Bay Update 26JUN2014

This commit is contained in:
skull132
2014-06-26 16:51:39 +03:00
parent 7555ce8395
commit bd85415034
163 changed files with 845 additions and 928 deletions
+3
View File
@@ -159,6 +159,9 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
this.icon_state = pick(iconL)
this.blood_DNA = list()
this.blood_DNA[dna.unique_enzymes] = dna.b_type
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
this.virus2[ID] = V.getcopy()
if (species) this.basecolor = species.blood_color
this.update_icon()
+62 -51
View File
@@ -70,9 +70,9 @@
if(prob(probability))
droplimb(1)
else
take_damage(damage, 0, 1, used_weapon = "EMP")
take_damage(damage, 0, 1, 1, used_weapon = "EMP")
/datum/organ/external/proc/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
/datum/organ/external/proc/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
if((brute <= 0) && (burn <= 0))
return 0
@@ -95,7 +95,7 @@
//If limb took enough damage, try to cut or tear it off
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.
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if( (sharp && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
if( (edge && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
droplimb(1)
return
@@ -159,7 +159,7 @@
if(possible_points.len)
//And pass the pain around
var/datum/organ/external/target = pick(possible_points)
target.take_damage(brute, burn, sharp, used_weapon, forbidden_limbs + src)
target.take_damage(brute, burn, sharp, edge, used_weapon, forbidden_limbs + src)
// sync the organ's damage with its wounds
src.update_damages()
@@ -223,35 +223,7 @@ This function completely restores a damaged organ to perfect condition.
/datum/organ/external/proc/createwound(var/type = CUT, var/damage)
if(damage == 0) return
// first check whether we can widen an existing wound
if(wounds.len > 0 && prob(max(50+owner.number_wounds*10,100)))
if((type == CUT || type == BRUISE) && damage >= 5)
var/datum/wound/W = pick(wounds)
if(W.amount == 1 && W.started_healing())
W.open_wound(damage)
if(prob(25))
owner.visible_message("\red The wound on [owner.name]'s [display_name] widens with a nasty ripping voice.",\
"\red The wound on your [display_name] widens with a nasty ripping voice.",\
"You hear a nasty ripping noise, as if flesh is being torn apart.")
return
//Creating wound
var/datum/wound/W
var/size = min( max( 1, damage/10 ) , 6)
//Possible types of wound
var/list/size_names = list()
switch(type)
if(CUT)
size_names = typesof(/datum/wound/cut/) - /datum/wound/cut/
if(BRUISE)
size_names = typesof(/datum/wound/bruise/) - /datum/wound/bruise/
if(BURN)
size_names = typesof(/datum/wound/burn/) - /datum/wound/burn/
size = min(size,size_names.len)
var/wound_type = size_names[size]
W = new wound_type(damage)
//moved this before the open_wound check so that having many small wounds for example doesn't somehow protect you from taking internal damage
//Possibly trigger an internal wound, too.
var/local_damage = brute_dam + burn_dam + damage
if(damage > 15 && type != BURN && local_damage > 30 && prob(damage) && !(status & ORGAN_ROBOT))
@@ -259,16 +231,58 @@ This function completely restores a damaged organ to perfect condition.
wounds += I
owner.custom_pain("You feel something rip in your [display_name]!", 1)
//Check whether we can add the wound to an existing wound
for(var/datum/wound/other in wounds)
if(other.desc == W.desc)
// okay, add it!
other.damage += W.damage
other.amount += 1
W = null // to signify that the wound was added
break
if(W)
wounds += W
// first check whether we can widen an existing wound
if(wounds.len > 0 && prob(max(50+(number_wounds-1)*10,90)))
if((type == CUT || type == BRUISE) && damage >= 5)
//we need to make sure that the wound we are going to worsen is compatible with the type of damage...
var/list/compatible_wounds = list()
for (var/datum/wound/W in wounds)
if (W.can_worsen(type, damage))
compatible_wounds += W
if(compatible_wounds.len)
var/datum/wound/W = pick(compatible_wounds)
W.open_wound(damage)
if(prob(25))
//maybe have a separate message for BRUISE type damage?
owner.visible_message("\red The wound on [owner.name]'s [display_name] widens with a nasty ripping voice.",\
"\red The wound on your [display_name] widens with a nasty ripping voice.",\
"You hear a nasty ripping noise, as if flesh is being torn apart.")
return
//Creating wound
var/wound_type = get_wound_type(type, damage)
if(wound_type)
var/datum/wound/W = new wound_type(damage)
//Check whether we can add the wound to an existing wound
for(var/datum/wound/other in wounds)
if(other.can_merge(W))
other.merge_wound(W)
W = null // to signify that the wound was added
break
if(W)
wounds += W
/datum/organ/external/proc/get_wound_type(var/type = CUT, var/damage)
//if you look a the names in the wound's stages list for each wound type you will see the logic behind these values
switch(type)
if(CUT)
if (damage <= 5) return /datum/wound/cut/small
if (damage <= 15) return /datum/wound/cut/deep
if (damage <= 25) return /datum/wound/cut/flesh
if (damage <= 50) return /datum/wound/cut/gaping
if (damage <= 60) return /datum/wound/cut/gaping_big
return /datum/wound/cut/massive
if(BRUISE)
return /datum/wound/bruise
if(BURN)
if (damage <= 5) return /datum/wound/burn/moderate
if (damage <= 15) return /datum/wound/burn/large
if (damage <= 30) return /datum/wound/burn/severe
if (damage <= 40) return /datum/wound/burn/deep
return /datum/wound/burn/carbonised
/****************************************************
PROCESSING & UPDATING
@@ -388,15 +402,12 @@ This function completely restores a damaged organ to perfect condition.
if(prob(1 * wound_update_accuracy))
owner.custom_pain("You feel a stabbing pain in your [display_name]!",1)
// slow healing
var/heal_amt = 0
if (W.damage < 15) //this thing's edges are not in day's travel of each other, what healing?
heal_amt += 0.2
if(W.is_treated() && W.damage < 50) //whoa, not even magical band aid can hold it together
heal_amt += 0.3
// 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)
heal_amt += 0.5
//we only update wounds once in [wound_update_accuracy] ticks so have to emulate realtime
heal_amt = heal_amt * wound_update_accuracy
@@ -800,8 +811,8 @@ This function completely restores a damaged organ to perfect condition.
else
. = new /icon(owner.race_icon, "[icon_name]_[g]")
/datum/organ/external/head/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
..(brute, burn, sharp, used_weapon, forbidden_limbs)
/datum/organ/external/head/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
..(brute, burn, sharp, edge, used_weapon, forbidden_limbs)
if (!disfigured)
if (brute_dam > 40)
if (prob(50))
+90 -92
View File
@@ -3,8 +3,6 @@
WOUNDS
****************************************************/
/datum/wound
// stages such as "cut", "deep cut", etc.
var/list/stages
// number representing the current stage
var/current_stage = 0
@@ -18,38 +16,42 @@
// amount of damage the current wound type requires(less means we need to apply the next healing stage)
var/min_damage = 0
// one of CUT, BRUISE, BURN
var/damage_type = CUT
// whether this wound needs a bandage/salve to heal at all
var/needs_treatment = 0
// is the wound bandaged?
var/tmp/bandaged = 0
var/bandaged = 0
// Similar to bandaged, but works differently
var/tmp/clamped = 0
var/clamped = 0
// is the wound salved?
var/tmp/salved = 0
var/salved = 0
// is the wound disinfected?
var/tmp/disinfected = 0
var/tmp/created = 0
var/disinfected = 0
var/created = 0
// number of wounds of this type
var/tmp/amount = 1
var/amount = 1
// amount of germs in the wound
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
var/internal = 0
// maximum stage at which bleeding should still happen, counted from the right rather than the left of the list
// 1 means all stages except the last should bleed
var/max_bleeding_stage = 1
// one of CUT, BRUISE, BURN
var/damage_type = CUT
// whether this wound needs a bandage/salve to heal at all
// the maximum amount of damage that this wound can have and still autoheal
var/autoheal_cutoff = 15
// internal wounds can only be fixed through surgery
var/internal = 0
// amount of germs in the wound
var/germ_level = 0
// helper lists
var/tmp/list/desc_list = list()
var/tmp/list/damage_list = list()
New(var/damage)
created = world.time
@@ -62,42 +64,58 @@
src.damage = damage
// initialize with the first stage
next_stage()
// this will ensure the size of the wound matches the damage
src.heal_damage(0)
// make the max_bleeding_stage count from the end of the list rather than the start
// this is more robust to changes to the list
max_bleeding_stage = src.desc_list.len - max_bleeding_stage
// initialize with the appropriate stage
src.init_stage(damage)
bleed_timer += damage
// returns 1 if there's a next stage, 0 otherwise
proc/next_stage()
if(current_stage + 1 > src.desc_list.len)
return 0
current_stage++
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--
src.min_damage = damage_list[current_stage]
src.desc = desc_list[current_stage]
return 1
// returns 1 if the wound has started healing
proc/started_healing()
return (current_stage > 1)
// 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 don't need to be treated
// always returns 1 for wounds that are too minor to need treatment
proc/is_treated()
if(!needs_treatment) return 1
if(src.wound_damage() <= autoheal_cutoff)
return 1
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.bandaged) != !(src.bandaged)) return 0
if (!(other.clamped) != !(src.clamped)) return 0
if (!(other.salved) != !(src.salved)) return 0
if (!(other.disinfected) != !(src.disinfected)) return 0
//if (other.germ_level != src.germ_level) return 0
return 1
proc/merge_wound(var/datum/wound/other)
src.damage += other.damage
src.amount += other.amount
src.bleed_timer += other.bleed_timer
src.germ_level = max(src.germ_level, other.germ_level)
src.created = max(src.created, other.created) //take the newer created time
// 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
@@ -128,7 +146,7 @@
amount -= healed_damage
src.damage -= healed_damage
while(src.damage / src.amount < damage_list[current_stage] && current_stage < src.desc_list.len)
while(src.wound_damage() < damage_list[current_stage] && current_stage < src.desc_list.len)
current_stage++
desc = desc_list[current_stage]
src.min_damage = damage_list[current_stage]
@@ -141,118 +159,98 @@
src.damage += damage
bleed_timer += damage
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= src.damage)
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= src.damage / src.amount)
src.current_stage--
src.desc = desc_list[current_stage]
src.min_damage = damage_list[current_stage]
// returns whether this wound can absorb the given amount of damage.
// this will prevent large amounts of damage being trapped in less severe wound types
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 ((damage > 30 || bleed_timer > 0) && !(bandaged||clamped) && (damage_type == BRUISE && damage >= 20 || damage_type == CUT && damage >= 5) && current_stage <= max_bleeding_stage && !src.internal)
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)
/** CUTS **/
/datum/wound/cut/small
// link wound descriptions to amounts of damage
max_bleeding_stage = 2
stages = list("ugly ripped cut" = 20, "ripped cut" = 10, "cut" = 5, "healing cut" = 2, "small scab" = 0)
damage_type = CUT
/datum/wound/cut/deep
max_bleeding_stage = 3
stages = list("ugly deep ripped cut" = 25, "deep ripped cut" = 20, "deep cut" = 15, "clotted cut" = 8, "scab" = 2, "fresh skin" = 0)
damage_type = CUT
/datum/wound/cut/flesh
max_bleeding_stage = 3
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
/datum/wound/cut/gaping
max_bleeding_stage = 2
stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "large clot" = 15, "small angry scar" = 5, \
"small straight scar" = 0)
stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "large clot" = 15, "small angry scar" = 5, "small straight scar" = 0)
damage_type = CUT
/datum/wound/cut/gaping_big
max_bleeding_stage = 2
stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large angry scar" = 10, "large straight scar" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = CUT
datum/wound/cut/massive
max_bleeding_stage = 2
stages = list("massive wound" = 70, "massive healing wound" = 50, "massive angry scar" = 10, "massive jagged scar" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = CUT
/** BRUISES **/
/datum/wound/bruise
stages = list("monumental bruise" = 80, "huge bruise" = 50, "large bruise" = 30,\
"moderate bruise" = 20, "small bruise" = 10, "tiny bruise" = 5)
needs_treatment = 1 // this only heals when bandaged
max_bleeding_stage = 3
autoheal_cutoff = 30
damage_type = BRUISE
/datum/wound/bruise/monumental
// implement sub-paths by starting at a later stage
/datum/wound/bruise/tiny
current_stage = 5
needs_treatment = 0
/datum/wound/bruise/small
current_stage = 4
needs_treatment = 0
/datum/wound/bruise/moderate
current_stage = 3
needs_treatment = 0
/datum/wound/bruise/large
current_stage = 2
/datum/wound/bruise/huge
current_stage = 1
/** BURNS **/
/datum/wound/burn/moderate
stages = list("ripped burn" = 10, "moderate burn" = 5, "moderate salved burn" = 2, "fresh skin" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/burn/large
stages = list("ripped large burn" = 20, "large burn" = 15, "large salved burn" = 5, "fresh skin" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/burn/severe
stages = list("ripped severe burn" = 35, "severe burn" = 30, "severe salved burn" = 10, "burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/burn/deep
stages = list("ripped deep burn" = 45, "deep burn" = 40, "deep salved burn" = 15, "large burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/burn/carbonised
stages = list("carbonised area" = 50, "treated carbonised area" = 20, "massive burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/internal_bleeding
internal = 1
stages = list("severed vein" = 30, "cut vein" = 20, "damaged vein" = 10, "bruised vein" = 5)
max_bleeding_stage = 0
needs_treatment = 1
autoheal_cutoff = 5
max_bleeding_stage = 0 //all stages bleed. It's called internal bleeding after all.