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GS13NG/code/modules/mob/living/brain/brain_item.dm
2018-09-11 07:51:01 -05:00

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/obj/item/organ/brain
name = "brain"
desc = "A piece of juicy meat found in a person's head."
icon_state = "brain"
throw_speed = 3
throw_range = 5
layer = ABOVE_MOB_LAYER
zone = BODY_ZONE_HEAD
slot = ORGAN_SLOT_BRAIN
vital = TRUE
attack_verb = list("attacked", "slapped", "whacked")
var/mob/living/brain/brainmob = null
var/damaged_brain = FALSE //whether the brain organ is damaged.
var/decoy_override = FALSE //I apologize to the security players, and myself, who abused this, but this is going to go.
var/list/datum/brain_trauma/traumas = list()
/obj/item/organ/brain/Insert(mob/living/carbon/C, special = 0,no_id_transfer = FALSE)
..()
name = "brain"
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
if(brainmob && !(C.stat == DEAD || (C.has_trait(TRAIT_DEATHCOMA))))
to_chat(brainmob, "<span class = danger>You can't feel your body! You're still just a brain!</span>")
forceMove(C)
C.update_hair()
return
if(brainmob)
if(C.key)
C.ghostize()
if(brainmob.mind)
brainmob.mind.transfer_to(C)
else
C.key = brainmob.key
QDEL_NULL(brainmob)
for(var/X in traumas)
var/datum/brain_trauma/BT = X
BT.owner = owner
BT.on_gain()
//Update the body's icon so it doesnt appear debrained anymore
C.update_hair()
/obj/item/organ/brain/Remove(mob/living/carbon/C, special = 0, no_id_transfer = FALSE)
..()
for(var/X in traumas)
var/datum/brain_trauma/BT = X
BT.on_lose(TRUE)
BT.owner = null
if((!gc_destroyed || (owner && !owner.gc_destroyed)) && !no_id_transfer)
transfer_identity(C)
C.update_hair()
/obj/item/organ/brain/prepare_eat()
return // Too important to eat.
/obj/item/organ/brain/proc/transfer_identity(mob/living/L)
name = "[L.name]'s brain"
if(brainmob || decoy_override)
return
if(!L.mind)
return
brainmob = new(src)
brainmob.name = L.real_name
brainmob.real_name = L.real_name
brainmob.timeofhostdeath = L.timeofdeath
if(L.has_dna())
var/mob/living/carbon/C = L
if(!brainmob.stored_dna)
brainmob.stored_dna = new /datum/dna/stored(brainmob)
C.dna.copy_dna(brainmob.stored_dna)
if(L.has_trait(TRAIT_NOCLONE))
brainmob.status_traits[TRAIT_NOCLONE] = L.status_traits[TRAIT_NOCLONE]
var/obj/item/organ/zombie_infection/ZI = L.getorganslot(ORGAN_SLOT_ZOMBIE)
if(ZI)
brainmob.set_species(ZI.old_species) //For if the brain is cloned
if(L.mind && L.mind.current)
L.mind.transfer_to(brainmob)
to_chat(brainmob, "<span class='notice'>You feel slightly disoriented. That's normal when you're just a brain.</span>")
/obj/item/organ/brain/attackby(obj/item/O, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
if(brainmob)
O.attack(brainmob, user) //Oh noooeeeee
/obj/item/organ/brain/examine(mob/user)
..()
if(brainmob)
if(brainmob.client)
if(brainmob.health <= HEALTH_THRESHOLD_DEAD)
to_chat(user, "It's lifeless and severely damaged.")
else
to_chat(user, "You can feel the small spark of life still left in this one.")
else
to_chat(user, "This one seems particularly lifeless. Perhaps it will regain some of its luster later.")
else
if(decoy_override)
to_chat(user, "This one seems particularly lifeless. Perhaps it will regain some of its luster later.")
else
to_chat(user, "This one is completely devoid of life.")
/obj/item/organ/brain/attack(mob/living/carbon/C, mob/user)
if(!istype(C))
return ..()
add_fingerprint(user)
if(user.zone_selected != BODY_ZONE_HEAD)
return ..()
if((C.head && (C.head.flags_cover & HEADCOVERSEYES)) || (C.wear_mask && (C.wear_mask.flags_cover & MASKCOVERSEYES)) || (C.glasses && (C.glasses.flags_1 & GLASSESCOVERSEYES)))
to_chat(user, "<span class='warning'>You're going to need to remove [C.p_their()] head cover first!</span>")
return
//since these people will be dead M != usr
if(!C.getorgan(/obj/item/organ/brain))
if(!C.get_bodypart(BODY_ZONE_HEAD) || !user.temporarilyRemoveItemFromInventory(src))
return
var/msg = "[C] has [src] inserted into [C.p_their()] head by [user]."
if(C == user)
msg = "[user] inserts [src] into [user.p_their()] head!"
C.visible_message("<span class='danger'>[msg]</span>",
"<span class='userdanger'>[msg]</span>")
if(C != user)
to_chat(C, "<span class='notice'>[user] inserts [src] into your head.</span>")
to_chat(user, "<span class='notice'>You insert [src] into [C]'s head.</span>")
else
to_chat(user, "<span class='notice'>You insert [src] into your head.</span>" )
Insert(C)
else
..()
/obj/item/organ/brain/proc/get_brain_damage()
var/brain_damage_threshold = max_integrity * BRAIN_DAMAGE_INTEGRITY_MULTIPLIER
var/offset_integrity = obj_integrity - (max_integrity - brain_damage_threshold)
. = round((1 - (offset_integrity / brain_damage_threshold)) * BRAIN_DAMAGE_DEATH, DAMAGE_PRECISION)
/obj/item/organ/brain/proc/adjust_brain_damage(amount, maximum)
var/adjusted_amount
if(amount >= 0 && maximum)
var/brainloss = get_brain_damage()
var/new_brainloss = CLAMP(brainloss + amount, 0, maximum)
if(brainloss > new_brainloss) //brainloss is over the cap already
return 0
adjusted_amount = new_brainloss - brainloss
else
adjusted_amount = amount
adjusted_amount = round(adjusted_amount * BRAIN_DAMAGE_INTEGRITY_MULTIPLIER, DAMAGE_PRECISION)
if(adjusted_amount)
if(adjusted_amount >= DAMAGE_PRECISION)
take_damage(adjusted_amount)
else if(adjusted_amount <= -DAMAGE_PRECISION)
obj_integrity = min(max_integrity, obj_integrity-adjusted_amount)
. = adjusted_amount
/obj/item/organ/brain/Destroy() //copypasted from MMIs.
if(brainmob)
QDEL_NULL(brainmob)
QDEL_LIST(traumas)
return ..()
/obj/item/organ/brain/alien
name = "alien brain"
desc = "We barely understand the brains of terrestial animals. Who knows what we may find in the brain of such an advanced species?"
icon_state = "brain-x"
////////////////////////////////////TRAUMAS////////////////////////////////////////
/obj/item/organ/brain/proc/has_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience = TRAUMA_RESILIENCE_ABSOLUTE)
for(var/X in traumas)
var/datum/brain_trauma/BT = X
if(istype(BT, brain_trauma_type) && (BT.resilience <= resilience))
return BT
/obj/item/organ/brain/proc/get_traumas_type(brain_trauma_type = /datum/brain_trauma, resilience = TRAUMA_RESILIENCE_ABSOLUTE)
. = list()
for(var/X in traumas)
var/datum/brain_trauma/BT = X
if(istype(BT, brain_trauma_type) && (BT.resilience <= resilience))
. += BT
/obj/item/organ/brain/proc/can_gain_trauma(datum/brain_trauma/trauma, resilience)
if(!ispath(trauma))
trauma = trauma.type
if(!initial(trauma.can_gain))
return FALSE
if(!resilience)
resilience = initial(trauma.resilience)
var/resilience_tier_count = 0
for(var/X in traumas)
if(istype(X, trauma))
return FALSE
var/datum/brain_trauma/T = X
if(resilience == T.resilience)
resilience_tier_count++
var/max_traumas
switch(resilience)
if(TRAUMA_RESILIENCE_BASIC)
max_traumas = TRAUMA_LIMIT_BASIC
if(TRAUMA_RESILIENCE_SURGERY)
max_traumas = TRAUMA_LIMIT_SURGERY
if(TRAUMA_RESILIENCE_LOBOTOMY)
max_traumas = TRAUMA_LIMIT_LOBOTOMY
if(TRAUMA_RESILIENCE_MAGIC)
max_traumas = TRAUMA_LIMIT_MAGIC
if(TRAUMA_RESILIENCE_ABSOLUTE)
max_traumas = TRAUMA_LIMIT_ABSOLUTE
if(resilience_tier_count >= max_traumas)
return FALSE
return TRUE
//Proc to use when directly adding a trauma to the brain, so extra args can be given
/obj/item/organ/brain/proc/gain_trauma(datum/brain_trauma/trauma, resilience, ...)
var/list/arguments = list()
if(args.len > 2)
arguments = args.Copy(3)
. = brain_gain_trauma(trauma, resilience, arguments)
//Direct trauma gaining proc. Necessary to assign a trauma to its brain. Avoid using directly.
/obj/item/organ/brain/proc/brain_gain_trauma(datum/brain_trauma/trauma, resilience, list/arguments)
if(!can_gain_trauma(trauma, resilience))
return
var/datum/brain_trauma/actual_trauma
if(ispath(trauma))
if(!LAZYLEN(arguments))
actual_trauma = new trauma() //arglist with an empty list runtimes for some reason
else
actual_trauma = new trauma(arglist(arguments))
else
actual_trauma = trauma
if(actual_trauma.brain) //we don't accept used traumas here
WARNING("gain_trauma was given an already active trauma.")
return
traumas += actual_trauma
actual_trauma.brain = src
if(owner)
actual_trauma.owner = owner
actual_trauma.on_gain()
if(resilience)
actual_trauma.resilience = resilience
SSblackbox.record_feedback("tally", "traumas", 1, actual_trauma.type)
//Add a random trauma of a certain subtype
/obj/item/organ/brain/proc/gain_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience)
var/list/datum/brain_trauma/possible_traumas = list()
for(var/T in subtypesof(brain_trauma_type))
var/datum/brain_trauma/BT = T
if(can_gain_trauma(BT, resilience))
possible_traumas += BT
if(!LAZYLEN(possible_traumas))
return
var/trauma_type = pick(possible_traumas)
gain_trauma(trauma_type, resilience)
//Cure a random trauma of a certain resilience level
/obj/item/organ/brain/proc/cure_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience = TRAUMA_RESILIENCE_BASIC)
var/list/traumas = get_traumas_type(brain_trauma_type, resilience)
if(LAZYLEN(traumas))
qdel(pick(traumas))
/obj/item/organ/brain/proc/cure_all_traumas(resilience = TRAUMA_RESILIENCE_BASIC)
var/list/traumas = get_traumas_type(resilience = resilience)
for(var/X in traumas)
qdel(X)