/obj/item/organ/lungs name = "lungs" icon_state = "lungs" zone = BODY_ZONE_CHEST slot = ORGAN_SLOT_LUNGS gender = PLURAL w_class = WEIGHT_CLASS_NORMAL //Breath damage var/safe_oxygen_min = 16 // Minimum safe partial pressure of O2, in kPa var/safe_oxygen_max = 50 // Too much of a good thing, in kPa as well. var/safe_nitro_min = 0 var/safe_nitro_max = 0 var/safe_co2_min = 0 var/safe_co2_max = 10 // Yes it's an arbitrary value who cares? var/safe_toxins_min = 0 var/safe_toxins_max = MOLES_GAS_VISIBLE var/SA_para_min = 1 //Sleeping agent var/SA_sleep_min = 5 //Sleeping agent var/BZ_trip_balls_min = 1 //BZ gas var/gas_stimulation_min = 0.002 //Nitryl and Stimulum var/oxy_breath_dam_min = MIN_TOXIC_GAS_DAMAGE var/oxy_breath_dam_max = MAX_TOXIC_GAS_DAMAGE var/oxy_damage_type = OXY var/nitro_breath_dam_min = MIN_TOXIC_GAS_DAMAGE var/nitro_breath_dam_max = MAX_TOXIC_GAS_DAMAGE var/nitro_damage_type = OXY var/co2_breath_dam_min = MIN_TOXIC_GAS_DAMAGE var/co2_breath_dam_max = MAX_TOXIC_GAS_DAMAGE var/co2_damage_type = OXY var/tox_breath_dam_min = MIN_TOXIC_GAS_DAMAGE var/tox_breath_dam_max = MAX_TOXIC_GAS_DAMAGE var/tox_damage_type = TOX 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/crit_stabilizing_reagent = "epinephrine" /obj/item/organ/lungs/proc/check_breath(datum/gas_mixture/breath, mob/living/carbon/human/H) 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 if(safe_oxygen_min) H.throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy) else if(safe_toxins_min) H.throw_alert("not_enough_tox", /obj/screen/alert/not_enough_tox) else if(safe_co2_min) H.throw_alert("not_enough_co2", /obj/screen/alert/not_enough_co2) else if(safe_nitro_min) H.throw_alert("not_enough_nitro", /obj/screen/alert/not_enough_nitro) return FALSE var/gas_breathed = 0 var/list/breath_gases = breath.gases //Partial pressures in our breath var/O2_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/oxygen])+(8*breath.get_breath_partial_pressure(breath_gases[/datum/gas/pluoxium])) var/N2_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/nitrogen]) var/Toxins_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/plasma]) var/CO2_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/carbon_dioxide]) //-- OXY --// //Too much oxygen! //Yes, some species may not like it. if(safe_oxygen_max) if((O2_pp > safe_oxygen_max) && safe_oxygen_max == 0) //I guess plasma men technically need to have a check. var/ratio = (breath_gases[/datum/gas/oxygen]/safe_oxygen_max) * 10 H.apply_damage_type(CLAMP(ratio, oxy_breath_dam_min, oxy_breath_dam_max), oxy_damage_type) H.throw_alert("too_much_oxy", /obj/screen/alert/too_much_oxy) else if((O2_pp > safe_oxygen_max) && !(safe_oxygen_max == 0)) //Why yes, this is like too much CO2 and spahget. Dirty lizards. if(!H.o2overloadtime) H.o2overloadtime = world.time else if(world.time - H.o2overloadtime > 120) H.Dizzy(10) // better than a minute of you're fucked KO, but certainly a wake up call. Honk. H.adjustOxyLoss(3) if(world.time - H.o2overloadtime > 300) H.adjustOxyLoss(8) if(prob(20)) H.emote("cough") H.throw_alert("too_much_oxy", /obj/screen/alert/too_much_oxy) else H.o2overloadtime = 0 H.clear_alert("too_much_oxy") //Too little oxygen! if(safe_oxygen_min) if(O2_pp < safe_oxygen_min) gas_breathed = handle_too_little_breath(H, O2_pp, safe_oxygen_min, breath_gases[/datum/gas/oxygen]) H.throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy) else H.failed_last_breath = FALSE if(H.health >= H.crit_threshold) H.adjustOxyLoss(-5) gas_breathed = breath_gases[/datum/gas/oxygen] H.clear_alert("not_enough_oxy") //Exhale breath_gases[/datum/gas/oxygen] -= gas_breathed breath_gases[/datum/gas/carbon_dioxide] += gas_breathed gas_breathed = 0 //-- Nitrogen --// //Too much nitrogen! if(safe_nitro_max) if(N2_pp > safe_nitro_max) var/ratio = (breath_gases[/datum/gas/nitrogen]/safe_nitro_max) * 10 H.apply_damage_type(CLAMP(ratio, nitro_breath_dam_min, nitro_breath_dam_max), nitro_damage_type) H.throw_alert("too_much_nitro", /obj/screen/alert/too_much_nitro) H.losebreath += 2 else H.clear_alert("too_much_nitro") //Too little nitrogen! if(safe_nitro_min) if(N2_pp < safe_nitro_min) gas_breathed = handle_too_little_breath(H, N2_pp, safe_nitro_min, breath_gases[/datum/gas/nitrogen]) H.throw_alert("nitro", /obj/screen/alert/not_enough_nitro) else H.failed_last_breath = FALSE if(H.health >= H.crit_threshold) H.adjustOxyLoss(-5) gas_breathed = breath_gases[/datum/gas/nitrogen] H.clear_alert("nitro") //Exhale breath_gases[/datum/gas/nitrogen] -= gas_breathed breath_gases[/datum/gas/carbon_dioxide] += gas_breathed gas_breathed = 0 //-- CO2 --// //CO2 does not affect failed_last_breath. So if there was enough oxygen in the air but too much co2, this will hurt you, but only once per 4 ticks, instead of once per tick. if(safe_co2_max) if(CO2_pp > safe_co2_max) if(!H.co2overloadtime) // If it's the first breath with too much CO2 in it, lets start a counter, then have them pass out after 12s or so. H.co2overloadtime = world.time else if(world.time - H.co2overloadtime > 120) H.Unconscious(60) H.apply_damage_type(3, co2_damage_type) // Lets hurt em a little, let them know we mean business if(world.time - H.co2overloadtime > 300) // They've been in here 30s now, lets start to kill them for their own good! H.apply_damage_type(8, co2_damage_type) H.throw_alert("too_much_co2", /obj/screen/alert/too_much_co2) if(prob(20)) // Lets give them some chance to know somethings not right though I guess. H.emote("cough") else H.co2overloadtime = 0 H.clear_alert("too_much_co2") //Too little CO2! if(safe_co2_min) if(CO2_pp < safe_co2_min) gas_breathed = handle_too_little_breath(H, CO2_pp, safe_co2_min, breath_gases[/datum/gas/carbon_dioxide]) H.throw_alert("not_enough_co2", /obj/screen/alert/not_enough_co2) else H.failed_last_breath = FALSE if(H.health >= H.crit_threshold) H.adjustOxyLoss(-5) gas_breathed = breath_gases[/datum/gas/carbon_dioxide] H.clear_alert("not_enough_co2") //Exhale breath_gases[/datum/gas/carbon_dioxide] -= gas_breathed breath_gases[/datum/gas/oxygen] += gas_breathed gas_breathed = 0 //-- TOX --// //Too much toxins! if(safe_toxins_max) if(Toxins_pp > safe_toxins_max) var/ratio = (breath_gases[/datum/gas/plasma]/safe_toxins_max) * 10 H.apply_damage_type(CLAMP(ratio, tox_breath_dam_min, tox_breath_dam_max), tox_damage_type) H.throw_alert("too_much_tox", /obj/screen/alert/too_much_tox) else H.clear_alert("too_much_tox") //Too little toxins! if(safe_toxins_min) if(Toxins_pp < safe_toxins_min) gas_breathed = handle_too_little_breath(H, Toxins_pp, safe_toxins_min, breath_gases[/datum/gas/plasma]) H.throw_alert("not_enough_tox", /obj/screen/alert/not_enough_tox) else H.failed_last_breath = FALSE if(H.health >= H.crit_threshold) H.adjustOxyLoss(-5) gas_breathed = breath_gases[/datum/gas/plasma] H.clear_alert("not_enough_tox") //Exhale breath_gases[/datum/gas/plasma] -= gas_breathed breath_gases[/datum/gas/carbon_dioxide] += gas_breathed gas_breathed = 0 //-- TRACES --// if(breath) // If there's some other shit in the air lets deal with it here. // N2O var/SA_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/nitrous_oxide]) 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")) // BZ var/bz_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/bz]) if(bz_pp > BZ_trip_balls_min) H.hallucination += 10 H.reagents.add_reagent("bz_metabolites",5) if(prob(33)) H.adjustBrainLoss(3, 150) else if(bz_pp > 0.01) H.hallucination += 5 H.reagents.add_reagent("bz_metabolites",1) // Tritium var/trit_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/tritium]) if (trit_pp > 50) H.radiation += trit_pp/2 //If you're breathing in half an atmosphere of radioactive gas, you fucked up. else H.radiation += trit_pp/10 // Nitryl var/nitryl_pp = breath.get_breath_partial_pressure(breath_gases[/datum/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/4) gas_breathed = breath_gases[/datum/gas/nitryl] if (gas_breathed > gas_stimulation_min) H.reagents.add_reagent("no2",1) breath_gases[/datum/gas/nitryl]-=gas_breathed // Stimulum gas_breathed = breath_gases[/datum/gas/stimulum] if (gas_breathed > gas_stimulation_min) var/existing = H.reagents.get_reagent_amount("stimulum") H.reagents.add_reagent("stimulum",max(0, 1 - existing)) breath_gases[/datum/gas/stimulum]-=gas_breathed // Miasma if (breath_gases[/datum/gas/miasma]) var/miasma_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/miasma]) //Miasma sickness if(prob(0.5 * miasma_pp)) var/datum/disease/advance/miasma_disease = new /datum/disease/advance/random(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_gases[/datum/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) GAS_GARBAGE_COLLECT(breath.gases) 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.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) 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) 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) 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) 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) if(breath_temperature > heat_level_3_threshold) H.apply_damage_type(heat_level_3_damage*heat_modifier, heat_damage_type) if(breath_temperature > heat_level_1_threshold) if(prob(20)) to_chat(H, "You feel [hot_message] in your [name]!") /obj/item/organ/lungs/prepare_eat() var/obj/S = ..() S.reagents.add_reagent("salbutamol", 5) return S /obj/item/organ/lungs/plasmaman name = "plasma filter" desc = "A spongy rib-shaped mass for filtering plasma from the air." icon_state = "lungs-plasma" safe_oxygen_min = 0 //We don't breath this safe_oxygen_max = 0 // Like, at all. safe_toxins_min = 16 //We breath THIS! safe_toxins_max = 0 /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." icon_state = "lungs-c" synthetic = TRUE /obj/item/organ/lungs/cybernetic/emp_act() . = ..() if(. & EMP_PROTECT_SELF) return owner.losebreath = 20 /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." icon_state = "lungs-c-u" safe_toxins_max = 20 safe_co2_max = 20 safe_oxygen_max = 250 cold_level_1_threshold = 200 cold_level_2_threshold = 140 cold_level_3_threshold = 100 /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_oxygen_min = 3 //able to handle much thinner oxygen, something something ash storm adaptation safe_oxygen_max = 18 // Air standard is 22kpA of O2, LL is 14kpA safe_nitro_max = 28 // Air standard is 82kpA of N2, LL is 23kpA 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