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Polaris/code/modules/reagents/Chemistry-Reagents.dm
Killian 948d43afec Diet/Allergy Rework & Refactor Pt2 (#7940)
* Diet/Allergy Pt2

* couple more reaction types

* refactor and improve

* Update Chemistry-Reagents.dm
2021-03-07 12:09:18 -09:00

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/datum/reagent
var/name = "Reagent"
var/id = "reagent"
var/description = "A non-descript chemical."
var/taste_description = "bitterness"
var/taste_mult = 1 //how this taste compares to others. Higher values means it is more noticable
var/datum/reagents/holder = null
var/reagent_state = SOLID
var/list/data = null
var/volume = 0
var/metabolism = REM // This would be 0.2 normally
var/list/filtered_organs = list() // Organs that will slow the processing of this chemical.
var/mrate_static = FALSE //If the reagent should always process at the same speed, regardless of species, make this TRUE
var/ingest_met = 0
var/touch_met = 0
var/dose = 0
var/max_dose = 0
var/overdose = 0 //Amount at which overdose starts
var/overdose_mod = 1 //Modifier to overdose damage
var/can_overdose_touch = FALSE // Can the chemical OD when processing on touch?
var/scannable = 0 // Shows up on health analyzers.
var/affects_dead = 0 // Does this chem process inside a corpse?
var/affects_robots = 0 // Does this chem process inside a Synth?
var/allergen_type = GENERIC // What potential allergens does this contain?
var/allergen_factor = 1 // If the potential allergens are mixed and low-volume, they're a bit less dangerous. Needed for drinks because they're a single reagent compared to food which contains multiple seperate reagents.
var/cup_icon_state = null
var/cup_name = null
var/cup_desc = null
var/cup_center_of_mass = null
var/color = "#000000"
var/color_weight = 1
var/glass_icon = DRINK_ICON_DEFAULT
var/glass_name = "something"
var/glass_desc = "It's a glass of... what, exactly?"
var/list/glass_special = null // null equivalent to list()
/datum/reagent/proc/remove_self(var/amount) // Shortcut
if(holder)
holder.remove_reagent(id, amount)
// This doesn't apply to skin contact - this is for, e.g. extinguishers and sprays. The difference is that reagent is not directly on the mob's skin - it might just be on their clothing.
/datum/reagent/proc/touch_mob(var/mob/M, var/amount)
return
/datum/reagent/proc/touch_obj(var/obj/O, var/amount) // Acid melting, cleaner cleaning, etc
return
/datum/reagent/proc/touch_turf(var/turf/T, var/amount) // Cleaner cleaning, lube lubbing, etc, all go here
return
/datum/reagent/proc/on_mob_life(var/mob/living/carbon/M, var/alien, var/datum/reagents/metabolism/location) // Currently, on_mob_life is called on carbons. Any interaction with non-carbon mobs (lube) will need to be done in touch_mob.
if(!istype(M))
return
if(!affects_dead && M.stat == DEAD)
return
if(!affects_robots && M.isSynthetic())
return
if(!istype(location))
return
var/datum/reagents/metabolism/active_metab = location
var/removed = metabolism
var/ingest_rem_mult = 1
var/ingest_abs_mult = 1
if(!mrate_static == TRUE)
// Modifiers
for(var/datum/modifier/mod in M.modifiers)
if(!isnull(mod.metabolism_percent))
removed *= mod.metabolism_percent
ingest_rem_mult *= mod.metabolism_percent
// Species
removed *= M.species.metabolic_rate
ingest_rem_mult *= M.species.metabolic_rate
// Metabolism
removed *= active_metab.metabolism_speed
ingest_rem_mult *= active_metab.metabolism_speed
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(!H.isSynthetic())
if(H.species.has_organ[O_HEART] && (active_metab.metabolism_class == CHEM_BLOOD))
var/obj/item/organ/internal/heart/Pump = H.internal_organs_by_name[O_HEART]
if(!Pump)
removed *= 0.1
else if(Pump.standard_pulse_level == PULSE_NONE) // No pulse normally means chemicals process a little bit slower than normal.
removed *= 0.8
else // Otherwise, chemicals process as per percentage of your current pulse, or, if you have no pulse but are alive, by a miniscule amount.
removed *= max(0.1, H.pulse / Pump.standard_pulse_level)
if(H.species.has_organ[O_STOMACH] && (active_metab.metabolism_class == CHEM_INGEST))
var/obj/item/organ/internal/stomach/Chamber = H.internal_organs_by_name[O_STOMACH]
if(Chamber)
ingest_rem_mult *= max(0.1, 1 - (Chamber.damage / Chamber.max_damage))
else
ingest_rem_mult = 0.1
if(H.species.has_organ[O_INTESTINE] && (active_metab.metabolism_class == CHEM_INGEST))
var/obj/item/organ/internal/intestine/Tube = H.internal_organs_by_name[O_INTESTINE]
if(Tube)
ingest_abs_mult *= max(0.1, 1 - (Tube.damage / Tube.max_damage))
else
ingest_abs_mult = 0.1
else
var/obj/item/organ/internal/heart/machine/Pump = H.internal_organs_by_name[O_PUMP]
var/obj/item/organ/internal/stomach/machine/Cycler = H.internal_organs_by_name[O_CYCLER]
if(active_metab.metabolism_class == CHEM_BLOOD)
if(Pump)
removed *= 1.1 - Pump.damage / Pump.max_damage
else
removed *= 0.1
else if(active_metab.metabolism_class == CHEM_INGEST) // If the pump is damaged, we waste chems from the tank.
if(Pump)
ingest_abs_mult *= max(0.25, 1 - Pump.damage / Pump.max_damage)
else
ingest_abs_mult *= 0.2
if(Cycler) // If we're damaged, we empty our tank slower.
ingest_rem_mult = max(0.1, 1 - (Cycler.damage / Cycler.max_damage))
else
ingest_rem_mult = 0.1
else if(active_metab.metabolism_class == CHEM_TOUCH) // Machines don't exactly absorb chemicals.
removed *= 0.5
if(filtered_organs && filtered_organs.len)
for(var/organ_tag in filtered_organs)
var/obj/item/organ/internal/O = H.internal_organs_by_name[organ_tag]
if(O && !O.is_broken() && prob(max(0, O.max_damage - O.damage)))
removed *= 0.8
if(active_metab.metabolism_class == CHEM_INGEST)
ingest_rem_mult *= 0.8
if(ingest_met && (active_metab.metabolism_class == CHEM_INGEST))
removed = ingest_met * ingest_rem_mult
if(touch_met && (active_metab.metabolism_class == CHEM_TOUCH))
removed = touch_met
removed = min(removed, volume)
max_dose = max(volume, max_dose)
dose = min(dose + removed, max_dose)
if(removed >= (metabolism * 0.1) || removed >= 0.1) // If there's too little chemical, don't affect the mob, just remove it
switch(active_metab.metabolism_class)
if(CHEM_BLOOD)
affect_blood(M, alien, removed)
if(CHEM_INGEST)
affect_ingest(M, alien, removed * ingest_abs_mult)
if(CHEM_TOUCH)
affect_touch(M, alien, removed)
if(overdose && (volume > overdose * M?.species.chemOD_threshold) && (active_metab.metabolism_class != CHEM_TOUCH && !can_overdose_touch))
overdose(M, alien, removed)
if(M.species.allergens & allergen_type) //uhoh, we can't handle this!
var/damage_severity = M.species.allergen_damage_severity*allergen_factor
var/disable_severity = M.species.allergen_disable_severity*allergen_factor
if(M.species.allergen_reaction & AG_TOX_DMG)
M.adjustToxLoss(damage_severity)
if(M.species.allergen_reaction & AG_OXY_DMG)
M.adjustOxyLoss(damage_severity)
if(prob(2.5*disable_severity))
M.emote(pick("cough","gasp","choke"))
if(M.species.allergen_reaction & AG_EMOTE)
if(prob(2.5*disable_severity)) //this has a higher base chance, but not *too* high
M.emote(pick("pale","shiver","twitch"))
if(M.species.allergen_reaction & AG_PAIN)
M.adjustHalLoss(disable_severity)
if(M.species.allergen_reaction & AG_WEAKEN)
M.Weaken(disable_severity)
if(M.species.allergen_reaction & AG_BLURRY)
M.eye_blurry = max(M.eye_blurry, disable_severity)
if(M.species.allergen_reaction & AG_SLEEPY)
M.drowsyness = max(M.drowsyness, disable_severity)
remove_self(removed)
return
/datum/reagent/proc/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
return
/datum/reagent/proc/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed)
M.bloodstr.add_reagent(id, removed)
return
/datum/reagent/proc/affect_touch(var/mob/living/carbon/M, var/alien, var/removed)
return
/datum/reagent/proc/overdose(var/mob/living/carbon/M, var/alien, var/removed) // Overdose effect.
if(alien == IS_DIONA)
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
overdose_mod *= H.species.chemOD_mod
// 6 damage per unit at minimum, scales with excessive reagents. Rounding should help keep damage consistent between ingest / inject, but isn't perfect.
// Hardcapped at 3.6 damage per tick, or 18 damage per unit at 0.2 metabolic rate so that you can't instakill people with overdoses by feeding them infinite periadaxon.
// Overall, max damage is slightly less effective than hydrophoron, and 1/5 as effective as cyanide.
M.adjustToxLoss(min(removed * overdose_mod * round(3 + 3 * volume / overdose), 3.6))
/datum/reagent/proc/initialize_data(var/newdata) // Called when the reagent is created.
if(!isnull(newdata))
data = newdata
return
/datum/reagent/proc/mix_data(var/newdata, var/newamount) // You have a reagent with data, and new reagent with its own data get added, how do you deal with that?
return
/datum/reagent/proc/get_data() // Just in case you have a reagent that handles data differently.
if(data && istype(data, /list))
return data.Copy()
else if(data)
return data
return null
/datum/reagent/Destroy() // This should only be called by the holder, so it's already handled clearing its references
holder = null
. = ..()
/* DEPRECATED - TODO: REMOVE EVERYWHERE */
/datum/reagent/proc/reaction_turf(var/turf/target)
touch_turf(target)
/datum/reagent/proc/reaction_obj(var/obj/target)
touch_obj(target)
/datum/reagent/proc/reaction_mob(var/mob/target)
touch_mob(target)