Improve, cleanup, and expand wound code (#20757)

This PR includes several changes to bring our wound code up to date with
baystation, nebula, and modern standards. Highlights include:
- The usage of integers between 0 and 100 for ratios (expressed as a
percentage), instead of 0.0 to 1.0. Small decimal values are prone to
floating point precision errors, but by moving to a percentage instead,
we can reduce the impact of this.
- The untangling of damage flags and injury flags, which were used
interchangably in the code. This could have caused issues should we
expand any of these.
- Larger embedded objects now halt bleeding in wounds, until they are
pulled out. In exchange however, embedded objects will halt healing in
wounds (it is difficult to close an open wound that currently has a rod
stuck in it)
- A lot of data, such as implanted objects and organs, are now stored in
amputated limbs.
This commit is contained in:
Cody Brittain
2025-12-19 15:22:29 -05:00
committed by GitHub
parent 034d0e4cb1
commit 96a2951608
23 changed files with 861 additions and 575 deletions
@@ -104,7 +104,7 @@
//Apply weapon damage
var/damage_flags = I.damage_flags()
apply_damage(effective_force, I.damtype, hit_zone, I, damage_flags, I.armor_penetration)
var/datum/wound/created_wound = apply_damage(effective_force, I.damtype, hit_zone, I, damage_flags, I.armor_penetration)
//Melee weapon embedded object code.
if (I && I.damtype == DAMAGE_BRUTE && !I.anchored && !is_robot_module(I) && I.canremove)
@@ -120,7 +120,7 @@
//Sharp objects will always embed if they do enough damage.
if((sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance)))
src.embed(I, hit_zone)
src.embed(I, hit_zone, supplied_wound = created_wound)
return 1
@@ -284,6 +284,15 @@
amount -= E.add_pain(amount)
BITSET(hud_updateflag, HEALTH_HUD)
/mob/living/carbon/human/proc/can_autoheal(dam_type)
if(!species || !dam_type) return FALSE
if (dam_type == DAMAGE_BRUTE)
return(getBruteLoss() < species.total_health * species.autoheal_brute_ratio)
else if (dam_type == DAMAGE_BURN)
return(getFireLoss() < species.total_health * species.autoheal_burn_ratio)
return FALSE
////////////////////////////////////////////
//Returns a list of damaged organs
@@ -362,14 +371,14 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
if(status_flags & GODMODE)
return //godmode
var/list/obj/item/organ/external/parts = get_damageable_organs()
var/update = 0
var/update
while(parts.len && (brute>0 || burn>0) )
var/obj/item/organ/external/picked = pick(parts)
var/brute_was = picked.brute_dam
var/burn_was = picked.burn_dam
update |= picked.take_damage(brute, burn, damage_flags, used_weapon)
update = picked.take_damage(brute, burn, damage_flags, used_weapon) ? TRUE : FALSE
brute -= (picked.brute_dam - brute_was)
burn -= (picked.burn_dam - burn_was)
@@ -486,18 +495,19 @@ This function restores all organs.
if(REAGENT_VOLUME(reagents, /singleton/reagent/adrenaline) < 15)
make_adrenaline(round(damage/10))
var/datum/wound/created_wound
switch(damagetype)
if(DAMAGE_BRUTE)
damageoverlaytemp = 20
if(damage > 0)
damage *= species.brute_mod
organ.take_damage(damage, 0, damage_flags, used_weapon)
created_wound = organ.take_damage(damage, 0, damage_flags, used_weapon)
UpdateDamageIcon()
if(DAMAGE_BURN)
damageoverlaytemp = 20
if(damage > 0)
damage *= species.burn_mod
organ.take_damage(0, damage, damage_flags, used_weapon)
created_wound = organ.take_damage(0, damage, damage_flags, used_weapon)
UpdateDamageIcon()
if(DAMAGE_PAIN)
organ.add_pain(damage)
@@ -507,7 +517,7 @@ This function restores all organs.
// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
updatehealth()
BITSET(hud_updateflag, HEALTH_HUD)
return TRUE
return created_wound ? created_wound : TRUE
/mob/living/carbon/human/apply_radiation(var/rads)
if(species && rads > 0)
@@ -441,12 +441,12 @@ emp_act
Weaken(3)
visible_message(SPAN_WARNING("[src] get knocked over by [H]!"), SPAN_WARNING("You get knocked over by [H]!"))
/mob/living/carbon/human/embed(var/obj/O, var/def_zone=null)
/mob/living/carbon/human/embed(obj/O, def_zone=null, datum/wound/supplied_wound)
if(!def_zone) ..()
var/obj/item/organ/external/affecting = get_organ(def_zone)
if(affecting)
affecting.embed(O)
affecting.embed(O, supplied_wound = supplied_wound)
/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
@@ -63,10 +63,9 @@
I.take_damage(rand(3,5))
//Moving makes open wounds get infected much faster
if (E.wounds.len)
for(var/datum/wound/W in E.wounds)
if (W.infection_check())
W.germ_level += 1
for(var/datum/wound/W in E.wounds)
if (W.infection_check())
W.germ_level += 1
/mob/living/carbon/human
var/next_stance_collapse = 0
@@ -122,6 +122,10 @@
// Combat vars.
/// Point at which the mob will enter crit.
var/total_health = 200
/// Ratio at which the mob will stop autohealing a wound. For brute damage.
var/autoheal_brute_ratio = 0.5
/// Ratio at which the mob will stop autohealing a wound. For burn damage.
var/autoheal_burn_ratio = 0.5
/// Possible unarmed attacks that the mob will use in combat,
var/list/unarmed_types = list(
/datum/unarmed_attack,
+1 -1
View File
@@ -322,7 +322,7 @@
src.anchored = 1
src.pinned += O
/mob/living/proc/embed(var/obj/O, var/def_zone=null)
/mob/living/proc/embed(obj/O, def_zone=null, datum/wound/supplied_wound)
O.forceMove(src)
src.embedded += O
add_verb(src, /mob/proc/yank_out_object)
+5 -3
View File
@@ -1089,13 +1089,13 @@
/mob/proc/embedded_needs_process()
return (embedded.len > 0)
/mob/proc/remove_implant(var/obj/item/implant, var/surgical_removal = FALSE)
/mob/proc/remove_implant(obj/item/implant, surgical_removal = FALSE)
if(!LAZYLEN(get_visible_implants(0))) //Yanking out last object - removing verb.
remove_verb(src, /mob/proc/yank_out_object)
for(var/obj/item/O in pinned)
if(O == implant)
pinned -= O
if(!pinned.len)
if(!length(pinned))
anchored = 0
implant.dropInto(loc)
implant.add_blood(src)
@@ -1114,6 +1114,8 @@
break
if(affected)
affected.implants -= implant
for(var/datum/wound/wound in affected.wounds)
LAZYREMOVE(wound.embedded_objects, implant)
if(!surgical_removal)
shock_stage += 20
apply_damage((implant.w_class * 7), DAMAGE_BRUTE, affected)
@@ -1162,7 +1164,7 @@
else
to_chat(U, SPAN_WARNING("You attempt to get a good grip on [selection] in [S]'s body."))
if(!do_after(U, 30))
if(!do_after(U, 3 SECONDS, S, DO_DEFAULT | DO_USER_UNIQUE_ACT, INCAPACITATION_DEFAULT & ~INCAPACITATION_FORCELYING)) //let people pinned to stuff yank it out, otherwise they're stuck... forever!!!
return
if(!selection || !S || !U)
return
+1 -1
View File
@@ -10,7 +10,7 @@
user.visible_message(SPAN_NOTICE("[user] starts inspecting [affecting]'s [E.name] carefully."))
if(!do_mob(user,H, 10))
to_chat(user, SPAN_NOTICE("You must stand still to inspect [E] for wounds."))
else if(E.wounds.len)
else if(LAZYLEN(E.wounds))
to_chat(user, SPAN_WARNING("You find [E.get_wounds_desc()]"))
else
to_chat(user, SPAN_NOTICE("You find no visible wounds."))