/
eyes.dm
498 lines (429 loc) · 17.4 KB
/
eyes.dm
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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 = 0.2 * STANDARD_ORGAN_THRESHOLD //threshold at 20
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
/// changes how the eyes overlay is applied, makes it apply over the lighting layer
var/overlay_ignore_lighting = FALSE
var/see_in_dark = 2
var/tint = 0
var/eye_color = "" //set to a hex code to override a mob's eye color
var/eye_icon_state = "eyes"
var/old_eye_color = "fff"
var/flash_protect = FLASH_PROTECTION_NONE
var/see_invisible = SEE_INVISIBLE_LIVING
var/lighting_alpha
var/no_glasses
/// indication that the eyes are undergoing some negative effect
var/damaged = FALSE
/obj/item/organ/eyes/Insert(mob/living/carbon/eye_owner, special = FALSE, drop_if_replaced = FALSE, initialising)
. = ..()
if(ishuman(eye_owner))
var/mob/living/carbon/human/human_owner = eye_owner
old_eye_color = human_owner.eye_color
if(eye_color)
human_owner.eye_color = eye_color
human_owner.regenerate_icons()
else
eye_color = human_owner.eye_color
if(HAS_TRAIT(human_owner, TRAIT_NIGHT_VISION) && !lighting_alpha)
lighting_alpha = LIGHTING_PLANE_ALPHA_NV_TRAIT
eye_owner.update_tint()
owner.update_sight()
if(eye_owner.has_dna() && ishuman(eye_owner))
eye_owner.dna.species.handle_body(eye_owner) //updates eye icon
/obj/item/organ/eyes/proc/refresh()
if(ishuman(owner))
var/mob/living/carbon/human/affected_human = owner
old_eye_color = affected_human.eye_color
if(eye_color)
affected_human.eye_color = eye_color
affected_human.regenerate_icons()
else
eye_color = affected_human.eye_color
if(HAS_TRAIT(affected_human, TRAIT_NIGHT_VISION) && !lighting_alpha)
lighting_alpha = LIGHTING_PLANE_ALPHA_NV_TRAIT
owner.update_tint()
owner.update_sight()
if(owner.has_dna() && ishuman(owner))
var/mob/living/carbon/human/affected_human = owner
affected_human.dna.species.handle_body(affected_human) //updates eye icon
/obj/item/organ/eyes/Remove(mob/living/carbon/eye_owner, special = 0)
..()
if(ishuman(eye_owner) && eye_color)
var/mob/living/carbon/human/human_owner = eye_owner
human_owner.eye_color = old_eye_color
human_owner.regenerate_icons()
eye_owner.cure_blind(EYE_DAMAGE)
eye_owner.cure_nearsighted(EYE_DAMAGE)
eye_owner.set_blindness(0)
eye_owner.set_blurriness(0)
eye_owner.clear_fullscreen("eye_damage", 0)
eye_owner.update_sight()
/obj/item/organ/eyes/on_life(delta_time, times_fired)
. = ..()
var/mob/living/carbon/eye_owner = owner
//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))
eye_owner.become_blind(EYE_DAMAGE)
else if(damage > 30)
eye_owner.overlay_fullscreen("eye_damage", /atom/movable/screen/fullscreen/impaired, 2)
else
eye_owner.overlay_fullscreen("eye_damage", /atom/movable/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
eye_owner.clear_fullscreen("eye_damage")
eye_owner.cure_blind(EYE_DAMAGE)
return
/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."
/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
if(prob(10 * severity))
return
to_chat(owner, span_warning("Static obfuscates your vision!"))
owner.flash_act(visual = 1)
/obj/item/organ/eyes/robotic/basic
name = "basic robotic eyes"
desc = "A pair of basic cybernetic eyes that restore vision, but at some vulnerability to light."
eye_color = "5500ff"
flash_protect = FLASH_PROTECTION_SENSITIVE
/obj/item/organ/eyes/robotic/basic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(prob(10 * severity))
damage += 20 * severity
to_chat(owner, span_warning("Your eyes start to fizzle in their sockets!"))
do_sparks(2, TRUE, owner)
owner.emote("scream")
/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 = FLASH_PROTECTION_SENSITIVE
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 = FLASH_PROTECTION_WELDER
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/victim, special = FALSE, drop_if_replaced = FALSE)
..()
if(!eye)
eye = new /obj/item/flashlight/eyelight()
eye.on = TRUE
eye.forceMove(victim)
eye.update_brightness(victim)
victim.become_blind(FLASHLIGHT_EYES)
/obj/item/organ/eyes/robotic/flashlight/Remove(mob/living/carbon/victim, special = 0)
eye.on = FALSE
eye.update_brightness(victim)
eye.forceMove(src)
victim.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 = FLASH_PROTECTION_WELDER
/obj/item/organ/eyes/robotic/shield/emp_act(severity)
return
#define RGB2EYECOLORSTRING(definitionvar) ("[copytext_char(definitionvar, 2, 3)][copytext_char(definitionvar, 4, 5)][copytext_char(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 = 2
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
var/datum/component/mobhook
/obj/item/organ/eyes/robotic/glow/Initialize(mapload)
. = ..()
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/eye_owner, special = FALSE)
terminate_effects()
. = ..()
/obj/item/organ/eyes/robotic/glow/proc/terminate_effects()
if(owner && active)
deactivate()
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/color = input(owner, "Select Color", "Select color", "#ffffff") as color|null
if(!color || 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
var/old_active = active // Get old active because set_distance() -> clear_visuals() will set it to FALSE.
set_distance(clamp(range, 0, max_light_beam_distance))
assume_rgb(color)
// Reactivate if eyes were already active for real time colour swapping!
if(old_active)
activate(FALSE)
/obj/item/organ/eyes/robotic/glow/proc/assume_rgb(newcolor)
current_color_string = newcolor
eye_color = RGB2EYECOLORSTRING(current_color_string)
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/Insert(mob/living/carbon/eye_owner, special = FALSE, drop_if_replaced = FALSE)
. = ..()
RegisterSignal(eye_owner, COMSIG_ATOM_DIR_CHANGE, .proc/update_visuals)
/obj/item/organ/eyes/robotic/glow/Remove(mob/living/carbon/eye_owner, special = FALSE)
. = ..()
UnregisterSignal(eye_owner, COMSIG_ATOM_DIR_CHANGE)
/obj/item/organ/eyes/robotic/glow/Destroy()
QDEL_NULL(mobhook) // mobhook is not our component
return ..()
/obj/item/organ/eyes/robotic/glow/proc/activate(silent = FALSE)
start_visuals()
if(!silent)
to_chat(owner, span_warning("Your [src] clicks and makes a whining noise, before shooting out a beam of light!"))
cycle_mob_overlay()
/obj/item/organ/eyes/robotic/glow/proc/deactivate(silent = FALSE)
clear_visuals()
if(!silent)
to_chat(owner, span_warning("Your [src] shuts off!"))
remove_mob_overlay()
/obj/item/organ/eyes/robotic/glow/proc/update_visuals(datum/source, olddir, newdir)
SIGNAL_HANDLER
if(!active)
return // Don't update if we're not active!
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.set_light_flags(on_mob.light_flags & ~LIGHT_ATTACHED)
on_mob.forceMove(scanning)
for(var/i in 1 to light_beam_distance)
scanning = get_step(scanning, scandir)
if(IS_OPAQUE_TURF(scanning))
stop = TRUE
var/obj/effect/abstract/eye_lighting/lighting = LAZYACCESS(eye_lighting, i)
if(stop)
lighting.forceMove(src)
else
lighting.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/obj/effect/abstract/eye_lighting/lighting as anything in eye_lighting)
lighting.forceMove(src)
if(!QDELETED(on_mob))
on_mob.set_light_flags(on_mob.light_flags | LIGHT_ATTACHED)
on_mob.forceMove(src)
active = FALSE
/obj/item/organ/eyes/robotic/glow/proc/start_visuals()
if(!islist(eye_lighting))
regenerate_light_effects()
if((eye_lighting.len < light_beam_distance) || !on_mob)
regenerate_light_effects()
sync_light_effects()
active = TRUE
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, light_object_range, light_object_power, current_color_string, LIGHT_ATTACHED)
for(var/i in 1 to light_beam_distance)
LAZYADD(eye_lighting, new /obj/effect/abstract/eye_lighting(src, light_object_range, light_object_power, current_color_string))
sync_light_effects()
/obj/item/organ/eyes/robotic/glow/proc/sync_light_effects()
for(var/obj/effect/abstract/eye_lighting/eye_lighting as anything in eye_lighting)
eye_lighting.set_light_color(current_color_string)
on_mob?.set_light_color(current_color_string)
/obj/effect/abstract/eye_lighting
light_system = MOVABLE_LIGHT
var/obj/item/organ/eyes/robotic/glow/parent
/obj/effect/abstract/eye_lighting/Initialize(mapload, light_object_range, light_object_power, current_color_string, light_flags)
. = ..()
parent = loc
if(!istype(parent))
stack_trace("/obj/effect/abstract/eye_lighting added to improper parent ([loc]). Deleting.")
return INITIALIZE_HINT_QDEL
if(!isnull(light_object_range))
set_light_range(light_object_range)
if(!isnull(light_object_power))
set_light_power(light_object_power)
if(!isnull(current_color_string))
set_light_color(current_color_string)
if(!isnull(light_flags))
set_light_flags(light_flags)
/obj/item/organ/eyes/moth
name = "moth eyes"
desc = "These eyes seem to have increased sensitivity to bright light, with no improvement to low light vision."
eye_icon_state = "motheyes"
icon_state = "eyeballs-moth"
flash_protect = FLASH_PROTECTION_SENSITIVE
/obj/item/organ/eyes/snail
name = "snail eyes"
desc = "These eyes seem to have a large range, but might be cumbersome with glasses."
eye_icon_state = "snail_eyes"
icon_state = "snail_eyeballs"
/obj/item/organ/eyes/fly
name = "fly eyes"
desc = "These eyes seem to stare back no matter the direction you look at it from."
eye_icon_state = "flyeyes"
icon_state = "eyeballs-fly"
/obj/item/organ/eyes/fly/Insert(mob/living/carbon/eye_owner, special = FALSE)
. = ..()
ADD_TRAIT(eye_owner, TRAIT_FLASH_SENSITIVE, ORGAN_TRAIT)
/obj/item/organ/eyes/fly/Remove(mob/living/carbon/eye_owner, special = FALSE)
REMOVE_TRAIT(eye_owner, TRAIT_FLASH_SENSITIVE, ORGAN_TRAIT)
return ..()
/obj/item/organ/eyes/night_vision/maintenance_adapted
name = "adapted eyes"
desc = "These red eyes look like two foggy marbles. They give off a particularly worrying glow in the dark."
flash_protect = FLASH_PROTECTION_SENSITIVE
eye_color = "f00"
icon_state = "adapted_eyes"
eye_icon_state = "eyes_glow"
overlay_ignore_lighting = TRUE
var/obj/item/flashlight/eyelight/adapted/adapt_light
/obj/item/organ/eyes/night_vision/maintenance_adapted/Insert(mob/living/carbon/adapted, special = FALSE)
. = ..()
//add lighting
if(!adapt_light)
adapt_light = new /obj/item/flashlight/eyelight/adapted()
adapt_light.on = TRUE
adapt_light.forceMove(adapted)
adapt_light.update_brightness(adapted)
//traits
ADD_TRAIT(adapted, TRAIT_FLASH_SENSITIVE, ORGAN_TRAIT)
ADD_TRAIT(adapted, TRAIT_UNNATURAL_RED_GLOWY_EYES, ORGAN_TRAIT)
/obj/item/organ/eyes/night_vision/maintenance_adapted/on_life(delta_time, times_fired)
var/turf/owner_turf = get_turf(owner)
var/lums = owner_turf.get_lumcount()
if(lums > 0.5) //we allow a little more than usual so we can produce light from the adapted eyes
to_chat(owner, span_danger("Your eyes! They burn in the light!"))
applyOrganDamage(10) //blind quickly
playsound(owner, 'sound/machines/grill/grillsizzle.ogg', 50)
else
applyOrganDamage(-10) //heal quickly
. = ..()
/obj/item/organ/eyes/night_vision/maintenance_adapted/Remove(mob/living/carbon/unadapted, special = FALSE)
//remove lighting
adapt_light.on = FALSE
adapt_light.update_brightness(unadapted)
adapt_light.forceMove(src)
//traits
REMOVE_TRAIT(unadapted, TRAIT_FLASH_SENSITIVE, ORGAN_TRAIT)
REMOVE_TRAIT(unadapted, TRAIT_UNNATURAL_RED_GLOWY_EYES, ORGAN_TRAIT)
return ..()