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Paradise/code/modules/surgery/organs/organ_external.dm
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/****************************************************
EXTERNAL ORGANS
****************************************************/
/obj/item/organ/external
name = "external"
min_broken_damage = 30
max_damage = 0
dir = SOUTH
organ_tag = "limb"
var/brute_mod = 1
var/burn_mod = 1
var/icon_name = null
var/body_part = null
var/icon_position = 0
var/model
var/force_icon
var/icobase = 'icons/mob/human_races/r_human.dmi' // Normal icon set.
var/deform = 'icons/mob/human_races/r_def_human.dmi' // Mutated icon set.
var/damage_state = "00"
var/brute_dam = 0
var/burn_dam = 0
var/max_size = 0
var/last_dam = -1
var/icon/mob_icon
var/gendered_icon = 0
var/limb_name
var/disfigured = 0
var/cannot_amputate
var/cannot_break
var/s_tone = null
var/list/s_col = null // If this is instantiated, it should be a list of length 3
var/list/wounds = list()
var/list/child_icons = list()
var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len!
var/perma_injury = 0
// 0: Don't fail when at full damage
// 1: Neatly pop off at full damage, stop damage propogation
// 2: Disintegrate at full damage, continue damage propogation
var/fail_at_full_damage = 0
var/obj/item/organ/external/parent
var/list/obj/item/organ/external/children
var/list/convertable_children = list()
// Internal organs of this body part
var/list/internal_organs = list()
var/damage_msg = "<span class='warning'>You feel an intense pain</span>"
var/broken_description
var/open = 0
var/sabotaged = 0 //If a prosthetic limb is emagged, it will detonate when it fails.
var/encased // Needs to be opened with a saw to access the organs.
var/obj/item/hidden = null
var/list/embedded_objects = list()
// how often wounds should be updated, a higher number means less often
var/wound_update_accuracy = 1
var/amputation_point // Descriptive string used in amputation.
var/can_grasp
var/can_stand
var/wound_cleanup_timer
/obj/item/organ/external/necrotize(update_sprite=TRUE)
if(status & (ORGAN_ROBOT|ORGAN_DEAD))
return
status |= ORGAN_DEAD
if(dead_icon)
icon_state = dead_icon
if(owner)
to_chat(owner, "<span class='notice'>You can't feel your [name] anymore...</span>")
owner.update_body(update_sprite)
owner.bad_external_organs |= src
if(vital)
owner.death()
/obj/item/organ/external/Destroy()
if(parent && parent.children)
parent.children -= src
parent = null
if(internal_organs)
for(var/obj/item/organ/internal/O in internal_organs)
internal_organs -= O
O.remove(owner,special = 1)
qdel(O)
if(owner)
owner.bodyparts_by_name[limb_name] = null
QDEL_LIST(children)
if(wound_cleanup_timer)
deltimer(wound_cleanup_timer)
wound_cleanup_timer = null
QDEL_LIST(wounds)
QDEL_LIST(embedded_objects)
QDEL_NULL(hidden)
return ..()
/obj/item/organ/external/attackby(obj/item/weapon/W as obj, mob/user as mob)
switch(open)
if(0)
if(istype(W,/obj/item/weapon/scalpel))
spread_germs_to_organ(src,user, W)
user.visible_message("<span class='danger'><b>[user]</b> cuts [src] open with [W]!</span>")
open++
return
if(1)
if(istype(W,/obj/item/weapon/retractor))
spread_germs_to_organ(src,user, W)
user.visible_message("<span class='danger'><b>[user]</b> cracks [src] open like an egg with [W]!</span>")
open++
return
if(2)
if(istype(W,/obj/item/weapon/hemostat))
spread_germs_to_organ(src,user, W)
if(contents.len)
var/obj/item/removing = pick(contents)
var/obj/item/organ/internal/O = removing
if(istype(O))
O.status |= ORGAN_CUT_AWAY
if(!O.sterile)
spread_germs_to_organ(O,user, W) // This wouldn't be any cleaner than the actual surgery
user.put_in_hands(removing)
user.visible_message("<span class='danger'><b>[user]</b> extracts [removing] from [src] with [W]!</span>")
else
user.visible_message("<span class='danger'><b>[user]</b> fishes around fruitlessly in [src] with [W].</span>")
return
. = ..()
/obj/item/organ/external/update_health()
damage = min(max_damage, (brute_dam + burn_dam))
return
/obj/item/organ/external/New(var/mob/living/carbon/holder)
..()
var/mob/living/carbon/human/H = holder
icobase = species.icobase
deform = species.deform
if(istype(H))
replaced(H)
sync_colour_to_human(H)
spawn(1)
get_icon()
/obj/item/organ/external/replaced(var/mob/living/carbon/human/target)
owner = target
status = status & ~ORGAN_DESTROYED
forceMove(owner)
if(istype(owner))
if(!isnull(owner.bodyparts_by_name[limb_name]))
log_debug("Duplicate organ in slot \"[limb_name]\", mob '[target]'")
owner.bodyparts_by_name[limb_name] = src
owner.bodyparts |= src
for(var/atom/movable/stuff in src)
stuff.attempt_become_organ(src, owner)
if(parent_organ)
parent = owner.bodyparts_by_name[src.parent_organ]
if(parent)
if(!parent.children)
parent.children = list()
parent.children.Add(src)
//Remove all stump wounds since limb is not missing anymore
for(var/datum/wound/lost_limb/W in parent.wounds)
parent.wounds -= W
qdel(W)
break
parent.update_damages()
/obj/item/organ/external/attempt_become_organ(obj/item/organ/external/parent,mob/living/carbon/human/H)
if(parent_organ != parent.limb_name)
return 0
replaced(H)
return 1
/****************************************************
DAMAGE PROCS
****************************************************/
/obj/item/organ/external/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
if(tough)
brute = max(0, brute - 5)
burn = max(0, burn - 4)
if((brute <= 0) && (burn <= 0))
return 0
if(status & ORGAN_DESTROYED)
return 0
brute *= brute_mod
burn *= burn_mod
// Threshold needed to have a chance of hurting internal bits with something sharp
#define LIMB_SHARP_THRESH_INT_DMG 5
// Threshold needed to have a chance of hurting internal bits
#define LIMB_THRESH_INT_DMG 10
// Probability of taking internal damage from sufficient force, while otherwise healthy
#define LIMB_DMG_PROB 5
// High brute damage or sharp objects may damage internal organs
if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= LIMB_SHARP_THRESH_INT_DMG) || brute >= LIMB_THRESH_INT_DMG) && prob(LIMB_DMG_PROB))))
// Damage an internal organ
if(internal_organs && internal_organs.len)
var/obj/item/organ/internal/I = pick(internal_organs)
if(!I.tough)//mostly for cybernetic organs
I.take_damage(brute / 2)
brute -= brute / 2
if(status & ORGAN_BROKEN && prob(40) && brute)
owner.emote("scream") //getting hit on broken hand hurts
if(used_weapon)
add_autopsy_data("[used_weapon]", brute + burn)
var/can_cut = (prob(brute*2) || sharp) && !(status & ORGAN_ROBOT)
// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
if((brute_dam + burn_dam + brute + burn) < max_damage || !config.limbs_can_break)
if(brute)
if(can_cut)
createwound( CUT, brute )
else
createwound( BRUISE, brute )
if(burn)
createwound( BURN, burn )
else
//If we can't inflict the full amount of damage, spread the damage in other ways
//How much damage can we actually cause?
var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam)
if(can_inflict)
if(brute > 0)
//Inflict all burte damage we can
if(can_cut)
createwound( CUT, min(brute,can_inflict) )
else
createwound( BRUISE, min(brute,can_inflict) )
var/temp = can_inflict
//How much mroe damage can we inflict
can_inflict = max(0, can_inflict - brute)
//How much brute damage is left to inflict
brute = max(0, brute - temp)
if(burn > 0 && can_inflict)
//Inflict all burn damage we can
createwound(BURN, min(burn,can_inflict))
//How much burn damage is left to inflict
burn = max(0, burn - can_inflict)
//If there are still hurties to dispense
if(burn || brute)
if(fail_at_full_damage == 1 && body_part != UPPER_TORSO && body_part != LOWER_TORSO)
droplimb(1) //Clean loss, just drop the limb and be done
else
//List organs we can pass it to
var/list/obj/item/organ/external/possible_points = list()
if(parent)
possible_points += parent
if(children) for(var/organ in children)
if(organ) possible_points += organ
if(forbidden_limbs.len)
possible_points -= forbidden_limbs
if(possible_points.len)
//And pass the pain around
var/obj/item/organ/external/target = pick(possible_points)
target.take_damage(brute, burn, sharp, used_weapon, forbidden_limbs + src)
if(fail_at_full_damage == 2 && body_part != UPPER_TORSO && body_part != LOWER_TORSO)
var/losstype
if(burn > brute)
losstype = DROPLIMB_BURN
else
losstype = DROPLIMB_BLUNT
droplimb(0, losstype) // less clean than a robot arm, doesn't buffer damage either
// sync the organ's damage with its wounds
src.update_damages()
var/mob/living/carbon/owner_old = owner //Need to update health, but need a reference in case the below check cuts off a limb.
//If limb took enough damage, try to cut or tear it off
if(owner && loc == owner)
if(!cannot_amputate && config.limbs_can_break && (brute_dam) >= (max_damage * config.organ_health_multiplier))
if(prob(brute / 2))
if(sharp)
droplimb(0, DROPLIMB_SHARP)
if(owner_old) owner_old.updatehealth()
return update_icon()
#undef LIMB_SHARP_THRESH_INT_DMG
#undef LIMB_THRESH_INT_DMG
#undef LIMB_DMG_PROB
#undef LIMB_NO_BONE_DMG_PROB
/obj/item/organ/external/proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
if(status & ORGAN_ROBOT && !robo_repair)
return
//Heal damage on the individual wounds
for(var/datum/wound/W in wounds)
if(brute == 0 && burn == 0)
break
// heal brute damage
if(W.damage_type == CUT || W.damage_type == BRUISE)
brute = W.heal_damage(brute)
else if(W.damage_type == BURN)
burn = W.heal_damage(burn)
if(internal)
status &= ~ORGAN_BROKEN
perma_injury = 0
/*
if((brute || burn) && children && children.len && (owner.species.flags & REGENERATES_LIMBS))
var/obj/item/organ/external/stump/S = locate() in children
if(S)
// to_chat(world, "Extra healing to go around ([brute+burn]) and [owner] needs a replacement limb.")
*/
//Sync the organ's damage with its wounds
src.update_damages()
owner.updatehealth()
var/result = update_icon()
return result
/*
This function completely restores a damaged organ to perfect condition.
*/
/obj/item/organ/external/rejuvenate()
damage_state = "00"
if(status & ORGAN_ROBOT) //Robotic organs stay robotic.
status = ORGAN_ROBOT
else if(status & ORGAN_ASSISTED) //Assisted organs stay assisted.
status = ORGAN_ASSISTED
else
status = 0
germ_level = 0
perma_injury = 0
brute_dam = 0
burn_dam = 0
open = 0 //Closing all wounds.
wounds.Cut() //Clears all wounds! Good as new.
if(istype(src, /obj/item/organ/external/head) && disfigured) //If their head's disfigured, refigure it.
disfigured = 0
// handle internal organs
for(var/obj/item/organ/internal/current_organ in internal_organs)
current_organ.rejuvenate()
for(var/obj/item/organ/external/EO in contents)
EO.rejuvenate()
owner.updatehealth()
update_icon()
if(!owner)
processing_objects |= src
/obj/item/organ/external/proc/createwound(var/type = CUT, var/damage)
if(damage == 0) return
//moved this before the open_wound check so that having many small wounds for example doesn't somehow protect you from taking internal damage
//Possibly trigger an internal wound, too.
var/local_damage = brute_dam + burn_dam + damage
if(damage > 15 && type != BURN && local_damage > 30 && prob(damage) && !(status & ORGAN_ROBOT))
var/datum/wound/internal_bleeding/I = new ()
wounds += I
owner.custom_pain("You feel something rip in your [name]!", 1)
// first check whether we can widen an existing wound
if(wounds.len > 0 && prob(max(50+(number_wounds-1)*10,90)))
if((type == CUT || type == BRUISE) && damage >= 5)
//we need to make sure that the wound we are going to worsen is compatible with the type of damage...
var/list/compatible_wounds = list()
for(var/datum/wound/W in wounds)
if(W.can_worsen(type, damage))
compatible_wounds += W
if(compatible_wounds.len)
var/datum/wound/W = pick(compatible_wounds)
W.open_wound(damage)
if(prob(25))
if(status & ORGAN_ROBOT)
owner.visible_message("<span class='alert'>The damage to [owner.name]'s [name] worsens.</span>",\
"<span class='alert'>The damage to your [name] worsens.</span>",\
"You hear the screech of abused metal.")
else
owner.visible_message("<span class='alert'>The wound on [owner.name]'s [name] widens with a nasty ripping noise.</span>",\
"<span class='alert'>The wound on your [name] widens with a nasty ripping noise.</span>",\
"You hear a nasty ripping noise, as if flesh is being torn apart.")
return
//Creating wound
var/wound_type = get_wound_type(type, damage)
if(wound_type)
var/datum/wound/W = new wound_type(damage)
//Check whether we can add the wound to an existing wound
for(var/datum/wound/other in wounds)
if(other.can_merge(W))
other.merge_wound(W)
W = null // to signify that the wound was added
break
if(W)
wounds += W
/****************************************************
PROCESSING & UPDATING
****************************************************/
//Determines if we even need to process this organ.
/obj/item/organ/external/proc/need_process()
if(status & (ORGAN_CUT_AWAY|ORGAN_GAUZED|ORGAN_BLEEDING|ORGAN_BROKEN|ORGAN_DESTROYED|ORGAN_SPLINTED|ORGAN_DEAD|ORGAN_MUTATED))
return 1
if(brute_dam || burn_dam)
return 1
if(last_dam != brute_dam + burn_dam) // Process when we are fully healed up.
last_dam = brute_dam + burn_dam
return 1
else
last_dam = brute_dam + burn_dam
if(germ_level)
return 1
if(!wound_cleanup_timer && wounds.len)
wound_cleanup_timer = addtimer(src, "cleanup_wounds", SecondsToTicks(600), 1, wounds)
if(update_icon())
owner.UpdateDamageIcon(1)
return 0
/obj/item/organ/external/process()
if(owner)
if(parent)
if(parent.status & ORGAN_DESTROYED)
status |= ORGAN_DESTROYED
owner.update_body(1)
return
// Process wounds, doing healing etc. Only do this every few ticks to save processing power
if(owner.life_tick % wound_update_accuracy == 0)
update_wounds()
//Chem traces slowly vanish
if(owner.life_tick % 10 == 0)
for(var/chemID in trace_chemicals)
trace_chemicals[chemID] = trace_chemicals[chemID] - 1
if(trace_chemicals[chemID] <= 0)
trace_chemicals.Remove(chemID)
if(!(status & ORGAN_BROKEN))
perma_injury = 0
//Infections
update_germs()
else
..()
//Updating germ levels. Handles organ germ levels and necrosis.
/*
The INFECTION_LEVEL values defined in setup.dm control the time it takes to reach the different
infection levels. Since infection growth is exponential, you can adjust the time it takes to get
from one germ_level to another using the rough formula:
desired_germ_level = initial_germ_level*e^(desired_time_in_seconds/1000)
So if I wanted it to take an average of 15 minutes to get from level one (100) to level two
I would set INFECTION_LEVEL_TWO to 100*e^(15*60/1000) = 245. Note that this is the average time,
the actual time is dependent on RNG.
INFECTION_LEVEL_ONE below this germ level nothing happens, and the infection doesn't grow
INFECTION_LEVEL_TWO above this germ level the infection will start to spread to internal and adjacent organs
INFECTION_LEVEL_THREE above this germ level the player will take additional toxin damage per second, and will die in minutes without
antitox. also, above this germ level you will need to overdose on spaceacillin to reduce the germ_level.
Note that amputating the affected organ does in fact remove the infection from the player's body.
*/
/obj/item/organ/external/proc/update_germs()
if(status & (ORGAN_ROBOT|ORGAN_DESTROYED) || (owner.species && owner.species.flags & IS_PLANT)) //Robotic limbs shouldn't be infected, nor should nonexistant limbs.
germ_level = 0
return
if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
//** Syncing germ levels with external wounds
handle_germ_sync()
//** Handle antibiotics and curing infections
handle_antibiotics()
//** Handle the effects of infections
handle_germ_effects()
/obj/item/organ/external/proc/handle_germ_sync()
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
for(var/datum/wound/W in wounds)
//Open wounds can become infected
if(owner.germ_level > W.germ_level && W.infection_check())
W.germ_level++
if(antibiotics < 5)
for(var/datum/wound/W in wounds)
//Infected wounds raise the organ's germ level
if(W.germ_level > germ_level)
germ_level++
break //limit increase to a maximum of one per second
/obj/item/organ/external/handle_germ_effects()
if(germ_level < INFECTION_LEVEL_TWO)
return ..()
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
if(germ_level >= INFECTION_LEVEL_TWO)
//spread the infection to internal organs
var/obj/item/organ/internal/target_organ = null //make internal organs become infected one at a time instead of all at once
for(var/obj/item/organ/internal/I in internal_organs)
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
if(!target_organ || I.germ_level > target_organ.germ_level) //choose the organ with the highest germ_level
target_organ = I
if(!target_organ)
//figure out which organs we can spread germs to and pick one at random
var/list/candidate_organs = list()
for(var/obj/item/organ/internal/I in internal_organs)
if(I.germ_level < germ_level)
candidate_organs |= I
if(candidate_organs.len)
target_organ = pick(candidate_organs)
if(target_organ)
target_organ.germ_level++
//spread the infection to child and parent organs
if(children)
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
necrotize()
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)
// 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
var/mob/living/carbon/human/H
if(istype(owner,/mob/living/carbon/human))
H = owner
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--
if(H && (H.species.flags & NO_BLOOD)) // Bloodless organic races are finicky
W.clamped = 1
W.bleed_timer = 0
else
status |= ORGAN_BLEEDING
clamped |= W.clamped
number_wounds += W.amount
if(open && !clamped && (H && !(H.species.flags & NO_BLOOD)))
status |= ORGAN_BLEEDING
//Bone fractures
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
src.fracture()
// 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_SHARP
switch(disintegrate)
if(DROPLIMB_SHARP)
if(!clean)
var/gore_sound = "[(status & ORGAN_ROBOT) ? "tortured metal" : "ripping tendons and flesh"]"
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 [gore_sound].</span>")
if(DROPLIMB_BURN)
var/gore = "[(status & ORGAN_ROBOT) ? "": " of burning flesh"]"
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 a crackling sound[gore].</span>")
if(DROPLIMB_BLUNT)
var/gore = "[(status & ORGAN_ROBOT) ? "": " in shower of gore"]"
var/gore_sound = "[(status & ORGAN_ROBOT) ? "rending sound of tortured metal" : "sickening splatter of gore"]"
owner.visible_message(
"<span class='danger'>\The [owner]'s [src.name] explodes[gore]!</span>",\
"<span class='moderate'><b>Your [src.name] explodes[gore]!</b></span>",\
"<span class='danger'>You hear the [gore_sound].</span>")
var/mob/living/carbon/human/victim = owner //Keep a reference for post-removed().
// Let people make limbs become fun things when removed
var/atom/movable/dropped_part = remove(null, ignore_children)
victim.traumatic_shock += 30
wounds.Cut()
if(parent && !nodamage)
var/datum/wound/lost_limb/W = new (src, disintegrate, clean)
parent.children -= src
if(clean)
parent.wounds |= W
parent.update_damages()
else
var/obj/item/organ/external/stump/stump = new (victim, 0, src)
if(status & ORGAN_ROBOT)
stump.robotize()
stump.wounds |= W
victim.bodyparts |= stump
stump.update_damages()
parent = null
spawn(1)
if(victim)
victim.updatehealth()
victim.UpdateDamageIcon()
victim.regenerate_icons()
dir = 2
switch(disintegrate)
if(DROPLIMB_SHARP)
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))
dropped_part.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
dir = 2
return dropped_part
else
qdel(src) // If you flashed away to ashes, YOU FLASHED AWAY TO ASHES
return null
/****************************************************
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_ROBOT)
return //ORGAN_BROKEN doesn't have the same meaning for robot limbs
if((status & ORGAN_BROKEN) || cannot_break)
return
if(owner)
owner.visible_message(\
"<span class='warning'>You hear a loud cracking sound coming from \the [owner].</span>",\
"<span class='danger'>Something feels like it shattered in your [name]!</span>",\
"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(company, make_tough = 0, convert_all = 1)
..()
//robot limbs take reduced damage
if(!make_tough)
brute_mod = 0.66
burn_mod = 0.66
fail_at_full_damage = 1
else
tough = 1
// Robot parts also lack bones
// This is so surgery isn't kaput, let's see how this does
encased = null
if(company && istext(company))
set_company(company)
cannot_break = 1
get_icon()
for(var/obj/item/organ/external/T in children)
if((convert_all) || (T.type in convertable_children))
T.robotize(company, make_tough, convert_all)
/obj/item/organ/external/proc/set_company(var/company)
model = company
var/datum/robolimb/R = all_robolimbs[company]
if(R)
force_icon = R.icon
name = "[R.company] [initial(name)]"
desc = "[R.desc]"
/obj/item/organ/external/proc/mutate()
src.status |= ORGAN_MUTATED
if(owner)
owner.update_body(1, 1) //Forces all bodyparts to update in order to correctly render the deformed sprite.
/obj/item/organ/external/proc/unmutate()
src.status &= ~ORGAN_MUTATED
if(owner)
owner.update_body(1, 1) //Forces all bodyparts to update in order to correctly return them to normal.
/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()
if(((status & ORGAN_ROBOT) && get_damage() >= max_damage) && !tough) //robot limbs just become inoperable at max damage
return
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) && !tough)
/obj/item/organ/external/proc/open_enough_for_surgery()
return (encased ? (open == 3) : (open == 2))
/obj/item/organ/external/remove(var/mob/living/user, var/ignore_children)
if(!owner)
return
var/is_robotic = status & ORGAN_ROBOT
var/mob/living/carbon/human/victim = owner
for(var/obj/item/I in embedded_objects)
embedded_objects -= I
I.forceMove(src)
if(!owner.has_embedded_objects())
owner.clear_alert("embeddedobject")
. = ..()
status |= ORGAN_DESTROYED
victim.bad_external_organs -= src
// Attached organs also fly off.
if(!ignore_children)
for(var/obj/item/organ/external/O in children)
var/atom/movable/thing = O.remove(victim)
if(thing)
thing.forceMove(src)
// Grab all the internal giblets too.
for(var/obj/item/organ/internal/organ in internal_organs)
var/atom/movable/thing = organ.remove(victim)
thing.forceMove(src)
release_restraints(victim)
victim.bodyparts -= src
if(is_primary_organ(victim))
victim.bodyparts_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/system/spark_spread/spark_system = new /datum/effect/system/spark_spread()
spark_system.set_up(5, 0, victim)
spark_system.attach(owner)
spark_system.start()
spawn(10)
qdel(spark_system)
qdel(src)
/obj/item/organ/external/proc/disfigure(var/type = "brute")
if(disfigured)
return
if(owner)
if(type == "brute")
owner.visible_message("<span class='warning'>You hear a sickening cracking sound coming from \the [owner]'s [name].</span>", \
"<span class='danger'>Your [name] becomes a mangled mess!</span>", \
"<span class='warning'>You hear a sickening crack.</span>")
else
owner.visible_message("<span class='warning'>\The [owner]'s [name] melts away, turning into mangled mess!</span>", \
"<span class='danger'>Your [name] melts away!</span>", \
"<span class='warning'>You hear a sickening sizzle.</span>")
disfigured = 1
/obj/item/organ/external/is_primary_organ(var/mob/living/carbon/human/O = null)
if(isnull(O))
O = owner
if(!istype(O)) // You're not the primary organ of ANYTHING, bucko
return 0
return src == O.bodyparts_by_name[limb_name]
// The callback we use to remove wounds from an un-processed limb
/obj/item/organ/external/proc/cleanup_wounds(var/list/slated_wounds)
wound_cleanup_timer = null
for(var/datum/wound/W in slated_wounds)
if(!W)
continue
if(W.damage > 0)
continue
wounds -= W
qdel(W)
/obj/item/organ/external/serialize()
var/list/data = ..()
if(robotic == 2)
data["company"] = model
// If we wanted to store wound information, here is where it would go
return data
/obj/item/organ/external/deserialize(list/data)
var/company = data["company"]
if(company && istext(company))
set_company(company)
..() // Parent call loads in the DNA
if(data["dna"])
sync_colour_to_dna()
//Remove all embedded objects from all limbs on the carbon mob
/mob/living/carbon/human/proc/remove_all_embedded_objects()
var/turf/T = get_turf(src)
for(var/X in bodyparts)
var/obj/item/organ/external/L = X
for(var/obj/item/I in L.embedded_objects)
L.embedded_objects -= I
I.forceMove(T)
clear_alert("embeddedobject")
/mob/living/carbon/human/proc/has_embedded_objects()
. = 0
for(var/X in bodyparts)
var/obj/item/organ/external/L = X
for(var/obj/item/I in L.embedded_objects)
return 1