body_egg/proc/egg_process()
return
/obj/item/organ/internal/body_egg/proc/RefreshInfectionImage()
RemoveInfectionImages()
AddInfectionImages()
/obj/item/organ/internal/body_egg/proc/AddInfectionImages()
return
/obj/item/organ/internal/body_egg/proc/RemoveInfectionImages()
return
+43
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@@ -0,0 +1,43 @@
/mob/proc/get_int_organ(typepath) //int stands for internal
return
/mob/proc/get_organs_zone(zone)
return
/mob/proc/get_organ_slot(slot) //is it a brain, is it a brain_tumor?
return
/mob/proc/get_int_organ_tag(tag) //is it a brain, is it a brain_tumor?
return
/mob/living/carbon/get_int_organ(typepath)
return (locate(typepath) in internal_organs)
/mob/living/carbon/get_organs_zone(zone, var/subzones = 0)
var/list/returnorg = list()
if(subzones)
// Include subzones - groin for chest, eyes and mouth for head
//Fethas note:We have check_zone, i may need to remove the below
if(zone == "head")
returnorg = get_organs_zone("eyes") + get_organs_zone("mouth")
if(zone == "chest")
returnorg = get_organs_zone("groin")
for(var/obj/item/organ/internal/O in internal_organs)
if(zone == O.parent_organ)
returnorg += O
return returnorg
/mob/living/carbon/get_organ_slot(slot)
for(var/obj/item/organ/internal/O in internal_organs)
if(slot == O.slot)
return O
/mob/living/carbon/get_int_organ_tag(tag)
for(var/obj/item/organ/internal/O in internal_organs)
if(tag == O.organ_tag)
return O
/proc/is_int_organ(atom/A)
return istype(A, /obj/item/organ/internal)
+310
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@@ -0,0 +1,310 @@
var/list/organ_cache = list()
/obj/item/organ
name = "organ"
icon = 'icons/obj/surgery.dmi'
var/dead_icon
var/mob/living/carbon/human/owner = null
var/status = 0
var/vital //Lose a vital limb, die immediately.
var/damage = 0 // amount of damage to the organ
var/min_bruised_damage = 10
var/min_broken_damage = 30
var/max_damage
var/organ_tag = "organ"
var/parent_organ = "chest"
var/robotic = 0 //For being a robot
var/list/datum/autopsy_data/autopsy_data = list()
var/list/trace_chemicals = list() // traces of chemicals in the organ,
// links chemical IDs to number of ticks for which they'll stay in the blood
germ_level = 0
var/datum/dna/dna
var/datum/species/species
// Stuff for tracking if this is on a tile with an open freezer or not
var/last_freezer_update_time = 0
var/freezer_update_period = 100
var/is_in_freezer = 0
var/sterile = 0 //can the organ be infected by germs?
var/tough = 0 //can organ be easily damaged?
/obj/item/organ/proc/update_health()
return
/obj/item/organ/New(var/mob/living/carbon/holder)
..(holder)
create_reagents(5)
if(!max_damage)
max_damage = min_broken_damage * 2
if(istype(holder))
species = all_species["Human"]
if(holder.dna)
dna = holder.dna.Clone()
species = all_species[dna.species]
else
log_to_dd("[src] at [loc] spawned without a proper DNA.")
var/mob/living/carbon/human/H = holder
if(istype(H))
if(dna)
if(!blood_DNA)
blood_DNA = list()
blood_DNA[dna.unique_enzymes] = dna.b_type
/obj/item/organ/proc/set_dna(var/datum/dna/new_dna)
if(new_dna)
dna = new_dna.Clone()
blood_DNA.Cut()
blood_DNA[dna.unique_enzymes] = dna.b_type
/obj/item/organ/proc/die()
if(status & ORGAN_ROBOT)
return
damage = max_damage
status |= ORGAN_DEAD
processing_objects -= src
if(dead_icon)
icon_state = dead_icon
if(owner && vital)
owner.death()
/obj/item/organ/process()
//dead already, no need for more processing
if(status & ORGAN_DEAD)
return
if(is_preserved())
return
//Process infections
if ((status & ORGAN_ROBOT) || (sterile) ||(owner && owner.species && (owner.species.flags & IS_PLANT)))
germ_level = 0
return
if(!owner)
if(reagents)
var/datum/reagent/blood/B = locate(/datum/reagent/blood) in reagents.reagent_list
if(B && prob(40))
reagents.remove_reagent("blood",0.1)
blood_splatter(src,B,1)
// Maybe scale it down a bit, have it REALLY kick in once past the basic infection threshold
// Another mercy for surgeons preparing transplant organs
germ_level++
if(germ_level >= INFECTION_LEVEL_ONE)
germ_level += rand(2,6)
if(germ_level >= INFECTION_LEVEL_TWO)
germ_level += rand(2,6)
if(germ_level >= INFECTION_LEVEL_THREE)
die()
if(damage >= max_damage)
die()
else if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
//** Handle antibiotics and curing infections
handle_antibiotics()
handle_germ_effects()
//check if we've hit max_damage
if(damage >= max_damage)
die()
/obj/item/organ/proc/is_preserved()
if(istype(loc,/obj/item/device/mmi))
germ_level = max(0, germ_level - 1) // So a brain can slowly recover from being left out of an MMI
return 1
if(is_found_within(/obj/item/bodybag/cryobag))
return 1
if(is_found_within(/obj/structure/closet/crate/freezer))
return 1
if(istype(loc,/turf))
if(world.time - last_freezer_update_time > freezer_update_period)
// I don't want to loop through everything in the tile constantly, especially since it'll be a pile of organs
// if the virologist releases gibbingtons again or something
// There's probably a much less silly way of doing this, but BYOND native algorithms are stupidly naive
is_in_freezer = 0
for(var/obj/structure/closet/crate/freezer/F in loc.contents)
if(F.opened)
is_in_freezer = 1 // on the same tile, close enough, should keep organs much fresher on avg
break
last_freezer_update_time = world.time
return is_in_freezer // I'd like static varibles, please
// You can do your cool location temperature organ preserving effects here!
return 0
/obj/item/organ/examine(mob/user)
..(user)
if(status & ORGAN_DEAD)
user << "<span class='notice'>The decay has set in.</span>"
/obj/item/organ/proc/handle_germ_effects()
//** Handle the effects of infections
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
if (germ_level > 0 && germ_level < INFECTION_LEVEL_ONE/2 && prob(30))
germ_level--
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 < 5 && prob(round(germ_level/6)))
germ_level++
if(germ_level >= INFECTION_LEVEL_ONE)
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)
if (germ_level >= INFECTION_LEVEL_TWO)
var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
//spread germs
if (antibiotics < 5 && parent.germ_level < germ_level && ( parent.germ_level < INFECTION_LEVEL_ONE*2 || prob(30) ))
parent.germ_level++
if (prob(3)) //about once every 30 seconds
take_damage(1,silent=prob(30))
/obj/item/organ/proc/receive_chem(chemical as obj)
return 0
/obj/item/organ/proc/rejuvenate()
damage = 0
germ_level = 0
/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) && !(status & ORGAN_SPLINTED)))
//Germs
/obj/item/organ/proc/handle_antibiotics()
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
if (!germ_level || antibiotics <= 0.4)
return
if (germ_level < INFECTION_LEVEL_ONE)
germ_level = 0 //cure instantly
else if (germ_level < INFECTION_LEVEL_TWO)
germ_level -= 24 //at germ_level == 500, this should cure the infection in 15 seconds
else
germ_level -= 8 // at germ_level == 1000, this will cure the infection in 1 minute, 15 seconds
// Let's not drag this on, medbay has only so much antibiotics
//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/proc/take_damage(amount, var/silent=0)
if(tough)
return
if(src.status & 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.", 1)
/obj/item/organ/proc/robotize() //Being used to make robutt hearts, etc
robotic = 2
src.status &= ~ORGAN_BROKEN
src.status &= ~ORGAN_BLEEDING
src.status &= ~ORGAN_SPLINTED
src.status &= ~ORGAN_CUT_AWAY
src.status &= ~ORGAN_ATTACHABLE
src.status &= ~ORGAN_DESTROYED
src.status |= ORGAN_ROBOT
src.status |= ORGAN_ASSISTED
/obj/item/organ/proc/mechassist() //Used to add things like pacemakers, etc
robotize()
src.status &= ~ORGAN_ROBOT
robotic = 1
min_bruised_damage = 15
min_broken_damage = 35
/obj/item/organ/emp_act(severity)
if(!(status & ORGAN_ROBOT))
return
switch (severity)
if (1.0)
take_damage(0,20)
return
if (2.0)
take_damage(0,7)
return
if(3.0)
take_damage(0,3)
/obj/item/organ/proc/remove(var/mob/living/user,special = 0)
if(!istype(owner))
return
owner.internal_organs -= src
var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
if(affected) affected.internal_organs -= src
loc = get_turf(owner)
processing_objects |= src
var/datum/reagent/blood/organ_blood
if(reagents) organ_blood = locate(/datum/reagent/blood) in reagents.reagent_list
if(!organ_blood || !organ_blood.data["blood_DNA"])
owner.vessel.trans_to(src, 5, 1, 1)
if(owner && vital && is_primary_organ()) // I'd do another check for species or whatever so that you couldn't "kill" an IPC by removing a human head from them, but it doesn't matter since they'll come right back from the dead
if(user)
user.attack_log += "\[[time_stamp()]\]<font color='red'> removed a vital organ ([src]) from [key_name(owner)] (INTENT: [uppertext(user.a_intent)])</font>"
owner.attack_log += "\[[time_stamp()]\]<font color='orange'> had a vital organ ([src]) removed by [key_name(user)] (INTENT: [uppertext(user.a_intent)])</font>"
msg_admin_attack("[key_name_admin(user)] removed a vital organ ([src]) from [key_name_admin(owner)]")
owner.death()
owner = null
/obj/item/organ/proc/replaced(var/mob/living/carbon/human/target,var/obj/item/organ/external/affected)
if(!istype(target)) return
owner = target
processing_objects -= src
affected.internal_organs |= src
if (!target.get_int_organ(src))
target.internal_organs += src
src.loc = target
if(robotic)
status |= ORGAN_ROBOT
/obj/item/organ/proc/surgeryize()
return
/*
Returns 1 if this is the organ that is handling all the functionalities of that particular organ slot
Returns 0 if it isn't
I use this so that this can be made better once the organ overhaul rolls out -- Crazylemon
*/
/obj/item/organ/proc/is_primary_organ(var/mob/living/carbon/human/O = null)
if (isnull(O))
O = owner
if (!istype(owner)) // You're not the primary organ of ANYTHING, bucko
return 0
return src == O.get_int_organ(organ_tag)
@@ -0,0 +1,940 @@
/****************************************************
EXTERNAL ORGANS
****************************************************/
/obj/item/organ/external
name = "external"
min_broken_damage = 30
max_damage = 0
dir = SOUTH
organ_tag = "limb"
var/brute_mod = 1
var/burn_mod = 1
var/icon_name = null
var/body_part = null
var/icon_position = 0
var/model
var/force_icon
var/damage_state = "00"
var/brute_dam = 0
var/burn_dam = 0
var/max_size = 0
var/last_dam = -1
var/icon/mob_icon
var/gendered_icon = 0
var/limb_name
var/disfigured = 0
var/cannot_amputate
var/cannot_break
var/s_tone
var/list/s_col = list()
var/list/wounds = list()
var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len!
var/perma_injury = 0
// 0: Don't fail when at full damage
// 1: Neatly pop off at full damage, stop damage propogation
// 2: Disintegrate at full damage, continue damage propogation
var/fail_at_full_damage = 0
var/obj/item/organ/external/parent
var/list/obj/item/organ/external/children
// Internal organs of this body part
var/list/internal_organs = list()
var/damage_msg = "\red You feel an intense pain"
var/broken_description
var/open = 0
var/stage = 0
var/cavity = 0
var/sabotaged = 0 //If a prosthetic limb is emagged, it will detonate when it fails.
var/encased // Needs to be opened with a saw to access the organs.
var/obj/item/hidden = null
var/list/implants = list()
// how often wounds should be updated, a higher number means less often
var/wound_update_accuracy = 1
var/amputation_point // Descriptive string used in amputation.
var/can_grasp
var/can_stand
/obj/item/organ/external/Destroy()
if(parent && parent.children)
parent.children -= src
if(internal_organs)
for(var/obj/item/organ/internal/O in internal_organs)
internal_organs -= O
O.remove(owner,special = 1)
if(children)
for(var/obj/item/organ/external/C in children)
qdel(C)
return ..()
/obj/item/organ/external/attackby(obj/item/weapon/W as obj, mob/user as mob)
switch(stage)
if(0)
if(istype(W,/obj/item/weapon/scalpel))
spread_germs_to_organ(src,user)
user.visible_message("<span class='danger'><b>[user]</b> cuts [src] open with [W]!")
stage++
return
if(1)
if(istype(W,/obj/item/weapon/retractor))
spread_germs_to_organ(src,user)
user.visible_message("<span class='danger'><b>[user]</b> cracks [src] open like an egg with [W]!")
stage++
return
if(2)
if(istype(W,/obj/item/weapon/hemostat))
spread_germs_to_organ(src,user)
if(contents.len)
var/obj/item/removing = pick(contents)
removing.loc = get_turf(user.loc)
var/obj/item/organ/internal/O = removing
if(istype(O))
O.status |= ORGAN_CUT_AWAY
if(!O.sterile)
spread_germs_to_organ(O,user) // This wouldn't be any cleaner than the actual surgery
O.forceMove(src)
if(!(user.l_hand && user.r_hand))
user.put_in_hands(removing)
user.visible_message("<span class='danger'><b>[user]</b> extracts [removing] from [src] with [W]!")
else
user.visible_message("<span class='danger'><b>[user]</b> fishes around fruitlessly in [src] with [W].")
return
..()
/obj/item/organ/external/update_health()
damage = min(max_damage, (brute_dam + burn_dam))
return
/obj/item/organ/external/New(var/mob/living/carbon/holder)
..()
if(istype(holder, /mob/living/carbon/human))
replaced(holder)
sync_colour_to_human(holder)
spawn(1)
get_icon()
/obj/item/organ/external/replaced(var/mob/living/carbon/human/target)
owner = target
status = status & ~ORGAN_DESTROYED
forceMove(owner)
if(istype(owner))
owner.organs_by_name[limb_name] = src
owner.organs |= src
for(var/obj/item/organ/organ in src)
if(istype(src, /obj/item/organ/internal))
var/obj/item/organ/internal/I = organ
if(target.get_organ_slot(I.slot))
continue // Just leave it inside its limb, so brains with brainmobs in them don't get voided.
organ.replaced(owner,src)
if(parent_organ)
parent = owner.organs_by_name[src.parent_organ]
if(parent)
if(!parent.children)
parent.children = list()
parent.children.Add(src)
//Remove all stump wounds since limb is not missing anymore
for(var/datum/wound/lost_limb/W in parent.wounds)
parent.wounds -= W
qdel(W)
break
parent.update_damages()
/****************************************************
DAMAGE PROCS
****************************************************/
/obj/item/organ/external/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
if((brute <= 0) && (burn <= 0))
return 0
if(status & ORGAN_DESTROYED)
return 0
brute *= brute_mod
burn *= burn_mod
// Threshold needed to have a chance of hurting internal bits with something sharp
var/const/sharp_thresh_int_dmg = 5
// Threshold needed to have a chance of hurting internal bits
var/const/thresh_int_dmg = 10
// Probability of taking internal damage from sufficient force, while otherwise healthy
var/const/dmg_prob = 5
// Probability of taking internal damage when hit while lacking encasing bones
var/const/no_bone_dmg_prob = 30
// High brute damage or sharp objects may damage internal organs
if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= sharp_thresh_int_dmg) || brute >= thresh_int_dmg) && prob(dmg_prob)) || (!encased && prob(no_bone_dmg_prob))))
// Damage an internal organ
if(internal_organs && internal_organs.len)
var/obj/item/organ/internal/I = pick(internal_organs)
if(!I.tough)//mostly for cybernetic organs
I.take_damage(brute / 2)
brute -= brute / 2
if(status & ORGAN_BROKEN && prob(40) && brute)
owner.emote("scream") //getting hit on broken hand hurts
if(used_weapon)
add_autopsy_data("[used_weapon]", brute + burn)
var/can_cut = (prob(brute*2) || sharp) && !(status & ORGAN_ROBOT)
// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
if((brute_dam + burn_dam + brute + burn) < max_damage || !config.limbs_can_break)
if(brute)
if(can_cut)
createwound( CUT, brute )
else
createwound( BRUISE, brute )
if(burn)
createwound( BURN, burn )
else
//If we can't inflict the full amount of damage, spread the damage in other ways
//How much damage can we actually cause?
var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam)
if(can_inflict)
if (brute > 0)
//Inflict all burte damage we can
if(can_cut)
createwound( CUT, min(brute,can_inflict) )
else
createwound( BRUISE, min(brute,can_inflict) )
var/temp = can_inflict
//How much mroe damage can we inflict
can_inflict = max(0, can_inflict - brute)
//How much brute damage is left to inflict
brute = max(0, brute - temp)
if (burn > 0 && can_inflict)
//Inflict all burn damage we can
createwound(BURN, min(burn,can_inflict))
//How much burn damage is left to inflict
burn = max(0, burn - can_inflict)
//If there are still hurties to dispense
if (burn || brute)
if (fail_at_full_damage == 1 && body_part != UPPER_TORSO && body_part != LOWER_TORSO)
droplimb(1) //Clean loss, just drop the limb and be done
else
//List organs we can pass it to
var/list/obj/item/organ/external/possible_points = list()
if(parent)
possible_points += parent
if(children) for(var/organ in children)
if(organ) possible_points += organ
if(forbidden_limbs.len)
possible_points -= forbidden_limbs
if(possible_points.len)
//And pass the pain around
var/obj/item/organ/external/target = pick(possible_points)
target.take_damage(brute, burn, sharp, edge, used_weapon, forbidden_limbs + src)
if(fail_at_full_damage == 2 && body_part != UPPER_TORSO && body_part != LOWER_TORSO)
var/losstype
if(burn > brute)
losstype = DROPLIMB_BURN
else
losstype = DROPLIMB_BLUNT
droplimb(0, losstype) // less clean than a robot arm, doesn't buffer damage either
// sync the organ's damage with its wounds
src.update_damages()
var/mob/living/carbon/owner_old = owner //Need to update health, but need a reference in case the below check cuts off a limb.
//If limb took enough damage, try to cut or tear it off
if(owner && loc == owner)
if(!cannot_amputate && config.limbs_can_break && (brute_dam) >= (max_damage * config.organ_health_multiplier))
if(prob(brute / 2))
if(edge)
droplimb(0,DROPLIMB_EDGE)
if(owner_old) owner_old.updatehealth()
return update_icon()
/obj/item/organ/external/proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
if(status & ORGAN_ROBOT && !robo_repair)
return
//Heal damage on the individual wounds
for(var/datum/wound/W in wounds)
if(brute == 0 && burn == 0)
break
// heal brute damage
if(W.damage_type == CUT || W.damage_type == BRUISE)
brute = W.heal_damage(brute)
else if(W.damage_type == BURN)
burn = W.heal_damage(burn)
if(internal)
status &= ~ORGAN_BROKEN
perma_injury = 0
/*
if((brute || burn) && children && children.len && (owner.species.flags & REGENERATES_LIMBS))
var/obj/item/organ/external/stump/S = locate() in children
if(S)
//world << "Extra healing to go around ([brute+burn]) and [owner] needs a replacement limb."
*/
//Sync the organ's damage with its wounds
src.update_damages()
owner.updatehealth()
var/result = update_icon()
return result
/*
This function completely restores a damaged organ to perfect condition.
*/
/obj/item/organ/external/rejuvenate()
damage_state = "00"
if(status & 128) //Robotic organs stay robotic. Fix because right click rejuvinate makes IPC's organs organic.
status = 128
else
status = 0
perma_injury = 0
brute_dam = 0
burn_dam = 0
// handle internal organs
for(var/obj/item/organ/internal/current_organ in internal_organs)
current_organ.rejuvenate()
// remove embedded objects and drop them on the floor
for(var/obj/implanted_object in implants)
if(!istype(implanted_object,/obj/item/weapon/implant)) // We don't want to remove REAL implants. Just shrapnel etc.
implanted_object.loc = owner.loc
implants -= implanted_object
owner.updatehealth()
update_icon()
/obj/item/organ/external/proc/createwound(var/type = CUT, var/damage)
if(damage == 0) return
//moved this before the open_wound check so that having many small wounds for example doesn't somehow protect you from taking internal damage
//Possibly trigger an internal wound, too.
var/local_damage = brute_dam + burn_dam + damage
if(damage > 15 && type != BURN && local_damage > 30 && prob(damage) && !(status & ORGAN_ROBOT))
var/datum/wound/internal_bleeding/I = new ()
wounds += I
owner.custom_pain("You feel something rip in your [name]!", 1)
// first check whether we can widen an existing wound
if(wounds.len > 0 && prob(max(50+(number_wounds-1)*10,90)))
if((type == CUT || type == BRUISE) && damage >= 5)
//we need to make sure that the wound we are going to worsen is compatible with the type of damage...
var/list/compatible_wounds = list()
for (var/datum/wound/W in wounds)
if (W.can_worsen(type, damage))
compatible_wounds += W
if(compatible_wounds.len)
var/datum/wound/W = pick(compatible_wounds)
W.open_wound(damage)
if(prob(25))
if(status & ORGAN_ROBOT)
owner.visible_message("<span class='alert'>The damage to [owner.name]'s [name] worsens.</span>",\
"<span class='alert'>The damage to your [name] worsens.</span>",\
"You hear the screech of abused metal.")
else
owner.visible_message("<span class='alert'>The wound on [owner.name]'s [name] widens with a nasty ripping noise.</span>",\
"<span class='alert'>The wound on your [name] widens with a nasty ripping noise.</span>",\
"You hear a nasty ripping noise, as if flesh is being torn apart.")
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
****************************************************/
//Determines if we even need to process this organ.
/obj/item/organ/external/proc/need_process()
if(status & (ORGAN_CUT_AWAY|ORGAN_GAUZED|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)
if(parent)
if(parent.status & ORGAN_DESTROYED)
status |= ORGAN_DESTROYED
owner.update_body(1)
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)
if(!(status & ORGAN_BROKEN))
perma_injury = 0
//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|ORGAN_DESTROYED) || (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/internal/target_organ = null //make internal organs become infected one at a time instead of all at once
for (var/obj/item/organ/internal/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/internal/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.
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 && !W.can_autoheal() && owner.bodytemperature >= 170)
var/bicardose = owner.reagents.get_reagent_amount("styptic_powder")
if(!bicardose) //styptic powder stops internal wounds from growing bigger with time, and also stop bleeding
W.open_wound(0.1 * wound_update_accuracy)
owner.vessel.remove_reagent("blood",0.05 * W.damage * wound_update_accuracy)
owner.vessel.remove_reagent("blood",0.02 * W.damage * wound_update_accuracy)
if(prob(1 * wound_update_accuracy))
owner.custom_pain("You feel a stabbing pain in your [name]!",1)
//overdose of styptic powder begins healing IB
if(owner.reagents.get_reagent_amount("styptic_powder") >= 30)
W.damage = max(0, W.damage - 0.2)
// 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
for(var/datum/wound/W in wounds)
if(W.damage_type == CUT || W.damage_type == BRUISE)
brute_dam += W.damage
else if(W.damage_type == BURN)
burn_dam += W.damage
if(!(status & ORGAN_ROBOT) && W.bleeding())
W.bleed_timer--
if(H && (H.species.flags & NO_BLOOD)) // Bloodless organic races are finicky
W.clamped = 1
W.bleed_timer = 0
else
status |= ORGAN_BLEEDING
clamped |= W.clamped
number_wounds += W.amount
if (open && !clamped && (H && !(H.species.flags & NO_BLOOD)))
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
// returns just the brute/burn damage code
/obj/item/organ/external/proc/damage_state_text()
if(status & ORGAN_DESTROYED)
return "--"
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, var/ignore_children, var/nodamage)
if(cannot_amputate || !owner)
return
if(!disintegrate)
disintegrate = DROPLIMB_EDGE
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)
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)
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().
remove(null, ignore_children)
victim.traumatic_shock += 30
wounds.Cut()
if(parent && !nodamage)
var/datum/wound/lost_limb/W = new (src, disintegrate, clean)
parent.children -= src
if(clean)
parent.wounds |= W
parent.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()
parent = null
spawn(1)
if(victim)
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
return
else
qdel(src) // If you flashed away to ashes, YOU FLASHED AWAY TO ASHES
return
/****************************************************
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.unEquip(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.unEquip(holder.legcuffed)
/obj/item/organ/external/proc/bandage()
var/rval = 0
src.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/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/salve()
var/rval = 0
for(var/datum/wound/W in wounds)
rval |= !W.salved
W.salved = 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(\
"\red You hear a loud cracking sound coming from \the [owner].",\
"\red <b>Something feels like it shattered in your [name]!</b>",\
"You hear a sickening crack.")
if(owner.species && !(owner.species.flags & NO_PAIN))
owner.emote("scream")
status |= ORGAN_BROKEN
broken_description = pick("broken","fracture","hairline fracture")
perma_injury = brute_dam
// Fractures have a chance of getting you out of restraints
if (prob(25))
release_restraints()
/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
// I put these two next to each other to highlight that both exist. This should likely be resolved.
/obj/item/organ/external/robotize()
..()
//robot limbs take reduced damage
brute_mod = 0.66
burn_mod = 0.66
// Robot parts also lack bones
// This is so surgery isn't kaput, let's see how this does
encased = null
fail_at_full_damage = 1
/obj/item/organ/external/robotize(var/company)
..()
if(company && istext(company))
model = company
var/datum/robolimb/R = all_robolimbs[company]
if(R)
force_icon = R.icon
name = "[R.company] [initial(name)]"
desc = "[R.desc]"
cannot_break = 1
get_icon()
for (var/obj/item/organ/external/T in children)
if(T)
T.robotize()
/obj/item/organ/external/proc/mutate()
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 max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
/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()
if((status & ORGAN_ROBOT) && get_damage() >= max_damage) //robot limbs just become inoperable at max damage
return
return !(status & (ORGAN_DESTROYED|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_item()
W.loc = owner
/obj/item/organ/external/proc/open_enough_for_surgery()
return (encased ? (open == 3) : (open == 2))
/obj/item/organ/external/remove(var/mob/living/user, var/ignore_children)
if(!owner)
return
var/is_robotic = status & ORGAN_ROBOT
var/mob/living/carbon/human/victim = owner
..()
status |= ORGAN_DESTROYED
victim.bad_external_organs -= src
for(var/implant in implants) //todo: check if this can be left alone
qdel(implant)
// Attached organs also fly off.
if(!ignore_children)
for(var/obj/item/organ/external/O in children)
O.remove()
if(O)
O.forceMove(src)
// Grab all the internal giblets too.
for(var/obj/item/organ/organ in internal_organs)
organ.remove()
organ.forceMove(src)
release_restraints(victim)
victim.organs -= src
if(is_primary_organ(victim))
victim.organs_by_name[limb_name] = 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/system/spark_spread/spark_system = new /datum/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("\red You hear a sickening cracking sound coming from \the [owner]'s [name].", \
"\red <b>Your [name] becomes a mangled mess!</b>", \
"\red You hear a sickening crack.")
else
owner.visible_message("\red \The [owner]'s [name] melts away, turning into mangled mess!", \
"\red <b>Your [name] melts away!</b>", \
"\red You hear a sickening sizzle.")
disfigured = 1
/obj/item/organ/external/is_primary_organ(var/mob/living/carbon/human/O = null)
if (isnull(O))
O = owner
if (!istype(O)) // You're not the primary organ of ANYTHING, bucko
return 0
return src == O.organs_by_name[limb_name]
+141
View File
@@ -0,0 +1,141 @@
var/global/list/limb_icon_cache = list()
/obj/item/organ/external/proc/compile_icon()
overlays.Cut()
// This is a kludge, only one icon has more than one generation of children though.
for(var/obj/item/organ/external/organ in contents)
if(organ.children && organ.children.len)
for(var/obj/item/organ/external/child in organ.children)
overlays += child.mob_icon
overlays += organ.mob_icon
/obj/item/organ/external/proc/sync_colour_to_human(var/mob/living/carbon/human/human)
s_tone = null
s_col = null
if(status & ORGAN_ROBOT && !(species && species.name == "Machine")) //machine people get skin color
return
if(species && human.species && species.name != human.species.name)
return
if(!isnull(human.s_tone) && (human.species.bodyflags & HAS_SKIN_TONE))
s_tone = human.s_tone
if(human.species.bodyflags & HAS_SKIN_COLOR)
s_col = list(human.r_skin, human.g_skin, human.b_skin)
/obj/item/organ/external/proc/sync_colour_to_dna()
s_tone = null
s_col = null
if(status & ORGAN_ROBOT)
return
if(!isnull(dna.GetUIValue(DNA_UI_SKIN_TONE)) && (species.flags & HAS_SKIN_TONE))
s_tone = dna.GetUIValue(DNA_UI_SKIN_TONE)
if(species.flags & HAS_SKIN_COLOR)
s_col = list(dna.GetUIValue(DNA_UI_SKIN_R), dna.GetUIValue(DNA_UI_SKIN_G), dna.GetUIValue(DNA_UI_SKIN_B))
/obj/item/organ/external/head/sync_colour_to_human(var/mob/living/carbon/human/human)
..()
var/obj/item/organ/internal/eyes/eyes = owner.get_int_organ(/obj/item/organ/internal/eyes)//owner.internal_organs_by_name["eyes"]
if(eyes) eyes.update_colour()
/obj/item/organ/external/head/remove()
get_icon()
..()
/obj/item/organ/external/head/get_icon()
..()
overlays.Cut()
if(!owner)
return
if(species.has_organ["eyes"])
var/obj/item/organ/internal/eyes/eyes = owner.get_int_organ(/obj/item/organ/internal/eyes)//owner.internal_organs_by_name["eyes"]
if(species.eyes)
var/icon/eyes_icon = new/icon('icons/mob/human_face.dmi', species.eyes)
if(eyes)
eyes_icon.Blend(rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3]), ICON_ADD)
else
eyes_icon.Blend(rgb(128,0,0), ICON_ADD)
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
overlays |= eyes_icon
if(owner.lip_style && (species && (species.flags & HAS_LIPS)))
var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
overlays |= lip_icon
mob_icon.Blend(lip_icon, ICON_OVERLAY)
if(owner.f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[owner.f_style]
if(facial_hair_style && facial_hair_style.species_allowed && (species.name in facial_hair_style.species_allowed))
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(species.name == "Slime People") // I am el worstos
facial_s.Blend(rgb(owner.r_skin, owner.g_skin, owner.b_skin, 160), ICON_AND)
else if(facial_hair_style.do_colouration)
facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_ADD)
overlays |= facial_s
if(owner.h_style && !(owner.head && (owner.head.flags & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[owner.h_style]
if(hair_style && (species.name in hair_style.species_allowed))
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(species.name == "Slime People") // I am el worstos
hair_s.Blend(rgb(owner.r_skin, owner.g_skin, owner.b_skin, 160), ICON_AND)
else if(hair_style.do_colouration)
hair_s.Blend(rgb(owner.r_hair, owner.g_hair, owner.b_hair), ICON_ADD)
overlays |= hair_s
return mob_icon
/obj/item/organ/external/proc/get_icon(var/skeletal)
var/gender
if(force_icon)
mob_icon = new /icon(force_icon, "[icon_name]")
if(species && species.name == "Machine") //snowflake for IPC's, sorry.
if(s_col && s_col.len >= 3)
mob_icon.Blend(rgb(s_col[1], s_col[2], s_col[3]), ICON_ADD)
else
if(!dna)
mob_icon = new /icon('icons/mob/human_races/r_human.dmi', "[icon_name][gendered_icon ? "_f" : ""]")
else
if(gendered_icon)
if(dna.GetUIState(DNA_UI_GENDER))
gender = "f"
else
gender = "m"
if(skeletal)
mob_icon = new /icon('icons/mob/human_races/r_skeleton.dmi', "[icon_name][gender ? "_[gender]" : ""]")
else if(status & ORGAN_ROBOT)
mob_icon = new /icon('icons/mob/human_races/robotic.dmi', "[icon_name][gender ? "_[gender]" : ""]")
else
if (status & ORGAN_MUTATED)
mob_icon = new /icon(species.deform, "[icon_name][gender ? "_[gender]" : ""]")
else
mob_icon = new /icon(species.icobase, "[icon_name][gender ? "_[gender]" : ""]")
if(status & ORGAN_DEAD)
mob_icon.ColorTone(rgb(10,50,0))
mob_icon.SetIntensity(0.7)
if(!isnull(s_tone))
if(s_tone >= 0)
mob_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
mob_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
else if(s_col && s_col.len >= 3)
mob_icon.Blend(rgb(s_col[1], s_col[2], s_col[3]), ICON_ADD)
dir = EAST
icon = mob_icon
return mob_icon
// 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
@@ -0,0 +1,473 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal
origin_tech = "biotech=2"
force = 1
w_class = 2
throwforce = 0
var/zone = "chest"
var/slot
vital = 0
var/organ_action_name = null
/obj/item/organ/internal/New(var/mob/living/carbon/holder)
if(istype(holder))
insert(holder)
..()
/obj/item/organ/internal/proc/insert(mob/living/carbon/M, special = 0)
if(!iscarbon(M) || owner == M)
return
var/obj/item/organ/internal/replaced = M.get_organ_slot(slot)
if(replaced)
replaced.remove(M, special = 1)
owner = M
M.internal_organs |= src
var/obj/item/organ/external/parent
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
parent = H.get_organ(check_zone(parent_organ))
if(!istype(parent))
log_to_dd("[src] attempted to insert into a [parent], but [parent] wasn't an organ! Area: [get_area(M)]")
else
parent.internal_organs |= src
//M.internal_organs_by_name[src] |= src(H,1)
loc = null
if(organ_action_name)
action_button_name = organ_action_name
/obj/item/organ/internal/remove(mob/living/carbon/M, special = 0)
owner = null
if(M)
M.internal_organs -= src
if(vital && !special)
if(M.stat != DEAD)//safety check!
M.death()
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/parent = H.get_organ(check_zone(parent_organ))
if(!istype(parent))
log_to_dd("[src] attempted to remove from a [parent], but [parent] didn't exist! Area: [get_area(M)], Mob: [M]")
else
parent.internal_organs -= src
if(organ_action_name)
action_button_name = null
/obj/item/organ/internal/replaced(var/mob/living/carbon/human/target,var/obj/item/organ/external/affected)
insert(target)
..()
/obj/item/organ/internal/proc/on_find(mob/living/finder)
return
/obj/item/organ/internal/proc/on_life()
return
/obj/item/organ/internal/Destroy()
if(owner)
remove(owner, 1)
return ..()
/obj/item/organ/internal/proc/prepare_eat()
var/obj/item/weapon/reagent_containers/food/snacks/organ/S = new
S.name = name
S.desc = desc
S.icon = icon
S.icon_state = icon_state
S.origin_tech = origin_tech
S.w_class = w_class
return S
/obj/item/weapon/reagent_containers/food/snacks/organ
name = "appendix"
icon_state = "appendix"
icon = 'icons/obj/surgery.dmi'
/obj/item/weapon/reagent_containers/food/snacks/organ/New()
..()
reagents.add_reagent("nutriment", 5)
/obj/item/organ/internal/Destroy()
if(owner)
remove(owner, 1)
return ..()
/obj/item/organ/internal/attack(mob/living/carbon/M, mob/user)
if(M == user && ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/weapon/reagent_containers/food/snacks/S = prepare_eat()
if(S)
H.drop_item()
H.put_in_active_hand(S)
S.attack(H, H)
qdel(src)
else
..()
/****************************************************
INTERNAL ORGANS DEFINES
****************************************************/
// Brain is defined in brain_item.dm.
/obj/item/organ/internal/heart
name = "heart"
icon_state = "heart-on"
organ_tag = "heart"
parent_organ = "chest"
dead_icon = "heart-off"
vital = 1
var/beating = 0
/obj/item/organ/internal/heart/update_icon()
if(beating)
icon_state = "heart-on"
else
icon_state = "heart-off"
/obj/item/organ/internal/heart/insert(mob/living/carbon/M, special = 0)
..()
beating = 1
update_icon()
/obj/item/organ/internal/heart/remove(mob/living/carbon/M, special = 0)
..()
spawn(120)
beating = 0
update_icon()
/obj/item/organ/internal/heart/prepare_eat()
var/obj/S = ..()
S.icon_state = "heart-off"
return S
/obj/item/organ/internal/lungs
name = "lungs"
icon_state = "lungs"
gender = PLURAL
organ_tag = "lungs"
parent_organ = "chest"
slot = "lungs"
vital = 1
//Insert something neat here.
///obj/item/organ/internal/lungs/remove(mob/living/carbon/M, special = 0)
// owner.losebreath += 10
//insert oxy damage extream here.
// ..()
/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.custom_emote(1, "coughs up blood!")
owner.drip(10)
if(prob(4))
spawn owner.custom_emote(1, "gasps for air!")
owner.losebreath += 5
/obj/item/organ/internal/kidneys
name = "kidneys"
icon_state = "kidneys"
gender = PLURAL
organ_tag = "kidneys"
parent_organ = "groin"
slot = "kidneys"
/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 = "eyes"
parent_organ = "head"
slot = "eyes"
var/list/eye_colour = list(0,0,0)
/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/insert(mob/living/carbon/M, special = 0)
// Apply our eye colour to the target.
if(istype(M) && eye_colour)
var/mob/living/carbon/human/eyes = M
eyes.r_eyes = eye_colour[1]
eyes.g_eyes = eye_colour[2]
eyes.b_eyes = eye_colour[3]
eyes.update_eyes()
..()
/obj/item/organ/internal/eyes/surgeryize()
if(!owner)
return
owner.disabilities &= ~NEARSIGHTED
owner.sdisabilities &= ~BLIND
owner.eye_blurry = 0
owner.eye_blind = 0
/obj/item/organ/internal/liver
name = "liver"
icon_state = "liver"
organ_tag = "liver"
parent_organ = "groin"
slot = "liver"
/obj/item/organ/internal/liver/process()
..()
if(!owner)
return
if (germ_level > INFECTION_LEVEL_ONE)
if(prob(1))
owner << "<span class='warning'> 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("charcoal"))
//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("charcoal"))
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
// Damaged liver means some chemicals are very dangerous
if(src.damage >= src.min_bruised_damage)
for(var/datum/reagent/R in owner.reagents.reagent_list)
// Ethanol and all drinks are bad
if(istype(R, /datum/reagent/ethanol))
owner.adjustToxLoss(0.1 * PROCESS_ACCURACY)
// Can't cope with toxins at all
for(var/toxin in list("toxin", "plasma", "sacid", "facid", "cyanide", "amanitin", "carpotoxin"))
if(owner.reagents.has_reagent(toxin))
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
/obj/item/organ/internal/appendix
name = "appendix"
icon_state = "appendix"
organ_tag = "appendix"
parent_organ = "groin"
slot = "appendix"
/*
/obj/item/organ/internal/appendix/removed()
if(owner)
var/inflamed = 0
for(var/datum/disease/appendicitis/appendicitis in owner.viruses)
inflamed = 1
appendicitis.cure()
owner.resistances += appendicitis
if(inflamed)
icon_state = "appendixinflamed"
name = "inflamed appendix"
..()
*/
//shadowling tumor
/obj/item/organ/internal/shadowtumor
name = "black tumor"
desc = "A tiny black mass with red tendrils trailing from it. It seems to shrivel in the light."
icon_state = "blacktumor"
origin_tech = "biotech=4"
w_class = 1
parent_organ = "head"
slot = "brain_tumor"
health = 3
/obj/item/organ/internal/shadowtumor/New()
..()
processing_objects.Add(src)
/obj/item/organ/internal/shadowtumor/Destroy()
processing_objects.Remove(src)
return ..()
/obj/item/organ/internal/shadowtumor/process()
if(isturf(loc))
var/turf/T = loc
var/light_count = T.get_lumcount()*10
if(light_count > 4 && health > 0) //Die in the light
health--
else if(light_count < 2 && health < 3) //Heal in the dark
health++
if(health <= 0)
visible_message("<span class='warning'>[src] collapses in on itself!</span>")
qdel(src)
//debug and adminbus....
/obj/item/organ/internal/honktumor
name = "banana tumor"
desc = "A tiny yellow mass shaped like..a banana?"
icon_state = "honktumor"
origin_tech = "biotech=1"
w_class = 1
parent_organ = "head"
slot = "brain_tumor"
health = 3
var/organhonked = 0
/obj/item/organ/internal/honktumor/New()
..()
processing_objects.Add(src)
/obj/item/organ/internal/honktumor/insert(mob/living/carbon/M, special = 0)
..()
M.mutations.Add(CLUMSY)
M.mutations.Add(COMICBLOCK)
M.dna.SetSEState(CLUMSYBLOCK,1,1)
M.dna.SetSEState(COMICBLOCK,1,1)
genemutcheck(M,CLUMSYBLOCK,null,MUTCHK_FORCED)
genemutcheck(M,COMICBLOCK,null,MUTCHK_FORCED)
organhonked = world.time
/obj/item/organ/internal/honktumor/remove(mob/living/carbon/M, special = 0)
..()
M.mutations.Remove(CLUMSY)
M.mutations.Remove(COMICBLOCK)
M.dna.SetSEState(CLUMSYBLOCK,0)
M.dna.SetSEState(COMICBLOCK,0)
genemutcheck(M,CLUMSYBLOCK,null,MUTCHK_FORCED)
genemutcheck(M,COMICBLOCK,null,MUTCHK_FORCED)
/obj/item/organ/internal/honktumor/Destroy()
processing_objects.Remove(src)
return ..()
/obj/item/organ/internal/honktumor/process()
if(isturf(loc))
visible_message("<span class='warning'>[src] honks in on itself!</span>")
new /obj/item/weapon/bananapeel(get_turf(loc))
qdel(src)
/obj/item/organ/internal/honktumor/on_life()
if(!owner)
return
if(organhonked < world.time)
organhonked = world.time+900
owner << "<font color='red' size='7'>HONK</font>"
owner.sleeping = 0
owner.stuttering = 20
owner.ear_deaf = 30
owner.Weaken(3)
owner << 'sound/items/AirHorn.ogg'
if(prob(30))
owner.Stun(10)
owner.Paralyse(4)
else
owner.Jitter(500)
if(istype(owner, /mob/living/carbon/human))
var/mob/living/carbon/human/H = owner
if(isobj(H.shoes))
var/thingy = H.shoes
H.unEquip(H.shoes)
walk_away(thingy,H,15,2)
spawn(20)
if(thingy)
walk(thingy,0)
..()
/obj/item/organ/internal/beard
name = "beard organ"
desc = "Let they who is worthy wear the beard of Thorbjorndottir."
icon_state = "liver"
origin_tech = "biotech=1"
w_class = 1
parent_organ = "head"
slot = "hair_organ"
/obj/item/organ/internal/beard/on_life()
if(!owner)
return
if(istype(owner, /mob/living/carbon/human))
var/mob/living/carbon/human/H = owner
if(!(H.h_style == "Very Long Hair" || H.h_style == "Mowhawk"))
if(prob(10))
H.h_style = "Mohawk"
else
H.h_style = "Very Long Hair"
H.r_hair = 216
H.g_hair = 192
H.b_hair = 120
H.update_hair()
if(!(H.f_style == "Very Long Beard"))
H.f_style = "Very Long Beard"
H.r_facial = 216
H.g_facial = 192
H.b_facial = 120
H.update_fhair()
@@ -0,0 +1,28 @@
/obj/item/organ/external/stump
name = "limb stump"
icon_name = ""
var/can_intake_reagents = 0
/obj/item/organ/external/stump/New(var/mob/living/carbon/holder, var/internal, var/obj/item/organ/external/limb)
if(istype(limb))
limb_name = limb.limb_name
body_part = limb.body_part
amputation_point = limb.amputation_point
parent_organ = limb.parent_organ
wounds = limb.wounds
..(holder, internal)
if(istype(limb))
max_damage = limb.max_damage
if((limb.status & ORGAN_ROBOT) && (!parent || (parent.status & ORGAN_ROBOT)))
robotize() //if both limb and the parent are robotic, the stump is robotic too
/obj/item/organ/external/stump/is_stump()
return 1
/obj/item/organ/external/stump/remove()
..()
qdel(src)
/obj/item/organ/external/stump/is_usable()
return 0
+148
View File
@@ -0,0 +1,148 @@
mob/proc/flash_pain()
flick("pain",pain)
mob/var/list/pain_stored = list()
mob/var/last_pain_message = ""
mob/var/next_pain_time = 0
// partname is the name of a body part
// amount is a num from 1 to 100
mob/living/carbon/proc/pain(var/partname, var/amount, var/force, var/burning = 0)
if(stat >= 2) return
if(reagents.has_reagent("sal_acid"))
return
if(reagents.has_reagent("morphine"))
return
if(reagents.has_reagent("hydrocodone"))
return
if(analgesic)
return
if(world.time < next_pain_time && !force)
return
if(amount > 10 && istype(src,/mob/living/carbon/human))
if(src:paralysis)
src:paralysis = max(0, src:paralysis-round(amount/10))
if(amount > 50 && prob(amount / 5))
src:drop_item()
var/msg
if(burning)
switch(amount)
if(1 to 10)
msg = "\red <b>Your [partname] burns.</b>"
if(11 to 90)
flash_weak_pain()
msg = "\red <b><font size=2>Your [partname] burns badly!</font></b>"
if(91 to 10000)
flash_pain()
msg = "\red <b><font size=3>OH GOD! Your [partname] is on fire!</font></b>"
else
switch(amount)
if(1 to 10)
msg = "<b>Your [partname] hurts.</b>"
if(11 to 90)
flash_weak_pain()
msg = "<b><font size=2>Your [partname] hurts badly.</font></b>"
if(91 to 10000)
flash_pain()
msg = "<b><font size=3>OH GOD! Your [partname] is hurting terribly!</font></b>"
if(msg && (msg != last_pain_message || prob(10)))
last_pain_message = msg
src << msg
next_pain_time = world.time + (100 - amount)
// message is the custom message to be displayed
// flash_strength is 0 for weak pain flash, 1 for strong pain flash
mob/living/carbon/human/proc/custom_pain(var/message, var/flash_strength)
if(stat >= 1) return
if(species && species.flags & NO_PAIN) return
if(reagents.has_reagent("morphine"))
return
if(reagents.has_reagent("hydrocodone"))
return
if(analgesic)
return
var/msg = "\red <b>[message]</b>"
if(flash_strength >= 1)
msg = "\red <font size=3><b>[message]</b></font>"
// Anti message spam checks
if(msg && ((msg != last_pain_message) || (world.time >= next_pain_time)))
last_pain_message = msg
src << msg
next_pain_time = world.time + 100
mob/living/carbon/human/proc/handle_pain()
// not when sleeping
if(species && species.flags & NO_PAIN)
//While synthetics don't feel pain, they will notice their gears gunking up with residue (toxins)
if(isSynthetic())
var/toxDamageMessage = null
var/toxMessageProb = 1
switch(getToxLoss())
if(25 to 50)
toxMessageProb = 1
toxDamageMessage = "Your servos seem to be working harder."
if(50 to 75)
toxMessageProb = 2
toxDamageMessage = "Your joints seem to stick randomly."
if(75 to INFINITY)
toxMessageProb = 5
toxDamageMessage = "Your motors seem to slip; it really grinds your gears!"
if(toxDamageMessage && prob(toxMessageProb))
src.custom_pain(toxDamageMessage, getToxLoss() >= 15)
return
if(stat >= 2) return
if(reagents.has_reagent("morphine"))
return
if(reagents.has_reagent("hydrocodone"))
return
if(analgesic)
return
var/maxdam = 0
var/obj/item/organ/external/damaged_organ = null
for(var/obj/item/organ/external/E in organs)
if(E.status & ORGAN_DEAD|ORGAN_ROBOT) continue
var/dam = E.get_damage()
// make the choice of the organ depend on damage,
// but also sometimes use one of the less damaged ones
if(dam > maxdam && (maxdam == 0 || prob(70)) )
damaged_organ = E
maxdam = dam
if(damaged_organ)
pain(damaged_organ.name, maxdam, 0)
// Damage to internal organs hurts a lot.
for(var/obj/item/organ/internal/I in internal_organs)
if(istype(I, /obj/item/organ/internal/brain)) //the brain has no pain receptors, and brain damage is meant to be a stealthy damage type.
continue
if(I.damage > 2) if(prob(2))
var/obj/item/organ/external/parent = get_organ(I.parent_organ)
src.custom_pain("You feel a sharp pain in your [parent.limb_name]", 1)
var/toxDamageMessage = null
var/toxMessageProb = 1
switch(getToxLoss())
if(1 to 5)
toxMessageProb = 1
toxDamageMessage = "Your body stings slightly."
if(6 to 10)
toxMessageProb = 2
toxDamageMessage = "Your whole body hurts a little."
if(11 to 15)
toxMessageProb = 2
toxDamageMessage = "Your whole body hurts."
if(15 to 25)
toxMessageProb = 3
toxDamageMessage = "Your whole body hurts badly."
if(26 to INFINITY)
toxMessageProb = 5
toxDamageMessage = "Your body aches all over, it's driving you mad."
if(toxDamageMessage && prob(toxMessageProb))
src.custom_pain(toxDamageMessage, getToxLoss() >= 15)
+48
View File
@@ -0,0 +1,48 @@
var/global/list/all_robolimbs = list()
var/global/list/chargen_robolimbs = list()
var/global/datum/robolimb/basic_robolimb
/proc/populate_robolimb_list()
basic_robolimb = new()
for(var/limb_type in typesof(/datum/robolimb))
var/datum/robolimb/R = new limb_type()
all_robolimbs[R.company] = R
if(!R.unavailable_at_chargen)
chargen_robolimbs[R.company] = R
/datum/robolimb
var/company = "Unbranded" // Shown when selecting the limb.
var/desc = "A generic unbranded robotic prosthesis." // Seen when examining a limb.
var/icon = 'icons/mob/human_races/robotic.dmi' // Icon base to draw from.
var/unavailable_at_chargen // If set, not available at chargen.
/datum/robolimb/bishop
company = "Bishop Cybernetics"
desc = "This limb has a white polymer casing with blue holo-displays."
icon = 'icons/mob/human_races/cyberlimbs/bishop.dmi'
/datum/robolimb/hesphaistos
company = "Hesphiastos Industries"
desc = "This limb has a militaristic black and green casing with gold stripes."
icon = 'icons/mob/human_races/cyberlimbs/hesphaistos.dmi'
/datum/robolimb/zenghu
company = "Zeng-Hu Pharmaceuticals"
desc = "This limb has a rubbery fleshtone covering with visible seams."
icon = 'icons/mob/human_races/cyberlimbs/zenghu.dmi'
/datum/robolimb/xion
company = "Xion Manufacturing Group"
desc = "This limb has a minimalist black and red casing."
icon = 'icons/mob/human_races/cyberlimbs/xion.dmi'
/datum/robolimb/ipc
company = "Morpheus Cyberkinetics"
desc = "This limb is simple and functional; no effort has been made to make it look human."
icon = 'icons/mob/human_races/cyberlimbs/ipc.dmi'
unavailable_at_chargen = 1
/datum/robolimb/wardtakahashi
company = "Ward-Takahashi"
desc = "This limb features sleek black and white polymers."
icon = 'icons/mob/human_races/cyberlimbs/wardtakahashi.dmi'
+50
View File
@@ -0,0 +1,50 @@
/obj/item/weapon/skeleton
name ="skeleton"
desc = "skeleton parent object."
icon = 'icons/mob/human_races/r_skeleton.dmi'
/obj/item/weapon/skeleton/head
name = "skull"
desc = "a skeleton skull, would make a nice paperweight."
icon_state = "head"
/obj/item/weapon/skeleton/r_hand
name = "skeleton right hand"
desc = "a skeleton right hand."
icon_state = "r_hand"
/obj/item/weapon/skeleton/r_arm
name = "skeleton right arm"
desc = "a skeleton right arm."
icon_state = "r_arm"
/obj/item/weapon/skeleton/l_hand
name = "skeleton left hand"
desc = "a skeleton left hand."
icon_state = "l_hand"
/obj/item/weapon/skeleton/l_arm
name = "skeleton left arm"
desc = "a skeleton left arm."
icon_state = "l_arm"
/obj/item/weapon/skeleton/r_foot
name = "skeleton right foot"
desc = "a skeleton right foot."
icon_state = "r_foot"
/obj/item/weapon/skeleton/r_leg
name = "skeleton right leg"
desc = "a skeleton right leg"
icon_state = "r_leg"
/obj/item/weapon/skeleton/l_foot
name = "skeleton left foot"
desc = "a skeleton left foot"
icon_state = "l_foot"
/obj/item/weapon/skeleton/l_leg
name = "skeleton left leg"
desc = "a skeleton left leg"
icon_state = "l_leg"
@@ -0,0 +1,215 @@
/*/proc/spawn_diona_nymph_from_organ(var/obj/item/organ/organ)
if(!istype(organ))
return 0
//This is a terrible hack and I should be ashamed.
var/datum/seed/diona = plant_controller.seeds["diona"]
if(!diona)
return 0
spawn(1) // So it has time to be thrown about by the gib() proc.
var/mob/living/simple_animal/diona/D = new(get_turf(organ))
var/datum/ghosttrap/plant/P = get_ghost_trap("living plant")
P.request_player(D, "A diona nymph has split off from its gestalt. ")
spawn(60)
if(D)
if(!D.ckey || !D.client)
D.death()
return 1 */
/obj/item/organ/external/diona
name = "tendril"
cannot_break = 1
amputation_point = "branch"
/obj/item/organ/external/diona/chest
name = "core trunk"
limb_name = "chest"
icon_name = "torso"
max_damage = 200
min_broken_damage = 50
w_class = 5
body_part = UPPER_TORSO
vital = 1
cannot_amputate = 1
parent_organ = null
/obj/item/organ/external/diona/groin
name = "fork"
limb_name = "groin"
icon_name = "groin"
max_damage = 100
min_broken_damage = 50
w_class = 4
body_part = LOWER_TORSO
parent_organ = "chest"
/obj/item/organ/external/diona/arm
name = "left upper tendril"
limb_name = "l_arm"
icon_name = "l_arm"
max_damage = 35
min_broken_damage = 20
w_class = 3
body_part = ARM_LEFT
parent_organ = "chest"
can_grasp = 1
/obj/item/organ/external/diona/arm/right
name = "right upper tendril"
limb_name = "r_arm"
icon_name = "r_arm"
body_part = ARM_RIGHT
/obj/item/organ/external/diona/leg
name = "left lower tendril"
limb_name = "l_leg"
icon_name = "l_leg"
max_damage = 35
min_broken_damage = 20
w_class = 3
body_part = LEG_LEFT
icon_position = LEFT
parent_organ = "groin"
can_stand = 1
/obj/item/organ/external/diona/leg/right
name = "right lower tendril"
limb_name = "r_leg"
icon_name = "r_leg"
body_part = LEG_RIGHT
icon_position = RIGHT
/obj/item/organ/external/diona/foot
name = "left foot"
limb_name = "l_foot"
icon_name = "l_foot"
max_damage = 20
min_broken_damage = 10
w_class = 2
body_part = FOOT_LEFT
icon_position = LEFT
parent_organ = "l_leg"
can_stand = 1
/obj/item/organ/external/diona/foot/right
name = "right foot"
limb_name = "r_foot"
icon_name = "r_foot"
body_part = FOOT_RIGHT
icon_position = RIGHT
parent_organ = "r_leg"
amputation_point = "right ankle"
/obj/item/organ/external/diona/hand
name = "left grasper"
limb_name = "l_hand"
icon_name = "l_hand"
max_damage = 30
min_broken_damage = 15
w_class = 2
body_part = HAND_LEFT
parent_organ = "l_arm"
can_grasp = 1
/obj/item/organ/external/diona/hand/right
name = "right grasper"
limb_name = "r_hand"
icon_name = "r_hand"
body_part = HAND_RIGHT
parent_organ = "r_arm"
/obj/item/organ/external/diona/head
limb_name = "head"
icon_name = "head"
name = "head"
max_damage = 50
min_broken_damage = 25
vital = 1
w_class = 3
body_part = HEAD
parent_organ = "chest"
var/can_intake_reagents = 1
/obj/item/organ/external/diona/head/remove()
if(owner)
owner.unEquip(owner.head)
owner.unEquip(owner.l_ear)
..()
//DIONA ORGANS.
/* /obj/item/organ/external/diona/removed()
var/mob/living/carbon/human/H = owner
..()
if(!istype(H) || !H.organs || !H.organs.len)
H.death()
if(prob(50) && spawn_diona_nymph_from_organ(src))
qdel(src) */
/obj/item/organ/diona/process()
return
/obj/item/organ/internal/heart/diona
name = "neural strata"
icon = 'icons/obj/objects.dmi'
icon_state = "nymph"
organ_tag = "heart" // Turns into a nymph instantly, no transplanting possible.
origin_tech = "biotech=3"
parent_organ = "chest"
slot = "heart"
/obj/item/organ/internal/brain/diona
name = "gas bladder"
parent_organ = "head"
icon = 'icons/obj/objects.dmi'
icon_state = "nymph"
organ_tag = "brain" // Turns into a nymph instantly, no transplanting possible.
origin_tech = "biotech=3"
slot = "brain"
/obj/item/organ/internal/kidneys/diona
name = "polyp segment"
icon = 'icons/obj/objects.dmi'
icon_state = "nymph"
organ_tag = "kidneys" // Turns into a nymph instantly, no transplanting possible.
origin_tech = "biotech=3"
parent_organ = "groin"
slot = "kidneys"
/obj/item/organ/internal/appendix/diona
name = "anchoring ligament"
icon = 'icons/obj/objects.dmi'
icon_state = "nymph"
organ_tag = "appendix" // Turns into a nymph instantly, no transplanting possible.
origin_tech = "biotech=3"
parent_organ = "groin"
slot = "appendix"
/obj/item/organ/internal/eyes/diona
name = "receptor node"
organ_tag = "eyes"
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
origin_tech = "biotech=3"
parent_organ = "head"
slot = "eyes"
//TODO:Make absorb rads on insert
/obj/item/organ/internal/liver/diona
name = "nutrient vessel"
parent_organ = "chest"
organ_tag = "liver"
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
slot = "liver"
//TODO:Make absorb light on insert.
/*/obj/item/organ/diona/removed(var/mob/living/user)
var/mob/living/carbon/human/H = owner
..()
if(!istype(H) || !H.organs || !H.organs.len)
H.death()
if(prob(50) && spawn_diona_nymph_from_organ(src))
qdel(src) */
@@ -0,0 +1,185 @@
// IPC limbs.
/obj/item/organ/external/head/ipc
can_intake_reagents = 0
vital = 0
max_damage = 50 //made same as arm, since it is not vital
min_broken_damage = 30
encased = null
status = ORGAN_ROBOT
/obj/item/organ/external/head/ipc/New()
robotize("Morpheus Cyberkinetics")
..()
/obj/item/organ/external/chest/ipc
encased = null
status = ORGAN_ROBOT
/obj/item/organ/external/chest/ipc/New()
robotize("Morpheus Cyberkinetics")
..()
/obj/item/organ/external/groin/ipc
encased = null
status = ORGAN_ROBOT
/obj/item/organ/external/groin/ipc/New()
robotize("Morpheus Cyberkinetics")
..()
/obj/item/organ/external/arm/ipc
encased = null
status = ORGAN_ROBOT
/obj/item/organ/external/arm/ipc/New()
robotize("Morpheus Cyberkinetics")
..()
/obj/item/organ/external/arm/right/ipc
encased = null
status = ORGAN_ROBOT
/obj/item/organ/external/arm/right/ipc/New()
robotize("Morpheus Cyberkinetics")
..()
/obj/item/organ/external/leg/ipc
encased = null
status = ORGAN_ROBOT
/obj/item/organ/external/leg/ipc/New()
robotize("Morpheus Cyberkinetics")
..()
/obj/item/organ/external/leg/right/ipc
encased = null
status = ORGAN_ROBOT
/obj/item/organ/external/leg/right/ipc/New()
robotize("Morpheus Cyberkinetics")
..()
/obj/item/organ/external/foot/ipc
encased = null
status = ORGAN_ROBOT
/obj/item/organ/external/foot/ipc/New()
robotize("Morpheus Cyberkinetics")
..()
/obj/item/organ/external/foot/right/ipc
encased = null
status = ORGAN_ROBOT
/obj/item/organ/external/foot/right/ipc/New()
robotize("Morpheus Cyberkinetics")
..()
/obj/item/organ/external/hand/ipc
encased = null
status = ORGAN_ROBOT
/obj/item/organ/external/hand/ipc/New()
robotize("Morpheus Cyberkinetics")
..()
/obj/item/organ/external/hand/right/ipc
encased = null
status = ORGAN_ROBOT
/obj/item/organ/external/hand/right/ipc/New()
robotize("Morpheus Cyberkinetics")
..()
/obj/item/organ/internal/cell
name = "microbattery"
desc = "A small, powerful cell for use in fully prosthetic bodies."
icon = 'icons/obj/power.dmi'
icon_state = "scell"
organ_tag = "heart"
parent_organ = "chest"
slot = "heart"
vital = 1
status = ORGAN_ROBOT
/obj/item/organ/internal/cell/New()
robotize()
..()
/obj/item/organ/internal/cell/insert()
..()
// This is very ghetto way of rebooting an IPC. TODO better way.
if(owner && owner.stat == DEAD)
owner.stat = CONSCIOUS
owner.visible_message("<span class='danger'>\The [owner] twitches visibly!</span>")
/obj/item/organ/internal/optical_sensor
name = "optical sensor"
organ_tag = "eyes"
parent_organ = "head"
icon = 'icons/obj/robot_component.dmi'
icon_state = "camera"
slot = "eyes"
status = ORGAN_ROBOT
// dead_icon = "camera_broken"
/obj/item/organ/internal/optical_sensor/New()
robotize()
..()
// Used for an MMI or posibrain being installed into a human.
/obj/item/organ/internal/brain/mmi_holder
name = "brain"
organ_tag = "brain"
parent_organ = "chest"
vital = 1
max_damage = 200
slot = "brain"
status = ORGAN_ROBOT
var/obj/item/device/mmi/stored_mmi
/obj/item/organ/internal/brain/mmi_holder/proc/update_from_mmi()
if(!stored_mmi)
return
name = stored_mmi.name
desc = stored_mmi.desc
icon = stored_mmi.icon
icon_state = stored_mmi.icon_state
/obj/item/organ/internal/brain/mmi_holder/remove(var/mob/living/user,special = 0)
if(!special)
if(stored_mmi)
stored_mmi.forceMove(get_turf(owner))
if(owner.mind)
owner.mind.transfer_to(stored_mmi.brainmob)
..()
var/mob/living/holder_mob = loc
if(istype(holder_mob))
holder_mob.unEquip(src)
qdel(src)
/obj/item/organ/internal/brain/mmi_holder/New()
..()
// This is very ghetto way of rebooting an IPC. TODO better way.
spawn(1)
if(owner && owner.stat == DEAD)
owner.stat = CONSCIOUS
owner.visible_message("<span class='danger'>\The [owner] twitches visibly!</span>")
/obj/item/organ/internal/brain/mmi_holder/posibrain/New()
robotize()
stored_mmi = new /obj/item/device/mmi/posibrain/ipc(src)
..()
spawn(1)
if(owner)
stored_mmi.name = "positronic brain ([owner.real_name])"
stored_mmi.brainmob.real_name = owner.real_name
stored_mmi.brainmob.name = stored_mmi.brainmob.real_name
stored_mmi.icon_state = "posibrain-occupied"
update_from_mmi()
else
stored_mmi.loc = get_turf(src)
qdel(src)
@@ -0,0 +1,65 @@
//CORTICAL BORER ORGANS.
/obj/item/organ/internal/borer
name = "cortical borer"
icon = 'icons/obj/objects.dmi'
icon_state = "borer"
parent_organ = "head"
organ_tag = "brain"
slot = "borer"
vital = 1
/obj/item/organ/internal/borer/process()
// Borer husks regenerate health, feel no pain, and are resistant to stuns and brainloss.
for(var/chem in list("saline", "sailcylic", "meth", "mannitol"))
if(owner.reagents.get_reagent_amount(chem) < 3)
owner.reagents.add_reagent(chem, 5)
// They're also super gross and ooze ichor.
if(prob(5))
var/mob/living/carbon/human/H = owner
if(!istype(H))
return
var/datum/reagent/blood/B = locate(/datum/reagent/blood) in H.vessel.reagent_list
blood_splatter(H,B,1)
var/obj/effect/decal/cleanable/blood/splatter/goo = locate() in get_turf(owner)
if(goo)
goo.name = "husk ichor"
goo.desc = "It's thick and stinks of decay."
goo.basecolor = "#412464"
goo.update_icon()
/obj/item/organ/internal/borer/remove(var/mob/living/user)
..()
var/mob/living/simple_animal/borer/B = owner.has_brain_worms()
if(B)
B.leave_host()
B.ckey = owner.ckey
spawn(0)
qdel(src)
//VOX ORGANS.
/obj/item/organ/internal/stack
name = "cortical stack"
icon_state = "brain-prosthetic"
parent_organ = "head"
organ_tag = "stack"
slot = "vox_stack"
robotic = 2
vital = 1
var/backup_time = 0
var/datum/mind/backup
/obj/item/organ/internal/stack/process()
if(owner && owner.stat != 2 && !is_broken())
backup_time = world.time
if(owner.mind) backup = owner.mind
/obj/item/organ/internal/stack/vox
name = "vox cortical stack"
/obj/item/organ/internal/stack/vox/stack
@@ -0,0 +1,37 @@
//NUCLEATION ORGAN
/obj/item/organ/internal/nucleation
name = "nucleation organ"
icon = 'icons/obj/surgery.dmi'
desc = "A crystalized human organ. /red It has a strangely iridescent glow."
/obj/item/organ/internal/nucleation/resonant_crystal
name = "resonant crystal"
icon_state = "resonant-crystal"
organ_tag = "resonant crystal"
parent_organ = "head"
slot = "res_crystal"
/obj/item/organ/internal/nucleation/strange_crystal
name = "strange crystal"
icon_state = "strange-crystal"
organ_tag = "strange crystal"
parent_organ = "chest"
slot = "heart"
/obj/item/organ/internal/eyes/luminescent_crystal
name = "luminescent eyes"
icon_state = "crystal-eyes"
organ_tag = "luminescent eyes"
light_color = "#1C1C00"
parent_organ = "head"
slot = "eyes"
/obj/item/organ/internal/eyes/luminescent_crystal/New()
set_light(2)
/obj/item/organ/internal/brain/crystal
name = "crystalized brain"
icon_state = "crystal-brain"
organ_tag = "crystalized brain"
slot = "brain"
@@ -0,0 +1,172 @@
/****************************************************
ORGAN DEFINES
****************************************************/
/obj/item/organ/external/chest
name = "upper body"
limb_name = "chest"
icon_name = "torso"
max_damage = 100
min_broken_damage = 35
w_class = 5
body_part = UPPER_TORSO
vital = 1
amputation_point = "spine"
gendered_icon = 1
cannot_amputate = 1
parent_organ = null
encased = "ribcage"
/obj/item/organ/external/groin
name = "lower body"
limb_name = "groin"
icon_name = "groin"
max_damage = 100
min_broken_damage = 35
w_class = 4
body_part = LOWER_TORSO
vital = 1
parent_organ = "chest"
amputation_point = "lumbar"
gendered_icon = 1
/obj/item/organ/external/arm
limb_name = "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 = "chest"
amputation_point = "left shoulder"
can_grasp = 1
/obj/item/organ/external/arm/right
limb_name = "r_arm"
name = "right arm"
icon_name = "r_arm"
body_part = ARM_RIGHT
amputation_point = "right shoulder"
/obj/item/organ/external/leg
limb_name = "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 = "groin"
amputation_point = "left hip"
can_stand = 1
/obj/item/organ/external/leg/right
limb_name = "r_leg"
name = "right leg"
icon_name = "r_leg"
body_part = LEG_RIGHT
icon_position = RIGHT
amputation_point = "right hip"
/obj/item/organ/external/foot
limb_name = "l_foot"
name = "left foot"
icon_name = "l_foot"
max_damage = 30
min_broken_damage = 15
w_class = 2
body_part = FOOT_LEFT
icon_position = LEFT
parent_organ = "l_leg"
amputation_point = "left ankle"
can_stand = 1
/obj/item/organ/external/foot/remove()
if(owner.shoes) owner.unEquip(owner.shoes)
..()
/obj/item/organ/external/foot/right
limb_name = "r_foot"
name = "right foot"
icon_name = "r_foot"
body_part = FOOT_RIGHT
icon_position = RIGHT
parent_organ = "r_leg"
amputation_point = "right ankle"
/obj/item/organ/external/hand
limb_name = "l_hand"
name = "left hand"
icon_name = "l_hand"
max_damage = 30
min_broken_damage = 15
w_class = 2
body_part = HAND_LEFT
parent_organ = "l_arm"
amputation_point = "left wrist"
can_grasp = 1
/obj/item/organ/external/hand/remove()
if(owner.gloves)
owner.unEquip(owner.gloves)
..()
/obj/item/organ/external/hand/right
limb_name = "r_hand"
name = "right hand"
icon_name = "r_hand"
body_part = HAND_RIGHT
parent_organ = "r_arm"
amputation_point = "right wrist"
/obj/item/organ/external/head
limb_name = "head"
icon_name = "head"
name = "head"
max_damage = 75
min_broken_damage = 35
w_class = 3
body_part = HEAD
vital = 1
parent_organ = "chest"
amputation_point = "neck"
gendered_icon = 1
encased = "skull"
var/can_intake_reagents = 1
/obj/item/organ/external/head/remove()
if(owner)
if(!istype(dna))
dna = owner.dna.Clone()
name = "[dna.real_name]'s head"
if(owner.glasses)
owner.unEquip(owner.glasses)
if(owner.head)
owner.unEquip(owner.head)
if(owner.l_ear)
owner.unEquip(owner.l_ear)
if(owner.r_ear)
owner.unEquip(owner.r_ear)
if(owner.wear_mask)
owner.unEquip(owner.wear_mask)
spawn(1)
if(owner)//runtimer no runtiming
owner.update_hair()
owner.update_fhair()
..()
/obj/item/organ/external/head/replaced()
name = limb_name
..()
/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")
@@ -0,0 +1,34 @@
// Slime limbs.
/obj/item/organ/external/chest/unbreakable
cannot_break = 1
/obj/item/organ/external/groin/unbreakable
cannot_break = 1
/obj/item/organ/external/arm/unbreakable
cannot_break = 1
/obj/item/organ/external/arm/right/unbreakable
cannot_break = 1
/obj/item/organ/external/leg/unbreakable
cannot_break = 1
/obj/item/organ/external/leg/right/unbreakable
cannot_break = 1
/obj/item/organ/external/foot/unbreakable
cannot_break = 1
/obj/item/organ/external/foot/right/unbreakable
cannot_break = 1
/obj/item/organ/external/hand/unbreakable
cannot_break = 1
/obj/item/organ/external/hand/right/unbreakable
cannot_break = 1
/obj/item/organ/external/head/unbreakable
cannot_break = 1
@@ -0,0 +1,8 @@
//WRYN ORGAN
/obj/item/organ/internal/wryn/hivenode
name = "antennae"
organ_tag = "antennae"
icon = 'icons/mob/human_races/r_wryn.dmi'
icon_state = "antennae"
parent_organ = "head"
slot = "hivenode"
@@ -0,0 +1,162 @@
/obj/item/organ/internal/xenos
origin_tech = "biotech=5"
icon_state = "xgibmid2"
var/list/alien_powers = list()
tough = 1
sterile = 1
///obj/item/organ/internal/xenos/New()
// for(var/A in alien_powers)
// if(ispath(A))
// alien_powers -= A
// alien_powers += new A(src)
// ..()
///can be changed if xenos get an update..
/obj/item/organ/internal/xenos/insert(mob/living/carbon/M, special = 0)
..()
for(var/P in alien_powers)
M.verbs |= P
//M.verbs |= alien_powers.Copy()
/obj/item/organ/internal/xenos/remove(mob/living/carbon/M, special = 0)
for(var/P in alien_powers)
M.verbs -= P
//M.verbs -= alien_powers.Copy()
..()
/obj/item/organ/internal/xenos/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("sacid", 10)
return S
//XENOMORPH ORGANS
/obj/item/organ/internal/xenos/plasmavessel
name = "xeno plasma vessel"
icon_state = "plasma"
origin_tech = "biotech=5;plasmatech=2"
w_class = 3
parent_organ = "chest"
slot = "plasmavessel"
alien_powers = list(/mob/living/carbon/alien/humanoid/verb/plant, /mob/living/carbon/alien/humanoid/verb/transfer_plasma)
var/stored_plasma = 0
var/max_plasma = 500
var/heal_rate = 5
var/plasma_rate = 10
/obj/item/organ/internal/xenos/plasmavessel/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("plasma", stored_plasma/10)
return S
/obj/item/organ/internal/xenos/plasmavessel/queen
name = "bloated xeno plasma vessel"
icon_state = "plasma_large"
origin_tech = "biotech=6;plasma=3"
stored_plasma = 200
max_plasma = 500
plasma_rate = 25
/obj/item/organ/internal/xenos/plasmavessel/drone
name = "large xeno plasma vessel"
icon_state = "plasma_large"
stored_plasma = 200
max_plasma = 500
/obj/item/organ/internal/xenos/plasmavessel/sentinel
stored_plasma = 100
max_plasma = 250
/obj/item/organ/internal/xenos/plasmavessel/hunter
name = "small xeno plasma vessel"
icon_state = "plasma_tiny"
stored_plasma = 100
max_plasma = 150
alien_powers = list(/mob/living/carbon/alien/humanoid/verb/plant)
/obj/item/organ/internal/xenos/plasmavessel/larva
name = "tiny xeno plasma vessel"
icon_state = "plasma_tiny"
max_plasma = 100
/obj/item/organ/internal/xenos/plasmavessel/on_life()
//If there are alien weeds on the ground then heal if needed or give some plasma
if(locate(/obj/structure/alien/weeds) in owner.loc)
if(owner.health >= owner.maxHealth)
owner.adjustPlasma(plasma_rate)
else
var/heal_amt = heal_rate
if(!isalien(owner))
heal_amt *= 0.2
owner.adjustPlasma(plasma_rate*0.5)
owner.adjustBruteLoss(-heal_amt)
owner.adjustFireLoss(-heal_amt)
owner.adjustOxyLoss(-heal_amt)
owner.adjustCloneLoss(-heal_amt)
/obj/item/organ/internal/xenos/plasmavessel/insert(mob/living/carbon/M, special = 0)
..()
if(isalien(M))
var/mob/living/carbon/alien/A = M
A.updatePlasmaDisplay()
/obj/item/organ/internal/alien/plasmavessel/remove(mob/living/carbon/M, special = 0)
..()
if(isalien(M))
var/mob/living/carbon/alien/A = M
A.updatePlasmaDisplay()
/obj/item/organ/internal/xenos/acidgland
name = "xeno acid gland"
parent_organ = "head"
slot = "acid"
origin_tech = "biotech=5;materials=2;combat=2"
alien_powers = list(/mob/living/carbon/alien/humanoid/proc/corrosive_acid)
/obj/item/organ/internal/xenos/hivenode
name = "xeno hive node"
parent_organ = "head"
slot = "hivenode"
origin_tech = "biotech=5;magnets=4;bluespace=3"
w_class = 1
alien_powers = list(/mob/living/carbon/alien/humanoid/verb/whisp)
/obj/item/organ/internal/xenos/hivenode/insert(mob/living/carbon/M, special = 0)
..()
M.faction |= "alien"
/obj/item/organ/internal/xenos/hivenode/remove(mob/living/carbon/M, special = 0)
M.faction -= "alien"
..()
/obj/item/organ/internal/xenos/neurotoxin
name = "xeno neurotoxin gland"
icon_state = "neurotox"
parent_organ = "head"
slot = "neurotox"
origin_tech = "biotech=5;combat=5"
alien_powers = list(/mob/living/carbon/alien/humanoid/proc/neurotoxin)
/obj/item/organ/internal/xenos/resinspinner
name = "xeno resin organ"//...there tiger....
parent_organ = "mouth"
icon_state = "liver-x"
slot = "hivenode"
origin_tech = "biotech=5;materials=4"
alien_powers = list(/mob/living/carbon/alien/humanoid/proc/resin)
/obj/item/organ/internal/xenos/eggsac
name = "xeno egg sac"
icon_state = "eggsac"
parent_organ = "groin"
slot = "eggsac"
w_class = 4
origin_tech = "biotech=8"
alien_powers = list(/mob/living/carbon/alien/humanoid/queen/verb/lay_egg)
+344
View File
@@ -0,0 +1,344 @@
/****************************************************
WOUNDS
****************************************************/
/datum/wound
// number representing the current stage
var/current_stage = 0
// description of the wound
var/desc = "wound" //default in case something borks
// amount of damage this wound causes
var/damage = 0
// ticks of bleeding left.
var/bleed_timer = 0
// amount of damage the current wound type requires(less means we need to apply the next healing stage)
var/min_damage = 0
// is the wound bandaged?
var/bandaged = 0
// Similar to bandaged, but works differently
var/clamped = 0
// is the wound salved?
var/salved = 0
// is the wound disinfected?
var/disinfected = 0
var/created = 0
// number of wounds of this type
var/amount = 1
// amount of germs in the wound
var/germ_level = 0
/* These are defined by the wound type and should not be changed */
// stages such as "cut", "deep cut", etc.
var/list/stages
// internal wounds can only be fixed through surgery
var/internal = 0
// maximum stage at which bleeding should still happen. Beyond this stage bleeding is prevented.
var/max_bleeding_stage = 0
// one of CUT, BRUISE, BURN
var/damage_type = CUT
// whether this wound needs a bandage/salve to heal at all
// the maximum amount of damage that this wound can have and still autoheal
var/autoheal_cutoff = 15
// helper lists
var/tmp/list/desc_list = list()
var/tmp/list/damage_list = list()
New(var/damage)
created = world.time
// reading from a list("stage" = damage) is pretty difficult, so build two separate
// lists from them instead
for(var/V in stages)
desc_list += V
damage_list += stages[V]
src.damage = damage
// initialize with the appropriate stage
src.init_stage(damage)
bleed_timer += damage
// returns 1 if there's a next stage, 0 otherwise
proc/init_stage(var/initial_damage)
current_stage = stages.len
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= initial_damage / src.amount)
src.current_stage--
src.min_damage = damage_list[current_stage]
src.desc = desc_list[current_stage]
// the amount of damage per wound
proc/wound_damage()
return src.damage / src.amount
proc/can_autoheal()
if(src.wound_damage() <= autoheal_cutoff)
return 1
return is_treated()
// checks whether the wound has been appropriately treated
proc/is_treated()
if(damage_type == BRUISE || damage_type == CUT)
return bandaged
else if(damage_type == BURN)
return salved
// Checks whether other other can be merged into src.
proc/can_merge(var/datum/wound/other)
if (other.type != src.type) return 0
if (other.current_stage != src.current_stage) return 0
if (other.damage_type != src.damage_type) return 0
if (!(other.can_autoheal()) != !(src.can_autoheal())) return 0
if (!(other.bandaged) != !(src.bandaged)) return 0
if (!(other.clamped) != !(src.clamped)) return 0
if (!(other.salved) != !(src.salved)) return 0
if (!(other.disinfected) != !(src.disinfected)) return 0
//if (other.germ_level != src.germ_level) return 0
return 1
proc/merge_wound(var/datum/wound/other)
src.damage += other.damage
src.amount += other.amount
src.bleed_timer += other.bleed_timer
src.germ_level = max(src.germ_level, other.germ_level)
src.created = max(src.created, other.created) //take the newer created time
// checks if wound is considered open for external infections
// untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger
proc/infection_check()
if (damage < 10) //small cuts, tiny bruises, and moderate burns shouldn't be infectable.
return 0
if (is_treated() && damage < 25) //anything less than a flesh wound (or equivalent) isn't infectable if treated properly
return 0
if (disinfected)
germ_level = 0 //reset this, just in case
return 0
if (damage_type == BRUISE && !bleeding()) //bruises only infectable if bleeding
return 0
var/dam_coef = round(damage/10)
switch (damage_type)
if (BRUISE)
return prob(dam_coef*5)
if (BURN)
return prob(dam_coef*10)
if (CUT)
return prob(dam_coef*20)
return 0
// heal the given amount of damage, and if the given amount of damage was more
// than what needed to be healed, return how much heal was left
// set @heals_internal to also heal internal organ damage
proc/heal_damage(amount, heals_internal = 0)
if(src.internal && !heals_internal)
// heal nothing
return amount
var/healed_damage = min(src.damage, amount)
amount -= healed_damage
src.damage -= healed_damage
while(src.wound_damage() < damage_list[current_stage] && current_stage < src.desc_list.len)
current_stage++
desc = desc_list[current_stage]
src.min_damage = damage_list[current_stage]
// return amount of healing still leftover, can be used for other wounds
return amount
// opens the wound again
proc/open_wound(damage)
src.damage += damage
bleed_timer += damage
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= src.damage / src.amount)
src.current_stage--
src.desc = desc_list[current_stage]
src.min_damage = damage_list[current_stage]
// returns whether this wound can absorb the given amount of damage.
// this will prevent large amounts of damage being trapped in less severe wound types
proc/can_worsen(damage_type, damage)
if (src.damage_type != damage_type)
return 0 //incompatible damage types
if (src.amount > 1)
return 0
//with 1.5*, a shallow cut will be able to carry at most 30 damage,
//37.5 for a deep cut
//52.5 for a flesh wound, etc.
var/max_wound_damage = 1.5*src.damage_list[1]
if (src.damage + damage > max_wound_damage)
return 0
return 1
proc/bleeding()
if (src.internal)
return 0 // internal wounds don't bleed in the sense of this function
if (current_stage > max_bleeding_stage)
return 0
if (bandaged||clamped)
return 0
if (wound_damage() <= 30 && bleed_timer <= 0)
return 0 //Bleed timer has run out. Wounds with more than 30 damage don't stop bleeding on their own.
return (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5)
/** WOUND DEFINITIONS **/
//Note that the MINIMUM damage before a wound can be applied should correspond to
//the damage amount for the stage with the same name as the wound.
//e.g. /datum/wound/cut/deep should only be applied for 15 damage and up,
//because in it's stages list, "deep cut" = 15.
/proc/get_wound_type(var/type = CUT, var/damage)
switch(type)
if(CUT)
switch(damage)
if(70 to INFINITY)
return /datum/wound/cut/massive
if(60 to 70)
return /datum/wound/cut/gaping_big
if(50 to 60)
return /datum/wound/cut/gaping
if(25 to 50)
return /datum/wound/cut/flesh
if(15 to 25)
return /datum/wound/cut/deep
if(0 to 15)
return /datum/wound/cut/small
if(BRUISE)
return /datum/wound/bruise
if(BURN)
switch(damage)
if(50 to INFINITY)
return /datum/wound/burn/carbonised
if(40 to 50)
return /datum/wound/burn/deep
if(30 to 40)
return /datum/wound/burn/severe
if(15 to 30)
return /datum/wound/burn/large
if(0 to 15)
return /datum/wound/burn/moderate
return null //no wound
/** CUTS **/
/datum/wound/cut/small
// Minor cuts have max_bleeding_stage set to the stage that bears the wound type's name.
// The major cut types have the max_bleeding_stage set to the clot stage (which is accordingly given the "blood soaked" descriptor).
max_bleeding_stage = 3
stages = list("ugly ripped cut" = 20, "ripped cut" = 10, "cut" = 5, "healing cut" = 2, "small scab" = 0)
damage_type = CUT
/datum/wound/cut/deep
max_bleeding_stage = 3
stages = list("ugly deep ripped cut" = 25, "deep ripped cut" = 20, "deep cut" = 15, "clotted cut" = 8, "scab" = 2, "fresh skin" = 0)
damage_type = CUT
/datum/wound/cut/flesh
max_bleeding_stage = 4
stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0)
damage_type = CUT
/datum/wound/cut/gaping
max_bleeding_stage = 3
stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "blood soaked clot" = 15, "small angry scar" = 5, "small straight scar" = 0)
damage_type = CUT
/datum/wound/cut/gaping_big
max_bleeding_stage = 3
stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large blood soaked clot" = 25, "large angry scar" = 10, "large straight scar" = 0)
damage_type = CUT
datum/wound/cut/massive
max_bleeding_stage = 3
stages = list("massive wound" = 70, "massive healing wound" = 50, "massive blood soaked clot" = 25, "massive angry scar" = 10, "massive jagged scar" = 0)
damage_type = CUT
/** BRUISES **/
/datum/wound/bruise
stages = list("monumental bruise" = 80, "huge bruise" = 50, "large bruise" = 30,
"moderate bruise" = 20, "small bruise" = 10, "tiny bruise" = 5)
max_bleeding_stage = 3 //only large bruise and above can bleed.
autoheal_cutoff = 30
damage_type = BRUISE
/** BURNS **/
/datum/wound/burn/moderate
stages = list("ripped burn" = 10, "moderate burn" = 5, "healing moderate burn" = 2, "fresh skin" = 0)
damage_type = BURN
/datum/wound/burn/large
stages = list("ripped large burn" = 20, "large burn" = 15, "healing large burn" = 5, "fresh skin" = 0)
damage_type = BURN
/datum/wound/burn/severe
stages = list("ripped severe burn" = 35, "severe burn" = 30, "healing severe burn" = 10, "burn scar" = 0)
damage_type = BURN
/datum/wound/burn/deep
stages = list("ripped deep burn" = 45, "deep burn" = 40, "healing deep burn" = 15, "large burn scar" = 0)
damage_type = BURN
/datum/wound/burn/carbonised
stages = list("carbonised area" = 50, "healing carbonised area" = 20, "massive burn scar" = 0)
damage_type = BURN
/** INTERNAL BLEEDING **/
/datum/wound/internal_bleeding
internal = 1
stages = list("severed artery" = 30, "cut artery" = 20, "damaged artery" = 10, "bruised artery" = 5)
autoheal_cutoff = 5
max_bleeding_stage = 4 //all stages bleed. It's called internal bleeding after all.
/** EXTERNAL ORGAN LOSS **/
/datum/wound/lost_limb
/datum/wound/lost_limb/New(var/obj/item/organ/external/lost_limb, var/losstype, var/clean)
var/damage_amt = lost_limb.max_damage
if(clean) damage_amt /= 2
switch(losstype)
if(DROPLIMB_EDGE, DROPLIMB_BLUNT)
damage_type = CUT
max_bleeding_stage = 3 //clotted stump and above can bleed.
stages = list(
"ripped stump" = damage_amt*1.3,
"bloody stump" = damage_amt,
"clotted stump" = damage_amt*0.5,
"scarred stump" = 0
)
if(DROPLIMB_BURN)
damage_type = BURN
stages = list(
"ripped charred stump" = damage_amt*1.3,
"charred stump" = damage_amt,
"scarred stump" = damage_amt*0.5,
"scarred stump" = 0
)
..(damage_amt)
/datum/wound/lost_limb/can_merge(var/datum/wound/other)
return 0 //cannot be merged