mirror of
https://github.com/Aurorastation/Aurora-Old.git
synced 2026-08-23 12:46:20 +01:00
Bay Merge 05NOV2014
Known errors: * A set of errors tied to updating the fire overlays. * A single error related to a dischephency between new and old slime code * A set of errors related to the recharging of stun batons * A single error due to old machinery code coming from your grav generator file * A single error error from your space cooler code, due to old atmopsherics code * A playerpanel warning * An error tied to extinguishing and old atmos code.
This commit is contained in:
@@ -63,7 +63,7 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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// Damaged heart virtually reduces the blood volume, as the blood isn't
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// being pumped properly anymore.
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var/datum/organ/internal/heart/heart = internal_organs["heart"]
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var/datum/organ/internal/heart/heart = internal_organs_by_name["heart"]
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if(heart.damage > 1 && heart.damage < heart.min_bruised_damage)
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blood_volume *= 0.8
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@@ -127,14 +127,12 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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if(!(temp.status & ORGAN_BLEEDING) || temp.status & ORGAN_ROBOT)
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continue
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for(var/datum/wound/W in temp.wounds) if(W.bleeding())
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blood_max += W.damage / 4
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if(temp.status & ORGAN_DESTROYED && !(temp.status & ORGAN_GAUZED) && !temp.amputated)
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blood_max += 20 //Yer missing a fucking limb.
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blood_max += W.damage / 40
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if (temp.open)
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blood_max += 2 //Yer stomach is cut open
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drip(blood_max)
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//Makes a blood drop, leaking certain amount of blood from the mob
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//Makes a blood drop, leaking amt units of blood from the mob
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/mob/living/carbon/human/proc/drip(var/amt as num)
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if(species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead.
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@@ -143,12 +141,11 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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if(!amt)
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return
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var/amm = 0.1 * amt
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var/turf/T = get_turf(src)
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var/list/obj/effect/decal/cleanable/blood/drip/nums = list()
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var/list/iconL = list("1","2","3","4","5")
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vessel.remove_reagent("blood",amm)
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vessel.remove_reagent("blood",amt)
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for(var/obj/effect/decal/cleanable/blood/drip/G in T)
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nums += G
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@@ -5,6 +5,9 @@
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var/list/datum/autopsy_data/autopsy_data = list()
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var/list/trace_chemicals = list() // traces of chemicals in the organ,
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// links chemical IDs to number of ticks for which they'll stay in the blood
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var/germ_level = 0 // INTERNAL germs inside the organ, this is BAD if it's greater than INFECTION_LEVEL_ONE
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proc/process()
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return 0
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@@ -14,6 +17,20 @@
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/datum/organ/proc/get_icon(var/icon/race_icon, var/icon/deform_icon)
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return icon('icons/mob/human.dmi',"blank")
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//Germs
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/datum/organ/proc/handle_antibiotics()
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var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
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if (!germ_level || antibiotics < 5)
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return
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if (germ_level < INFECTION_LEVEL_ONE)
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germ_level = 0 //cure instantly
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else if (germ_level < INFECTION_LEVEL_TWO)
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germ_level -= 6 //at germ_level == 500, this should cure the infection in a minute
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else
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germ_level -= 2 //at germ_level == 1000, this will cure the infection in 5 minutes
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//Handles chem traces
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/mob/living/carbon/human/proc/handle_trace_chems()
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//New are added for reagents to random organs.
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@@ -46,13 +63,18 @@
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if(damage_this_tick > last_dam)
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force_process = 1
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last_dam = damage_this_tick
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if(!force_process && !bad_external_organs.len)
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return
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if(force_process)
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bad_external_organs.Cut()
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for(var/datum/organ/external/Ex in organs)
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bad_external_organs += Ex
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//processing internal organs is pretty cheap, do that first.
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for(var/datum/organ/internal/I in internal_organs)
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I.process()
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if(!force_process && !bad_external_organs.len)
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return
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for(var/datum/organ/external/E in bad_external_organs)
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if(!E)
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continue
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@@ -62,63 +84,22 @@
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else
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E.process()
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number_wounds += E.number_wounds
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//Robotic limb malfunctions
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var/malfunction = 0
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if (E.status & ORGAN_ROBOT && prob(E.brute_dam + E.burn_dam))
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malfunction = 1
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//Broken limbs hurt too
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var/broken = 0
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if(E.status & ORGAN_BROKEN && !(E.status & ORGAN_SPLINTED) )
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broken = 1
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if (!lying && world.time - l_move_time < 15)
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//Moving around with fractured ribs won't do you any good
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if (broken && E.internal_organs && prob(15))
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if (!lying && world.timeofday - l_move_time < 15)
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if (E.is_broken() && E.internal_organs && prob(15))
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var/datum/organ/internal/I = pick(E.internal_organs)
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custom_pain("You feel broken bones moving in your [E.display_name]!", 1)
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I.take_damage(rand(3,5))
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//Special effects for limbs.
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if(E.name in list("l_hand","l_arm","r_hand","r_arm"))
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var/obj/item/c_hand //Getting what's in this hand
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var/hand
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if(E.name == "l_hand" || E.name == "l_arm")
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c_hand = l_hand
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hand = "left hand"
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if(E.name == "r_hand" || E.name == "r_arm")
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c_hand = r_hand
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hand = "right hand"
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if (c_hand)
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//Moving makes open wounds get infected much faster
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if (E.wounds.len)
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for(var/datum/wound/W in E.wounds)
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if (W.infection_check())
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W.germ_level += 1
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if(broken)
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if(istype(c_hand, /obj/item/weapon/gun/offhand))
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var/obj/item/weapon/gun/O = get_inactive_hand()
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var/obj/item/weapon/gun/offhand/OH = c_hand
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O.unwield()
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OH.unwield()
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else
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u_equip(c_hand)
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var/emote_scream = pick("screams in pain and", "let's out a sharp hiss and", "cries out and")
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emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [hand]!")
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if(malfunction)
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if(istype(c_hand, /obj/item/weapon/gun/offhand))
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var/obj/item/weapon/gun/O = get_inactive_hand()
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var/obj/item/weapon/gun/offhand/OH = c_hand
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O.unwield()
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OH.unwield()
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else
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u_equip(c_hand)
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emote("me", 1, "drops what they were holding, their [hand] malfunctioning!")
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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spark_system.start()
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spawn(10)
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del(spark_system)
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else if(E.name in list("l_leg","l_foot","r_leg","r_foot") && !lying)
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if (!E.is_usable() || malfunction || (broken && !(E.status & ORGAN_SPLINTED)))
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if(E.name in list("l_leg","l_foot","r_leg","r_foot") && !lying)
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if (!E.is_usable() || E.is_malfunctioning() || (E.is_broken() && !(E.status & ORGAN_SPLINTED)))
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leg_tally-- // let it fail even if just foot&leg
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// standing is poor
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@@ -32,6 +32,7 @@
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var/damage_msg = "\red You feel an intense pain"
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var/broken_description
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var/vital //Lose a vital limb, die immediately.
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var/status = 0
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var/open = 0
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var/stage = 0
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@@ -40,8 +41,6 @@
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var/obj/item/hidden = null
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var/list/implants = list()
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// INTERNAL germs inside the organ, this is BAD if it's greater 0
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var/germ_level = 0
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// how often wounds should be updated, a higher number means less often
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var/wound_update_accuracy = 1
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@@ -92,15 +91,8 @@
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brute *= brmod //~2/3 damage for ROBOLIMBS
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burn *= bumod //~2/3 damage for ROBOLIMBS
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//If limb took enough damage, try to cut or tear it off
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if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) //as hilarious as it is, getting hit on the chest too much shouldn't effectively gib you.
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if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
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if( (edge && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
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droplimb(1)
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return
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// High brute damage or sharp objects may damage internal organs
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if(internal_organs != null) if( (sharp && brute >= 5) || brute >= 10) if(prob(5))
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if(internal_organs && ( (sharp && brute >= 5) || brute >= 10) && prob(5))
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// Damage an internal organ
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var/datum/organ/internal/I = pick(internal_organs)
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I.take_damage(brute / 2)
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@@ -163,6 +155,14 @@
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// sync the organ's damage with its wounds
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src.update_damages()
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//If limb took enough damage, try to cut or tear it off
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if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) //as hilarious as it is, getting hit on the chest too much shouldn't effectively gib you.
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if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
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if( (edge && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
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droplimb(1)
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return
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owner.updatehealth()
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var/result = update_icon()
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@@ -194,18 +194,6 @@
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var/result = update_icon()
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return result
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/datum/organ/external/proc/embed(var/obj/item/weapon/W, var/silent = 0)
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if(!silent)
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owner.visible_message("<span class='danger'>\The [W] sticks in the wound!</span>")
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implants += W
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owner.embedded_flag = 1
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owner.verbs += /mob/proc/yank_out_object
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W.add_blood(owner)
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if(ismob(W.loc))
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var/mob/living/H = W.loc
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H.drop_item()
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W.loc = owner
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/*
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This function completely restores a damaged organ to perfect condition.
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*/
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@@ -218,6 +206,9 @@ This function completely restores a damaged organ to perfect condition.
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perma_injury = 0
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brute_dam = 0
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burn_dam = 0
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germ_level = 0
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wounds.Cut()
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number_wounds = 0
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// handle internal organs
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for(var/datum/organ/internal/current_organ in internal_organs)
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@@ -235,11 +226,11 @@ This function completely restores a damaged organ to perfect condition.
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/datum/organ/external/proc/createwound(var/type = CUT, var/damage)
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if(damage == 0) return
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//moved this before the open_wound check so that having many small wounds for example doesn't somehow protect you from taking internal damage
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//moved this before the open_wound check so that having many small wounds for example doesn't somehow protect you from taking internal damage (because of the return)
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//Possibly trigger an internal wound, too.
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var/local_damage = brute_dam + burn_dam + damage
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if(damage > 15 && type != BURN && local_damage > 30 && prob(damage) && !(status & ORGAN_ROBOT))
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var/datum/wound/internal_bleeding/I = new (15)
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var/datum/wound/internal_bleeding/I = new (min(damage - 15, 15))
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wounds += I
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owner.custom_pain("You feel something rip in your [display_name]!", 1)
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@@ -277,25 +268,6 @@ This function completely restores a damaged organ to perfect condition.
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if(W)
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wounds += W
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/datum/organ/external/proc/get_wound_type(var/type = CUT, var/damage)
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//if you look a the names in the wound's stages list for each wound type you will see the logic behind these values
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switch(type)
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if(CUT)
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if (damage <= 5) return /datum/wound/cut/small
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if (damage <= 15) return /datum/wound/cut/deep
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if (damage <= 25) return /datum/wound/cut/flesh
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if (damage <= 50) return /datum/wound/cut/gaping
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if (damage <= 60) return /datum/wound/cut/gaping_big
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return /datum/wound/cut/massive
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if(BRUISE)
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return /datum/wound/bruise
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if(BURN)
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if (damage <= 5) return /datum/wound/burn/moderate
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if (damage <= 15) return /datum/wound/burn/large
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if (damage <= 30) return /datum/wound/burn/severe
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if (damage <= 40) return /datum/wound/burn/deep
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return /datum/wound/burn/carbonised
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/****************************************************
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PROCESSING & UPDATING
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****************************************************/
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@@ -303,6 +275,8 @@ This function completely restores a damaged organ to perfect condition.
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//Determines if we even need to process this organ.
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/datum/organ/external/proc/need_process()
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if(destspawn) //Missing limb is missing
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return 0
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if(status && status != ORGAN_ROBOT) // If it's robotic, that's fine it will have a status.
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return 1
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if(brute_dam || burn_dam)
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@@ -310,21 +284,13 @@ This function completely restores a damaged organ to perfect condition.
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if(last_dam != brute_dam + burn_dam) // Process when we are fully healed up.
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last_dam = brute_dam + burn_dam
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return 1
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last_dam = brute_dam + burn_dam
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else
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last_dam = brute_dam + burn_dam
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if(germ_level)
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return 1
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return 0
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/datum/organ/external/process()
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// Process wounds, doing healing etc. Only do this every few ticks to save processing power
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if(owner.life_tick % wound_update_accuracy == 0)
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update_wounds()
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//Chem traces slowly vanish
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if(owner.life_tick % 10 == 0)
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for(var/chemID in trace_chemicals)
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trace_chemicals[chemID] = trace_chemicals[chemID] - 1
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if(trace_chemicals[chemID] <= 0)
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trace_chemicals.Remove(chemID)
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//Dismemberment
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if(status & ORGAN_DESTROYED)
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if(!destspawn && config.limbs_can_break)
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@@ -336,56 +302,134 @@ This function completely restores a damaged organ to perfect condition.
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owner.update_body(1)
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return
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// Process wounds, doing healing etc. Only do this every few ticks to save processing power
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if(owner.life_tick % wound_update_accuracy == 0)
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update_wounds()
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//Chem traces slowly vanish
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if(owner.life_tick % 10 == 0)
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for(var/chemID in trace_chemicals)
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trace_chemicals[chemID] = trace_chemicals[chemID] - 1
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if(trace_chemicals[chemID] <= 0)
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trace_chemicals.Remove(chemID)
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//Bone fracurtes
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if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
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src.fracture()
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if(!(status & ORGAN_BROKEN))
|
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perma_injury = 0
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//Infections
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update_germs()
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return
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//Updating germ levels. Handles organ germ levels and necrosis.
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#define GANGREN_LEVEL_ONE 100
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#define GANGREN_LEVEL_TWO 1000
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#define GANGREN_LEVEL_TERMINAL 2500
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#define GERM_TRANSFER_AMOUNT germ_level/500
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/*
|
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The INFECTION_LEVEL values defined in setup.dm control the time it takes to reach the different
|
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infection levels. Since infection growth is exponential, you can adjust the time it takes to get
|
||||
from one germ_level to another using the rough formula:
|
||||
|
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desired_germ_level = initial_germ_level*e^(desired_time_in_seconds/1000)
|
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|
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So if I wanted it to take an average of 15 minutes to get from level one (100) to level two
|
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I would set INFECTION_LEVEL_TWO to 100*e^(15*60/1000) = 245. Note that this is the average time,
|
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the actual time is dependent on RNG.
|
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|
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INFECTION_LEVEL_ONE below this germ level nothing happens, and the infection doesn't grow
|
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INFECTION_LEVEL_TWO above this germ level the infection will start to spread to internal and adjacent organs
|
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INFECTION_LEVEL_THREE above this germ level the player will take additional toxin damage per second, and will die in minutes without
|
||||
antitox. also, above this germ level you will need to overdose on spaceacillin to reduce the germ_level.
|
||||
|
||||
Note that amputating the affected organ does in fact remove the infection from the player's body.
|
||||
*/
|
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/datum/organ/external/proc/update_germs()
|
||||
|
||||
if(status & ORGAN_ROBOT|ORGAN_DESTROYED) //Robotic limbs shouldn't be infected, nor should nonexistant limbs.
|
||||
if(status & (ORGAN_ROBOT|ORGAN_DESTROYED) || (owner.species && owner.species.flags & IS_PLANT)) //Robotic limbs shouldn't be infected, nor should nonexistant limbs.
|
||||
germ_level = 0
|
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return
|
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|
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if(germ_level > 0 && owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
|
||||
//Syncing germ levels with external wounds
|
||||
if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
|
||||
//** Syncing germ levels with external wounds
|
||||
handle_germ_sync()
|
||||
|
||||
//** Handle antibiotics and curing infections
|
||||
handle_antibiotics()
|
||||
|
||||
//** Handle the effects of infections
|
||||
handle_germ_effects()
|
||||
|
||||
/datum/organ/external/proc/handle_germ_sync()
|
||||
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
|
||||
for(var/datum/wound/W in wounds)
|
||||
//Open wounds can become infected
|
||||
if (owner.germ_level > W.germ_level && W.infection_check())
|
||||
W.germ_level++
|
||||
|
||||
if (antibiotics < 5)
|
||||
for(var/datum/wound/W in wounds)
|
||||
if(!W.bandaged && !W.salved)
|
||||
W.germ_level = max(W.germ_level, germ_level) //Wounds get all the germs
|
||||
if (W.germ_level > germ_level) //Badly infected wounds raise internal germ levels
|
||||
germ_level++
|
||||
//Infected wounds raise the organ's germ level
|
||||
if (W.germ_level > germ_level)
|
||||
germ_level++
|
||||
break //limit increase to a maximum of one per second
|
||||
|
||||
if(germ_level > GANGREN_LEVEL_ONE && prob(round(germ_level/100)))
|
||||
germ_level++
|
||||
owner.adjustToxLoss(1)
|
||||
/datum/organ/external/proc/handle_germ_effects()
|
||||
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
|
||||
|
||||
if(germ_level > GANGREN_LEVEL_TWO)
|
||||
germ_level++
|
||||
owner.adjustToxLoss(1)
|
||||
/*
|
||||
if(germ_level > GANGREN_LEVEL_TERMINAL)
|
||||
if (!(status & ORGAN_DEAD))
|
||||
status |= ORGAN_DEAD
|
||||
owner << "<span class='notice'>You can't feel your [display_name] anymore...</span>"
|
||||
owner.update_body(1)
|
||||
if (prob(10)) //Spreading the fun
|
||||
if (children) //To child organs
|
||||
for (var/datum/organ/external/child in children)
|
||||
if (!(child.status & (ORGAN_DEAD|ORGAN_DESTROYED|ORGAN_ROBOT)))
|
||||
child.germ_level += round(GERM_TRANSFER_AMOUNT)
|
||||
if (parent)
|
||||
if (!(parent.status & (ORGAN_DEAD|ORGAN_DESTROYED|ORGAN_ROBOT)))
|
||||
parent.germ_level += round(GERM_TRANSFER_AMOUNT)
|
||||
*/
|
||||
if (germ_level > 0 && germ_level < INFECTION_LEVEL_ONE && prob(60)) //this could be an else clause, but it looks cleaner this way
|
||||
germ_level-- //since germ_level increases at a rate of 1 per second with dirty wounds, prob(60) should give us about 5 minutes before level one.
|
||||
|
||||
if(germ_level >= INFECTION_LEVEL_ONE)
|
||||
//having an infection raises your body temperature
|
||||
var/fever_temperature = (owner.species.heat_level_1 - owner.species.body_temperature - 5)* min(germ_level/INFECTION_LEVEL_TWO, 1) + owner.species.body_temperature
|
||||
//need to make sure we raise temperature fast enough to get around environmental cooling preventing us from reaching fever_temperature
|
||||
owner.bodytemperature += between(0, (fever_temperature - T20C)/BODYTEMP_COLD_DIVISOR + 1, fever_temperature - owner.bodytemperature)
|
||||
|
||||
if(prob(round(germ_level/10)))
|
||||
if (antibiotics < 5)
|
||||
germ_level++
|
||||
|
||||
if (prob(10)) //adjust this to tweak how fast people take toxin damage from infections
|
||||
owner.adjustToxLoss(1)
|
||||
|
||||
if(germ_level >= INFECTION_LEVEL_TWO && antibiotics < 5)
|
||||
//spread the infection to internal organs
|
||||
var/datum/organ/internal/target_organ = null //make internal organs become infected one at a time instead of all at once
|
||||
for (var/datum/organ/internal/I in internal_organs)
|
||||
if (I.germ_level > 0 && I.germ_level < min(germ_level, INFECTION_LEVEL_TWO)) //once the organ reaches whatever we can give it, or level two, switch to a different one
|
||||
if (!target_organ || I.germ_level > target_organ.germ_level) //choose the organ with the highest germ_level
|
||||
target_organ = I
|
||||
|
||||
if (!target_organ)
|
||||
//figure out which organs we can spread germs to and pick one at random
|
||||
var/list/candidate_organs = list()
|
||||
for (var/datum/organ/internal/I in internal_organs)
|
||||
if (I.germ_level < germ_level)
|
||||
candidate_organs += I
|
||||
if (candidate_organs.len)
|
||||
target_organ = pick(candidate_organs)
|
||||
|
||||
if (target_organ)
|
||||
target_organ.germ_level++
|
||||
|
||||
//spread the infection to child and parent organs
|
||||
if (children)
|
||||
for (var/datum/organ/external/child in children)
|
||||
if (child.germ_level < germ_level && !(child.status & ORGAN_ROBOT))
|
||||
if (child.germ_level < INFECTION_LEVEL_ONE*2 || prob(30))
|
||||
child.germ_level++
|
||||
|
||||
if (parent)
|
||||
if (parent.germ_level < germ_level && !(parent.status & ORGAN_ROBOT))
|
||||
if (parent.germ_level < INFECTION_LEVEL_ONE*2 || prob(30))
|
||||
parent.germ_level++
|
||||
|
||||
if(germ_level >= INFECTION_LEVEL_THREE && antibiotics < 30) //overdosing is necessary to stop severe infections
|
||||
if (!(status & ORGAN_DEAD))
|
||||
status |= ORGAN_DEAD
|
||||
owner << "<span class='notice'>You can't feel your [display_name] anymore...</span>"
|
||||
owner.update_body(1)
|
||||
|
||||
germ_level++
|
||||
owner.adjustToxLoss(1)
|
||||
|
||||
//Updating wounds. Handles wound natural I had some free spachealing, internal bleedings and infections
|
||||
/datum/organ/external/proc/update_wounds()
|
||||
@@ -401,16 +445,15 @@ This function completely restores a damaged organ to perfect condition.
|
||||
// let the GC handle the deletion of the wound
|
||||
|
||||
// Internal wounds get worse over time. Low temperatures (cryo) stop them.
|
||||
if(W.internal && !W.is_treated() && owner.bodytemperature >= 170)
|
||||
if(W.internal && owner.bodytemperature >= 170)
|
||||
var/bicardose = owner.reagents.get_reagent_amount("bicaridine")
|
||||
var/inaprovaline = owner.reagents.get_reagent_amount("inaprovaline")
|
||||
if(!bicardose || !inaprovaline) //bicaridine and inaprovaline stop internal wounds from growing bigger with time, and also stop bleeding
|
||||
if(!(W.can_autoheal() || (bicardose && inaprovaline))) //bicaridine and inaprovaline stop internal wounds from growing bigger with time, unless it is so small that it is already healing
|
||||
W.open_wound(0.1 * wound_update_accuracy)
|
||||
owner.vessel.remove_reagent("blood",0.05 * W.damage * wound_update_accuracy)
|
||||
if(bicardose >= 30) //overdose of bicaridine begins healing IB
|
||||
W.damage = max(0, W.damage - 0.2)
|
||||
|
||||
owner.vessel.remove_reagent("blood",0.02 * W.damage * wound_update_accuracy)
|
||||
owner.vessel.remove_reagent("blood", wound_update_accuracy * W.damage/40) //line should possibly be moved to handle_blood, so all the bleeding stuff is in one place.
|
||||
if(prob(1 * wound_update_accuracy))
|
||||
owner.custom_pain("You feel a stabbing pain in your [display_name]!",1)
|
||||
|
||||
@@ -418,7 +461,7 @@ This function completely restores a damaged organ to perfect condition.
|
||||
var/heal_amt = 0
|
||||
|
||||
// if damage >= 50 AFTER treatment then it's probably too severe to heal within the timeframe of a round.
|
||||
if (W.is_treated() && W.wound_damage() < 50)
|
||||
if (W.can_autoheal() && W.wound_damage() < 50)
|
||||
heal_amt += 0.5
|
||||
|
||||
//we only update wounds once in [wound_update_accuracy] ticks so have to emulate realtime
|
||||
@@ -433,8 +476,8 @@ This function completely restores a damaged organ to perfect condition.
|
||||
|
||||
// Salving also helps against infection
|
||||
if(W.germ_level > 0 && W.salved && prob(2))
|
||||
W.germ_level = 0
|
||||
W.disinfected = 1
|
||||
W.germ_level = 0
|
||||
|
||||
// sync the organ's damage with its wounds
|
||||
src.update_damages()
|
||||
@@ -525,13 +568,27 @@ This function completely restores a damaged organ to perfect condition.
|
||||
src.status &= ~ORGAN_BROKEN
|
||||
src.status &= ~ORGAN_BLEEDING
|
||||
src.status &= ~ORGAN_SPLINTED
|
||||
src.status &= ~ORGAN_DEAD
|
||||
for(var/implant in implants)
|
||||
del(implant)
|
||||
|
||||
germ_level = 0
|
||||
|
||||
//Replace all wounds on that arm with one wound on parent organ.
|
||||
wounds.Cut()
|
||||
if (parent)
|
||||
var/datum/wound/W
|
||||
if(max_damage < 50)
|
||||
W = new/datum/wound/lost_limb/small(max_damage)
|
||||
else
|
||||
W = new/datum/wound/lost_limb(max_damage)
|
||||
parent.wounds += W
|
||||
parent.update_damages()
|
||||
update_damages()
|
||||
|
||||
// If any organs are attached to this, destroy them
|
||||
for(var/datum/organ/external/O in owner.organs)
|
||||
if(O.parent == src)
|
||||
O.droplimb(1)
|
||||
for(var/datum/organ/external/O in children)
|
||||
O.droplimb(1)
|
||||
|
||||
var/obj/organ //Dropped limb object
|
||||
switch(body_part)
|
||||
@@ -581,33 +638,37 @@ This function completely restores a damaged organ to perfect condition.
|
||||
if(!(status & ORGAN_ROBOT))
|
||||
organ = new /obj/item/weapon/organ/l_foot(owner.loc, owner)
|
||||
owner.u_equip(owner.shoes)
|
||||
|
||||
destspawn = 1
|
||||
//Robotic limbs explode if sabotaged.
|
||||
if(status & ORGAN_ROBOT && !no_explode && sabotaged)
|
||||
owner.visible_message("\red \The [owner]'s [display_name] explodes violently!",\
|
||||
"\red <b>Your [display_name] explodes!</b>",\
|
||||
"You hear an explosion followed by a scream!")
|
||||
explosion(get_turf(owner),-1,-1,2,3)
|
||||
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
|
||||
spark_system.set_up(5, 0, owner)
|
||||
spark_system.attach(owner)
|
||||
spark_system.start()
|
||||
spawn(10)
|
||||
del(spark_system)
|
||||
|
||||
owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\
|
||||
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
|
||||
"You hear a terrible sound of ripping tendons and flesh.")
|
||||
|
||||
if(organ)
|
||||
destspawn = 1
|
||||
//Robotic limbs explode if sabotaged.
|
||||
if(status & ORGAN_ROBOT && !no_explode && sabotaged)
|
||||
owner.visible_message("\red \The [owner]'s [display_name] explodes violently!",\
|
||||
"\red <b>Your [display_name] explodes!</b>",\
|
||||
"You hear an explosion followed by a scream!")
|
||||
explosion(get_turf(owner),-1,-1,2,3)
|
||||
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
|
||||
spark_system.set_up(5, 0, owner)
|
||||
spark_system.attach(owner)
|
||||
spark_system.start()
|
||||
spawn(10)
|
||||
del(spark_system)
|
||||
|
||||
owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\
|
||||
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
|
||||
"You hear a terrible sound of ripping tendons and flesh.")
|
||||
|
||||
//Throw organs around
|
||||
var/lol = pick(cardinal)
|
||||
step(organ,lol)
|
||||
|
||||
owner.update_body(1)
|
||||
owner.update_body(1)
|
||||
|
||||
// OK so maybe your limb just flew off, but if it was attached to a pair of cuffs then hooray! Freedom!
|
||||
release_restraints()
|
||||
// OK so maybe your limb just flew off, but if it was attached to a pair of cuffs then hooray! Freedom!
|
||||
release_restraints()
|
||||
|
||||
if(vital)
|
||||
owner.death()
|
||||
|
||||
/****************************************************
|
||||
HELPERS
|
||||
@@ -637,6 +698,15 @@ This function completely restores a damaged organ to perfect condition.
|
||||
W.bandaged = 1
|
||||
return rval
|
||||
|
||||
/datum/organ/external/proc/disinfect()
|
||||
var/rval = 0
|
||||
for(var/datum/wound/W in wounds)
|
||||
if(W.internal) continue
|
||||
rval |= !W.disinfected
|
||||
W.disinfected = 1
|
||||
W.germ_level = 0
|
||||
return rval
|
||||
|
||||
/datum/organ/external/proc/clamp()
|
||||
var/rval = 0
|
||||
src.status &= ~ORGAN_BLEEDING
|
||||
@@ -654,8 +724,10 @@ This function completely restores a damaged organ to perfect condition.
|
||||
return rval
|
||||
|
||||
/datum/organ/external/proc/fracture()
|
||||
|
||||
if(status & ORGAN_BROKEN)
|
||||
return
|
||||
|
||||
owner.visible_message(\
|
||||
"\red You hear a loud cracking sound coming from \the [owner].",\
|
||||
"\red <b>Something feels like it shattered in your [display_name]!</b>",\
|
||||
@@ -672,6 +744,25 @@ This function completely restores a damaged organ to perfect condition.
|
||||
if (prob(25))
|
||||
release_restraints()
|
||||
|
||||
// This is mostly for the ninja suit to stop ninja being so crippled by breaks.
|
||||
// TODO: consider moving this to a suit proc or process() or something during
|
||||
// hardsuit rewrite.
|
||||
if(!(status & ORGAN_SPLINTED) && istype(owner,/mob/living/carbon/human))
|
||||
|
||||
var/mob/living/carbon/human/H = owner
|
||||
|
||||
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
|
||||
|
||||
var/obj/item/clothing/suit/space/suit = H.wear_suit
|
||||
|
||||
if(isnull(suit.supporting_limbs))
|
||||
return
|
||||
|
||||
owner << "You feel \the [suit] constrict about your [display_name], supporting it."
|
||||
status |= ORGAN_SPLINTED
|
||||
suit.supporting_limbs |= src
|
||||
return
|
||||
|
||||
/datum/organ/external/proc/robotize()
|
||||
src.status &= ~ORGAN_BROKEN
|
||||
src.status &= ~ORGAN_BLEEDING
|
||||
@@ -696,9 +787,9 @@ This function completely restores a damaged organ to perfect condition.
|
||||
/datum/organ/external/proc/get_damage() //returns total damage
|
||||
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
|
||||
|
||||
/datum/organ/external/proc/is_infected()
|
||||
/datum/organ/external/proc/has_infected_wound()
|
||||
for(var/datum/wound/W in wounds)
|
||||
if(W.germ_level > 100)
|
||||
if(W.germ_level > INFECTION_LEVEL_ONE)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
@@ -715,6 +806,43 @@ This function completely restores a damaged organ to perfect condition.
|
||||
/datum/organ/external/proc/is_usable()
|
||||
return !(status & (ORGAN_DESTROYED|ORGAN_MUTATED|ORGAN_DEAD))
|
||||
|
||||
/datum/organ/external/proc/is_broken()
|
||||
return ((status & ORGAN_BROKEN) && !(status & ORGAN_SPLINTED))
|
||||
|
||||
/datum/organ/external/proc/is_malfunctioning()
|
||||
return ((status & ORGAN_ROBOT) && prob(brute_dam + burn_dam))
|
||||
|
||||
//for arms and hands
|
||||
/datum/organ/external/proc/process_grasp(var/obj/item/c_hand, var/hand_name)
|
||||
if (!c_hand)
|
||||
return
|
||||
|
||||
if(is_broken())
|
||||
owner.u_equip(c_hand)
|
||||
var/emote_scream = pick("screams in pain and", "lets out a sharp cry and", "cries out and")
|
||||
owner.emote("me", 1, "[(owner.species && owner.species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [hand_name]!")
|
||||
if(is_malfunctioning())
|
||||
owner.u_equip(c_hand)
|
||||
owner.emote("me", 1, "drops what they were holding, their [hand_name] malfunctioning!")
|
||||
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
|
||||
spark_system.set_up(5, 0, owner)
|
||||
spark_system.attach(owner)
|
||||
spark_system.start()
|
||||
spawn(10)
|
||||
del(spark_system)
|
||||
|
||||
/datum/organ/external/proc/embed(var/obj/item/weapon/W, var/silent = 0)
|
||||
if(!silent)
|
||||
owner.visible_message("<span class='danger'>\The [W] sticks in the wound!</span>")
|
||||
implants += W
|
||||
owner.embedded_flag = 1
|
||||
owner.verbs += /mob/proc/yank_out_object
|
||||
W.add_blood(owner)
|
||||
if(ismob(W.loc))
|
||||
var/mob/living/H = W.loc
|
||||
H.drop_item()
|
||||
W.loc = owner
|
||||
|
||||
/****************************************************
|
||||
ORGAN DEFINES
|
||||
****************************************************/
|
||||
@@ -726,7 +854,7 @@ This function completely restores a damaged organ to perfect condition.
|
||||
max_damage = 75
|
||||
min_broken_damage = 40
|
||||
body_part = UPPER_TORSO
|
||||
|
||||
vital = 1
|
||||
|
||||
/datum/organ/external/groin
|
||||
name = "groin"
|
||||
@@ -735,6 +863,7 @@ This function completely restores a damaged organ to perfect condition.
|
||||
max_damage = 50
|
||||
min_broken_damage = 30
|
||||
body_part = LOWER_TORSO
|
||||
vital = 1
|
||||
|
||||
/datum/organ/external/l_arm
|
||||
name = "l_arm"
|
||||
@@ -744,6 +873,10 @@ This function completely restores a damaged organ to perfect condition.
|
||||
min_broken_damage = 20
|
||||
body_part = ARM_LEFT
|
||||
|
||||
process()
|
||||
..()
|
||||
process_grasp(owner.l_hand, "left hand")
|
||||
|
||||
/datum/organ/external/l_leg
|
||||
name = "l_leg"
|
||||
display_name = "left leg"
|
||||
@@ -761,6 +894,10 @@ This function completely restores a damaged organ to perfect condition.
|
||||
min_broken_damage = 20
|
||||
body_part = ARM_RIGHT
|
||||
|
||||
process()
|
||||
..()
|
||||
process_grasp(owner.r_hand, "right hand")
|
||||
|
||||
/datum/organ/external/r_leg
|
||||
name = "r_leg"
|
||||
display_name = "right leg"
|
||||
@@ -796,6 +933,10 @@ This function completely restores a damaged organ to perfect condition.
|
||||
min_broken_damage = 15
|
||||
body_part = HAND_RIGHT
|
||||
|
||||
process()
|
||||
..()
|
||||
process_grasp(owner.r_hand, "right hand")
|
||||
|
||||
/datum/organ/external/l_hand
|
||||
name = "l_hand"
|
||||
display_name = "left hand"
|
||||
@@ -804,6 +945,10 @@ This function completely restores a damaged organ to perfect condition.
|
||||
min_broken_damage = 15
|
||||
body_part = HAND_LEFT
|
||||
|
||||
process()
|
||||
..()
|
||||
process_grasp(owner.l_hand, "left hand")
|
||||
|
||||
/datum/organ/external/head
|
||||
name = "head"
|
||||
icon_name = "head"
|
||||
@@ -812,6 +957,7 @@ This function completely restores a damaged organ to perfect condition.
|
||||
min_broken_damage = 40
|
||||
body_part = HEAD
|
||||
var/disfigured = 0
|
||||
vital = 1
|
||||
|
||||
/datum/organ/external/head/get_icon(var/icon/race_icon, var/icon/deform_icon)
|
||||
if (!owner)
|
||||
|
||||
@@ -21,15 +21,47 @@
|
||||
return damage >= min_broken_damage
|
||||
|
||||
|
||||
|
||||
/datum/organ/internal/New(mob/living/carbon/human/H)
|
||||
..()
|
||||
var/datum/organ/external/E = H.organs_by_name[src.parent_organ]
|
||||
if(E.internal_organs == null)
|
||||
E.internal_organs = list()
|
||||
E.internal_organs += src
|
||||
H.internal_organs[src.name] = src
|
||||
E.internal_organs |= src
|
||||
H.internal_organs |= src
|
||||
src.owner = H
|
||||
|
||||
/datum/organ/internal/process()
|
||||
//Process infections
|
||||
|
||||
if (robotic >= 2 || (owner.species && owner.species.flags & IS_PLANT)) //TODO make robotic internal and external organs separate types of organ instead of a flag
|
||||
germ_level = 0
|
||||
return
|
||||
|
||||
if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
|
||||
//** Handle antibiotics and curing infections
|
||||
handle_antibiotics()
|
||||
|
||||
//** Handle the effects of infections
|
||||
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
|
||||
|
||||
if (germ_level > 0 && germ_level < INFECTION_LEVEL_ONE/2 && prob(30))
|
||||
germ_level--
|
||||
|
||||
if (germ_level >= INFECTION_LEVEL_ONE/2)
|
||||
//aiming for germ level to go from ambient to INFECTION_LEVEL_TWO in an average of 15 minutes
|
||||
if(antibiotics < 5 && prob(round(germ_level/6)))
|
||||
germ_level++
|
||||
|
||||
if (germ_level >= INFECTION_LEVEL_TWO)
|
||||
var/datum/organ/external/parent = owner.get_organ(parent_organ)
|
||||
//spread germs
|
||||
if (antibiotics < 5 && parent.germ_level < germ_level && ( parent.germ_level < INFECTION_LEVEL_ONE*2 || prob(30) ))
|
||||
parent.germ_level++
|
||||
|
||||
if (prob(3)) //about once every 30 seconds
|
||||
take_damage(1,silent=prob(30))
|
||||
|
||||
/datum/organ/internal/proc/take_damage(amount, var/silent=0)
|
||||
if(src.robotic == 2)
|
||||
src.damage += (amount * 0.8)
|
||||
@@ -40,7 +72,6 @@
|
||||
if (!silent)
|
||||
owner.custom_pain("Something inside your [parent.display_name] hurts a lot.", 1)
|
||||
|
||||
|
||||
/datum/organ/internal/proc/emp_act(severity)
|
||||
switch(robotic)
|
||||
if(0)
|
||||
@@ -90,13 +121,18 @@
|
||||
parent_organ = "chest"
|
||||
|
||||
process()
|
||||
..()
|
||||
if (germ_level > INFECTION_LEVEL_ONE)
|
||||
if(prob(5))
|
||||
owner.emote("cough") //respitory tract infection
|
||||
|
||||
if(is_bruised())
|
||||
if(prob(2))
|
||||
spawn owner.emote("me", 1, "coughs up blood!")
|
||||
owner.drip(10)
|
||||
if(prob(4))
|
||||
spawn owner.emote("me", 1, "gasps for air!")
|
||||
owner.losebreath += 5
|
||||
owner.losebreath += 15
|
||||
|
||||
/datum/organ/internal/liver
|
||||
name = "liver"
|
||||
@@ -104,6 +140,14 @@
|
||||
var/process_accuracy = 10
|
||||
|
||||
process()
|
||||
..()
|
||||
if (germ_level > INFECTION_LEVEL_ONE)
|
||||
if(prob(1))
|
||||
owner << "\red Your skin itches."
|
||||
if (germ_level > INFECTION_LEVEL_TWO)
|
||||
if(prob(1))
|
||||
spawn owner.vomit()
|
||||
|
||||
if(owner.life_tick % process_accuracy == 0)
|
||||
if(src.damage < 0)
|
||||
src.damage = 0
|
||||
@@ -115,9 +159,9 @@
|
||||
src.damage += 0.2 * process_accuracy
|
||||
//Damaged one shares the fun
|
||||
else
|
||||
var/victim = pick(owner.internal_organs)
|
||||
var/datum/organ/internal/O = owner.internal_organs[victim]
|
||||
O.damage += 0.2 * process_accuracy
|
||||
var/datum/organ/internal/O = pick(owner.internal_organs)
|
||||
if(O)
|
||||
O.damage += 0.2 * process_accuracy
|
||||
|
||||
//Detox can heal small amounts of damage
|
||||
if (src.damage && src.damage < src.min_bruised_damage && owner.reagents.has_reagent("anti_toxin"))
|
||||
@@ -146,6 +190,7 @@
|
||||
parent_organ = "head"
|
||||
|
||||
process() //Eye damage replaces the old eye_stat var.
|
||||
..()
|
||||
if(is_bruised())
|
||||
owner.eye_blurry = 20
|
||||
if(is_broken())
|
||||
|
||||
@@ -102,8 +102,7 @@ mob/living/carbon/human/proc/handle_pain()
|
||||
pain(damaged_organ.display_name, maxdam, 0)
|
||||
|
||||
// Damage to internal organs hurts a lot.
|
||||
for(var/organ_name in internal_organs)
|
||||
var/datum/organ/internal/I = internal_organs[organ_name]
|
||||
for(var/datum/organ/internal/I in internal_organs)
|
||||
if(I.damage > 2) if(prob(2))
|
||||
var/datum/organ/external/parent = get_organ(I.parent_organ)
|
||||
src.custom_pain("You feel a sharp pain in your [parent.display_name]", 1)
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
var/current_stage = 0
|
||||
|
||||
// description of the wound
|
||||
var/desc = ""
|
||||
var/desc = "wound" //default in case something borks
|
||||
|
||||
// amount of damage this wound causes
|
||||
var/damage = 0
|
||||
@@ -31,7 +31,7 @@
|
||||
var/germ_level = 0
|
||||
|
||||
/* These are defined by the wound type and should not be changed */
|
||||
|
||||
|
||||
// stages such as "cut", "deep cut", etc.
|
||||
var/list/stages
|
||||
// internal wounds can only be fixed through surgery
|
||||
@@ -51,7 +51,7 @@
|
||||
// helper lists
|
||||
var/tmp/list/desc_list = list()
|
||||
var/tmp/list/damage_list = list()
|
||||
|
||||
|
||||
New(var/damage)
|
||||
|
||||
created = world.time
|
||||
@@ -65,7 +65,7 @@
|
||||
src.damage = damage
|
||||
|
||||
max_bleeding_stage = src.desc_list.len - max_bleeding_stage
|
||||
|
||||
|
||||
// initialize with the appropriate stage
|
||||
src.init_stage(damage)
|
||||
|
||||
@@ -74,7 +74,7 @@
|
||||
// returns 1 if there's a next stage, 0 otherwise
|
||||
proc/init_stage(var/initial_damage)
|
||||
current_stage = stages.len
|
||||
|
||||
|
||||
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= initial_damage / src.amount)
|
||||
src.current_stage--
|
||||
|
||||
@@ -84,25 +84,26 @@
|
||||
// the amount of damage per wound
|
||||
proc/wound_damage()
|
||||
return src.damage / src.amount
|
||||
|
||||
// checks whether the wound has been appropriately treated
|
||||
// always returns 1 for wounds that are too minor to need treatment
|
||||
proc/is_treated()
|
||||
|
||||
proc/can_autoheal()
|
||||
if(src.wound_damage() <= autoheal_cutoff)
|
||||
return 1
|
||||
|
||||
return is_treated()
|
||||
|
||||
// checks whether the wound has been appropriately treated
|
||||
proc/is_treated()
|
||||
if(damage_type == BRUISE || damage_type == CUT)
|
||||
return bandaged
|
||||
else if(damage_type == BURN)
|
||||
return salved
|
||||
|
||||
|
||||
|
||||
// Checks whether other other can be merged into src.
|
||||
proc/can_merge(var/datum/wound/other)
|
||||
if (other.type != src.type) return 0
|
||||
if (other.current_stage != src.current_stage) return 0
|
||||
if (other.damage_type != src.damage_type) return 0
|
||||
if (!(other.is_treated()) != !(src.is_treated())) return 0
|
||||
if (!(other.can_autoheal()) != !(src.can_autoheal())) return 0
|
||||
if (!(other.bandaged) != !(src.bandaged)) return 0
|
||||
if (!(other.clamped) != !(src.clamped)) return 0
|
||||
if (!(other.salved) != !(src.salved)) return 0
|
||||
@@ -119,21 +120,29 @@
|
||||
|
||||
// checks if wound is considered open for external infections
|
||||
// untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger
|
||||
proc/can_infect()
|
||||
if (is_treated() && damage < 10)
|
||||
proc/infection_check()
|
||||
if (damage < 10) //small cuts, tiny bruises, and moderate burns shouldn't be infectable.
|
||||
return 0
|
||||
if (is_treated() && damage < 25) //anything less than a flesh wound (or equivalent) isn't infectable if treated properly
|
||||
return 0
|
||||
if (disinfected)
|
||||
germ_level = 0 //reset this, just in case
|
||||
return 0
|
||||
|
||||
if (damage_type == BRUISE && !bleeding()) //bruises only infectable if bleeding
|
||||
return 0
|
||||
|
||||
var/dam_coef = round(damage/10)
|
||||
switch (damage_type)
|
||||
if (BRUISE)
|
||||
return prob(dam_coef*5) && bleeding() //bruises only infectable if bleeding
|
||||
return prob(dam_coef*5)
|
||||
if (BURN)
|
||||
return prob(dam_coef*10)
|
||||
if (CUT)
|
||||
return prob(dam_coef*20)
|
||||
|
||||
return 0
|
||||
|
||||
// heal the given amount of damage, and if the given amount of damage was more
|
||||
// than what needed to be healed, return how much heal was left
|
||||
// set @heals_internal to also heal internal organ damage
|
||||
@@ -170,23 +179,71 @@
|
||||
proc/can_worsen(damage_type, damage)
|
||||
if (src.damage_type != damage_type)
|
||||
return 0 //incompatible damage types
|
||||
|
||||
|
||||
if (src.amount > 1)
|
||||
return 0
|
||||
|
||||
|
||||
//with 1.5*, a shallow cut will be able to carry at most 30 damage,
|
||||
//37.5 for a deep cut
|
||||
//52.5 for a flesh wound, etc.
|
||||
var/max_wound_damage = 1.5*src.damage_list[1]
|
||||
if (src.damage + damage > max_wound_damage)
|
||||
return 0
|
||||
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
proc/bleeding()
|
||||
// internal wounds don't bleed in the sense of this function
|
||||
return ((wound_damage() > 30 || bleed_timer > 0) && !(bandaged||clamped) && (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5) && current_stage <= max_bleeding_stage && !src.internal)
|
||||
if (src.internal)
|
||||
return 0 // internal wounds don't bleed in the sense of this function
|
||||
|
||||
if (current_stage > max_bleeding_stage)
|
||||
return 0
|
||||
|
||||
if (bandaged||clamped)
|
||||
return 0
|
||||
|
||||
if (wound_damage() <= 30 && bleed_timer <= 0)
|
||||
return 0 //Bleed timer has run out. Wounds with more than 30 damage don't stop bleeding on their own.
|
||||
|
||||
return (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5)
|
||||
|
||||
/** WOUND DEFINITIONS **/
|
||||
|
||||
//Note that the MINIMUM damage before a wound can be applied should correspond to
|
||||
//the damage amount for the stage with the same name as the wound.
|
||||
//e.g. /datum/wound/cut/deep should only be applied for 15 damage and up,
|
||||
//because in it's stages list, "deep cut" = 15.
|
||||
/proc/get_wound_type(var/type = CUT, var/damage)
|
||||
switch(type)
|
||||
if(CUT)
|
||||
switch(damage)
|
||||
if(70 to INFINITY)
|
||||
return /datum/wound/cut/massive
|
||||
if(60 to 70)
|
||||
return /datum/wound/cut/gaping_big
|
||||
if(50 to 60)
|
||||
return /datum/wound/cut/gaping
|
||||
if(25 to 50)
|
||||
return /datum/wound/cut/flesh
|
||||
if(15 to 25)
|
||||
return /datum/wound/cut/deep
|
||||
if(0 to 15)
|
||||
return /datum/wound/cut/small
|
||||
if(BRUISE)
|
||||
return /datum/wound/bruise
|
||||
if(BURN)
|
||||
switch(damage)
|
||||
if(50 to INFINITY)
|
||||
return /datum/wound/burn/carbonised
|
||||
if(40 to 50)
|
||||
return /datum/wound/burn/deep
|
||||
if(30 to 40)
|
||||
return /datum/wound/burn/severe
|
||||
if(15 to 30)
|
||||
return /datum/wound/burn/large
|
||||
if(0 to 15)
|
||||
return /datum/wound/burn/moderate
|
||||
return null //no wound
|
||||
|
||||
/** CUTS **/
|
||||
/datum/wound/cut/small
|
||||
@@ -201,7 +258,7 @@
|
||||
damage_type = CUT
|
||||
|
||||
/datum/wound/cut/flesh
|
||||
max_bleeding_stage = 3
|
||||
max_bleeding_stage = 4
|
||||
stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0)
|
||||
damage_type = CUT
|
||||
|
||||
@@ -230,27 +287,40 @@ datum/wound/cut/massive
|
||||
|
||||
/** BURNS **/
|
||||
/datum/wound/burn/moderate
|
||||
stages = list("ripped burn" = 10, "moderate burn" = 5, "moderate salved burn" = 2, "fresh skin" = 0)
|
||||
stages = list("ripped burn" = 10, "moderate burn" = 5, "healing moderate burn" = 2, "fresh skin" = 0)
|
||||
damage_type = BURN
|
||||
|
||||
/datum/wound/burn/large
|
||||
stages = list("ripped large burn" = 20, "large burn" = 15, "large salved burn" = 5, "fresh skin" = 0)
|
||||
stages = list("ripped large burn" = 20, "large burn" = 15, "healing large burn" = 5, "fresh skin" = 0)
|
||||
damage_type = BURN
|
||||
|
||||
/datum/wound/burn/severe
|
||||
stages = list("ripped severe burn" = 35, "severe burn" = 30, "severe salved burn" = 10, "burn scar" = 0)
|
||||
stages = list("ripped severe burn" = 35, "severe burn" = 30, "healing severe burn" = 10, "burn scar" = 0)
|
||||
damage_type = BURN
|
||||
|
||||
/datum/wound/burn/deep
|
||||
stages = list("ripped deep burn" = 45, "deep burn" = 40, "deep salved burn" = 15, "large burn scar" = 0)
|
||||
stages = list("ripped deep burn" = 45, "deep burn" = 40, "healing deep burn" = 15, "large burn scar" = 0)
|
||||
damage_type = BURN
|
||||
|
||||
/datum/wound/burn/carbonised
|
||||
stages = list("carbonised area" = 50, "treated carbonised area" = 20, "massive burn scar" = 0)
|
||||
stages = list("carbonised area" = 50, "healing carbonised area" = 20, "massive burn scar" = 0)
|
||||
damage_type = BURN
|
||||
|
||||
/** INTERNAL BLEEDING **/
|
||||
/datum/wound/internal_bleeding
|
||||
internal = 1
|
||||
stages = list("severed vein" = 30, "cut vein" = 20, "damaged vein" = 10, "bruised vein" = 5)
|
||||
stages = list("severed artery" = 30, "cut artery" = 20, "damaged artery" = 10, "bruised artery" = 5)
|
||||
autoheal_cutoff = 5
|
||||
max_bleeding_stage = 0 //all stages bleed. It's called internal bleeding after all.
|
||||
|
||||
/** EXTERNAL ORGAN LOSS **/
|
||||
/datum/wound/lost_limb
|
||||
damage_type = CUT
|
||||
stages = list("ripped stump" = 65, "bloody stump" = 50, "clotted stump" = 25, "scarred stump" = 0)
|
||||
max_bleeding_stage = 3
|
||||
|
||||
can_merge(var/datum/wound/other)
|
||||
return 0 //cannot be merged
|
||||
|
||||
/datum/wound/lost_limb/small
|
||||
stages = list("ripped stump" = 40, "bloody stump" = 30, "clotted stump" = 15, "scarred stump" = 0)
|
||||
|
||||
Reference in New Issue
Block a user