Files
Paradise/code/modules/surgery/organs/brain.dm
DGamerL b497e4c925 Removes a lot of redefined procs (#26186)
* aaaaaaaaaaaaaaa

* Forgor

* Adds missing /proc/

---------

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2024-07-30 13:19:32 +00:00

216 lines
7.2 KiB
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/obj/item/organ/internal/brain
name = "brain"
max_damage = 120
icon_state = "brain2"
force = 1.0
w_class = WEIGHT_CLASS_SMALL
throwforce = 1.0
throw_speed = 3
throw_range = 5
origin_tech = "biotech=5"
attack_verb = list("attacked", "slapped", "whacked")
var/mob/living/brain/brainmob = null
organ_tag = "brain"
parent_organ = "head"
slot = "brain"
vital = TRUE
hidden_pain = TRUE //the brain has no pain receptors, and brain damage is meant to be a stealthy damage type.
var/mmi_icon = 'icons/obj/assemblies.dmi'
var/mmi_icon_state = "mmi_full"
/// If it's a fake brain without a mob assigned that should still be treated like a real brain.
var/decoy_brain = FALSE
/obj/item/organ/internal/brain/xeno
name = "xenomorph brain"
desc = "We barely understand the brains of terrestial animals. Who knows what we may find in the brain of such an advanced species?"
icon_state = "brain-x"
origin_tech = "biotech=6"
mmi_icon = 'icons/mob/alien.dmi'
mmi_icon_state = "AlienMMI"
/obj/item/organ/internal/brain/Destroy()
QDEL_NULL(brainmob)
return ..()
/obj/item/organ/internal/brain/proc/transfer_identity(mob/living/carbon/H)
brainmob = new(src)
if(isnull(dna)) // someone didn't set this right...
stack_trace("[src] at [loc] did not contain a dna datum at time of removal.")
dna = H.dna.Clone()
if(dna.real_name)
name = "\the [dna.real_name]'s [initial(name)]"
brainmob.name = dna.real_name
brainmob.real_name = dna.real_name
else
name = "\the [H.real_name]'s [initial(name)]"
brainmob.name = H.real_name
brainmob.real_name = H.real_name
brainmob.dna = dna.Clone() // Silly baycode, what you do
brainmob.timeofhostdeath = H.timeofdeath
if(H.mind)
H.mind.transfer_to(brainmob)
to_chat(brainmob, "<span class='notice'>You feel slightly disoriented. That's normal when you're just a [initial(name)].</span>")
/obj/item/organ/internal/brain/examine(mob/user) // -- TLE
. = ..()
if(brainmob && brainmob.client)//if thar be a brain inside... the brain.
. += "You can feel a bright spark of life in this one!"
return
if(brainmob?.mind)
var/foundghost = FALSE
for(var/mob/dead/observer/G in GLOB.player_list)
if(G.mind == brainmob.mind)
foundghost = TRUE
if(!G.can_reenter_corpse)
foundghost = FALSE
break
if(foundghost)
. += "You can feel the small spark of life still left in this one."
return
. += "This one seems particularly lifeless. Perhaps it will regain some of its luster later.."
/obj/item/organ/internal/brain/remove(mob/living/user, special = 0)
if(dna)
name = "[dna.real_name]'s [initial(name)]"
if(!owner) return ..() // Probably a redundant removal; just bail
var/obj/item/organ/internal/brain/B = src
if(!special)
if(owner.mind && !non_primary && !decoy_brain)//don't transfer if the owner does not have a mind.
B.transfer_identity(user)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.update_hair()
owner.thought_bubble_image = initial(owner.thought_bubble_image)
. = ..()
/obj/item/organ/internal/brain/insert(mob/living/target, special = 0)
name = "[initial(name)]"
var/brain_already_exists = FALSE
if(ishuman(target)) // No more IPC multibrain shenanigans
if(target.get_int_organ(/obj/item/organ/internal/brain))
brain_already_exists = TRUE
var/mob/living/carbon/human/H = target
H.update_hair()
if(IS_CHANGELING(target))
decoy_brain = TRUE
if(!brain_already_exists)
if(brainmob)
if(target.key)
target.ghostize()
if(brainmob.mind)
brainmob.mind.transfer_to(target)
else
target.key = brainmob.key
else
log_debug("Multibrain shenanigans at ([target.x],[target.y],[target.z]), mob '[target]'")
..(target, special = special)
/obj/item/organ/internal/brain/receive_damage(amount, silent = 0) //brains are special; if they receive damage by other means, we really just want the damage to be passed ot the owner and back onto the brain.
if(owner)
owner.adjustBrainLoss(amount)
/obj/item/organ/internal/brain/necrotize(update_sprite = TRUE, ignore_vital_death = FALSE) //Brain also has special handling for when it necrotizes
damage = max_damage
status |= ORGAN_DEAD
STOP_PROCESSING(SSobj, src)
if(dead_icon && !is_robotic())
icon_state = dead_icon
if(owner && vital)
owner.setBrainLoss(120)
/obj/item/organ/internal/brain/on_life()
if(decoy_brain || damage < 10)
return
switch(damage)
if(10 to 30)
handle_minor_brain_damage()
if(31 to 60)
handle_moderate_brain_damage()
if(61 to 80)
handle_severe_brain_damage()
if(81 to 100)
handle_critical_brain_damage()
/obj/item/organ/internal/brain/proc/handle_minor_brain_damage()
if(prob(5))
owner.Dizzy(5 SECONDS)
to_chat(owner, "<span class='warning'>Your head feels foggy.</span>")
else if(prob(4))
owner.vomit()
to_chat(owner, "<span class='warning'>'You feel nauseous.</span>")
/obj/item/organ/internal/brain/proc/handle_moderate_brain_damage()
if(prob(4))
owner.Confused(20 SECONDS)
to_chat(owner, "<span class='warning'>It's suddenly difficult to walk straight.</span>")
else if(prob(5))
owner.EyeBlurry(15 SECONDS)
to_chat(owner, "<span class='warning'>Your vision unfocuses.</span>")
else if(prob(3))
owner.Slur(60 SECONDS)
owner.Stuttering(60 SECONDS)
to_chat(owner, "<span class='warning'>You can't form your words properly.</span>")
/obj/item/organ/internal/brain/proc/handle_severe_brain_damage()
if(prob(5))
owner.Hallucinate(60 SECONDS)
to_chat(owner, "<span class='warning'>You start losing your grip on reality.</span>")
else if(prob(3))
owner.Drowsy(20 SECONDS)
to_chat(owner, "<span class='warning'>You're getting tired.</span>")
else if(prob(2))
owner.Stun(5 SECONDS)
to_chat(owner, "<span class='warning'>You stare forward in a stupor.</span>")
else if(prob(5))
owner.KnockDown(1 SECONDS)
to_chat(owner, "<span class='warning'>You lose your footing, and stumble.</span>")
/obj/item/organ/internal/brain/proc/handle_critical_brain_damage()
if(prob(4))
owner.Silence(45 SECONDS)
to_chat(owner, "<span class='warning'>You open your mouth to speak, but no sound comes out.</span>")
else if(prob(5))
owner.EyeBlind(30 SECONDS)
to_chat(owner, "<span class='warning'>Your vision gives out.</span>")
else if(prob(5))
owner.Weaken(10 SECONDS)
owner.Jitter(150 SECONDS)
to_chat(owner, "<span class='warning'>You start to have a seizure.</span>")
/obj/item/organ/internal/brain/prepare_eat()
return // Too important to eat.
// Hello I am from the ministry of rubber forehead aliens how are you
/obj/item/organ/internal/brain/slime
name = "slime core"
desc = "A complex, organic knot of jelly and crystalline particles."
icon = 'icons/mob/slimes.dmi'
icon_state = "green slime extract"
mmi_icon_state = "slime_mmi"
organ_datums = list(/datum/organ/heart, /datum/organ/lungs/slime)
/obj/item/organ/internal/brain/golem
name = "Runic mind"
desc = "A tightly furled roll of paper, covered with indecipherable runes."
icon = 'icons/obj/wizard.dmi'
icon_state = "scroll"
/obj/item/organ/internal/brain/cluwne
/obj/item/organ/internal/brain/cluwne/insert(mob/living/target, special = 0, make_cluwne = 1)
..(target, special = special)
if(ishuman(target) && make_cluwne)
var/mob/living/carbon/human/H = target
H.makeCluwne() //No matter where you go, no matter what you do, you cannot escape