mirror of
https://github.com/yogstation13/Yogstation.git
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240 lines
9.1 KiB
Plaintext
240 lines
9.1 KiB
Plaintext
/obj/item/organ/heart
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name = "heart"
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desc = "I feel bad for the heartless bastard who lost this."
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icon_state = "heart"
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zone = BODY_ZONE_CHEST
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slot = ORGAN_SLOT_HEART
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healing_factor = STANDARD_ORGAN_HEALING
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decay_factor = 2.5 * STANDARD_ORGAN_DECAY //designed to fail about 6 minutes after death
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low_threshold_passed = span_info("Prickles of pain appear then die out from within your chest...")
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high_threshold_passed = span_warning("Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before.")
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now_fixed = span_info("Your heart begins to beat again.")
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high_threshold_cleared = span_info("The pain in your chest has died down, and your breathing becomes more relaxed.")
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// Heart attack code is in code/modules/mob/living/carbon/human/life.dm
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var/beating = 1
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var/icon_base = "heart"
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attack_verb = list("beat", "thumped")
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var/beat = BEAT_NONE//is this mob having a heatbeat sound played? if so, which?
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var/failed = FALSE //to prevent constantly running failing code
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var/operated = FALSE //whether the heart's been operated on to fix some of its damages
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/obj/item/organ/heart/Initialize()
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. = ..()
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icon_base = icon_state
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update_icon()
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/obj/item/organ/heart/update_icon()
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if(beating)
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icon_state = "[icon_base]-on"
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else
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icon_state = "[icon_base]-off"
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/obj/item/organ/heart/Remove(mob/living/carbon/M, special = 0)
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..()
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if(!special)
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addtimer(CALLBACK(src, .proc/stop_if_unowned), 120)
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/obj/item/organ/heart/proc/stop_if_unowned()
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if(!owner)
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Stop()
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/obj/item/organ/heart/attack_self(mob/user)
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..()
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if(!beating)
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user.visible_message("<span class='notice'>[user] squeezes [src] to \
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make it beat again!</span>",span_notice("You squeeze [src] to make it beat again!"))
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Restart()
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addtimer(CALLBACK(src, .proc/stop_if_unowned), 80)
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/obj/item/organ/heart/proc/Stop()
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beating = 0
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update_icon()
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return TRUE
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/obj/item/organ/heart/proc/Restart()
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beating = 1
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update_icon()
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return TRUE
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/obj/item/organ/heart/prepare_eat()
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var/obj/S = ..()
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S.icon_state = "heart-off"
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return S
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/obj/item/organ/heart/on_life()
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..()
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if(owner.client && beating)
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failed = FALSE
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var/sound/slowbeat = sound('sound/health/slowbeat.ogg', repeat = TRUE)
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var/sound/fastbeat = sound('sound/health/fastbeat.ogg', repeat = TRUE)
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var/mob/living/carbon/H = owner
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if(H.health <= H.crit_threshold && beat != BEAT_SLOW)
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beat = BEAT_SLOW
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H.playsound_local(get_turf(H), slowbeat,40,0, channel = CHANNEL_HEARTBEAT)
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to_chat(owner, "<span class = 'notice'>You feel your heart slow down...</span>")
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if(beat == BEAT_SLOW && H.health > H.crit_threshold)
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H.stop_sound_channel(CHANNEL_HEARTBEAT)
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beat = BEAT_NONE
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if(H.jitteriness)
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if(H.health > HEALTH_THRESHOLD_FULLCRIT && (!beat || beat == BEAT_SLOW))
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H.playsound_local(get_turf(H),fastbeat,40,0, channel = CHANNEL_HEARTBEAT)
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beat = BEAT_FAST
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else if(beat == BEAT_FAST)
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H.stop_sound_channel(CHANNEL_HEARTBEAT)
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beat = BEAT_NONE
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if(HAS_TRAIT(owner, TRAIT_FAT) && owner.stat != DEAD) //yogs: being fat causes heart damage
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owner.adjustOrganLoss(ORGAN_SLOT_HEART, maxHealth * STANDARD_ORGAN_DECAY, 85) //eat happy, eat healthy
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if(damage >= 80 && beating)
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if(prob(1))
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if(owner.stat == CONSCIOUS)
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owner.visible_message(span_userdanger("[owner] clutches at [owner.p_their()] chest as if [owner.p_their()] heart is stopping!"))
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owner.set_heartattack(TRUE) //yogs end
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if(organ_flags & ORGAN_FAILING) //heart broke, stopped beating, death imminent
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if(owner.stat == CONSCIOUS)
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owner.visible_message(span_userdanger("[owner] clutches at [owner.p_their()] chest as if [owner.p_their()] heart is stopping!"))
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owner.set_heartattack(TRUE)
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failed = TRUE
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/obj/item/organ/heart/cursed
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name = "cursed heart"
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desc = "A heart that, when inserted, will force you to pump it manually."
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icon_state = "cursedheart"
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icon_base = "cursedheart"
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decay_factor = 0
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actions_types = list(/datum/action/item_action/organ_action/cursed_heart)
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var/last_pump = 0
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var/add_colour = TRUE //So we're not constantly recreating colour datums
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var/pump_delay = 30 //you can pump 1 second early, for lag, but no more (otherwise you could spam heal)
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var/blood_loss = 100 //600 blood is human default, so 5 failures (below 122 blood is where humans die because reasons?)
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//How much to heal per pump, negative numbers would HURT the player
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var/heal_brute = 0
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var/heal_burn = 0
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var/heal_oxy = 0
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/obj/item/organ/heart/cursed/attack(mob/living/carbon/human/H, mob/living/carbon/human/user, obj/target)
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if(H == user && istype(H))
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playsound(user,'sound/effects/singlebeat.ogg',40,1)
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user.temporarilyRemoveItemFromInventory(src, TRUE)
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Insert(user)
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else
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return ..()
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/obj/item/organ/heart/cursed/on_life()
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if(world.time > (last_pump + pump_delay))
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if(ishuman(owner) && owner.client) //While this entire item exists to make people suffer, they can't control disconnects.
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var/mob/living/carbon/human/H = owner
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if(H.dna && !(NOBLOOD in H.dna.species.species_traits))
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H.blood_volume = max(H.blood_volume - blood_loss, 0)
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to_chat(H, "<span class = 'userdanger'>You have to keep pumping your blood!</span>")
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if(add_colour)
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H.add_client_colour(/datum/client_colour/cursed_heart_blood) //bloody screen so real
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add_colour = FALSE
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else
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last_pump = world.time //lets be extra fair *sigh*
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/obj/item/organ/heart/cursed/Insert(mob/living/carbon/M, special = 0)
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..()
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if(owner)
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to_chat(owner, "<span class ='userdanger'>Your heart has been replaced with a cursed one, you have to pump this one manually otherwise you'll die!</span>")
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/obj/item/organ/heart/cursed/Remove(mob/living/carbon/M, special = 0)
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..()
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M.remove_client_colour(/datum/client_colour/cursed_heart_blood)
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/datum/action/item_action/organ_action/cursed_heart
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name = "Pump your blood"
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//You are now brea- pumping blood manually
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/datum/action/item_action/organ_action/cursed_heart/Trigger()
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. = ..()
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if(. && istype(target, /obj/item/organ/heart/cursed))
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var/obj/item/organ/heart/cursed/cursed_heart = target
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if(world.time < (cursed_heart.last_pump + (cursed_heart.pump_delay-10))) //no spam
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to_chat(owner, span_userdanger("Too soon!"))
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return
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cursed_heart.last_pump = world.time
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playsound(owner,'sound/effects/singlebeat.ogg',40,1)
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to_chat(owner, "<span class = 'notice'>Your heart beats.</span>")
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var/mob/living/carbon/human/H = owner
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if(istype(H))
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if(H.dna && !(NOBLOOD in H.dna.species.species_traits))
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H.blood_volume = min(H.blood_volume + cursed_heart.blood_loss*0.5, BLOOD_VOLUME_MAXIMUM(H))
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H.remove_client_colour(/datum/client_colour/cursed_heart_blood)
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cursed_heart.add_colour = TRUE
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H.adjustBruteLoss(-cursed_heart.heal_brute)
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H.adjustFireLoss(-cursed_heart.heal_burn)
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H.adjustOxyLoss(-cursed_heart.heal_oxy)
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/datum/client_colour/cursed_heart_blood
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priority = 100 //it's an indicator you're dying, so it's very high priority
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colour = "red"
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/obj/item/organ/heart/ghetto
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name = "so called 'maintenance heart'"
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desc = "A haphazardly constructed device that can supposedly pump blood. Used by the desperate or insane."
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icon_state = "heart-g"
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maxHealth = 0.5 * STANDARD_ORGAN_THRESHOLD
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organ_efficiency = 0.5
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organ_flags = ORGAN_SYNTHETIC
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/obj/item/organ/heart/cybernetic
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name = "cybernetic heart"
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desc = "An electronic device designed to mimic the functions of an organic human heart."
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icon_state = "heart-c"
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organ_flags = ORGAN_SYNTHETIC
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/obj/item/organ/heart/cybernetic/emp_act()
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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Stop()
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/obj/item/organ/heart/cybernetic/upgraded
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name = "upgraded cybernetic heart"
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desc = "An electronic device designed to mimic the functions of an organic human heart. Fitted with a blood synthesizer, it also holds an emergency epinephrine synthesizer that supplies a dosage if the body is critically damaged."
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icon_state = "heart-c-u"
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organ_efficiency = 1.5
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var/dose_available = TRUE
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var/rid = /datum/reagent/medicine/epinephrine
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var/ramount = 10
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/obj/item/organ/heart/cybernetic/upgraded/on_life()
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. = ..()
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if(dose_available && owner.stat == UNCONSCIOUS && !owner.reagents.has_reagent(rid))
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owner.reagents.add_reagent(rid, ramount)
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used_dose()
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/obj/item/organ/heart/cybernetic/upgraded/proc/used_dose()
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dose_available = FALSE
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addtimer(VARSET_CALLBACK(src, dose_available, TRUE), 5 MINUTES)
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/obj/item/organ/heart/cybernetic/upgraded/emp_act()
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. = ..()
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addtimer(CALLBACK(src, .proc/Restart), 8 SECONDS) //Can restart itself after an EMP so it isnt an insta death
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/obj/item/organ/heart/freedom
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name = "heart of freedom"
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desc = "This heart pumps with the passion to give... something freedom."
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organ_flags = ORGAN_SYNTHETIC //the power of freedom prevents heart attacks
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var/min_next_adrenaline = 0
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/obj/item/organ/heart/freedom/on_life()
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. = ..()
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if(owner.health < 5 && world.time > min_next_adrenaline)
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min_next_adrenaline = world.time + rand(250, 600) //anywhere from 4.5 to 10 minutes
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to_chat(owner, span_userdanger("You feel yourself dying, but you refuse to give up!"))
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owner.heal_overall_damage(15, 15, 0, BODYPART_ORGANIC)
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if(owner.reagents.get_reagent_amount(/datum/reagent/medicine/ephedrine) < 20)
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owner.reagents.add_reagent(/datum/reagent/medicine/ephedrine, 10)
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