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Aurora.3/code/modules/organs/blood.dm
MarinaGryphon 37c80988ce Converts Reagents to Typepaths and Centralises Reagent Spawning (#9140)
Converts reagents to use typepaths instead of IDs.
    Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
2020-07-05 20:47:48 +03:00

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/****************************************************
BLOOD SYSTEM
****************************************************/
/mob/living/carbon/human/var/datum/reagents/vessel //Container for blood and BLOOD ONLY. Do not transfer other chems here.
//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(/datum/reagent/blood, species.blood_volume)
fixblood()
//Resets blood data
/mob/living/carbon/human/proc/fixblood()
for(var/datum/reagent/blood/B in vessel.reagent_list)
if(B.type == /datum/reagent/blood)
B.data = list(
"donor" = WEAKREF(src),
"species" = species.bodytype,
"blood_DNA" = dna.unique_enzymes,
"blood_colour" = species.blood_color,
"blood_type" = dna.b_type,
"resistances" = null,
"trace_chem" = null
)
B.color = B.data["blood_colour"]
//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(species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead.
return
if(!amt)
return
vessel.remove_reagent(/datum/reagent/blood,amt)
blood_splatter(tar, src, spray_dir = spraydir)
#define BLOOD_SPRAY_DISTANCE 2
/mob/living/carbon/human/proc/blood_squirt(var/amt, var/turf/sprayloc)
if(amt <= 0 || !istype(sprayloc))
return
var/spraydir = pick(alldirs)
amt = Ceiling(amt/BLOOD_SPRAY_DISTANCE)
var/bled = 0
spawn(0)
for(var/i = 1 to BLOOD_SPRAY_DISTANCE)
sprayloc = get_step(sprayloc, spraydir)
if(!istype(sprayloc) || sprayloc.density)
break
var/hit_mob
for(var/thing in sprayloc)
var/atom/A = thing
if(!A.simulated)
continue
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(!H.lying)
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 class='danger'>You are blinded by a spray of blood!</span>")
else
to_chat(H, "<span class='danger'>You are hit by a spray of blood!</span>")
hit_mob = TRUE
if(!(A.CanPass(src, sprayloc)) || hit_mob)
continue
drip(amt, sprayloc, spraydir)
bled += amt
if(hit_mob)
break
return bled
#undef BLOOD_SPRAY_DISTANCE
/mob/living/carbon/human/proc/get_blood_volume()
return round((vessel.get_reagent_amount(/datum/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 = 1
if((status_flags & FAKEDEATH) || BP_IS_ROBOTIC(heart))
pulse_mod = 1
else
switch(heart.pulse)
if(PULSE_NONE)
if(recent_pump)
pulse_mod = LAZYACCESS(heart.external_pump, 2)
else
pulse_mod *= 0.25
if(PULSE_SLOW)
pulse_mod *= 0.9
if(PULSE_FAST)
pulse_mod *= 1.1
if(PULSE_2FAST, PULSE_THREADY)
pulse_mod *= 1.25
blood_volume *= pulse_mod
var/min_efficiency = recent_pump ? 0.5 : 0.3
blood_volume *= 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()) // 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_mult = 0
if(chem_effects[CE_OXYGENATED] == 1) // Dexalin.
oxygenated_mult = 0.5
else if(chem_effects[CE_OXYGENATED] >= 2) // Dexplus.
oxygenated_mult = 0.8
blood_volume_mod = blood_volume_mod + oxygenated_mult - (blood_volume_mod * oxygenated_mult)
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)
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)
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.type
temp_chem[R.type] = 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/reagent_containers/container, var/amount)
if(species && species.flags & NO_BLOOD)
return null
if(vessel.get_reagent_amount(/datum/reagent/blood) < amount)
return null
. = ..()
vessel.remove_reagent(/datum/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/chems = list()
chems = params2list(injected.data["trace_chem"])
for(var/C in chems)
src.reagents.add_reagent(C, (text2num(chems[C]) / species.blood_volume) * 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(/datum/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(/datum/reagent/toxin,amount * 0.5)
reagents.update_total()
else
vessel.add_reagent(/datum/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,length(donor))
var/receiver_antigen = copytext(receiver,1,length(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/spray_dir)
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)
if(!istype(source))
source = null
// 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(T)
var/list/existing = filter_list(T.contents, decal_type)
if(length(existing) > 3)
B = pick(existing)
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()
if(spray_dir)
B.icon_state = "squirt"
B.dir = spray_dir
// 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+"
B.fluorescent = 0
B.invisibility = 0
return B