Files
Paradise/code/modules/surgery/organs/heart.dm
2020-05-30 15:04:44 -04:00

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/obj/item/organ/internal/heart
name = "heart"
icon_state = "heart-on"
organ_tag = "heart"
parent_organ = "chest"
slot = "heart"
origin_tech = "biotech=5"
var/beating = TRUE
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)
Stop()
return
if(!special)
addtimer(CALLBACK(src, .proc/stop_if_unowned), 120)
/obj/item/organ/internal/heart/emp_act(intensity)
if(!is_robotic() || emp_proof)
return
Stop()
/obj/item/organ/internal/heart/necrotize()
..()
Stop()
/obj/item/organ/internal/heart/attack_self(mob/user)
..()
if(status & ORGAN_DEAD)
to_chat(user, "<span class='warning'>You can't restart a dead heart.</span>")
return
if(!beating)
Restart()
addtimer(CALLBACK(src, .proc/stop_if_unowned), 80)
/obj/item/organ/internal/heart/safe_replace(mob/living/carbon/human/target)
Restart()
..()
/obj/item/organ/internal/heart/proc/stop_if_unowned()
if(!owner)
Stop()
/obj/item/organ/internal/heart/proc/Stop()
beating = FALSE
update_icon()
return TRUE
/obj/item/organ/internal/heart/proc/Restart()
beating = TRUE
update_icon()
return TRUE
/obj/item/organ/internal/heart/prepare_eat()
var/obj/S = ..()
S.icon_state = dead_icon
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=6"
actions_types = list(/datum/action/item_action/organ_action/cursed_heart)
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(NO_BLOOD in H.dna.species.species_traits)
to_chat(H, "<span class='userdanger'>[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
if(!(NO_BLOOD in H.dna.species.species_traits))
H.blood_volume = max(H.blood_volume - blood_loss, 0)
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>")
/datum/action/item_action/organ_action/cursed_heart
name = "pump your blood"
//You are now brea- pumping blood manually
/datum/action/item_action/organ_action/cursed_heart/Trigger()
. = ..()
if(. && istype(target, /obj/item/organ/internal/heart/cursed))
var/obj/item/organ/internal/heart/cursed/cursed_heart = target
if(world.time < (cursed_heart.last_pump + (cursed_heart.pump_delay - 10))) //no spam
to_chat(owner, "<span class='userdanger'>Too soon!</span>")
return
cursed_heart.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))
if(!(NO_BLOOD in H.dna.species.species_traits))
H.blood_volume = min(H.blood_volume + cursed_heart.blood_loss * 0.5, BLOOD_VOLUME_NORMAL)
if(owner.client)
owner.client.color = ""
H.adjustBruteLoss(-cursed_heart.heal_brute)
H.adjustFireLoss(-cursed_heart.heal_burn)
H.adjustOxyLoss(-cursed_heart.heal_oxy)
/obj/item/organ/internal/heart/cybernetic
name = "cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Offers no benefit over an organic heart other than being easy to make."
icon_state = "heart-c-on"
icon_base = "heart-c"
dead_icon = "heart-c-off"
status = ORGAN_ROBOT
/obj/item/organ/internal/heart/cybernetic/upgraded
name = "upgraded cybernetic heart"
desc = "A more advanced version of a cybernetic heart. Grants the user additional stamina and heart stability, but the electronics are vulnerable to shock."
icon_state = "heart-c-u-on"
icon_base = "heart-c-u"
dead_icon = "heart-c-u-off"
var/emagged = FALSE
var/attempted_restart = FALSE
/obj/item/organ/internal/heart/cybernetic/upgraded/on_life()
if(!ishuman(owner))
return
if(!(status & ORGAN_DEAD) && !attempted_restart && !beating)
to_chat(owner, "<span class='warning'>Your [name] detects a cardiac event and attempts to return to its normal rhythm!</span>")
if(prob(20) && emagged)
attempted_restart = TRUE
Restart()
addtimer(CALLBACK(src, .proc/message_to_owner, owner, "<span class='warning'>Your [name] returns to its normal rhythm!</span>"), 30)
addtimer(CALLBACK(src, .proc/recharge), 200)
else if(prob(10))
attempted_restart = TRUE
Restart()
addtimer(CALLBACK(src, .proc/message_to_owner, owner, "<span class='warning'>Your [name] returns to its normal rhythm!</span>"), 30)
addtimer(CALLBACK(src, .proc/recharge), 300)
else
attempted_restart = TRUE
if(emagged)
addtimer(CALLBACK(src, .proc/recharge), 200)
else
addtimer(CALLBACK(src, .proc/recharge), 300)
addtimer(CALLBACK(src, .proc/message_to_owner, owner, "<span class='warning'>Your [name] fails to return to its normal rhythm!</span>"), 30)
if(!(status & ORGAN_DEAD) && !attempted_restart && owner.HasDisease(new /datum/disease/critical/heart_failure(0)))
to_chat(owner, "<span class='warning'>Your [name] detects a cardiac event and attempts to return to its normal rhythm!</span>")
if(prob(40) && emagged)
attempted_restart = TRUE
for(var/datum/disease/critical/heart_failure/HF in owner.viruses)
HF.cure()
addtimer(CALLBACK(src, .proc/message_to_owner, owner, "<span class='warning'>Your [name] returns to its normal rhythm!</span>"), 30)
addtimer(CALLBACK(src, .proc/recharge), 200)
else if(prob(25))
attempted_restart = TRUE
for(var/datum/disease/critical/heart_failure/HF in owner.viruses)
HF.cure()
addtimer(CALLBACK(src, .proc/message_to_owner, owner, "<span class='warning'>Your [name] returns to its normal rhythm!</span>"), 30)
addtimer(CALLBACK(src, .proc/recharge), 200)
else
attempted_restart = TRUE
if(emagged)
addtimer(CALLBACK(src, .proc/recharge), 200)
else
addtimer(CALLBACK(src, .proc/recharge), 300)
addtimer(CALLBACK(src, .proc/message_to_owner, owner, "<span class='warning'>Your [name] fails to return to its normal rhythm!</span>"), 30)
if(!(status & ORGAN_DEAD))
var/boost = emagged ? 2 : 1
owner.AdjustDrowsy(-4 * boost)
owner.AdjustParalysis(-1 * boost)
owner.AdjustStunned(-1 * boost)
owner.AdjustWeakened(-1 * boost)
owner.SetSleeping(0)
owner.adjustStaminaLoss(-1 * boost)
/obj/item/organ/internal/heart/cybernetic/upgraded/proc/message_to_owner(mob/M, message)
to_chat(M, message)
/obj/item/organ/internal/heart/cybernetic/upgraded/proc/recharge()
attempted_restart = FALSE
/obj/item/organ/internal/heart/cybernetic/upgraded/emag_act(mob/user)
if(!emagged)
to_chat(user, "<span class='warning'>You disable the safeties on [src]</span>")
emagged = TRUE
else
to_chat(user, "<span class='warning'>You re-enable the safeties on [src]</span>")
emagged = FALSE
/obj/item/organ/internal/heart/cybernetic/upgraded/emp_act(severity)
..()
if(emp_proof)
return
necrotize()
/obj/item/organ/internal/heart/cybernetic/upgraded/shock_organ(intensity)
if(!ishuman(owner))
return
if(emp_proof)
return
intensity = min(intensity, 100)
var/numHigh = round(intensity / 5)
var/numMid = round(intensity / 10)
var/numLow = round(intensity / 20)
if(emagged && !(status & ORGAN_DEAD))
if(prob(numHigh))
to_chat(owner, "<span class='warning'>Your [name] spasms violently!</span>")
owner.adjustBruteLoss(numHigh)
if(prob(numHigh))
to_chat(owner, "<span class='warning'>Your [name] shocks you painfully!</span>")
owner.adjustFireLoss(numHigh)
if(prob(numMid))
to_chat(owner, "<span class='warning'>Your [name] lurches awkwardly!</span>")
owner.ForceContractDisease(new /datum/disease/critical/heart_failure(0))
if(prob(numMid))
to_chat(owner, "<span class='danger'>Your [name] stops beating!</span>")
Stop()
if(prob(numLow))
to_chat(owner, "<span class='danger'>Your [name] shuts down!</span>")
necrotize()
else if(!emagged && !(status & ORGAN_DEAD))
if(prob(numMid))
to_chat(owner, "<span class='warning'>Your [name] spasms violently!</span>")
owner.adjustBruteLoss(numMid)
if(prob(numMid))
to_chat(owner, "<span class='warning'>Your [name] shocks you painfully!</span>")
owner.adjustFireLoss(numMid)
if(prob(numLow))
to_chat(owner, "<span class='warning'>Your [name] lurches awkwardly!</span>")
owner.ForceContractDisease(new /datum/disease/critical/heart_failure(0))