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Contrabang bc0c8344cf Adds Zombies (Admin-spawn) (#25381)
* fuck it good enough

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* TRIPLE-REVIEW

* this should do it

* wow

* bruh

* FIX

* fix

* yeah

* sirryan review

* aaaaa

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

---------

Signed-off-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2024-05-31 02:17:31 +00:00

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/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 = FALSE //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/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
// 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 = FALSE //can the organ be infected by germs?
var/tough = FALSE //can organ be easily damaged?
var/emp_proof = FALSE //is the organ immune to EMPs?
var/hidden_pain = FALSE //will it skip pain messages?
var/requires_robotic_bodypart = FALSE
/// When this variable is true, it can only be installed on the machine person species.
var/requires_machine_person = FALSE
///Should this organ be destroyed on removal?
var/destroy_on_removal = FALSE
/// What was the last pain message that was sent?
var/last_pain_message
/// When can we get the next pain message?
var/next_pain_time
/// What level of upgrades are needed to detect this. Level 0 is default. 1 is hidden from health analysers. 2 is hidden from cyborg analysers, and the body scanner at level 1. 4 is the highest level the body scanner can reach.
var/stealth_level = 0
/obj/item/organ/Destroy()
STOP_PROCESSING(SSobj, src)
if(owner)
remove(owner, TRUE)
QDEL_LIST_ASSOC_VAL(autopsy_data)
QDEL_NULL(dna)
return ..()
/obj/item/organ/proc/update_health()
return
/obj/item/organ/New(mob/living/carbon/holder, datum/species/species_override = null)
..(holder)
if(!max_damage)
max_damage = min_broken_damage * 2
if(ishuman(holder))
if(holder.dna)
dna = holder.dna.Clone()
if(!blood_DNA)
blood_DNA = list()
blood_DNA[dna.unique_enzymes] = dna.blood_type
else
stack_trace("[holder] spawned without a proper DNA.")
else
dna = new /datum/dna(null)
if(species_override)
dna.species = new species_override
/obj/item/organ/attackby(obj/item/I, mob/user, params)
if(is_robotic() && istype(I, /obj/item/stack/nanopaste))
var/obj/item/stack/nanopaste/nano = I
nano.use(1)
rejuvenate()
to_chat(user, "<span class='notice'>You repair the damage on [src].</span>")
return
return ..()
/obj/item/organ/proc/set_dna(datum/dna/new_dna)
if(new_dna)
dna = new_dna.Clone()
if(blood_DNA)
blood_DNA.Cut()
else
blood_DNA = list()
blood_DNA[dna.unique_enzymes] = dna.blood_type
/obj/item/organ/proc/necrotize(update_sprite = TRUE, ignore_vital_death = FALSE)
damage = max_damage
status |= ORGAN_DEAD
STOP_PROCESSING(SSobj, src)
if(dead_icon && !is_robotic())
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
//Process infections
if(is_robotic() || sterile || (owner && HAS_TRAIT(owner, TRAIT_NOGERMS)))
germ_level = 0
return
if(!owner || ((status & ORGAN_BURNT) && !(status & ORGAN_SALVED)))
if(is_preserved())
return
// 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)
necrotize()
else if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
// Handle antibiotics and curing infections
if(germ_level)
handle_germs()
return TRUE
/obj/item/organ/proc/is_preserved()
if(istype(loc,/obj/item/mmi))
germ_level = max(0, germ_level - 1) // So a brain can slowly recover from being left out of an MMI
return TRUE
if(istype(loc, /mob/living/simple_animal/hostile/headslug) || istype(loc, /obj/item/organ/internal/body_egg/changeling_egg))
germ_level = 0 // weird stuff might happen, best to be safe
return TRUE
if(is_found_within(/obj/structure/closet/crate/freezer))
return TRUE
if(is_found_within(/obj/machinery/clonepod))
return TRUE
if(is_found_within(/obj/item/organ_extractor))
return TRUE
if(isturf(loc))
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 FALSE
/obj/item/organ/examine(mob/user)
. = ..()
if(status & ORGAN_DEAD)
if(!is_robotic())
. += "<span class='notice'>The decay has set in.</span>"
else
. += "<span class='notice'>It looks in need of repairs.</span>"
/obj/item/organ/proc/handle_germs()
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(prob(round(germ_level / 6)))
germ_level++
if(germ_level >= INFECTION_LEVEL_ONE)
var/fever_temperature = (owner.dna.species.heat_level_1 - owner.dna.species.body_temperature - 5) * min(germ_level / INFECTION_LEVEL_TWO, 1) + owner.dna.species.body_temperature
owner.bodytemperature += clamp((fever_temperature - T20C) / BODYTEMP_COLD_DIVISOR + 1, 0, fever_temperature - owner.bodytemperature)
if(germ_level >= INFECTION_LEVEL_TWO)
var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
//spread germs
if(parent.germ_level < germ_level && ( parent.germ_level < INFECTION_LEVEL_ONE * 2 || prob(30)))
parent.germ_level++
/obj/item/organ/proc/rejuvenate()
damage = 0
germ_level = 0
surgeryize()
if(is_robotic()) //Robotic organs stay robotic.
status = ORGAN_ROBOT
else
status = 0
if(!owner)
START_PROCESSING(SSobj, src)
/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_BROKEN) && !(status & ORGAN_SPLINTED)))
//Adds autopsy data for used_weapon.
/obj/item/organ/proc/add_autopsy_data(used_weapon = "Unknown", 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/receive_damage(amount, silent = 0)
if(tough)
return
damage = clamp(damage + amount, 0, max_damage)
damage = round_health(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)
custom_pain("Something inside your [parent.name] hurts a lot.")
//check if we've hit max_damage
if(damage >= max_damage)
necrotize()
/obj/item/organ/proc/heal_internal_damage(amount, robo_repair = FALSE)
if(is_robotic() && !robo_repair)
return
damage = max(damage - amount, 0)
/obj/item/organ/proc/robotize(make_tough) //Being used to make robutt hearts, etc
status &= ~ORGAN_BROKEN
status &= ~ORGAN_SPLINTED
status |= ORGAN_ROBOT
/*
* remove
*
* Removes the organ from the user properly.
* If the organ is vital, it will kill the user.
* The proc returns the organ removed (i.e. `src`) assuming it was removed successfully;
* otherwise, or if the organ gets destroyed in the process, it returns null.
*/
/obj/item/organ/proc/remove(mob/living/user, special = 0)
if(!istype(owner))
return
SEND_SIGNAL(owner, COMSIG_CARBON_LOSE_ORGAN, src)
owner.internal_organs -= src
var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
if(affected) affected.internal_organs -= src
forceMove(get_turf(owner))
START_PROCESSING(SSobj, src)
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
add_attack_logs(user, owner, "Removed vital organ ([src])", !!user ? ATKLOG_FEW : ATKLOG_ALL)
owner.death()
owner = null
if(destroy_on_removal && !QDELETED(src))
qdel(src)
return
return src
/obj/item/organ/proc/replaced(mob/living/carbon/human/target)
return // Nothing uses this, it is always overridden
// A version of `replaced` that "flattens" the process of insertion, making organs "Plug'n'play"
// (Particularly the heart, which stops beating when removed)
/obj/item/organ/proc/safe_replace(mob/living/carbon/human/target)
replaced(target)
/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(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)
/obj/item/organ/proc/is_robotic()
if(status & ORGAN_ROBOT)
return TRUE
return FALSE
/obj/item/organ/serialize()
var/data = ..()
if(status)
data["status"] = status
return data
/obj/item/organ/deserialize(data)
if(isnum(data["status"]))
if(data["status"] & ORGAN_ROBOT)
robotize()
status = data["status"]
..()
// A proc to send a pain message to the owner.
/obj/item/organ/proc/custom_pain(message)
if(!owner.can_feel_pain() || !message)
return
var/msg = "<span class='userdanger'>[message]</span>"
// Anti message spam checks
if(msg != last_pain_message || world.time >= next_pain_time)
last_pain_message = msg
to_chat(owner, msg)
next_pain_time = world.time + 10 SECONDS