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f4a0790514
* Organ Processing Performance * more optimization * indentation error * More OOP * compensation buff
338 lines
9.9 KiB
Plaintext
338 lines
9.9 KiB
Plaintext
/obj/item/organ
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name = "organ"
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icon = 'icons/obj/surgery.dmi'
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var/dead_icon
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var/mob/living/carbon/human/owner = null
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var/status = 0
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var/vital = FALSE //Lose a vital limb, die immediately.
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var/damage = 0 // amount of damage to the organ
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var/min_bruised_damage = 10
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var/min_broken_damage = 30
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var/max_damage
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var/organ_tag = "organ"
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var/parent_organ = "chest"
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var/list/datum/autopsy_data/autopsy_data = list()
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var/list/trace_chemicals = list() // traces of chemicals in the organ,
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// links chemical IDs to number of ticks for which they'll stay in the blood
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germ_level = 0
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var/datum/dna/dna
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// Stuff for tracking if this is on a tile with an open freezer or not
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var/last_freezer_update_time = 0
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var/freezer_update_period = 100
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var/is_in_freezer = 0
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var/sterile = FALSE //can the organ be infected by germs?
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var/tough = FALSE //can organ be easily damaged?
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var/emp_proof = FALSE //is the organ immune to EMPs?
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var/hidden_pain = FALSE //will it skip pain messages?
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var/requires_robotic_bodypart = FALSE
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/obj/item/organ/Destroy()
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STOP_PROCESSING(SSobj, src)
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if(owner)
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remove(owner, 1)
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QDEL_LIST_ASSOC_VAL(autopsy_data)
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QDEL_NULL(dna)
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return ..()
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/obj/item/organ/proc/update_health()
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return
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/obj/item/organ/New(mob/living/carbon/holder, datum/species/species_override = null)
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..(holder)
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if(!max_damage)
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max_damage = min_broken_damage * 2
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if(istype(holder))
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if(holder.dna)
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dna = holder.dna.Clone()
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else
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log_runtime(EXCEPTION("[holder] spawned without a proper DNA."), holder)
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var/mob/living/carbon/human/H = holder
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if(istype(H))
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if(dna)
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if(!blood_DNA)
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blood_DNA = list()
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blood_DNA[dna.unique_enzymes] = dna.blood_type
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else
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dna = new /datum/dna(null)
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if(species_override)
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dna.species = new species_override
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/obj/item/organ/attackby(obj/item/I, mob/user, params)
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if(is_robotic() && istype(I, /obj/item/stack/nanopaste))
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var/obj/item/stack/nanopaste/nano = I
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nano.use(1)
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rejuvenate()
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to_chat(user, "<span class='notice'>You repair the damage on [src].</span>")
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return
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return ..()
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/obj/item/organ/proc/set_dna(var/datum/dna/new_dna)
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if(new_dna)
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dna = new_dna.Clone()
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if(blood_DNA)
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blood_DNA.Cut()
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else
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blood_DNA = list()
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blood_DNA[dna.unique_enzymes] = dna.blood_type
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/obj/item/organ/proc/necrotize(update_sprite = TRUE)
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damage = max_damage
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status |= ORGAN_DEAD
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STOP_PROCESSING(SSobj, src)
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if(dead_icon && !is_robotic())
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icon_state = dead_icon
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if(owner && vital)
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owner.death()
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/obj/item/organ/process()
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//dead already, no need for more processing
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if(status & ORGAN_DEAD)
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return
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if(is_preserved())
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return
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//Process infections
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if(is_robotic() || sterile || (owner && (NO_GERMS in owner.dna.species.species_traits)))
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germ_level = 0
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return
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if(!owner)
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// Maybe scale it down a bit, have it REALLY kick in once past the basic infection threshold
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// Another mercy for surgeons preparing transplant organs
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germ_level++
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if(germ_level >= INFECTION_LEVEL_ONE)
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germ_level += rand(2,6)
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if(germ_level >= INFECTION_LEVEL_TWO)
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germ_level += rand(2,6)
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if(germ_level >= INFECTION_LEVEL_THREE)
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necrotize()
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else if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
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// Handle antibiotics and curing infections
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if(germ_level)
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handle_germs()
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return TRUE
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/obj/item/organ/proc/is_preserved()
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if(istype(loc,/obj/item/mmi))
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germ_level = max(0, germ_level - 1) // So a brain can slowly recover from being left out of an MMI
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return TRUE
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if(is_found_within(/obj/structure/closet/crate/freezer))
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return TRUE
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if(is_found_within(/obj/machinery/clonepod))
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return TRUE
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if(isturf(loc))
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if(world.time - last_freezer_update_time > freezer_update_period)
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// I don't want to loop through everything in the tile constantly, especially since it'll be a pile of organs
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// if the virologist releases gibbingtons again or something
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// There's probably a much less silly way of doing this, but BYOND native algorithms are stupidly naive
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is_in_freezer = 0
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for(var/obj/structure/closet/crate/freezer/F in loc.contents)
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if(F.opened)
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is_in_freezer = 1 // on the same tile, close enough, should keep organs much fresher on avg
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break
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last_freezer_update_time = world.time
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return is_in_freezer // I'd like static varibles, please
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// You can do your cool location temperature organ preserving effects here!
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return FALSE
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/obj/item/organ/examine(mob/user)
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. = ..()
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if(status & ORGAN_DEAD)
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if(!is_robotic())
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. += "<span class='notice'>The decay has set in.</span>"
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else
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. += "<span class='notice'>It looks in need of repairs.</span>"
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/obj/item/organ/proc/handle_germs()
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if(germ_level > 0 && germ_level < INFECTION_LEVEL_ONE / 2 && prob(30))
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germ_level--
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if(germ_level >= INFECTION_LEVEL_ONE / 2)
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//aiming for germ level to go from ambient to INFECTION_LEVEL_TWO in an average of 15 minutes
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if(prob(round(germ_level / 6)))
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germ_level++
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if(germ_level >= INFECTION_LEVEL_ONE)
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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
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owner.bodytemperature += between(0, (fever_temperature - T20C) / BODYTEMP_COLD_DIVISOR + 1, fever_temperature - owner.bodytemperature)
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if(germ_level >= INFECTION_LEVEL_TWO)
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var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
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//spread germs
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if(parent.germ_level < germ_level && ( parent.germ_level < INFECTION_LEVEL_ONE * 2 || prob(30)))
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parent.germ_level++
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/obj/item/organ/internal/handle_germs()
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..()
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if(germ_level >= INFECTION_LEVEL_TWO)
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if(prob(3)) //about once every 30 seconds
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receive_damage(1, silent = prob(30))
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/obj/item/organ/proc/rejuvenate()
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damage = 0
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germ_level = 0
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surgeryize()
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if(is_robotic()) //Robotic organs stay robotic.
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status = ORGAN_ROBOT
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else
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status = 0
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if(!owner)
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START_PROCESSING(SSobj, src)
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/obj/item/organ/proc/is_damaged()
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return damage > 0
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/obj/item/organ/proc/is_bruised()
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return damage >= min_bruised_damage
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/obj/item/organ/proc/is_broken()
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return (damage >= min_broken_damage || ((status & ORGAN_BROKEN) && !(status & ORGAN_SPLINTED)))
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//Adds autopsy data for used_weapon.
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/obj/item/organ/proc/add_autopsy_data(var/used_weapon = "Unknown", var/damage)
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var/datum/autopsy_data/W = autopsy_data[used_weapon]
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if(!W)
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W = new()
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W.weapon = used_weapon
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autopsy_data[used_weapon] = W
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W.hits += 1
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W.damage += damage
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W.time_inflicted = world.time
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//Note: external organs have their own version of this proc
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/obj/item/organ/proc/receive_damage(amount, silent = 0)
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if(tough)
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return
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damage = between(0, damage + amount, max_damage)
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//only show this if the organ is not robotic
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if(owner && parent_organ && amount > 0)
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var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
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if(parent && !silent)
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owner.custom_pain("Something inside your [parent.name] hurts a lot.")
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//check if we've hit max_damage
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if(damage >= max_damage)
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necrotize()
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/obj/item/organ/proc/heal_internal_damage(amount, robo_repair = FALSE)
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if(is_robotic() && !robo_repair)
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return
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damage = max(damage - amount, 0)
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/obj/item/organ/proc/robotize(make_tough) //Being used to make robutt hearts, etc
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status &= ~ORGAN_BROKEN
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status &= ~ORGAN_SPLINTED
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status |= ORGAN_ROBOT
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/obj/item/organ/external/emp_act(severity)
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if(!is_robotic() || emp_proof)
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return
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if(tough)
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switch(severity)
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if(1)
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receive_damage(0, 5.5)
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if(owner)
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owner.Stun(10)
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if(2)
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receive_damage(0, 2.8)
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if(owner)
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owner.Stun(5)
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else
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switch(severity)
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if(1)
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receive_damage(0, 20)
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if(2)
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receive_damage(0, 7)
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/obj/item/organ/internal/emp_act(severity)
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if(!is_robotic() || emp_proof)
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return
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switch(severity)
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if(1)
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receive_damage(20, 1)
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if(2)
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receive_damage(7, 1)
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/obj/item/organ/proc/shock_organ(intensity)
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return
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/obj/item/organ/proc/remove(var/mob/living/user,special = 0)
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if(!istype(owner))
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return
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owner.internal_organs -= src
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var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
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if(affected) affected.internal_organs -= src
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loc = get_turf(owner)
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START_PROCESSING(SSobj, src)
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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
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add_attack_logs(user, owner, "Removed vital organ ([src])", !!user ? ATKLOG_FEW : ATKLOG_ALL)
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owner.death()
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owner = null
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return src
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/obj/item/organ/proc/replaced(var/mob/living/carbon/human/target)
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return // Nothing uses this, it is always overridden
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// A version of `replaced` that "flattens" the process of insertion, making organs "Plug'n'play"
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// (Particularly the heart, which stops beating when removed)
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/obj/item/organ/proc/safe_replace(var/mob/living/carbon/human/target)
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replaced(target)
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/obj/item/organ/proc/surgeryize()
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return
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/*
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Returns 1 if this is the organ that is handling all the functionalities of that particular organ slot
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Returns 0 if it isn't
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I use this so that this can be made better once the organ overhaul rolls out -- Crazylemon
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*/
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/obj/item/organ/proc/is_primary_organ(var/mob/living/carbon/human/O = null)
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if(isnull(O))
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O = owner
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if(!istype(owner)) // You're not the primary organ of ANYTHING, bucko
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return 0
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return src == O.get_int_organ(organ_tag)
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/obj/item/organ/proc/is_robotic()
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if(status & ORGAN_ROBOT)
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return TRUE
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return FALSE
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/obj/item/organ/serialize()
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var/data = ..()
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if(status != 0)
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data["status"] = status
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// Save the DNA datum if: The owner doesn't exist, or the dna doesn't match
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// the owner
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if(!(owner && dna.unique_enzymes == owner.dna.unique_enzymes))
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data["dna"] = dna.serialize()
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return data
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/obj/item/organ/deserialize(data)
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if(isnum(data["status"]))
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if(data["status"] & ORGAN_ROBOT)
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robotize()
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status = data["status"]
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if(islist(data["dna"]))
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// The only thing the official proc does is
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//instantiate the list and call this proc
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dna.deserialize(data["dna"])
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..()
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