Files
Paradise/code/modules/surgery/organs/organ_internal.dm
2016-07-09 21:02:31 -04:00

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#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
var/non_primary = 0
action_button_custom_type = /datum/action/item_action/organ_action
/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, var/dont_remove_slot = 0)
if(!iscarbon(M) || owner == M)
return
var/obj/item/organ/internal/replaced = M.get_organ_slot(slot)
if(replaced)
if(dont_remove_slot)
non_primary = 1
else
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()
if(status == ORGAN_ROBOT)
return //no eating cybernetic implants!
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"
slot = "heart"
origin_tech = "biotech=3"
var/beating = 1
dead_icon = "heart-off"
var/icon_base = "heart"
/obj/item/organ/internal/heart/update_icon()
if(beating)
icon_state = "[icon_base]-on"
else
icon_state = "[icon_base]-off"
/obj/item/organ/internal/heart/remove(mob/living/carbon/M, special = 0)
..()
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.stat == DEAD || H.heart_attack)
Stop()
return
if(!special)
H.heart_attack = 1
spawn(120)
if(!owner)
Stop()
/obj/item/organ/internal/heart/attack_self(mob/user)
..()
if(!beating)
Restart()
spawn(80)
if(!owner)
Stop()
/obj/item/organ/internal/heart/insert(mob/living/carbon/M, special = 0)
..()
if(ishuman(M) && beating)
var/mob/living/carbon/human/H = M
if(H.heart_attack)
H.heart_attack = 0
return
/obj/item/organ/internal/heart/proc/Stop()
beating = 0
update_icon()
return 1
/obj/item/organ/internal/heart/proc/Restart()
beating = 1
update_icon()
return 1
/obj/item/organ/internal/heart/prepare_eat()
var/obj/S = ..()
S.icon_state = "heart-off"
return S
/obj/item/organ/internal/heart/cursed
name = "cursed heart"
desc = "it needs to be pumped..."
icon_state = "cursedheart-off"
icon_base = "cursedheart"
origin_tech = "biotech=5"
organ_action_name = "pump your blood"
var/last_pump = 0
var/pump_delay = 30 //you can pump 1 second early, for lag, but no more (otherwise you could spam heal)
var/blood_loss = 100 //600 blood is human default, so 5 failures (below 122 blood is where humans die because reasons?)
//How much to heal per pump, negative numbers would HURT the player
var/heal_brute = 0
var/heal_burn = 0
var/heal_oxy = 0
/obj/item/organ/internal/heart/cursed/attack(mob/living/carbon/human/H, mob/living/carbon/human/user, obj/target)
if(H == user && istype(H))
if(H.species.flags & NO_BLOOD || H.species.exotic_blood)
to_chat(H, "<span class = 'userdanger'>\The [src] is not compatible with your form!</span>")
return
playsound(user,'sound/effects/singlebeat.ogg', 40, 1)
user.drop_item()
insert(user)
else
return ..()
/obj/item/organ/internal/heart/cursed/on_life()
if(world.time > (last_pump + pump_delay))
if(ishuman(owner) && owner.client) //While this entire item exists to make people suffer, they can't control disconnects.
var/mob/living/carbon/human/H = owner
H.vessel.remove_reagent("blood", blood_loss)
to_chat(H, "<span class='userdanger'>You have to keep pumping your blood!</span>")
if(H.client)
H.client.color = "red" //bloody screen so real
else
last_pump = world.time //lets be extra fair *sigh*
/obj/item/organ/internal/heart/cursed/insert(mob/living/carbon/M, special = 0)
..()
if(owner)
to_chat(owner, "<span class='userdanger'>Your heart has been replaced with a cursed one, you have to pump this one manually otherwise you'll die!</span>")
//You are now brea- pumping blood manually
/obj/item/organ/internal/heart/cursed/ui_action_click()
if(world.time < (last_pump + (pump_delay-10))) //no spam
to_chat(owner, "<span class='userdanger'>Too soon!</span>")
return
last_pump = world.time
playsound(owner, 'sound/effects/singlebeat.ogg', 40, 1)
to_chat(owner, "<span class='notice'>Your heart beats.</span>")
var/mob/living/carbon/human/H = owner
if(istype(H))
H.vessel.add_reagent("blood", (blood_loss*0.5))//gain half the blood back from a failure
if(owner.client)
owner.client.color = ""
H.adjustBruteLoss(-heal_brute)
H.adjustFireLoss(-heal_burn)
H.adjustOxyLoss(-heal_oxy)
/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"
var/alcohol_intensity = 1
/obj/item/organ/internal/liver/process()
..()
if(!owner)
return
if(germ_level > INFECTION_LEVEL_ONE)
if(prob(1))
to_chat(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"
var/inflamed = 0
/obj/item/organ/internal/appendix/remove(mob/living/carbon/M, special = 0)
for(var/datum/disease/appendicitis/A in M.viruses)
A.cure()
inflamed = 1
update_icon()
..()
/obj/item/organ/internal/appendix/insert(mob/living/carbon/M, special = 0)
..()
if(inflamed)
M.AddDisease(new /datum/disease/appendicitis)
/obj/item/organ/internal/appendix/prepare_eat()
var/obj/S = ..()
if(inflamed)
S.reagents.add_reagent("????", 5)
return S
//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
to_chat(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
if(H.unEquip(H.shoes))
walk_away(thingy,H,15,2)
spawn(20)
if(thingy)
walk(thingy,0)
..()
/obj/item/organ/internal/honktumor/cursed
/obj/item/organ/internal/honktumor/cursed/remove(mob/living/carbon/M, special = 0, clean_remove = 0)
..()
if(!clean_remove)
visible_message("<span class='warning'>[src] vanishes into dust, and a [M] emits a loud honk!</span>", "<span class='notice'>You hear a loud honk.</span>")
insert(M) //You're not getting away that easily!
else
qdel(src)
/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
var/obj/item/organ/external/head/head_organ = H.get_organ("head")
if(!(head_organ.h_style == "Very Long Hair" || head_organ.h_style == "Mohawk"))
if(prob(10))
head_organ.h_style = "Mohawk"
else
head_organ.h_style = "Very Long Hair"
head_organ.r_hair = 216
head_organ.g_hair = 192
head_organ.b_hair = 120
H.update_hair()
if(!(head_organ.f_style == "Very Long Beard"))
head_organ.f_style = "Very Long Beard"
head_organ.r_facial = 216
head_organ.g_facial = 192
head_organ.b_facial = 120
H.update_fhair()