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* Gas Mixture Refactor * derp * defined turf types * fixes * cuts turf visuals cost in half * even better equalizing with planetary atmos * remove volatile fuel * comment and documentatino on turf gas vars
358 lines
12 KiB
Plaintext
358 lines
12 KiB
Plaintext
/obj/item/organ/internal/lungs
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name = "lungs"
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icon_state = "lungs"
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parent_organ = "chest"
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slot = "lungs"
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organ_tag = "lungs"
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gender = PLURAL
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w_class = WEIGHT_CLASS_NORMAL
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//Breath damage
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var/safe_oxygen_min = 16 // Minimum safe partial pressure of O2, in kPa
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var/safe_oxygen_max = 0
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var/safe_nitro_min = 0
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var/safe_nitro_max = 0
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var/safe_co2_min = 0
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var/safe_co2_max = 10 // Yes it's an arbitrary value who cares?
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var/safe_toxins_min = 0
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var/safe_toxins_max = 0.05
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var/SA_para_min = 1 //Sleeping agent
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var/SA_sleep_min = 5 //Sleeping agent
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var/oxy_damage_type = OXY
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var/oxy_breath_dam_multiplier = 1
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var/nitro_damage_type = OXY
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var/nitro_breath_dam_multiplier = 1
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var/co2_damage_type = OXY
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var/co2_breath_dam_multiplier = 1
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var/tox_damage_type = TOX
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var/tox_breath_dam_multiplier = 1
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var/cold_message = "your face freezing and an icicle forming"
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var/cold_level_1_threshold = 260
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var/cold_level_2_threshold = 200
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var/cold_level_3_threshold = 120
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var/cold_level_1_damage = COLD_GAS_DAMAGE_LEVEL_1 //Keep in mind with gas damage levels, you can set these to be negative, if you want someone to heal, instead.
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var/cold_level_2_damage = COLD_GAS_DAMAGE_LEVEL_2
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var/cold_level_3_damage = COLD_GAS_DAMAGE_LEVEL_3
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var/cold_damage_types = list(BURN = 1)
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var/hot_message = "your face burning and a searing heat"
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var/heat_level_1_threshold = 360
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var/heat_level_2_threshold = 400
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var/heat_level_3_threshold = 1000
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var/heat_level_1_damage = HEAT_GAS_DAMAGE_LEVEL_1
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var/heat_level_2_damage = HEAT_GAS_DAMAGE_LEVEL_2
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var/heat_level_3_damage = HEAT_GAS_DAMAGE_LEVEL_3
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var/heat_damage_types = list(BURN = 1)
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/obj/item/organ/internal/lungs/emp_act()
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if(!is_robotic() || emp_proof)
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return
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if(owner)
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owner.LoseBreath(20)
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/obj/item/organ/internal/lungs/insert(mob/living/carbon/M, special = 0, dont_remove_slot = 0)
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..()
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for(var/thing in list("oxy", "tox", "co2", "nitro"))
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M.clear_alert("not_enough_[thing]")
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M.clear_alert("too_much_[thing]")
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/obj/item/organ/internal/lungs/remove(mob/living/carbon/M, special = 0)
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for(var/thing in list("oxy", "tox", "co2", "nitro"))
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M.clear_alert("not_enough_[thing]")
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M.clear_alert("too_much_[thing]")
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return ..()
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/obj/item/organ/internal/lungs/on_life()
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if(germ_level > INFECTION_LEVEL_ONE)
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if(prob(5))
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owner.emote("cough") //respitory tract infection
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if(is_bruised())
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if(prob(2))
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owner.custom_emote(1, "coughs up blood!")
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owner.bleed(1)
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if(prob(4))
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owner.custom_emote(1, "gasps for air!")
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owner.AdjustLoseBreath(5)
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/obj/item/organ/internal/lungs/proc/check_breath(datum/gas_mixture/breath, mob/living/carbon/human/H)
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if((H.status_flags & GODMODE))
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return
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if(!breath || (breath.total_moles() == 0))
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if(isspaceturf(loc))
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H.adjustOxyLoss(10)
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else
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H.adjustOxyLoss(5)
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if(safe_oxygen_min)
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H.throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
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else if(safe_toxins_min)
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H.throw_alert("not_enough_tox", /obj/screen/alert/not_enough_tox)
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else if(safe_co2_min)
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H.throw_alert("not_enough_co2", /obj/screen/alert/not_enough_co2)
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else if(safe_nitro_min)
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H.throw_alert("not_enough_nitro", /obj/screen/alert/not_enough_nitro)
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return FALSE
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if(H.health < HEALTH_THRESHOLD_CRIT)
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return FALSE
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var/gas_breathed = 0
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//Partial pressures in our breath
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var/O2_pp = breath.get_breath_partial_pressure(breath.oxygen)
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var/N2_pp = breath.get_breath_partial_pressure(breath.nitrogen)
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var/Toxins_pp = breath.get_breath_partial_pressure(breath.toxins)
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var/CO2_pp = breath.get_breath_partial_pressure(breath.carbon_dioxide)
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var/SA_pp = breath.get_breath_partial_pressure(breath.sleeping_agent)
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//-- OXY --//
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//Too much oxygen! //Yes, some species may not like it.
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if(safe_oxygen_max)
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if(O2_pp > safe_oxygen_max)
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var/ratio = breath.oxygen/safe_oxygen_max
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H.apply_damage_type(ratio * 325 * oxy_breath_dam_multiplier, oxy_damage_type)
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H.throw_alert("too_much_oxy", /obj/screen/alert/too_much_oxy)
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else
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H.clear_alert("too_much_oxy")
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//Too little oxygen!
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if(safe_oxygen_min)
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if(O2_pp < safe_oxygen_min)
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gas_breathed = handle_too_little_breath(H, O2_pp, safe_oxygen_min, breath.oxygen)
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H.throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
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else
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H.adjustOxyLoss(-HUMAN_MAX_OXYLOSS)
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gas_breathed = breath.oxygen
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H.clear_alert("not_enough_oxy")
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//Exhale
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breath.oxygen -= gas_breathed
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breath.carbon_dioxide += gas_breathed
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gas_breathed = 0
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//-- Nitrogen --//
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//Too much nitrogen!
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if(safe_nitro_max)
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if(N2_pp > safe_nitro_max)
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var/ratio = breath.nitrogen/safe_nitro_max
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H.apply_damage_type(ratio * 325 * nitro_breath_dam_multiplier, nitro_damage_type)
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H.throw_alert("too_much_nitro", /obj/screen/alert/too_much_nitro)
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else
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H.clear_alert("too_much_nitro")
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//Too little nitrogen!
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if(safe_nitro_min)
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if(N2_pp < safe_nitro_min)
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gas_breathed = handle_too_little_breath(H, N2_pp, safe_nitro_min, breath.nitrogen)
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H.throw_alert("not_enough_nitro", /obj/screen/alert/not_enough_nitro)
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else
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H.adjustOxyLoss(-HUMAN_MAX_OXYLOSS)
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gas_breathed = breath.nitrogen
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H.clear_alert("not_enough_nitro")
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//Exhale
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breath.nitrogen -= gas_breathed
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breath.carbon_dioxide += gas_breathed
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gas_breathed = 0
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//-- CO2 --//
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//CO2 does not affect failed_last_breath. So if there was enough oxygen in the air but too much co2, this will hurt you, but only once per 4 ticks, instead of once per tick.
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if(safe_co2_max)
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if(CO2_pp > safe_co2_max)
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if(!H.co2overloadtime) // If it's the first breath with too much CO2 in it, lets start a counter, then have them pass out after 12s or so.
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H.co2overloadtime = world.time
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else if(world.time - H.co2overloadtime > 120)
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H.Paralyse(3)
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H.apply_damage_type(HUMAN_MAX_OXYLOSS * co2_breath_dam_multiplier, co2_damage_type) // Lets hurt em a little, let them know we mean business
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if(world.time - H.co2overloadtime > 300) // They've been in here 30s now, lets start to kill them for their own good!
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H.apply_damage_type(15 * co2_breath_dam_multiplier, co2_damage_type)
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H.throw_alert("too_much_co2", /obj/screen/alert/too_much_co2)
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if(prob(20)) // Lets give them some chance to know somethings not right though I guess.
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H.emote("cough")
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else
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H.co2overloadtime = 0
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H.clear_alert("too_much_co2")
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//Too little CO2!
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if(safe_co2_min)
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if(CO2_pp < safe_co2_min)
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gas_breathed = handle_too_little_breath(H, CO2_pp, safe_co2_min, breath.carbon_dioxide)
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H.throw_alert("not_enough_co2", /obj/screen/alert/not_enough_co2)
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else
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H.adjustOxyLoss(-HUMAN_MAX_OXYLOSS)
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gas_breathed = breath.carbon_dioxide
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H.clear_alert("not_enough_co2")
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//Exhale
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breath.carbon_dioxide -= gas_breathed
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breath.oxygen += gas_breathed
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gas_breathed = 0
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//-- TOX --//
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//Too much toxins!
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if(safe_toxins_max)
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if(Toxins_pp > safe_toxins_max)
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var/ratio = breath.toxins/safe_toxins_max
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H.apply_damage_type(ratio * 325 * tox_breath_dam_multiplier, tox_damage_type)
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H.throw_alert("too_much_tox", /obj/screen/alert/too_much_tox)
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else
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H.clear_alert("too_much_tox")
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//Too little toxins!
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if(safe_toxins_min)
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if(Toxins_pp < safe_toxins_min)
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gas_breathed = handle_too_little_breath(H, Toxins_pp, safe_toxins_min, breath.toxins)
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H.throw_alert("not_enough_tox", /obj/screen/alert/not_enough_tox)
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else
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H.adjustOxyLoss(-HUMAN_MAX_OXYLOSS)
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gas_breathed = breath.toxins
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H.clear_alert("not_enough_tox")
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//Exhale
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breath.toxins -= gas_breathed
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breath.carbon_dioxide += gas_breathed
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gas_breathed = 0
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//-- TRACES --//
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if(breath.sleeping_agent) // If there's some other shit in the air lets deal with it here.
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if(SA_pp > SA_para_min)
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H.Paralyse(3) // 3 gives them one second to wake up and run away a bit!
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if(SA_pp > SA_sleep_min) // Enough to make us sleep as well
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H.AdjustSleeping(8, bound_lower = 0, bound_upper = 10)
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else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
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if(prob(20))
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H.emote(pick("giggle", "laugh"))
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handle_breath_temperature(breath, H)
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return TRUE
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/obj/item/organ/internal/lungs/proc/handle_too_little_breath(mob/living/carbon/human/H = null, breath_pp = 0, safe_breath_min = 0, true_pp = 0)
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. = 0
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if(!H || !safe_breath_min) //the other args are either: Ok being 0 or Specifically handled.
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return FALSE
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if(prob(20))
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H.emote("gasp")
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if(breath_pp > 0)
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var/ratio = safe_breath_min/breath_pp
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H.adjustOxyLoss(min(5*ratio, HUMAN_MAX_OXYLOSS)) // Don't fuck them up too fast (space only does HUMAN_MAX_OXYLOSS after all!
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. = true_pp*ratio/6
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else
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H.adjustOxyLoss(HUMAN_MAX_OXYLOSS)
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/obj/item/organ/internal/lungs/proc/handle_breath_temperature(datum/gas_mixture/breath, mob/living/carbon/human/H) // called by human/life, handles temperatures
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var/breath_temperature = breath.temperature
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var/species_traits = list()
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if(H && H.dna.species && H.dna.species.species_traits)
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species_traits = H.dna.species.species_traits
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if(!(COLDRES in H.mutations) && !(RESISTCOLD in species_traits)) // COLD DAMAGE
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var/CM = abs(H.dna.species.coldmod)
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var/TC = 0
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if(breath_temperature < cold_level_3_threshold)
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TC = cold_level_3_damage
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if(breath_temperature > cold_level_3_threshold && breath_temperature < cold_level_2_threshold)
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TC = cold_level_2_damage
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if(breath_temperature > cold_level_2_threshold && breath_temperature < cold_level_1_threshold)
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TC = cold_level_1_damage
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if(TC)
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for(var/D in cold_damage_types)
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H.apply_damage_type(TC * CM * cold_damage_types[D], D)
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if(breath_temperature < cold_level_1_threshold)
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if(prob(20))
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to_chat(H, "<span class='warning'>You feel [cold_message] in your [name]!</span>")
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if(!(HEATRES in H.mutations) && !(RESISTHOT in species_traits)) // HEAT DAMAGE
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var/HM = abs(H.dna.species.heatmod)
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var/TH = 0
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if(breath_temperature > heat_level_1_threshold && breath_temperature < heat_level_2_threshold)
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TH = heat_level_1_damage
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if(breath_temperature > heat_level_2_threshold && breath_temperature < heat_level_3_threshold)
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TH = heat_level_2_damage
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if(breath_temperature > heat_level_3_threshold)
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TH = heat_level_3_damage
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if(TH)
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for(var/D in heat_damage_types)
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H.apply_damage_type(TH * HM * heat_damage_types[D], D)
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if(breath_temperature > heat_level_1_threshold)
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if(prob(20))
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to_chat(H, "<span class='warning'>You feel [hot_message] in your [name]!</span>")
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/obj/item/organ/internal/lungs/prepare_eat()
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var/obj/S = ..()
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S.reagents.add_reagent("salbutamol", 5)
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return S
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/obj/item/organ/internal/lungs/plasmaman
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name = "plasma filter"
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desc = "A spongy rib-shaped mass for filtering plasma from the air."
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icon = 'icons/obj/species_organs/plasmaman.dmi'
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icon_state = "lungs"
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safe_oxygen_min = 0 //We don't breath this
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safe_toxins_min = 16 //We breathe THIS!
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safe_toxins_max = 0
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/obj/item/organ/internal/lungs/vox
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name = "Vox lungs"
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desc = "They're filled with dust....wow."
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icon = 'icons/obj/species_organs/vox.dmi'
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icon_state = "lungs"
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safe_oxygen_min = 0 //We don't breathe this
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safe_oxygen_max = 0.05 //This is toxic to us
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safe_nitro_min = 16 //We breathe THIS!
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oxy_damage_type = TOX //And it poisons us
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oxy_breath_dam_multiplier = 0.16
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/obj/item/organ/internal/lungs/drask
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icon = 'icons/obj/species_organs/drask.dmi'
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cold_message = "an invigorating coldness"
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cold_level_3_threshold = 60
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cold_level_1_damage = -COLD_GAS_DAMAGE_LEVEL_1 //They heal when the air is cold
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cold_level_2_damage = -COLD_GAS_DAMAGE_LEVEL_2
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cold_level_3_damage = -COLD_GAS_DAMAGE_LEVEL_3
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cold_damage_types = list(BRUTE = 0.5, BURN = 0.25)
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/obj/item/organ/internal/lungs/cybernetic
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name = "cybernetic lungs"
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desc = "A cybernetic version of the lungs found in traditional humanoid entities. It functions the same as an organic lung and is merely meant as a replacement."
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icon_state = "lungs-c"
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origin_tech = "biotech=4"
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status = ORGAN_ROBOT
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/obj/item/organ/internal/lungs/cybernetic/upgraded
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name = "upgraded cybernetic lungs"
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desc = "A more advanced version of the stock cybernetic lungs. They are capable of filtering out lower levels of toxins and carbon dioxide."
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icon_state = "lungs-c-u"
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origin_tech = "biotech=5"
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safe_toxins_max = 20
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safe_co2_max = 20
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cold_level_1_threshold = 200
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cold_level_2_threshold = 140
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cold_level_3_threshold = 100
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