mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-09 17:02:00 +00:00
Fixes footstep sounds, they weren't defined. I redefined them for all floors. Also changed a few, notably carpets and bare plating have different sounds from what they used to. And all the various holodeck terrains should have correct sounds now too Fixes bicaridine and internal bleeding interactions. It was never really working before because the internal wounds could never be removed. Slightly rebalanced some values with bicaridine and internal bleeding. Adds short doafter and visible message to engiborg inflatable dispenser
362 lines
11 KiB
Plaintext
362 lines
11 KiB
Plaintext
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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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// ticks of bleeding left.
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var/bleed_timer = 0
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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 = 0
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// Similar to bandaged, but works differently
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var/clamped = 0
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// is the wound salved?
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var/salved = 0
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// is the wound disinfected?
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var/disinfected = 0
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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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/* 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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// internal wounds can only be fixed through surgery
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var/internal = 0
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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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// one of CUT, BRUISE, BURN
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var/damage_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/tmp/list/desc_list = list()
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var/tmp/list/damage_list = list()
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New(var/damage)
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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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// returns 1 if there's a next stage, 0 otherwise
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proc/init_stage(var/initial_damage)
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current_stage = stages.len
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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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proc/wound_damage()
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return src.damage / src.amount
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proc/can_autoheal()
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if(src.wound_damage() <= autoheal_cutoff)
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return 1
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return is_treated()
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// checks whether the wound has been appropriately treated
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proc/is_treated()
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if(damage_type == BRUISE || damage_type == CUT)
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return bandaged
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else if(damage_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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proc/can_merge(var/datum/wound/other)
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if (other.type != src.type) return 0
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if (other.current_stage != src.current_stage) return 0
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if (other.damage_type != src.damage_type) return 0
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if (!(other.can_autoheal()) != !(src.can_autoheal())) return 0
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if (!(other.bandaged) != !(src.bandaged)) return 0
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if (!(other.clamped) != !(src.clamped)) return 0
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if (!(other.salved) != !(src.salved)) return 0
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if (!(other.disinfected) != !(src.disinfected)) return 0
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//if (other.germ_level != src.germ_level) return 0
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return 1
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proc/merge_wound(var/datum/wound/other)
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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.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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// 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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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 0
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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 0
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if (disinfected)
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germ_level = 0 //reset this, just in case
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return 0
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if (damage_type == BRUISE && !bleeding()) //bruises only infectable if bleeding
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return 0
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var/dam_coef = round(damage/10)
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switch (damage_type)
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if (BRUISE)
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return prob(dam_coef*5)
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if (BURN)
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return prob(dam_coef*10)
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if (CUT)
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return prob(dam_coef*20)
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return 0
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proc/bandage()
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bandaged = 1
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proc/salve()
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salved = 1
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proc/disinfect()
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disinfected = 1
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// heal the given amount of damage, and if the given amount of damage was more
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// than what needed to be healed, return how much heal was left
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// set @heals_internal to also heal internal organ damage
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proc/heal_damage(amount, heals_internal = 0)
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if(src.internal && !heals_internal)
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// heal nothing
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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 < src.desc_list.len)
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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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//Internal wounds should vanish if damage reaches 0
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if (internal && damage <= 0)
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//Wounds can't clean themselves up. Instead we'll set vars that will make the organ delete us
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internal = 0
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bleed_timer = 0
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damage = 0
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created = -6000//Wounds only disappear after 10 mins
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//These vars will cause this wound to be removed and GC'd next tick
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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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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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// 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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proc/can_worsen(damage_type, damage)
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if (src.damage_type != damage_type)
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return 0 //incompatible damage types
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if (src.amount > 1)
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return 0
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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 0
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return 1
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proc/bleeding()
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if (src.internal)
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return 0 // internal wounds don't bleed in the sense of this function
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if (current_stage > max_bleeding_stage)
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return 0
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if (bandaged||clamped)
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return 0
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if (wound_damage() <= 30 && bleed_timer <= 0)
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return 0 //Bleed timer has run out. Wounds with more than 30 damage don't stop bleeding on their own.
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return (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5)
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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(var/type = CUT, var/damage)
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switch(type)
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if(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(BRUISE)
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return /datum/wound/bruise
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if(BURN)
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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/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("ugly ripped cut" = 20, "ripped cut" = 10, "cut" = 5, "healing cut" = 2, "small scab" = 0)
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damage_type = CUT
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/datum/wound/cut/deep
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max_bleeding_stage = 3
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stages = list("ugly deep ripped cut" = 25, "deep ripped cut" = 20, "deep cut" = 15, "clotted cut" = 8, "scab" = 2, "fresh skin" = 0)
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damage_type = CUT
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/datum/wound/cut/flesh
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max_bleeding_stage = 4
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stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0)
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damage_type = CUT
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/datum/wound/cut/gaping
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max_bleeding_stage = 3
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stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "blood soaked clot" = 15, "small angry scar" = 5, "small straight scar" = 0)
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damage_type = CUT
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/datum/wound/cut/gaping_big
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max_bleeding_stage = 3
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stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large blood soaked clot" = 25, "large angry scar" = 10, "large straight scar" = 0)
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damage_type = CUT
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datum/wound/cut/massive
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max_bleeding_stage = 3
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stages = list("massive wound" = 70, "massive healing wound" = 50, "massive blood soaked clot" = 25, "massive angry scar" = 10, "massive jagged scar" = 0)
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damage_type = CUT
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/** BRUISES **/
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/datum/wound/bruise
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stages = list("monumental bruise" = 80, "huge bruise" = 50, "large bruise" = 30,
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"moderate bruise" = 20, "small bruise" = 10, "tiny bruise" = 5)
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max_bleeding_stage = 3 //only large bruise and above can bleed.
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autoheal_cutoff = 30
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damage_type = BRUISE
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/** BURNS **/
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/datum/wound/burn/moderate
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stages = list("ripped burn" = 10, "moderate burn" = 5, "healing moderate burn" = 2, "fresh skin" = 0)
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damage_type = BURN
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/datum/wound/burn/large
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stages = list("ripped large burn" = 20, "large burn" = 15, "healing large burn" = 5, "fresh skin" = 0)
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damage_type = BURN
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/datum/wound/burn/severe
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stages = list("ripped severe burn" = 35, "severe burn" = 30, "healing severe burn" = 10, "burn scar" = 0)
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damage_type = BURN
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/datum/wound/burn/deep
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stages = list("ripped deep burn" = 45, "deep burn" = 40, "healing deep burn" = 15, "large burn scar" = 0)
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damage_type = BURN
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/datum/wound/burn/carbonised
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stages = list("carbonised area" = 50, "healing carbonised area" = 20, "massive burn scar" = 0)
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damage_type = BURN
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/** INTERNAL BLEEDING **/
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/datum/wound/internal_bleeding
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internal = 1
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stages = list("severed artery" = 30, "cut artery" = 20, "damaged artery" = 10, "bruised artery" = 5)
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autoheal_cutoff = 5
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max_bleeding_stage = 4 //all stages bleed. It's called internal bleeding after all.
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/** EXTERNAL ORGAN LOSS **/
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/datum/wound/lost_limb
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/datum/wound/lost_limb/New(var/obj/item/organ/external/lost_limb, var/losstype, var/clean)
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var/damage_amt = lost_limb.max_damage
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if(clean) damage_amt /= 2
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switch(losstype)
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if(DROPLIMB_EDGE, DROPLIMB_BLUNT)
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damage_type = CUT
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max_bleeding_stage = 3 //clotted stump and above can bleed.
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stages = list(
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"ripped stump" = damage_amt*1.3,
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"bloody stump" = damage_amt,
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"clotted stump" = damage_amt*0.5,
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"scarred stump" = 0
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)
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if(DROPLIMB_BURN)
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damage_type = BURN
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stages = list(
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"ripped charred stump" = damage_amt*1.3,
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"charred stump" = damage_amt,
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"scarred stump" = damage_amt*0.5,
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"scarred stump" = 0
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)
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..(damage_amt)
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/datum/wound/lost_limb/can_merge(var/datum/wound/other)
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return 0 //cannot be merged |