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VMSolidus e117ef3f87 Nuke Limb Processing (#22814)
<img width="1549" height="857" alt="image"
src="https://github.com/user-attachments/assets/3830233d-0635-4942-b2aa-024651e6cffa"
/>

Limbs make up roughly half of the "Per additional player" processing
overhead, while Organs make up most of the other half.
Not every organ is an easy candidate for "Event-only processing", but
external limbs are significantly easier to do so.

So this PR makes it so that External Limbs no longer require Processing
unless an event happens that would justify them requiring processing.
Which SIGNIFICANTLY reduces the overall additional cost to the
Processing subsystem per player that joins the server.

Oh and I also made the Appendix and Kidneys not require constant
processing. The Appendix will only process if it is hit by an
Appendicitis event, and the Kidneys will only process if they are either
damaged, or you get poisoned.
2026-07-12 20:45:24 +00:00

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/****************************************************
BLOOD SYSTEM
****************************************************/
//Initializes blood vessels
/mob/living/carbon/human/proc/make_blood()
if(vessel)
return
vessel = new/datum/reagents(species.blood_volume, src)
if(species && species.flags & NO_BLOOD) //We want the var for safety but we can do without the actual blood.
return
vessel.add_reagent(/singleton/reagent/blood, species.blood_volume, temperature = species?.body_temperature)
fixblood()
//Resets blood data
/mob/living/carbon/human/proc/fixblood()
if(!REAGENT_VOLUME(vessel, /singleton/reagent/blood))
return
LAZYINITLIST(vessel.reagent_data)
LAZYSET(vessel.reagent_data, /singleton/reagent/blood, get_blood_data())
//Makes a blood drop, leaking amt units of blood from the mob
/mob/living/carbon/human/proc/drip(var/amt as num, var/tar = src, var/spraydir)
if(!amt || species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead.
return
vessel.remove_reagent(/singleton/reagent/blood,amt)
blood_splatter(tar, src, spray_dir = spraydir)
/mob/living/carbon/human/proc/blood_squirt(var/amt, var/turf/sprayloc, var/blood_spray_distance)
if(amt <= 0 || !istype(sprayloc))
return
var/spraydir = pick(GLOB.alldirs)
amt = Ceiling(amt/blood_spray_distance)
var/bled = 0
for(var/i = 1 to blood_spray_distance)
sprayloc = get_step(sprayloc, spraydir)
if(!istype(sprayloc) || (sprayloc.density && !iswall(sprayloc)))
break
var/hit_mob
for(var/thing in sprayloc)
var/atom/A = thing
if(!A.simulated || !ishuman(A) || !(A.CanPass(src, sprayloc)) || hit_mob)
continue
var/mob/living/carbon/human/H = A
if(H.lying)
continue
H.bloody_body(src)
H.bloody_hands(src)
var/blinding = FALSE
if(ran_zone(BP_HEAD, 75))
blinding = TRUE
for(var/obj/item/I in list(H.head, H.glasses, H.wear_mask))
if(I && (I.body_parts_covered & EYES))
blinding = FALSE
break
if(blinding)
H.eye_blurry = max(H.eye_blurry, 10)
H.eye_blind = max(H.eye_blind, 5)
to_chat(H, SPAN_DANGER("You are blinded by a spray of blood!"))
else
to_chat(H, SPAN_DANGER("You are hit by a spray of blood!"))
hit_mob = TRUE
drip(amt, sprayloc, spraydir)
bled += amt
if(hit_mob || iswall(sprayloc))
break
return bled
/mob/living/carbon/human/proc/get_blood_volume()
return round((REAGENT_VOLUME(vessel, /singleton/reagent/blood)/species.blood_volume)*100)
/mob/living/carbon/human/proc/get_blood_circulation()
var/obj/item/organ/internal/heart/heart = internal_organs_by_name[BP_HEART]
var/blood_volume = get_blood_volume()
if(!heart)
return 0.25 * blood_volume
var/recent_pump = LAZYACCESS(heart.external_pump, 1) > world.time - (20 SECONDS)
var/pulse_mod = heart.base_pump_rate
var/min_efficiency = recent_pump ? 0.5 : 0.3
// Check if any components on the user wish to mess with the pump rate.
SEND_SIGNAL(src, COMSIG_HEART_PUMP_EVENT, heart, &blood_volume, &recent_pump, &pulse_mod, &min_efficiency)
if((status_flags & FAKEDEATH) || BP_IS_ROBOTIC(heart))
pulse_mod = heart.norm_pump_modifier
else
switch(heart.pulse)
if(PULSE_NONE)
if(recent_pump)
pulse_mod = LAZYACCESS(heart.external_pump, 2)
else
pulse_mod *= heart.none_pump_modifier
if(PULSE_SLOW)
pulse_mod *= heart.slow_pump_modifier
if(PULSE_NORM)
pulse_mod *= heart.norm_pump_modifier
if(PULSE_FAST)
pulse_mod *= heart.fast_pump_modifier
if(PULSE_2FAST)
pulse_mod *= heart.too_fast_pump_modifier
if(PULSE_THREADY)
pulse_mod *= heart.thready_pump_modifier
blood_volume *= pulse_mod * max(min_efficiency, (1-(heart.get_damage() / heart.max_damage)))
return min(blood_volume, 100)
/mob/living/carbon/human/proc/get_blood_oxygenation()
var/blood_volume = get_blood_circulation()
if(is_asystole() || (status_flags & FAKEDEATH)) // Heart is missing or isn't beating and we're not breathing (hardcrit)
return min(blood_volume, BLOOD_VOLUME_SURVIVE)
if(!need_breathe())
return blood_volume
var/blood_volume_mod = max(0, 1 - getOxyLoss()/(species.total_health/2))
var/oxygenated_add = 0
// Check if any components on the user wish to mess with the blood oxygenation.
SEND_SIGNAL(src, COMSIG_BLOOD_OXYGENATION_EVENT, &blood_volume, &blood_volume_mod, &oxygenated_add)
if(chem_effects[CE_OXYGENATED] == 1) // Dexalin.
oxygenated_add += 0.5
else if(chem_effects[CE_OXYGENATED] >= 2) // Dexplus.
oxygenated_add += 0.8
blood_volume_mod = blood_volume_mod + oxygenated_add - (blood_volume_mod * oxygenated_add)
blood_volume = blood_volume * blood_volume_mod
return min(blood_volume, 100)
/****************************************************
BLOOD TRANSFERS
****************************************************/
//Gets blood from mob to the container, preserving all data in it.
/mob/living/carbon/proc/take_blood(obj/item/reagent_containers/container, var/amount)
container.reagents.add_reagent(/singleton/reagent/blood, amount, get_blood_data(), temperature = species?.body_temperature)
return TRUE
//For humans, blood does not appear from blue, it comes from vessels.
/mob/living/carbon/human/take_blood(obj/item/reagent_containers/container, var/amount)
if(!should_have_organ(BP_HEART))
reagents.trans_to_obj(container, amount)
return TRUE
if(vessel.total_volume < amount)
return FALSE
vessel.trans_to_holder(container.reagents, amount)
if(vessel.has_reagent(/singleton/reagent/blood))
LAZYSET(vessel.reagent_data, /singleton/reagent/blood, get_blood_data())
vessel.trans_to_holder(container.reagents, amount)
return TRUE
//Transfers blood from container to vessels
/mob/living/carbon/proc/inject_blood(var/amount, var/datum/reagents/donor)
var/list/injected_data = REAGENT_DATA(donor, /singleton/reagent/blood)
var/chems = LAZYACCESS(injected_data, "trace_chem")
for(var/C in chems)
reagents.add_reagent(C, (text2num(chems[C]) / species.blood_volume) * amount)//adds trace chemicals to owner's blood
//Transfers blood from reagents to vessel, respecting blood types compatability.
/mob/living/carbon/human/inject_blood(var/amount, var/datum/reagents/donor)
if(!should_have_organ(BP_HEART))
reagents.add_reagent(/singleton/reagent/blood, amount, REAGENT_DATA(donor, /singleton/reagent/blood), temperature = species?.body_temperature)
return
// Incompatibility is handled in mix_data now.
vessel.add_reagent(/singleton/reagent/blood, amount, REAGENT_DATA(donor, /singleton/reagent/blood), temperature = species?.body_temperature)
..()
/// Returns true if blood is incompatible, false otherwise.
/// Checks donor and receiver blood types, both args are strings.
/proc/blood_incompatible(var/donor, var/receiver, var/donor_species, var/receiver_species)
// Early exit so as to not check bad args
if(!donor || !receiver)
return FALSE
// Check species
if(donor_species && receiver_species)
if(donor_species != receiver_species)
return TRUE
// Check for Synthetic Blood Substitute (SBS).
// SBS is supposed to be incompatible with non-SBS, and the other way around.
if(donor=="SBS" || receiver=="SBS")
if(donor!=receiver)
return TRUE
// Parse the blood type
var/donor_antigen = copytext(donor,1,length(donor))
var/receiver_antigen = copytext(receiver,1,length(receiver))
var/donor_rh = (findtext(donor,"+")>0)
var/receiver_rh = (findtext(receiver,"+")>0)
// Do the actual check
if(donor_rh && !receiver_rh)
return TRUE
switch(receiver_antigen)
if("A")
if(donor_antigen != "A" && donor_antigen != "O") return TRUE
if("B")
if(donor_antigen != "B" && donor_antigen != "O") return TRUE
if("O")
if(donor_antigen != "O") return TRUE
//AB is a universal receiver.
return FALSE
/mob/living/carbon/proc/get_blood_color()
if(dna?.b_type == "SBS") // synthetic blood substitute
return COLOR_SYNTH_BLOOD
else if(species)
return species.blood_color
else
return COLOR_HUMAN_BLOOD
/mob/living/carbon/proc/get_blood_data()
var/data = list()
data["donor"] = WEAKREF(src)
if(dna)
data["blood_DNA"] = dna.unique_enzymes
data["blood_type"] = dna.b_type
else
data["blood_DNA"] = md5(REF(src))
data["blood_type"] = "O+"
if(species)
data["species"] = species.bodytype
data["blood_colour"] = get_blood_color()
var/list/temp_chem = list()
for(var/R in reagents.reagent_volumes)
temp_chem[R] = REAGENT_VOLUME(reagents, R)
data["trace_chem"] = temp_chem
data["dose_chem"] = chem_doses.Copy()
return data
/mob/living/carbon/human/get_blood_data()
. = ..()
var/list/trace_chems = list()
if(LAZYLEN(vessel.reagent_data))
trace_chems = LAZYACCESS(vessel.reagent_data[/singleton/reagent/blood], "trace_chem") || list()
.["trace_chem"] = trace_chems.Copy()
/proc/blood_splatter(var/target, var/source, var/large, var/spray_dir, var/sourceless_color)
var/obj/effect/decal/cleanable/blood/splatter
var/decal_type = /obj/effect/decal/cleanable/blood/splatter
if(sourceless_color == COLOR_OIL)
decal_type = /obj/effect/decal/cleanable/blood/oil/streak
if(ishuman(source))
var/mob/living/carbon/human/H = source
if(H.isSynthetic())
decal_type = /obj/effect/decal/cleanable/blood/oil/streak
var/turf/T = get_turf(target)
// Are we dripping or splattering?
var/list/drips = list()
// Only a certain number of drips (or one large splatter) can be on a given turf.
for(var/obj/effect/decal/cleanable/blood/drip/drop in T)
drips |= drop.drips
qdel(drop)
if(!large && length(drips) < 3)
decal_type = /obj/effect/decal/cleanable/blood/drip
if(sourceless_color == COLOR_OIL)
decal_type = /obj/effect/decal/cleanable/blood/drip/oil
// Find a blood decal or create a new one.
if(T)
var/list/existing = filter_list(T.contents, decal_type)
if(length(existing) > 3)
splatter = pick(existing)
if(!splatter)
splatter = new decal_type(T)
var/obj/effect/decal/cleanable/blood/drip/drop = splatter
if(istype(drop) && drips && drips.len && !large)
drop.overlays |= drips
drop.drips |= drips
// If there's no data to copy, call it quits here.
var/list/blood_data
if(islist(source))
blood_data = source
if(ishuman(source))
var/mob/living/carbon/human/donor = source
blood_data = donor.get_blood_data()
else if(isatom(source))
var/atom/donor = source
blood_data = REAGENT_DATA(donor.reagents, /singleton/reagent/blood)
else if(!source)
if(sourceless_color)
splatter.basecolor = sourceless_color
splatter.update_icon()
return splatter
if(!islist(blood_data))
return splatter
// Update appearance.
if(blood_data["blood_colour"])
splatter.basecolor = blood_data["blood_colour"]
splatter.update_icon()
if(spray_dir)
splatter.icon_state = "squirt"
splatter.set_dir(spray_dir)
// Update blood information.
if(blood_data["blood_DNA"])
splatter.blood_DNA = list()
if(blood_data["blood_type"])
splatter.blood_DNA[blood_data["blood_DNA"]] = blood_data["blood_type"]
else
splatter.blood_DNA[blood_data["blood_DNA"]] = "O+"
splatter.fluorescent = 0
splatter.set_invisibility(0)
return splatter