/**************************************************** INTERNAL ORGANS ****************************************************/ /mob/living/carbon/human/var/list/internal_organs = list() /datum/organ/internal var/damage = 0 // amount of damage to the organ var/min_bruised_damage = 10 var/min_broken_damage = 30 var/parent_organ = "chest" var/robotic = 0 //For being a robot /datum/organ/internal/proc/rejuvenate() damage=0 /datum/organ/internal/proc/is_bruised() return damage >= min_bruised_damage /datum/organ/internal/proc/is_broken() return damage >= min_broken_damage /datum/organ/internal/New(mob/living/carbon/human/H) ..() var/datum/organ/external/E = H.organs_by_name[src.parent_organ] if(E.internal_organs == null) E.internal_organs = list() E.internal_organs += src H.internal_organs[src.name] = src src.owner = H /datum/organ/internal/proc/take_damage(amount, var/silent=0) if(src.robotic == 2) src.damage += (amount * 0.8) else src.damage += amount var/datum/organ/external/parent = owner.get_organ(parent_organ) if (!silent) owner.custom_pain("Something inside your [parent.display_name] hurts a lot.", 1) /datum/organ/internal/proc/emp_act(severity) switch(robotic) if(0) return if(1) switch (severity) if (1.0) take_damage(20,0) return if (2.0) take_damage(7,0) return if(3.0) take_damage(3,0) return if(2) switch (severity) if (1.0) take_damage(40,0) return if (2.0) take_damage(15,0) return if(3.0) take_damage(10,0) return /datum/organ/internal/proc/mechanize() //Being used to make robutt hearts, etc robotic = 2 /datum/organ/internal/proc/mechassist() //Used to add things like pacemakers, etc robotic = 1 min_bruised_damage = 15 min_broken_damage = 35 /**************************************************** INTERNAL ORGANS DEFINES ****************************************************/ /datum/organ/internal/heart name = "heart" parent_organ = "chest" /datum/organ/internal/lungs name = "lungs" parent_organ = "chest" process() if(is_bruised()) if(prob(2)) spawn owner.emote("me", 1, "coughs up blood!") owner.drip(10) if(prob(4)) spawn owner.emote("me", 1, "gasps for air!") owner.losebreath += 5 /datum/organ/internal/liver name = "liver" parent_organ = "chest" var/process_accuracy = 10 process() if(owner.life_tick % process_accuracy == 0) if(src.damage < 0) src.damage = 0 //High toxins levels are dangerous if(owner.getToxLoss() >= 60 && !owner.reagents.has_reagent("anti_toxin")) //Healthy liver suffers on its own if (src.damage < min_broken_damage) src.damage += 0.2 * process_accuracy //Damaged one shares the fun else var/victim = pick(owner.internal_organs) var/datum/organ/internal/O = owner.internal_organs[victim] O.damage += 0.2 * process_accuracy //Detox can heal small amounts of damage if (src.damage && src.damage < src.min_bruised_damage && owner.reagents.has_reagent("anti_toxin")) src.damage -= 0.2 * process_accuracy // Damaged liver means some chemicals are very dangerous if(src.damage >= src.min_bruised_damage) for(var/datum/reagent/R in owner.reagents.reagent_list) // Ethanol and all drinks are bad if(istype(R, /datum/reagent/ethanol)) owner.adjustToxLoss(0.1 * process_accuracy) // Can't cope with toxins at all for(var/toxin in list("toxin", "plasma", "sacid", "pacid", "cyanide", "lexorin", "amatoxin", "chloralhydrate", "carpotoxin", "zombiepowder", "mindbreaker")) if(owner.reagents.has_reagent(toxin)) owner.adjustToxLoss(0.3 * process_accuracy) /datum/organ/internal/kidney name = "kidney" parent_organ = "chest" /datum/organ/internal/brain name = "brain" parent_organ = "head" /datum/organ/internal/eyes name = "eyes" parent_organ = "head" process() //Eye damage replaces the old eye_stat var. if(is_bruised()) owner.eye_blurry = 20 if(is_broken()) owner.eye_blind = 20