Merge pull request #9477 from Thalpy/tgOrganFixes

[READY] Fixes a few organ code and lets organs freeze based on ambient temperature.
This commit is contained in:
kevinz000
2019-10-16 12:44:34 -07:00
committed by GitHub
18 changed files with 129 additions and 32 deletions
+4 -1
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@@ -11,6 +11,7 @@
attack_verb = list("attacked", "slapped", "whacked")
///The brain's organ variables are significantly more different than the other organs, with half the decay rate for balance reasons, and twice the maxHealth
decay_factor = STANDARD_ORGAN_DECAY / 4 //30 minutes of decaying to result in a fully damaged brain, since a fast decay rate would be unfun gameplay-wise
healing_factor = STANDARD_ORGAN_HEALING / 2
maxHealth = BRAIN_DAMAGE_DEATH
low_threshold = 45
@@ -247,11 +248,13 @@
to_chat(owner, "<span class='userdanger'>The last spark of life in your brain fizzles out...</span>")
owner.death()
brain_death = TRUE
return
..()
/obj/item/organ/brain/on_death()
if(damage <= BRAIN_DAMAGE_DEATH) //rip
brain_death = FALSE
applyOrganDamage(maxHealth * decay_factor)
..()
/obj/item/organ/brain/applyOrganDamage(var/d, var/maximum = maxHealth)
@@ -1,6 +1,7 @@
/obj/item/organ/alien
icon_state = "xgibmid2"
var/list/alien_powers = list()
organ_flags = ORGAN_NO_SPOIL
/obj/item/organ/alien/Initialize()
. = ..()
-2
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@@ -52,13 +52,11 @@
switch(from.pH)
if(11.5 to INFINITY)
to_chat(src, "<span class='warning'>You taste a strong alkaline flavour!</span>")
T.applyOrganDamage(1)
if(8.5 to 11.5)
to_chat(src, "<span class='notice'>You taste a sort of soapy tone in the mixture.</span>")
if(2.5 to 5.5)
to_chat(src, "<span class='notice'>You taste a sort of acid tone in the mixture.</span>")
if(-INFINITY to 2.5)
to_chat(src, "<span class='warning'>You taste a strong acidic flavour!</span>")
T.applyOrganDamage(1)
#undef DEFAULT_TASTE_SENSITIVITY
@@ -104,6 +104,7 @@
var/amount = CLAMP(0.002, 0, N.volume)
N.volume -= amount
St.data["grown_volume"] = St.data["grown_volume"] + added_volume
St.name = "[initial(St.name)] [round(St.data["grown_volume"], 0.1)]u colony"
/datum/chemical_reaction/styptic_powder
name = "Styptic Powder"
+2 -2
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@@ -15,7 +15,7 @@
//an incision but with greater bleed, and a 90% base success chance
/datum/surgery_step/incise_heart
name = "incise heart"
implements = list(/obj/item/scalpel = 90, /obj/item/melee/transforming/energy/sword = 45, /obj/item/kitchen/knife = 45,
implements = list(TOOL_SCALPEL = 90, /obj/item/melee/transforming/energy/sword = 45, /obj/item/kitchen/knife = 45,
/obj/item/shard = 25)
time = 16
@@ -74,4 +74,4 @@
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest profusely!</span>")
H.adjustOrganLoss(ORGAN_SLOT_HEART, 20)
H.bleed_rate += 30
return FALSE
return FALSE
+2 -3
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@@ -11,8 +11,7 @@
/datum/surgery_step/embalming
name = "embalming body"
implements = list(TOOL_HEMOSTAT = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
implements = list(/obj/item/reagent_containers/syringe = 100, /obj/item/pen = 30)
implements = list(/obj/item/reagent_containers/syringe = 100, /obj/item/pen = 30)
time = 10
chems_needed = list("drying_agent", "sterilizine")
require_all_chems = FALSE
@@ -28,4 +27,4 @@
/datum/surgery_step/embalming/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] screws up!", "<span class='warning'>You screwed up!</span>")
ADD_TRAIT(target, TRAIT_NOCLONE, MAGIC_TRAIT) //That body is ruined, but still gives miasma
return FALSE
return FALSE
+4 -3
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@@ -19,7 +19,7 @@
//repair organs
/datum/surgery_step/graft_synthtissue
name = "graft synthtissue"
implements = list(/obj/item/hemostat = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
implements = list(TOOL_HEMOSTAT = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
repeatable = TRUE
time = 75
chems_needed = list("synthtissue")
@@ -61,8 +61,9 @@
target.reagents.remove_reagent("synthtissue", 10)
/datum/surgery_step/graft_synthtissue/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] successfully repairs part of [chosen_organ].", "<span class='notice'>You succeed in repairing parts of [chosen_organ].</span>")
chosen_organ.applyOrganDamage(health_restored)
user.visible_message("[user] successfully grafts synthtissue to [chosen_organ].", "<span class='notice'>You succeed in grafting 10u of the synthflesh to the [chosen_organ].</span>")
chosen_organ.applyOrganDamage(-health_restored)
return TRUE
/datum/surgery_step/graft_synthtissue/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("<span class='warning'>[user] accidentally damages part of [chosen_organ]!</span>", "<span class='warning'>You damage [chosen_organ]! Apply more synthtissue if it's run out.</span>")
+1 -1
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@@ -26,7 +26,7 @@
//remove fat
/datum/surgery_step/remove_fat
name = "remove loose fat"
implements = list(/obj/item/retractor = 100, TOOL_SCREWDRIVER = 45, TOOL_WIRECUTTER = 35)
implements = list(TOOL_RETRACTOR = 100, TOOL_SCREWDRIVER = 45, TOOL_WIRECUTTER = 35)
time = 32
/datum/surgery_step/remove_fat/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
+3 -2
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@@ -17,9 +17,10 @@
if(starting_organ)
insert_organ(new starting_organ(src))
/obj/item/autosurgeon/proc/insert_organ(var/obj/item/I)
/obj/item/autosurgeon/proc/insert_organ(var/obj/item/organ/I)
storedorgan = I
I.forceMove(src)
I.organ_flags |= ORGAN_FROZEN //Stops decay
name = "[initial(name)] ([storedorgan.name])"
/obj/item/autosurgeon/attack_self(mob/user)//when the object it used...
@@ -125,4 +126,4 @@
/obj/item/autosurgeon/womb
desc = "A single use autosurgeon that contains a womb. A screwdriver can be used to remove it, but implants can't be placed back in."
uses = 1
starting_organ = /obj/item/organ/genital/womb
starting_organ = /obj/item/organ/genital/womb
+2 -1
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@@ -6,7 +6,7 @@
slot = ORGAN_SLOT_HEART
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = 4 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
decay_factor = 3 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
low_threshold_passed = "<span class='info'>Prickles of pain appear then die out from within your chest...</span>"
high_threshold_passed = "<span class='warning'>Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before.</span>"
@@ -61,6 +61,7 @@
return S
/obj/item/organ/heart/on_life()
..()
if(owner.client && beating)
failed = FALSE
var/sound/slowbeat = sound('sound/health/slowbeat.ogg', repeat = TRUE)
+3 -1
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@@ -12,10 +12,12 @@
var/operated = FALSE //whether we can still have our damages fixed through surgery
//health
maxHealth = LUNGS_MAX_HEALTH
maxHealth = 3 * STANDARD_ORGAN_THRESHOLD
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = STANDARD_ORGAN_DECAY
high_threshold = 0.6 * LUNGS_MAX_HEALTH //threshold at 180
low_threshold = 0.3 * LUNGS_MAX_HEALTH //threshold at 90
high_threshold_passed = "<span class='warning'>You feel some sort of constriction around your chest as your breathing becomes shallow and rapid.</span>"
now_fixed = "<span class='warning'>Your lungs seem to once again be able to hold air.</span>"
+75 -12
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@@ -41,6 +41,9 @@
else
qdel(replaced)
//Hopefully this doesn't cause problems
organ_flags &= ~ORGAN_FROZEN
owner = M
M.internal_organs |= src
M.internal_organs_slot[slot] = src
@@ -64,30 +67,88 @@
A.Remove(M)
START_PROCESSING(SSobj, src)
/obj/item/organ/proc/on_find(mob/living/finder)
return
/obj/item/organ/process()
/obj/item/organ/process() //runs decay when outside of a person AND ONLY WHEN OUTSIDE (i.e. long obj).
on_death() //Kinda hate doing it like this, but I really don't want to call process directly.
/obj/item/organ/proc/on_death() //runs decay when outside of a person
if(organ_flags & (ORGAN_SYNTHETIC | ORGAN_FROZEN | ORGAN_NO_SPOIL))
//Sources; life.dm process_organs
/obj/item/organ/proc/on_death() //Runs when outside AND inside.
decay()
//Applys the slow damage over time decay
/obj/item/organ/proc/decay()
if(!can_decay())
STOP_PROCESSING(SSobj, src)
return
is_cold()
if(organ_flags & ORGAN_FROZEN)
return
applyOrganDamage(maxHealth * decay_factor)
/obj/item/organ/proc/can_decay()
if(CHECK_BITFIELD(organ_flags, ORGAN_NO_SPOIL | ORGAN_SYNTHETIC | ORGAN_FAILING))
return FALSE
return TRUE
//Checks to see if the organ is frozen from temperature
/obj/item/organ/proc/is_cold()
var/freezing_objects = list(/obj/structure/closet/crate/freezer, /obj/structure/closet/secure_closet/freezer, /obj/structure/bodycontainer, /obj/item/autosurgeon)
if(istype(loc, /obj/))//Freezer of some kind, I hope.
if(is_type_in_list(loc, freezing_objects))
if(!(organ_flags & ORGAN_FROZEN))//Incase someone puts them in when cold, but they warm up inside of the thing. (i.e. they have the flag, the thing turns it off, this rights it.)
organ_flags |= ORGAN_FROZEN
return TRUE
return
var/local_temp
if(istype(loc, /turf/))//Only concern is adding an organ to a freezer when the area around it is cold.
var/turf/T = loc
var/datum/gas_mixture/enviro = T.return_air()
local_temp = enviro.temperature
else if(istype(loc, /mob/) && !owner)
var/mob/M = loc
if(is_type_in_list(M.loc, freezing_objects))
if(!(organ_flags & ORGAN_FROZEN))
organ_flags |= ORGAN_FROZEN
return TRUE
var/turf/T = M.loc
var/datum/gas_mixture/enviro = T.return_air()
local_temp = enviro.temperature
if(owner)
//Don't interfere with bodies frozen by structures.
if(is_type_in_list(owner.loc, freezing_objects))
if(!(organ_flags & ORGAN_FROZEN))
organ_flags |= ORGAN_FROZEN
return TRUE
local_temp = owner.bodytemperature
if(!local_temp)//Shouldn't happen but in case
return
if(local_temp < 154)//I have a pretty shaky citation that states -120 allows indefinite cyrostorage
organ_flags |= ORGAN_FROZEN
return TRUE
organ_flags &= ~ORGAN_FROZEN
return FALSE
/obj/item/organ/proc/on_life() //repair organ damage if the organ is not failing
if(!(organ_flags & ORGAN_FAILING))
///Damage decrements by a percent of its maxhealth
var/healing_amount = -(maxHealth * healing_factor)
///Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health
healing_amount -= owner.satiety > 0 ? 4 * healing_factor * owner.satiety / MAX_SATIETY : 0
applyOrganDamage(healing_amount) //to FERMI_TWEAK
//Make it so each threshold is stuck.
if(organ_flags & ORGAN_FAILING)
return
if(is_cold())
return
///Damage decrements by a percent of its maxhealth
var/healing_amount = -(maxHealth * healing_factor)
///Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health
healing_amount -= owner.satiety > 0 ? 4 * healing_factor * owner.satiety / MAX_SATIETY : 0
applyOrganDamage(healing_amount) //to FERMI_TWEAK
//Make it so each threshold is stuck.
/obj/item/organ/examine(mob/user)
. = ..()
if(!organ_flags & ORGAN_FAILING)
if(organ_flags & ORGAN_FAILING)
if(status == ORGAN_ROBOTIC)
. += "<span class='warning'>[src] seems to be broken!</span>"
return
@@ -177,6 +238,8 @@
return low_threshold_passed
else
organ_flags &= ~ORGAN_FAILING
if(!owner)//Processing is stopped when the organ is dead and outside of someone. This hopefully should restart it if a removed organ is repaired outside of a body.
START_PROCESSING(SSobj, src)
if(prev_damage > low_threshold && damage <= low_threshold)
return low_threshold_cleared
if(prev_damage > high_threshold && damage <= high_threshold)
+1
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@@ -17,6 +17,7 @@
low_threshold_cleared = "<span class='info'>The last bouts of pain in your stomach have died out.</span>"
/obj/item/organ/stomach/on_life()
..()
var/datum/reagent/consumable/nutriment/Nutri
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
+4
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@@ -23,6 +23,8 @@
/datum/language/aphasia,
/datum/language/slime,
))
healing_factor = STANDARD_ORGAN_HEALING*5 //Fast!!
decay_factor = STANDARD_ORGAN_DECAY/2
/obj/item/organ/tongue/Initialize(mapload)
. = ..()
@@ -209,6 +211,8 @@
phomeme_type = pick(phomeme_types)
/obj/item/organ/tongue/bone/applyOrganDamage(var/d, var/maximum = maxHealth)
if(d < 0)
return
if(!owner)
return
var/target = owner.get_bodypart(BODY_ZONE_HEAD)