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GS13NG/code/modules/surgery/bodyparts/dismemberment.dm
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CitadelStationBotandPoojawa dad2d44ea2 [MIRROR] [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#5992)
* [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)

cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl

Fixes #36444

From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.

This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.

I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.

* [READY] Several fixes/changes to mood, longterm mood effects, beauty component
2018-03-19 21:33:18 -05:00

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/obj/item/bodypart/proc/can_dismember(obj/item/I)
if(dismemberable)
. = (get_damage() >= (max_damage - I.armour_penetration/2))
//Dismember a limb
/obj/item/bodypart/proc/dismember(dam_type = BRUTE)
if(!owner)
return FALSE
var/mob/living/carbon/C = owner
if(!dismemberable)
return FALSE
if(C.status_flags & GODMODE)
return FALSE
if(C.has_trait(TRAIT_NODISMEMBER))
return FALSE
var/obj/item/bodypart/affecting = C.get_bodypart(BODY_ZONE_CHEST)
affecting.receive_damage(CLAMP(brute_dam/2, 15, 50), CLAMP(burn_dam/2, 0, 50)) //Damage the chest based on limb's existing damage
C.visible_message("<span class='danger'><B>[C]'s [src.name] has been violently dismembered!</B></span>")
C.emote("scream")
C.SendSignal(COMSIG_ADD_MOOD_EVENT, "dismembered", /datum/mood_event/dismembered)
drop_limb()
if(dam_type == BURN)
burn()
return 1
add_mob_blood(C)
var/turf/location = C.loc
if(istype(location))
C.add_splatter_floor(location)
var/direction = pick(GLOB.cardinals)
var/t_range = rand(2,max(throw_range/2, 2))
var/turf/target_turf = get_turf(src)
for(var/i in 1 to t_range-1)
var/turf/new_turf = get_step(target_turf, direction)
if(!new_turf)
break
target_turf = new_turf
if(new_turf.density)
break
throw_at(target_turf, throw_range, throw_speed)
return 1
/obj/item/bodypart/chest/dismember()
if(!owner)
return FALSE
var/mob/living/carbon/C = owner
if(!dismemberable)
return FALSE
if(C.has_trait(TRAIT_NODISMEMBER))
return FALSE
var/organ_spilled = 0
var/turf/T = get_turf(C)
C.add_splatter_floor(T)
playsound(get_turf(C), 'sound/misc/splort.ogg', 80, 1)
for(var/X in C.internal_organs)
var/obj/item/organ/O = X
var/org_zone = check_zone(O.zone)
if(org_zone != BODY_ZONE_CHEST)
continue
O.Remove(C)
O.forceMove(T)
organ_spilled = 1
if(cavity_item)
cavity_item.forceMove(T)
cavity_item = null
organ_spilled = 1
if(organ_spilled)
C.visible_message("<span class='danger'><B>[C]'s internal organs spill out onto the floor!</B></span>")
return 1
//limb removal. The "special" argument is used for swapping a limb with a new one without the effects of losing a limb kicking in.
/obj/item/bodypart/proc/drop_limb(special)
if(!owner)
return
var/atom/Tsec = owner.drop_location()
var/mob/living/carbon/C = owner
update_limb(1)
C.bodyparts -= src
if(held_index)
C.dropItemToGround(owner.get_item_for_held_index(held_index), 1)
C.hand_bodyparts[held_index] = null
owner = null
for(var/X in C.surgeries) //if we had an ongoing surgery on that limb, we stop it.
var/datum/surgery/S = X
if(S.operated_bodypart == src)
C.surgeries -= S
qdel(S)
break
for(var/obj/item/I in embedded_objects)
embedded_objects -= I
I.forceMove(src)
if(!C.has_embedded_objects())
C.clear_alert("embeddedobject")
C.SendSignal(COMSIG_CLEAR_MOOD_EVENT, "embedded")
if(!special)
if(C.dna)
for(var/X in C.dna.mutations) //some mutations require having specific limbs to be kept.
var/datum/mutation/human/MT = X
if(MT.limb_req && MT.limb_req == body_zone)
MT.force_lose(C)
for(var/X in C.internal_organs) //internal organs inside the dismembered limb are dropped.
var/obj/item/organ/O = X
var/org_zone = check_zone(O.zone)
if(org_zone != body_zone)
continue
O.transfer_to_limb(src, C)
update_icon_dropped()
C.update_health_hud() //update the healthdoll
C.update_body()
C.update_hair()
C.update_canmove()
if(!Tsec) // Tsec = null happens when a "dummy human" used for rendering icons on prefs screen gets its limbs replaced.
qdel(src)
return
if(is_pseudopart)
drop_organs(C) //Psuedoparts shouldn't have organs, but just in case
qdel(src)
return
forceMove(Tsec)
//when a limb is dropped, the internal organs are removed from the mob and put into the limb
/obj/item/organ/proc/transfer_to_limb(obj/item/bodypart/LB, mob/living/carbon/C)
Remove(C)
forceMove(LB)
/obj/item/organ/brain/transfer_to_limb(obj/item/bodypart/head/LB, mob/living/carbon/human/C)
Remove(C) //Changeling brain concerns are now handled in Remove
forceMove(LB)
LB.brain = src
if(brainmob)
LB.brainmob = brainmob
brainmob = null
LB.brainmob.forceMove(LB)
LB.brainmob.container = LB
LB.brainmob.stat = DEAD
/obj/item/organ/eyes/transfer_to_limb(obj/item/bodypart/head/LB, mob/living/carbon/human/C)
LB.eyes = src
..()
/obj/item/bodypart/chest/drop_limb(special)
return
/obj/item/bodypart/r_arm/drop_limb(special)
var/mob/living/carbon/C = owner
..()
if(C && !special)
if(C.handcuffed)
C.handcuffed.forceMove(drop_location())
C.handcuffed.dropped(C)
C.handcuffed = null
C.update_handcuffed()
if(C.hud_used)
var/obj/screen/inventory/hand/R = C.hud_used.hand_slots["[held_index]"]
if(R)
R.update_icon()
if(C.gloves)
C.dropItemToGround(C.gloves, TRUE)
C.update_inv_gloves() //to remove the bloody hands overlay
/obj/item/bodypart/l_arm/drop_limb(special)
var/mob/living/carbon/C = owner
..()
if(C && !special)
if(C.handcuffed)
C.handcuffed.forceMove(drop_location())
C.handcuffed.dropped(C)
C.handcuffed = null
C.update_handcuffed()
if(C.hud_used)
var/obj/screen/inventory/hand/L = C.hud_used.hand_slots["[held_index]"]
if(L)
L.update_icon()
if(C.gloves)
C.dropItemToGround(C.gloves, TRUE)
C.update_inv_gloves() //to remove the bloody hands overlay
/obj/item/bodypart/r_leg/drop_limb(special)
if(owner && !special)
if(owner.legcuffed)
owner.legcuffed.forceMove(drop_location())
owner.legcuffed.dropped(owner)
owner.legcuffed = null
owner.update_inv_legcuffed()
if(owner.shoes)
owner.dropItemToGround(owner.shoes, TRUE)
..()
/obj/item/bodypart/l_leg/drop_limb(special) //copypasta
if(owner && !special)
if(owner.legcuffed)
owner.legcuffed.forceMove(drop_location())
owner.legcuffed.dropped(owner)
owner.legcuffed = null
owner.update_inv_legcuffed()
if(owner.shoes)
owner.dropItemToGround(owner.shoes, TRUE)
..()
/obj/item/bodypart/head/drop_limb(special)
if(!special)
//Drop all worn head items
for(var/X in list(owner.glasses, owner.ears, owner.wear_mask, owner.head))
var/obj/item/I = X
owner.dropItemToGround(I, TRUE)
owner.wash_cream() //clean creampie overlay
//Handle dental implants
for(var/datum/action/item_action/hands_free/activate_pill/AP in owner.actions)
AP.Remove(owner)
var/obj/pill = AP.target
if(pill)
pill.forceMove(src)
//Make sure de-zombification happens before organ removal instead of during it
var/obj/item/organ/zombie_infection/ooze = owner.getorganslot(ORGAN_SLOT_ZOMBIE)
if(istype(ooze))
ooze.transfer_to_limb(src, owner)
name = "[owner.real_name]'s head"
..()
//Attach a limb to a human and drop any existing limb of that type.
/obj/item/bodypart/proc/replace_limb(mob/living/carbon/C, special)
if(!istype(C))
return
var/obj/item/bodypart/O = locate(src.type) in C.bodyparts
if(O)
O.drop_limb(1)
attach_limb(C, special)
/obj/item/bodypart/head/replace_limb(mob/living/carbon/C, special)
if(!istype(C))
return
var/obj/item/bodypart/head/O = locate(src.type) in C.bodyparts
if(O)
if(!special)
return
else
O.drop_limb(1)
attach_limb(C, special)
/obj/item/bodypart/proc/attach_limb(mob/living/carbon/C, special)
moveToNullspace()
owner = C
C.bodyparts += src
if(held_index)
if(held_index > C.hand_bodyparts.len)
C.hand_bodyparts.len = held_index
C.hand_bodyparts[held_index] = src
if(C.dna.species.mutanthands && !is_pseudopart)
C.put_in_hand(new C.dna.species.mutanthands(), held_index)
if(C.hud_used)
var/obj/screen/inventory/hand/hand = C.hud_used.hand_slots["[held_index]"]
if(hand)
hand.update_icon()
C.update_inv_gloves()
if(special) //non conventional limb attachment
for(var/X in C.surgeries) //if we had an ongoing surgery to attach a new limb, we stop it.
var/datum/surgery/S = X
var/surgery_zone = check_zone(S.location)
if(surgery_zone == body_zone)
C.surgeries -= S
qdel(S)
break
for(var/obj/item/organ/O in contents)
O.Insert(C)
update_bodypart_damage_state()
C.updatehealth()
C.update_body()
C.update_hair()
C.update_damage_overlays()
C.update_canmove()
/obj/item/bodypart/head/attach_limb(mob/living/carbon/C, special)
//Transfer some head appearance vars over
if(brain)
if(brainmob)
brainmob.container = null //Reset brainmob head var.
brainmob.forceMove(brain) //Throw mob into brain.
brain.brainmob = brainmob //Set the brain to use the brainmob
brainmob = null //Set head brainmob var to null
brain.Insert(C) //Now insert the brain proper
brain = null //No more brain in the head
if(ishuman(C))
var/mob/living/carbon/human/H = C
H.hair_color = hair_color
H.hair_style = hair_style
H.facial_hair_color = facial_hair_color
H.facial_hair_style = facial_hair_style
H.lip_style = lip_style
H.lip_color = lip_color
if(real_name)
C.real_name = real_name
real_name = ""
name = initial(name)
//Handle dental implants
for(var/obj/item/reagent_containers/pill/P in src)
for(var/datum/action/item_action/hands_free/activate_pill/AP in P.actions)
P.forceMove(C)
AP.Grant(C)
break
..()
//Regenerates all limbs. Returns amount of limbs regenerated
/mob/living/proc/regenerate_limbs(noheal, excluded_limbs)
return 0
/mob/living/carbon/regenerate_limbs(noheal, list/excluded_limbs)
var/list/limb_list = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)
if(excluded_limbs)
limb_list -= excluded_limbs
for(var/Z in limb_list)
. += regenerate_limb(Z, noheal)
/mob/living/proc/regenerate_limb(limb_zone, noheal)
return
/mob/living/carbon/regenerate_limb(limb_zone, noheal)
var/obj/item/bodypart/L
if(get_bodypart(limb_zone))
return 0
L = newBodyPart(limb_zone, 0, 0)
if(L)
if(!noheal)
L.brute_dam = 0
L.burn_dam = 0
L.brutestate = 0
L.burnstate = 0
L.attach_limb(src, 1)
return 1