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https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-13 00:47:31 +01:00
e117ef3f87
<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.
325 lines
11 KiB
Plaintext
325 lines
11 KiB
Plaintext
/****************************************************
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BLOOD SYSTEM
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****************************************************/
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//Initializes blood vessels
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/mob/living/carbon/human/proc/make_blood()
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if(vessel)
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return
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vessel = new/datum/reagents(species.blood_volume, src)
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if(species && species.flags & NO_BLOOD) //We want the var for safety but we can do without the actual blood.
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return
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vessel.add_reagent(/singleton/reagent/blood, species.blood_volume, temperature = species?.body_temperature)
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fixblood()
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//Resets blood data
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/mob/living/carbon/human/proc/fixblood()
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if(!REAGENT_VOLUME(vessel, /singleton/reagent/blood))
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return
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LAZYINITLIST(vessel.reagent_data)
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LAZYSET(vessel.reagent_data, /singleton/reagent/blood, get_blood_data())
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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, var/tar = src, var/spraydir)
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if(!amt || species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead.
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return
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vessel.remove_reagent(/singleton/reagent/blood,amt)
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blood_splatter(tar, src, spray_dir = spraydir)
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/mob/living/carbon/human/proc/blood_squirt(var/amt, var/turf/sprayloc, var/blood_spray_distance)
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if(amt <= 0 || !istype(sprayloc))
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return
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var/spraydir = pick(GLOB.alldirs)
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amt = Ceiling(amt/blood_spray_distance)
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var/bled = 0
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for(var/i = 1 to blood_spray_distance)
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sprayloc = get_step(sprayloc, spraydir)
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if(!istype(sprayloc) || (sprayloc.density && !iswall(sprayloc)))
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break
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var/hit_mob
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for(var/thing in sprayloc)
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var/atom/A = thing
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if(!A.simulated || !ishuman(A) || !(A.CanPass(src, sprayloc)) || hit_mob)
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continue
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var/mob/living/carbon/human/H = A
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if(H.lying)
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continue
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H.bloody_body(src)
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H.bloody_hands(src)
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var/blinding = FALSE
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if(ran_zone(BP_HEAD, 75))
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blinding = TRUE
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for(var/obj/item/I in list(H.head, H.glasses, H.wear_mask))
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if(I && (I.body_parts_covered & EYES))
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blinding = FALSE
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break
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if(blinding)
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H.eye_blurry = max(H.eye_blurry, 10)
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H.eye_blind = max(H.eye_blind, 5)
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to_chat(H, SPAN_DANGER("You are blinded by a spray of blood!"))
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else
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to_chat(H, SPAN_DANGER("You are hit by a spray of blood!"))
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hit_mob = TRUE
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drip(amt, sprayloc, spraydir)
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bled += amt
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if(hit_mob || iswall(sprayloc))
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break
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return bled
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/mob/living/carbon/human/proc/get_blood_volume()
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return round((REAGENT_VOLUME(vessel, /singleton/reagent/blood)/species.blood_volume)*100)
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/mob/living/carbon/human/proc/get_blood_circulation()
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var/obj/item/organ/internal/heart/heart = internal_organs_by_name[BP_HEART]
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var/blood_volume = get_blood_volume()
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if(!heart)
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return 0.25 * blood_volume
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var/recent_pump = LAZYACCESS(heart.external_pump, 1) > world.time - (20 SECONDS)
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var/pulse_mod = heart.base_pump_rate
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var/min_efficiency = recent_pump ? 0.5 : 0.3
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// Check if any components on the user wish to mess with the pump rate.
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SEND_SIGNAL(src, COMSIG_HEART_PUMP_EVENT, heart, &blood_volume, &recent_pump, &pulse_mod, &min_efficiency)
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if((status_flags & FAKEDEATH) || BP_IS_ROBOTIC(heart))
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pulse_mod = heart.norm_pump_modifier
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else
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switch(heart.pulse)
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if(PULSE_NONE)
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if(recent_pump)
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pulse_mod = LAZYACCESS(heart.external_pump, 2)
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else
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pulse_mod *= heart.none_pump_modifier
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if(PULSE_SLOW)
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pulse_mod *= heart.slow_pump_modifier
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if(PULSE_NORM)
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pulse_mod *= heart.norm_pump_modifier
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if(PULSE_FAST)
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pulse_mod *= heart.fast_pump_modifier
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if(PULSE_2FAST)
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pulse_mod *= heart.too_fast_pump_modifier
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if(PULSE_THREADY)
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pulse_mod *= heart.thready_pump_modifier
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blood_volume *= pulse_mod * max(min_efficiency, (1-(heart.get_damage() / heart.max_damage)))
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return min(blood_volume, 100)
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/mob/living/carbon/human/proc/get_blood_oxygenation()
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var/blood_volume = get_blood_circulation()
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if(is_asystole() || (status_flags & FAKEDEATH)) // Heart is missing or isn't beating and we're not breathing (hardcrit)
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return min(blood_volume, BLOOD_VOLUME_SURVIVE)
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if(!need_breathe())
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return blood_volume
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var/blood_volume_mod = max(0, 1 - getOxyLoss()/(species.total_health/2))
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var/oxygenated_add = 0
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// Check if any components on the user wish to mess with the blood oxygenation.
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SEND_SIGNAL(src, COMSIG_BLOOD_OXYGENATION_EVENT, &blood_volume, &blood_volume_mod, &oxygenated_add)
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if(chem_effects[CE_OXYGENATED] == 1) // Dexalin.
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oxygenated_add += 0.5
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else if(chem_effects[CE_OXYGENATED] >= 2) // Dexplus.
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oxygenated_add += 0.8
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blood_volume_mod = blood_volume_mod + oxygenated_add - (blood_volume_mod * oxygenated_add)
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blood_volume = blood_volume * blood_volume_mod
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return min(blood_volume, 100)
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/****************************************************
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BLOOD TRANSFERS
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****************************************************/
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//Gets blood from mob to the container, preserving all data in it.
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/mob/living/carbon/proc/take_blood(obj/item/reagent_containers/container, var/amount)
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container.reagents.add_reagent(/singleton/reagent/blood, amount, get_blood_data(), temperature = species?.body_temperature)
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return TRUE
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//For humans, blood does not appear from blue, it comes from vessels.
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/mob/living/carbon/human/take_blood(obj/item/reagent_containers/container, var/amount)
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if(!should_have_organ(BP_HEART))
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reagents.trans_to_obj(container, amount)
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return TRUE
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if(vessel.total_volume < amount)
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return FALSE
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vessel.trans_to_holder(container.reagents, amount)
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if(vessel.has_reagent(/singleton/reagent/blood))
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LAZYSET(vessel.reagent_data, /singleton/reagent/blood, get_blood_data())
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vessel.trans_to_holder(container.reagents, amount)
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return TRUE
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//Transfers blood from container to vessels
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/mob/living/carbon/proc/inject_blood(var/amount, var/datum/reagents/donor)
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var/list/injected_data = REAGENT_DATA(donor, /singleton/reagent/blood)
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var/chems = LAZYACCESS(injected_data, "trace_chem")
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for(var/C in chems)
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reagents.add_reagent(C, (text2num(chems[C]) / species.blood_volume) * amount)//adds trace chemicals to owner's blood
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//Transfers blood from reagents to vessel, respecting blood types compatability.
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/mob/living/carbon/human/inject_blood(var/amount, var/datum/reagents/donor)
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if(!should_have_organ(BP_HEART))
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reagents.add_reagent(/singleton/reagent/blood, amount, REAGENT_DATA(donor, /singleton/reagent/blood), temperature = species?.body_temperature)
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return
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// Incompatibility is handled in mix_data now.
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vessel.add_reagent(/singleton/reagent/blood, amount, REAGENT_DATA(donor, /singleton/reagent/blood), temperature = species?.body_temperature)
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..()
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/// Returns true if blood is incompatible, false otherwise.
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/// Checks donor and receiver blood types, both args are strings.
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/proc/blood_incompatible(var/donor, var/receiver, var/donor_species, var/receiver_species)
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// Early exit so as to not check bad args
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if(!donor || !receiver)
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return FALSE
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// Check species
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if(donor_species && receiver_species)
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if(donor_species != receiver_species)
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return TRUE
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// Check for Synthetic Blood Substitute (SBS).
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// SBS is supposed to be incompatible with non-SBS, and the other way around.
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if(donor=="SBS" || receiver=="SBS")
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if(donor!=receiver)
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return TRUE
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// Parse the blood type
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var/donor_antigen = copytext(donor,1,length(donor))
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var/receiver_antigen = copytext(receiver,1,length(receiver))
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var/donor_rh = (findtext(donor,"+")>0)
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var/receiver_rh = (findtext(receiver,"+")>0)
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// Do the actual check
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if(donor_rh && !receiver_rh)
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return TRUE
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switch(receiver_antigen)
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if("A")
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if(donor_antigen != "A" && donor_antigen != "O") return TRUE
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if("B")
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if(donor_antigen != "B" && donor_antigen != "O") return TRUE
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if("O")
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if(donor_antigen != "O") return TRUE
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//AB is a universal receiver.
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return FALSE
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/mob/living/carbon/proc/get_blood_color()
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if(dna?.b_type == "SBS") // synthetic blood substitute
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return COLOR_SYNTH_BLOOD
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else if(species)
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return species.blood_color
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else
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return COLOR_HUMAN_BLOOD
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/mob/living/carbon/proc/get_blood_data()
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var/data = list()
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data["donor"] = WEAKREF(src)
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if(dna)
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data["blood_DNA"] = dna.unique_enzymes
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data["blood_type"] = dna.b_type
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else
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data["blood_DNA"] = md5(REF(src))
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data["blood_type"] = "O+"
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if(species)
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data["species"] = species.bodytype
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data["blood_colour"] = get_blood_color()
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var/list/temp_chem = list()
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for(var/R in reagents.reagent_volumes)
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temp_chem[R] = REAGENT_VOLUME(reagents, R)
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data["trace_chem"] = temp_chem
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data["dose_chem"] = chem_doses.Copy()
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return data
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/mob/living/carbon/human/get_blood_data()
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. = ..()
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var/list/trace_chems = list()
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if(LAZYLEN(vessel.reagent_data))
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trace_chems = LAZYACCESS(vessel.reagent_data[/singleton/reagent/blood], "trace_chem") || list()
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.["trace_chem"] = trace_chems.Copy()
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/proc/blood_splatter(var/target, var/source, var/large, var/spray_dir, var/sourceless_color)
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var/obj/effect/decal/cleanable/blood/splatter
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var/decal_type = /obj/effect/decal/cleanable/blood/splatter
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if(sourceless_color == COLOR_OIL)
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decal_type = /obj/effect/decal/cleanable/blood/oil/streak
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if(ishuman(source))
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var/mob/living/carbon/human/H = source
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if(H.isSynthetic())
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decal_type = /obj/effect/decal/cleanable/blood/oil/streak
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var/turf/T = get_turf(target)
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// Are we dripping or splattering?
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var/list/drips = list()
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// Only a certain number of drips (or one large splatter) can be on a given turf.
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for(var/obj/effect/decal/cleanable/blood/drip/drop in T)
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drips |= drop.drips
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qdel(drop)
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if(!large && length(drips) < 3)
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decal_type = /obj/effect/decal/cleanable/blood/drip
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if(sourceless_color == COLOR_OIL)
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decal_type = /obj/effect/decal/cleanable/blood/drip/oil
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// Find a blood decal or create a new one.
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if(T)
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var/list/existing = filter_list(T.contents, decal_type)
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if(length(existing) > 3)
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splatter = pick(existing)
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if(!splatter)
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splatter = new decal_type(T)
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var/obj/effect/decal/cleanable/blood/drip/drop = splatter
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if(istype(drop) && drips && drips.len && !large)
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drop.overlays |= drips
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drop.drips |= drips
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// If there's no data to copy, call it quits here.
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var/list/blood_data
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if(islist(source))
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blood_data = source
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if(ishuman(source))
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var/mob/living/carbon/human/donor = source
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blood_data = donor.get_blood_data()
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else if(isatom(source))
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var/atom/donor = source
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blood_data = REAGENT_DATA(donor.reagents, /singleton/reagent/blood)
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else if(!source)
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if(sourceless_color)
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splatter.basecolor = sourceless_color
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splatter.update_icon()
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return splatter
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if(!islist(blood_data))
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return splatter
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// Update appearance.
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if(blood_data["blood_colour"])
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splatter.basecolor = blood_data["blood_colour"]
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splatter.update_icon()
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if(spray_dir)
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splatter.icon_state = "squirt"
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splatter.set_dir(spray_dir)
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// Update blood information.
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if(blood_data["blood_DNA"])
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splatter.blood_DNA = list()
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if(blood_data["blood_type"])
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splatter.blood_DNA[blood_data["blood_DNA"]] = blood_data["blood_type"]
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else
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splatter.blood_DNA[blood_data["blood_DNA"]] = "O+"
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splatter.fluorescent = 0
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splatter.set_invisibility(0)
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return splatter
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