* Initial B.E.P.I.S port. * All nodes but sticky tape are in. Sweet. * Mapping the BEPIS :DDD * ah * deers.
407 lines
17 KiB
Plaintext
407 lines
17 KiB
Plaintext
/obj/item/organ/brain
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name = "brain"
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desc = "A piece of juicy meat found in a person's head."
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icon_state = "brain"
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throw_speed = 3
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throw_range = 5
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layer = ABOVE_MOB_LAYER
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zone = BODY_ZONE_HEAD
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slot = ORGAN_SLOT_BRAIN
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organ_flags = ORGAN_VITAL
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attack_verb = list("attacked", "slapped", "whacked")
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///The brain's organ variables are significantly more different than the other organs, with half the decay rate for balance reasons, and twice the maxHealth
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decay_factor = STANDARD_ORGAN_DECAY / 2 //30 minutes of decaying to result in a fully damaged brain, since a fast decay rate would be unfun gameplay-wise
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healing_factor = STANDARD_ORGAN_HEALING / 2
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maxHealth = BRAIN_DAMAGE_DEATH
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low_threshold = 45
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high_threshold = 120
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var/mob/living/brain/brainmob = null
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var/brain_death = FALSE //if the brainmob was intentionally killed by attacking the brain after removal, or by severe braindamage
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var/decoy_override = FALSE //I apologize to the security players, and myself, who abused this, but this is going to go.
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//two variables necessary for calculating whether we get a brain trauma or not
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var/damage_delta = 0
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var/list/datum/brain_trauma/traumas = list()
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/obj/item/organ/brain/Insert(mob/living/carbon/C, special = 0,no_id_transfer = FALSE, drop_if_replaced = TRUE)
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..()
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name = "brain"
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if(C.mind && C.mind.has_antag_datum(/datum/antagonist/changeling) && !no_id_transfer) //congrats, you're trapped in a body you don't control
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if(brainmob && !(C.stat == DEAD || (HAS_TRAIT(C, TRAIT_DEATHCOMA))))
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to_chat(brainmob, "<span class = danger>You can't feel your body! You're still just a brain!</span>")
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forceMove(C)
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C.update_hair()
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return
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if(brainmob)
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if(C.key)
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C.ghostize()
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if(brainmob.mind)
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brainmob.mind.transfer_to(C)
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else
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brainmob.transfer_ckey(C)
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QDEL_NULL(brainmob)
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for(var/X in traumas)
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var/datum/brain_trauma/BT = X
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BT.owner = owner
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BT.on_gain()
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if(damage > BRAIN_DAMAGE_MILD)
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var/datum/skill_modifier/S
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ADD_SKILL_MODIFIER_BODY(/datum/skill_modifier/brain_damage, null, C, S)
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if(damage > BRAIN_DAMAGE_SEVERE)
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var/datum/skill_modifier/S
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ADD_SKILL_MODIFIER_BODY(/datum/skill_modifier/heavy_brain_damage, null, C, S)
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//Update the body's icon so it doesnt appear debrained anymore
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C.update_hair()
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/obj/item/organ/brain/Remove(special = FALSE, no_id_transfer = FALSE)
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. = ..()
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var/mob/living/carbon/C = .
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for(var/X in traumas)
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var/datum/brain_trauma/BT = X
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BT.on_lose(TRUE)
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BT.owner = null
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if((!QDELETED(src) || C) && !no_id_transfer)
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transfer_identity(C)
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if(C)
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REMOVE_SKILL_MODIFIER_BODY(/datum/skill_modifier/brain_damage, null, C)
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REMOVE_SKILL_MODIFIER_BODY(/datum/skill_modifier/heavy_brain_damage, null, C)
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C.update_hair()
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/obj/item/organ/brain/prepare_eat()
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return // Too important to eat.
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/obj/item/organ/brain/proc/transfer_identity(mob/living/L)
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name = "[L.name]'s brain"
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if(brainmob)
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return
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if(!L.mind)
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return
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brainmob = new(src)
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brainmob.name = L.real_name
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brainmob.real_name = L.real_name
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brainmob.timeofhostdeath = L.timeofdeath
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if(L.has_dna())
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var/mob/living/carbon/C = L
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if(!brainmob.stored_dna)
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brainmob.stored_dna = new /datum/dna/stored(brainmob)
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C.dna.copy_dna(brainmob.stored_dna)
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if(HAS_TRAIT(L, TRAIT_NOCLONE))
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LAZYSET(brainmob.status_traits, TRAIT_NOCLONE, L.status_traits[TRAIT_NOCLONE])
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var/obj/item/organ/zombie_infection/ZI = L.getorganslot(ORGAN_SLOT_ZOMBIE)
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if(ZI)
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brainmob.set_species(ZI.old_species) //For if the brain is cloned
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if(!decoy_override && L.mind && L.mind.current)
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L.mind.transfer_to(brainmob)
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to_chat(brainmob, "<span class='notice'>You feel slightly disoriented. That's normal when you're just a brain.</span>")
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/obj/item/organ/brain/attackby(obj/item/O, mob/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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if(brainmob)
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O.attack(brainmob, user) //Oh noooeeeee
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if(istype(O, /obj/item/organ_storage)) //BUG_PROBABLE_CAUSE
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return //Borg organ bags shouldn't be killing brains
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if((organ_flags & ORGAN_FAILING) && O.is_drainable() && O.reagents.has_reagent(/datum/reagent/medicine/neurine)) //Neurine fixes dead brains
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. = TRUE //don't do attack animation.
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var/cached_Bdamage = brainmob?.health
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var/datum/reagent/medicine/neurine/N = reagents.has_reagent(/datum/reagent/medicine/neurine)
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var/datum/reagent/medicine/mannitol/M1 = reagents.has_reagent(/datum/reagent/medicine/mannitol)
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if(O.reagents.has_reagent(/datum/reagent/medicine/mannitol))//Just a quick way to bolster the effects if someone mixes up a batch.
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N.volume *= (M1.volume*0.5)
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if(!O.reagents.has_reagent(/datum/reagent/medicine/neurine, 10))
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to_chat(user, "<span class='warning'>There's not enough neurine in [O] to restore [src]!</span>")
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return
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user.visible_message("<span class='notice'>[user] starts to pour the contents of [O] onto [src].</span>", "<span class='notice'>You start to slowly pour the contents of [O] onto [src].</span>")
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if(!do_after(user, 60, TRUE, src))
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to_chat(user, "<span class='warning'>You failed to pour [O] onto [src]!</span>")
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return
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user.visible_message("<span class='notice'>[user] pours the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>", "<span class='notice'>You pour the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>")
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setOrganDamage((damage - (0.10 * maxHealth)*(N.volume/10))) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
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O.reagents.clear_reagents()
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if(cached_Bdamage <= HEALTH_THRESHOLD_DEAD) //Fixing dead brains yeilds a trauma
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if((cached_Bdamage <= HEALTH_THRESHOLD_DEAD) && (brainmob.health > HEALTH_THRESHOLD_DEAD))
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if(prob(80))
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gain_trauma_type(BRAIN_TRAUMA_MILD, natural_gain = TRUE)
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else if(prob(50))
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gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
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else
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL, natural_gain = TRUE)
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return
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if((organ_flags & ORGAN_FAILING) && O.is_drainable() && O.reagents.has_reagent(/datum/reagent/medicine/mannitol)) //attempt to heal the brain
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. = TRUE //don't do attack animation.
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var/datum/reagent/medicine/mannitol/M = reagents.has_reagent(/datum/reagent/medicine/mannitol)
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if(brain_death || brainmob?.health <= HEALTH_THRESHOLD_DEAD) //if the brain is fucked anyway, do nothing
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to_chat(user, "<span class='warning'>[src] is far too damaged, you'll have to use neurine on it!</span>")
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return
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if(!O.reagents.has_reagent(/datum/reagent/medicine/mannitol, 10))
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to_chat(user, "<span class='warning'>There's not enough mannitol in [O] to restore [src]!</span>")
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return
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user.visible_message("<span class='notice'>[user] starts to pour the contents of [O] onto [src].</span>", "<span class='notice'>You start to slowly pour the contents of [O] onto [src].</span>")
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if(!do_after(user, 60, TRUE, src))
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to_chat(user, "<span class='warning'>You failed to pour [O] onto [src]!</span>")
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return
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user.visible_message("<span class='notice'>[user] pours the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>", "<span class='notice'>You pour the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>")
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setOrganDamage((damage - (0.05 * maxHealth)*(M.volume/10))) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
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O.reagents.clear_reagents()
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return
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/obj/item/organ/brain/examine(mob/user)
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. = ..()
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if(user.suiciding)
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. += "<span class='info'>It's started turning slightly grey. They must not have been able to handle the stress of it all.</span>"
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else if(brainmob)
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if(brainmob.get_ghost(FALSE, TRUE))
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if(brain_death || brainmob.health <= HEALTH_THRESHOLD_DEAD)
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. += "<span class='info'>It's lifeless and severely damaged, only the strongest of chems will save it.</span>"
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else if(organ_flags & ORGAN_FAILING)
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. += "<span class='info'>It seems to still have a bit of energy within it, but it's rather damaged... You may be able to restore it with some <b>mannitol</b>.</span>"
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else
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. += "<span class='info'>You can feel the small spark of life still left in this one.</span>"
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else if(organ_flags & ORGAN_FAILING)
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. += "<span class='info'>It seems particularly lifeless and is rather damaged... You may be able to restore it with some <b>mannitol</b> incase it becomes functional again later.</span>"
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else
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. += "<span class='info'>This one seems particularly lifeless. Perhaps it will regain some of its luster later.</span>"
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else
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if(decoy_override)
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if(organ_flags & ORGAN_FAILING)
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. += "<span class='info'>It seems particularly lifeless and is rather damaged... You may be able to restore it with some <b>mannitol</b> incase it becomes functional again later.</span>"
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else
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. += "<span class='info'>This one seems particularly lifeless. Perhaps it will regain some of its luster later.</span>"
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else
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. += "<span class='info'>This one is completely devoid of life.</span>"
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/obj/item/organ/brain/attack(mob/living/carbon/C, mob/user)
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if(!istype(C))
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return ..()
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add_fingerprint(user)
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if(user.zone_selected != BODY_ZONE_HEAD)
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return ..()
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if((C.head && (C.head.flags_cover & HEADCOVERSEYES)) || (C.wear_mask && (C.wear_mask.flags_cover & MASKCOVERSEYES)) || (C.glasses && (C.glasses.flags_1 & GLASSESCOVERSEYES)))
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to_chat(user, "<span class='warning'>You're going to need to remove [C.p_their()] head cover first!</span>")
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return
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//since these people will be dead M != usr
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if(!C.getorgan(/obj/item/organ/brain))
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if(!C.get_bodypart(BODY_ZONE_HEAD) || !user.temporarilyRemoveItemFromInventory(src))
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return
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var/msg = "[C] has [src] inserted into [C.p_their()] head by [user]."
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if(C == user)
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msg = "[user] inserts [src] into [user.p_their()] head!"
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C.visible_message("<span class='danger'>[msg]</span>",
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"<span class='userdanger'>[msg]</span>")
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if(C != user)
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to_chat(C, "<span class='notice'>[user] inserts [src] into your head.</span>")
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to_chat(user, "<span class='notice'>You insert [src] into [C]'s head.</span>")
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else
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to_chat(user, "<span class='notice'>You insert [src] into your head.</span>" )
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Insert(C)
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else
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..()
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/obj/item/organ/brain/applyOrganDamage(var/d, var/maximum = maxHealth)
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. = ..()
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if(!. || !owner)
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return
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if(damage >= BRAIN_DAMAGE_DEATH) //rip
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if(owner.stat != DEAD)
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to_chat(owner, "<span class='userdanger'>The last spark of life in your brain fizzles out...</span>")
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owner.death()
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brain_death = TRUE
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else
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brain_death = FALSE
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/obj/item/organ/brain/check_damage_thresholds(mob/M)
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. = ..()
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//if we're not more injured than before, return without gambling for a trauma
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if(damage <= prev_damage)
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if(damage < prev_damage && owner)
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if(prev_damage > BRAIN_DAMAGE_MILD && damage <= BRAIN_DAMAGE_MILD)
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REMOVE_SKILL_MODIFIER_BODY(/datum/skill_modifier/brain_damage, null, owner)
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if(prev_damage > BRAIN_DAMAGE_SEVERE && damage <= BRAIN_DAMAGE_SEVERE)
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REMOVE_SKILL_MODIFIER_BODY(/datum/skill_modifier/heavy_brain_damage, null, owner)
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return
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damage_delta = damage - prev_damage
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if(damage > BRAIN_DAMAGE_MILD)
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if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
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gain_trauma_type(BRAIN_TRAUMA_MILD, natural_gain = TRUE)
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if(prev_damage <= BRAIN_DAMAGE_MILD && owner)
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var/datum/skill_modifier/S
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ADD_SKILL_MODIFIER_BODY(/datum/skill_modifier/brain_damage, null, owner, S)
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if(damage > BRAIN_DAMAGE_SEVERE)
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if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_SEVERE)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1%
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if(prob(20))
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gain_trauma_type(BRAIN_TRAUMA_SPECIAL, natural_gain = TRUE)
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else
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gain_trauma_type(BRAIN_TRAUMA_SEVERE, natural_gain = TRUE)
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if(prev_damage <= BRAIN_DAMAGE_SEVERE && owner)
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var/datum/skill_modifier/S
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ADD_SKILL_MODIFIER_BODY(/datum/skill_modifier/heavy_brain_damage, null, owner, S)
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if (owner)
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if(owner.stat < UNCONSCIOUS) //conscious or soft-crit
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var/brain_message
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if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
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brain_message = "<span class='warning'>You feel lightheaded.</span>"
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else if(prev_damage < BRAIN_DAMAGE_SEVERE && damage >= BRAIN_DAMAGE_SEVERE)
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brain_message = "<span class='warning'>You feel less in control of your thoughts.</span>"
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else if(prev_damage < (BRAIN_DAMAGE_DEATH - 20) && damage >= (BRAIN_DAMAGE_DEATH - 20))
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brain_message = "<span class='warning'>You can feel your mind flickering on and off...</span>"
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if(.)
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. += "\n[brain_message]"
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else
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return brain_message
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/obj/item/organ/brain/Destroy() //copypasted from MMIs.
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if(brainmob)
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QDEL_NULL(brainmob)
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QDEL_LIST(traumas)
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return ..()
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/obj/item/organ/brain/alien
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name = "alien brain"
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desc = "We barely understand the brains of terrestial animals. Who knows what we may find in the brain of such an advanced species?"
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icon_state = "brain-x"
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////////////////////////////////////TRAUMAS////////////////////////////////////////
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/obj/item/organ/brain/proc/has_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience = TRAUMA_RESILIENCE_ABSOLUTE)
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for(var/X in traumas)
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var/datum/brain_trauma/BT = X
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if(istype(BT, brain_trauma_type) && (BT.resilience <= resilience))
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return BT
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/obj/item/organ/brain/proc/get_traumas_type(brain_trauma_type = /datum/brain_trauma, resilience = TRAUMA_RESILIENCE_ABSOLUTE)
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. = list()
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for(var/X in traumas)
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var/datum/brain_trauma/BT = X
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if(istype(BT, brain_trauma_type) && (BT.resilience <= resilience))
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. += BT
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/obj/item/organ/brain/proc/can_gain_trauma(datum/brain_trauma/trauma, resilience, natural_gain = FALSE)
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if(!ispath(trauma))
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trauma = trauma.type
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if(!initial(trauma.can_gain))
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return FALSE
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if(!resilience)
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resilience = initial(trauma.resilience)
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if(!owner)
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return FALSE
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if(owner.stat == DEAD)
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return FALSE
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var/resilience_tier_count = 0
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for(var/X in traumas)
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if(istype(X, trauma))
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return FALSE
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var/datum/brain_trauma/T = X
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if(resilience == T.resilience)
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resilience_tier_count++
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var/max_traumas
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switch(resilience)
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if(TRAUMA_RESILIENCE_BASIC)
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max_traumas = TRAUMA_LIMIT_BASIC
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if(TRAUMA_RESILIENCE_SURGERY)
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max_traumas = TRAUMA_LIMIT_SURGERY
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if(TRAUMA_RESILIENCE_LOBOTOMY)
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max_traumas = TRAUMA_LIMIT_LOBOTOMY
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if(TRAUMA_RESILIENCE_MAGIC)
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max_traumas = TRAUMA_LIMIT_MAGIC
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if(TRAUMA_RESILIENCE_ABSOLUTE)
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max_traumas = TRAUMA_LIMIT_ABSOLUTE
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if(natural_gain && resilience_tier_count >= max_traumas)
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return FALSE
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return TRUE
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//Proc to use when directly adding a trauma to the brain, so extra args can be given
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/obj/item/organ/brain/proc/gain_trauma(datum/brain_trauma/trauma, resilience, ...)
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var/list/arguments = list()
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if(args.len > 2)
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arguments = args.Copy(3)
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. = brain_gain_trauma(trauma, resilience, arguments)
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//Direct trauma gaining proc. Necessary to assign a trauma to its brain. Avoid using directly.
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/obj/item/organ/brain/proc/brain_gain_trauma(datum/brain_trauma/trauma, resilience, list/arguments)
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if(!can_gain_trauma(trauma, resilience))
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return
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var/datum/brain_trauma/actual_trauma
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if(ispath(trauma))
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if(!LAZYLEN(arguments))
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actual_trauma = new trauma() //arglist with an empty list runtimes for some reason
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else
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actual_trauma = new trauma(arglist(arguments))
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else
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actual_trauma = trauma
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if(actual_trauma.brain) //we don't accept used traumas here
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WARNING("gain_trauma was given an already active trauma.")
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return
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traumas += actual_trauma
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actual_trauma.brain = src
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if(owner)
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actual_trauma.owner = owner
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actual_trauma.on_gain()
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if(resilience)
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actual_trauma.resilience = resilience
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SSblackbox.record_feedback("tally", "traumas", 1, actual_trauma.type)
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return actual_trauma
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//Add a random trauma of a certain subtype
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/obj/item/organ/brain/proc/gain_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience, natural_gain = FALSE)
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var/list/datum/brain_trauma/possible_traumas = list()
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for(var/T in subtypesof(brain_trauma_type))
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var/datum/brain_trauma/BT = T
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if(can_gain_trauma(BT, resilience, natural_gain) && initial(BT.random_gain))
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possible_traumas += BT
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if(!LAZYLEN(possible_traumas))
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return
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var/trauma_type = pick(possible_traumas)
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gain_trauma(trauma_type, resilience)
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//Cure a random trauma of a certain resilience level
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/obj/item/organ/brain/proc/cure_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience = TRAUMA_RESILIENCE_BASIC)
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var/list/traumas = get_traumas_type(brain_trauma_type, resilience)
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if(LAZYLEN(traumas))
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qdel(pick(traumas))
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/obj/item/organ/brain/proc/cure_all_traumas(resilience = TRAUMA_RESILIENCE_BASIC)
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var/list/traumas = get_traumas_type(resilience = resilience)
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for(var/X in traumas)
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qdel(X)
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