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fix: having higher sanity is no longer punished by making you enter crit faster balance: you can have 100 mood instead of 99 before it starts slowly decreasing Remember higher sanity is BETTER You want crit_modifier (now crit_threshold) to be LOW so you can stay in fights more (you go into crit at 5hp vs 0hp). Why: Proc overhead, puts the load on mood, proper abstraction of mood component, values > defines, etc.
365 lines
13 KiB
Plaintext
365 lines
13 KiB
Plaintext
/obj/item/organ/lungs
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name = "lungs"
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icon_state = "lungs"
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zone = BODY_ZONE_CHEST
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slot = ORGAN_SLOT_LUNGS
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gender = PLURAL
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w_class = WEIGHT_CLASS_NORMAL
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//Breath damage
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var/safe_oxygen_min = 16 // Minimum safe partial pressure of O2, in kPa
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var/safe_oxygen_max = 0
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var/safe_nitro_min = 0
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var/safe_nitro_max = 0
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var/safe_co2_min = 0
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var/safe_co2_max = 10 // Yes it's an arbitrary value who cares?
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var/safe_toxins_min = 0
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var/safe_toxins_max = 0.05
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var/SA_para_min = 1 //Sleeping agent
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var/SA_sleep_min = 5 //Sleeping agent
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var/BZ_trip_balls_min = 1 //BZ gas
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var/gas_stimulation_min = 0.002 //Nitryl and Stimulum
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var/oxy_breath_dam_min = MIN_TOXIC_GAS_DAMAGE
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var/oxy_breath_dam_max = MAX_TOXIC_GAS_DAMAGE
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var/oxy_damage_type = OXY
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var/nitro_breath_dam_min = MIN_TOXIC_GAS_DAMAGE
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var/nitro_breath_dam_max = MAX_TOXIC_GAS_DAMAGE
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var/nitro_damage_type = OXY
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var/co2_breath_dam_min = MIN_TOXIC_GAS_DAMAGE
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var/co2_breath_dam_max = MAX_TOXIC_GAS_DAMAGE
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var/co2_damage_type = OXY
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var/tox_breath_dam_min = MIN_TOXIC_GAS_DAMAGE
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var/tox_breath_dam_max = MAX_TOXIC_GAS_DAMAGE
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var/tox_damage_type = TOX
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var/cold_message = "your face freezing and an icicle forming"
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var/cold_level_1_threshold = 260
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var/cold_level_2_threshold = 200
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var/cold_level_3_threshold = 120
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var/cold_level_1_damage = COLD_GAS_DAMAGE_LEVEL_1 //Keep in mind with gas damage levels, you can set these to be negative, if you want someone to heal, instead.
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var/cold_level_2_damage = COLD_GAS_DAMAGE_LEVEL_2
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var/cold_level_3_damage = COLD_GAS_DAMAGE_LEVEL_3
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var/cold_damage_type = BURN
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var/hot_message = "your face burning and a searing heat"
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var/heat_level_1_threshold = 360
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var/heat_level_2_threshold = 400
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var/heat_level_3_threshold = 1000
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var/heat_level_1_damage = HEAT_GAS_DAMAGE_LEVEL_1
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var/heat_level_2_damage = HEAT_GAS_DAMAGE_LEVEL_2
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var/heat_level_3_damage = HEAT_GAS_DAMAGE_LEVEL_3
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var/heat_damage_type = BURN
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var/crit_stabilizing_reagent = "epinephrine"
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/obj/item/organ/lungs/proc/check_breath(datum/gas_mixture/breath, mob/living/carbon/human/H)
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if((H.status_flags & GODMODE))
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return
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if(H.has_trait(TRAIT_NOBREATH))
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return
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if(!breath || (breath.total_moles() == 0))
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if(H.reagents.has_reagent(crit_stabilizing_reagent))
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return
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if(H.health >= H.crit_threshold)
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H.adjustOxyLoss(HUMAN_MAX_OXYLOSS)
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else if(!H.has_trait(TRAIT_NOCRITDAMAGE))
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H.adjustOxyLoss(HUMAN_CRIT_MAX_OXYLOSS)
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H.failed_last_breath = TRUE
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if(safe_oxygen_min)
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H.throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
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else if(safe_toxins_min)
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H.throw_alert("not_enough_tox", /obj/screen/alert/not_enough_tox)
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else if(safe_co2_min)
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H.throw_alert("not_enough_co2", /obj/screen/alert/not_enough_co2)
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else if(safe_nitro_min)
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H.throw_alert("not_enough_nitro", /obj/screen/alert/not_enough_nitro)
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return FALSE
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var/gas_breathed = 0
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var/list/breath_gases = breath.gases
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breath.assert_gases(/datum/gas/oxygen, /datum/gas/plasma, /datum/gas/carbon_dioxide, /datum/gas/nitrous_oxide, /datum/gas/bz, /datum/gas/nitrogen, /datum/gas/tritium, /datum/gas/nitryl, /datum/gas/pluoxium, /datum/gas/stimulum)
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//Partial pressures in our breath
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var/O2_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/oxygen][MOLES])+(8*breath.get_breath_partial_pressure(breath_gases[/datum/gas/pluoxium][MOLES]))
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var/N2_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/nitrogen][MOLES])
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var/Toxins_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/plasma][MOLES])
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var/CO2_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/carbon_dioxide][MOLES])
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//-- OXY --//
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//Too much oxygen! //Yes, some species may not like it.
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if(safe_oxygen_max)
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if(O2_pp > safe_oxygen_max)
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var/ratio = (breath_gases[/datum/gas/oxygen][MOLES]/safe_oxygen_max) * 10
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H.apply_damage_type(CLAMP(ratio, oxy_breath_dam_min, oxy_breath_dam_max), oxy_damage_type)
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H.throw_alert("too_much_oxy", /obj/screen/alert/too_much_oxy)
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else
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H.clear_alert("too_much_oxy")
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//Too little oxygen!
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if(safe_oxygen_min)
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if(O2_pp < safe_oxygen_min)
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gas_breathed = handle_too_little_breath(H, O2_pp, safe_oxygen_min, breath_gases[/datum/gas/oxygen][MOLES])
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H.throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
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else
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H.failed_last_breath = FALSE
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if(H.health >= H.crit_threshold)
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H.adjustOxyLoss(-5)
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gas_breathed = breath_gases[/datum/gas/oxygen][MOLES]
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H.clear_alert("not_enough_oxy")
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//Exhale
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breath_gases[/datum/gas/oxygen][MOLES] -= gas_breathed
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breath_gases[/datum/gas/carbon_dioxide][MOLES] += gas_breathed
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gas_breathed = 0
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//-- Nitrogen --//
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//Too much nitrogen!
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if(safe_nitro_max)
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if(N2_pp > safe_nitro_max)
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var/ratio = (breath_gases[/datum/gas/nitrogen][MOLES]/safe_nitro_max) * 10
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H.apply_damage_type(CLAMP(ratio, nitro_breath_dam_min, nitro_breath_dam_max), nitro_damage_type)
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H.throw_alert("too_much_nitro", /obj/screen/alert/too_much_nitro)
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else
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H.clear_alert("too_much_nitro")
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//Too little nitrogen!
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if(safe_nitro_min)
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if(N2_pp < safe_nitro_min)
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gas_breathed = handle_too_little_breath(H, N2_pp, safe_nitro_min, breath_gases[/datum/gas/nitrogen][MOLES])
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H.throw_alert("nitro", /obj/screen/alert/not_enough_nitro)
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else
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H.failed_last_breath = FALSE
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if(H.health >= H.crit_threshold)
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H.adjustOxyLoss(-5)
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gas_breathed = breath_gases[/datum/gas/nitrogen][MOLES]
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H.clear_alert("nitro")
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//Exhale
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breath_gases[/datum/gas/nitrogen][MOLES] -= gas_breathed
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breath_gases[/datum/gas/carbon_dioxide][MOLES] += gas_breathed
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gas_breathed = 0
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//-- CO2 --//
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//CO2 does not affect failed_last_breath. So if there was enough oxygen in the air but too much co2, this will hurt you, but only once per 4 ticks, instead of once per tick.
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if(safe_co2_max)
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if(CO2_pp > safe_co2_max)
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if(!H.co2overloadtime) // If it's the first breath with too much CO2 in it, lets start a counter, then have them pass out after 12s or so.
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H.co2overloadtime = world.time
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else if(world.time - H.co2overloadtime > 120)
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H.Unconscious(60)
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H.apply_damage_type(3, co2_damage_type) // Lets hurt em a little, let them know we mean business
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if(world.time - H.co2overloadtime > 300) // They've been in here 30s now, lets start to kill them for their own good!
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H.apply_damage_type(8, co2_damage_type)
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H.throw_alert("too_much_co2", /obj/screen/alert/too_much_co2)
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if(prob(20)) // Lets give them some chance to know somethings not right though I guess.
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H.emote("cough")
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else
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H.co2overloadtime = 0
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H.clear_alert("too_much_co2")
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//Too little CO2!
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if(safe_co2_min)
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if(CO2_pp < safe_co2_min)
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gas_breathed = handle_too_little_breath(H, CO2_pp, safe_co2_min, breath_gases[/datum/gas/carbon_dioxide][MOLES])
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H.throw_alert("not_enough_co2", /obj/screen/alert/not_enough_co2)
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else
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H.failed_last_breath = FALSE
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if(H.health >= H.crit_threshold)
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H.adjustOxyLoss(-5)
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gas_breathed = breath_gases[/datum/gas/carbon_dioxide][MOLES]
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H.clear_alert("not_enough_co2")
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//Exhale
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breath_gases[/datum/gas/carbon_dioxide][MOLES] -= gas_breathed
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breath_gases[/datum/gas/oxygen][MOLES] += gas_breathed
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gas_breathed = 0
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//-- TOX --//
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//Too much toxins!
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if(safe_toxins_max)
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if(Toxins_pp > safe_toxins_max)
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var/ratio = (breath_gases[/datum/gas/plasma][MOLES]/safe_toxins_max) * 10
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H.apply_damage_type(CLAMP(ratio, tox_breath_dam_min, tox_breath_dam_max), tox_damage_type)
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H.throw_alert("too_much_tox", /obj/screen/alert/too_much_tox)
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else
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H.clear_alert("too_much_tox")
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//Too little toxins!
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if(safe_toxins_min)
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if(Toxins_pp < safe_toxins_min)
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gas_breathed = handle_too_little_breath(H, Toxins_pp, safe_toxins_min, breath_gases[/datum/gas/plasma][MOLES])
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H.throw_alert("not_enough_tox", /obj/screen/alert/not_enough_tox)
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else
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H.failed_last_breath = FALSE
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if(H.health >= H.crit_threshold)
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H.adjustOxyLoss(-5)
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gas_breathed = breath_gases[/datum/gas/plasma][MOLES]
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H.clear_alert("not_enough_tox")
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//Exhale
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breath_gases[/datum/gas/plasma][MOLES] -= gas_breathed
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breath_gases[/datum/gas/carbon_dioxide][MOLES] += gas_breathed
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gas_breathed = 0
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//-- TRACES --//
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if(breath) // If there's some other shit in the air lets deal with it here.
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// N2O
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var/SA_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/nitrous_oxide][MOLES])
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if(SA_pp > SA_para_min) // Enough to make us stunned for a bit
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H.Unconscious(60) // 60 gives them one second to wake up and run away a bit!
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if(SA_pp > SA_sleep_min) // Enough to make us sleep as well
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H.Sleeping(max(H.AmountSleeping() + 40, 200))
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else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
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if(prob(20))
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H.emote(pick("giggle", "laugh"))
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// BZ
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var/bz_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/bz][MOLES])
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if(bz_pp > BZ_trip_balls_min)
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H.hallucination += 10
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H.reagents.add_reagent("bz_metabolites",5)
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if(prob(33))
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H.adjustBrainLoss(3, 150)
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else if(bz_pp > 0.01)
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H.hallucination += 5
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H.reagents.add_reagent("bz_metabolites",1)
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// Tritium
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var/trit_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/tritium][MOLES])
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if (trit_pp > 50)
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H.radiation += trit_pp/2 //If you're breathing in half an atmosphere of radioactive gas, you fucked up.
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else
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H.radiation += trit_pp/10
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// Nitryl
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var/nitryl_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/nitryl][MOLES])
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if (prob(nitryl_pp))
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to_chat(H, "<span class='alert'>Your mouth feels like it's burning!</span>")
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if (nitryl_pp >40)
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H.emote("gasp")
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H.adjustFireLoss(10)
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if (prob(nitryl_pp/2))
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to_chat(H, "<span class='alert'>Your throat closes up!</span>")
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H.silent = max(H.silent, 3)
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else
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H.adjustFireLoss(nitryl_pp/4)
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gas_breathed = breath_gases[/datum/gas/nitryl][MOLES]
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if (gas_breathed > gas_stimulation_min)
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H.reagents.add_reagent("no2",1)
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breath_gases[/datum/gas/nitryl][MOLES]-=gas_breathed
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// Stimulum
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gas_breathed = breath_gases[/datum/gas/stimulum][MOLES]
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if (gas_breathed > gas_stimulation_min)
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var/existing = H.reagents.get_reagent_amount("stimulum")
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H.reagents.add_reagent("stimulum",max(0, 1 - existing))
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breath_gases[/datum/gas/stimulum][MOLES]-=gas_breathed
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handle_breath_temperature(breath, H)
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breath.garbage_collect()
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return TRUE
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/obj/item/organ/lungs/proc/handle_too_little_breath(mob/living/carbon/human/H = null, breath_pp = 0, safe_breath_min = 0, true_pp = 0)
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. = 0
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if(!H || !safe_breath_min) //the other args are either: Ok being 0 or Specifically handled.
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return FALSE
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if(prob(20))
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H.emote("gasp")
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if(breath_pp > 0)
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var/ratio = safe_breath_min/breath_pp
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H.adjustOxyLoss(min(5*ratio, HUMAN_MAX_OXYLOSS)) // Don't fuck them up too fast (space only does HUMAN_MAX_OXYLOSS after all!
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H.failed_last_breath = TRUE
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. = true_pp*ratio/6
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else
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H.adjustOxyLoss(HUMAN_MAX_OXYLOSS)
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H.failed_last_breath = TRUE
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/obj/item/organ/lungs/proc/handle_breath_temperature(datum/gas_mixture/breath, mob/living/carbon/human/H) // called by human/life, handles temperatures
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var/breath_temperature = breath.temperature
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if(!H.has_trait(TRAIT_RESISTCOLD)) // COLD DAMAGE
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var/cold_modifier = H.dna.species.coldmod
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if(breath_temperature < cold_level_3_threshold)
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H.apply_damage_type(cold_level_3_damage*cold_modifier, cold_damage_type)
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if(breath_temperature > cold_level_3_threshold && breath_temperature < cold_level_2_threshold)
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H.apply_damage_type(cold_level_2_damage*cold_modifier, cold_damage_type)
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if(breath_temperature > cold_level_2_threshold && breath_temperature < cold_level_1_threshold)
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H.apply_damage_type(cold_level_1_damage*cold_modifier, cold_damage_type)
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if(breath_temperature < cold_level_1_threshold)
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if(prob(20))
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to_chat(H, "<span class='warning'>You feel [cold_message] in your [name]!</span>")
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if(!H.has_trait(TRAIT_RESISTHEAT)) // HEAT DAMAGE
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var/heat_modifier = H.dna.species.heatmod
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if(breath_temperature > heat_level_1_threshold && breath_temperature < heat_level_2_threshold)
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H.apply_damage_type(heat_level_1_damage*heat_modifier, heat_damage_type)
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if(breath_temperature > heat_level_2_threshold && breath_temperature < heat_level_3_threshold)
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H.apply_damage_type(heat_level_2_damage*heat_modifier, heat_damage_type)
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if(breath_temperature > heat_level_3_threshold)
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H.apply_damage_type(heat_level_3_damage*heat_modifier, heat_damage_type)
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if(breath_temperature > heat_level_1_threshold)
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if(prob(20))
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to_chat(H, "<span class='warning'>You feel [hot_message] in your [name]!</span>")
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/obj/item/organ/lungs/prepare_eat()
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var/obj/S = ..()
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S.reagents.add_reagent("salbutamol", 5)
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return S
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/obj/item/organ/lungs/plasmaman
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name = "plasma filter"
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desc = "A spongy rib-shaped mass for filtering plasma from the air."
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icon_state = "lungs-plasma"
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safe_oxygen_min = 0 //We don't breath this
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safe_toxins_min = 16 //We breath THIS!
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safe_toxins_max = 0
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/obj/item/organ/lungs/cybernetic
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name = "cybernetic lungs"
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desc = "A cybernetic version of the lungs found in traditional humanoid entities. It functions the same as an organic lung and is merely meant as a replacement."
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icon_state = "lungs-c"
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synthetic = TRUE
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/obj/item/organ/lungs/cybernetic/emp_act()
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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owner.losebreath = 20
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/obj/item/organ/lungs/cybernetic/upgraded
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name = "upgraded cybernetic lungs"
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desc = "A more advanced version of the stock cybernetic lungs. They are capable of filtering out lower levels of toxins and carbon dioxide."
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icon_state = "lungs-c-u"
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safe_toxins_max = 20
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safe_co2_max = 20
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cold_level_1_threshold = 200
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cold_level_2_threshold = 140
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cold_level_3_threshold = 100
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