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Aurora.3/code/modules/organs/blood.dm
Matt Atlas 5a6d7cff96 Bigger, more varied pain messages. (#6914)
* MY BONES, MY BONES, AAAAA

* get me off mr pain's wild ride

* Kore ga Requiem da.

* I hate you Travis. Die die die die die die die die.
2019-09-04 20:21:24 +02:00

324 lines
11 KiB
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/****************************************************
BLOOD SYSTEM
****************************************************/
//Blood levels
var/const/BLOOD_VOLUME_NORMAL = 560
var/const/BLOOD_VOLUME_SAFE = 501
var/const/BLOOD_VOLUME_OKAY = 336
var/const/BLOOD_VOLUME_BAD = 224
var/const/BLOOD_VOLUME_SURVIVE = 122
/mob/living/carbon/human/var/datum/reagents/vessel //Container for blood and BLOOD ONLY. Do not transfer other chems here.
/mob/living/carbon/human/var/var/pale = 0 //Should affect how mob sprite is drawn, but currently doesn't.
//Initializes blood vessels
/mob/living/carbon/human/proc/make_blood()
if(vessel)
return
vessel = new/datum/reagents(BLOOD_VOLUME_NORMAL + 40)
vessel.my_atom = 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("blood",BLOOD_VOLUME_NORMAL)
fixblood()
//Resets blood data
/mob/living/carbon/human/proc/fixblood()
for(var/datum/reagent/blood/B in vessel.reagent_list)
if(B.id == "blood")
B.data = list(
"donor" = WEAKREF(src),
"viruses" = null,
"species" = species.bodytype,
"blood_DNA" = dna.unique_enzymes,
"blood_colour" = species.blood_color,
"blood_type" = dna.b_type,
"resistances" = null,
"trace_chem" = null,
"virus2" = null,
"antibodies" = list()
)
B.color = B.data["blood_colour"]
// Takes care blood loss and regeneration
/mob/living/carbon/human/handle_blood()
if(in_stasis)
return
if(species && species.flags & NO_BLOOD)
return
if(stat != DEAD && bodytemperature >= 170) //Dead or cryosleep people do not pump the blood.
var/blood_volume = round(vessel.get_reagent_amount("blood"))
//Blood regeneration if there is some space
if(blood_volume < BLOOD_VOLUME_NORMAL && blood_volume)
var/datum/reagent/blood/B = locate() in vessel.reagent_list //Grab some blood
if(B) // Make sure there's some blood at all
if(weakref && B.data["donor"] != weakref) //If it's not theirs, then we look for theirs - donor is a weakref here, but it should be safe to just directly compare it.
for(var/datum/reagent/blood/D in vessel.reagent_list)
if(weakref && D.data["donor"] == weakref)
B = D
break
B.volume += 0.1 // regenerate blood VERY slowly
if(CE_BLOODRESTORE in chem_effects)
B.volume += chem_effects[CE_BLOODRESTORE]
//The heartfix to end all heartfixes
if(species && species.has_organ["heart"])
var/obj/item/organ/heart/heart = internal_organs_by_name["heart"]
if(!heart)
blood_volume = 0
else if (heart.is_damaged())
blood_volume = min(BLOOD_VOLUME_SAFE - 1,blood_volume)
blood_volume = (BLOOD_VOLUME_SURVIVE + (BLOOD_VOLUME_NORMAL-BLOOD_VOLUME_SURVIVE) * max(1 - heart.damage/heart.min_broken_damage,0)) * (blood_volume/BLOOD_VOLUME_NORMAL)
//Effects of bloodloss
if(blood_volume < BLOOD_VOLUME_SAFE && oxyloss < 100 * (1 - blood_volume/BLOOD_VOLUME_NORMAL))
oxyloss += 3
switch(blood_volume)
if(BLOOD_VOLUME_SAFE to 10000)
if(pale)
pale = 0
update_body()
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(!pale)
pale = 1
update_body()
var/word = pick("dizzy","woosey","faint")
to_chat(src, "<span class='warning'>You feel [word]...</span>")
if(prob(1))
var/word = pick("dizzy","woosey","faint")
to_chat(src, "<span class='warning'>You feel [word]...</span>")
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
if(!pale)
pale = 1
update_body()
eye_blurry = max(eye_blurry,6)
oxyloss += 1
if(prob(15))
Paralyse(rand(1,3))
var/word = pick("dizzy","woosey","faint")
to_chat(src, "<span class='warning'>You feel extremely [word]...</span>")
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
oxyloss += 3
toxloss += 3
if(prob(15))
var/word = pick("dizzy","woosey","faint")
to_chat(src, "<span class='warning'>You feel extremely [word]...</span>")
if(0 to BLOOD_VOLUME_SURVIVE)
// There currently is a strange bug here. If the mob is not below -100 health
// when death() is called, apparently they will be just fine, and this way it'll
// spam deathgasp. Adjusting toxloss ensures the mob will stay dead.
toxloss += 300 // just to be safe!
death()
// Without enough blood you slowly go hungry and thirsty
if(blood_volume <= BLOOD_VOLUME_SAFE)
adjustNutritionLoss(7)
adjustHydrationLoss(3)
//Bleeding out
var/blood_max = 0
for(var/obj/item/organ/external/temp in organs)
if(!(temp.status & ORGAN_BLEEDING) || temp.status & ORGAN_ROBOT)
continue
for(var/datum/wound/W in temp.wounds)
if(W.bleeding())
blood_max += ((W.damage / 40) * species.bleed_mod)
if (temp.open)
blood_max += 2 * species.bleed_mod //Yer stomach is cut open
drip(blood_max)
//Makes a blood drop, leaking amt units of blood from the mob
/mob/living/carbon/human/proc/drip(var/amt as num)
if(species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead.
return
if(!amt)
return
vessel.remove_reagent("blood",amt)
blood_splatter(src,src)
/****************************************************
BLOOD TRANSFERS
****************************************************/
//Gets blood from mob to the container, preserving all data in it.
/mob/living/carbon/proc/take_blood(obj/item/weapon/reagent_containers/container, var/amount)
var/datum/reagent/B = get_blood(container.reagents)
if(!B) B = new /datum/reagent/blood
B.holder = container
B.volume += amount
//set reagent data
B.data["donor"] = WEAKREF(src)
if (!B.data["virus2"])
B.data["virus2"] = list()
B.data["virus2"] |= virus_copylist(src.virus2)
B.data["antibodies"] = src.antibodies
B.data["blood_DNA"] = copytext(src.dna.unique_enzymes,1,0)
if(src.resistances && src.resistances.len)
if(B.data["resistances"])
B.data["resistances"] |= src.resistances.Copy()
else
B.data["resistances"] = src.resistances.Copy()
B.data["blood_type"] = copytext(src.dna.b_type,1,0)
// Putting this here due to return shenanigans.
if(istype(src,/mob/living/carbon/human))
var/mob/living/carbon/human/H = src
B.data["blood_colour"] = H.species.blood_color
B.color = B.data["blood_colour"]
B.data["species"] = H.species.bodytype
var/list/temp_chem = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
temp_chem += R.id
temp_chem[R.id] = R.volume
B.data["trace_chem"] = list2params(temp_chem)
return B
//For humans, blood does not appear from blue, it comes from vessels.
/mob/living/carbon/human/take_blood(obj/item/weapon/reagent_containers/container, var/amount)
if(species && species.flags & NO_BLOOD)
return null
if(vessel.get_reagent_amount("blood") < amount)
return null
. = ..()
vessel.remove_reagent("blood",amount) // Removes blood if human
//Transfers blood from container ot vessels
/mob/living/carbon/proc/inject_blood(var/datum/reagent/blood/injected, var/amount)
if (!injected || !istype(injected))
return
var/list/sniffles = virus_copylist(injected.data["virus2"])
for(var/ID in sniffles)
var/datum/disease2/disease/sniffle = sniffles[ID]
infect_virus2(src,sniffle,1)
if (injected.data["antibodies"] && prob(5))
antibodies |= injected.data["antibodies"]
var/list/chems = list()
chems = params2list(injected.data["trace_chem"])
for(var/C in chems)
src.reagents.add_reagent(C, (text2num(chems[C]) / BLOOD_VOLUME_NORMAL) * amount)//adds trace chemicals to owner's blood
reagents.update_total()
//Transfers blood from reagents to vessel, respecting blood types compatability.
/mob/living/carbon/human/inject_blood(var/datum/reagent/blood/injected, var/amount)
// In case of mobs without blood, put it in their chem storage.
if(species.flags & NO_BLOOD)
reagents.add_reagent("blood", amount, injected.data)
reagents.update_total()
return
var/datum/reagent/blood/our = get_blood(vessel)
if (!injected || !our)
return
if(blood_incompatible(injected.data["blood_type"],our.data["blood_type"],injected.data["species"],our.data["species"]) && !(mind && mind.vampire))
reagents.add_reagent("toxin",amount * 0.5)
reagents.update_total()
else
vessel.add_reagent("blood", amount, injected.data)
vessel.update_total()
..()
//Gets human's own blood.
/mob/living/carbon/proc/get_blood(datum/reagents/container)
var/datum/reagent/blood/res = locate() in container.reagent_list //Grab some blood
if(res) // Make sure there's some blood at all
if(weakref && res.data["donor"] != weakref) //If it's not theirs, then we look for theirs
for(var/datum/reagent/blood/D in container.reagent_list)
if(D.data["donor"] == weakref)
return D
return res
proc/blood_incompatible(donor,receiver,donor_species,receiver_species)
if(!donor || !receiver) return 0
if(donor_species && receiver_species)
if(donor_species != receiver_species)
return 1
var/donor_antigen = copytext(donor,1,lentext(donor))
var/receiver_antigen = copytext(receiver,1,lentext(receiver))
var/donor_rh = (findtext(donor,"+")>0)
var/receiver_rh = (findtext(receiver,"+")>0)
if(donor_rh && !receiver_rh) return 1
switch(receiver_antigen)
if("A")
if(donor_antigen != "A" && donor_antigen != "O") return 1
if("B")
if(donor_antigen != "B" && donor_antigen != "O") return 1
if("O")
if(donor_antigen != "O") return 1
//AB is a universal receiver.
return 0
proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
var/obj/effect/decal/cleanable/blood/B
var/decal_type = /obj/effect/decal/cleanable/blood/splatter
var/turf/T = get_turf(target)
if(istype(source,/mob/living/carbon/human))
var/mob/living/carbon/human/M = source
source = M.get_blood(M.vessel)
// 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 && drips.len < 3)
decal_type = /obj/effect/decal/cleanable/blood/drip
// Find a blood decal or create a new one.
B = locate(decal_type) in T
if(!B)
B = new decal_type(T)
var/obj/effect/decal/cleanable/blood/drip/drop = B
if(istype(drop) && LAZYLEN(drips) && !large)
drop.add_overlay(drips)
drop.drips |= drips
// If there's no data to copy, call it quits here.
if(!source)
return B
// Update appearance.
if(source.data["blood_colour"])
B.basecolor = source.data["blood_colour"]
B.update_icon()
// Update blood information.
if(source.data["blood_DNA"])
B.blood_DNA = list()
if(source.data["blood_type"])
B.blood_DNA[source.data["blood_DNA"]] = source.data["blood_type"]
else
B.blood_DNA[source.data["blood_DNA"]] = "O+"
// Update virus information.
if(source.data["virus2"])
B.virus2 = virus_copylist(source.data["virus2"])
B.fluorescent = 0
B.invisibility = 0
return B