mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 07:03:30 +01:00
Refactors heart attacks, unbreaks incremental cloning
This commit is contained in:
@@ -640,3 +640,4 @@ proc/dd_sortedObjectList(list/incoming)
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// LAZYING PT 2: THE LAZENING
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#define LAZYREINITLIST(L) LAZYCLEARLIST(L); LAZYINITLIST(L);
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#define LAZYQDELLIST(L) if(L) { for(var/o in L) qdel(o); L.Cut() }
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@@ -34,6 +34,7 @@
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var/obj/effect/countdown/clonepod/countdown
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var/list/brine_types = list("corazone", "salbutamol", "hydrocodone")
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var/list/missing_organs
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var/organs_number = 0
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@@ -86,21 +87,9 @@
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/obj/machinery/clonepod/Destroy()
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if(connected)
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connected.pods -= src
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<<<<<<< HEAD
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QDEL_NULL(Radio)
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QDEL_NULL(countdown)
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=======
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if(Radio)
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qdel(Radio)
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Radio = null
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if(countdown)
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qdel(countdown)
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countdown = null
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for(var/i in missing_organs)
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qdel(i)
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LAZYCLEARLIST(missing_organs)
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missing_organs = null
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>>>>>>> Cloning now puts you together bit by bit
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LAZYDESTROYLIST(missing_organs)
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return ..()
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/obj/machinery/clonepod/RefreshParts()
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@@ -280,6 +269,7 @@
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H.sync_organ_dna(1) // It's literally a fresh body as you can get, so all organs properly belong to it
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H.UpdateAppearance()
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check_brine()
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//Get the clone body ready
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maim_clone(H)
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H.Paralyse(4)
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@@ -332,21 +322,24 @@
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//Slowly get that clone healed and finished.
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occupant.adjustCloneLoss(-((speed_coeff/2)))
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var/progress = CLONE_INITIAL_DAMAGE - occupant.getCloneLoss()
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progress += (100 - MINIMUM_HEAL_LEVEL)
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var/milestone = CLONE_INITIAL_DAMAGE / organs_number
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var/installed = organs_number - LAZYLEN(missing_organs)
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// For human species that lack non-vital parts for some weird reason
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if(organs_number)
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var/progress = CLONE_INITIAL_DAMAGE - occupant.getCloneLoss()
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progress += (100 - MINIMUM_HEAL_LEVEL)
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var/milestone = CLONE_INITIAL_DAMAGE / organs_number
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// Doing this as a #define so that the value can change when evaluated multiple times
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#define INSTALLED (organs_number - LAZYLEN(missing_organs))
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while((progress / milestone) > installed && LAZYLEN(missing_organs))
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var/obj/item/organ/I = pick_n_take(missing_organs)
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I.replaced(occupant)
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while((progress / milestone) > INSTALLED && LAZYLEN(missing_organs))
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var/obj/item/organ/I = pick_n_take(missing_organs)
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I.replaced(occupant)
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#undef INSTALLED
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//Premature clones may have brain damage.
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occupant.adjustBrainLoss(-((speed_coeff/20)*efficiency))
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//So clones don't die of oxyloss in a running pod.
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if(occupant.reagents.get_reagent_amount("salbutamol") < 5)
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occupant.reagents.add_reagent("salbutamol", 5)
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check_brine()
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//Also heal some oxyloss ourselves just in case!!
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occupant.adjustOxyLoss(-4)
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@@ -562,7 +555,10 @@
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var/obj/item/organ/O = o
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if(!istype(O) || O.vital)
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continue
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var/obj/item/I = O.remove(H, TRUE)
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// Let's non-specially remove all non-vital organs
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// What could possibly go wrong
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var/obj/item/I = O.remove(H)
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// Make this support stuff that turns into items when removed
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I.forceMove(src)
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missing_organs += I
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@@ -570,12 +566,19 @@
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var/static/list/zones = list("r_arm", "l_arm", "r_leg", "l_leg")
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for(var/zone in zones)
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var/obj/item/organ/external/E = H.get_organ(zone)
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var/obj/item/I = E.remove(H, TRUE)
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var/obj/item/I = E.remove(H)
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I.forceMove(src)
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missing_organs += I
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organs_number = LAZYLEN(missing_organs)
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/obj/machinery/clonepod/proc/check_brine()
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// Clones are in a pickled bath of mild chemicals, keeping
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// them alive, despite their lack of internal organs
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for(var/bt in brine_types)
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if(occupant.reagents.get_reagent_amount(bt) < 1)
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occupant.reagents.add_reagent(bt, 1)
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/*
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* Diskette Box
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*/
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@@ -240,7 +240,7 @@ REAGENT SCANNER
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if(H.species.exotic_blood)
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user.show_message("<span class='warning'>Subject possesses exotic blood.</span>")
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user.show_message("<span class='warning'>Exotic blood type: [blood_type].</span>")
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if(H.heart_attack && H.stat != DEAD)
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if(H.undergoing_cardiac_arrest() && H.stat != DEAD)
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user.show_message("<span class='userdanger'>Subject suffering from heart attack: Apply defibrillator immediately.</span>")
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user.show_message("<span class='notice'>Subject's pulse: <font color='[H.pulse == PULSE_THREADY || H.pulse == PULSE_NONE ? "red" : "blue"]'>[H.get_pulse(GETPULSE_TOOL)] bpm.</font></span>")
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var/implant_detect
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@@ -330,8 +330,8 @@
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H.updatehealth() //forces health update before next life tick
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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H.emote("gasp")
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if(!H.heart_attack && (prob(10) || defib.combat)) // Your heart explodes.
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H.heart_attack = 1
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if(!H.undergoing_cardiac_arrest() && (prob(10) || defib.combat)) // Your heart explodes.
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H.set_heartattack(TRUE)
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add_logs(user, M, "stunned", object="defibrillator")
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defib.deductcharge(revivecost)
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cooldown = 1
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@@ -368,7 +368,7 @@
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busy = 0
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update_icon()
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return
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if(H.heart_attack)
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if(H.undergoing_cardiac_arrest())
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if(!H.get_int_organ(/obj/item/organ/internal/heart) && !H.get_int_organ(/obj/item/organ/internal/brain/slime)) //prevents defibing someone still alive suffering from a heart attack attack if they lack a heart
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user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Failed to pick up any heart electrical activity.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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@@ -376,7 +376,7 @@
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update_icon()
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return
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else
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H.heart_attack = 0
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H.set_heartattack(FALSE)
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user.visible_message("<span class='boldnotice'>[defib] pings: Cardiac arrhythmia corrected.</span>")
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M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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@@ -474,8 +474,8 @@
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H.adjustStaminaLoss(50)
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H.Weaken(5)
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H.updatehealth() //forces health update before next life tick
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if(!H.heart_attack && prob(10)) // Your heart explodes.
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H.heart_attack = 1
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if(!H.undergoing_cardiac_arrest() && prob(10)) // Your heart explodes.
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H.set_heartattack(TRUE)
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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H.emote("gasp")
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add_logs(user, M, "stunned", object="defibrillator")
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@@ -20,7 +20,6 @@
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var/pulse = PULSE_NORM //current pulse level
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var/heart_attack = 0
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var/wetlevel = 0 //how wet the mob is
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var/oxygen_alert = 0
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@@ -29,4 +28,4 @@
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var/fire_alert = 0
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var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
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var/co2overloadtime = null
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var/co2overloadtime = null
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@@ -99,7 +99,7 @@
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stat = DEAD
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SetDizzy(0)
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SetJitter(0)
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heart_attack = 0
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set_heartattack(FALSE)
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//Handle species-specific deaths.
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if(species) species.handle_death(src)
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@@ -759,9 +759,9 @@
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if(species)
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species_siemens_coeff = species.siemens_coeff
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siemens_coeff = gloves_siemens_coeff * species_siemens_coeff
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if(heart_attack)
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if(undergoing_cardiac_arrest())
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if(shock_damage * siemens_coeff >= 1 && prob(25))
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heart_attack = 0
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set_heartattack(FALSE)
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if(stat == CONSCIOUS)
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to_chat(src, "<span class='notice'>You feel your heart beating again!</span>")
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. = ..()
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@@ -1032,7 +1032,7 @@
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if(stat == DEAD)
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return PULSE_NONE //that's it, you're dead, nothing can influence your pulse
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if(heart_attack)
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if(undergoing_cardiac_arrest())
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return PULSE_NONE
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var/temp = PULSE_NORM
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@@ -1175,14 +1175,37 @@
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return stuttering
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/mob/living/carbon/human/proc/can_heartattack()
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if(species.flags & NO_BLOOD)
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return FALSE
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return TRUE
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/mob/living/carbon/human/proc/undergoing_cardiac_arrest()
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if(!can_heartattack())
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return FALSE
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var/obj/item/organ/internal/heart/heart = get_int_organ(/obj/item/organ/internal/heart)
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if(istype(heart) && heart.beating)
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return FALSE
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return TRUE
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/mob/living/carbon/human/proc/set_heartattack(status)
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if(!can_heartattack())
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return FALSE
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var/obj/item/organ/internal/heart/heart = get_int_organ(/obj/item/organ/internal/heart)
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if(!istype(heart))
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return FALSE
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heart.beating = !status
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/mob/living/carbon/human/proc/handle_heartattack()
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if(!heart_attack)
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if(!can_heartattack() || !undergoing_cardiac_arrest() || reagents.has_reagent("corazone"))
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return
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else
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AdjustLoseBreath(2, bound_lower = 0, bound_upper = 3)
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adjustOxyLoss(5)
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Paralyse(4)
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adjustBruteLoss(2)
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AdjustLoseBreath(2, bound_lower = 0, bound_upper = 3)
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adjustOxyLoss(5)
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Paralyse(4)
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adjustBruteLoss(2)
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@@ -377,7 +377,6 @@
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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C.handcuffed = initial(C.handcuffed)
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C.heart_attack = 0
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for(var/datum/disease/D in C.viruses)
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D.cure(0)
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@@ -385,6 +384,7 @@
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// restore all of the human's blood and reset their shock stage
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if(ishuman(src))
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human_mob = src
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human_mob.set_heartattack(FALSE)
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human_mob.restore_blood()
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human_mob.shock_stage = 0
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human_mob.decaylevel = 0
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@@ -141,11 +141,11 @@
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can_synth = 0
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/datum/reagent/concentrated_initro/on_mob_life(mob/living/M)
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if(volume >=5)
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if(volume >= 5)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(!H.heart_attack)
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H.heart_attack = 1 // rip in pepperoni
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if(!H.undergoing_cardiac_arrest())
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H.set_heartattack(TRUE) // rip in pepperoni
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//virus foods
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@@ -183,4 +183,4 @@
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/datum/reagent/plasma_dust/plasmavirusfood/weak
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name = "weakened virus plasma"
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id = "weakplasmavirusfood"
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color = "#CEC3C6" // rgb: 206,195,198
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color = "#CEC3C6" // rgb: 206,195,198
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@@ -772,8 +772,8 @@
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M.Weaken(1)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(!H.heart_attack)
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H.heart_attack = 1
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if(!H.undergoing_cardiac_arrest())
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H.set_heartattack(TRUE)
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..()
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/datum/reagent/fungus
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@@ -847,7 +847,7 @@
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if(volume >= 5 && !istype(T, /turf/space))
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new /obj/effect/decal/cleanable/vomit/green(T)
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playsound(T, 'sound/effects/splat.ogg', 50, 1, -3)
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////Lavaland Flora Reagents////
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/datum/reagent/consumable/entpoly
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@@ -878,7 +878,7 @@
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if(!light_activated)
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M.set_light(2)
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light_activated = 1
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..()
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..()
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/datum/reagent/consumable/tinlux/on_mob_delete(mob/living/M)
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M.set_light(0)
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@@ -894,4 +894,4 @@
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if(prob(80))
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M.adjustBruteLoss(-1 * REAGENTS_EFFECT_MULTIPLIER)
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M.adjustFireLoss(-1 * REAGENTS_EFFECT_MULTIPLIER)
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..()
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..()
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@@ -1023,3 +1023,11 @@
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/datum/reagent/medicine/earthsblood/overdose_process(mob/living/M)
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M.SetHallucinate(min(max(0, M.hallucination + 10), 50))
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M.adjustToxLoss(5 * REAGENTS_EFFECT_MULTIPLIER)
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/datum/reagent/medicine/corazone
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name = "Corazone"
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id = "corazone"
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description = "A medication used to treat pain, fever, and inflammation, along with heart attacks."
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color = "#F5F5F5"
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// This reagent's effects are handled in heart attack handling code
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@@ -648,8 +648,8 @@
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M.Weaken(2)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(!H.heart_attack)
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H.heart_attack = 1 // rip in pepperoni
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if(!H.undergoing_cardiac_arrest())
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H.set_heartattack(TRUE) // rip in pepperoni
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..()
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/datum/reagent/pancuronium
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@@ -1090,4 +1090,4 @@
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shock_timer = 0
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M.electrocute_act(rand(5,20), "Teslium in their body", 1, 1) //Override because it's caused from INSIDE of you
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playsound(M, "sparks", 50, 1)
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..()
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..()
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@@ -249,9 +249,9 @@
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if(istype(owner, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = owner
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if(H.stat != DEAD && prob(50 / severity))
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H.heart_attack = 1
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H.set_heartattack(TRUE)
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spawn(600 / severity)
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H.heart_attack = 0
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H.set_heartattack(FALSE)
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if(H.stat == CONSCIOUS)
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to_chat(H, "<span class='notice'>You feel your heart beating again!</span>")
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@@ -286,7 +286,7 @@ var/list/organ_cache = list()
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/obj/item/organ/internal/heart/emp_act(intensity)
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if(owner && robotic == 2)
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owner.heart_attack = 1
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Stop() // In the name of looooove~!
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owner.visible_message("<span class='danger'>[owner] clutches their chest and gasps!</span>","<span class='userdanger'>You clutch your chest in pain!</span>")
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else if(owner && robotic == 1)
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take_damage(11,1)
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@@ -165,11 +165,9 @@
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. = ..()
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.stat == DEAD || H.heart_attack)
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if(H.stat == DEAD)
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Stop()
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return
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if(!special)
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H.heart_attack = 1
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spawn(120)
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if(!owner)
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@@ -183,15 +181,6 @@
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if(!owner)
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Stop()
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/obj/item/organ/internal/heart/insert(mob/living/carbon/M, special = 0)
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..()
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if(ishuman(M) && beating)
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var/mob/living/carbon/human/H = M
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if(H.heart_attack)
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H.heart_attack = 0
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return
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/obj/item/organ/internal/heart/proc/Stop()
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beating = 0
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update_icon()
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Block a user