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* Life Refactor WIP * part 2 * part 3 * runtime fix * newlines * tweaks * perspective checks * fixes * remote view tweaks * more fixes * robot fixes * better updating * cleaned up icon procs * less proc call overhead * performance gains * more optimization * shorter lists, removal of unecesary code * gene OOP and dna styling cleanup * oops * axe disabilities * typeless loop * various tweaks and fixes * brain checks * runtime fixes * cryo vision fixes
82 lines
3.4 KiB
Plaintext
82 lines
3.4 KiB
Plaintext
/obj/item/organ/internal/eyes
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name = "eyeballs"
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icon_state = "eyes"
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gender = PLURAL
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organ_tag = "eyes"
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parent_organ = "head"
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slot = "eyes"
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var/eye_colour = "#000000" // Should never be null
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var/list/colourmatrix = null
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var/list/colourblind_matrix = MATRIX_GREYSCALE //Special colourblindness parameters. By default, it's black-and-white.
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var/list/replace_colours = LIST_GREYSCALE_REPLACE
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var/dependent_disabilities = list() //Gets set by eye-dependent disabilities such as colourblindness so the eyes can transfer the disability during transplantation.
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var/weld_proof = null //If set, the eyes will not take damage during welding. eg. IPC optical sensors do not take damage when they weld things while all other eyes will.
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var/vision_flags = 0
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var/see_in_dark = 2
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var/see_invisible = SEE_INVISIBLE_LIVING
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var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
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/obj/item/organ/internal/eyes/proc/update_colour()
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dna.write_eyes_attributes(src)
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/obj/item/organ/internal/eyes/proc/generate_icon(var/mob/living/carbon/human/HA)
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var/mob/living/carbon/human/H = HA
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if(!istype(H))
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H = owner
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var/icon/eyes_icon = new /icon('icons/mob/human_face.dmi', H.dna.species.eyes)
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eyes_icon.Blend(eye_colour, ICON_ADD)
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return eyes_icon
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/obj/item/organ/internal/eyes/proc/get_colourmatrix() //Returns a special colour matrix if the eyes are organic and the mob is colourblind, otherwise it uses the current one.
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if(!is_robotic() && (COLOURBLIND in owner.mutations))
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return colourblind_matrix
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else
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return colourmatrix
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/obj/item/organ/internal/eyes/proc/shine()
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if(is_robotic() || (see_in_dark > EYE_SHINE_THRESHOLD))
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return TRUE
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/obj/item/organ/internal/eyes/insert(mob/living/carbon/human/M, special = 0)
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..()
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if(istype(M) && eye_colour)
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M.update_body() //Apply our eye colour to the target.
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if(!(COLOURBLIND in M.mutations) && (COLOURBLIND in dependent_disabilities)) //If the eyes are colourblind and we're not, carry over the gene.
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dependent_disabilities -= COLOURBLIND
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M.dna.SetSEState(GLOB.colourblindblock,1)
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genemutcheck(M,GLOB.colourblindblock,null,MUTCHK_FORCED)
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else
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M.update_client_colour() //If we're here, that means the mob acquired the colourblindness gene while they didn't have eyes. Better handle it.
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/obj/item/organ/internal/eyes/remove(mob/living/carbon/human/M, special = 0)
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if(!special && (COLOURBLIND in M.mutations)) //If special is set, that means these eyes are getting deleted (i.e. during set_species())
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if(!(COLOURBLIND in dependent_disabilities)) //We only want to change COLOURBLINDBLOCK and such it the eyes are being surgically removed.
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dependent_disabilities |= COLOURBLIND
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M.dna.SetSEState(GLOB.colourblindblock,0)
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genemutcheck(M,GLOB.colourblindblock,null,MUTCHK_FORCED)
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. = ..()
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/obj/item/organ/internal/eyes/surgeryize()
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if(!owner)
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return
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owner.CureNearsighted()
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owner.CureBlind()
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owner.SetEyeBlurry(0)
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owner.SetEyeBlind(0)
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/obj/item/organ/internal/eyes/robotize(make_tough)
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colourmatrix = null
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..() //Make sure the organ's got the robotic status indicators before updating the client colour.
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if(owner)
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owner.update_client_colour(0) //Since mechanical eyes give see_in_dark of 2 and full colour vision atm, just having this here is fine.
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/obj/item/organ/internal/eyes/cybernetic
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name = "cybernetic eyes"
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icon_state = "eyes-c"
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desc = "An electronic device designed to mimic the functions of a pair of human eyes. It has no benefits over organic eyes, but is easy to produce."
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origin_tech = "biotech=4"
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status = ORGAN_ROBOT
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