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
+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)
*/