Merge branch 'master' into FERMICHEMCurTweaks

This commit is contained in:
Thalpy
2019-10-08 13:10:35 +01:00
committed by GitHub
260 changed files with 4779 additions and 1570 deletions
@@ -56,7 +56,7 @@
display_results(user, target, "<span class='warning'>You screw up, bruising the brain tissue!</span>",
"<span class='warning'>[user] screws up, causing brain damage!</span>",
"[user] completes the surgery on [target]'s brain.")
target.adjustBrainLoss(40)
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 40)
else
user.visible_message("<span class='warning'>[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "<span class='warning'>You suddenly notice that the brain you were working on is not there anymore.</span>")
return FALSE
+3 -2
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@@ -51,11 +51,12 @@
return TRUE
/datum/surgery_step/lobotomize/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(target.getorganslot(ORGAN_SLOT_BRAIN))
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
if(B)
display_results(user, target, "<span class='warning'>You remove the wrong part, causing more damage!</span>",
"[user] successfully lobotomizes [target]!",
"[user] completes the surgery on [target]'s brain.")
target.adjustBrainLoss(80)
B.applyOrganDamage(80)
switch(rand(1,3))
if(1)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
+2 -2
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@@ -63,7 +63,7 @@
user.visible_message("...[target] wakes up, alive and aware!", "<span class='notice'><b>IT'S ALIVE!</b></span>")
target.visible_message("...[target] wakes up, alive and aware!")
target.emote("gasp")
target.adjustBrainLoss(50, 199) //MAD SCIENCE
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) //MAD SCIENCE
return TRUE
else
user.visible_message("...[target.p_they()] convulses, then lies still.")
@@ -75,5 +75,5 @@
"[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react.",
"[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react.")
playsound(get_turf(target), 'sound/magic/lightningbolt.ogg', 50, 1)
target.adjustBrainLoss(15, 199)
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 199)
return FALSE
+2 -2
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@@ -31,7 +31,7 @@
"[user] completes the surgery on [target]'s brain.")
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/brainwashed))
target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
target.adjustBrainLoss(-60)
target.setOrganLoss(ORGAN_SLOT_BRAIN, target.getOrganLoss(ORGAN_SLOT_BRAIN) - 60) //we set damage in this case in order to clear the "failing" flag
target.cure_all_traumas(TRAUMA_RESILIENCE_SURGERY)
return TRUE
@@ -40,7 +40,7 @@
display_results(user, target, "<span class='warning'>You screw up, causing more damage!</span>",
"<span class='warning'>[user] screws up, causing brain damage!</span>",
"[user] completes the surgery on [target]'s brain.")
target.adjustBrainLoss(60)
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 60)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
else
user.visible_message("<span class='warning'>[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "<span class='warning'>You suddenly notice that the brain you were working on is not there anymore.</span>")
+77
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@@ -0,0 +1,77 @@
/datum/surgery/coronary_bypass
name = "Coronary Bypass"
steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise_heart, /datum/surgery_step/coronary_bypass, /datum/surgery_step/close)
possible_locs = list(BODY_ZONE_CHEST)
/datum/surgery/coronary_bypass/can_start(mob/user, mob/living/carbon/target)
var/obj/item/organ/heart/H = target.getorganslot(ORGAN_SLOT_HEART)
if(H)
if(H.damage > 60 && !H.operated)
return TRUE
return FALSE
//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,
/obj/item/shard = 25)
time = 16
/datum/surgery_step/incise_heart/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(user, target, "<span class='notice'>You begin to make an incision in [target]'s heart...</span>",
"[user] begins to make an incision in [target]'s heart.",
"[user] begins to make an incision in [target]'s heart.")
/datum/surgery_step/incise_heart/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if (!(NOBLOOD in H.dna.species.species_traits))
display_results(user, target, "<span class='notice'>Blood pools around the incision in [H]'s heart.</span>",
"Blood pools around the incision in [H]'s heart.",
"")
H.bleed_rate += 10
H.adjustBruteLoss(10)
return TRUE
/datum/surgery_step/incise_heart/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(ishuman(target))
var/mob/living/carbon/human/H = target
display_results(user, target, "<span class='warning'>You screw up, cutting too deeply into the heart!</span>",
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest!</span>",
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest!</span>")
H.bleed_rate += 20
H.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
H.adjustBruteLoss(10)
//grafts a coronary bypass onto the individual's heart, success chance is 90% base again
/datum/surgery_step/coronary_bypass
name = "graft coronary bypass"
implements = list(/obj/item/hemostat = 90, TOOL_WIRECUTTER = 35, /obj/item/stack/packageWrap = 15, /obj/item/stack/cable_coil = 5)
time = 90
/datum/surgery_step/coronary_bypass/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(user, target, "<span class='notice'>You begin to graft a bypass onto [target]'s heart...</span>",
"[user] begins to graft something onto [target]'s heart!",
"[user] begins to graft something onto [target]'s heart!")
/datum/surgery_step/coronary_bypass/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
target.setOrganLoss(ORGAN_SLOT_HEART, 60)
var/obj/item/organ/heart/heart = target.getorganslot(ORGAN_SLOT_HEART)
if(heart) //slightly worrying if we lost our heart mid-operation, but that's life
heart.operated = TRUE
display_results(user, target, "<span class='notice'>You successfully graft a bypass onto [target]'s heart.</span>",
"[user] finishes grafting something onto [target]'s heart.",
"[user] finishes grafting something onto [target]'s heart.")
return TRUE
/datum/surgery_step/coronary_bypass/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(ishuman(target))
var/mob/living/carbon/human/H = target
display_results(user, target, "<span class='warning'>You screw up in attaching the graft, and it tears off, tearing part of the heart!</span>",
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest profusely!</span>",
"<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
+1 -1
View File
@@ -37,7 +37,7 @@
display_results(user, target, "<span class='warning'>You accidentally stab [target] right in the brain!</span>",
"<span class='warning'>[user] accidentally stabs [target] right in the brain!</span>",
"<span class='warning'>[user] accidentally stabs [target] right in the brain!</span>")
target.adjustBrainLoss(70)
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 70)
else
display_results(user, target, "<span class='warning'>You accidentally stab [target] right in the brain! Or would have, if [target] had a brain.</span>",
"<span class='warning'>[user] accidentally stabs [target] right in the brain! Or would have, if [target] had a brain.</span>",
+70
View File
@@ -0,0 +1,70 @@
//Organ reconstruction, limited to the chest region as most organs in the head have their own repair method (eyes/brain). We require synthflesh for these
//steps since fixing internal organs aren't as simple as mending exterior flesh, though in the future it would be neat to add more chems to the viable list.
//TBD: Add heart damage, have heart reconstruction seperate from organ reconstruction, and find a better name for this. I can imagine people getting it confused with manipulation.
/datum/surgery/graft_synthtissue
name = "Graft synthtissue"
species = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
possible_locs = list(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_GROIN, BODY_ZONE_PRECISE_EYES)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise,
/datum/surgery_step/graft_synthtissue,
/datum/surgery_step/close
)
//repair organs
/datum/surgery_step/graft_synthtissue
name = "graft synthtissue"
implements = list(/obj/item/hemostat = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
repeatable = TRUE
time = 75
chems_needed = list("synthtissue")
var/obj/item/organ/chosen_organ
var/health_restored = 10
/datum/surgery_step/graft_synthtissue/preop(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(implement_type in implements)
var/list/organs = target.getorganszone(target_zone)
if(!organs.len)
to_chat(user, "<span class='notice'>There are no targetable organs in [target]'s [parse_zone(target_zone)]!</span>")
return -1
else
for(var/obj/item/organ/O in organs)
O.on_find(user)
organs -= O
organs[O.name] = O
chosen_organ = input("Target which organ?", "Surgery", null, null) as null|anything in organs
chosen_organ = organs[chosen_organ]
if(!chosen_organ)
return -1
if(!target.reagents.has_reagent("synthtissue"))
to_chat(user, "<span class='notice'>There's no synthtissue available for use on [chosen_organ]</span>")
return -1
var/datum/reagent/synthtissue/Sf = locate(/datum/reagent/synthtissue) in target.reagents.reagent_list
if(Sf.volume < 10)
to_chat(user, "<span class='notice'>There's not enough synthtissue to perform the operation! There needs to be at least 10u.</span>")
return -1
if((chosen_organ.organ_flags & ORGAN_FAILING) && !(Sf.data["grown_volume"] >= 115))
to_chat(user, "<span class='notice'>[chosen_organ] is too damaged to graft onto!</span>")
return -1
if(health_restored != 10)
health_restored = 10
health_restored += (Sf.data["grown_volume"]/10)
user.visible_message("[user] begins to graft synthtissue onto [chosen_organ].</span>")
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)
/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>")
chosen_organ.applyOrganDamage(10)
return FALSE
+46
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@@ -0,0 +1,46 @@
/datum/surgery/lobectomy
name = "Lobectomy" //not to be confused with lobotomy
steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
/datum/surgery_step/lobectomy, /datum/surgery_step/close)
possible_locs = list(BODY_ZONE_CHEST)
/datum/surgery/lobectomy/can_start(mob/user, mob/living/carbon/target)
var/obj/item/organ/lungs/L = target.getorganslot(ORGAN_SLOT_LUNGS)
if(L)
if(L.damage > 60 && !L.operated)
return TRUE
return FALSE
//lobectomy, removes the most damaged lung lobe with a 95% base success chance
/datum/surgery_step/lobectomy
name = "excise damaged lung node"
implements = list(/obj/item/scalpel = 95, /obj/item/melee/transforming/energy/sword = 65, /obj/item/kitchen/knife = 45,
/obj/item/shard = 35)
time = 42
/datum/surgery_step/lobectomy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(user, target, "<span class='notice'>You begin to make an incision in [target]'s lungs...</span>",
"[user] begins to make an incision in [target].",
"[user] begins to make an incision in [target].")
/datum/surgery_step/lobectomy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(ishuman(target))
var/mob/living/carbon/human/H = target
var/obj/item/organ/lungs/L = H.getorganslot(ORGAN_SLOT_LUNGS)
L.operated = TRUE
H.setOrganLoss(ORGAN_SLOT_LUNGS, 60)
display_results(user, target, "<span class='notice'>You successfully excise [H]'s most damaged lobe.</span>",
"Successfully removes a piece of [H]'s lungs.",
"")
return TRUE
/datum/surgery_step/lobectomy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(ishuman(target))
var/mob/living/carbon/human/H = target
display_results(user, target, "<span class='warning'>You screw up, failing to excise [H]'s damaged lobe!</span>",
"<span class='warning'>[user] screws up!</span>",
"<span class='warning'>[user] screws up!</span>")
H.losebreath += 4
H.adjustOrganLoss(ORGAN_SLOT_LUNGS, 10)
return FALSE
+16 -2
View File
@@ -3,7 +3,21 @@
icon_state = "appendix"
zone = BODY_ZONE_PRECISE_GROIN
slot = ORGAN_SLOT_APPENDIX
var/inflamed = 0
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = STANDARD_ORGAN_DECAY
now_failing = "<span class='warning'>An explosion of pain erupts in your lower right abdomen!</span>"
now_fixed = "<span class='info'>The pain in your abdomen has subsided.</span>"
var/inflamed
/obj/item/organ/appendix/on_life()
..()
if(!(organ_flags & ORGAN_FAILING))
return
var/mob/living/carbon/M = owner
if(M)
M.adjustToxLoss(4, TRUE, TRUE) //forced to ensure people don't use it to gain tox as slime person
/obj/item/organ/appendix/update_icon()
if(inflamed)
@@ -16,7 +30,7 @@
/obj/item/organ/appendix/Remove(mob/living/carbon/M, special = 0)
for(var/datum/disease/appendicitis/A in M.diseases)
A.cure()
inflamed = 1
inflamed = TRUE
update_icon()
..()
+3 -2
View File
@@ -121,7 +121,7 @@
playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
/obj/item/organ/cyberimp/arm/ui_action_click()
if(crit_fail || (!holder && !contents.len))
if(crit_fail || (organ_flags & ORGAN_FAILING) || (!holder && !contents.len))
to_chat(owner, "<span class='warning'>The implant doesn't respond. It seems to be broken...</span>")
return
@@ -145,7 +145,7 @@
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(prob(30/severity) && owner && !crit_fail)
if(prob(30/severity) && owner && !(organ_flags & ORGAN_FAILING))
Retract()
owner.visible_message("<span class='danger'>A loud bang comes from [owner]\'s [zone == BODY_ZONE_R_ARM ? "right" : "left"] arm!</span>")
playsound(get_turf(owner), 'sound/weapons/flashbang.ogg', 100, 1)
@@ -154,6 +154,7 @@
owner.IgniteMob()
owner.adjustFireLoss(25)
crit_fail = 1
organ_flags |= ORGAN_FAILING
/obj/item/organ/cyberimp/arm/gun/laser
@@ -144,7 +144,7 @@
/obj/item/organ/cyberimp/chest/thrusters/proc/toggle(silent = FALSE)
if(!on)
if(crit_fail)
if(crit_fail || (organ_flags & ORGAN_FAILING))
if(!silent)
to_chat(owner, "<span class='warning'>Your thrusters set seems to be broken!</span>")
return 0
@@ -4,6 +4,7 @@
name = "cybernetic implant"
desc = "A state-of-the-art implant that improves a baseline's functionality."
status = ORGAN_ROBOTIC
organ_flags = ORGAN_SYNTHETIC
var/implant_color = "#FFFFFF"
var/implant_overlay
var/syndicate_implant = FALSE //Makes the implant invisible to health analyzers and medical HUDs.
@@ -102,7 +103,7 @@
/obj/item/organ/cyberimp/brain/anti_stun/on_life()
..()
if(crit_fail)
if(crit_fail || !(organ_flags & ORGAN_FAILING))
return
owner.adjustStaminaLoss(-3.5) //Citadel edit, makes it more useful in Stamina based combat
if(owner.AmountStun() > STUN_SET_AMOUNT)
@@ -112,13 +113,15 @@
/obj/item/organ/cyberimp/brain/anti_stun/emp_act(severity)
. = ..()
if(crit_fail || . & EMP_PROTECT_SELF)
if(crit_fail || (organ_flags & ORGAN_FAILING) || . & EMP_PROTECT_SELF)
return
crit_fail = TRUE
organ_flags |= ORGAN_FAILING
addtimer(CALLBACK(src, .proc/reboot), 90 / severity)
/obj/item/organ/cyberimp/brain/anti_stun/proc/reboot()
crit_fail = FALSE
organ_flags &= ~ORGAN_FAILING
//[[[[MOUTH]]]]
+39 -3
View File
@@ -6,6 +6,14 @@
slot = ORGAN_SLOT_EARS
gender = PLURAL
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = STANDARD_ORGAN_DECAY
low_threshold_passed = "<span class='info'>Your ears begin to resonate with an internal ring sometimes.</span>"
now_failing = "<span class='warning'>You are unable to hear at all!</span>"
now_fixed = "<span class='info'>Noise slowly begins filling your ears once more.</span>"
low_threshold_cleared = "<span class='info'>The ringing in your ears has died down.</span>"
// `deaf` measures "ticks" of deafness. While > 0, the person is unable
// to hear anything.
var/deaf = 0
@@ -23,17 +31,26 @@
/obj/item/organ/ears/on_life()
if(!iscarbon(owner))
return
..()
var/mob/living/carbon/C = owner
if((damage < maxHealth) && (organ_flags & ORGAN_FAILING)) //ear damage can be repaired from the failing condition
organ_flags &= ~ORGAN_FAILING
// genetic deafness prevents the body from using the ears, even if healthy
if(HAS_TRAIT(C, TRAIT_DEAF))
deaf = max(deaf, 1)
else if(ear_damage < UNHEALING_EAR_DAMAGE) // if higher than UNHEALING_EAR_DAMAGE, no natural healing occurs.
ear_damage = max(ear_damage - 0.05, 0)
else if(!(organ_flags & ORGAN_FAILING)) // if this organ is failing, do not clear deaf stacks.
deaf = max(deaf - 1, 0)
if(prob(damage / 20) && (damage > low_threshold))
adjustEarDamage(0, 4)
SEND_SOUND(C, sound('sound/weapons/flash_ring.ogg'))
to_chat(C, "<span class='warning'>The ringing in your ears grows louder, blocking out any external noises for a moment.</span>")
else if((organ_flags & ORGAN_FAILING) && (deaf == 0))
deaf = 1 //stop being not deaf you deaf idiot
/obj/item/organ/ears/proc/restoreEars()
deaf = 0
ear_damage = 0
organ_flags &= ~ORGAN_FAILING
var/mob/living/carbon/C = owner
@@ -99,4 +116,23 @@
name = "tin ears"
desc = "The robust ears of a bronze golem. "
damage_multiplier = 0.1 //STRONK
bang_protect = 1 //Fear me weaklings.
bang_protect = 1 //Fear me weaklings.
/obj/item/organ/ears/cybernetic
name = "cybernetic ears"
icon_state = "ears-c"
desc = "a basic cybernetic designed to mimic the operation of ears."
damage_multiplier = 0.9
organ_flags = ORGAN_SYNTHETIC
/obj/item/organ/ears/cybernetic/upgraded
name = "upgraded cybernetic ears"
icon_state = "ears-c-u"
desc = "an advanced cybernetic ear, surpassing the performance of organic ears"
damage_multiplier = 0.5
/obj/item/organ/ears/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
damage += 40/severity
+51 -3
View File
@@ -6,6 +6,19 @@
slot = ORGAN_SLOT_EYES
gender = PLURAL
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = STANDARD_ORGAN_DECAY
maxHealth = 0.5 * STANDARD_ORGAN_THRESHOLD //half the normal health max since we go blind at 30, a permanent blindness at 50 therefore makes sense unless medicine is administered
high_threshold = 0.3 * STANDARD_ORGAN_THRESHOLD //threshold at 30
low_threshold = 0.15 * STANDARD_ORGAN_THRESHOLD //threshold at 15
low_threshold_passed = "<span class='info'>Distant objects become somewhat less tangible.</span>"
high_threshold_passed = "<span class='info'>Everything starts to look a lot less clear.</span>"
now_failing = "<span class='warning'>Darkness envelopes you, as your eyes go blind!</span>"
now_fixed = "<span class='info'>Color and shapes are once again perceivable.</span>"
high_threshold_cleared = "<span class='info'>Your vision functions passably once more.</span>"
low_threshold_cleared = "<span class='info'>Your vision is cleared of any ailment.</span>"
var/sight_flags = 0
var/see_in_dark = 2
var/eye_damage = 0
@@ -15,9 +28,12 @@
var/flash_protect = 0
var/see_invisible = SEE_INVISIBLE_LIVING
var/lighting_alpha
var/damaged = FALSE //damaged indicates that our eyes are undergoing some level of negative effect
/obj/item/organ/eyes/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = FALSE)
..()
if(damage == initial(damage))
clear_eye_trauma()
if(ishuman(owner))
var/mob/living/carbon/human/HMN = owner
old_eye_color = HMN.eye_color
@@ -32,7 +48,9 @@
M.update_tint()
owner.update_sight()
/obj/item/organ/eyes/Remove(mob/living/carbon/M, special = 0)
clear_eye_trauma()
..()
if(ishuman(M) && eye_color)
var/mob/living/carbon/human/HMN = M
@@ -41,6 +59,34 @@
M.update_tint()
M.update_sight()
/obj/item/organ/eyes/on_life()
..()
var/mob/living/carbon/C = owner
//since we can repair fully damaged eyes, check if healing has occurred
if((organ_flags & ORGAN_FAILING) && (damage < maxHealth))
organ_flags &= ~ORGAN_FAILING
C.cure_blind(EYE_DAMAGE)
//various degrees of "oh fuck my eyes", from "point a laser at your eye" to "staring at the Sun" intensities
if(damage > 20)
damaged = TRUE
if(organ_flags & ORGAN_FAILING)
C.become_blind(EYE_DAMAGE)
else if(damage > 30)
C.overlay_fullscreen("eye_damage", /obj/screen/fullscreen/impaired, 2)
else
C.overlay_fullscreen("eye_damage", /obj/screen/fullscreen/impaired, 1)
//called once since we don't want to keep clearing the screen of eye damage for people who are below 20 damage
else if(damaged)
damaged = FALSE
C.clear_fullscreen("eye_damage")
return
/obj/item/organ/eyes/proc/clear_eye_trauma()
var/mob/living/carbon/C = owner
C.clear_fullscreen("eye_damage")
C.cure_blind(EYE_DAMAGE)
damaged = FALSE
/obj/item/organ/eyes/night_vision
name = "shadow eyes"
desc = "A spooky set of eyes that can see in the dark."
@@ -88,15 +134,17 @@
icon_state = "cybernetic_eyeballs"
desc = "Your vision is augmented."
status = ORGAN_ROBOTIC
organ_flags = ORGAN_SYNTHETIC
/obj/item/organ/eyes/robotic/emp_act(severity)
. = ..()
if(!owner || . & EMP_PROTECT_SELF)
return
if(prob(10 * severity))
return
to_chat(owner, "<span class='warning'>Static obfuscates your vision!</span>")
owner.flash_act(visual = 1)
if(severity == EMP_HEAVY)
owner.adjustOrganLoss(ORGAN_SLOT_EYES, 20)
/obj/item/organ/eyes/robotic/xray
name = "\improper X-ray eyes"
@@ -137,7 +185,7 @@
M.become_blind("flashlight_eyes")
/obj/item/organ/eyes/robotic/flashlight/Remove(var/mob/living/carbon/M, var/special = 0)
/obj/item/organ/eyes/robotic/flashlight/Remove(var/mob/living/carbon/M, special = FALSE)
eye.on = FALSE
eye.update_brightness(M)
eye.forceMove(src)
+53 -3
View File
@@ -4,12 +4,24 @@
icon_state = "heart-on"
zone = BODY_ZONE_CHEST
slot = ORGAN_SLOT_HEART
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = 4 * 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>"
now_fixed = "<span class='info'>Your heart begins to beat again.</span>"
high_threshold_cleared = "<span class='info'>The pain in your chest has died down, and your breathing becomes more relaxed.</span>"
// Heart attack code is in code/modules/mob/living/carbon/human/life.dm
var/beating = 1
var/icon_base = "heart"
attack_verb = list("beat", "thumped")
var/beat = BEAT_NONE//is this mob having a heatbeat sound played? if so, which?
var/failed = FALSE //to prevent constantly running failing code
var/operated = FALSE //whether the heart's been operated on to fix some of its damages
/obj/item/organ/heart/update_icon()
if(beating)
icon_state = "[icon_base]-on"
@@ -50,6 +62,7 @@
/obj/item/organ/heart/on_life()
if(owner.client && beating)
failed = FALSE
var/sound/slowbeat = sound('sound/health/slowbeat.ogg', repeat = TRUE)
var/sound/fastbeat = sound('sound/health/fastbeat.ogg', repeat = TRUE)
var/mob/living/carbon/H = owner
@@ -70,11 +83,18 @@
H.stop_sound_channel(CHANNEL_HEARTBEAT)
beat = BEAT_NONE
if(organ_flags & ORGAN_FAILING) //heart broke, stopped beating, death imminent
if(owner.stat == CONSCIOUS)
owner.visible_message("<span class='userdanger'>[owner] clutches at [owner.p_their()] chest as if [owner.p_their()] heart is stopping!</span>")
owner.set_heartattack(TRUE)
failed = TRUE
/obj/item/organ/heart/cursed
name = "cursed heart"
desc = "A heart that, when inserted, will force you to pump it manually."
icon_state = "cursedheart-off"
icon_base = "cursedheart"
decay_factor = 0
actions_types = list(/datum/action/item_action/organ_action/cursed_heart)
var/last_pump = 0
var/add_colour = TRUE //So we're not constantly recreating colour datums
@@ -153,18 +173,48 @@
name = "cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Offers no benefit over an organic heart other than being easy to make."
icon_state = "heart-c"
synthetic = TRUE
organ_flags = ORGAN_SYNTHETIC
/obj/item/organ/heart/cybernetic/emp_act()
/obj/item/organ/heart/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
Stop()
addtimer(CALLBACK(src, .proc/Restart), 20/severity SECONDS)
damage += 100/severity
/obj/item/organ/heart/cybernetic/upgraded
name = "upgraded cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma. This upgraded model can regenerate its dose after use."
icon_state = "heart-c-u"
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
//I put it on upgraded for now.
var/dose_available = TRUE
var/rid = /datum/reagent/medicine/epinephrine
var/ramount = 10
obj/item/organ/heart/cybernetic/upgraded/on_life()
. = ..()
if(dose_available && owner.health <= owner.crit_threshold && !owner.reagents.has_reagent(rid))
owner.reagents.add_reagent(rid, ramount)
used_dose()
if(ramount < 10) //eats your nutrition to regen epinephrine
var/regen_amount = owner.nutrition/2000
owner.nutrition -= regen_amount
ramount += regen_amount
/obj/item/organ/heart/cybernetic/upgraded/proc/used_dose()
. = ..()
addtimer(VARSET_CALLBACK(src, dose_available, TRUE), 5 MINUTES)
ramount = 0
/obj/item/organ/heart/freedom
name = "heart of freedom"
desc = "This heart pumps with the passion to give... something freedom."
synthetic = TRUE //the power of freedom prevents heart attacks
organ_flags = ORGAN_SYNTHETIC //the power of freedom prevents heart attacks
var/min_next_adrenaline = 0
/obj/item/organ/heart/freedom/on_life()
+10 -6
View File
@@ -10,10 +10,13 @@
zone = BODY_ZONE_CHEST
slot = ORGAN_SLOT_LIVER
desc = "Pairing suggestion: chianti and fava beans."
var/damage = 0 //liver damage, 0 is no damage, damage=maxHealth causes liver failure
maxHealth = STANDARD_ORGAN_THRESHOLD
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = STANDARD_ORGAN_DECAY
var/alcohol_tolerance = ALCOHOL_RATE//affects how much damage the liver takes from alcohol
var/failing //is this liver failing?
var/maxHealth = LIVER_DEFAULT_HEALTH
var/toxTolerance = LIVER_DEFAULT_TOX_TOLERANCE//maximum amount of toxins the liver can just shrug off
var/toxLethality = LIVER_DEFAULT_TOX_LETHALITY//affects how much damage toxins do to the liver
var/filterToxins = TRUE //whether to filter toxins
@@ -24,7 +27,7 @@
var/mob/living/carbon/C = owner
if(istype(C))
if(!failing)//can't process reagents with a failing liver
if(!(organ_flags & ORGAN_FAILING))//can't process reagents with a failing liver
//slowly heal liver damage
damage = max(0, damage - 0.1)
@@ -69,7 +72,7 @@
if(moveCalc == cachedmoveCalc)//reduce calculations
return
if(prob(5))
to_chat(owner, "<span class='notice'>You feel a stange ache in your side, almost like a sitch. This pain is affecting your movements and making you feel lightheaded.</span>")
to_chat(owner, "<span class='notice'>You feel a stange ache in your side, almost like a stitch. This pain is affecting your movements and making you feel lightheaded.</span>")
var/mob/living/carbon/human/H = owner
H.add_movespeed_modifier(LIVER_SWELLING_MOVE_MODIFY, TRUE, 100, NONE, override = TRUE, multiplicative_slowdown = moveCalc)
H.AdjustBloodVol(moveCalc/3)
@@ -97,14 +100,15 @@
name = "cybernetic liver"
icon_state = "liver-c"
desc = "An electronic device designed to mimic the functions of a human liver. It has no benefits over an organic liver, but is easy to produce."
synthetic = TRUE
organ_flags = ORGAN_SYNTHETIC
maxHealth = 1.1 * STANDARD_ORGAN_THRESHOLD
/obj/item/organ/liver/cybernetic/upgraded
name = "upgraded cybernetic liver"
icon_state = "liver-c-u"
desc = "An upgraded version of the cybernetic liver, designed to improve upon organic livers. It is resistant to alcohol poisoning and is very robust at filtering toxins."
alcohol_tolerance = 0.001
maxHealth = 200 //double the health of a normal liver
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
toxTolerance = 15 //can shrug off up to 15u of toxins
toxLethality = 0.008 //20% less damage than a normal liver
+73 -31
View File
@@ -8,6 +8,19 @@
gender = PLURAL
w_class = WEIGHT_CLASS_NORMAL
var/failed = FALSE
var/operated = FALSE //whether we can still have our damages fixed through surgery
//health
maxHealth = LUNGS_MAX_HEALTH
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = STANDARD_ORGAN_DECAY
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>"
high_threshold_cleared = "<span class='info'>The constriction around your chest loosens as your breathing calms down.</span>"
//Breath damage
var/safe_oxygen_min = 16 // Minimum safe partial pressure of O2, in kPa
@@ -56,36 +69,35 @@
var/crit_stabilizing_reagent = "epinephrine"
//health
var/maxHealth = LUNGS_MAX_HEALTH
var/damage = 0
//TODO: lung health affects lung function
/obj/item/organ/lungs/proc/adjustLungLoss(damage_mod, mob/living/carbon/M) //damage might be too low atm.
/obj/item/organ/lungs/onDamage(damage_mod) //damage might be too low atm.
var/cached_damage = damage
if (maxHealth == INFINITY)
return
if(damage+damage_mod < 0)
damage = 0
if(cached_damage+damage_mod < 0)
cached_damage = 0
return
damage += damage_mod
if ((damage / maxHealth) > 1)
to_chat(M, "<span class='userdanger'>You feel your lungs collapse within your chest as you gasp for air, unable to inflate them anymore!</span>")
M.emote("gasp")
cached_damage += damage_mod
if ((cached_damage/ maxHealth) > 1)
to_chat(owner, "<span class='userdanger'>You feel your lungs collapse within your chest as you gasp for air, unable to inflate them anymore!</span>")
owner.emote("gasp")
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Lungs lost")
qdel(src)
else if ((damage / maxHealth) > 0.75)
to_chat(M, "<span class='warning'>It's getting really hard to breathe!!</span>")
M.emote("gasp")
M.Dizzy(3)
else if ((damage / maxHealth) > 0.5)
M.Dizzy(2)
to_chat(M, "<span class='notice'>Your chest is really starting to hurt.</span>")
M.emote("cough")
else if ((damage / maxHealth) > 0.2)
to_chat(M, "<span class='notice'>You feel an ache within your chest.</span>")
M.emote("cough")
M.Dizzy(1)
//qdel(src) - Handled elsewhere for now.
else if ((cached_damage / maxHealth) > 0.75)
to_chat(owner, "<span class='warning'>It's getting really hard to breathe!!</span>")
owner.emote("gasp")
owner.Dizzy(3)
else if ((cached_damage / maxHealth) > 0.5)
owner.Dizzy(2)
to_chat(owner, "<span class='notice'>Your chest is really starting to hurt.</span>")
owner.emote("cough")
else if ((cached_damage / maxHealth) > 0.2)
to_chat(owner, "<span class='notice'>You feel an ache within your chest.</span>")
owner.emote("cough")
owner.Dizzy(1)
/obj/item/organ/lungs/proc/check_breath(datum/gas_mixture/breath, mob/living/carbon/human/H)
//TODO: add lung damage = less oxygen gains
@@ -289,7 +301,7 @@
H.hallucination += 10
H.reagents.add_reagent("bz_metabolites",5)
if(prob(33))
H.adjustBrainLoss(3, 150)
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150)
else if(bz_pp > 0.01)
H.hallucination += 5
@@ -405,13 +417,13 @@
var/cold_modifier = H.dna.species.coldmod
if(breath_temperature < cold_level_3_threshold)
H.apply_damage_type(cold_level_3_damage*cold_modifier, cold_damage_type)
adjustLungLoss((cold_level_3_damage*cold_modifier*2), H)
H.adjustOrganLoss(ORGAN_SLOT_LUNGS, (cold_level_3_damage*cold_modifier*2))
if(breath_temperature > cold_level_3_threshold && breath_temperature < cold_level_2_threshold)
H.apply_damage_type(cold_level_2_damage*cold_modifier, cold_damage_type)
adjustLungLoss((cold_level_2_damage*cold_modifier*2), H)
H.adjustOrganLoss(ORGAN_SLOT_LUNGS, (cold_level_2_damage*cold_modifier*2))
if(breath_temperature > cold_level_2_threshold && breath_temperature < cold_level_1_threshold)
H.apply_damage_type(cold_level_1_damage*cold_modifier, cold_damage_type)
adjustLungLoss((cold_level_1_damage*cold_modifier*2), H)
H.adjustOrganLoss(ORGAN_SLOT_LUNGS, (cold_level_1_damage*cold_modifier*2))
if(breath_temperature < cold_level_1_threshold)
if(prob(20))
to_chat(H, "<span class='warning'>You feel [cold_message] in your [name]!</span>")
@@ -420,17 +432,29 @@
var/heat_modifier = H.dna.species.heatmod
if(breath_temperature > heat_level_1_threshold && breath_temperature < heat_level_2_threshold)
H.apply_damage_type(heat_level_1_damage*heat_modifier, heat_damage_type)
adjustLungLoss((heat_level_1_damage*heat_modifier*2), H)
H.adjustOrganLoss(ORGAN_SLOT_LUNGS, (heat_level_1_damage*heat_modifier*2))
if(breath_temperature > heat_level_2_threshold && breath_temperature < heat_level_3_threshold)
H.apply_damage_type(heat_level_2_damage*heat_modifier, heat_damage_type)
adjustLungLoss((heat_level_2_damage*heat_modifier*2), H)
H.adjustOrganLoss(ORGAN_SLOT_LUNGS, (heat_level_2_damage*heat_modifier*2))
if(breath_temperature > heat_level_3_threshold)
H.apply_damage_type(heat_level_3_damage*heat_modifier, heat_damage_type)
adjustLungLoss((heat_level_3_damage*heat_modifier*2), H)
H.adjustOrganLoss(ORGAN_SLOT_LUNGS, (heat_level_3_damage*heat_modifier*2))
if(breath_temperature > heat_level_1_threshold)
if(prob(20))
to_chat(H, "<span class='warning'>You feel [hot_message] in your [name]!</span>")
/obj/item/organ/lungs/on_life()
..()
if((!failed) && ((organ_flags & ORGAN_FAILING)))
if(owner.stat == CONSCIOUS)
owner.visible_message("<span class='danger'>[owner] grabs [owner.p_their()] throat, struggling for breath!</span>", \
"<span class='userdanger'>You suddenly feel like you can't breathe!</span>")
failed = TRUE
else if(!(organ_flags & ORGAN_FAILING))
failed = FALSE
return
/obj/item/organ/lungs/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("salbutamol", 5)
@@ -451,14 +475,16 @@
name = "cybernetic lungs"
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."
icon_state = "lungs-c"
synthetic = TRUE
organ_flags = ORGAN_SYNTHETIC
maxHealth = 400
safe_oxygen_min = 13
/obj/item/organ/lungs/cybernetic/emp_act()
. = ..()
if(. & EMP_PROTECT_SELF)
return
owner.losebreath = 20
owner.adjustOrganLoss(ORGAN_SLOT_LUNGS, 25)
/obj/item/organ/lungs/cybernetic/upgraded
@@ -495,8 +521,24 @@
safe_toxins_max = 0 //We breathe this to gain POWER.
cold_level_1_threshold = 285 // Remember when slimes used to be succeptable to cold? Well....
cold_level_2_threshold = 260
cold_level_3_threshold = 230
maxHealth = 250
/obj/item/organ/lungs/slime/check_breath(datum/gas_mixture/breath, mob/living/carbon/human/H)
. = ..()
if (breath && breath.gases[/datum/gas/plasma])
var/plasma_pp = breath.get_breath_partial_pressure(breath.gases[/datum/gas/plasma])
owner.blood_volume += (0.2 * plasma_pp) // 10/s when breathing literally nothing but plasma, which will suffocate you.
/obj/item/organ/lungs/yamerol
name = "Yamerol lungs"
desc = "A temporary pair of lungs made from self assembling yamerol molecules."
maxHealth = 200
color = "#68e83a"
/obj/item/organ/lungs/yamerol/on_life()
..()
damage += 2 //Yamerol lungs are temporary
+122 -13
View File
@@ -1,3 +1,6 @@
#define STANDARD_ORGAN_THRESHOLD 100
#define STANDARD_ORGAN_HEALING 0.001
/obj/item/organ
name = "organ"
icon = 'icons/obj/surgery.dmi'
@@ -8,11 +11,23 @@
var/zone = BODY_ZONE_CHEST
var/slot
// DO NOT add slots with matching names to different zones - it will break internal_organs_slot list!
var/vital = 0
//Was this organ implanted/inserted/etc, if true will not be removed during species change.
var/external = FALSE
var/synthetic = FALSE // To distinguish between organic and synthetic organs
var/organ_flags = 0
var/maxHealth = STANDARD_ORGAN_THRESHOLD
var/damage = 0 //total damage this organ has sustained
///Healing factor and decay factor function on % of maxhealth, and do not work by applying a static number per tick
var/healing_factor = 0 //fraction of maxhealth healed per on_life(), set to 0 for generic organs
var/decay_factor = 0 //same as above but when without a living owner, set to 0 for generic organs
var/high_threshold = STANDARD_ORGAN_THRESHOLD * 0.45 //when severe organ damage occurs
var/low_threshold = STANDARD_ORGAN_THRESHOLD * 0.1 //when minor organ damage occurs
///Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds
var/prev_damage = 0
var/low_threshold_passed
var/high_threshold_passed
var/now_failing
var/now_fixed
var/high_threshold_cleared
var/low_threshold_cleared
/obj/item/organ/proc/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
if(!iscarbon(M) || owner == M)
@@ -33,31 +48,53 @@
for(var/X in actions)
var/datum/action/A = X
A.Grant(M)
STOP_PROCESSING(SSobj, src)
//Special is for instant replacement like autosurgeons
/obj/item/organ/proc/Remove(mob/living/carbon/M, special = 0)
/obj/item/organ/proc/Remove(mob/living/carbon/M, special = FALSE)
owner = null
if(M)
M.internal_organs -= src
if(M.internal_organs_slot[slot] == src)
M.internal_organs_slot.Remove(slot)
if(vital && !special && !(M.status_flags & GODMODE))
if((organ_flags & ORGAN_VITAL) && !special && !(M.status_flags & GODMODE))
M.death()
for(var/X in actions)
var/datum/action/A = X
A.Remove(M)
START_PROCESSING(SSobj, src)
/obj/item/organ/proc/on_find(mob/living/finder)
return
/obj/item/organ/proc/on_life()
return
/obj/item/organ/process()
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))
return
applyOrganDamage(maxHealth * decay_factor)
/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.
/obj/item/organ/examine(mob/user)
..()
if(status == ORGAN_ROBOTIC && crit_fail)
to_chat(user, "<span class='warning'>[src] seems to be broken!</span>")
. = ..()
if(!organ_flags & ORGAN_FAILING)
if(status == ORGAN_ROBOTIC)
. += "<span class='warning'>[src] seems to be broken!</span>"
return
. += "<span class='warning'>[src] has decayed for too long, and has turned a sickly color! It doesn't look like it will work anymore!</span>"
return
if(damage > high_threshold)
. += "<span class='warning'>[src] is starting to look discolored.</span>"
/obj/item/organ/proc/prepare_eat()
@@ -78,6 +115,10 @@
foodtype = RAW | MEAT | GROSS
/obj/item/organ/Initialize()
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/organ/Destroy()
if(owner)
// The special flag is important, because otherwise mobs can die
@@ -100,13 +141,64 @@
/obj/item/organ/item_action_slot_check(slot,mob/user)
return //so we don't grant the organ's action to mobs who pick up the organ.
///Adjusts an organ's damage by the amount "d", up to a maximum amount, which is by default max damage
/obj/item/organ/proc/applyOrganDamage(var/d, var/maximum = maxHealth) //use for damaging effects
if(!d) //Micro-optimization.
return
if(maximum < damage)
return
damage = CLAMP(damage + d, 0, maximum)
var/mess = check_damage_thresholds(owner)
prev_damage = damage
if(mess && owner)
to_chat(owner, mess)
///SETS an organ's damage to the amount "d", and in doing so clears or sets the failing flag, good for when you have an effect that should fix an organ if broken
/obj/item/organ/proc/setOrganDamage(var/d) //use mostly for admin heals
applyOrganDamage(d - damage)
/** check_damage_thresholds
* input: M (a mob, the owner of the organ we call the proc on)
* output: returns a message should get displayed.
* description: By checking our current damage against our previous damage, we can decide whether we've passed an organ threshold.
* If we have, send the corresponding threshold message to the owner, if such a message exists.
*/
/obj/item/organ/proc/check_damage_thresholds(var/M)
if(damage == prev_damage)
return
var/delta = damage - prev_damage
if(delta > 0)
if(damage >= maxHealth)
organ_flags |= ORGAN_FAILING
return now_failing
if(damage > high_threshold && prev_damage <= high_threshold)
return high_threshold_passed
if(damage > low_threshold && prev_damage <= low_threshold)
return low_threshold_passed
else
organ_flags &= ~ORGAN_FAILING
if(prev_damage > low_threshold && damage <= low_threshold)
return low_threshold_cleared
if(prev_damage > high_threshold && damage <= high_threshold)
return high_threshold_cleared
if(prev_damage == maxHealth)
return now_fixed
//Runs some code on the organ when damage is taken/healed
/obj/item/organ/proc/onDamage(var/d, var/maximum = maxHealth)
return
//Runs some code on the organ when damage is taken/healed
/obj/item/organ/proc/onSetDamage(var/d, var/maximum = maxHealth)
return
//Looking for brains?
//Try code/modules/mob/living/carbon/brain/brain_item.dm
/mob/living/proc/regenerate_organs()
return 0
/mob/living/carbon/regenerate_organs()
/mob/living/carbon/regenerate_organs(only_one = FALSE)
var/breathes = TRUE
var/blooded = TRUE
if(dna && dna.species)
@@ -125,6 +217,8 @@
else
LI = new()
LI.Insert(src)
if(only_one)
return TRUE
if(has_stomach && !getorganslot(ORGAN_SLOT_STOMACH))
var/obj/item/organ/stomach/S
@@ -134,14 +228,20 @@
else
S = new()
S.Insert(src)
if(only_one)
return TRUE
if(breathes && !getorganslot(ORGAN_SLOT_LUNGS))
var/obj/item/organ/lungs/L = new()
L.Insert(src)
if(only_one)
return TRUE
if(blooded && !getorganslot(ORGAN_SLOT_HEART))
var/obj/item/organ/heart/H = new()
H.Insert(src)
if(only_one)
return TRUE
if(!getorganslot(ORGAN_SLOT_TONGUE))
var/obj/item/organ/tongue/T
@@ -153,7 +253,10 @@
// if they have no mutant tongues, give them a regular one
T.Insert(src)
else
if(only_one)
return TRUE
else if (!only_one)
var/obj/item/organ/tongue/oT = getorganslot(ORGAN_SLOT_TONGUE)
if(oT.name == "fluffy tongue")
var/obj/item/organ/tongue/T
@@ -174,6 +277,8 @@
else
E = new()
E.Insert(src)
if(only_one)
return TRUE
if(!getorganslot(ORGAN_SLOT_EARS))
var/obj/item/organ/ears/ears
@@ -183,9 +288,13 @@
ears = new
ears.Insert(src)
if(only_one)
return TRUE
if(!getorganslot(ORGAN_SLOT_TAIL))
var/obj/item/organ/tail/tail
if(dna && dna.species && dna.species.mutanttail)
tail = new dna.species.mutanttail
tail.Insert(src)
if(only_one)
return TRUE
+33 -4
View File
@@ -8,12 +8,41 @@
desc = "Onaka ga suite imasu."
var/disgust_metabolism = 1
/obj/item/organ/stomach/on_life()
var/mob/living/carbon/human/H = owner
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = STANDARD_ORGAN_DECAY
if(istype(H))
H.dna.species.handle_digestion(H)
low_threshold_passed = "<span class='info'>Your stomach flashes with pain before subsiding. Food doesn't seem like a good idea right now.</span>"
high_threshold_passed = "<span class='warning'>Your stomach flares up with constant pain- you can hardly stomach the idea of food right now!</span>"
high_threshold_cleared = "<span class='info'>The pain in your stomach dies down for now, but food still seems unappealing.</span>"
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
if(!(organ_flags & ORGAN_FAILING))
H.dna.species.handle_digestion(H)
handle_disgust(H)
Nutri = locate(/datum/reagent/consumable/nutriment) in H.reagents.reagent_list
if(Nutri)
if(prob((damage/40) * Nutri.volume * Nutri.volume))
H.vomit(damage)
to_chat(H, "<span class='warning'>Your stomach reels in pain as you're incapable of holding down all that food!</span>")
else if(Nutri && damage > high_threshold)
if(prob((damage/10) * Nutri.volume * Nutri.volume))
H.vomit(damage)
to_chat(H, "<span class='warning'>Your stomach reels in pain as you're incapable of holding down all that food!</span>")
else if(iscarbon(owner))
var/mob/living/carbon/C = owner
Nutri = locate(/datum/reagent/consumable/nutriment) in C.reagents.reagent_list
if(damage < low_threshold)
return
/obj/item/organ/stomach/proc/handle_disgust(mob/living/carbon/human/H)
if(H.disgust)
+35 -18
View File
@@ -10,8 +10,7 @@
var/list/languages_possible
var/say_mod = null
var/taste_sensitivity = 15 // lower is more sensitive.
var/maxHealth = TONGUE_MAX_HEALTH
var/damage = 0
maxHealth = TONGUE_MAX_HEALTH
var/modifies_speech = FALSE
var/static/list/languages_possible_base = typecacheof(list(
/datum/language/common,
@@ -31,27 +30,34 @@
/obj/item/organ/tongue/proc/handle_speech(datum/source, list/speech_args)
/obj/item/organ/tongue/proc/adjustTongueLoss(mob/living/carbon/M, damage_mod)
if (maxHealth == "alien")
return
if (maxHealth == "bone")
var/target = M.get_bodypart(BODY_ZONE_HEAD)
M.apply_damage(damage_mod, BURN, target)
to_chat(M, "<span class='userdanger'>The drink burns your skull! Oof, your bones!</span>")
return
if(damage+damage_mod < 0)
damage = 0
/obj/item/organ/tongue/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(organ_flags & ORGAN_SYNTHETIC)
var/errormessage = list("Runtime in tongue.dm, line 39: Undefined operation \"zapzap ow my tongue\"", "afhsjifksahgjkaslfhashfjsak", "-1.#IND", "Graham's number", "inside you all along", "awaiting at least 1 approving review before merging this taste request")
owner.say("The pH is appropriately [pick(errormessage)].")
/obj/item/organ/tongue/applyOrganDamage(var/d, var/maximum = maxHealth)
if(!d) //Micro-optimization.
return
if(maximum < damage)
return
damage = CLAMP(damage + d, 0, maximum)
var/mess = check_damage_thresholds(owner)
prev_damage = damage
if(mess && owner)
to_chat(owner, mess)
damage += damage_mod
if ((damage / maxHealth) > 1)
to_chat(M, "<span class='userdanger'>Your tongue is singed beyond recognition, and disintegrates!</span>")
to_chat(owner, "<span class='userdanger'>Your tongue is singed beyond recognition, and disintegrates!</span>")
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Tongues lost to Fermi")
qdel(src)
else if ((damage / maxHealth) > 0.85)
to_chat(M, "<span class='warning'>Your tongue feels like it's about to fall out!.</span>")
to_chat(owner, "<span class='warning'>Your tongue feels like it's about to fall out!.</span>")
else if ((damage / maxHealth) > 0.5)
to_chat(M, "<span class='notice'>Your tongue is really starting to hurt.</span>")
to_chat(owner, "<span class='notice'>Your tongue is really starting to hurt.</span>")
/obj/item/organ/tongue/Insert(mob/living/carbon/M, special = 0)
@@ -168,7 +174,7 @@
icon_state = "tonguexeno"
say_mod = "hisses"
taste_sensitivity = 10 // LIZARDS ARE ALIENS CONFIRMED
maxHealth = "alien" //Their blood is acid, so, no, though a tongueless xeno might be funny
maxHealth = 500 //They've a little mouth for a tongue, so it's pretty rhobust
modifies_speech = TRUE // not really, they just hiss
var/static/list/languages_possible_alien = typecacheof(list(
/datum/language/xenocommon,
@@ -189,9 +195,10 @@
desc = "Apparently skeletons alter the sounds they produce through oscillation of their teeth, hence their characteristic rattling."
icon_state = "tonguebone"
say_mod = "rattles"
organ_flags = ORGAN_NO_SPOIL
attack_verb = list("bitten", "chattered", "chomped", "enamelled", "boned")
taste_sensitivity = 101 // skeletons cannot taste anything
maxHealth = "bone" //Take brute damage instead
maxHealth = 75 //Take brute damage instead
modifies_speech = TRUE
var/chattering = FALSE
var/phomeme_type = "sans"
@@ -201,6 +208,14 @@
. = ..()
phomeme_type = pick(phomeme_types)
/obj/item/organ/tongue/bone/applyOrganDamage(var/d, var/maximum = maxHealth)
if(!owner)
return
var/target = owner.get_bodypart(BODY_ZONE_HEAD)
owner.apply_damage(d, BURN, target)
to_chat(owner, "<span class='userdanger'>You feel your skull burning! Oof, your bones!</span>")
return
/obj/item/organ/tongue/bone/handle_speech(datum/source, list/speech_args)
if (chattering)
chatter(speech_args[SPEECH_MESSAGE], phomeme_type, source)
@@ -262,6 +277,7 @@
icon_state = "tonguecybernetic"
taste_sensitivity = 10
maxHealth = 60 //It's robotic!
organ_flags = ORGAN_SYNTHETIC
/obj/item/organ/tongue/cybernetic/handle_speech(datum/source, list/speech_args)
speech_args[SPEECH_SPANS] |= SPAN_ROBOT
@@ -271,3 +287,4 @@
say_mod = "beeps"
desc = "A voice synthesizer used by IPCs to smoothly interface with organic lifeforms."
electronics_magic = FALSE
organ_flags = ORGAN_SYNTHETIC
+4 -5
View File
@@ -26,12 +26,14 @@
zone = BODY_ZONE_HEAD
slot = ORGAN_SLOT_ADAMANTINE_RESONATOR
icon_state = "adamantine_resonator"
decay_factor = 0
/obj/item/organ/vocal_cords/adamantine
name = "adamantine vocal cords"
desc = "When adamantine resonates, it causes all nearby pieces of adamantine to resonate as well. Adamantine golems use this to broadcast messages to nearby golems."
actions_types = list(/datum/action/item_action/organ_action/use/adamantine_vocal_cords)
icon_state = "adamantine_cords"
decay_factor = 0
/datum/action/item_action/organ_action/use/adamantine_vocal_cords/Trigger()
if(!IsAvailable())
@@ -62,6 +64,7 @@
var/cooldown_mod = 1
var/base_multiplier = 1
spans = list("colossus","yell")
decay_factor = 0
/datum/action/item_action/organ_action/colossus
name = "Voice of God"
@@ -623,10 +626,6 @@
/datum/action/item_action/organ_action/velvet
name = "Velvet chords"
var/obj/item/organ/vocal_cords/velvet/cords = null
//icon_icon = 'icons/mob/screen_alert.dmi'
//button_icon_state = "velvet_chords"
//icon = 'icons/mob/screen_alert.dmi'
//icon_state = "in_love"
/datum/action/item_action/organ_action/velvet/New()
..()
@@ -991,7 +990,7 @@
if (HAS_TRAIT(H, TRAIT_DEAF))//How the heck you managed to get here I have no idea, but just in case!
speaktrigger += "I can barely hear you! "
//And the brain damage. And the brain damage. And the brain damage. And the brain damage. And the brain damage.
switch(H.getBrainLoss())
switch(H.getOrganLoss(ORGAN_SLOT_BRAIN))
if(20 to 40)
speaktrigger += "I have a mild head ache, "
if(40 to 80)