/**************************************************** EXTERNAL ORGANS ****************************************************/ //These control the damage thresholds for the various ways of removing limbs #define DROPLIMB_THRESHOLD_EDGE 5 #define DROPLIMB_THRESHOLD_TEAROFF 2 #define DROPLIMB_THRESHOLD_DESTROY 1 /obj/item/organ/external name = "external" min_broken_damage = 30 max_damage = 0 dir = SOUTH organ_tag = "limb" // Strings var/broken_description // fracture string if any. var/damage_state = "00" // Modifier used for generating the on-mob damage overlay for this limb. // Damage vars. var/brute_mod = 1 // Multiplier for incoming brute damage. var/burn_mod = 1 // As above for burn. var/brute_dam = 0 // Actual current brute damage. var/burn_dam = 0 // Actual current burn damage. var/last_dam = -1 // used in healing/processing calculations. // Appearance vars. var/icon_name = null // Icon state base. var/body_part = null // Part flag var/icon_position = 0 // Used in mob overlay layering calculations. var/model // Used when caching robolimb icons. var/force_icon // Used to force override of species-specific limb icons (for prosthetics). var/icon/mob_icon // Cached icon for use in mob overlays. var/gendered_icon = 0 // Whether or not the icon state appends a gender. var/s_tone // Skin tone. var/list/s_col // skin colour var/list/h_col // hair colour var/body_hair // Icon blend for body hair if any. // Wound and structural data. var/wound_update_accuracy = 1 // how often wounds should be updated, a higher number means less often var/list/wounds = list() // wound datum list. var/number_wounds = 0 // number of wounds, which is NOT wounds.len! var/obj/item/organ/external/parent // Master-limb. var/list/children // Sub-limbs. var/list/internal_organs = list() // Internal organs of this body part var/sabotaged = 0 // If a prosthetic limb is emagged, it will detonate when it fails. var/list/implants = list() // Currently implanted objects. var/organ_rel_size = 25 // Relative size of the organ. var/base_miss_chance = 20 // Chance of missing. // Joint/state stuff. var/can_grasp // It would be more appropriate if these two were named "affects_grasp" and "affects_stand" at this point var/can_stand // Modifies stance tally/ability to stand. var/disfigured = 0 // Scarred/burned beyond recognition. var/cannot_amputate // Impossible to amputate. var/cannot_break // Impossible to fracture. var/joint = "joint" // Descriptive string used in dislocation. var/amputation_point // Descriptive string used in amputation. var/dislocated = 0 // If you target a joint, you can dislocate the limb, causing temporary damage to the organ. var/encased // Needs to be opened with a saw to access the organs. // Surgery vars. var/open = 0 var/stage = 0 var/cavity = 0 /obj/item/organ/external/Destroy() if(parent && parent.children) parent.children -= src if(children) for(var/obj/item/organ/external/C in children) qdel(C) if(internal_organs) for(var/obj/item/organ/O in internal_organs) qdel(O) if(owner) owner.organs -= src owner.organs_by_name[organ_tag] = null owner.organs_by_name -= organ_tag while(null in owner.organs) owner.organs -= null return ..() /obj/item/organ/external/emp_act(severity) if(!(status & ORGAN_ROBOT)) return switch (severity) if (1) take_damage(8) if (2) take_damage(4) /obj/item/organ/external/attack_self(var/mob/user) if(!contents.len) return ..() var/list/removable_objects = list() for(var/obj/item/organ/external/E in (contents + src)) if(!istype(E)) continue for(var/obj/item/I in E.contents) if(istype(I,/obj/item/organ)) continue removable_objects |= I if(removable_objects.len) var/obj/item/I = pick(removable_objects) I.loc = get_turf(user) //just in case something was embedded that is not an item if(istype(I)) if(!(user.l_hand && user.r_hand)) user.put_in_hands(I) user.visible_message("\The [user] rips \the [I] out of \the [src]!") return //no eating the limb until everything's been removed return ..() /obj/item/organ/external/examine() ..() if(in_range(usr, src) || istype(usr, /mob/dead/observer)) for(var/obj/item/I in contents) if(istype(I, /obj/item/organ)) continue usr << "There is \a [I] sticking out of it." return /obj/item/organ/external/attackby(obj/item/weapon/W as obj, mob/user as mob) switch(stage) if(0) if(istype(W,/obj/item/weapon/scalpel)) user.visible_message("[user] cuts [src] open with [W]!") stage++ return if(1) if(istype(W,/obj/item/weapon/retractor)) user.visible_message("[user] cracks [src] open like an egg with [W]!") stage++ return if(2) if(istype(W,/obj/item/weapon/hemostat)) if(contents.len) var/obj/item/removing = pick(contents) removing.loc = get_turf(user.loc) if(!(user.l_hand && user.r_hand)) user.put_in_hands(removing) user.visible_message("[user] extracts [removing] from [src] with [W]!") else user.visible_message("[user] fishes around fruitlessly in [src] with [W].") return ..() /obj/item/organ/external/proc/is_dislocated() if(dislocated > 0) return 1 if(parent) return parent.is_dislocated() return 0 /obj/item/organ/external/proc/dislocate(var/primary) if(dislocated != -1) if(primary) dislocated = 2 else dislocated = 1 owner.verbs |= /mob/living/carbon/human/proc/undislocate if(children && children.len) for(var/obj/item/organ/external/child in children) child.dislocate() /obj/item/organ/external/proc/undislocate() if(dislocated != -1) dislocated = 0 if(children && children.len) for(var/obj/item/organ/external/child in children) if(child.dislocated == 1) child.undislocate() if(owner) owner.shock_stage += 20 for(var/obj/item/organ/external/limb in owner.organs) if(limb.dislocated == 2) return owner.verbs -= /mob/living/carbon/human/proc/undislocate /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) ..(holder, 0) if(owner) replaced(owner) sync_colour_to_human(owner) spawn(1) get_icon() /obj/item/organ/external/replaced(var/mob/living/carbon/human/target) owner = target if(istype(owner)) owner.organs_by_name[organ_tag] = src owner.organs |= src for(var/obj/item/organ/organ in src) organ.loc = owner organ.replaced(owner,src) if(parent_organ) parent = owner.organs_by_name[src.parent_organ] if(parent) if(!parent.children) parent.children = list() parent.children.Add(src) /**************************************************** DAMAGE PROCS ****************************************************/ /obj/item/organ/external/proc/is_damageable(var/additional_damage = 0) return (vital || brute_dam + burn_dam + additional_damage < max_damage) /obj/item/organ/external/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list()) if((brute <= 0) && (burn <= 0)) return 0 brute *= brute_mod burn *= burn_mod // High brute damage or sharp objects may damage internal organs if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= 5) || brute >= 10) && prob(5)))) // Damage an internal organ if(internal_organs && internal_organs.len) var/obj/item/organ/I = pick(internal_organs) I.take_damage(brute / 2) brute -= brute / 2 if(status & ORGAN_BROKEN && prob(40) && brute) if(!((species.flags & NO_PAIN) || (status & ORGAN_ROBOT))) 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 // Non-vital organs are limited to max_damage. You can't kill someone by bludeonging their arm all the way to 200 -- you can // push them faster into paincrit though, as the additional damage is converted into shock. if(is_damageable(brute + burn) || !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) var/spillover = 0 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 spillover += 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 spillover += max(0, burn - can_inflict) //If there are still hurties to dispense if (spillover) owner.shock_stage += spillover * config.organ_damage_spillover_multiplier // sync the organ's damage with its wounds src.update_damages() owner.updatehealth() //droplimb will call updatehealth() again if it does end up being called //If limb took enough damage, try to cut or tear it off if(owner && loc == owner && !is_stump()) if(!cannot_amputate && config.limbs_can_break && (brute_dam + burn_dam) >= (max_damage * config.organ_health_multiplier)) //organs can come off in three cases //1. If the damage source is edge_eligible and the brute damage dealt exceeds the edge threshold, then the organ is cut off. //2. If the damage amount dealt exceeds the disintegrate threshold, the organ is completely obliterated. //3. If the organ has already reached or would be put over it's max damage amount (currently redundant), // and the brute damage dealt exceeds the tearoff threshold, the organ is torn off. //Check edge eligibility var/edge_eligible = 0 if(edge) if(istype(used_weapon,/obj/item)) var/obj/item/W = used_weapon if(W.w_class >= w_class) edge_eligible = 1 else edge_eligible = 1 if(edge_eligible && brute >= max_damage / DROPLIMB_THRESHOLD_EDGE && prob(brute)) droplimb(0, DROPLIMB_EDGE) else if(burn >= max_damage / DROPLIMB_THRESHOLD_DESTROY && prob(burn/3)) droplimb(0, DROPLIMB_BURN) else if(brute >= max_damage / DROPLIMB_THRESHOLD_DESTROY && prob(brute)) droplimb(0, DROPLIMB_BLUNT) else if(brute >= max_damage / DROPLIMB_THRESHOLD_TEAROFF && prob(brute/3)) droplimb(0, DROPLIMB_EDGE) return update_icon() /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 //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(var/ignore_prosthetic_prefs) damage_state = "00" status = 0 brute_dam = 0 burn_dam = 0 germ_level = 0 wounds.Cut() number_wounds = 0 // handle internal organs for(var/obj/item/organ/current_organ in internal_organs) current_organ.rejuvenate(ignore_prosthetic_prefs) // remove embedded objects and drop them on the floor for(var/obj/implanted_object in implants) if(!istype(implanted_object,/obj/item/weapon/implant)) // We don't want to remove REAL implants. Just shrapnel etc. implanted_object.loc = get_turf(src) implants -= implanted_object if(owner && !ignore_prosthetic_prefs) if(owner.client && owner.client.prefs && owner.client.prefs.real_name == owner.real_name) var/status = owner.client.prefs.organ_data[organ_tag] if(status == "amputated") remove_rejuv() else if(status == "cyborg") var/robodata = owner.client.prefs.rlimb_data[organ_tag] if(robodata) robotize(robodata) else robotize() owner.updatehealth() /obj/item/organ/external/remove_rejuv() if(owner) owner.organs -= src owner.organs_by_name[organ_tag] = null owner.organs_by_name -= organ_tag while(null in owner.organs) owner.organs -= null if(children && children.len) for(var/obj/item/organ/external/E in children) E.remove_rejuv() children.Cut() for(var/obj/item/organ/internal/I in internal_organs) I.remove_rejuv() ..() /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 (because of the return) //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 (min(damage - 15, 15)) 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("The damage to [owner.name]'s [name] worsens.",\ "The damage to your [name] worsens.",\ "You hear the screech of abused metal.") else owner.visible_message("The wound on [owner.name]'s [name] widens with a nasty ripping noise.",\ "The wound on your [name] widens with a nasty ripping noise.",\ "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 ****************************************************/ //external organs handle brokenness a bit differently when it comes to damage. Instead brute_dam is checked inside process() //this also ensures that an external organ cannot be "broken" without broken_description being set. /obj/item/organ/external/is_broken() return ((status & ORGAN_CUT_AWAY) || ((status & ORGAN_BROKEN) && !(status & ORGAN_SPLINTED))) //Determines if we even need to process this organ. /obj/item/organ/external/proc/need_process() if(status & (ORGAN_CUT_AWAY|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 return 0 /obj/item/organ/external/process() if(owner) //Dismemberment //if(parent && parent.is_stump()) //should never happen // warning("\The [src] ([src.type]) belonging to [owner] ([owner.type]) was attached to a stump") // remove() // 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) //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) || (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/target_organ = null //make internal organs become infected one at a time instead of all at once for (var/obj/item/organ/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/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 if (!(status & ORGAN_DEAD)) status |= ORGAN_DEAD owner << "You can't feel your [name] anymore..." owner.update_body(1) 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) // wounds can disappear after 10 minutes at the earliest if(W.damage <= 0 && W.created + 10 * 10 * 60 <= world.time) wounds -= W continue // let the GC handle the deletion of the wound // Internal wounds get worse over time. Low temperatures (cryo) stop them. if(W.internal && owner.bodytemperature >= 170) var/bicardose = owner.reagents.get_reagent_amount("bicaridine") var/inaprovaline = owner.reagents.get_reagent_amount("inaprovaline") if(!(W.can_autoheal() || (bicardose && inaprovaline))) //bicaridine and inaprovaline stop internal wounds from growing bigger with time, unless it is so small that it is already healing W.open_wound(0.1 * wound_update_accuracy) if(bicardose >= 30) //overdose of bicaridine begins healing IB W.damage = max(0, W.damage - 0.2) owner.vessel.remove_reagent("blood", wound_update_accuracy * W.damage/40) //line should possibly be moved to handle_blood, so all the bleeding stuff is in one place. if(prob(1 * wound_update_accuracy)) owner.custom_pain("You feel a stabbing pain in your [name]!",1) // 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 //update damage counts for(var/datum/wound/W in wounds) if(!W.internal) //so IB doesn't count towards crit/paincrit 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() && (H && H.should_have_organ(O_HEART))) W.bleed_timer-- status |= ORGAN_BLEEDING clamped |= W.clamped number_wounds += W.amount //things tend to bleed if they are CUT OPEN if (open && !clamped && (H && H.should_have_organ(O_HEART))) 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 // adjusted to set damage_state to brute/burn code only (without r_name0 as before) /obj/item/organ/external/update_icon() var/n_is = damage_state_text() if (n_is != damage_state) damage_state = n_is return 1 return 0 // new damage icon system // returns just the brute/burn damage code /obj/item/organ/external/proc/damage_state_text() 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 = DROPLIMB_EDGE, var/ignore_children = null) if(cannot_amputate || !owner) return switch(disintegrate) if(DROPLIMB_EDGE) if(!clean) var/gore_sound = "[(status & ORGAN_ROBOT) ? "tortured metal" : "ripping tendons and flesh"]" owner.visible_message( "\The [owner]'s [src.name] flies off in an arc!",\ "Your [src.name] goes flying off!",\ "You hear a terrible sound of [gore_sound].") if(DROPLIMB_BURN) var/gore = "[(status & ORGAN_ROBOT) ? "": " of burning flesh"]" owner.visible_message( "\The [owner]'s [src.name] flashes away into ashes!",\ "Your [src.name] flashes away into ashes!",\ "You hear a crackling sound[gore].") 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( "\The [owner]'s [src.name] explodes[gore]!",\ "Your [src.name] explodes[gore]!",\ "You hear the [gore_sound].") var/mob/living/carbon/human/victim = owner //Keep a reference for post-removed(). var/obj/item/organ/external/parent_organ = parent removed(null, ignore_children) victim.traumatic_shock += 60 wounds.Cut() if(parent_organ) var/datum/wound/lost_limb/W = new (src, disintegrate, clean) if(clean) parent_organ.wounds |= W parent_organ.update_damages() else var/obj/item/organ/external/stump/stump = new (victim, 0, src) if(status & ORGAN_ROBOT) stump.robotize() stump.wounds |= W victim.organs |= stump stump.update_damages() spawn(1) victim.updatehealth() victim.UpdateDamageIcon() victim.regenerate_icons() dir = 2 switch(disintegrate) if(DROPLIMB_EDGE) 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)) throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30) dir = 2 if(DROPLIMB_BURN) new /obj/effect/decal/cleanable/ash(get_turf(victim)) for(var/obj/item/I in src) if(I.w_class > 2 && !istype(I,/obj/item/organ)) I.loc = get_turf(src) qdel(src) if(DROPLIMB_BLUNT) var/obj/effect/decal/cleanable/blood/gibs/gore if(status & ORGAN_ROBOT) gore = new /obj/effect/decal/cleanable/blood/gibs/robot(get_turf(victim)) else gore = new /obj/effect/decal/cleanable/blood/gibs(get_turf(victim)) if(species) if(species.get_flesh_colour()) gore.fleshcolor = species.get_flesh_colour() if(species.get_blood_colour()) gore.basecolor = species.get_blood_colour() gore.update_icon() gore.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30) for(var/obj/item/organ/I in internal_organs) I.removed() if(istype(loc,/turf)) I.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30) for(var/obj/item/I in src) if(I.w_class <= 2) qdel(I) continue I.loc = get_turf(src) I.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30) qdel(src) /**************************************************** 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.drop_from_inventory(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.drop_from_inventory(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(\ "You hear a loud cracking sound coming from \the [owner].",\ "Something feels like it shattered in your [name]!",\ "You hear a sickening crack.") if(!(species.flags & NO_PAIN)) owner.emote("scream") status |= ORGAN_BROKEN broken_description = pick("broken","fracture","hairline fracture") // Fractures have a chance of getting you out of restraints if (prob(25)) release_restraints() // This is mostly for the ninja suit to stop ninja being so crippled by breaks. // TODO: consider moving this to a suit proc or process() or something during // hardsuit rewrite. if(owner && !(status & ORGAN_SPLINTED) && istype(owner,/mob/living/carbon/human)) var/mob/living/carbon/human/H = owner if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space)) var/obj/item/clothing/suit/space/suit = H.wear_suit if(isnull(suit.supporting_limbs)) return owner << "You feel \the [suit] constrict about your [name], supporting it." status |= ORGAN_SPLINTED suit.supporting_limbs |= src return /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(var/company, var/skip_prosthetics = 0, var/keep_organs = 0) if(status & ORGAN_ROBOT) return ..() if(company) model = company var/datum/robolimb/R = all_robolimbs[company] if(!R || (species && (species.name in R.species_cannot_use))) R = basic_robolimb if(R) force_icon = R.icon name = "robotic [initial(name)]" desc = "[R.desc] It looks like it was produced by [R.company]." dislocated = -1 cannot_break = 1 get_icon() unmutate() for(var/obj/item/organ/external/T in children) T.robotize(company, 1) if(owner) if(!skip_prosthetics) owner.full_prosthetic = null // Will be rechecked next isSynthetic() call. if(!keep_organs) for(var/obj/item/organ/thing in internal_organs) if(istype(thing)) if(thing.vital) continue internal_organs -= thing owner.internal_organs_by_name[thing.organ_tag] = null owner.internal_organs_by_name -= thing.organ_tag owner.internal_organs.Remove(thing) qdel(thing) while(null in owner.internal_organs) owner.internal_organs -= null return 1 /obj/item/organ/external/proc/mutate() if(src.status & ORGAN_ROBOT) return src.status |= ORGAN_MUTATED if(owner) owner.update_body() /obj/item/organ/external/proc/unmutate() src.status &= ~ORGAN_MUTATED if(owner) owner.update_body() /obj/item/organ/external/proc/get_damage() //returns total damage return (brute_dam+burn_dam) //could use max_damage? /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() return !is_dislocated() && !(status & (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)) /obj/item/organ/external/proc/embed(var/obj/item/weapon/W, var/silent = 0) if(!owner || loc != owner) return if(!silent) owner.visible_message("\The [W] sticks in the wound!") implants += W owner.embedded_flag = 1 owner.verbs += /mob/proc/yank_out_object W.add_blood(owner) if(ismob(W.loc)) var/mob/living/H = W.loc H.drop_from_inventory(W) W.loc = owner /obj/item/organ/external/removed(var/mob/living/user, var/ignore_children = 0) if(!owner) return var/is_robotic = status & ORGAN_ROBOT var/mob/living/carbon/human/victim = owner ..() victim.bad_external_organs -= src for(var/atom/movable/implant in implants) //large items and non-item objs fall to the floor, everything else stays var/obj/item/I = implant if(istype(I) && I.w_class < 3) implant.loc = get_turf(victim.loc) else implant.loc = src implants.Cut() // Attached organs also fly off. if(!ignore_children) for(var/obj/item/organ/external/O in children) O.removed() if(O) O.loc = src for(var/obj/item/I in O.contents) I.loc = src // Grab all the internal giblets too. for(var/obj/item/organ/organ in internal_organs) organ.removed() organ.loc = src // Remove parent references parent.children -= src parent = null release_restraints(victim) victim.organs -= src victim.organs_by_name[organ_tag] = null // Remove from owner's vars. //Robotic limbs explode if sabotaged. if(is_robotic && sabotaged) victim.visible_message( "\The [victim]'s [src.name] explodes violently!",\ "Your [src.name] explodes!",\ "You hear an explosion!") explosion(get_turf(owner),-1,-1,2,3) var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/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("You hear a sickening cracking sound coming from \the [owner]'s [name].", \ "Your [name] becomes a mangled mess!", \ "You hear a sickening crack.") else owner.visible_message("\The [owner]'s [name] melts away, turning into mangled mess!", \ "Your [name] melts away!", \ "You hear a sickening sizzle.") disfigured = 1 /obj/item/organ/external/proc/get_wounds_desc() . = "" if(status & ORGAN_DESTROYED && !is_stump()) . += "tear at [amputation_point] so severe that it hangs by a scrap of flesh" if(status & ORGAN_ROBOT) if(brute_dam) switch(brute_dam) if(0 to 20) . += " some dents" if(21 to INFINITY) . += pick(" a lot of dents"," severe denting") if(brute_dam && burn_dam) . += " and" if(burn_dam) switch(burn_dam) if(0 to 20) . += " some burns" if(21 to INFINITY) . += pick(" a lot of burns"," severe melting") return var/list/wound_descriptors = list() if(open > 1) wound_descriptors["an open incision"] = 1 else if (open) wound_descriptors["an incision"] = 1 for(var/datum/wound/W in wounds) if(W.internal && !open) continue // can't see internal wounds var/this_wound_desc = W.desc if(W.damage_type == BURN && W.salved) this_wound_desc = "salved [this_wound_desc]" if(W.bleeding()) this_wound_desc = "bleeding [this_wound_desc]" else if(W.bandaged) this_wound_desc = "bandaged [this_wound_desc]" if(W.germ_level > 600) this_wound_desc = "badly infected [this_wound_desc]" else if(W.germ_level > 330) this_wound_desc = "lightly infected [this_wound_desc]" if(wound_descriptors[this_wound_desc]) wound_descriptors[this_wound_desc] += W.amount else wound_descriptors[this_wound_desc] = W.amount if(wound_descriptors.len) var/list/flavor_text = list() var/list/no_exclude = list("gaping wound", "big gaping wound", "massive wound", "large bruise",\ "huge bruise", "massive bruise", "severe burn", "large burn", "deep burn", "carbonised area") //note to self make this more robust for(var/wound in wound_descriptors) switch(wound_descriptors[wound]) if(1) flavor_text += "[prob(10) && !(wound in no_exclude) ? "what might be " : ""]a [wound]" if(2) flavor_text += "[prob(10) && !(wound in no_exclude) ? "what might be " : ""]a pair of [wound]s" if(3 to 5) flavor_text += "several [wound]s" if(6 to INFINITY) flavor_text += "a ton of [wound]\s" return english_list(flavor_text) /**************************************************** ORGAN DEFINES ****************************************************/ /obj/item/organ/external/chest name = "upper body" organ_tag = BP_TORSO icon_name = "torso" max_damage = 100 min_broken_damage = 35 w_class = 5 body_part = UPPER_TORSO vital = 1 amputation_point = "spine" joint = "neck" dislocated = -1 gendered_icon = 1 cannot_amputate = 1 parent_organ = null encased = "ribcage" organ_rel_size = 70 base_miss_chance = 10 /obj/item/organ/external/chest/robotize() if(..()) // Give them a new cell. owner.internal_organs_by_name["cell"] = new /obj/item/organ/internal/cell(owner,1) /obj/item/organ/external/groin name = "lower body" organ_tag = BP_GROIN icon_name = "groin" max_damage = 100 min_broken_damage = 35 w_class = 5 body_part = LOWER_TORSO vital = 1 parent_organ = BP_TORSO amputation_point = "lumbar" joint = "hip" dislocated = -1 gendered_icon = 1 organ_rel_size = 30 /obj/item/organ/external/arm organ_tag = "l_arm" name = "left arm" icon_name = "l_arm" max_damage = 50 min_broken_damage = 30 w_class = 3 body_part = ARM_LEFT parent_organ = BP_TORSO joint = "left elbow" amputation_point = "left shoulder" can_grasp = 1 /obj/item/organ/external/arm/right organ_tag = "r_arm" name = "right arm" icon_name = "r_arm" body_part = ARM_RIGHT joint = "right elbow" amputation_point = "right shoulder" /obj/item/organ/external/leg organ_tag = "l_leg" name = "left leg" icon_name = "l_leg" max_damage = 50 min_broken_damage = 30 w_class = 3 body_part = LEG_LEFT icon_position = LEFT parent_organ = BP_GROIN joint = "left knee" amputation_point = "left hip" can_stand = 1 /obj/item/organ/external/leg/right organ_tag = "r_leg" name = "right leg" icon_name = "r_leg" body_part = LEG_RIGHT icon_position = RIGHT joint = "right knee" amputation_point = "right hip" /obj/item/organ/external/foot organ_tag = "l_foot" name = "left foot" icon_name = "l_foot" min_broken_damage = 15 w_class = 2 body_part = FOOT_LEFT icon_position = LEFT parent_organ = "l_leg" joint = "left ankle" amputation_point = "left ankle" can_stand = 1 organ_rel_size = 10 base_miss_chance = 50 /obj/item/organ/external/foot/removed() if(owner) owner.u_equip(owner.shoes) ..() /obj/item/organ/external/foot/right organ_tag = "r_foot" name = "right foot" icon_name = "r_foot" body_part = FOOT_RIGHT icon_position = RIGHT parent_organ = "r_leg" joint = "right ankle" amputation_point = "right ankle" /obj/item/organ/external/hand organ_tag = "l_hand" name = "left hand" icon_name = "l_hand" min_broken_damage = 15 w_class = 2 body_part = HAND_LEFT parent_organ = "l_arm" joint = "left wrist" amputation_point = "left wrist" can_grasp = 1 organ_rel_size = 10 base_miss_chance = 50 /obj/item/organ/external/hand/removed() owner.u_equip(owner.gloves) ..() /obj/item/organ/external/hand/right organ_tag = "r_hand" name = "right hand" icon_name = "r_hand" body_part = HAND_RIGHT parent_organ = "r_arm" joint = "right wrist" amputation_point = "right wrist" /obj/item/organ/external/head organ_tag = BP_HEAD icon_name = "head" name = "head" max_damage = 75 min_broken_damage = 35 w_class = 3 body_part = HEAD vital = 1 parent_organ = BP_TORSO joint = "jaw" amputation_point = "neck" gendered_icon = 1 encased = "skull" base_miss_chance = 40 var/eye_icon = "eyes_s" // These organs are important for robotizing at chargen. /obj/item/organ/external/head/robotize(var/company, var/skip_prosthetics, var/keep_organs) return ..(company, skip_prosthetics, 1) /obj/item/organ/external/head/removed() if(owner) name = "[owner.real_name]'s head" owner.u_equip(owner.glasses) owner.u_equip(owner.head) owner.u_equip(owner.l_ear) owner.u_equip(owner.r_ear) owner.u_equip(owner.wear_mask) spawn(1) owner.update_hair() ..() /obj/item/organ/external/head/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list()) ..(brute, burn, sharp, edge, used_weapon, forbidden_limbs) if (!disfigured) if (brute_dam > 40) if (prob(50)) disfigure("brute") if (burn_dam > 40) disfigure("burn") /obj/item/organ/external/head/skrell eye_icon = "skrell_eyes_s" /obj/item/organ/external/head/seromi eye_icon = "eyes_seromi" /obj/item/organ/external/head/no_eyes eye_icon = "blank_eyes" /obj/item/organ/external/head/no_eyes/diona max_damage = 50 min_broken_damage = 25 cannot_break = 1 amputation_point = "branch" joint = "structural ligament" dislocated = -1 vital = 0 /obj/item/organ/external/head/no_eyes/diona/removed() var/mob/living/carbon/human/H = owner ..() if(!istype(H) || !H.organs || !H.organs.len) H.death() if(prob(50) && spawn_diona_nymph(get_turf(src))) qdel(src)