Files
Paradise/code/modules/surgery/organs/organ.dm
T
79bad427c8 Movement cross/uncross implementation. (#26762)
* refactor: Movement cross/uncross implementation.

* wrong var name

* fix unit tests dropping PDAs into nowhere

* Add documentation.

* remove unused constants

* say which procs are off limits

* fix simpleanimal z change runtime

* helps not to leave merge conflicts

* kill me

* fix typecast

* fix projectile/table collision

* treadmills don't cause MC to crash anymore

* connect_loc is appropriate here

* fix windoors and teleporters

* fix bonfires and clarify docs

* fix proximity sensors

Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers

* lint

* fix: polarized access helper false positives

* Revert "fix: polarized access helper false positives"

This reverts commit 9814f98cf6.

* hopefully the right change for mindflayer steam

* Changes following cameras

* fix glass table collision

* appears to fix doorspam

* fix ore bags not picking up ore

* fix signatures of /Exited

* remove debug log

* remove duplicate signal registrar

* fix emptying bags into locations

* I don't trust these nested Move calls

* use connect_loc for upgraded resonator fields

* use moveToNullspace

* fix spiderweb crossing

* fix pass checking for windows from a tile off

* fix bluespace closet/transparency issues

* fix mechs not interacting with doors and probably other things

* fix debug

* fix telepete

* add some docs

* stop trying to shoehorn prox monitor into cards

* I should make sure things build

* kill override signal warning

* undef signal

* not many prox monitors survive going off like this

* small fixes to storage

* make moving wormholes respect signals

* use correct signals for pulse demon

* fix pulse heart too

* fix smoke signals

* may have fucked singulo projectile swerve

* fix singulo projectile arcing

* remove duplicate define

* just look at it

* hopefully last cleanups of incorrect signal usage

* fix squeaking

* may god have mercy on my soul

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* lewc review

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* burza review

* fix bad args for grenade assemblies

* Update code/__DEFINES/is_helpers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-12-21 08:07:44 +00:00

337 lines
11 KiB
Plaintext

/obj/item/organ
name = "organ"
icon = 'icons/obj/surgery.dmi'
var/dead_icon
var/mob/living/carbon/human/owner = null
var/status = 0
var/vital = FALSE //Lose a vital limb, die immediately.
var/damage = 0 // amount of damage to the organ
var/min_bruised_damage = 10
var/min_broken_damage = 30
var/max_damage
var/organ_tag = "organ"
var/parent_organ = "chest"
var/list/datum/autopsy_data/autopsy_data = list()
var/list/trace_chemicals = list() // traces of chemicals in the organ,
// links chemical IDs to number of ticks for which they'll stay in the blood
germ_level = 0
var/datum/dna/dna
// Stuff for tracking if this is on a tile with an open freezer or not
var/last_freezer_update_time = 0
var/freezer_update_period = 100
var/is_in_freezer = 0
var/sterile = FALSE //can the organ be infected by germs?
var/tough = FALSE //can organ be easily damaged?
var/emp_proof = FALSE //is the organ immune to EMPs?
var/hidden_pain = FALSE //will it skip pain messages?
var/requires_robotic_bodypart = FALSE
/// When this variable is true, it can only be installed on the machine person species.
var/requires_machine_person = FALSE
///Should this organ be destroyed on removal?
var/destroy_on_removal = FALSE
/// What was the last pain message that was sent?
var/last_pain_message
/// When can we get the next pain message?
var/next_pain_time
/// What level of upgrades are needed to detect this. Level 0 is default. 1 is hidden from health analysers. 2 is hidden from cyborg analysers, and the body scanner at level 1. 4 is the highest level the body scanner can reach.
var/stealth_level = 0
/obj/item/organ/Destroy()
STOP_PROCESSING(SSobj, src)
if(owner)
remove(owner, TRUE)
QDEL_LIST_ASSOC_VAL(autopsy_data)
QDEL_NULL(dna)
return ..()
/obj/item/organ/proc/update_health()
return
/obj/item/organ/New(mob/living/carbon/holder, datum/species/species_override = null)
..(holder)
if(!max_damage)
max_damage = min_broken_damage * 2
if(ishuman(holder))
if(holder.dna)
dna = holder.dna.Clone()
if(!blood_DNA)
blood_DNA = list()
blood_DNA[dna.unique_enzymes] = dna.blood_type
else
stack_trace("[holder] spawned without a proper DNA.")
else
dna = new /datum/dna(null)
if(species_override)
dna.species = new species_override
/obj/item/organ/attackby__legacy__attackchain(obj/item/I, mob/user, params)
if(is_robotic() && istype(I, /obj/item/stack/nanopaste))
var/obj/item/stack/nanopaste/nano = I
nano.use(1)
rejuvenate()
to_chat(user, "<span class='notice'>You repair the damage on [src].</span>")
return
return ..()
/obj/item/organ/proc/set_dna(datum/dna/new_dna)
if(new_dna)
dna = new_dna.Clone()
if(blood_DNA)
blood_DNA.Cut()
else
blood_DNA = list()
blood_DNA[dna.unique_enzymes] = dna.blood_type
/obj/item/organ/proc/necrotize(update_sprite = TRUE, ignore_vital_death = FALSE)
damage = max_damage
status |= ORGAN_DEAD
STOP_PROCESSING(SSobj, src)
if(dead_icon && !is_robotic())
icon_state = dead_icon
if(owner && vital)
owner.death()
/obj/item/organ/process()
//dead already, no need for more processing
if(status & ORGAN_DEAD)
return
//Process infections
if(is_robotic() || sterile || (owner && HAS_TRAIT(owner, TRAIT_NOGERMS)))
germ_level = 0
return
if(!owner || ((status & ORGAN_BURNT) && !(status & ORGAN_SALVED)))
if(is_preserved())
return
// Maybe scale it down a bit, have it REALLY kick in once past the basic infection threshold
// Another mercy for surgeons preparing transplant organs
germ_level++
if(germ_level >= INFECTION_LEVEL_ONE)
germ_level += rand(2,6)
if(germ_level >= INFECTION_LEVEL_TWO)
germ_level += rand(2,6)
if(germ_level >= INFECTION_LEVEL_THREE)
necrotize()
else if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
// Handle antibiotics and curing infections
if(germ_level)
handle_germs()
return TRUE
/obj/item/organ/proc/is_preserved()
if(istype(loc,/obj/item/mmi))
germ_level = max(0, germ_level - 1) // So a brain can slowly recover from being left out of an MMI
return TRUE
if(istype(loc, /mob/living/simple_animal/hostile/headslug) || istype(loc, /obj/item/organ/internal/body_egg/changeling_egg))
germ_level = 0 // weird stuff might happen, best to be safe
return TRUE
if(is_found_within(/obj/structure/closet/crate/freezer))
return TRUE
if(is_found_within(/obj/machinery/clonepod))
return TRUE
if(is_found_within(/obj/item/organ_extractor))
return TRUE
if(isturf(loc))
if(world.time - last_freezer_update_time > freezer_update_period)
// I don't want to loop through everything in the tile constantly, especially since it'll be a pile of organs
// if the virologist releases gibbingtons again or something
// There's probably a much less silly way of doing this, but BYOND native algorithms are stupidly naive
is_in_freezer = 0
for(var/obj/structure/closet/crate/freezer/F in loc.contents)
if(F.opened)
is_in_freezer = 1 // on the same tile, close enough, should keep organs much fresher on avg
break
last_freezer_update_time = world.time
return is_in_freezer // I'd like static varibles, please
// You can do your cool location temperature organ preserving effects here!
return FALSE
/obj/item/organ/examine(mob/user)
. = ..()
if(status & ORGAN_DEAD)
if(!is_robotic())
. += "<span class='notice'>The decay has set in.</span>"
else
. += "<span class='notice'>It looks in need of repairs.</span>"
/obj/item/organ/proc/handle_germs()
if(germ_level > 0 && germ_level < INFECTION_LEVEL_ONE / 2 && prob(30))
germ_level--
if(germ_level >= INFECTION_LEVEL_ONE / 2)
//aiming for germ level to go from ambient to INFECTION_LEVEL_TWO in an average of 15 minutes
if(prob(round(germ_level / 6)))
germ_level++
if(germ_level >= INFECTION_LEVEL_ONE)
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
owner.bodytemperature += clamp((fever_temperature - T20C) / BODYTEMP_COLD_DIVISOR + 1, 0, fever_temperature - owner.bodytemperature)
if(germ_level >= INFECTION_LEVEL_TWO)
var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
//spread germs
if(parent.germ_level < germ_level && ( parent.germ_level < INFECTION_LEVEL_ONE * 2 || prob(30)))
parent.germ_level++
/obj/item/organ/proc/rejuvenate()
damage = 0
germ_level = 0
surgeryize()
if(is_robotic()) //Robotic organs stay robotic.
status = ORGAN_ROBOT
else
status = 0
if(!owner)
START_PROCESSING(SSobj, src)
/obj/item/organ/proc/is_damaged()
return damage > 0
/obj/item/organ/proc/is_bruised()
return damage >= min_bruised_damage
/obj/item/organ/proc/is_broken()
return (damage >= min_broken_damage || ((status & ORGAN_BROKEN) && !(status & ORGAN_SPLINTED)))
//Adds autopsy data for used_weapon.
/obj/item/organ/proc/add_autopsy_data(used_weapon = "Unknown", damage)
var/datum/autopsy_data/W = autopsy_data[used_weapon]
if(!W)
W = new()
W.weapon = used_weapon
autopsy_data[used_weapon] = W
W.hits += 1
W.damage += damage
W.time_inflicted = world.time
//Note: external organs have their own version of this proc
/obj/item/organ/proc/receive_damage(amount, silent = 0)
if(tough)
return
damage = clamp(damage + amount, 0, max_damage)
damage = round_health(damage)
//only show this if the organ is not robotic
if(owner && parent_organ && amount > 0)
var/obj/item/organ/external/parent = owner.get_organ(parent_organ)
if(parent && !silent)
custom_pain("Something inside your [parent.name] hurts a lot.")
//check if we've hit max_damage
if(damage >= max_damage)
necrotize()
/obj/item/organ/proc/heal_internal_damage(amount, robo_repair = FALSE)
if(is_robotic() && !robo_repair)
return
damage = max(damage - amount, 0)
/obj/item/organ/proc/robotize(make_tough) //Being used to make robutt hearts, etc
status &= ~ORGAN_BROKEN
status &= ~ORGAN_SPLINTED
status |= ORGAN_ROBOT
/*
* remove
*
* Removes the organ from the user properly.
* If the organ is vital, it will kill the user.
* The proc returns the organ removed (i.e. `src`) assuming it was removed successfully;
* otherwise, or if the organ gets destroyed in the process, it returns null.
*/
/obj/item/organ/proc/remove(mob/living/user, special = 0)
if(!istype(owner))
return
SEND_SIGNAL(owner, COMSIG_CARBON_LOSE_ORGAN, src)
owner.internal_organs -= src
var/obj/item/organ/external/affected = owner.get_organ(parent_organ)
if(affected) affected.internal_organs -= src
// In-game, organs will be moved to their parent turf.
// During ghost-mob creation, we toss the organs
// after we're done generating the sprite with them,
// so to nullspace they go.
if(get_turf(owner))
forceMove(get_turf(owner))
else
moveToNullspace()
START_PROCESSING(SSobj, src)
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
add_attack_logs(user, owner, "Removed vital organ ([src])", !!user ? ATKLOG_FEW : ATKLOG_ALL)
owner.death()
owner = null
if(destroy_on_removal && !QDELETED(src))
qdel(src)
return
return src
/obj/item/organ/proc/replaced(mob/living/carbon/human/target)
return // Nothing uses this, it is always overridden
// A version of `replaced` that "flattens" the process of insertion, making organs "Plug'n'play"
// (Particularly the heart, which stops beating when removed)
/obj/item/organ/proc/safe_replace(mob/living/carbon/human/target)
replaced(target)
/obj/item/organ/proc/surgeryize()
return
/*
Returns 1 if this is the organ that is handling all the functionalities of that particular organ slot
Returns 0 if it isn't
I use this so that this can be made better once the organ overhaul rolls out -- Crazylemon
*/
/obj/item/organ/proc/is_primary_organ(mob/living/carbon/human/O = null)
if(isnull(O))
O = owner
if(!istype(owner)) // You're not the primary organ of ANYTHING, bucko
return 0
return src == O.get_int_organ(organ_tag)
/obj/item/organ/proc/is_robotic()
if(status & ORGAN_ROBOT)
return TRUE
return FALSE
/obj/item/organ/serialize()
var/data = ..()
if(status)
data["status"] = status
return data
/obj/item/organ/deserialize(data)
if(isnum(data["status"]))
if(data["status"] & ORGAN_ROBOT)
robotize()
status = data["status"]
..()
// A proc to send a pain message to the owner.
/obj/item/organ/proc/custom_pain(message)
if(!owner.can_feel_pain() || !message)
return
var/msg = "<span class='userdanger'>[message]</span>"
// Anti message spam checks
if(msg != last_pain_message || world.time >= next_pain_time)
last_pain_message = msg
to_chat(owner, msg)
next_pain_time = world.time + 10 SECONDS