might as well fix fonglict

This commit is contained in:
Aurorablade
2015-12-23 22:18:11 -05:00
parent 046b0b997d
commit 96c5a5c010
6 changed files with 299 additions and 349 deletions
+110 -88
View File
@@ -12,91 +12,112 @@
var/alien = 0
var/syndiemmi = 0 //Whether or not this is a Syndicate MMI
var/mob/living/carbon/brain/brainmob = null//The current occupant.
var/obj/item/organ/brain/held_brain = null // This is so MMI's aren't brainscrubber 9000's
var/mob/living/silicon/robot/robot = null//Appears unused.
var/obj/mecha/mecha = null//This does not appear to be used outside of reference in mecha.dm.
// I'm using this for mechs giving MMIs HUDs now
attackby(var/obj/item/O as obj, var/mob/user as mob, params)
if(istype(O, /obj/item/organ/internal/brain/crystal ))
user << "<span class='warning'> This brain is too malformed to be able to use with the [src].</span>"
/obj/item/device/mmi/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
if(istype(O, /obj/item/organ/brain/crystal ))
user << "<span class='warning'> This brain is too malformed to be able to use with the [src].</span>"
return
if(istype(O,/obj/item/organ/brain) && !brainmob) //Time to stick a brain in it --NEO
var/obj/item/organ/brain/B = O
if(!B.brainmob)
user << "<span class='warning'>You aren't sure where this brain came from, but you're pretty sure it's a useless brain.</span>"
return
if(istype(O,/obj/item/organ/internal/brain) && !brainmob) //Time to stick a brain in it --NEO
if(!O:brainmob)
user << "\red You aren't sure where this brain came from, but you're pretty sure it's a useless brain."
return
for(var/mob/V in viewers(src, null))
V.show_message(text("\blue [user] sticks \a [O] into \the [src]."))
brainmob = O:brainmob
O:brainmob = null
brainmob.loc = src
brainmob.container = src
brainmob.stat = 0
respawnable_list -= brainmob
dead_mob_list -= brainmob//Update dem lists
living_mob_list += brainmob
user.drop_item()
if(istype(O,/obj/item/organ/internal/brain/xeno))
name = "Man-Machine Interface: Alien - [brainmob.real_name]"
icon = 'icons/mob/alien.dmi'
icon_state = "AlienMMI"
alien = 1
else
name = "Man-Machine Interface: [brainmob.real_name]"
icon_state = "mmi_full"
alien = 0
qdel(O)
feedback_inc("cyborg_mmis_filled",1)
if(held_brain)
user << "<span class='userdanger'>Somehow, this MMI still has a brain in it. Report this to the bug tracker.</span>"
log_to_dd("[user] tried to stick a [O] into [src] in [get_area(src)], but the held brain variable wasn't cleared")
return
if(brainmob)
O.attack(brainmob, user)//Oh noooeeeee
// Brainmobs can take damage, but they can't actually die. Maybe should fix.
if(B.status & ORGAN_DEAD) // As it stood, a brain would never become unviable for MMI usage. Perhaps we should keep it that way?
user << "<span class='warning'>This [B] is dead</span>"
return
..()
for(var/mob/V in viewers(src, null))
V.show_message("<span class='notice'>[user] sticks \a [O] into \the [src].</span>")
brainmob = B.brainmob
B.brainmob = null
brainmob.loc = src
brainmob.container = src
brainmob.stat = CONSCIOUS
respawnable_list -= brainmob
dead_mob_list -= brainmob//Update dem lists
living_mob_list += brainmob
attack_self(mob/user as mob)
if(!brainmob)
user << "\red You upend the MMI, but there's nothing in it."
user.drop_item()
B.forceMove(src)
held_brain = B
if(istype(O,/obj/item/organ/brain/xeno)) // I'm not sure how well this will work now, since I don't think you can actually get xeno brains
name = "Man-Machine Interface: Alien - [brainmob.real_name]"
icon = 'icons/mob/alien.dmi'
icon_state = "AlienMMI"
alien = 1
else
user << "<span class='notice'>You unlock and upend the MMI, spilling the brain onto the floor.</span>"
if(alien)
var/obj/item/organ/internal/brain/xeno/brain = new(user.loc)
dropbrain(brain,get_turf(user))
else
var/obj/item/organ/internal/brain/brain = new(user.loc)
dropbrain(brain,get_turf(user))
icon = 'icons/obj/assemblies.dmi'
icon_state = "mmi_empty"
name = "Man-Machine Interface"
proc
transfer_identity(var/mob/living/carbon/human/H)//Same deal as the regular brain proc. Used for human-->robot people.
brainmob = new(src)
brainmob.name = H.real_name
brainmob.real_name = H.real_name
brainmob.dna = H.dna.Clone()
brainmob.container = src
name = "Man-Machine Interface: [brainmob.real_name]"
icon_state = "mmi_full"
return
alien = 0
feedback_inc("cyborg_mmis_filled",1)
return
if(brainmob)
O.attack(brainmob, user)//Oh noooeeeee
// Brainmobs can take damage, but they can't actually die. Maybe should fix.
return
..()
/obj/item/device/mmi/attack_self(mob/user as mob)
if(!brainmob)
user << "<span class='warning'>You upend the MMI, but there's nothing in it.</span>"
else
user << "<span class='notice'>You unlock and upend the MMI, spilling the brain onto the floor.</span>"
dropbrain(get_turf(user))
icon = 'icons/obj/assemblies.dmi'
icon_state = "mmi_empty"
name = "Man-Machine Interface"
/obj/item/device/mmi/proc/transfer_identity(var/mob/living/carbon/human/H)//Same deal as the regular brain proc. Used for human-->robot people.
brainmob = new(src)
brainmob.name = H.real_name
brainmob.real_name = H.real_name
brainmob.dna = H.dna.Clone()
brainmob.container = src
if(!istype(H.species) || isnull(H.species.return_organ("brain"))) // Diona/buggy people
held_brain = new(src)
else // We have a species, and it has a brain
var/brain_path = H.species.return_organ("brain")
if(!ispath(brain_path, /obj/item/organ/brain))
brain_path = /obj/item/organ/brain
held_brain = new brain_path(src) // Slime people will keep their slimy brains this way
held_brain.dna = brainmob.dna.Clone()
held_brain.name = "\the [brainmob.name]'s [initial(held_brain.name)]"
name = "Man-Machine Interface: [brainmob.real_name]"
icon_state = "mmi_full"
return
//I made this proc as a way to have a brainmob be transferred to any created brain, and to solve the
//problem i was having with alien/nonalien brain drops.
dropbrain(var/obj/item/organ/internal/brain/brain, var/turf/dropspot)
brainmob.container = null//Reset brainmob mmi var.
brainmob.loc = brain//Throw mob into brain.
respawnable_list += brainmob
living_mob_list -= brainmob//Get outta here
brain.brainmob = brainmob//Set the brain to use the brainmob
brain.brainmob.cancel_camera()
brainmob = null//Set mmi brainmob var to null
/obj/item/device/mmi/proc/dropbrain(var/turf/dropspot)
if(isnull(held_brain))
log_to_dd("[src] at [loc] attempted to drop brain without a contained brain in [get_area(src)].")
brainmob << "<span class='userdanger'>Your MMI did not contain a brain! We'll make a new one for you, but you'd best report this to the bugtracker!</span>"
held_brain = new(dropspot) // Let's not ruin someone's round because of something dumb -- Crazylemon
held_brain.dna = brainmob.dna.Clone()
held_brain.name = "\the [brainmob.name]'s [initial(held_brain.name)]"
brainmob.container = null//Reset brainmob mmi var.
brainmob.loc = held_brain//Throw mob into brain.
respawnable_list += brainmob
living_mob_list -= brainmob//Get outta here
held_brain.brainmob = brainmob//Set the brain to use the brainmob
held_brain.brainmob.cancel_camera()
brainmob = null//Set mmi brainmob var to null
held_brain.forceMove(dropspot)
held_brain = null
/obj/item/device/mmi/radio_enabled
@@ -106,25 +127,23 @@
var/obj/item/device/radio/radio = null//Let's give it a radio.
New()
..()
radio = new(src)//Spawns a radio inside the MMI.
radio.broadcasting = 1//So it's broadcasting from the start.
/obj/item/device/mmi/radio_enabled/New()
..()
radio = new(src)//Spawns a radio inside the MMI.
radio.broadcasting = 1//So it's broadcasting from the start.
verb//Allows the brain to toggle the radio functions.
/obj/item/device/mmi/radio_enabled/verb/Toggle_Listening()
set name = "Toggle Listening"
set desc = "Toggle listening channel on or off."
set category = "MMI"
set src = usr.loc
set popup_menu = 0
Toggle_Listening()
set name = "Toggle Listening"
set desc = "Toggle listening channel on or off."
set category = "MMI"
set src = usr.loc
set popup_menu = 0
if(brainmob.stat)
brainmob << "Can't do that while incapacitated or dead."
if(brainmob.stat)
brainmob << "Can't do that while incapacitated or dead."
radio.listening = radio.listening==1 ? 0 : 1
brainmob << "\blue Radio is [radio.listening==1 ? "now" : "no longer"] receiving broadcast."
radio.listening = radio.listening==1 ? 0 : 1
brainmob << "<span class='notice'>Radio is [radio.listening==1 ? "now" : "no longer"] receiving broadcast.</span>"
/obj/item/device/mmi/emp_act(severity)
if(!brainmob)
@@ -153,6 +172,9 @@
if(brainmob)
qdel(brainmob)
brainmob = null
if(held_brain)
qdel(held_brain)
held_brain = null
return ..()
/obj/item/device/mmi/syndie
@@ -1,4 +1,4 @@
/obj/item/organ/internal/brain
/obj/item/organ/brain
name = "brain"
health = 400 //They need to live awhile longer than other organs.
max_damage = 200
@@ -13,32 +13,39 @@
var/mob/living/carbon/brain/brainmob = null
organ_tag = "brain"
parent_organ = "head"
slot = "brain"
vital = 1
/obj/item/organ/internal/brain/surgeryize()
/obj/item/organ/brain/attack_self(mob/user as mob)
return //let's not have players taken out of the round as easily as a click, once you have their brain.
/obj/item/organ/brain/surgeryize()
if(!owner)
return
owner.ear_damage = 0 //Yeah, didn't you...hear? The ears are totally inside the brain.
owner.ear_deaf = 0
/obj/item/organ/internal/brain/xeno
/obj/item/organ/brain/xeno
name = "thinkpan"
desc = "It looks kind of like an enormous wad of purple bubblegum."
icon_state = "brain-x-d"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
/obj/item/organ/internal/brain/New()
/obj/item/organ/brain/New()
..()
spawn(5)
if(brainmob && brainmob.client)
brainmob.client.screen.len = null //clear the hud
/obj/item/organ/internal/brain/proc/transfer_identity(var/mob/living/carbon/H)
name = "\the [H]'s [initial(src.name)]"
/obj/item/organ/brain/proc/transfer_identity(var/mob/living/carbon/H)
brainmob = new(src)
brainmob.name = H.real_name
brainmob.real_name = H.real_name
brainmob.dna = H.dna.Clone()
if(isnull(dna)) // someone didn't set this right...
log_to_dd("[src] at [loc] did not contain a dna datum at time of removed.")
dna = H.dna.Clone()
name = "\the [dna.real_name]'s [initial(src.name)]"
brainmob.dna = dna.Clone() // Silly baycode, what you do
// brainmob.dna = H.dna.Clone() Putting in and taking out a brain doesn't make it a carbon copy of the original brain of the body you put it in
brainmob.name = dna.real_name
brainmob.real_name = dna.real_name
brainmob.timeofhostdeath = H.timeofdeath
if(H.mind)
H.mind.transfer_to(brainmob)
@@ -46,61 +53,63 @@
brainmob << "<span class='notice'>You feel slightly disoriented. That's normal when you're just a [initial(src.name)].</span>"
callHook("debrain", list(brainmob))
/obj/item/organ/internal/brain/examine(mob/user) // -- TLE
/obj/item/organ/brain/examine(mob/user) // -- TLE
..(user)
if(brainmob && brainmob.client)//if thar be a brain inside... the brain.
user << "You can feel the small spark of life still left in this one."
else
user << "This one seems particularly lifeless. Perhaps it will regain some of its luster later.."
/obj/item/organ/internal/brain/Remove(var/mob/living/user)
/obj/item/organ/brain/removed(var/mob/living/user)
if(!owner) return ..() // Probably a redundant removal; just bail
name = "[owner.real_name]'s brain"
var/mob/living/simple_animal/borer/borer = owner.has_brain_worms()
var/obj/item/organ/brain/B = src
if(istype(B) && istype(owner) && is_primary_organ())
var/mob/living/simple_animal/borer/borer = owner.has_brain_worms()
if(borer)
borer.detatch() //Should remove borer if the brain is removed - RR
if(borer)
borer.detatch() //Should remove borer if the brain is removed - RR
owner.brain_op_stage = 4.0
var/obj/item/organ/internal/brain/B = src
if(istype(B) && istype(owner))
owner.brain_op_stage = 4.0
B.transfer_identity(owner)
..()
/obj/item/organ/internal/brain/Insert(var/mob/living/target)
/obj/item/organ/brain/replaced(var/mob/living/target)
if(target.key)
target.ghostize()
var/mob/living/carbon/C = target
if(istype(C))
C.brain_op_stage = 1.0
if(brainmob)
if(brainmob.mind)
brainmob.mind.transfer_to(target)
else
target.key = brainmob.key
var/brain_already_exists = 0
if(istype(target,/mob/living/carbon/human)) // No more IPC multibrain shenanigans
var/mob/living/carbon/human/H = target
if(organ_tag in H.internal_organs_by_name)
brain_already_exists = 1
if(!brain_already_exists)
if(target.key)
target.ghostize()
var/mob/living/carbon/C = target
if(istype(C))
C.brain_op_stage = 1.0
if(brainmob)
if(brainmob.mind)
brainmob.mind.transfer_to(target)
else
target.key = brainmob.key
..()
/obj/item/organ/internal/brain/prepare_eat()
return // Too important to eat.
/obj/item/organ/internal/brain/slime
/obj/item/organ/brain/slime
name = "slime core"
desc = "A complex, organic knot of jelly and crystalline particles."
icon = 'icons/mob/slimes.dmi'
icon_state = "green slime extract"
/obj/item/organ/internal/brain/golem
/obj/item/organ/brain/golem
name = "chem"
desc = "A tightly furled roll of paper, covered with indecipherable runes."
icon = 'icons/obj/wizard.dmi'
icon_state = "scroll"
/obj/item/organ/internal/brain/Destroy() //copypasted from MMIs.
/obj/item/organ/brain/Destroy() //copypasted from MMIs.
if(brainmob)
qdel(brainmob)
brainmob = null
+100 -14
View File
@@ -24,10 +24,15 @@ var/list/organ_cache = list()
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
/obj/item/organ/Destroy()
if(!owner)
return ..()
/*
if(istype(owner, /mob/living/carbon))
if((owner.internal_organs) && (src in owner.internal_organs))
owner.internal_organs -= src
@@ -38,12 +43,17 @@ var/list/organ_cache = list()
owner.organs -= src
if((owner.organs_by_name) && (src in owner.organs_by_name))
owner.organs_by_name -= src
*/
if(src in owner.contents)
owner.contents -= src
return ..()
/obj/item/organ/attack_self(mob/user as mob)
// Convert it to an edible form, yum yum.
if(!robotic && user.a_intent == I_HARM)
bitten(user)
return
/obj/item/organ/proc/update_health()
return
@@ -101,8 +111,7 @@ var/list/organ_cache = list()
if(status & ORGAN_DEAD)
return
// Don't process if we're in a freezer, an MMI or a stasis bag. //TODO: ambient temperature?
if(istype(loc,/obj/item/device/mmi) || istype(loc,/obj/item/bodybag/cryobag) || istype(loc,/obj/structure/closet/crate/freezer))
if(is_preserved())
return
//Process infections
@@ -116,8 +125,11 @@ var/list/organ_cache = list()
if(B && prob(40))
reagents.remove_reagent("blood",0.1)
blood_splatter(src,B,1)
germ_level += rand(2,6)
// 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)
@@ -135,6 +147,30 @@ var/list/organ_cache = list()
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)
@@ -170,6 +206,7 @@ var/list/organ_cache = list()
/obj/item/organ/proc/rejuvenate()
damage = 0
germ_level = 0
/obj/item/organ/proc/is_damaged()
return damage > 0
@@ -184,15 +221,16 @@ var/list/organ_cache = list()
/obj/item/organ/proc/handle_antibiotics()
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
if (!germ_level || antibiotics < 5)
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 -= 6 //at germ_level == 500, this should cure the infection in a minute
germ_level -= 24 //at germ_level == 500, this should cure the infection in 15 seconds
else
germ_level -= 2 //at germ_level == 1000, this will cure the infection in 5 minutes
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)
@@ -251,10 +289,16 @@ var/list/organ_cache = list()
take_damage(0,3)
/obj/item/organ/proc/removed(var/mob/living/user)
if(!istype(owner))
return
if(is_primary_organ())
owner.internal_organs_by_name[organ_tag] = null
owner.internal_organs_by_name -= organ_tag
owner.internal_organs_by_name -= null // uh what does this line even do this seems silly
owner.internal_organs -= src
var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
if(affected) affected.internal_organs -= src
@@ -265,7 +309,7 @@ var/list/organ_cache = list()
if(!organ_blood || !organ_blood.data["blood_DNA"])
owner.vessel.trans_to(src, 5, 1, 1)
if(owner && vital)
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>"
@@ -279,12 +323,54 @@ var/list/organ_cache = list()
owner = target
processing_objects -= src
//target.internal_organs |= src
target.internal_organs |= src
affected.internal_organs |= src
//target.internal_organs_by_name[organ_tag] = src
if (!(organ_tag in target.internal_organs_by_name))
target.internal_organs_by_name[organ_tag] = src // In case multiple of the same type are inserted, only the first one is the primary organ
src.loc = target
if(robotic)
status |= ORGAN_ROBOT
/obj/item/organ/eyes/replaced(var/mob/living/carbon/human/target)
// Apply our eye colour to the target.
if(istype(target) && eye_colour)
target.r_eyes = eye_colour[1]
target.g_eyes = eye_colour[2]
target.b_eyes = eye_colour[3]
target.update_eyes()
..()
/obj/item/organ/proc/bitten(mob/user)
if(robotic)
return
user << "\blue You take a bite out of \the [src]."
user.unEquip(src)
var/obj/item/weapon/reagent_containers/food/snacks/organ/O = new(get_turf(src))
O.name = name
O.icon_state = dead_icon ? dead_icon : icon_state
if(fingerprints) O.fingerprints = fingerprints.Copy()
if(fingerprintshidden) O.fingerprintshidden = fingerprintshidden.Copy()
if(fingerprintslast) O.fingerprintslast = fingerprintslast
user.put_in_active_hand(O)
qdel(src)
/obj/item/organ/proc/surgeryize()
return
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.internal_organs_by_name[organ_tag]
+19 -194
View File
@@ -3,148 +3,26 @@
/****************************************************
INTERNAL ORGANS DEFINES
****************************************************/
/obj/item/organ/internal
origin_tech = "biotech=2"
force = 1
w_class = 2
throwforce = 0
organ_tag = "guts"
parent_organ = "chest" //aka the zone
var/slot
vital = 0
var/organ_action_name = null
/obj/item/organ/internal/proc/Insert(mob/living/carbon/M, special = 0)//insert the thing into the slot
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
//M.internal_organs_by_name[organ_tag] = src
loc = null
if(organ_action_name)
action_button_name = organ_action_name
/obj/item/organ/internal/proc/Remove(mob/living/carbon/M, special = 0)
owner = null
if(M)
// M.internal_organs_by_name[organ_tag] = null
// M.internal_organs_by_name -= organ_tag
// M.internal_organs_by_name -= null
M.internal_organs -= src
if(vital && !special)
M.death()
if(organ_action_name)
action_button_name = null
/obj/item/organ/internal/proc/on_find(mob/living/finder)
return
/obj/item/organ/internal/proc/on_life()
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(robotic)
return
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.unEquip()
H.put_in_active_hand(S)
if(fingerprints) S.fingerprints = fingerprints.Copy()
if(fingerprintshidden) S.fingerprintshidden = fingerprintshidden.Copy()
if(fingerprintslast) S.fingerprintslast = fingerprintslast
S.attack(H, H)
qdel(src)
else
..()
///THE ORGANS
// Brain is defined in brain_item.dm.
/obj/item/organ/internal/heart
/obj/item/organ/heart
name = "heart"
icon_state = "heart-on"
organ_tag = "heart"
parent_organ = "chest"
slot = "heart"
origin_tech = "biotech=3"
dead_icon = "heart-off"
vital = 1
var/beating
/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
/obj/item/organ/lungs
name = "lungs"
icon_state = "lungs"
gender = PLURAL
organ_tag = "lungs"
parent_organ = "chest"
slot = "lungs"
origin_tech = "biotech=2"
/obj/item/organ/internal/lungs/process()///Fethas note, Should this be organ on life?
/obj/item/organ/lungs/process()
..()
//to_do per fethas: Could we handle some of the species breathing in here?
if(!owner)
return
@@ -161,17 +39,14 @@
spawn owner.custom_emote(1, "gasps for air!")
owner.losebreath += 5
/obj/item/organ/internal/kidneys
/obj/item/organ/kidneys
name = "kidneys"
icon_state = "kidneys"
gender = PLURAL
organ_tag = "kidneys"
parent_organ = "groin"
slot = "kidneys"
origin_tech = "biotech=2"
/obj/item/organ/internal/kidneys/process()
/obj/item/organ/kidneys/process()
..()
@@ -189,39 +64,24 @@
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
/obj/item/organ/internal/eyes
/obj/item/organ/eyes
name = "eyeballs"
icon_state = "eyes"
gender = PLURAL
organ_tag = "eyes"
parent_organ = "head"
slot = "eyes"
origin_tech = "biotech=2"
var/list/eye_colour = list(0,0,0)
/obj/item/organ/internal/eyes/proc/update_colour()
/obj/item/organ/eyes/proc/update_colour()
if(!owner)
return
if(istype(owner,/mob/living/carbon/human))
var/mob/living/carbon/human/eyes = owner
eye_colour = list(
eyes.r_eyes ? owner.r_eyes : 0,
eyes.g_eyes ? owner.g_eyes : 0,
eyes.b_eyes ? owner.b_eyes : 0
)
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,/mob/living/carbon/human) && 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()
/obj/item/organ/eyes/surgeryize()
if(!owner)
return
owner.disabilities &= ~NEARSIGHTED
@@ -229,15 +89,13 @@
owner.eye_blurry = 0
owner.eye_blind = 0
/obj/item/organ/internal/liver
/obj/item/organ/liver
name = "liver"
icon_state = "liver"
organ_tag = "liver"
parent_organ = "groin"
slot = "liver"
origin_tech = "biotech=1"
/obj/item/organ/internal/liver/process()
/obj/item/organ/liver/process()
..()
@@ -290,13 +148,12 @@
if(owner.reagents.has_reagent(toxin))
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
/obj/item/organ/internal/appendix
/obj/item/organ/appendix
name = "appendix"
icon_state = "appendix"
organ_tag = "appendix"
parent_organ = "groin"
slot = "appendix"
origin_tech = "biotech=1"
/*
/obj/item/organ/appendix/removed()
@@ -311,36 +168,4 @@
icon_state = "appendixinflamed"
name = "inflamed appendix"
..()
*/
//shadowling brain 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
organ_tag = "blacktumor"
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)
..()
/obj/item/organ/internal/shadowtumor/process()
if(isturf(loc))
var/turf/T = loc
var/light_count = T.get_lumcount()
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)
*/
+23 -15
View File
@@ -156,6 +156,10 @@
user.visible_message("\blue [user] finishes patching damage to [target]'s [affected.name] with \the [tool].", \
"\blue You finish patching damage to [target]'s [affected.name] with \the [tool].")
affected.heal_damage(rand(30,50),0,1,1)
if(affected.disfigured)
affected.disfigured = 0
affected.update_icon()
target.regenerate_icons()
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/organ/external/affected = target.get_organ(target_zone)
@@ -220,7 +224,7 @@
var/obj/item/organ/external/affected = target.get_organ(target_zone)
if(!affected) return
var/is_organ_damaged = 0
for(var/obj/item/organ/internal/I in affected.internal_organs)
for(var/obj/item/organ/I in affected.internal_organs)
if(I.damage > 0 && I.robotic >= 2)
is_organ_damaged = 1
break
@@ -232,7 +236,7 @@
return
var/obj/item/organ/external/affected = target.get_organ(target_zone)
for(var/obj/item/organ/internal/I in affected.internal_organs)
for(var/obj/item/organ/I in affected.internal_organs)
if(I && I.damage > 0)
if(I.robotic >= 2)
user.visible_message("[user] starts mending the damage to [target]'s [I.name]'s mechanisms.", \
@@ -247,7 +251,7 @@
return
var/obj/item/organ/external/affected = target.get_organ(target_zone)
for(var/obj/item/organ/internal/I in affected.internal_organs)
for(var/obj/item/organ/I in affected.internal_organs)
if(I && I.damage > 0)
if(I.robotic >= 2)
@@ -267,7 +271,7 @@
target.adjustToxLoss(5)
affected.createwound(CUT, 5)
for(var/obj/item/organ/internal/I in affected.internal_organs)
for(var/obj/item/organ/I in affected.internal_organs)
if(I)
I.take_damage(rand(3,5),0)
@@ -289,18 +293,20 @@
return 0
target.op_stage.current_organ = null
target.op_stage.organ_ref = null
var/list/attached_organs = list()
for(var/organ in target.internal_organs_by_name)
var/obj/item/organ/internal/I = target.internal_organs_by_name[organ]
if(I && !(I.status & ORGAN_CUT_AWAY) && I.parent_organ == target_zone)
attached_organs |= organ
for(var/organ in affected.internal_organs)
var/obj/item/organ/I = organ
if(I && istype(I) && !(I.status & ORGAN_CUT_AWAY) && I.parent_organ == target_zone)
attached_organs[I.organ_tag] = I
var/organ_to_remove = input(user, "Which organ do you want to prepare for removal?") as null|anything in attached_organs
if(!organ_to_remove)
return 0
target.op_stage.current_organ = organ_to_remove
target.op_stage.organ_ref = attached_organs[organ_to_remove]
return ..() && organ_to_remove
@@ -313,7 +319,7 @@
user.visible_message("\blue [user] has decoupled [target]'s [target.op_stage.current_organ] with \the [tool]." , \
"\blue You have decoupled [target]'s [target.op_stage.current_organ] with \the [tool].")
var/obj/item/organ/internal/I = target.internal_organs_by_name[target.op_stage.current_organ]
var/obj/item/organ/I = target.internal_organs_by_name[target.op_stage.current_organ]
if(I && istype(I))
I.status |= ORGAN_CUT_AWAY
@@ -338,18 +344,20 @@
return 0
target.op_stage.current_organ = null
target.op_stage.organ_ref = null
var/list/removable_organs = list()
for(var/organ in target.internal_organs_by_name)
var/obj/item/organ/internal/I = target.internal_organs_by_name[organ]
if(I && (I.status & ORGAN_CUT_AWAY) && (I.status & ORGAN_ROBOT) && I.parent_organ == target_zone)
removable_organs |= organ
for(var/organ in affected.internal_organs)
var/obj/item/organ/I = organ
if(I && istype(I) && (I.status & ORGAN_CUT_AWAY) && (I.status & ORGAN_ROBOT) && I.parent_organ == target_zone)
removable_organs[I.organ_tag] = I
var/organ_to_replace = input(user, "Which organ do you want to reattach?") as null|anything in removable_organs
if(!organ_to_replace)
return 0
target.op_stage.current_organ = organ_to_replace
target.op_stage.organ_ref = removable_organs[organ_to_replace]
return ..()
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
@@ -361,7 +369,7 @@
user.visible_message("\blue [user] has reattached [target]'s [target.op_stage.current_organ] with \the [tool]." , \
"\blue You have reattached [target]'s [target.op_stage.current_organ] with \the [tool].")
var/obj/item/organ/internal/I = target.internal_organs_by_name[target.op_stage.current_organ]
var/obj/item/organ/I = target.internal_organs_by_name[target.op_stage.current_organ]
if(I && istype(I))
I.status &= ~ORGAN_CUT_AWAY
@@ -424,7 +432,7 @@
"\blue You have installed \the [tool] into [target]'s [affected.name].")
var/obj/item/device/mmi/M = tool
var/obj/item/organ/internal/mmi_holder/holder = new(target, 1)
var/obj/item/organ/mmi_holder/holder = new(target, 1)
if (istype(M, /obj/item/device/mmi/posibrain))
holder.robotize()