286 lines
9.3 KiB
Plaintext
286 lines
9.3 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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vital = TRUE
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attack_verb = list("attacked", "slapped", "whacked")
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var/mob/living/brain/brainmob = null
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var/damaged_brain = FALSE //whether the brain organ is damaged.
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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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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)
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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 || (C.has_trait(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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C.key = brainmob.key
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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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//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(mob/living/carbon/C, special = 0, no_id_transfer = FALSE)
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..()
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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((!gc_destroyed || (owner && !owner.gc_destroyed)) && !no_id_transfer)
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transfer_identity(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 || decoy_override)
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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(L.has_trait(TRAIT_NOCLONE))
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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(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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/obj/item/organ/brain/examine(mob/user)
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..()
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if(brainmob)
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if(brainmob.client)
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if(brainmob.health <= HEALTH_THRESHOLD_DEAD)
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to_chat(user, "It's lifeless and severely damaged.")
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else
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to_chat(user, "You can feel the small spark of life still left in this one.")
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else
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to_chat(user, "This one seems particularly lifeless. Perhaps it will regain some of its luster later.")
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else
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if(decoy_override)
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to_chat(user, "This one seems particularly lifeless. Perhaps it will regain some of its luster later.")
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else
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to_chat(user, "This one is completely devoid of life.")
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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/proc/get_brain_damage()
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var/brain_damage_threshold = max_integrity * BRAIN_DAMAGE_INTEGRITY_MULTIPLIER
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var/offset_integrity = obj_integrity - (max_integrity - brain_damage_threshold)
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. = round((1 - (offset_integrity / brain_damage_threshold)) * BRAIN_DAMAGE_DEATH, DAMAGE_PRECISION)
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/obj/item/organ/brain/proc/adjust_brain_damage(amount, maximum)
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var/adjusted_amount
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if(amount >= 0 && maximum)
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var/brainloss = get_brain_damage()
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var/new_brainloss = CLAMP(brainloss + amount, 0, maximum)
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if(brainloss > new_brainloss) //brainloss is over the cap already
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return 0
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adjusted_amount = new_brainloss - brainloss
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else
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adjusted_amount = amount
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adjusted_amount = round(adjusted_amount * BRAIN_DAMAGE_INTEGRITY_MULTIPLIER, DAMAGE_PRECISION)
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if(adjusted_amount)
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if(adjusted_amount >= DAMAGE_PRECISION)
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take_damage(adjusted_amount)
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else if(adjusted_amount <= -DAMAGE_PRECISION)
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obj_integrity = min(max_integrity, obj_integrity-adjusted_amount)
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. = adjusted_amount
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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)
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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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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(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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//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)
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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))
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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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