Merge pull request #14639 from necromanceranne/cyberorgan_stuff_ye

Ports a significant amount of the tg cybernetic organ code + more
This commit is contained in:
silicons
2021-04-28 21:20:57 -06:00
committed by GitHub
11 changed files with 252 additions and 103 deletions

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@@ -51,3 +51,4 @@
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
#define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment.
#define ORGAN_EDIBLE (1<<7) //is a snack? :D
#define ORGAN_SYNTHETIC_EMP (1<<6) //Synthetic organ affected by an EMP. Deteriorates over time.

View File

@@ -135,8 +135,8 @@
/obj/item/organ/cyberimp/arm/toolset,
/obj/item/organ/cyberimp/arm/surgery,
/obj/item/organ/cyberimp/chest/thrusters,
/obj/item/organ/lungs/cybernetic,
/obj/item/organ/liver/cybernetic) //cyberimplants range from a nice bonus to fucking broken bullshit so no subtypesof
/obj/item/organ/lungs/cybernetic/tier3,
/obj/item/organ/liver/cybernetic/tier3) //cyberimplants range from a nice bonus to fucking broken bullshit so no subtypesof
for(var/V in templist)
var/atom/A = V
augment_list[initial(A.name)] = A

View File

@@ -75,7 +75,7 @@
cost = 250
unit_name = "heart"
export_types = list(/obj/item/organ/heart)
exclude_types = list(/obj/item/organ/heart/cursed, /obj/item/organ/heart/cybernetic)
exclude_types = list(/obj/item/organ/heart/cursed, /obj/item/organ/heart/cybernetic/tier2, /obj/item/organ/heart/cybernetic/tier3)
/datum/export/organs/tongue
cost = 75
@@ -92,29 +92,30 @@
cost = 50 //can be replaced
unit_name = "stomach"
export_types = list(/obj/item/organ/stomach)
exclude_types = list(/obj/item/organ/stomach/cybernetic/tier2, /obj/item/organ/stomach/cybernetic/tier3)
/datum/export/organs/lungs
cost = 150
unit_name = "lungs"
export_types = list(/obj/item/organ/lungs)
exclude_types = list(/obj/item/organ/lungs/cybernetic, /obj/item/organ/lungs/cybernetic/upgraded)
export_types = list(/obj/item/organ/lungs,)
exclude_types = list(/obj/item/organ/lungs/cybernetic/tier2, /obj/item/organ/lungs/cybernetic/tier3)
/datum/export/organs/liver
cost = 175
unit_name = "liver"
export_types = list(/obj/item/organ/liver)
exclude_types = list(/obj/item/organ/liver/cybernetic, /obj/item/organ/liver/cybernetic/upgraded)
exclude_types = list(/obj/item/organ/liver/cybernetic/tier2, /obj/item/organ/liver/cybernetic/tier3)
/datum/export/organs/cybernetic
cost = 225
unit_name = "cybernetic organ"
export_types = list(/obj/item/organ/liver/cybernetic, /obj/item/organ/lungs/cybernetic, /obj/item/organ/eyes/robotic, /obj/item/organ/heart/cybernetic)
exclude_types = list(/obj/item/organ/lungs/cybernetic/upgraded, /obj/item/organ/liver/cybernetic/upgraded)
export_types = list(/obj/item/organ/liver/cybernetic/tier2, /obj/item/organ/lungs/cybernetic/tier2, /obj/item/organ/eyes/robotic/shield, /obj/item/organ/eyes/robotic/glow, /obj/item/organ/stomach/cybernetic/tier2, /obj/item/organ/heart/cybernetic/tier2)
exclude_types = list(/obj/item/organ/liver/cybernetic/tier3, /obj/item/organ/lungs/cybernetic/tier3, /obj/item/organ/eyes/robotic/xray, /obj/item/organ/eyes/robotic/thermals, /obj/item/organ/stomach/cybernetic/tier3, /obj/item/organ/heart/cybernetic/tier3)
/datum/export/organs/upgraded
cost = 275
unit_name = "upgraded cybernetic organ"
export_types = list(/obj/item/organ/lungs/cybernetic/upgraded, /obj/item/organ/liver/cybernetic/upgraded)
export_types = list(/obj/item/organ/liver/cybernetic/tier3, /obj/item/organ/lungs/cybernetic/tier3, /obj/item/organ/eyes/robotic/xray, /obj/item/organ/eyes/robotic/thermals, /obj/item/organ/stomach/cybernetic/tier3, /obj/item/organ/heart/cybernetic/tier3)
/datum/export/organs/tail // yeah have fun pulling this off someone without catching a bwoink
cost = 500

View File

@@ -644,66 +644,109 @@
//Cybernetic organs
/datum/design/cybernetic_liver
name = "Cybernetic Liver"
desc = "A cybernetic liver"
name = "Basic Cybernetic Liver"
desc = "A basic cybernetic liver."
id = "cybernetic_liver"
build_type = PROTOLATHE | MECHFAB
construction_time = 40
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/liver/cybernetic
category = list("Misc","Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_heart
name = "Cybernetic Heart"
desc = "A cybernetic heart"
id = "cybernetic_heart"
build_type = PROTOLATHE | MECHFAB
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/heart/cybernetic
category = list("Misc","Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_heart_u
name = "Upgraded Cybernetic Heart"
desc = "An upgraded cybernetic heart"
id = "cybernetic_heart_u"
build_type = PROTOLATHE | MECHFAB
construction_time = 50
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 500)
build_path = /obj/item/organ/heart/cybernetic/upgraded
category = list("Misc", "Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_liver_u
name = "Upgraded Cybernetic Liver"
desc = "An upgraded cybernetic liver"
id = "cybernetic_liver_u"
build_type = PROTOLATHE | MECHFAB
/datum/design/cybernetic_liver/tier2
name = "Cybernetic Liver"
desc = "A cybernetic liver."
id = "cybernetic_liver_tier2"
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/liver/cybernetic/upgraded
category = list("Misc","Medical Designs")
build_path = /obj/item/organ/liver/cybernetic/tier2
/datum/design/cybernetic_liver/tier3
name = "Upgraded Cybernetic Liver"
desc = "An upgraded cybernetic liver."
id = "cybernetic_liver_tier3"
construction_time = 50
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
build_path = /obj/item/organ/liver/cybernetic/tier3
/datum/design/cybernetic_heart
name = "Basic Cybernetic Heart"
desc = "A basic cybernetic heart."
id = "cybernetic_heart"
build_type = PROTOLATHE | MECHFAB
construction_time = 40
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/heart/cybernetic
category = list("Misc", "Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_heart/tier2
name = "Cybernetic Heart"
desc = "A cybernetic heart."
id = "cybernetic_heart_tier2"
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/heart/cybernetic/tier2
/datum/design/cybernetic_heart/tier3
name = "Upgraded Cybernetic Heart"
desc = "An upgraded cybernetic heart."
id = "cybernetic_heart_tier3"
construction_time = 50
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
build_path = /obj/item/organ/heart/cybernetic/tier3
/datum/design/cybernetic_lungs
name = "Cybernetic Lungs"
desc = "A pair of cybernetic lungs."
name = "Basic Cybernetic Lungs"
desc = "A basic pair of cybernetic lungs."
id = "cybernetic_lungs"
build_type = PROTOLATHE | MECHFAB
construction_time = 40
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/lungs/cybernetic
category = list("Misc","Medical Designs")
category = list("Misc", "Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_lungs_u
/datum/design/cybernetic_lungs/tier2
name = "Cybernetic Lungs"
desc = "A pair of cybernetic lungs."
id = "cybernetic_lungs_tier2"
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/lungs/cybernetic/tier2
/datum/design/cybernetic_lungs/tier3
name = "Upgraded Cybernetic Lungs"
desc = "A pair of upgraded cybernetic lungs."
id = "cybernetic_lungs_u"
id = "cybernetic_lungs_tier3"
construction_time = 50
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
build_path = /obj/item/organ/lungs/cybernetic/tier3
/datum/design/cybernetic_stomach
name = "Basic Cybernetic Stomach"
desc = "A basic cybernetic stomach."
id = "cybernetic_stomach"
build_type = PROTOLATHE | MECHFAB
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 500)
build_path = /obj/item/organ/lungs/cybernetic/upgraded
category = list("Misc","Medical Designs")
construction_time = 40
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/stomach/cybernetic
category = list("Misc", "Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_stomach/tier2
name = "Cybernetic Stomach"
desc = "A cybernetic stomach."
id = "cybernetic_stomach_tier2"
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/stomach/cybernetic/tier2
/datum/design/cybernetic_stomach/tier3
name = "Upgraded Cybernetic Stomach"
desc = "An upgraded cybernetic stomach."
id = "cybernetic_stomach_tier3"
construction_time = 50
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
build_path = /obj/item/organ/stomach/cybernetic/tier3
/datum/design/cybernetic_tongue
name = "Cybernetic tongue"
desc = "A fancy cybernetic tongue."
@@ -711,7 +754,7 @@
build_type = PROTOLATHE | MECHFAB
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/tongue/cybernetic
category = list("Misc","Medical Designs")
category = list("Misc", "Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_ears

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@@ -67,20 +67,27 @@
design_ids = list("implanter", "implantcase", "implant_chem", "implant_tracking", "locator", "c38_trac")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
/datum/techweb_node/basic_cyber_organs
id = "basic_cyber_organs"
starting_node = TRUE
display_name = "Basic Cybernetic Organs"
description = "We have the techinology to force him to live a disgusting halflife."
design_ids = list("cybernetic_liver", "cybernetic_heart", "cybernetic_lungs", "cybernetic_stomach")
/datum/techweb_node/cyber_organs
id = "cyber_organs"
display_name = "Cybernetic Organs"
description = "We have the technology to rebuild him."
prereq_ids = list("adv_biotech")
design_ids = list("cybernetic_ears", "cybernetic_heart", "cybernetic_liver", "cybernetic_lungs", "cybernetic_tongue")
prereq_ids = list("biotech")
design_ids = list("cybernetic_ears", "cybernetic_heart_tier2", "cybernetic_liver_tier2", "cybernetic_lungs_tier2", "cybernetic_stomach_tier2")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 1000)
/datum/techweb_node/cyber_organs_upgraded
id = "cyber_organs_upgraded"
display_name = "Upgraded Cybernetic Organs"
description = "We have the technology to upgrade him."
prereq_ids = list("cyber_organs")
design_ids = list("cybernetic_ears_u", "cybernetic_heart_u", "cybernetic_liver_u", "cybernetic_lungs_u", "ipc_stomach")
prereq_ids = list("adv_biotech", "cyber_organs")
design_ids = list("cybernetic_ears_u", "cybernetic_heart_tier3", "cybernetic_liver_tier3", "cybernetic_lungs_tier3", "cybernetic_stomach_tier3")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 1500)
/datum/techweb_node/cyber_implants

View File

@@ -197,45 +197,67 @@
colour = "red"
/obj/item/organ/heart/cybernetic
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."
name = "basic cybernetic heart"
desc = "A basic electronic device designed to mimic the functions of an organic human heart."
icon_state = "heart-c"
organ_flags = ORGAN_SYNTHETIC
maxHealth = STANDARD_ORGAN_THRESHOLD*0.75 //This also hits defib timer, so a bit higher than its less important counterparts
var/dose_available = FALSE
var/rid = /datum/reagent/medicine/epinephrine
var/ramount = 10
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/heart/cybernetic/tier2
name = "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."
icon_state = "heart-c-u"
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
dose_available = TRUE
emp_vulnerability = 2
/obj/item/organ/heart/cybernetic/tier3
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-u2"
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
dose_available = TRUE
rid = /datum/reagent/medicine/atropine
ramount = 5
emp_vulnerability = 3
/obj/item/organ/heart/cybernetic/emp_act(severity)
. = ..()
// If the owner doesn't need a heart, we don't need to do anything with it.
if(!owner.needs_heart())
return
if(. & EMP_PROTECT_SELF)
return
Stop()
addtimer(CALLBACK(src, .proc/Restart), 0.2*severity SECONDS)
damage += severity
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.Dizzy(10)
owner.losebreath += 10
COOLDOWN_START(src, severe_cooldown, 20 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
Stop()
owner.visible_message("<span class='danger'>[owner] clutches at [owner.p_their()] chest as if [owner.p_their()] heart is stopping!</span>", \
"<span class='userdanger'>You feel a terrible pain in your chest, as if your heart has stopped!</span>")
addtimer(CALLBACK(src, .proc/Restart), 10 SECONDS)
/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()
/obj/item/organ/heart/cybernetic/on_life(delta_time, times_fired)
. = ..()
if(!.)
return
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.adjust_nutrition(-regen_amount)
ramount += regen_amount
/obj/item/organ/heart/cybernetic/upgraded/proc/used_dose()
/obj/item/organ/heart/cybernetic/proc/used_dose()
owner.reagents.add_reagent(rid, ramount)
dose_available = FALSE
/obj/item/organ/heart/cybernetic/tier3/used_dose()
. = ..()
addtimer(VARSET_CALLBACK(src, dose_available, TRUE), 5 MINUTES)
ramount = 0
/obj/item/organ/heart/ipc
name = "IPC heart"

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@@ -98,23 +98,41 @@
icon_state = "liver-c"
/obj/item/organ/liver/cybernetic
name = "cybernetic liver"
name = "basic 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."
desc = "A very basic device designed to mimic the functions of a human liver. Handles toxins slightly worse than an organic liver."
organ_flags = ORGAN_SYNTHETIC
maxHealth = 1.1 * STANDARD_ORGAN_THRESHOLD
toxTolerance = 0.3 * LIVER_DEFAULT_TOX_TOLERANCE //little less than 1u of toxin purging
toxLethality = 1.1 * LIVER_DEFAULT_TOX_LETHALITY
maxHealth = STANDARD_ORGAN_THRESHOLD*0.5
/obj/item/organ/liver/cybernetic/upgraded
name = "upgraded cybernetic liver"
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/liver/cybernetic/tier2
name = "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."
desc = "An electronic device designed to mimic the functions of a human liver. Handles toxins slightly better than an organic liver."
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
toxTolerance = 2 * LIVER_DEFAULT_TOX_TOLERANCE //6 units of toxin purging
toxLethality = 0.8 * LIVER_DEFAULT_TOX_LETHALITY //20% less damage than a normal liver
emp_vulnerability = 2
/obj/item/organ/liver/cybernetic/tier3
name = "upgraded cybernetic liver"
icon_state = "liver-c-u2"
desc = "An upgraded version of the cybernetic liver, designed to improve further upon organic livers. It is resistant to alcohol poisoning and is very robust at filtering toxins."
alcohol_tolerance = 0.001
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
toxTolerance = 5 * LIVER_DEFAULT_TOX_TOLERANCE //15 units of toxin purging
toxLethality = 0.4 * LIVER_DEFAULT_TOX_LETHALITY //60% less damage than a normal liver
emp_vulnerability = 3
/obj/item/organ/liver/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
damage += severity
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.adjustToxLoss(10)
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.

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@@ -547,33 +547,52 @@
maxHealth = INFINITY//I don't understand how plamamen work, so I'm not going to try t give them special lungs atm
/obj/item/organ/lungs/cybernetic
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."
name = "basic cybernetic lungs"
desc = "A basic cybernetic version of the lungs found in traditional humanoid entities."
icon_state = "lungs-c"
organ_flags = ORGAN_SYNTHETIC
maxHealth = 400
safe_oxygen_min = 13
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.5
/obj/item/organ/lungs/cybernetic/emp_act()
. = ..()
if(. & EMP_PROTECT_SELF)
return
owner.losebreath = 20
owner.adjustOrganLoss(ORGAN_SLOT_LUNGS, 25)
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/lungs/cybernetic/upgraded
name = "upgraded cybernetic lungs"
desc = "A more advanced version of the stock cybernetic lungs. They are capable of filtering out lower levels of toxins and carbon dioxide."
/obj/item/organ/lungs/cybernetic/tier2
name = "cybernetic lungs"
desc = "A cybernetic version of the lungs found in traditional humanoid entities. Allows for greater intakes of oxygen than organic lungs, requiring slightly less pressure."
icon_state = "lungs-c-u"
safe_toxins_max = 20
safe_co2_max = 20
safe_oxygen_max = 250
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
safe_oxygen_min = 13
safe_oxygen_max = 100
emp_vulnerability = 2
/obj/item/organ/lungs/cybernetic/tier3
name = "upgraded cybernetic lungs"
desc = "A more advanced version of the stock cybernetic lungs. Features the ability to filter out various airbourne toxins and carbon dioxide even at heavy levels."
icon_state = "lungs-c-u2"
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
safe_oxygen_min = 4 //You could literally be breathing the thinnest amount of oxygen and be fine
safe_oxygen_max = 250 //Or be in an enriched oxygen room for that matter
safe_toxins_max = 30
safe_co2_max = 30
SA_para_min = 30
SA_sleep_min = 50
BZ_trip_balls_min = 30
emp_vulnerability = 3
cold_level_1_threshold = 200
cold_level_2_threshold = 140
cold_level_3_threshold = 100
maxHealth = 550
/obj/item/organ/lungs/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.losebreath += 20
COOLDOWN_START(src, severe_cooldown, 30 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
/obj/item/organ/lungs/ashwalker
name = "ash lungs"
desc = "blackened lungs identical from specimens recovered from lavaland, unsuited to higher air pressures."

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@@ -16,6 +16,7 @@
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
var/severe_cooldown //cooldown for severe effects, used for synthetic organ emp effects.
///Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds
var/prev_damage = 0
@@ -153,6 +154,9 @@
/obj/item/organ/proc/on_life() //repair organ damage if the organ is not failing or synthetic
if(organ_flags & ORGAN_FAILING || !owner)
return FALSE
if(organ_flags & ORGAN_SYNTHETIC_EMP) //Synthetic organ has been emped, is now failing.
applyOrganDamage(maxHealth * decay_factor)
return
if(!is_cold() && damage)
///Damage decrements by a percent of its maxhealth
var/healing_amount = -(maxHealth * healing_factor)

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@@ -93,6 +93,40 @@
icon_state = "stomach-p"
desc = "A strange crystal that is responsible for metabolizing the unseen energy force that feeds plasmamen."
/obj/item/organ/stomach/cybernetic
name = "basic cybernetic stomach"
icon_state = "stomach-c"
desc = "A basic device designed to mimic the functions of a human stomach"
organ_flags = ORGAN_SYNTHETIC
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.5
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/stomach/cybernetic/tier2
name = "cybernetic stomach"
icon_state = "stomach-c-u"
desc = "An electronic device designed to mimic the functions of a human stomach. Handles disgusting food a bit better."
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
disgust_metabolism = 2
emp_vulnerability = 2
/obj/item/organ/stomach/cybernetic/tier3
name = "upgraded cybernetic stomach"
icon_state = "stomach-c-u2"
desc = "An upgraded version of the cybernetic stomach, designed to improve further upon organic stomachs. Handles disgusting food very well."
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
disgust_metabolism = 3
emp_vulnerability = 3
/obj/item/organ/stomach/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.vomit(stun = FALSE)
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
/obj/item/organ/stomach/ipc
name = "ipc cell"
icon_state = "stomach-ipc"

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