Polaris sync

This commit is contained in:
Eearslya
2016-08-06 20:34:44 -07:00
566 changed files with 16223 additions and 7350 deletions

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@@ -135,16 +135,18 @@ var/const/BLOOD_VOLUME_SURVIVE = 40
drip(blood_max)
//Makes a blood drop, leaking amt units of blood from the mob
/mob/living/carbon/human/proc/drip(var/amt as num)
/mob/living/carbon/human/proc/drip(var/amt)
if(remove_blood(amt))
blood_splatter(src,src)
/mob/living/carbon/human/proc/remove_blood(var/amt)
if(!should_have_organ(O_HEART)) //TODO: Make drips come from the reagents instead.
return
return 0
if(!amt)
return
return 0
vessel.remove_reagent("blood",amt)
blood_splatter(src,src)
return vessel.remove_reagent("blood",amt * (src.mob_size/MOB_MEDIUM))
/****************************************************
BLOOD TRANSFERS

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@@ -0,0 +1,55 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/appendix
name = "appendix"
icon_state = "appendix"
parent_organ = BP_GROIN
organ_tag = "appendix"
var/inflamed = 0
var/inflame_progress = 0
/mob/living/carbon/human/proc/appendicitis()
if(stat == DEAD)
return 0
var/obj/item/organ/internal/appendix/A = internal_organs_by_name[O_APPENDIX]
if(istype(A) && !A.inflamed)
A.inflamed = 1
return 1
return 0
/obj/item/organ/internal/appendix/process()
if(!inflamed || !owner)
return
if(++inflame_progress > 200)
++inflamed
inflame_progress = 0
if(inflamed == 1)
if(prob(5))
owner << "<span class='warning'>You feel a stinging pain in your abdomen!</span>"
owner.emote("me", 1, "winces slightly.")
if(inflamed > 1)
if(prob(3))
owner << "<span class='warning'>You feel a stabbing pain in your abdomen!</span>"
owner.emote("me", 1, "winces painfully.")
owner.adjustToxLoss(1)
if(inflamed > 2)
if(prob(1))
owner.vomit()
if(inflamed > 3)
if(prob(1))
owner << "<span class='danger'>Your abdomen is a world of pain!</span>"
owner.Weaken(10)
var/obj/item/organ/external/groin = owner.get_organ(BP_GROIN)
var/datum/wound/W = new /datum/wound/internal_bleeding(20)
owner.adjustToxLoss(25)
groin.wounds += W
inflamed = 0
/obj/item/organ/internal/appendix/removed()
if(inflamed)
icon_state = "appendixinflamed"
name = "inflamed appendix"
..()

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@@ -0,0 +1,78 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/eyes
name = "eyeballs"
icon_state = "eyes"
gender = PLURAL
organ_tag = O_EYES
parent_organ = BP_HEAD
var/list/eye_colour = list(0,0,0)
/obj/item/organ/internal/eyes/robotize()
..()
name = "optical sensor"
icon = 'icons/obj/robot_component.dmi'
icon_state = "camera"
dead_icon = "camera_broken"
verbs |= /obj/item/organ/internal/eyes/proc/change_eye_color
/obj/item/organ/internal/eyes/robot
name = "optical sensor"
/obj/item/organ/internal/eyes/robot/New()
..()
robotize()
/obj/item/organ/internal/eyes/proc/change_eye_color()
set name = "Change Eye Color"
set desc = "Changes your robotic eye color instantly."
set category = "IC"
set src in usr
var/current_color = rgb(eye_colour[1],eye_colour[2],eye_colour[3])
var/new_color = input("Pick a new color for your eyes.","Eye Color", current_color) as null|color
if(new_color && owner)
// input() supplies us with a hex color, which we can't use, so we convert it to rbg values.
var/list/new_color_rgb_list = hex2rgb(new_color)
// First, update mob vars.
owner.r_eyes = new_color_rgb_list[1]
owner.g_eyes = new_color_rgb_list[2]
owner.b_eyes = new_color_rgb_list[3]
// Now sync the organ's eye_colour list.
update_colour()
// Finally, update the eye icon on the mob.
owner.update_eyes()
/obj/item/organ/internal/eyes/replaced(var/mob/living/carbon/human/target)
// Apply our eye colour to the target.
if(istype(target) && eye_colour)
target.r_eyes = eye_colour[1]
target.g_eyes = eye_colour[2]
target.b_eyes = eye_colour[3]
target.update_eyes()
..()
/obj/item/organ/internal/eyes/proc/update_colour()
if(!owner)
return
eye_colour = list(
owner.r_eyes ? owner.r_eyes : 0,
owner.g_eyes ? owner.g_eyes : 0,
owner.b_eyes ? owner.b_eyes : 0
)
/obj/item/organ/internal/eyes/take_damage(amount, var/silent=0)
var/oldbroken = is_broken()
..()
if(is_broken() && !oldbroken && owner && !owner.stat)
owner << "<span class='danger'>You go blind!</span>"
/obj/item/organ/internal/eyes/process() //Eye damage replaces the old eye_stat var.
..()
if(!owner)
return
if(is_bruised())
owner.eye_blurry = 20
if(is_broken())
owner.eye_blind = 20

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@@ -0,0 +1,8 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/heart
name = "heart"
icon_state = "heart-on"
organ_tag = O_HEART
parent_organ = BP_TORSO
dead_icon = "heart-off"

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@@ -0,0 +1,25 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/kidneys
name = "kidneys"
icon_state = "kidneys"
gender = PLURAL
organ_tag = O_KIDNEYS
parent_organ = BP_GROIN
/obj/item/organ/internal/kidneys/process()
..()
if(!owner)
return
// Coffee is really bad for you with busted kidneys.
// This should probably be expanded in some way, but fucked if I know
// what else kidneys can process in our reagent list.
var/datum/reagent/coffee = locate(/datum/reagent/drink/coffee) in owner.reagents.reagent_list
if(coffee)
if(is_bruised())
owner.adjustToxLoss(0.1 * PROCESS_ACCURACY)
else if(is_broken())
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)

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@@ -0,0 +1,55 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/liver
name = "liver"
icon_state = "liver"
organ_tag = "liver"
parent_organ = BP_GROIN
/obj/item/organ/internal/liver/process()
..()
if(!owner)
return
if (germ_level > INFECTION_LEVEL_ONE)
if(prob(1))
owner << "<span class='danger'>Your skin itches.</span>"
if (germ_level > INFECTION_LEVEL_TWO)
if(prob(1))
spawn owner.vomit()
if(owner.life_tick % PROCESS_ACCURACY == 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/obj/item/organ/internal/O = pick(owner.internal_organs)
if(O)
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
if(src.damage < 0)
src.damage = 0
// Get the effectiveness of the liver.
var/filter_effect = 3
if(is_bruised())
filter_effect -= 1
if(is_broken())
filter_effect -= 2
// Do some reagent processing.
if(owner.chem_effects[CE_ALCOHOL_TOXIC])
if(filter_effect < 3)
owner.adjustToxLoss(owner.chem_effects[CE_ALCOHOL_TOXIC] * 0.1 * PROCESS_ACCURACY)
else
take_damage(owner.chem_effects[CE_ALCOHOL_TOXIC] * 0.1 * PROCESS_ACCURACY, prob(1)) // Chance to warn them

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@@ -0,0 +1,26 @@
#define PROCESS_ACCURACY 10
/obj/item/organ/internal/lungs
name = "lungs"
icon_state = "lungs"
gender = PLURAL
organ_tag = O_LUNGS
parent_organ = BP_TORSO
/obj/item/organ/internal/lungs/process()
..()
if(!owner)
return
if (germ_level > INFECTION_LEVEL_ONE)
if(prob(5))
owner.emote("cough") //respitory tract infection
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 += 15

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@@ -0,0 +1,36 @@
#define PROCESS_ACCURACY 10
/****************************************************
INTERNAL ORGANS DEFINES
****************************************************/
/obj/item/organ/internal
var/dead_icon // Icon to use when the organ has died.
/obj/item/organ/internal/die()
..()
if((status & ORGAN_DEAD) && dead_icon)
icon_state = dead_icon
/obj/item/organ/internal/Destroy()
if(owner)
owner.internal_organs.Remove(src)
owner.internal_organs_by_name[organ_tag] = null
owner.internal_organs_by_name -= organ_tag
while(null in owner.internal_organs)
owner.internal_organs -= null
var/obj/item/organ/external/E = owner.organs_by_name[parent_organ]
if(istype(E)) E.internal_organs -= src
return ..()
/obj/item/organ/internal/remove_rejuv()
if(owner)
owner.internal_organs -= src
owner.internal_organs_by_name[organ_tag] = null
owner.internal_organs_by_name -= organ_tag
while(null in owner.internal_organs)
owner.internal_organs -= null
var/obj/item/organ/external/E = owner.organs_by_name[parent_organ]
if(istype(E)) E.internal_organs -= src
..()
// Brain is defined in brain_item.dm.

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@@ -28,6 +28,7 @@ var/list/organ_cache = list()
var/min_broken_damage = 30 // Damage before becoming broken
var/max_damage // Damage cap
var/rejecting // Is this organ already being rejected?
var/preserved = 0 // If this is 1, prevents organ decay.
/obj/item/organ/Destroy()
@@ -100,7 +101,7 @@ var/list/organ_cache = list()
// Don't process if we're in a freezer, an MMI or a stasis bag.or a freezer or something I dunno
if(istype(loc,/obj/item/device/mmi))
return
if(istype(loc,/obj/structure/closet/body_bag/cryobag) || istype(loc,/obj/structure/closet/crate/freezer) || istype(loc,/obj/item/weapon/storage/box/freezer) || istype(loc,/obj/item/weapon/gripper/no_use/organ))
if(preserved)
return
//Process infections
if ((robotic >= ORGAN_ROBOT) || (owner && owner.species && (owner.species.flags & IS_PLANT)))

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@@ -68,6 +68,8 @@
var/stage = 0
var/cavity = 0
// HUD element variable, see organ_icon.dm get_damage_hud_image()
var/image/hud_damage_image
/obj/item/organ/external/Destroy()
@@ -472,6 +474,11 @@ This function completely restores a damaged organ to perfect condition.
wounds += I
owner.custom_pain("You feel something rip in your [name]!", 1)
//Burn damage can cause fluid loss due to blistering and cook-off
if((damage > 5 || damage + burn_dam >= 15) && type == BURN && (robotic < ORGAN_ROBOT))
var/fluid_loss = (damage/(owner.maxHealth - config.health_threshold_dead)) * owner.species.blood_volume*(1 - BLOOD_VOLUME_SURVIVE/100)
owner.remove_blood(fluid_loss)
// 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)
@@ -731,7 +738,7 @@ Note that amputating the affected organ does in fact remove the infection from t
else
brute_dam += W.damage
if(!(robotic >= ORGAN_ROBOT) && W.bleeding() && (H && !H.should_have_organ(O_HEART)))
if(!(robotic >= ORGAN_ROBOT) && W.bleeding() && (H && H.should_have_organ(O_HEART)))
W.bleed_timer--
status |= ORGAN_BLEEDING

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@@ -89,6 +89,8 @@ var/global/list/limb_icon_cache = list()
if(owner && owner.gender == MALE)
gender = "m"
icon_cache_key = "[icon_name]_[species ? species.name : "Human"]"
if(force_icon)
mob_icon = new /icon(force_icon, "[icon_name][gendered_icon ? "_[gender]" : ""]")
else
@@ -120,6 +122,9 @@ var/global/list/limb_icon_cache = list()
limb_icon_cache[cache_key] = I
mob_icon.Blend(limb_icon_cache[cache_key], ICON_OVERLAY)
if(model)
icon_cache_key += "_model_[model]"
dir = EAST
icon = mob_icon
return mob_icon
@@ -134,6 +139,7 @@ var/global/list/limb_icon_cache = list()
applying.SetIntensity(0.7)
else if(status & ORGAN_DEAD)
icon_cache_key += "_dead"
applying.ColorTone(rgb(10,50,0))
applying.SetIntensity(0.7)
@@ -142,6 +148,7 @@ var/global/list/limb_icon_cache = list()
applying.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
applying.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
icon_cache_key += "_tone_[s_tone]"
else if(s_col && s_col.len >= 3)
if(species && species.color_mult)
applying.Blend(rgb(s_col[1], s_col[2], s_col[3]), ICON_MULTIPLY)
@@ -153,6 +160,8 @@ var/global/list/limb_icon_cache = list()
return applying
/obj/item/organ/external/var/icon_cache_key
// new damage icon system
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
/obj/item/organ/external/update_icon()
@@ -161,3 +170,48 @@ var/global/list/limb_icon_cache = list()
damage_state = n_is
return 1
return 0
// Returns an image for use by the human health dolly HUD element.
// If the user has traumatic shock, it will be passed in as a minimum
// damage amount to represent the pain of the injuries involved.
// Global scope, used in code below.
var/list/flesh_hud_colours = list("#02BA08","#9ECF19","#DEDE10","#FFAA00","#FF0000","#AA0000","#660000")
var/list/robot_hud_colours = list("#CFCFCF","#AFAFAF","#8F8F8F","#6F6F6F","#4F4F4F","#2F2F2F","#000000")
/obj/item/organ/external/proc/get_damage_hud_image(var/min_dam_state)
// Generate the greyscale base icon and cache it for later.
// icon_cache_key is set by any get_icon() calls that are made.
// This looks convoluted, but it's this way to avoid icon proc calls.
if(!hud_damage_image)
var/cache_key = "dambase-[icon_cache_key]"
if(!icon_cache_key || !limb_icon_cache[cache_key])
limb_icon_cache[cache_key] = icon(get_icon(), null, SOUTH)
var/image/temp = image(limb_icon_cache[cache_key])
if((robotic < ORGAN_ROBOT) && species)
// Calculate the required colour matrix.
var/r = 0.30 * species.health_hud_intensity
var/g = 0.59 * species.health_hud_intensity
var/b = 0.11 * species.health_hud_intensity
temp.color = list(r, r, r, g, g, g, b, b, b)
else if(model)
var/datum/robolimb/R = all_robolimbs[model]
if(istype(R))
var/r = 0.30 * R.health_hud_intensity
var/g = 0.59 * R.health_hud_intensity
var/b = 0.11 * R.health_hud_intensity
temp.color = list(r, r, r, g, g, g, b, b, b)
hud_damage_image = image(null)
hud_damage_image.overlays += temp
// Calculate the required color index.
var/dam_state = min(1,((brute_dam+burn_dam)/max_damage))
// Apply traumatic shock min damage state.
if(!isnull(min_dam_state) && dam_state < min_dam_state)
dam_state = min_dam_state
// Apply colour and return product.
var/list/hud_colours = (robotic < ORGAN_ROBOT) ? flesh_hud_colours : robot_hud_colours
hud_damage_image.color = hud_colours[max(1,min(ceil(dam_state*hud_colours.len),hud_colours.len))]
return hud_damage_image

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@@ -42,6 +42,7 @@ var/const/standard_monitor_styles = "blank=ipc_blank;\
var/list/species_cannot_use = list("Teshari")
var/list/monitor_styles //If empty, the model of limbs offers a head compatible with monitors.
var/parts = BP_ALL //Defines what parts said brand can replace on a body.
var/health_hud_intensity = 1 // Intensity modifier for the health GUI indicator.
/datum/robolimb/nanotrasen
company = "NanoTrasen"

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@@ -52,7 +52,7 @@
name = "left upper tendril"
organ_tag = "l_arm"
icon_name = "l_arm"
max_damage = 35
max_damage = 50
min_broken_damage = 20
w_class = 3
body_part = ARM_LEFT
@@ -69,7 +69,7 @@
name = "left lower tendril"
organ_tag = "l_leg"
icon_name = "l_leg"
max_damage = 35
max_damage = 50
min_broken_damage = 20
w_class = 3
body_part = LEG_LEFT
@@ -88,7 +88,7 @@
name = "left foot"
organ_tag = "l_foot"
icon_name = "l_foot"
max_damage = 20
max_damage = 35
min_broken_damage = 10
w_class = 2
body_part = FOOT_LEFT
@@ -110,7 +110,7 @@
name = "left grasper"
organ_tag = "l_hand"
icon_name = "l_hand"
max_damage = 30
max_damage = 40
min_broken_damage = 15
w_class = 2
body_part = HAND_LEFT

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@@ -48,7 +48,7 @@
organ_tag = "l_arm"
name = "left arm"
icon_name = "l_arm"
max_damage = 50
max_damage = 80
min_broken_damage = 30
w_class = 3
body_part = ARM_LEFT
@@ -69,7 +69,7 @@
organ_tag = "l_leg"
name = "left leg"
icon_name = "l_leg"
max_damage = 50
max_damage = 80
min_broken_damage = 30
w_class = 3
body_part = LEG_LEFT
@@ -92,7 +92,7 @@
organ_tag = "l_foot"
name = "left foot"
icon_name = "l_foot"
max_damage = 30
max_damage = 50
min_broken_damage = 15
w_class = 2
body_part = FOOT_LEFT
@@ -121,7 +121,7 @@
organ_tag = "l_hand"
name = "left hand"
icon_name = "l_hand"
max_damage = 30
max_damage = 50
min_broken_damage = 15
w_class = 2
body_part = HAND_LEFT