I missed an earlier port.
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@@ -57,7 +57,7 @@
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newbrain.brainmob = null
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brainmob.forceMove(src)
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brainmob.container = src
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if(!newbrain.damaged_brain) // the brain organ hasn't been beaten to death.
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if(!newbrain.organ_flags & ORGAN_FAILING) // the brain organ hasn't been beaten to death.
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brainmob.stat = CONSCIOUS //we manually revive the brain mob
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GLOB.dead_mob_list -= brainmob
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GLOB.alive_mob_list += brainmob
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@@ -7,11 +7,19 @@
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layer = ABOVE_MOB_LAYER
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zone = BODY_ZONE_HEAD
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slot = ORGAN_SLOT_BRAIN
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vital = TRUE
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organ_flags |= ORGAN_VITAL
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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 / 2 //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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maxHealth = BRAIN_DAMAGE_DEATH
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low_threshold = 45
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high_threshold = 120
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var/mob/living/brain/brainmob = null
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var/damaged_brain = FALSE //whether the brain organ is damaged.
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var/organ_flags & ORGAN_FAILING = FALSE //whether the brain organ is damaged.
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var/decoy_override = FALSE //I apologize to the security players, and myself, who abused this, but this is going to go.
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//two variables necessary for calculating whether we get a brain trauma or not
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var/damage_delta = 0
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var/list/datum/brain_trauma/traumas = list()
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@@ -90,22 +98,88 @@
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if(brainmob)
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O.attack(brainmob, user) //Oh noooeeeee
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/obj/item/organ/brain/examine(mob/user)
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..()
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if(istype(O, /obj/item/organ_storage)) //BUG_PROBABLE_CAUSE
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return //Borg organ bags shouldn't be killing brains
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if(brainmob)
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if(brainmob.client)
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if(brainmob.health <= HEALTH_THRESHOLD_DEAD)
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to_chat(user, "It's lifeless and severely damaged.")
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if((organ_flags & ORGAN_FAILING) && O.is_drainable() && O.reagents.has_reagent("neurine")) //Neurine fixes dead brains
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. = TRUE //don't do attack animation.
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var/cached_Bdamage = brainmob?.health
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var/datum/reagent/medicine/neurine/N = reagents.has_reagent("neurine")
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if(O.reagents.has_reagent("mannitol")//Just a quick way to bolster the effects if someone mixes up a batch.
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N.volume *= 1.5
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if(!O.reagents.has_reagent("neurine", 10))
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to_chat(user, "<span class='warning'>There's not enough neurine in [O] to restore [src]!</span>")
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return
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user.visible_message("<span class='notice'>[user] starts to pour the contents of [O] onto [src].</span>", "<span class='notice'>You start to slowly pour the contents of [O] onto [src].</span>")
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if(!do_after(user, 60, TRUE, src))
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to_chat(user, "<span class='warning'>You failed to pour [O] onto [src]!</span>")
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return
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user.visible_message("<span class='notice'>[user] pours the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>", "<span class='notice'>You pour the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>")
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setOrganDamage((damage - (0.10 * maxHealth)*N.volume)) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
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O.reagents.clear_reagents()
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if(cached_Bdamage) //Fixing dead brains yeilds a trauma
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if(cached_Bdamage <= HEALTH_THRESHOLD_DEAD && brainmob.health > HEALTH_THRESHOLD_DEAD)
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if(prob(90))
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gain_trauma_type(BRAIN_TRAUMA_MILD)
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if else(prob(50))
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gain_trauma_type(BRAIN_TRAUMA_SEVERE)
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else
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
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return
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if((organ_flags & ORGAN_FAILING) && O.is_drainable() && O.reagents.has_reagent("mannitol")) //attempt to heal the brain
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. = TRUE //don't do attack animation.
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var/datum/reagent/medicine/mannitol/M = reagents.has_reagent("mannitol")
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if(brain_death || brainmob?.health <= HEALTH_THRESHOLD_DEAD) //if the brain is fucked anyway, do nothing
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to_chat(user, "<span class='warning'>[src] is far too damaged, you'll have to use neurine on it!</span>")
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return
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if(!O.reagents.has_reagent("mannitol", 10))
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to_chat(user, "<span class='warning'>There's not enough mannitol in [O] to restore [src]!</span>")
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return
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user.visible_message("<span class='notice'>[user] starts to pour the contents of [O] onto [src].</span>", "<span class='notice'>You start to slowly pour the contents of [O] onto [src].</span>")
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if(!do_after(user, 60, TRUE, src))
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to_chat(user, "<span class='warning'>You failed to pour [O] onto [src]!</span>")
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return
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user.visible_message("<span class='notice'>[user] pours the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>", "<span class='notice'>You pour the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>")
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setOrganDamage((damage - (0.05 * maxHealth)*M.volume)) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
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O.reagents.clear_reagents()
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return
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/obj/item/organ/brain/examine(mob/user)//BUG_PROBABLE_CAUSE to_chats changed to . +=
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. = ..()
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if(suicided)
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. += "<span class='info'>It's started turning slightly grey. They must not have been able to handle the stress of it all.</span>"
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else if(brainmob)
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if(brainmob.get_ghost(FALSE, TRUE))
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if(brain_death || brainmob.health <= HEALTH_THRESHOLD_DEAD)
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. += "<span class='info'>It's lifeless and severely damaged, only the strongest of chems will save it.</span>"
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else if(organ_flags & ORGAN_FAILING)
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. += "<span class='info'>It seems to still have a bit of energy within it, but it's rather damaged... You may be able to restore it with some <b>mannitol</b>.</span>"
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else
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to_chat(user, "You can feel the small spark of life still left in this one.")
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. += "<span class='info'>You can feel the small spark of life still left in this one.</span>"
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else if(organ_flags & ORGAN_FAILING)
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. += "<span class='info'>It seems particularly lifeless and is rather damaged... You may be able to restore it with some <b>mannitol</b> incase it becomes functional again later.</span>"
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else
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to_chat(user, "This one seems particularly lifeless. Perhaps it will regain some of its luster later.")
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. += "<span class='info'>This one seems particularly lifeless. Perhaps it will regain some of its luster later.</span>"
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else
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if(decoy_override)
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to_chat(user, "This one seems particularly lifeless. Perhaps it will regain some of its luster later.")
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if(organ_flags & ORGAN_FAILING)
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. += "<span class='info'>It seems particularly lifeless and is rather damaged... You may be able to restore it with some <b>mannitol</b> incase it becomes functional again later.</span>"
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else
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. += "<span class='info'>This one seems particularly lifeless. Perhaps it will regain some of its luster later.</span>"
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else
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to_chat(user, "This one is completely devoid of life.")
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. += "<span class='info'>This one is completely devoid of life.</span>"
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/obj/item/organ/brain/attack(mob/living/carbon/C, mob/user)
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if(!istype(C))
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@@ -141,7 +215,7 @@
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Insert(C)
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else
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..()
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/* TO BE REMOVED, KEPT IN CASE OF BUGS
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/obj/item/organ/brain/proc/get_brain_damage()
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var/brain_damage_threshold = max_integrity * BRAIN_DAMAGE_INTEGRITY_MULTIPLIER
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var/offset_integrity = obj_integrity - (max_integrity - brain_damage_threshold)
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@@ -165,6 +239,42 @@
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else if(adjusted_amount <= -DAMAGE_PRECISION)
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obj_integrity = min(max_integrity, obj_integrity-adjusted_amount)
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. = adjusted_amount
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*/
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/obj/item/organ/brain/on_life()
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if(damage >= BRAIN_DAMAGE_DEATH) //rip
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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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/obj/item/organ/brain/process() //needs to run in life AND death
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..()
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//if we're not more injured than before, return without gambling for a trauma
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if(damage <= prev_damage)
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prev_damage = damage
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return
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damage_delta = damage - prev_damage
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if(damage > BRAIN_DAMAGE_MILD)
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if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
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gain_trauma_type(BRAIN_TRAUMA_MILD)
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if(damage > BRAIN_DAMAGE_SEVERE)
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if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_SEVERE)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1%
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if(prob(20))
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
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else
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gain_trauma_type(BRAIN_TRAUMA_SEVERE)
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if (owner)
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if(owner.stat < UNCONSCIOUS) //conscious or soft-crit
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if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
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to_chat(owner, "<span class='warning'>You feel lightheaded.</span>")
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else if(prev_damage < BRAIN_DAMAGE_SEVERE && damage >= BRAIN_DAMAGE_SEVERE)
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to_chat(owner, "<span class='warning'>You feel less in control of your thoughts.</span>")
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else if(prev_damage < (BRAIN_DAMAGE_DEATH - 20) && damage >= (BRAIN_DAMAGE_DEATH - 20))
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to_chat(owner, "<span class='warning'>You can feel your mind flickering on and off...</span>")
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//update our previous damage holder after we've checked our boundaries
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prev_damage = damage
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return
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/obj/item/organ/brain/Destroy() //copypasted from MMIs.
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if(brainmob)
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@@ -20,7 +20,7 @@
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else if(istype(loc, /obj/item/organ/brain))
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BR = loc
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if(BR)
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BR.damaged_brain = 1 //beaten to a pulp
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BR.organ_flags & ORGAN_FAILING = 1 //beaten to a pulp
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/mob/living/brain/proc/handle_emp_damage()
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if(emp_damage)
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