#define LUNGS_MAX_HEALTH 300 /obj/item/organ/lungs name = "lungs" desc = "Looking at them makes you start manual breathing." icon_state = "lungs" zone = BODY_ZONE_CHEST slot = ORGAN_SLOT_LUNGS 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 = 3 * STANDARD_ORGAN_THRESHOLD healing_factor = STANDARD_ORGAN_HEALING decay_factor = STANDARD_ORGAN_DECAY high_threshold = 0.6 * LUNGS_MAX_HEALTH //threshold at 180 low_threshold = 0.3 * LUNGS_MAX_HEALTH //threshold at 90 high_threshold_passed = "You feel some sort of constriction around your chest as your breathing becomes shallow and rapid." now_fixed = "Your lungs seem to once again be able to hold air." high_threshold_cleared = "The constriction around your chest loosens as your breathing calms down." food_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/medicine/salbutamol = 5) //Breath damage var/breathing_class = BREATH_OXY // can be a gas instead of a breathing class var/safe_breath_min = 16 var/safe_breath_max = 50 var/safe_breath_dam_min = MIN_TOXIC_GAS_DAMAGE var/safe_breath_dam_max = MAX_TOXIC_GAS_DAMAGE var/safe_damage_type = OXY var/list/gas_min = list() var/list/gas_max = list( GAS_CO2 = 30, // Yes it's an arbitrary value who cares? GAS_METHYL_BROMIDE = 1, GAS_PLASMA = MOLES_GAS_VISIBLE ) var/list/gas_damage = list( "default" = list( min = MIN_TOXIC_GAS_DAMAGE, max = MAX_TOXIC_GAS_DAMAGE, damage_type = OXY ), GAS_PLASMA = list( min = MIN_TOXIC_GAS_DAMAGE, max = MAX_TOXIC_GAS_DAMAGE, damage_type = TOX ) ) var/SA_para_min = 1 //nitrous values var/SA_sleep_min = 5 var/BZ_trip_balls_min = 0.1 //BZ gas var/BZ_brain_damage_min = 1 var/gas_stimulation_min = 0.002 //Nitryl and Stimulum var/cold_message = "your face freezing and an icicle forming" var/cold_level_1_threshold = 260 var/cold_level_2_threshold = 200 var/cold_level_3_threshold = 120 var/cold_level_1_damage = COLD_GAS_DAMAGE_LEVEL_1 //Keep in mind with gas damage levels, you can set these to be negative, if you want someone to heal, instead. var/cold_level_2_damage = COLD_GAS_DAMAGE_LEVEL_2 var/cold_level_3_damage = COLD_GAS_DAMAGE_LEVEL_3 var/cold_damage_type = BURN var/hot_message = "your face burning and a searing heat" var/heat_level_1_threshold = 360 var/heat_level_2_threshold = 400 var/heat_level_3_threshold = 1000 var/heat_level_1_damage = HEAT_GAS_DAMAGE_LEVEL_1 var/heat_level_2_damage = HEAT_GAS_DAMAGE_LEVEL_2 var/heat_level_3_damage = HEAT_GAS_DAMAGE_LEVEL_3 var/heat_damage_type = BURN var/smell_sensitivity = 1 var/crit_stabilizing_reagent = /datum/reagent/medicine/epinephrine /obj/item/organ/lungs/New() . = ..() populate_gas_info() /obj/item/organ/lungs/proc/populate_gas_info() gas_min[breathing_class] = safe_breath_min gas_max[breathing_class] = safe_breath_max gas_damage[breathing_class] = list( min = safe_breath_dam_min, max = safe_breath_dam_max, damage_type = safe_damage_type ) if(ispath(breathing_class)) var/datum/breathing_class/class = GLOB.gas_data.breathing_classes[breathing_class] for(var/g in class.gases) if(class.gases[g] > 0) gas_min -= g //TODO: lung health affects lung function /obj/item/organ/lungs/onDamage(damage_mod) //damage might be too low atm. var/cached_damage = damage if (maxHealth == INFINITY) return if(cached_damage+damage_mod < 0) cached_damage = 0 return cached_damage += damage_mod if ((cached_damage/ maxHealth) > 1) to_chat(owner, "You feel your lungs collapse within your chest as you gasp for air, unable to inflate them anymore!") owner.emote("gasp") SSblackbox.record_feedback("tally", "fermi_chem", 1, "Lungs lost") //qdel(src) - Handled elsewhere for now. else if ((cached_damage / maxHealth) > 0.75) to_chat(owner, "It's getting really hard to breathe!!") owner.emote("gasp") owner.Dizzy(3) else if ((cached_damage / maxHealth) > 0.5) owner.Dizzy(2) to_chat(owner, "Your chest is really starting to hurt.") owner.emote("cough") else if ((cached_damage / maxHealth) > 0.2) to_chat(owner, "You feel an ache within your chest.") 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 var/breathModifier = (5-(5*(damage/maxHealth)/2)) //range 2.5 - 5 if((H.status_flags & GODMODE)) return if(HAS_TRAIT(H, TRAIT_NOBREATH)) return if(!breath || (breath.total_moles() == 0)) if(H.reagents.has_reagent(crit_stabilizing_reagent)) return if(H.health >= H.crit_threshold) H.adjustOxyLoss(HUMAN_MAX_OXYLOSS) else if(!HAS_TRAIT(H, TRAIT_NOCRITDAMAGE)) H.adjustOxyLoss(HUMAN_CRIT_MAX_OXYLOSS) H.failed_last_breath = TRUE var/alert_category var/alert_type if(ispath(breathing_class)) var/datum/breathing_class/class = GLOB.gas_data.breathing_classes[breathing_class] alert_category = class.low_alert_category alert_type = class.low_alert_datum else var/list/breath_alert_info = GLOB.gas_data.breath_alert_info if(breathing_class in breath_alert_info) var/list/alert = breath_alert_info[breathing_class]["not_enough_alert"] alert_category = alert["alert_category"] alert_type = alert["alert_type"] if(alert_category) H.throw_alert(alert_category, alert_type) return FALSE #define PP_MOLES(X) ((X / total_moles) * pressure) #define PP(air, gas) PP_MOLES(air.get_moles(gas)) var/gas_breathed = 0 var/pressure = breath.return_pressure() var/total_moles = breath.total_moles() var/list/breath_alert_info = GLOB.gas_data.breath_alert_info var/list/breath_results = GLOB.gas_data.breath_results var/list/breathing_classes = GLOB.gas_data.breathing_classes var/list/mole_adjustments = list() for(var/entry in gas_min) var/required_pp = 0 var/required_moles = 0 var/safe_min = gas_min[entry] var/alert_category = null var/alert_type = null if(ispath(entry)) var/datum/breathing_class/class = breathing_classes[entry] var/list/gases = class.gases var/list/products = class.products alert_category = class.low_alert_category alert_type = class.low_alert_datum for(var/gas in gases) var/moles = breath.get_moles(gas) var/multiplier = gases[gas] mole_adjustments[gas] = (gas in mole_adjustments) ? mole_adjustments[gas] - moles : -moles required_pp += PP_MOLES(moles) * multiplier required_moles += moles if(multiplier > 0) var/to_add = moles * multiplier for(var/product in products) mole_adjustments[product] = (product in mole_adjustments) ? mole_adjustments[product] + to_add : to_add else required_moles = breath.get_moles(entry) required_pp = PP_MOLES(required_moles) if(entry in breath_alert_info) var/list/alert = breath_alert_info[entry]["not_enough_alert"] alert_category = alert["alert_category"] alert_type = alert["alert_type"] mole_adjustments[entry] = -required_moles mole_adjustments[breath_results[entry]] = required_moles if(required_pp < safe_min) var/multiplier = handle_too_little_breath(H, required_pp, safe_min, required_moles) if(required_moles > 0) multiplier /= required_moles for(var/adjustment in mole_adjustments) mole_adjustments[adjustment] *= multiplier if(alert_category) H.throw_alert(alert_category, alert_type) else H.failed_last_breath = FALSE if(H.health >= H.crit_threshold) H.adjustOxyLoss(-breathModifier) if(alert_category) H.clear_alert(alert_category) var/list/danger_reagents = GLOB.gas_data.breath_reagents_dangerous for(var/entry in gas_max) var/found_pp = 0 var/datum/breathing_class/breathing_class = entry var/datum/reagent/danger_reagent = null var/alert_category = null var/alert_type = null if(ispath(breathing_class)) breathing_class = breathing_classes[breathing_class] alert_category = breathing_class.high_alert_category alert_type = breathing_class.high_alert_datum danger_reagent = breathing_class.danger_reagent found_pp = breathing_class.get_effective_pp(breath) else danger_reagent = danger_reagents[entry] if(entry in breath_alert_info) var/list/alert = breath_alert_info[entry]["too_much_alert"] alert_category = alert["alert_category"] alert_type = alert["alert_type"] found_pp = PP(breath, entry) if(found_pp > gas_max[entry]) if(istype(danger_reagent)) H.reagents.add_reagent(danger_reagent,1) var/list/damage_info = (entry in gas_damage) ? gas_damage[entry] : gas_damage["default"] var/dam = found_pp / gas_max[entry] * 10 H.apply_damage_type(clamp(dam, damage_info["min"], damage_info["max"]), damage_info["damage_type"]) if(alert_category && alert_type) H.throw_alert(alert_category, alert_type) else if(alert_category) H.clear_alert(alert_category) var/list/breath_reagents = GLOB.gas_data.breath_reagents var/static/datum/reagents/reagents_holder = new reagents_holder.clear_reagents() reagents_holder.chem_temp = breath.return_temperature() for(var/gas in breath.get_gases()) if(gas in breath_reagents) var/datum/reagent/R = breath_reagents[gas] reagents_holder.add_reagent(R, breath.get_moles(gas) * initial(R.molarity)) mole_adjustments[gas] = (gas in mole_adjustments) ? mole_adjustments[gas] - breath.get_moles(gas) : -breath.get_moles(gas) reagents_holder.reaction(H, VAPOR, from_gas = 1) H.smell(breath) for(var/gas in mole_adjustments) breath.adjust_moles(gas, mole_adjustments[gas]) if(breath) // If there's some other shit in the air lets deal with it here. // N2O var/SA_pp = PP(breath, GAS_NITROUS) if(SA_pp > SA_para_min) // Enough to make us stunned for a bit H.Unconscious(60) // 60 gives them one second to wake up and run away a bit! if(SA_pp > SA_sleep_min) // Enough to make us sleep as well H.Sleeping(max(H.AmountSleeping() + 40, 200)) else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning if(prob(20)) H.emote(pick("giggle", "laugh")) SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "chemical_euphoria", /datum/mood_event/chemical_euphoria) else SEND_SIGNAL(owner, COMSIG_CLEAR_MOOD_EVENT, "chemical_euphoria") // BZ var/bz_pp = PP(breath, GAS_BZ) if(bz_pp > BZ_brain_damage_min) H.hallucination += 10 H.reagents.add_reagent(/datum/reagent/bz_metabolites,5) if(prob(33)) H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150) else if(bz_pp > BZ_trip_balls_min) H.hallucination += 5 H.reagents.add_reagent(/datum/reagent/bz_metabolites,1) // Nitryl var/nitryl_pp = PP(breath,GAS_NITRYL) if (prob(nitryl_pp)) to_chat(H, "Your mouth feels like it's burning!") if (nitryl_pp >40) H.emote("gasp") H.adjustFireLoss(10) if (prob(nitryl_pp/2)) to_chat(H, "Your throat closes up!") H.silent = max(H.silent, 3) else H.adjustFireLoss(nitryl_pp/2) gas_breathed = breath.get_moles(GAS_NITRYL) if (gas_breathed > gas_stimulation_min) H.reagents.add_reagent(/datum/reagent/nitryl,1) breath.adjust_moles(GAS_NITRYL, -gas_breathed) // Stimulum gas_breathed = PP(breath,GAS_STIMULUM) if (gas_breathed > gas_stimulation_min) var/existing = H.reagents.get_reagent_amount(/datum/reagent/stimulum) H.reagents.add_reagent(/datum/reagent/stimulum, max(0, 5 - existing)) breath.adjust_moles(GAS_STIMULUM, -gas_breathed) // Miasma if (breath.get_moles(GAS_MIASMA)) var/miasma_pp = PP(breath,GAS_MIASMA) if(miasma_pp > MINIMUM_MOLES_DELTA_TO_MOVE) //Miasma sickness if(prob(0.05 * miasma_pp)) var/datum/disease/advance/miasma_disease = new /datum/disease/advance/random(TRUE, 2,3) miasma_disease.name = "Unknown" miasma_disease.try_infect(owner) // Miasma side effects switch(miasma_pp) if(1 to 5) // At lower pp, give out a little warning SEND_SIGNAL(owner, COMSIG_CLEAR_MOOD_EVENT, "smell") if(prob(5)) to_chat(owner, "There is an unpleasant smell in the air.") if(5 to 15) //At somewhat higher pp, warning becomes more obvious if(prob(15)) to_chat(owner, "You smell something horribly decayed inside this room.") SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/bad_smell) if(15 to 30) //Small chance to vomit. By now, people have internals on anyway if(prob(5)) to_chat(owner, "The stench of rotting carcasses is unbearable!") SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/nauseating_stench) owner.vomit() if(30 to INFINITY) //Higher chance to vomit. Let the horror start if(prob(15)) to_chat(owner, "The stench of rotting carcasses is unbearable!") SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/nauseating_stench) owner.vomit() else SEND_SIGNAL(owner, COMSIG_CLEAR_MOOD_EVENT, "smell") // In a full miasma atmosphere with 101.34 pKa, about 10 disgust per breath, is pretty low compared to threshholds // Then again, this is a purely hypothetical scenario and hardly reachable owner.adjust_disgust(0.1 * miasma_pp) breath.adjust_moles(GAS_MIASMA, -gas_breathed) // Clear out moods when no miasma at all else SEND_SIGNAL(owner, COMSIG_CLEAR_MOOD_EVENT, "smell") handle_breath_temperature(breath, H) return TRUE /obj/item/organ/lungs/proc/handle_too_little_breath(mob/living/carbon/human/H = null, breath_pp = 0, safe_breath_min = 0, true_pp = 0) . = 0 if(!H || !safe_breath_min) //the other args are either: Ok being 0 or Specifically handled. return FALSE if(prob(20)) H.emote("gasp") if(breath_pp > 0) var/ratio = safe_breath_min/breath_pp H.adjustOxyLoss(min(5*ratio, HUMAN_MAX_OXYLOSS)) // Don't fuck them up too fast (space only does HUMAN_MAX_OXYLOSS after all! H.failed_last_breath = TRUE . = true_pp*ratio/6 else H.adjustOxyLoss(HUMAN_MAX_OXYLOSS) H.failed_last_breath = TRUE /obj/item/organ/lungs/proc/handle_breath_temperature(datum/gas_mixture/breath, mob/living/carbon/human/H) // called by human/life, handles temperatures var/breath_temperature = breath.return_temperature() if(!HAS_TRAIT(H, TRAIT_RESISTCOLD)) // COLD DAMAGE 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) 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) 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) 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, "You feel [cold_message] in your [name]!") if(!HAS_TRAIT(H, TRAIT_RESISTHEAT)) // HEAT DAMAGE 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) 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) 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) 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, "You feel [hot_message] in your [name]!") /obj/item/organ/lungs/applyOrganDamage(d, maximum = maxHealth) . = ..() if(!.) return if(!failed && organ_flags & ORGAN_FAILING) if(owner && owner.stat == CONSCIOUS && !HAS_TRAIT(owner, TRAIT_NOBREATH)) owner.visible_message("[owner] grabs [owner.p_their()] throat, struggling for breath!", \ "You suddenly feel like you can't breathe!") failed = TRUE else if(!(organ_flags & ORGAN_FAILING)) failed = FALSE /obj/item/organ/lungs/ipc name = "ipc cooling system" icon_state = "lungs-c" var/is_cooling = 0 var/cooling_coolant_drain = 5 //Coolant (blood) use per tick of active cooling. var/next_warn = BLOOD_VOLUME_NORMAL actions_types = list(/datum/action/item_action/organ_action/toggle) /obj/item/organ/lungs/ipc/emp_act(severity) //Should probably put it somewhere else later . = ..() if(. & EMP_PROTECT_SELF) return to_chat(owner, "Alert: Critical cooling system failure!") switch(severity) if(1 to 50) owner.adjust_bodytemperature(30*TEMPERATURE_DAMAGE_COEFFICIENT) if(50 to INFINITY) owner.adjust_bodytemperature(100*TEMPERATURE_DAMAGE_COEFFICIENT) /obj/item/organ/lungs/ipc/ui_action_click(mob/user, actiontype) if(!owner) return if(!HAS_TRAIT(user, TRAIT_ROBOTIC_ORGANISM)) to_chat(user, "Biotype incompatible with cooling system. Activation signal suppressed.") return if(!is_cooling && owner.blood_volume < cooling_coolant_drain) to_chat(user, "Coolant levels insufficient to enable active cooling - Replenish immediately.") return is_cooling = !is_cooling to_chat(user, "Active cooling [is_cooling ? "enabled" : "disabled"] - current coolant level: [round(owner.blood_volume / BLOOD_VOLUME_NORMAL * 100, 0.1)] percent.") var/possible_next_warn = owner.blood_volume - (BLOOD_VOLUME_NORMAL * 0.1) if(possible_next_warn > next_warn) next_warn = possible_next_warn //If we recovered blood inbetween activations, update warning /obj/item/organ/lungs/ipc/on_life(seconds, times_fired) . = ..() if(!.) if(is_cooling) to_chat(owner, "Cooling system safeguards triggered - active cooling aborted.") is_cooling = 0 return if(!is_cooling) return if(!HAS_TRAIT(owner, TRAIT_ROBOTIC_ORGANISM)) to_chat(owner, "Biotype incompatible with cooling system. Commencing emergency shutdown.") is_cooling = 0 return if(owner.stat >= SOFT_CRIT) to_chat(owner, "Operating system ping returned null response - Shutting down active cooling to avoid component damage.") is_cooling = 0 return if(owner.blood_volume < cooling_coolant_drain) to_chat(owner, "Coolant levels insufficient to maintain active cooling - Replenish immediately.") is_cooling = 0 return if(abs(owner.bodytemperature - T20C) < SYNTH_ACTIVE_COOLING_TEMP_BOUNDARY) return //Does not drain coolant (blood) nor do anything if we are close enough to room temp. var/cooling_efficiency = owner.get_cooling_efficiency() var/actual_drain = cooling_coolant_drain * max(1 - cooling_efficiency, 0.2) //Being in a suitable environment reduces drain by up to 80% var/temp_diff = owner.bodytemperature - T20C if(temp_diff > 0) owner.adjust_bodytemperature(clamp(((T0C - owner.bodytemperature) * max(cooling_efficiency, 0.5) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX, -SYNTH_ACTIVE_COOLING_MIN_ADJUSTMENT)) else owner.adjust_bodytemperature(clamp(((T20C - owner.bodytemperature) * max(cooling_efficiency, 0.5) / BODYTEMP_HEAT_DIVISOR), SYNTH_ACTIVE_COOLING_MIN_ADJUSTMENT, BODYTEMP_HEATING_MAX)) var/datum/gas_mixture/air = owner.loc.return_air() if(!air || air.return_pressure() < ONE_ATMOSPHERE * SYNTH_ACTIVE_COOLING_LOW_PRESSURE_THRESHOLD) actual_drain *= SYNTH_ACTIVE_COOLING_LOW_PRESSURE_PENALTY //Our cooling system can handle hot places okayish, but starts to cry at low pressures (reads: Effectively vents hot coolant thats been warmed up via internal heat-exchange as emergency measure and with very low efficiency) owner.blood_volume = max(owner.blood_volume - actual_drain, 0) if(owner.blood_volume <= next_warn) to_chat(owner, "[owner.blood_volume > BLOOD_VOLUME_BAD ? "" : ""]Coolant level passed threshold - now [round(owner.blood_volume / BLOOD_VOLUME_NORMAL * 100, 0.1)] percent.") next_warn -= (BLOOD_VOLUME_NORMAL * 0.1) /obj/item/organ/lungs/plasmaman name = "plasma filter" desc = "A spongy rib-shaped mass for filtering plasma from the air." icon_state = "lungs-plasma" breathing_class = BREATH_PLASMA 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/plasmaman/populate_gas_info() ..() gas_max -= GAS_PLASMA /obj/item/organ/lungs/cybernetic 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 = 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/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" maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD safe_breath_min = 13 safe_breath_max = 100 emp_vulnerability = 2 smell_sensitivity = 1.5 /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_breath_min = 4 //You could literally be breathing the thinnest amount of oxygen and be fine safe_breath_max = 250 //Or be in an enriched oxygen room for that matter gas_max = list( GAS_PLASMA = 30, GAS_CO2 = 30, GAS_METHYL_BROMIDE = 10 ) SA_para_min = 30 SA_sleep_min = 50 BZ_brain_damage_min = 30 emp_vulnerability = 3 smell_sensitivity = 2 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." icon_state = "lungs-ll" safe_breath_min = 3 //able to handle much thinner oxygen, something something ash storm adaptation safe_breath_max = 18 // Air standards is 22kPa of O2, LL is 14kPa cold_level_1_threshold = 280 // Ash Lizards can't take the cold very well, station air is only just warm enough cold_level_2_threshold = 240 cold_level_3_threshold = 200 heat_level_1_threshold = 400 // better adapted for heat, obv. Lavaland standard is 300 heat_level_2_threshold = 600 // up 200 from level 1, 1000 is silly but w/e for level 3 /obj/item/organ/lungs/ashwalker/populate_gas_info() // humans usually breathe 21 but require 16/17, so 80% - 1, which is more lenient but it's fine #define SAFE_THRESHOLD_RATIO 0.8 var/datum/gas_mixture/breath = SSair.planetary[LAVALAND_DEFAULT_ATMOS] // y'all know if(breath.get_moles(GAS_METHANE) > 0.1) breathing_class = BREATH_METHANE var/pressure = breath.return_pressure() var/total_moles = breath.total_moles() for(var/id in breath.get_gases()) var/this_pressure = PP(breath, id) if(id in gas_min) var/req_pressure = (this_pressure * SAFE_THRESHOLD_RATIO) - 1 if(req_pressure > 0) gas_min[id] = req_pressure else gas_min -= id // if there's not even enough of the gas to register, we shouldn't need it if(id in gas_max) gas_max[id] += this_pressure var/bz = breath.get_moles(GAS_BZ) // snowflaked cause it's got special behavior, of course if(bz) BZ_trip_balls_min += bz BZ_brain_damage_min += bz gas_max[GAS_N2] = max(15, PP(breath, GAS_N2) + 3) // don't want ash lizards breathing on station; sometimes they might be able to, though var/datum/breathing_class/class = GLOB.gas_data.breathing_classes[breathing_class] var/o2_pp = class.get_effective_pp(breath) safe_breath_min = min(3, 0.3 * o2_pp) safe_breath_max = max(18, 1.3 * o2_pp + 1) ..() #undef SAFE_THRESHOLD_RATIO /obj/item/organ/lungs/slime name = "vacuole" icon_state = "lungs-s" desc = "A large organelle designed to store oxygen and other important gasses." 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/ashwalker/populate_gas_info() ..() gas_max -= GAS_PLASMA /obj/item/organ/lungs/slime/check_breath(datum/gas_mixture/breath, mob/living/carbon/human/H) . = ..() if (breath) var/total_moles = breath.total_moles() var/pressure = breath.return_pressure() var/plasma_pp = PP(breath, GAS_PLASMA) owner.adjust_integration_blood(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() . = ..() if(.) applyOrganDamage(2) //Yamerol lungs are temporary #undef PP #undef PP_MOLES