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Unlike feet, removed hands wouldn't check to make sure they had an owner before trying to remove the thing they were wearing on them.
1028 lines
31 KiB
Plaintext
1028 lines
31 KiB
Plaintext
/****************************************************
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EXTERNAL ORGANS
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****************************************************/
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/obj/item/organ/external
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name = "external"
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min_broken_damage = 30
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max_damage = 0
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dir = SOUTH
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organ_tag = "limb"
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var/icon_name = null
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var/body_part = null
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var/icon_position = 0
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var/model
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var/force_icon
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var/damage_state = "00"
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var/brute_dam = 0
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var/burn_dam = 0
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var/max_size = 0
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var/last_dam = -1
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var/icon/mob_icon
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var/gendered_icon = 0
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var/limb_name
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var/disfigured = 0
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var/cannot_amputate
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var/cannot_break
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var/s_tone
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var/list/s_col = list()
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var/list/wounds = list()
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var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len!
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var/perma_injury = 0
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var/obj/item/organ/external/parent
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var/list/obj/item/organ/external/children
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// Internal organs of this body part
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var/list/internal_organs = list()
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var/damage_msg = "\red You feel an intense pain"
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var/broken_description
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var/open = 0
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var/stage = 0
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var/cavity = 0
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var/sabotaged = 0 //If a prosthetic limb is emagged, it will detonate when it fails.
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var/encased // Needs to be opened with a saw to access the organs.
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var/obj/item/hidden = null
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var/list/implants = list()
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// how often wounds should be updated, a higher number means less often
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var/wound_update_accuracy = 1
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var/amputation_point // Descriptive string used in amputation.
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var/can_grasp
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var/can_stand
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/obj/item/organ/external/attackby(obj/item/weapon/W as obj, mob/user as mob)
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switch(stage)
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if(0)
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if(istype(W,/obj/item/weapon/scalpel))
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user.visible_message("<span class='danger'><b>[user]</b> cuts [src] open with [W]!")
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stage++
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return
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if(1)
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if(istype(W,/obj/item/weapon/retractor))
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user.visible_message("<span class='danger'><b>[user]</b> cracks [src] open like an egg with [W]!")
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stage++
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return
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if(2)
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if(istype(W,/obj/item/weapon/hemostat))
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if(contents.len)
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var/obj/item/removing = pick(contents)
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removing.loc = get_turf(user.loc)
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var/obj/item/organ/O = removing
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if(istype(O))
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O.status |= ORGAN_CUT_AWAY
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O.removed(user)
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else if(!(user.l_hand && user.r_hand))
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user.put_in_hands(removing)
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user.visible_message("<span class='danger'><b>[user]</b> extracts [removing] from [src] with [W]!")
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else
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user.visible_message("<span class='danger'><b>[user]</b> fishes around fruitlessly in [src] with [W].")
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return
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..()
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/obj/item/organ/external/update_health()
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damage = min(max_damage, (brute_dam + burn_dam))
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return
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/obj/item/organ/external/New(var/mob/living/carbon/holder, var/internal)
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..()
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if(owner)
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replaced(owner)
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sync_colour_to_human(owner)
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spawn(1)
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get_icon()
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/obj/item/organ/external/replaced(var/mob/living/carbon/human/target)
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owner = target
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if(istype(owner))
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owner.organs_by_name[limb_name] = src
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owner.organs |= src
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for(var/obj/item/organ/organ in src)
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organ.loc = owner
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organ.replaced(owner,src)
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if(parent_organ)
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parent = owner.organs_by_name[src.parent_organ]
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if(parent)
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if(!parent.children)
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parent.children = list()
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parent.children.Add(src)
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/****************************************************
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DAMAGE PROCS
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****************************************************/
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/obj/item/organ/external/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
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if((brute <= 0) && (burn <= 0))
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return 0
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if(status & ORGAN_DESTROYED)
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return 0
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if(status & ORGAN_ROBOT )
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var/brmod = 0.66
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var/bumod = 0.66
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if(istype(owner,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = owner
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if(H.species && H.species.flags & IS_SYNTHETIC) // No need for this - the modifer is being applied in the species' code already. Leaving it in, in case it ever changes.
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brmod = 1 //H.species.brute_mod
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bumod = 1 //H.species.burn_mod
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brute *= brmod //~2/3 damage for ROBOLIMBS
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burn *= bumod //~2/3 damage for ROBOLIMBS
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// High brute damage or sharp objects may damage internal organs
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if(internal_organs && ((brute_dam >= max_damage) || (sharp && brute >= 5) || brute >= 10) && prob(5))
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// Damage an internal organ
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if(internal_organs && internal_organs.len)
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var/obj/item/organ/I = pick(internal_organs)
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I.take_damage(brute / 2)
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brute -= brute / 2
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if(status & ORGAN_BROKEN && prob(40) && brute)
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owner.emote("scream") //getting hit on broken hand hurts
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if(used_weapon)
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add_autopsy_data("[used_weapon]", brute + burn)
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var/can_cut = (prob(brute*2) || sharp) && !(status & ORGAN_ROBOT)
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// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
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if((brute_dam + burn_dam + brute + burn) < max_damage || !config.limbs_can_break)
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if(brute)
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if(can_cut)
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createwound( CUT, brute )
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else
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createwound( BRUISE, brute )
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if(burn)
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createwound( BURN, burn )
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else
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//If we can't inflict the full amount of damage, spread the damage in other ways
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//How much damage can we actually cause?
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var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam)
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if(can_inflict)
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if (brute > 0)
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//Inflict all burte damage we can
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if(can_cut)
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createwound( CUT, min(brute,can_inflict) )
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else
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createwound( BRUISE, min(brute,can_inflict) )
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var/temp = can_inflict
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//How much mroe damage can we inflict
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can_inflict = max(0, can_inflict - brute)
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//How much brute damage is left to inflict
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brute = max(0, brute - temp)
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if (burn > 0 && can_inflict)
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//Inflict all burn damage we can
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createwound(BURN, min(burn,can_inflict))
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//How much burn damage is left to inflict
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burn = max(0, burn - can_inflict)
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//If there are still hurties to dispense
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if (burn || brute)
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if (status & ORGAN_ROBOT && body_part != UPPER_TORSO && body_part != LOWER_TORSO)
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droplimb(1) //Robot limbs just kinda fail at full damage.
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else
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//List organs we can pass it to
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var/list/obj/item/organ/external/possible_points = list()
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if(parent)
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possible_points += parent
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if(children)
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possible_points += children
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if(forbidden_limbs.len)
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possible_points -= forbidden_limbs
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if(possible_points.len)
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//And pass the pain around
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var/obj/item/organ/external/target = pick(possible_points)
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target.take_damage(brute, burn, sharp, edge, used_weapon, forbidden_limbs + src)
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// sync the organ's damage with its wounds
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src.update_damages()
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var/mob/living/carbon/owner_old = owner //Need to update health, but need a reference in case the below check cuts off a limb.
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//If limb took enough damage, try to cut or tear it off
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if(owner && loc == owner)
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if(!cannot_amputate && config.limbs_can_break && (brute_dam + burn_dam) >= (max_damage * config.organ_health_multiplier))
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var/dropped
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if(burn >= 20 && prob(burn / 2))
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if(body_part == HEAD) return
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dropped = 1
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droplimb(0,DROPLIMB_BURN)
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if(!dropped && prob(brute / 2))
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if(edge)
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droplimb(0,DROPLIMB_EDGE)
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else
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droplimb(0,DROPLIMB_BLUNT)
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if(owner_old) owner_old.updatehealth()
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return update_icon()
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/obj/item/organ/external/proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
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if(status & ORGAN_ROBOT && !robo_repair)
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return
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//Heal damage on the individual wounds
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for(var/datum/wound/W in wounds)
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if(brute == 0 && burn == 0)
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break
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// heal brute damage
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if(W.damage_type == CUT || W.damage_type == BRUISE)
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brute = W.heal_damage(brute)
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else if(W.damage_type == BURN)
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burn = W.heal_damage(burn)
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if(internal)
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status &= ~ORGAN_BROKEN
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perma_injury = 0
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/*
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if((brute || burn) && children && children.len && (owner.species.flags & REGENERATES_LIMBS))
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var/obj/item/organ/external/stump/S = locate() in children
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if(S)
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//world << "Extra healing to go around ([brute+burn]) and [owner] needs a replacement limb."
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*/
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//Sync the organ's damage with its wounds
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src.update_damages()
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owner.updatehealth()
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var/result = update_icon()
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return result
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/*
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This function completely restores a damaged organ to perfect condition.
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*/
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/obj/item/organ/external/rejuvenate()
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damage_state = "00"
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if(status & 128) //Robotic organs stay robotic. Fix because right click rejuvinate makes IPC's organs organic.
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status = 128
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else
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status = 0
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perma_injury = 0
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brute_dam = 0
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burn_dam = 0
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// handle internal organs
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for(var/obj/item/organ/current_organ in internal_organs)
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current_organ.rejuvenate()
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// remove embedded objects and drop them on the floor
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for(var/obj/implanted_object in implants)
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if(!istype(implanted_object,/obj/item/weapon/implant)) // We don't want to remove REAL implants. Just shrapnel etc.
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implanted_object.loc = owner.loc
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implants -= implanted_object
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owner.updatehealth()
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update_icon()
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/obj/item/organ/external/proc/createwound(var/type = CUT, var/damage)
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if(damage == 0) return
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//moved this before the open_wound check so that having many small wounds for example doesn't somehow protect you from taking internal damage
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//Possibly trigger an internal wound, too.
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var/local_damage = brute_dam + burn_dam + damage
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if(damage > 15 && type != BURN && local_damage > 30 && prob(damage) && !(status & ORGAN_ROBOT))
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var/datum/wound/internal_bleeding/I = new ()
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wounds += I
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owner.custom_pain("You feel something rip in your [name]!", 1)
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// first check whether we can widen an existing wound
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if(wounds.len > 0 && prob(max(50+(number_wounds-1)*10,90)))
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if((type == CUT || type == BRUISE) && damage >= 5)
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//we need to make sure that the wound we are going to worsen is compatible with the type of damage...
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var/list/compatible_wounds = list()
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for (var/datum/wound/W in wounds)
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if (W.can_worsen(type, damage))
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compatible_wounds += W
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if(compatible_wounds.len)
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var/datum/wound/W = pick(compatible_wounds)
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W.open_wound(damage)
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if(prob(25))
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//maybe have a separate message for BRUISE type damage?
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owner.visible_message("\red The wound on [owner.name]'s [name] widens with a nasty ripping voice.",\
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"\red The wound on your [name] widens with a nasty ripping voice.",\
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"You hear a nasty ripping noise, as if flesh is being torn apart.")
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return
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//Creating wound
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var/wound_type = get_wound_type(type, damage)
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if(wound_type)
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var/datum/wound/W = new wound_type(damage)
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//Check whether we can add the wound to an existing wound
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for(var/datum/wound/other in wounds)
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if(other.can_merge(W))
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other.merge_wound(W)
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W = null // to signify that the wound was added
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break
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if(W)
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wounds += W
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/****************************************************
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PROCESSING & UPDATING
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****************************************************/
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//Determines if we even need to process this organ.
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/obj/item/organ/external/proc/need_process()
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if(status && status != ORGAN_ROBOT) // If it's robotic, that's fine it will have a status.
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return 1
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if(brute_dam || burn_dam)
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return 1
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if(last_dam != brute_dam + burn_dam) // Process when we are fully healed up.
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last_dam = brute_dam + burn_dam
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return 1
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else
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last_dam = brute_dam + burn_dam
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if(germ_level)
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return 1
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return 0
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/obj/item/organ/external/process()
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if(owner)
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//Dismemberment
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if(status & ORGAN_DESTROYED)
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if(config.limbs_can_break)
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droplimb(0,DROPLIMB_EDGE) //Might be worth removing this check since take_damage handles it.
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return
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if(parent)
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if(parent.status & ORGAN_DESTROYED)
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status |= ORGAN_DESTROYED
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owner.update_body(1)
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return
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// Process wounds, doing healing etc. Only do this every few ticks to save processing power
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if(owner.life_tick % wound_update_accuracy == 0)
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update_wounds()
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//Chem traces slowly vanish
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if(owner.life_tick % 10 == 0)
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for(var/chemID in trace_chemicals)
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trace_chemicals[chemID] = trace_chemicals[chemID] - 1
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if(trace_chemicals[chemID] <= 0)
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trace_chemicals.Remove(chemID)
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//Bone fractures
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if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
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src.fracture()
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if(!(status & ORGAN_BROKEN))
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perma_injury = 0
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//Infections
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update_germs()
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else
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..()
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//Updating germ levels. Handles organ germ levels and necrosis.
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/*
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The INFECTION_LEVEL values defined in setup.dm control the time it takes to reach the different
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infection levels. Since infection growth is exponential, you can adjust the time it takes to get
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from one germ_level to another using the rough formula:
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desired_germ_level = initial_germ_level*e^(desired_time_in_seconds/1000)
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So if I wanted it to take an average of 15 minutes to get from level one (100) to level two
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I would set INFECTION_LEVEL_TWO to 100*e^(15*60/1000) = 245. Note that this is the average time,
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the actual time is dependent on RNG.
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INFECTION_LEVEL_ONE below this germ level nothing happens, and the infection doesn't grow
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INFECTION_LEVEL_TWO above this germ level the infection will start to spread to internal and adjacent organs
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INFECTION_LEVEL_THREE above this germ level the player will take additional toxin damage per second, and will die in minutes without
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antitox. also, above this germ level you will need to overdose on spaceacillin to reduce the germ_level.
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Note that amputating the affected organ does in fact remove the infection from the player's body.
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*/
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/obj/item/organ/external/proc/update_germs()
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if(status & (ORGAN_ROBOT|ORGAN_DESTROYED) || (owner.species && owner.species.flags & IS_PLANT)) //Robotic limbs shouldn't be infected, nor should nonexistant limbs.
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germ_level = 0
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return
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if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
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//** Syncing germ levels with external wounds
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handle_germ_sync()
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//** Handle antibiotics and curing infections
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handle_antibiotics()
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//** Handle the effects of infections
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handle_germ_effects()
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/obj/item/organ/external/proc/handle_germ_sync()
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var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
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for(var/datum/wound/W in wounds)
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//Open wounds can become infected
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if (owner.germ_level > W.germ_level && W.infection_check())
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W.germ_level++
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if (antibiotics < 5)
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for(var/datum/wound/W in wounds)
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//Infected wounds raise the organ's germ level
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if (W.germ_level > germ_level)
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germ_level++
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break //limit increase to a maximum of one per second
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/obj/item/organ/external/handle_germ_effects()
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if(germ_level < INFECTION_LEVEL_TWO)
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return ..()
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var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
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if(germ_level >= INFECTION_LEVEL_TWO)
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//spread the infection to internal organs
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var/obj/item/organ/target_organ = null //make internal organs become infected one at a time instead of all at once
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for (var/obj/item/organ/I in internal_organs)
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if (I.germ_level > 0 && I.germ_level < min(germ_level, INFECTION_LEVEL_TWO)) //once the organ reaches whatever we can give it, or level two, switch to a different one
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if (!target_organ || I.germ_level > target_organ.germ_level) //choose the organ with the highest germ_level
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target_organ = I
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if (!target_organ)
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//figure out which organs we can spread germs to and pick one at random
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var/list/candidate_organs = list()
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for (var/obj/item/organ/I in internal_organs)
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if (I.germ_level < germ_level)
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candidate_organs |= I
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if (candidate_organs.len)
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target_organ = pick(candidate_organs)
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if (target_organ)
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target_organ.germ_level++
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//spread the infection to child and parent organs
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if (children)
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|
for (var/obj/item/organ/external/child in children)
|
|
if (child.germ_level < germ_level && !(child.status & ORGAN_ROBOT))
|
|
if (child.germ_level < INFECTION_LEVEL_ONE*2 || prob(30))
|
|
child.germ_level++
|
|
|
|
if (parent)
|
|
if (parent.germ_level < germ_level && !(parent.status & ORGAN_ROBOT))
|
|
if (parent.germ_level < INFECTION_LEVEL_ONE*2 || prob(30))
|
|
parent.germ_level++
|
|
|
|
if(germ_level >= INFECTION_LEVEL_THREE && antibiotics < 30) //overdosing is necessary to stop severe infections
|
|
if (!(status & ORGAN_DEAD))
|
|
status |= ORGAN_DEAD
|
|
owner << "<span class='notice'>You can't feel your [name] anymore...</span>"
|
|
owner.update_body(1)
|
|
|
|
germ_level++
|
|
owner.adjustToxLoss(1)
|
|
|
|
//Updating wounds. Handles wound natural I had some free spachealing, internal bleedings and infections
|
|
/obj/item/organ/external/proc/update_wounds()
|
|
|
|
if((status & ORGAN_ROBOT)) //Robotic limbs don't heal or get worse.
|
|
return
|
|
|
|
for(var/datum/wound/W in wounds)
|
|
// wounds can disappear after 10 minutes at the earliest
|
|
if(W.damage <= 0 && W.created + 10 * 10 * 60 <= world.time)
|
|
wounds -= W
|
|
continue
|
|
// let the GC handle the deletion of the wound
|
|
|
|
// Internal wounds get worse over time. Low temperatures (cryo) stop them.
|
|
if(W.internal && !W.can_autoheal() && owner.bodytemperature >= 170)
|
|
var/bicardose = owner.reagents.get_reagent_amount("styptic_powder")
|
|
if(!bicardose) //styptic powder stops internal wounds from growing bigger with time, and also stop bleeding
|
|
W.open_wound(0.1 * wound_update_accuracy)
|
|
owner.vessel.remove_reagent("blood",0.05 * W.damage * wound_update_accuracy)
|
|
|
|
owner.vessel.remove_reagent("blood",0.02 * W.damage * wound_update_accuracy)
|
|
if(prob(1 * wound_update_accuracy))
|
|
owner.custom_pain("You feel a stabbing pain in your [name]!",1)
|
|
|
|
//overdose of styptic powder begins healing IB
|
|
if(owner.reagents.get_reagent_amount("styptic_powder") >= 30)
|
|
W.damage = max(0, W.damage - 0.2)
|
|
|
|
// slow healing
|
|
var/heal_amt = 0
|
|
|
|
// if damage >= 50 AFTER treatment then it's probably too severe to heal within the timeframe of a round.
|
|
if (W.can_autoheal() && W.wound_damage() < 50)
|
|
heal_amt += 0.5
|
|
|
|
//we only update wounds once in [wound_update_accuracy] ticks so have to emulate realtime
|
|
heal_amt = heal_amt * wound_update_accuracy
|
|
//configurable regen speed woo, no-regen hardcore or instaheal hugbox, choose your destiny
|
|
heal_amt = heal_amt * config.organ_regeneration_multiplier
|
|
// amount of healing is spread over all the wounds
|
|
heal_amt = heal_amt / (wounds.len + 1)
|
|
// making it look prettier on scanners
|
|
heal_amt = round(heal_amt,0.1)
|
|
W.heal_damage(heal_amt)
|
|
|
|
// Salving also helps against infection
|
|
if(W.germ_level > 0 && W.salved && prob(2))
|
|
W.disinfected = 1
|
|
W.germ_level = 0
|
|
|
|
// sync the organ's damage with its wounds
|
|
src.update_damages()
|
|
if (update_icon())
|
|
owner.UpdateDamageIcon(1)
|
|
|
|
//Updates brute_damn and burn_damn from wound damages. Updates BLEEDING status.
|
|
/obj/item/organ/external/proc/update_damages()
|
|
number_wounds = 0
|
|
brute_dam = 0
|
|
burn_dam = 0
|
|
status &= ~ORGAN_BLEEDING
|
|
var/clamped = 0
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.damage_type == CUT || W.damage_type == BRUISE)
|
|
brute_dam += W.damage
|
|
else if(W.damage_type == BURN)
|
|
burn_dam += W.damage
|
|
|
|
if(!(status & ORGAN_ROBOT) && W.bleeding())
|
|
W.bleed_timer--
|
|
status |= ORGAN_BLEEDING
|
|
|
|
clamped |= W.clamped
|
|
|
|
number_wounds += W.amount
|
|
|
|
if (open && !clamped) //things tend to bleed if they are CUT OPEN
|
|
status |= ORGAN_BLEEDING
|
|
|
|
|
|
// new damage icon system
|
|
// returns just the brute/burn damage code
|
|
/obj/item/organ/external/proc/damage_state_text()
|
|
if(status & ORGAN_DESTROYED)
|
|
return "--"
|
|
|
|
var/tburn = 0
|
|
var/tbrute = 0
|
|
|
|
if(burn_dam ==0)
|
|
tburn =0
|
|
else if (burn_dam < (max_damage * 0.25 / 2))
|
|
tburn = 1
|
|
else if (burn_dam < (max_damage * 0.75 / 2))
|
|
tburn = 2
|
|
else
|
|
tburn = 3
|
|
|
|
if (brute_dam == 0)
|
|
tbrute = 0
|
|
else if (brute_dam < (max_damage * 0.25 / 2))
|
|
tbrute = 1
|
|
else if (brute_dam < (max_damage * 0.75 / 2))
|
|
tbrute = 2
|
|
else
|
|
tbrute = 3
|
|
return "[tbrute][tburn]"
|
|
|
|
/****************************************************
|
|
DISMEMBERMENT
|
|
****************************************************/
|
|
|
|
//Handles dismemberment
|
|
/obj/item/organ/external/proc/droplimb(var/clean, var/disintegrate, var/ignore_children, var/nodamage)
|
|
|
|
if(cannot_amputate || !owner)
|
|
return
|
|
|
|
if(!disintegrate)
|
|
disintegrate = DROPLIMB_EDGE
|
|
|
|
switch(disintegrate)
|
|
if(DROPLIMB_EDGE)
|
|
if(!clean)
|
|
owner.visible_message(
|
|
"<span class='danger'>\The [owner]'s [src.name] flies off in an arc!</span>",\
|
|
"<span class='moderate'><b>Your [src.name] goes flying off!</b></span>",\
|
|
"<span class='danger'>You hear a terrible sound of ripping tendons and flesh.</span>")
|
|
if(DROPLIMB_BURN)
|
|
owner.visible_message(
|
|
"<span class='danger'>\The [owner]'s [src.name] flashes away into ashes!</span>",\
|
|
"<span class='moderate'><b>Your [src.name] flashes away into ashes!</b></span>",\
|
|
"<span class='danger'>You hear the crackling sound of burning flesh.</span>")
|
|
if(DROPLIMB_BLUNT)
|
|
owner.visible_message(
|
|
"<span class='danger'>\The [owner]'s [src.name] explodes in a shower of gore!</span>",\
|
|
"<span class='moderate'><b>Your [src.name] explodes in a shower of gore!</b></span>",\
|
|
"<span class='danger'>You hear the sickening splatter of gore.</span>")
|
|
|
|
var/mob/living/carbon/human/victim = owner //Keep a reference for post-removed().
|
|
removed(null, ignore_children)
|
|
victim.traumatic_shock += 30
|
|
|
|
wounds.Cut()
|
|
if(parent && !nodamage)
|
|
var/datum/wound/W
|
|
if(clean || max_damage < 50)
|
|
W = new/datum/wound/lost_limb/small(max_damage)
|
|
else
|
|
W = new/datum/wound/lost_limb(max_damage)
|
|
parent.children -= src
|
|
if(clean)
|
|
parent.wounds |= W
|
|
parent.update_damages()
|
|
else
|
|
var/obj/item/organ/external/stump/stump = new (victim, 0, src)
|
|
stump.wounds |= W
|
|
victim.organs |= stump
|
|
stump.update_damages()
|
|
parent = null
|
|
|
|
spawn(1)
|
|
victim.updatehealth()
|
|
victim.UpdateDamageIcon()
|
|
victim.regenerate_icons()
|
|
dir = 2
|
|
|
|
switch(disintegrate)
|
|
if(DROPLIMB_EDGE)
|
|
compile_icon()
|
|
add_blood(victim)
|
|
var/matrix/M = matrix()
|
|
M.Turn(rand(180))
|
|
src.transform = M
|
|
if(!clean)
|
|
// Throw limb around.
|
|
if(src && istype(loc,/turf))
|
|
throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
|
|
dir = 2
|
|
return
|
|
if(DROPLIMB_BURN)
|
|
new /obj/effect/decal/cleanable/ash(get_turf(victim))
|
|
qdel(src)
|
|
if(DROPLIMB_BLUNT)
|
|
var/obj/effect/decal/cleanable/blood/gibs/gore = new victim.species.single_gib_type(get_turf(victim))
|
|
if(victim.species.flesh_color)
|
|
gore.fleshcolor = victim.species.flesh_color
|
|
if(victim.species.blood_color)
|
|
gore.basecolor = victim.species.blood_color
|
|
gore.update_icon()
|
|
gore.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
|
|
|
|
for(var/obj/item/organ/I in contents)
|
|
I.loc = loc
|
|
if(istype(loc,/turf))
|
|
I.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
|
|
qdel(src)
|
|
|
|
|
|
/****************************************************
|
|
HELPERS
|
|
****************************************************/
|
|
/obj/item/organ/external/proc/is_stump()
|
|
return 0
|
|
|
|
/obj/item/organ/external/proc/release_restraints(var/mob/living/carbon/human/holder)
|
|
if(!holder)
|
|
holder = owner
|
|
if(!holder)
|
|
return
|
|
if (holder.handcuffed && body_part in list(ARM_LEFT, ARM_RIGHT, HAND_LEFT, HAND_RIGHT))
|
|
holder.visible_message(\
|
|
"\The [holder.handcuffed.name] falls off of [holder.name].",\
|
|
"\The [holder.handcuffed.name] falls off you.")
|
|
holder.unEquip(holder.handcuffed)
|
|
if (holder.legcuffed && body_part in list(FOOT_LEFT, FOOT_RIGHT, LEG_LEFT, LEG_RIGHT))
|
|
holder.visible_message(\
|
|
"\The [holder.legcuffed.name] falls off of [holder.name].",\
|
|
"\The [holder.legcuffed.name] falls off you.")
|
|
holder.unEquip(holder.legcuffed)
|
|
|
|
|
|
/obj/item/organ/external/proc/bandage()
|
|
var/rval = 0
|
|
src.status &= ~ORGAN_BLEEDING
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.internal) continue
|
|
rval |= !W.bandaged
|
|
W.bandaged = 1
|
|
return rval
|
|
|
|
/obj/item/organ/external/proc/disinfect()
|
|
var/rval = 0
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.internal) continue
|
|
rval |= !W.disinfected
|
|
W.disinfected = 1
|
|
W.germ_level = 0
|
|
return rval
|
|
|
|
/obj/item/organ/external/proc/clamp()
|
|
var/rval = 0
|
|
src.status &= ~ORGAN_BLEEDING
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.internal) continue
|
|
rval |= !W.clamped
|
|
W.clamped = 1
|
|
return rval
|
|
|
|
/obj/item/organ/external/proc/salve()
|
|
var/rval = 0
|
|
for(var/datum/wound/W in wounds)
|
|
rval |= !W.salved
|
|
W.salved = 1
|
|
return rval
|
|
|
|
/obj/item/organ/external/proc/fracture()
|
|
if((status & ORGAN_BROKEN) || cannot_break)
|
|
return
|
|
owner.visible_message(\
|
|
"\red You hear a loud cracking sound coming from \the [owner].",\
|
|
"\red <b>Something feels like it shattered in your [name]!</b>",\
|
|
"You hear a sickening crack.")
|
|
|
|
if(owner.species && !(owner.species.flags & NO_PAIN))
|
|
owner.emote("scream")
|
|
|
|
status |= ORGAN_BROKEN
|
|
broken_description = pick("broken","fracture","hairline fracture")
|
|
perma_injury = brute_dam
|
|
|
|
// Fractures have a chance of getting you out of restraints
|
|
if (prob(25))
|
|
release_restraints()
|
|
|
|
/obj/item/organ/external/proc/mend_fracture()
|
|
if(status & ORGAN_ROBOT)
|
|
return 0 //ORGAN_BROKEN doesn't have the same meaning for robot limbs
|
|
if(brute_dam > min_broken_damage * config.organ_health_multiplier)
|
|
return 0 //will just immediately fracture again
|
|
|
|
status &= ~ORGAN_BROKEN
|
|
return 1
|
|
|
|
/obj/item/organ/external/robotize(var/company)
|
|
..()
|
|
|
|
if(company)
|
|
model = company
|
|
var/datum/robolimb/R = all_robolimbs[company]
|
|
if(R)
|
|
force_icon = R.icon
|
|
name = "[R.company] [initial(name)]"
|
|
desc = "[R.desc]"
|
|
|
|
cannot_break = 1
|
|
get_icon()
|
|
for (var/obj/item/organ/external/T in children)
|
|
if(T)
|
|
T.robotize()
|
|
|
|
/obj/item/organ/external/proc/mutate()
|
|
src.status |= ORGAN_MUTATED
|
|
owner.update_body()
|
|
|
|
/obj/item/organ/external/proc/unmutate()
|
|
src.status &= ~ORGAN_MUTATED
|
|
owner.update_body()
|
|
|
|
/obj/item/organ/external/proc/get_damage() //returns total damage
|
|
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
|
|
|
|
/obj/item/organ/external/proc/has_infected_wound()
|
|
for(var/datum/wound/W in wounds)
|
|
if(W.germ_level > INFECTION_LEVEL_ONE)
|
|
return 1
|
|
return 0
|
|
|
|
/obj/item/organ/external/proc/is_usable()
|
|
return !(status & (ORGAN_DESTROYED|ORGAN_MUTATED|ORGAN_DEAD))
|
|
|
|
/obj/item/organ/external/proc/is_malfunctioning()
|
|
return ((status & ORGAN_ROBOT) && (brute_dam + burn_dam) >= 10 && prob(brute_dam + burn_dam))
|
|
|
|
/obj/item/organ/external/proc/embed(var/obj/item/weapon/W, var/silent = 0)
|
|
if(loc != owner)
|
|
return
|
|
if(!silent)
|
|
owner.visible_message("<span class='danger'>\The [W] sticks in the wound!</span>")
|
|
implants += W
|
|
owner.embedded_flag = 1
|
|
owner.verbs += /mob/proc/yank_out_object
|
|
W.add_blood(owner)
|
|
if(ismob(W.loc))
|
|
var/mob/living/H = W.loc
|
|
H.drop_item()
|
|
W.loc = owner
|
|
|
|
/obj/item/organ/external/removed(var/mob/living/user, var/ignore_children)
|
|
|
|
if(!owner)
|
|
return
|
|
var/is_robotic = status & ORGAN_ROBOT
|
|
var/mob/living/carbon/human/victim = owner
|
|
|
|
..()
|
|
|
|
status |= ORGAN_DESTROYED
|
|
victim.bad_external_organs -= src
|
|
|
|
for(var/implant in implants) //todo: check if this can be left alone
|
|
del(implant)
|
|
|
|
// Attached organs also fly off.
|
|
if(!ignore_children)
|
|
for(var/obj/item/organ/external/O in children)
|
|
O.removed()
|
|
if(O)
|
|
O.loc = src
|
|
|
|
// Grab all the internal giblets too.
|
|
for(var/obj/item/organ/organ in internal_organs)
|
|
organ.removed()
|
|
organ.loc = src
|
|
|
|
release_restraints(victim)
|
|
victim.organs -= src
|
|
victim.organs_by_name[limb_name] = null // Remove from owner's vars.
|
|
|
|
//Robotic limbs explode if sabotaged.
|
|
if(is_robotic && sabotaged)
|
|
victim.visible_message(
|
|
"<span class='danger'>\The [victim]'s [src.name] explodes violently!</span>",\
|
|
"<span class='danger'>Your [src.name] explodes!</span>",\
|
|
"<span class='danger'>You hear an explosion!</span>")
|
|
explosion(get_turf(owner),-1,-1,2,3)
|
|
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
|
|
spark_system.set_up(5, 0, victim)
|
|
spark_system.attach(owner)
|
|
spark_system.start()
|
|
spawn(10)
|
|
del(spark_system)
|
|
del(src)
|
|
|
|
/obj/item/organ/external/proc/disfigure(var/type = "brute")
|
|
if (disfigured)
|
|
return
|
|
if(type == "brute")
|
|
owner.visible_message("\red You hear a sickening cracking sound coming from \the [owner]'s [name].", \
|
|
"\red <b>Your [name] becomes a mangled mess!</b>", \
|
|
"\red You hear a sickening crack.")
|
|
else
|
|
owner.visible_message("\red \The [owner]'s [name] melts away, turning into mangled mess!", \
|
|
"\red <b>Your [name] melts away!</b>", \
|
|
"\red You hear a sickening sizzle.")
|
|
disfigured = 1
|
|
|
|
/****************************************************
|
|
ORGAN DEFINES
|
|
****************************************************/
|
|
|
|
/obj/item/organ/external/chest
|
|
name = "upper body"
|
|
limb_name = "chest"
|
|
icon_name = "torso"
|
|
max_damage = 100
|
|
min_broken_damage = 50
|
|
body_part = UPPER_TORSO
|
|
vital = 1
|
|
amputation_point = "spine"
|
|
gendered_icon = 1
|
|
cannot_amputate = 1
|
|
parent_organ = null
|
|
encased = "ribcage"
|
|
|
|
/obj/item/organ/external/groin
|
|
name = "lower body"
|
|
limb_name = "groin"
|
|
icon_name = "groin"
|
|
max_damage = 100
|
|
min_broken_damage = 50
|
|
body_part = LOWER_TORSO
|
|
vital = 1
|
|
parent_organ = "chest"
|
|
amputation_point = "lumbar"
|
|
gendered_icon = 1
|
|
|
|
/obj/item/organ/external/arm
|
|
limb_name = "l_arm"
|
|
name = "left arm"
|
|
icon_name = "l_arm"
|
|
max_damage = 60
|
|
min_broken_damage = 30
|
|
body_part = ARM_LEFT
|
|
parent_organ = "chest"
|
|
amputation_point = "left shoulder"
|
|
can_grasp = 1
|
|
|
|
/obj/item/organ/external/arm/right
|
|
limb_name = "r_arm"
|
|
name = "right arm"
|
|
icon_name = "r_arm"
|
|
body_part = ARM_RIGHT
|
|
amputation_point = "right shoulder"
|
|
|
|
/obj/item/organ/external/leg
|
|
limb_name = "l_leg"
|
|
name = "left leg"
|
|
icon_name = "l_leg"
|
|
max_damage = 60
|
|
min_broken_damage = 30
|
|
body_part = LEG_LEFT
|
|
icon_position = LEFT
|
|
parent_organ = "groin"
|
|
amputation_point = "left hip"
|
|
can_stand = 1
|
|
|
|
/obj/item/organ/external/leg/right
|
|
limb_name = "r_leg"
|
|
name = "right leg"
|
|
icon_name = "r_leg"
|
|
body_part = LEG_RIGHT
|
|
icon_position = RIGHT
|
|
amputation_point = "right hip"
|
|
|
|
/obj/item/organ/external/foot
|
|
limb_name = "l_foot"
|
|
name = "left foot"
|
|
icon_name = "l_foot"
|
|
max_damage = 30
|
|
min_broken_damage = 15
|
|
body_part = FOOT_LEFT
|
|
icon_position = LEFT
|
|
parent_organ = "l_leg"
|
|
amputation_point = "left ankle"
|
|
can_stand = 1
|
|
|
|
/obj/item/organ/external/foot/removed()
|
|
if(owner) owner.unEquip(owner.shoes)
|
|
..()
|
|
|
|
/obj/item/organ/external/foot/right
|
|
limb_name = "r_foot"
|
|
name = "right foot"
|
|
icon_name = "r_foot"
|
|
body_part = FOOT_RIGHT
|
|
icon_position = RIGHT
|
|
parent_organ = "r_leg"
|
|
amputation_point = "right ankle"
|
|
|
|
/obj/item/organ/external/hand
|
|
limb_name = "l_hand"
|
|
name = "left hand"
|
|
icon_name = "l_hand"
|
|
max_damage = 30
|
|
min_broken_damage = 15
|
|
body_part = HAND_LEFT
|
|
parent_organ = "l_arm"
|
|
amputation_point = "left wrist"
|
|
can_grasp = 1
|
|
|
|
/obj/item/organ/external/hand/removed()
|
|
if(owner) owner.unEquip(owner.gloves)
|
|
..()
|
|
|
|
/obj/item/organ/external/hand/right
|
|
limb_name = "r_hand"
|
|
name = "right hand"
|
|
icon_name = "r_hand"
|
|
body_part = HAND_RIGHT
|
|
parent_organ = "r_arm"
|
|
amputation_point = "right wrist"
|
|
|
|
/obj/item/organ/external/head
|
|
limb_name = "head"
|
|
icon_name = "head"
|
|
name = "head"
|
|
max_damage = 70
|
|
min_broken_damage = 35
|
|
body_part = HEAD
|
|
vital = 1
|
|
parent_organ = "chest"
|
|
amputation_point = "neck"
|
|
gendered_icon = 1
|
|
encased = "skull"
|
|
|
|
/obj/item/organ/external/head/removed()
|
|
if(owner)
|
|
name = "[owner.real_name]'s head"
|
|
owner.unEquip(owner.glasses)
|
|
owner.unEquip(owner.head)
|
|
owner.unEquip(owner.l_ear)
|
|
owner.unEquip(owner.r_ear)
|
|
owner.unEquip(owner.wear_mask)
|
|
..()
|
|
|
|
/obj/item/organ/external/head/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
|
|
..(brute, burn, sharp, edge, used_weapon, forbidden_limbs)
|
|
if (!disfigured)
|
|
if (brute_dam > 40)
|
|
if (prob(50))
|
|
disfigure("brute")
|
|
if (burn_dam > 40)
|
|
disfigure("burn") |