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Aurora.3/code/modules/organs/blood.dm
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VMSolidusandGitHub 201592f6bd Mob Destroy Refactoring (#22573)
Refactoring the entire destroy proc path from Mob Human all the way down
to Atom while trying to find the causes for the damn mob human hard
deletes. This PR comprehensively reorganizes every single stray
snowflake var used by /atom/ all the way to /mob/living/carbon/human,
and makes sure that every var that COULD store a reference, is now
cleared during the entirety of the Mob Destroy() parent hierarchy.

This may very well be the end of the lag war. 

In total, I've hunted down and cleared 39 hanging references between
/atom and /mob/living/carbon/human

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-06-03 15:15:56 +00:00

325 lines
11 KiB
Plaintext

/****************************************************
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.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