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GS13NG/code/modules/surgery/organs/eyes.dm
Putnam3145 beddaa1a99 Merge pull request #10053 from Ghommie/Ghommie-cit429
Fixes some means of eyes blindness not working, removes legacy code.
2019-12-09 12:40:37 -08:00

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/obj/item/organ/eyes
name = BODY_ZONE_PRECISE_EYES
icon_state = "eyeballs"
desc = "I see you!"
zone = BODY_ZONE_PRECISE_EYES
slot = ORGAN_SLOT_EYES
gender = PLURAL
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = STANDARD_ORGAN_DECAY
maxHealth = 0.5 * STANDARD_ORGAN_THRESHOLD //half the normal health max since we go blind at 30, a permanent blindness at 50 therefore makes sense unless medicine is administered
high_threshold = 0.3 * STANDARD_ORGAN_THRESHOLD //threshold at 30
low_threshold = 0.15 * STANDARD_ORGAN_THRESHOLD //threshold at 15
low_threshold_passed = "<span class='info'>Distant objects become somewhat less tangible.</span>"
high_threshold_passed = "<span class='info'>Everything starts to look a lot less clear.</span>"
now_failing = "<span class='warning'>Darkness envelopes you, as your eyes go blind!</span>"
now_fixed = "<span class='info'>Color and shapes are once again perceivable.</span>"
high_threshold_cleared = "<span class='info'>Your vision functions passably once more.</span>"
low_threshold_cleared = "<span class='info'>Your vision is cleared of any ailment.</span>"
var/sight_flags = 0
var/see_in_dark = 2
var/tint = 0
var/eye_color = "" //set to a hex code to override a mob's eye color
var/old_eye_color = "fff"
var/flash_protect = 0
var/see_invisible = SEE_INVISIBLE_LIVING
var/lighting_alpha
var/damaged = FALSE //damaged indicates that our eyes are undergoing some level of negative effect
/obj/item/organ/eyes/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = FALSE)
. = ..()
if(!.)
return
if(damage == initial(damage))
clear_eye_trauma()
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
old_eye_color = H.eye_color
if(eye_color)
H.eye_color = eye_color
else
eye_color = H.eye_color
if(!special)
H.dna?.species?.handle_body() //regenerate eyeballs overlays.
if(HAS_TRAIT(H, TRAIT_NIGHT_VISION) && !lighting_alpha)
lighting_alpha = LIGHTING_PLANE_ALPHA_NV_TRAIT
see_in_dark = 8
M.update_tint()
owner.update_sight()
/obj/item/organ/eyes/Remove(mob/living/carbon/M, special = 0)
clear_eye_trauma()
. = ..()
if(ishuman(M) && eye_color)
var/mob/living/carbon/human/H = M
H.eye_color = old_eye_color
if(!special)
H.dna.species.handle_body()
if(!special)
M.update_tint()
M.update_sight()
/obj/item/organ/eyes/on_life()
..()
var/mob/living/carbon/C = owner
//since we can repair fully damaged eyes, check if healing has occurred
if((organ_flags & ORGAN_FAILING) && (damage < maxHealth))
organ_flags &= ~ORGAN_FAILING
C.cure_blind(EYE_DAMAGE)
//various degrees of "oh fuck my eyes", from "point a laser at your eye" to "staring at the Sun" intensities
if(damage > 20)
damaged = TRUE
if(organ_flags & ORGAN_FAILING)
C.become_blind(EYE_DAMAGE)
else if(damage > 30)
C.overlay_fullscreen("eye_damage", /obj/screen/fullscreen/impaired, 2)
else
C.overlay_fullscreen("eye_damage", /obj/screen/fullscreen/impaired, 1)
//called once since we don't want to keep clearing the screen of eye damage for people who are below 20 damage
else if(damaged)
damaged = FALSE
C.clear_fullscreen("eye_damage")
return
/obj/item/organ/eyes/proc/clear_eye_trauma()
var/mob/living/carbon/C = owner
C.clear_fullscreen("eye_damage")
C.cure_blind(EYE_DAMAGE)
damaged = FALSE
/obj/item/organ/eyes/night_vision
name = "shadow eyes"
desc = "A spooky set of eyes that can see in the dark."
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
actions_types = list(/datum/action/item_action/organ_action/use)
var/night_vision = TRUE
/obj/item/organ/eyes/night_vision/ui_action_click()
sight_flags = initial(sight_flags)
switch(lighting_alpha)
if (LIGHTING_PLANE_ALPHA_VISIBLE)
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
if (LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE)
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
if (LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE)
lighting_alpha = LIGHTING_PLANE_ALPHA_INVISIBLE
else
lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
sight_flags &= ~SEE_BLACKNESS
owner.update_sight()
/obj/item/organ/eyes/night_vision/alien
name = "alien eyes"
desc = "It turned out they had them after all!"
sight_flags = SEE_MOBS
/obj/item/organ/eyes/night_vision/zombie
name = "undead eyes"
desc = "Somewhat counterintuitively, these half-rotten eyes actually have superior vision to those of a living human."
sight_flags = SEE_MOBS
/obj/item/organ/eyes/night_vision/nightmare
name = "burning red eyes"
desc = "Even without their shadowy owner, looking at these eyes gives you a sense of dread."
icon_state = "burning_eyes"
/obj/item/organ/eyes/night_vision/mushroom
name = "fung-eye"
desc = "While on the outside they look inert and dead, the eyes of mushroom people are actually very advanced."
///Robotic
/obj/item/organ/eyes/robotic
name = "robotic eyes"
icon_state = "cybernetic_eyeballs"
desc = "Your vision is augmented."
status = ORGAN_ROBOTIC
organ_flags = ORGAN_SYNTHETIC
/obj/item/organ/eyes/robotic/emp_act(severity)
. = ..()
if(!owner || . & EMP_PROTECT_SELF)
return
to_chat(owner, "<span class='warning'>Static obfuscates your vision!</span>")
owner.flash_act(visual = 1)
if(severity == EMP_HEAVY)
owner.adjustOrganLoss(ORGAN_SLOT_EYES, 20)
/obj/item/organ/eyes/robotic/xray
name = "\improper X-ray eyes"
desc = "These cybernetic eyes will give you X-ray vision. Blinking is futile."
eye_color = "000"
see_in_dark = 8
sight_flags = SEE_MOBS | SEE_OBJS | SEE_TURFS
/obj/item/organ/eyes/robotic/thermals
name = "thermal eyes"
desc = "These cybernetic eye implants will give you thermal vision. Vertical slit pupil included."
eye_color = "FC0"
sight_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
flash_protect = -1
see_in_dark = 8
/obj/item/organ/eyes/robotic/flashlight
name = "flashlight eyes"
desc = "It's two flashlights rigged together with some wire. Why would you put these in someone's head?"
eye_color ="fee5a3"
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight_eyes"
flash_protect = 2
tint = INFINITY
var/obj/item/flashlight/eyelight/eye
/obj/item/organ/eyes/robotic/flashlight/emp_act(severity)
return
/obj/item/organ/eyes/robotic/flashlight/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = FALSE)
..()
if(!eye)
eye = new /obj/item/flashlight/eyelight()
eye.on = TRUE
eye.forceMove(M)
eye.update_brightness(M)
M.become_blind("flashlight_eyes")
/obj/item/organ/eyes/robotic/flashlight/Remove(var/mob/living/carbon/M, special = FALSE)
eye.on = FALSE
eye.update_brightness(M)
eye.forceMove(src)
M.cure_blind("flashlight_eyes")
..()
// Welding shield implant
/obj/item/organ/eyes/robotic/shield
name = "shielded robotic eyes"
desc = "These reactive micro-shields will protect you from welders and flashes without obscuring your vision."
flash_protect = 2
/obj/item/organ/eyes/robotic/shield/emp_act(severity)
return
#define RGB2EYECOLORSTRING(definitionvar) ("[copytext(definitionvar,2,3)][copytext(definitionvar,4,5)][copytext(definitionvar,6,7)]")
/obj/item/organ/eyes/robotic/glow
name = "High Luminosity Eyes"
desc = "Special glowing eyes, used by snowflakes who want to be special."
eye_color = "000"
actions_types = list(/datum/action/item_action/organ_action/use, /datum/action/item_action/organ_action/toggle)
var/current_color_string = "#ffffff"
var/active = FALSE
var/max_light_beam_distance = 5
var/light_beam_distance = 5
var/light_object_range = 1
var/light_object_power = 2
var/list/obj/effect/abstract/eye_lighting/eye_lighting
var/obj/effect/abstract/eye_lighting/on_mob
var/image/mob_overlay
/obj/item/organ/eyes/robotic/glow/Initialize()
. = ..()
mob_overlay = image('icons/mob/human_face.dmi', "eyes_glow_gs")
/obj/item/organ/eyes/robotic/glow/Destroy()
terminate_effects()
. = ..()
/obj/item/organ/eyes/robotic/glow/Remove(mob/living/carbon/M, special = FALSE)
terminate_effects()
. = ..()
/obj/item/organ/eyes/robotic/glow/proc/terminate_effects()
if(owner && active)
deactivate(TRUE)
active = FALSE
clear_visuals(TRUE)
STOP_PROCESSING(SSfastprocess, src)
/obj/item/organ/eyes/robotic/glow/ui_action_click(owner, action)
if(istype(action, /datum/action/item_action/organ_action/toggle))
toggle_active()
else if(istype(action, /datum/action/item_action/organ_action/use))
prompt_for_controls(owner)
/obj/item/organ/eyes/robotic/glow/proc/toggle_active()
if(active)
deactivate()
else
activate()
/obj/item/organ/eyes/robotic/glow/proc/prompt_for_controls(mob/user)
var/C = input(owner, "Select Color", "Select color", "#ffffff") as color|null
if(!C || QDELETED(src) || QDELETED(user) || QDELETED(owner) || owner != user)
return
var/range = input(user, "Enter range (0 - [max_light_beam_distance])", "Range Select", 0) as null|num
set_distance(CLAMP(range, 0, max_light_beam_distance))
assume_rgb(C)
/obj/item/organ/eyes/robotic/glow/proc/assume_rgb(newcolor)
current_color_string = newcolor
eye_color = RGB2EYECOLORSTRING(current_color_string)
sync_light_effects()
cycle_mob_overlay()
if(!QDELETED(owner) && ishuman(owner)) //Other carbon mobs don't have eye color.
owner.dna.species.handle_body(owner)
/obj/item/organ/eyes/robotic/glow/proc/cycle_mob_overlay()
remove_mob_overlay()
mob_overlay.color = current_color_string
add_mob_overlay()
/obj/item/organ/eyes/robotic/glow/proc/add_mob_overlay()
if(!QDELETED(owner))
owner.add_overlay(mob_overlay)
/obj/item/organ/eyes/robotic/glow/proc/remove_mob_overlay()
if(!QDELETED(owner))
owner.cut_overlay(mob_overlay)
/obj/item/organ/eyes/robotic/glow/emp_act()
. = ..()
if(!active || . & EMP_PROTECT_SELF)
return
deactivate(silent = TRUE)
/obj/item/organ/eyes/robotic/glow/proc/activate(silent = FALSE)
start_visuals()
if(!silent)
to_chat(owner, "<span class='warning'>Your [src] clicks and makes a whining noise, before shooting out a beam of light!</span>")
active = TRUE
RegisterSignal(owner, COMSIG_ATOM_DIR_CHANGE, .proc/update_visuals)
cycle_mob_overlay()
/obj/item/organ/eyes/robotic/glow/proc/deactivate(silent = FALSE)
clear_visuals()
if(!silent)
to_chat(owner, "<span class='warning'>Your [src] shuts off!</span>")
active = FALSE
UnregisterSignal(owner, COMSIG_ATOM_DIR_CHANGE)
remove_mob_overlay()
/obj/item/organ/eyes/robotic/glow/proc/update_visuals(datum/source, olddir, newdir)
if((LAZYLEN(eye_lighting) < light_beam_distance) || !on_mob)
regenerate_light_effects()
var/turf/scanfrom = get_turf(owner)
var/scandir = owner.dir
if (newdir && scandir != newdir) // COMSIG_ATOM_DIR_CHANGE happens before the dir change, but with a reference to the new direction.
scandir = newdir
if(!istype(scanfrom))
clear_visuals()
var/turf/scanning = scanfrom
var/stop = FALSE
on_mob.forceMove(scanning)
for(var/i in 1 to light_beam_distance)
scanning = get_step(scanning, scandir)
if(scanning.opacity || scanning.has_opaque_atom)
stop = TRUE
var/obj/effect/abstract/eye_lighting/L = LAZYACCESS(eye_lighting, i)
if(stop)
L.forceMove(src)
else
L.forceMove(scanning)
/obj/item/organ/eyes/robotic/glow/proc/clear_visuals(delete_everything = FALSE)
if(delete_everything)
QDEL_LIST(eye_lighting)
QDEL_NULL(on_mob)
else
for(var/i in eye_lighting)
var/obj/effect/abstract/eye_lighting/L = i
L.forceMove(src)
if(!QDELETED(on_mob))
on_mob.forceMove(src)
/obj/item/organ/eyes/robotic/glow/proc/start_visuals()
if(!islist(eye_lighting))
regenerate_light_effects()
if((LAZYLEN(eye_lighting) < light_beam_distance) || !on_mob)
regenerate_light_effects()
sync_light_effects()
update_visuals()
/obj/item/organ/eyes/robotic/glow/proc/set_distance(dist)
light_beam_distance = dist
regenerate_light_effects()
/obj/item/organ/eyes/robotic/glow/proc/regenerate_light_effects()
clear_visuals(TRUE)
on_mob = new(src)
for(var/i in 1 to light_beam_distance)
LAZYADD(eye_lighting,new /obj/effect/abstract/eye_lighting(src))
sync_light_effects()
/obj/item/organ/eyes/robotic/glow/proc/sync_light_effects()
for(var/I in eye_lighting)
var/obj/effect/abstract/eye_lighting/L = I
L.set_light(light_object_range, light_object_power, current_color_string)
if(on_mob)
on_mob.set_light(1, 1, current_color_string)
/obj/effect/abstract/eye_lighting
var/obj/item/organ/eyes/robotic/glow/parent
/obj/effect/abstract/eye_lighting/Initialize()
. = ..()
parent = loc
if(!istype(parent))
return INITIALIZE_HINT_QDEL
/obj/item/organ/eyes/insect
name = "insect eyes"
desc = "These eyes seem to have increased sensitivity to bright light, with no improvement to low light vision."
flash_protect = -1