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