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GS13NG/code/modules/surgery/organs/heart.dm

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/obj/item/organ/heart
name = "heart"
desc = "I feel bad for the heartless bastard who lost this."
icon_state = "heart-on"
zone = BODY_ZONE_CHEST
slot = ORGAN_SLOT_HEART
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = 2 * STANDARD_ORGAN_DECAY
low_threshold_passed = "<span class='info'>Prickles of pain appear then die out from within your chest...</span>"
high_threshold_passed = "<span class='warning'>Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before.</span>"
now_fixed = "<span class='info'>Your heart begins to beat again.</span>"
high_threshold_cleared = "<span class='info'>The pain in your chest has died down, and your breathing becomes more relaxed.</span>"
// Heart attack code is in code/modules/mob/living/carbon/human/life.dm
var/beating = 1
var/no_pump = FALSE
var/icon_base = "heart"
attack_verb = list("beat", "thumped")
var/beat = BEAT_NONE//is this mob having a heatbeat sound played? if so, which?
var/failed = FALSE //to prevent constantly running failing code
var/operated = FALSE //whether the heart's been operated on to fix some of its damages
/obj/item/organ/heart/update_icon_state()
if(beating)
icon_state = "[icon_base]-on"
else
icon_state = "[icon_base]-off"
/obj/item/organ/heart/Remove(special = FALSE)
if(!special)
addtimer(CALLBACK(src, .proc/stop_if_unowned), 12 SECONDS)
return ..()
/obj/item/organ/heart/proc/stop_if_unowned()
if(!owner)
Stop()
/obj/item/organ/heart/attack_self(mob/user)
..()
if(!beating)
user.visible_message("<span class='notice'>[user] squeezes [src] to \
make it beat again!</span>","<span class='notice'>You squeeze [src] to make it beat again!</span>")
Restart()
addtimer(CALLBACK(src, .proc/stop_if_unowned), 80)
/obj/item/organ/heart/proc/Stop()
beating = 0
update_icon()
return 1
/obj/item/organ/heart/proc/Restart()
beating = 1
update_icon()
return 1
/obj/item/organ/heart/proc/HeartStrengthMessage()
if(beating)
return "a healthy"
return "<span class='danger'>an unstable</span>"
/obj/item/organ/heart/OnEatFrom(eater, feeder)
. = ..()
beating = FALSE
update_icon()
/obj/item/organ/heart/on_life()
. = ..()
if(!owner || no_pump)
return
if(owner.client && beating)
failed = FALSE
var/sound/slowbeat = sound('sound/health/slowbeat.ogg', repeat = TRUE)
var/sound/fastbeat = sound('sound/health/fastbeat.ogg', repeat = TRUE)
if(owner.health <= owner.crit_threshold && beat != BEAT_SLOW)
beat = BEAT_SLOW
owner.playsound_local(get_turf(owner), slowbeat,40,0, channel = CHANNEL_HEARTBEAT)
to_chat(owner, "<span class = 'notice'>You feel your heart slow down...</span>")
if(beat == BEAT_SLOW && owner.health > owner.crit_threshold)
owner.stop_sound_channel(CHANNEL_HEARTBEAT)
beat = BEAT_NONE
if(owner.jitteriness)
if(owner.health > HEALTH_THRESHOLD_FULLCRIT && (!beat || beat == BEAT_SLOW))
owner.playsound_local(get_turf(owner),fastbeat,40,0, channel = CHANNEL_HEARTBEAT)
beat = BEAT_FAST
else if(beat == BEAT_FAST)
owner.stop_sound_channel(CHANNEL_HEARTBEAT)
beat = BEAT_NONE
if(organ_flags & ORGAN_FAILING) //heart broke, stopped beating, death imminent
if(owner.stat == CONSCIOUS)
owner.visible_message("<span class='userdanger'>[owner] clutches at [owner.p_their()] chest as if [owner.p_their()] heart is stopping!</span>")
owner.set_heartattack(TRUE)
failed = TRUE
/obj/item/organ/heart/slime
name = "mitochondria"
desc = "The powerhouse of the cell. Or in this case, the hearty organelle of a slimeperson."
icon_state = "heart-s-on"
icon_base = "heart-s"
/obj/item/organ/heart/cursed
name = "cursed heart"
desc = "A heart that, when inserted, will force you to pump it manually."
icon_state = "cursedheart-off"
icon_base = "cursedheart"
decay_factor = 0
no_pump = TRUE
actions_types = list(/datum/action/item_action/organ_action/cursed_heart)
var/last_pump = 0
var/add_colour = TRUE //So we're not constantly recreating colour datums
var/pump_delay = 30 //you can pump 1 second early, for lag, but no more (otherwise you could spam heal)
var/blood_loss = 50 //600 blood is human default, so 5 failures (below 122 blood is where humans die because reasons?)
//How much to heal per pump, negative numbers would HURT the player
var/heal_brute = 0
var/heal_burn = 0
var/heal_oxy = 0
/obj/item/organ/heart/cursed/attack(mob/living/carbon/human/H, mob/living/carbon/human/user, obj/target)
if(H == user && istype(H))
if(NOBLOOD in H.dna.species.species_traits)
to_chat(user, "<span class='danger'>[src] refuses to become one with [H]")
return
playsound(user,'sound/effects/singlebeat.ogg',40,1)
user.temporarilyRemoveItemFromInventory(src, TRUE)
Insert(user)
else
return ..()
/obj/item/organ/heart/cursed/on_life()
. = ..()
if(!owner)
return
if(world.time > (last_pump + pump_delay))
if(ishuman(owner) && owner.client) //While this entire item exists to make people suffer, they can't control disconnects.
var/mob/living/carbon/human/H = owner
if(NOBLOOD in H.dna.species.species_traits) //Otherwise people without will be eternally stuck red
return
if(H.dna && !(NOBLOOD in H.dna.species.species_traits))
H.blood_volume = max(H.blood_volume - blood_loss, 0)
to_chat(H, "<span class = 'userdanger'>You have to keep pumping your blood!</span>")
if(add_colour)
H.add_client_colour(/datum/client_colour/cursed_heart_blood) //bloody screen so real
add_colour = FALSE
else
last_pump = world.time //lets be extra fair *sigh*
/obj/item/organ/heart/cursed/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
if(owner)
to_chat(owner, "<span class ='userdanger'>Your heart has been replaced with a cursed one, you have to pump this one manually otherwise you'll die!</span>")
/obj/item/organ/heart/cursed/Remove(special = FALSE)
owner.remove_client_colour(/datum/client_colour/cursed_heart_blood)
return ..()
/datum/action/item_action/organ_action/cursed_heart
check_flags = AB_CHECK_ALIVE //We wanna be able to do this always, else thisll just stupidly kill whoever has it
required_mobility_flags = NONE
name = "Pump your blood"
//You are now brea- pumping blood manually
/datum/action/item_action/organ_action/cursed_heart/Trigger()
. = ..()
if(. && istype(target, /obj/item/organ/heart/cursed))
var/obj/item/organ/heart/cursed/cursed_heart = target
if(world.time < (cursed_heart.last_pump + (cursed_heart.pump_delay-10))) //no spam
to_chat(owner, "<span class='userdanger'>Too soon!</span>")
return
cursed_heart.last_pump = world.time
playsound(owner,'sound/effects/singlebeat.ogg',40,1)
to_chat(owner, "<span class = 'notice'>Your heart beats.</span>")
var/mob/living/carbon/human/H = owner
if(istype(H))
if(H.dna && !(NOBLOOD in H.dna.species.species_traits))
if(H.blood_volume < BLOOD_VOLUME_NORMAL) //We don't need to go too high, otherwise we get annoying messages.
H.blood_volume = min(H.blood_volume + cursed_heart.blood_loss * 0.5, BLOOD_VOLUME_MAXIMUM)
H.remove_client_colour(/datum/client_colour/cursed_heart_blood)
cursed_heart.add_colour = TRUE
H.adjustBruteLoss(-cursed_heart.heal_brute)
H.adjustFireLoss(-cursed_heart.heal_burn)
H.adjustOxyLoss(-cursed_heart.heal_oxy)
/datum/client_colour/cursed_heart_blood
priority = 100 //it's an indicator you're dying, so it's very high priority
colour = "red"
/obj/item/organ/heart/cybernetic
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
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/on_life(delta_time, times_fired)
. = ..()
if(dose_available && owner.health <= owner.crit_threshold && !owner.reagents.has_reagent(rid))
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)
/obj/item/organ/heart/ipc
name = "IPC heart"
desc = "An electronic pump that regulates hydraulic functions, the electronics have EMP shielding."
icon_state = "heart-c"
/obj/item/organ/heart/freedom
name = "heart of freedom"
desc = "This heart pumps with the passion to give... something freedom."
organ_flags = ORGAN_SYNTHETIC //the power of freedom prevents heart attacks
var/min_next_adrenaline = 0
/obj/item/organ/heart/freedom/on_life()
. = ..()
if(. && owner.health < 5 && world.time > min_next_adrenaline)
min_next_adrenaline = world.time + rand(250, 600) //anywhere from 4.5 to 10 minutes
to_chat(owner, "<span class='userdanger'>You feel yourself dying, but you refuse to give up!</span>")
owner.heal_overall_damage(15, 15)
if(owner.reagents.get_reagent_amount(/datum/reagent/medicine/ephedrine) < 20)
owner.reagents.add_reagent(/datum/reagent/medicine/ephedrine, 10)