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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:
@@ -0,0 +1,254 @@
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/****************************************************
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WOUNDS
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****************************************************/
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/datum/wound
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/// number representing the current stage
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var/current_stage = 0
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/// description of the wound
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var/desc = "wound" //default in case something borks
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/// amount of damage this wound causes
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var/damage = 0
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/// how many times we've tried to lower the bleed timer, used to determine whether hemophilia should let bleed timer lower
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var/bleed_timer_increment = 0
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/// ticks of bleeding left.
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var/bleed_timer = 0
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/// Above this amount wounds you will need to treat the wound to stop bleeding, regardless of bleed_timer
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var/bleed_threshold = 30
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/// amount of damage the current wound type requires(less means we need to apply the next healing stage)
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var/min_damage = 0
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/// is the wound bandaged?
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var/bandaged = FALSE
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/// Similar to bandaged, but works differently
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var/clamped = FALSE
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/// is the wound salved?
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var/salved = FALSE
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/// is the wound disinfected?
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var/disinfected = FALSE
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var/created = 0
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/// number of wounds of this type
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var/amount = 1
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/// amount of germs in the wound
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var/germ_level = 0
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/// the organ the wound is on, if on an organ
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var/obj/item/organ/external/parent_organ
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/* These are defined by the wound type and should not be changed */
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/// stages such as "cut", "deep cut", etc.
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var/list/stages
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/// maximum stage at which bleeding should still happen. Beyond this stage bleeding is prevented.
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var/max_bleeding_stage = 0
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/// String (One of `DAMAGE_TYPE_*`). The wound's injury type.
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var/damage_type = INJURY_TYPE_CUT
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/// whether this wound needs a bandage/salve to heal at all
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/// the maximum amount of damage that this wound can have and still autoheal
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var/autoheal_cutoff = 15
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// helper lists
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var/list/embedded_objects
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var/tmp/list/desc_list = list()
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var/tmp/list/damage_list = list()
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/datum/wound/New(damage, obj/item/organ/external/organ = null)
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created = world.time
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// reading from a list("stage" = damage) is pretty difficult, so build two separate
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// lists from them instead
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for(var/V in stages)
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desc_list += V
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damage_list += stages[V]
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src.damage = damage
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// initialize with the appropriate stage
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src.init_stage(damage)
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bleed_timer += damage
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if(istype(organ))
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parent_organ = organ
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/datum/wound/Destroy()
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if(parent_organ)
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LAZYREMOVE(parent_organ.wounds, src)
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parent_organ = null
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LAZYCLEARLIST(embedded_objects)
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. = ..()
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///Returns TRUE if there's a next stage, FALSE otherwise
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/datum/wound/proc/init_stage(initial_damage)
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current_stage = length(stages)
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while(src.current_stage > 1 && src.damage_list[current_stage-1] <= initial_damage / src.amount)
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src.current_stage--
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src.min_damage = damage_list[current_stage]
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src.desc = desc_list[current_stage]
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///The amount of damage per wound
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/datum/wound/proc/wound_damage()
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return src.damage / src.amount
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/datum/wound/proc/can_autoheal()
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if(LAZYLEN(embedded_objects))
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return FALSE
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return (wound_damage() <= autoheal_cutoff) ? TRUE : is_treated()
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/// Checks whether the wound has been appropriately treated
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/datum/wound/proc/is_treated()
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if(!LAZYLEN(embedded_objects))
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switch(damage_type)
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if(INJURY_TYPE_BRUISE, INJURY_TYPE_CUT, INJURY_TYPE_PIERCE)
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return bandaged
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if(INJURY_TYPE_BURN)
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return salved
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/// Checks whether other other can be merged into src.
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/datum/wound/proc/can_merge(datum/wound/other)
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if (other.type != src.type) return FALSE
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if (other.current_stage != src.current_stage) return FALSE
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if (other.damage_type != src.damage_type) return FALSE
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if (!(other.can_autoheal()) != !(src.can_autoheal())) return FALSE
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if (!(other.bandaged) != !(src.bandaged)) return FALSE
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if (!(other.clamped) != !(src.clamped)) return FALSE
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if (!(other.salved) != !(src.salved)) return FALSE
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if (!(other.disinfected) != !(src.disinfected)) return FALSE
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if (other.parent_organ != parent_organ) return FALSE
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return TRUE
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/datum/wound/proc/merge_wound(datum/wound/other)
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if(LAZYLEN(other.embedded_objects))
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LAZYDISTINCTADD(src.embedded_objects, other.embedded_objects)
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src.damage += other.damage
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src.amount += other.amount
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src.bleed_timer += other.bleed_timer
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src.bleed_timer_increment += other.bleed_timer_increment
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src.germ_level = max(src.germ_level, other.germ_level)
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src.created = max(src.created, other.created) //take the newer created time
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qdel(other)
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/// checks if wound is considered open for external infections
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/// untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger
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/datum/wound/proc/infection_check()
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if (damage < 10) //small cuts, tiny bruises, and moderate burns shouldn't be infectable.
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return FALSE
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if (is_treated() && damage < 25) //anything less than a flesh wound (or equivalent) isn't infectable if treated properly
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return FALSE
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if (disinfected)
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germ_level = 0 //reset this, just in case
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return FALSE
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if (damage_type == INJURY_TYPE_BRUISE && !bleeding()) //bruises only infectable if bleeding
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return FALSE
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var/dam_coef = round(damage/10)
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switch (damage_type)
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if (INJURY_TYPE_BRUISE)
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return prob(dam_coef*5)
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if (INJURY_TYPE_BURN)
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return prob(dam_coef*10)
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if (INJURY_TYPE_CUT)
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return prob(dam_coef*20)
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return FALSE
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/datum/wound/proc/bandage()
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bandaged = TRUE
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/datum/wound/proc/salve()
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salved = TRUE
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/datum/wound/proc/disinfect()
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disinfected = TRUE
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/// Heal the given amount of damage, and if the given amount of damage was more than what esd needed to be healed, return how much heal was left
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/datum/wound/proc/heal_damage(amount)
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if(LAZYLEN(embedded_objects))
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return amount // heal nothing
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if(parent_organ)
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if (damage_type == INJURY_TYPE_BURN && !(parent_organ.burn_ratio < 100))
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return amount // We don't want to heal wounds on irreparable organs
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else if(!(parent_organ.brute_ratio < 100))
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return amount
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var/healed_damage = min(src.damage, amount)
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amount -= healed_damage
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src.damage -= healed_damage
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while(src.wound_damage() < damage_list[current_stage] && current_stage < length(src.desc_list))
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current_stage++
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desc = desc_list[current_stage]
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src.min_damage = damage_list[current_stage]
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// return amount of healing still leftover, can be used for other wounds
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return amount
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/// Opens the wound again
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/datum/wound/proc/open_wound(damage)
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src.damage += damage
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bleed_timer += damage
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while(src.current_stage > 1 && src.damage_list[current_stage-1] <= src.damage / src.amount)
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src.current_stage--
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src.desc = desc_list[current_stage]
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src.min_damage = damage_list[current_stage]
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src.bandaged = FALSE
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///returns whether this wound can absorb the given amount of damage.
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///this will prevent large amounts of damage being trapped in less severe wound types
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/datum/wound/proc/can_worsen(damage_type, damage)
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if (src.damage_type != damage_type)
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return FALSE //incompatible damage types
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if (src.amount > 1)
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return FALSE //merged wounds cannot be worsened.
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//with 1.5*, a shallow cut will be able to carry at most 30 damage,
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//37.5 for a deep cut
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//52.5 for a flesh wound, etc.
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var/max_wound_damage = 1.5*src.damage_list[1]
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if (src.damage + damage > max_wound_damage)
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return FALSE
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return TRUE
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/datum/wound/proc/bleeding()
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for(var/obj/item/thing in embedded_objects)
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if(thing.w_class > WEIGHT_CLASS_SMALL)
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return FALSE
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if (bandaged||clamped)
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return FALSE
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return ((bleed_timer > 0 || wound_damage() > bleed_threshold) && current_stage <= max_bleeding_stage)
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/// Called in organ_external.dm update_damages, this will update the limb's status to bleeding, and lowers the bleed_timer if applicable
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/datum/wound/proc/handle_bleeding(var/mob/victim, var/obj/item/organ/external/limb)
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limb.status |= ORGAN_BLEEDING
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var/can_lower_bleed = TRUE
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if(HAS_TRAIT(victim, TRAIT_DISABILITY_HEMOPHILIA_MAJOR)) // major will NEVER lower
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can_lower_bleed = FALSE
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else if(HAS_TRAIT(victim, TRAIT_DISABILITY_HEMOPHILIA) && bleed_timer_increment % 2 != 0) // basic will lower half as fast
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can_lower_bleed = FALSE
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if(can_lower_bleed)
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bleed_timer--
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bleed_timer_increment++
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/datum/wound/proc/close()
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return
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@@ -0,0 +1,291 @@
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/** WOUND DEFINITIONS **/
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//Note that the MINIMUM damage before a wound can be applied should correspond to
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//the damage amount for the stage with the same name as the wound.
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//e.g. /datum/wound/cut/deep should only be applied for 15 damage and up,
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//because in it's stages list, "deep cut" = 15.
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/proc/get_wound_type(type = INJURY_TYPE_CUT, damage)
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switch(type)
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if(INJURY_TYPE_CUT)
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switch(damage)
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if(70 to INFINITY)
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return /datum/wound/cut/massive
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if(60 to 70)
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return /datum/wound/cut/gaping_big
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if(50 to 60)
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return /datum/wound/cut/gaping
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if(25 to 50)
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return /datum/wound/cut/flesh
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if(15 to 25)
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return /datum/wound/cut/deep
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if(0 to 15)
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return /datum/wound/cut/small
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if(INJURY_TYPE_PIERCE)
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switch(damage)
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if(60 to INFINITY)
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return /datum/wound/puncture/massive
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if(50 to 60)
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return /datum/wound/puncture/gaping_big
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if(30 to 50)
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return /datum/wound/puncture/gaping
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if(15 to 30)
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return /datum/wound/puncture/flesh
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if(0 to 15)
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return /datum/wound/puncture/small
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if(INJURY_TYPE_BRUISE)
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return /datum/wound/bruise
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if(INJURY_TYPE_BURN, INJURY_TYPE_LASER)
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switch(damage)
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if(50 to INFINITY)
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return /datum/wound/burn/carbonised
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if(40 to 50)
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return /datum/wound/burn/deep
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if(30 to 40)
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return /datum/wound/burn/severe
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if(15 to 30)
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return /datum/wound/burn/large
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if(0 to 15)
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return /datum/wound/burn/moderate
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return null //no wound
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/** CUTS **/
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/datum/wound/cut
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bleed_threshold = 5
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damage_type = INJURY_TYPE_CUT
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/datum/wound/cut/bandage()
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..()
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if(!autoheal_cutoff)
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autoheal_cutoff = initial(autoheal_cutoff)
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/datum/wound/cut/close()
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current_stage = max_bleeding_stage + 1
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desc = desc_list[current_stage]
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min_damage = damage_list[current_stage]
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if(damage > min_damage)
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heal_damage(damage-min_damage)
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/datum/wound/cut/small
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// link wound descriptions to amounts of damage
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// Minor cuts have max_bleeding_stage set to the stage that bears the wound type's name.
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// The major cut types have the max_bleeding_stage set to the clot stage (which is accordingly given the "blood soaked" descriptor).
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max_bleeding_stage = 3
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stages = list(
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"ugly ripped cut" = 20,
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"ripped cut" = 10,
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"cut" = 5,
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"healing cut" = 2,
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"small scab" = 0
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)
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/datum/wound/cut/deep
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max_bleeding_stage = 3
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stages = list(
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"ugly deep ripped cut" = 25,
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"deep ripped cut" = 20,
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"deep cut" = 15,
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"clotted cut" = 8,
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"scab" = 2,
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"fresh skin" = 0
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)
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/datum/wound/cut/flesh
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max_bleeding_stage = 4
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stages = list(
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"ugly ripped flesh wound" = 35,
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"ugly flesh wound" = 30,
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"flesh wound" = 25,
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"blood soaked clot" = 15,
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"large scab" = 5,
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"fresh skin" = 0
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)
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/datum/wound/cut/gaping
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max_bleeding_stage = 3
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stages = list(
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"gaping wound" = 50,
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"large blood soaked clot" = 25,
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"blood soaked clot" = 15,
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"small angry scar" = 5,
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"small straight scar" = 0
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)
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/datum/wound/cut/gaping_big
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max_bleeding_stage = 3
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stages = list(
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"big gaping wound" = 60,
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"healing gaping wound" = 40,
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"large blood soaked clot" = 25,
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"large angry scar" = 10,
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"large straight scar" = 0
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)
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/datum/wound/cut/massive
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max_bleeding_stage = 3
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stages = list(
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"massive wound" = 70,
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"massive healing wound" = 50,
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"massive blood soaked clot" = 25,
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"massive angry scar" = 10,
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"massive jagged scar" = 0
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)
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/** PUNCTURES **/
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/datum/wound/puncture
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bleed_threshold = 10
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damage_type = INJURY_TYPE_PIERCE
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/datum/wound/puncture/can_worsen(damage_type, damage)
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return FALSE //puncture wounds cannot be enlargened
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/datum/wound/puncture/small
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max_bleeding_stage = 2
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stages = list(
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"puncture" = 5,
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"healing puncture" = 2,
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"small scab" = 0
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)
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/datum/wound/puncture/flesh
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max_bleeding_stage = 2
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stages = list(
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"puncture wound" = 15,
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"blood soaked clot" = 5,
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"large scab" = 2,
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"small round scar" = 0
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)
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/datum/wound/puncture/gaping
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max_bleeding_stage = 3
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stages = list(
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"gaping hole" = 30,
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"large blood soaked clot" = 15,
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"blood soaked clot" = 10,
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"small angry scar" = 5,
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"small round scar" = 0
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)
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/datum/wound/puncture/gaping_big
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max_bleeding_stage = 3
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stages = list(
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"big gaping hole" = 50,
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"healing gaping hole" = 20,
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"large blood soaked clot" = 15,
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"large angry scar" = 10,
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"large round scar" = 0
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)
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/datum/wound/puncture/massive
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max_bleeding_stage = 3
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stages = list(
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"massive wound" = 60,
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"massive healing wound" = 30,
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"massive blood soaked clot" = 25,
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"massive angry scar" = 10,
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"massive jagged scar" = 0
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)
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/** BRUISES **/
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/datum/wound/bruise
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stages = list(
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"monumental bruise" = 80,
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"huge bruise" = 50,
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"large bruise" = 30,
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"moderate bruise" = 20,
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"small bruise" = 10,
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"tiny bruise" = 5
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)
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bleed_threshold = 20
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max_bleeding_stage = 3 //only large bruise and above can bleed.
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||||
autoheal_cutoff = 30
|
||||
damage_type = INJURY_TYPE_BRUISE
|
||||
|
||||
/** BURNS **/
|
||||
|
||||
/datum/wound/burn
|
||||
damage_type = INJURY_TYPE_BURN
|
||||
max_bleeding_stage = 0
|
||||
|
||||
/datum/wound/burn/bleeding()
|
||||
return FALSE
|
||||
|
||||
/datum/wound/burn/moderate
|
||||
stages = list(
|
||||
"ripped burn" = 10,
|
||||
"moderate burn" = 5,
|
||||
"healing moderate burn" = 2,
|
||||
"fresh skin" = 0
|
||||
)
|
||||
|
||||
/datum/wound/burn/large
|
||||
stages = list(
|
||||
"ripped large burn" = 20,
|
||||
"large burn" = 15,
|
||||
"healing large burn" = 5,
|
||||
"fresh skin" = 0
|
||||
)
|
||||
|
||||
/datum/wound/burn/severe
|
||||
stages = list(
|
||||
"ripped severe burn" = 35,
|
||||
"severe burn" = 30,
|
||||
"healing severe burn" = 10,
|
||||
"burn scar" = 0
|
||||
)
|
||||
|
||||
/datum/wound/burn/deep
|
||||
stages = list(
|
||||
"ripped deep burn" = 45,
|
||||
"deep burn" = 40,
|
||||
"healing deep burn" = 15,
|
||||
"large burn scar" = 0
|
||||
)
|
||||
|
||||
/datum/wound/burn/carbonised
|
||||
stages = list(
|
||||
"carbonised area" = 50,
|
||||
"healing carbonised area" = 20,
|
||||
"massive burn scar" = 0
|
||||
)
|
||||
|
||||
/** EXTERNAL ORGAN LOSS **/
|
||||
/datum/wound/lost_limb
|
||||
var/limb_tag
|
||||
|
||||
/datum/wound/lost_limb/New(obj/item/organ/external/lost_limb, losstype, clean)
|
||||
var/damage_amt = lost_limb.max_damage
|
||||
if(clean) damage_amt /= 2
|
||||
limb_tag = lost_limb.organ_tag
|
||||
|
||||
switch(losstype)
|
||||
if(DROPLIMB_EDGE, DROPLIMB_BLUNT)
|
||||
damage_type = INJURY_TYPE_CUT
|
||||
if(BP_IS_ROBOTIC(lost_limb))
|
||||
max_bleeding_stage = -1 //Robotic stumps do not bleed
|
||||
bleed_threshold = INFINITY
|
||||
stages = list("mangled robotic socket" = 0)
|
||||
else
|
||||
max_bleeding_stage = 3 //clotted stump and above can bleed.
|
||||
stages = list(
|
||||
"ripped stump" = damage_amt*1.3,
|
||||
"bloody stump" = damage_amt,
|
||||
"clotted stump" = damage_amt*0.5,
|
||||
"scarred stump" = 0
|
||||
)
|
||||
if(DROPLIMB_BURN)
|
||||
damage_type = INJURY_TYPE_BURN
|
||||
stages = list(
|
||||
"ripped charred stump" = damage_amt*1.3,
|
||||
"charred stump" = damage_amt,
|
||||
"scarred stump" = damage_amt*0.5,
|
||||
"scarred stump" = 0
|
||||
)
|
||||
|
||||
..(damage_amt)
|
||||
|
||||
/datum/wound/lost_limb/can_merge(var/datum/wound/other)
|
||||
return 0 //cannot be merged
|
||||
Reference in New Issue
Block a user