Medical update - Muscle wound, Splints, Bandages, Closer Examine (#2336)

* everything but wound topics

* Update bodypart_aid.dm

* aaa

* aaa

* aaa

* aaaa

* Update _bodyparts.dm

* Update carbon_examine.dm

* Update bodypart_aid.dm

* Update slash.dm

* Wound topics, self grasping on a topic, bandages on top uniform

* Merge branch 'master' into med
This commit is contained in:
Azarak
2020-12-29 23:48:58 +00:00
committed by GitHub
parent 610c4c19b9
commit 0992fc86a5
29 changed files with 2033 additions and 17 deletions
+10 -9
View File
@@ -13,14 +13,15 @@
#define REVERSE_DIR(dir) ( ((dir & 85) << 1) | ((dir & 170) >> 1) )
//Human Overlays Indexes/////////
#define MUTATIONS_LAYER 28 //mutations. Tk headglows, cold resistance glow, etc
#define BODY_BEHIND_LAYER 27 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 26 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define BODY_ADJ_LAYER 25 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define BODY_LAYER 24 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 23 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 22 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 21
#define MUTATIONS_LAYER 29 //mutations. Tk headglows, cold resistance glow, etc
#define BODY_BEHIND_LAYER 28 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 27 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define BODY_ADJ_LAYER 26 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define BODY_LAYER 25 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 24 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 23 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 22
#define BANDAGE_LAYER 21 //Overlays related to wounds, bandages and splints too //SKYRAT EDIT ADDITION - MEDICAL
#define ID_LAYER 20 //lmao at the idiot who put both ids and hands on the same layer
#define HANDS_PART_LAYER 19
#define GLOVES_LAYER 18
@@ -41,7 +42,7 @@
#define BODY_FRONT_LAYER 3
#define HALO_LAYER 2 //blood cult ascended halo, because there's currently no better solution for adding/removing
#define FIRE_LAYER 1 //If you're on fire
#define TOTAL_LAYERS 28 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
#define TOTAL_LAYERS 29 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_; //SKYRAT EDIT CHANGE - 29 from 28. Added BANDAGE_LAYER
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
//Because I *KNOW* somebody will think layer+1 means "above"
+11 -2
View File
@@ -32,6 +32,10 @@
#define WOUND_PIERCE 3
/// any concentrated burn attack (lasers really). rolls for burning wounds
#define WOUND_BURN 4
//SKYRAT EDIT ADDITION BEGIN - MEDICAL
/// any brute attacks, rolled on a chance
#define WOUND_MUSCLE 5
//SKYRAT EDIT ADDITION END
// ~determination second wind defines
@@ -49,14 +53,15 @@
GLOBAL_LIST_INIT(global_wound_types, list(WOUND_BLUNT = list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate),
WOUND_SLASH = list(/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate),
WOUND_PIERCE = list(/datum/wound/pierce/critical, /datum/wound/pierce/severe, /datum/wound/pierce/moderate),
WOUND_BURN = list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate)
WOUND_BURN = list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate),
WOUND_MUSCLE = list(/datum/wound/muscle/severe, /datum/wound/muscle/moderate)
))
// every single type of wound that can be rolled naturally, in case you need to pull a random one
GLOBAL_LIST_INIT(global_all_wound_types, list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate,
/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate,
/datum/wound/pierce/critical, /datum/wound/pierce/severe, /datum/wound/pierce/moderate,
/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate))
/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate, /datum/wound/muscle/severe, /datum/wound/muscle/moderate))
// ~burn wound infection defines
@@ -118,6 +123,10 @@ GLOBAL_LIST_INIT(global_all_wound_types, list(/datum/wound/blunt/critical, /datu
#define MANGLES_BONE (1<<3)
/// If this wound marks the limb as being allowed to have gauze applied
#define ACCEPTS_GAUZE (1<<4)
//SKYRAT EDIT ADDITION BEGIN - MEDICAL
/// If this wound marks the limb as being allowed to have splints applied
#define ACCEPTS_SPLINT (1<<5)
//SKYRAT EDIT ADDITION END
// ~scar persistence defines
@@ -0,0 +1,5 @@
#define GAUZE_STAIN_BLOOD 1
#define GAUZE_STAIN_PUS 2
#define COMSIG_BODYPART_SPLINTED "bodypart_splinted" // from /obj/item/bodypart/proc/apply_gauze(/obj/item/stack/gauze)
#define COMSIG_BODYPART_SPLINT_DESTROYED "bodypart_desplinted" // from [/obj/item/bodypart/proc/seep_gauze] when it runs out of absorption
+3
View File
@@ -1,3 +1,5 @@
//SKYRAT EDIT REMOVAL - MOVED - MEDICINE
/*
/*
Blunt/Bone wounds
@@ -446,3 +448,4 @@
else if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume)
. += "Ribcage Trauma Detected: Further trauma to chest is likely to worsen internal bleeding until bone is repaired."
. += "</div>"
*/
+3
View File
@@ -1,3 +1,5 @@
//SKYRAT EDIT REMOVAL - MOVED - MEDICINE
/*
/*
Burn wounds
@@ -301,3 +303,4 @@
infestation_rate = 0.15 // appx 4.33 minutes to reach sepsis without any treatment
flesh_damage = 20
scar_keyword = "burncritical"
*/
+3
View File
@@ -1,3 +1,5 @@
//SKYRAT EDIT REMOVAL - MOVED - MEDICINE
/*
/*
Piercing wounds
@@ -177,3 +179,4 @@
status_effect_type = /datum/status_effect/wound/pierce/critical
scar_keyword = "piercecritical"
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
*/
+3
View File
@@ -1,3 +1,5 @@
//SKYRAT EDIT REMOVAL - MOVED - MEDICINE
/*
/*
Slashing wounds
@@ -297,3 +299,4 @@
status_effect_type = /datum/status_effect/wound/slash/critical
scar_keyword = "slashcritical"
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
*/
+11 -1
View File
@@ -119,7 +119,8 @@
/obj/item/stack/medical/gauze
name = "medical gauze"
desc = "A roll of elastic cloth, perfect for stabilizing all kinds of wounds, from cuts and burns, to broken bones. "
//desc = "A roll of elastic cloth, perfect for stabilizing all kinds of wounds, from cuts and burns, to broken bones. " //ORIGINAL
desc = "A roll of elastic cloth, perfect for stabilizing all kinds of slashes, punctures and burns. " //SKYRAT EDIT CHANGE - MEDICAL
gender = PLURAL
singular_name = "medical gauze"
icon_state = "gauze"
@@ -133,6 +134,7 @@
absorption_capacity = 5
splint_factor = 0.35
merge_type = /obj/item/stack/medical/gauze
var/gauze_type = /datum/bodypart_aid/gauze //SKYRAT EDIT ADDITION - MEDICAL
// gauze is only relevant for wounds, which are handled in the wounds themselves
/obj/item/stack/medical/gauze/try_heal(mob/living/M, mob/user, silent)
@@ -154,9 +156,16 @@
to_chat(user, "<span class='notice'>There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!</span>") // good problem to have imo
return
//SKYRAT EDIT CHANGE BEGIN - MEDICAL
/*
if(limb.current_gauze && (limb.current_gauze.absorption_capacity * 0.8 > absorption_capacity)) // ignore if our new wrap is < 20% better than the current one, so someone doesn't bandage it 5 times in a row
to_chat(user, "<span class='warning'>The bandage currently on [user==M ? "your" : "[M]'s"] [limb.name] is still in good condition!</span>")
return
*/
if(limb.current_gauze)
to_chat(user, "<span class='warning'>[user==M ? "Your" : "[M]'s"] [limb.name] is already bandaged!</span>")
return
//SKYRAT EDIT CHANGE END
user.visible_message("<span class='warning'>[user] begins wrapping the wounds on [M]'s [limb.name] with [src]...</span>", "<span class='warning'>You begin wrapping the wounds on [user == M ? "your" : "[M]'s"] [limb.name] with [src]...</span>")
if(!do_after(user, (user == M ? self_delay : other_delay), target=M))
@@ -194,6 +203,7 @@
absorption_rate = 0.15
absorption_capacity = 4
merge_type = /obj/item/stack/medical/gauze/improvised
gauze_type = /datum/bodypart_aid/gauze/improvised //SKYRAT EDIT ADDITION - MEDICAL
/*
The idea is for the following medical devices to work like a hybrid of the old brute packs and tend wounds,
@@ -32,6 +32,7 @@
return
var/static/items_inside = list(
/obj/item/stack/medical/gauze = 1,
/obj/item/stack/medical/splint = 1, //SKYRAT EDIT ADDITION - MEDICAL
/obj/item/stack/medical/suture = 2,
/obj/item/stack/medical/mesh = 2,
/obj/item/reagent_containers/hypospray/medipen = 1)
@@ -48,6 +49,7 @@
var/static/items_inside = list(
/obj/item/healthanalyzer/wound = 1,
/obj/item/stack/medical/gauze = 1,
/obj/item/stack/medical/splint = 1, //SKYRAT EDIT ADDITION - MEDICAL
/obj/item/stack/medical/suture/emergency = 1,
/obj/item/stack/medical/ointment = 1,
/obj/item/reagent_containers/hypospray/medipen/ekit = 2,
@@ -124,6 +126,7 @@
var/static/items_inside = list(
/obj/item/healthanalyzer = 1,
/obj/item/stack/medical/gauze/twelve = 1,
/obj/item/stack/medical/splint/twelve = 1, //SKYRAT EDIT ADDITION - MEDICAL
/obj/item/stack/medical/suture = 2,
/obj/item/stack/medical/mesh = 2,
/obj/item/reagent_containers/hypospray/medipen = 1,
@@ -142,6 +145,7 @@
return
var/static/items_inside = list(
/obj/item/stack/medical/gauze = 1,
/obj/item/stack/medical/splint = 1, //SKYRAT EDIT ADDITION - MEDICAL
/obj/item/stack/medical/bruise_pack = 3,
/obj/item/stack/medical/ointment= 3)
generate_items_inside(items_inside,src)
@@ -246,6 +250,7 @@
var/static/items_inside = list(
/obj/item/reagent_containers/pill/patch/libital = 3,
/obj/item/stack/medical/gauze = 1,
/obj/item/stack/medical/splint = 1, //SKYRAT EDIT ADDITION - MEDICAL
/obj/item/storage/pill_bottle/probital = 1,
/obj/item/reagent_containers/hypospray/medipen/salacid = 1)
generate_items_inside(items_inside,src)
@@ -265,6 +270,7 @@
/obj/item/reagent_containers/pill/patch/synthflesh = 3,
/obj/item/reagent_containers/hypospray/medipen/atropine = 2,
/obj/item/stack/medical/gauze = 1,
/obj/item/stack/medical/splint = 1, //SKYRAT EDIT ADDITION - MEDICAL
/obj/item/storage/pill_bottle/penacid = 1)
generate_items_inside(items_inside,src)
@@ -283,6 +289,7 @@
if(empty)
return
new /obj/item/stack/medical/gauze(src)
new /obj/item/stack/medical/splint //SKYRAT EDIT ADDITION - MEDICAL
new /obj/item/defibrillator/compact/combat/loaded(src)
new /obj/item/reagent_containers/hypospray/combat(src)
new /obj/item/reagent_containers/pill/patch/libital(src)
@@ -700,6 +700,8 @@
return ..()
var/obj/item/bodypart/grasped_part = get_bodypart(zone_selected)
//SKYRAT EDIT CHANGE BEGIN - MEDICAL
/*
if(!grasped_part?.get_bleed_rate())
return
var/starting_hand_index = active_hand_index
@@ -718,6 +720,9 @@
QDEL_NULL(grasp)
return
grasp.grasp_limb(grasped_part)
*/
self_grasp_bleeding_limb(grasped_part, supress_message)
//SKYRAT EDIT CHANGE END
/// an abstract item representing you holding your own limb to staunch the bleeding, see [/mob/living/carbon/proc/grabbedby] will probably need to find somewhere else to put this.
/obj/item/self_grasp
@@ -154,6 +154,8 @@
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, .)
//SKYRAT EDIT REMOVAL - MOVED - MEDICAL
/*
/mob/living/carbon/examine_more(mob/user)
if(!all_scars)
return ..()
@@ -175,3 +177,4 @@
msg += "[scar_text]"
return msg
*/
@@ -741,13 +741,17 @@
var/msg
switch(W.severity)
if(WOUND_SEVERITY_TRIVIAL)
msg = "\t <span class='danger'>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)].</span>"
//msg = "\t <span class='danger'>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)].</span>" //ORIGINAL
msg = "\t <span class='danger'>Your [LB.name] is suffering [W.a_or_from] [W.get_topic_name(src)].</span>" //SKYRAT EDIT CHANGE - MEDICAL
if(WOUND_SEVERITY_MODERATE)
msg = "\t <span class='warning'>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!</span>"
//msg = "\t <span class='warning'>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!</span>" //ORIGINAL
msg = "\t <span class='warning'>Your [LB.name] is suffering [W.a_or_from] [W.get_topic_name(src)]!</span>" //SKYRAT EDIT CHANGE - MEDICAL
if(WOUND_SEVERITY_SEVERE)
msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!</b></span>"
//msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!</b></span>" //ORIGINAL
msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [W.get_topic_name(src)]!</b></span>" //SKYRAT EDIT CHANGE - MEDICAL
if(WOUND_SEVERITY_CRITICAL)
msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!!</b></span>"
//msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!!</b></span>" //ORIGINAL
msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [W.get_topic_name(src)]!!</b></span>" //SKYRAT EDIT CHANGE - MEDICAL
combined_msg += msg
for(var/obj/item/I in LB.embedded_objects)
@@ -756,6 +760,15 @@
else
combined_msg += "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>"
//SKYRAT EDIT ADDITION BEGIN - MEDICAL
if(LB.current_gauze)
var/datum/bodypart_aid/current_gauze = LB.current_gauze
combined_msg += "\t <span class='notice'>Your [LB.name] is [current_gauze.desc_prefix] with <a href='?src=[REF(current_gauze)];remove=1'>[current_gauze.get_description()]</a>.</span>"
if(LB.current_splint)
var/datum/bodypart_aid/current_splint = LB.current_splint
combined_msg += "\t <span class='notice'>Your [LB.name] is [current_splint.desc_prefix] with <a href='?src=[REF(current_splint)];remove=1'>[current_splint.get_description()]</a>.</span>"
//SKYRAT EDIT END
for(var/t in missing)
combined_msg += "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>"
+36 -1
View File
@@ -90,8 +90,16 @@
var/last_maxed
/// How much generic bleedstacks we have on this bodypart
var/generic_bleedstacks
//SKYRAT EDIT CHANGE BEGIN - MEDICAL
/*
/// If we have a gauze wrapping currently applied (not including splints)
var/obj/item/stack/current_gauze
*/
/// If we have a gauze wrapping currently applied
var/datum/bodypart_aid/gauze/current_gauze
/// If we have a splint currently applied
var/datum/bodypart_aid/splint/current_splint
//SKYRAT EDIT CHANGE END
/// If something is currently grasping this bodypart and trying to staunch bleeding (see [/obj/item/self_grasp])
var/obj/item/self_grasp/grasped_by
var/rendered_bp_icon //SKYRAT EDIT ADDITION - CUSTOMIZATION
@@ -114,6 +122,12 @@
if(length(wounds))
stack_trace("[type] qdeleted with [length(wounds)] uncleared wounds")
wounds.Cut()
//SKYRAT EDIT ADDITION BEGIN - MEDICAL
if(current_gauze)
qdel(current_gauze)
if(current_splint)
qdel(current_splint)
//SKYRAT EDIT ADDITION END
return ..()
@@ -181,7 +195,11 @@
var/turf/T = get_turf(src)
if(status != BODYPART_ROBOTIC)
playsound(T, 'sound/misc/splort.ogg', 50, TRUE, -1)
seep_gauze(9999) // destroy any existing gauze if any exists
//seep_gauze(9999) // destroy any existing gauze if any exists
if(current_gauze)
qdel(current_gauze)
if(current_splint)
qdel(current_splint)
for(var/obj/item/organ/drop_organ in get_organs())
drop_organ.transfer_to_limb(src, owner)
for(var/obj/item/I in src)
@@ -268,6 +286,11 @@
// note that there's no handling for BIO_JUST_FLESH since we don't have any that are that right now (slimepeople maybe someday)
// standard humanoids
if(BIO_FLESH_BONE)
//SKYRAT EDIT ADDITION BEGIN - MEDICAL
//We do a body zone check here because muscles dont have any variants for head or chest, and rolling a muscle wound on them wound end up on a wasted wound roll
if(body_zone != BODY_ZONE_CHEST && body_zone != BODY_ZONE_HEAD && prob(35))
wounding_type = WOUND_MUSCLE
//SKYRAT EDIT ADDITION END
// if we've already mangled the skin (critical slash or piercing wound), then the bone is exposed, and we can damage it with sharp weapons at a reduced rate
// So a big sharp weapon is still all you need to destroy a limb
if(mangled_state == BODYPART_MANGLED_FLESH && sharpness)
@@ -282,6 +305,12 @@
// now we have our wounding_type and are ready to carry on with wounds and dealing the actual damage
if(owner && wounding_dmg >= WOUND_MINIMUM_DAMAGE && wound_bonus != CANT_WOUND)
//SKYRAT EDIT ADDITION - MEDICAL
if(current_gauze)
current_gauze.take_damage()
if(current_splint)
current_splint.take_damage()
//SKYRAT EDIT ADDITION - MEDICAL
check_wounding(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus)
for(var/i in wounds)
@@ -907,9 +936,11 @@
var/datum/wound/iter_wound = i
dam_mul *= iter_wound.damage_mulitplier_penalty
/*
if(!LAZYLEN(wounds) && current_gauze && !replaced) // no more wounds = no need for the gauze anymore
owner.visible_message("<span class='notice'>\The [current_gauze] on [owner]'s [name] fall away.</span>", "<span class='notice'>The [current_gauze] on your [name] fall away.</span>")
QDEL_NULL(current_gauze)
*/
wound_damage_multiplier = dam_mul
@@ -954,6 +985,7 @@
* Arguments:
* * gauze- Just the gauze stack we're taking a sheet from to apply here
*/
/*
/obj/item/bodypart/proc/apply_gauze(obj/item/stack/gauze)
if(!istype(gauze) || !gauze.absorption_capacity)
return
@@ -965,6 +997,7 @@
gauze.use(1)
if(newly_gauzed)
SEND_SIGNAL(src, COMSIG_BODYPART_GAUZED, gauze)
*/
/**
* seep_gauze() is for when a gauze wrapping absorbs blood or pus from wounds, lowering its absorption capacity.
@@ -974,6 +1007,7 @@
* Arguments:
* * seep_amt - How much absorption capacity we're removing from our current bandages (think, how much blood or pus are we soaking up this tick?)
*/
/*
/obj/item/bodypart/proc/seep_gauze(seep_amt = 0)
if(!current_gauze)
return
@@ -982,3 +1016,4 @@
owner.visible_message("<span class='danger'>\The [current_gauze] on [owner]'s [name] fall away in rags.</span>", "<span class='warning'>\The [current_gauze] on your [name] fall away in rags.</span>", vision_distance=COMBAT_MESSAGE_RANGE)
QDEL_NULL(current_gauze)
SEND_SIGNAL(src, COMSIG_BODYPART_GAUZE_DESTROYED)
*/
@@ -0,0 +1,11 @@
/obj/item/bodypart/proc/apply_gauze(obj/item/stack/medical/gauze/new_gauze)
if(!istype(new_gauze) || current_gauze)
return
current_gauze = new new_gauze.gauze_type(src)
new_gauze.use(1)
/obj/item/bodypart/proc/apply_splint(obj/item/stack/medical/splint/new_splint)
if(!istype(new_splint) || current_splint)
return
current_splint = new new_splint.splint_type(src)
new_splint.use(1)
@@ -0,0 +1,231 @@
#define SELF_AID_REMOVE_DELAY 5 SECONDS
#define OTHER_AID_REMOVE_DELAY 2 SECONDS
/datum/bodypart_aid
var/name
/// Keeping track of how damaged our aid is from external things, such as hits, it will break when it reaches 0
var/integrity = 2
/// To which bodypart we're attached to
var/obj/item/bodypart/bodypart
/// Which item do we get when we rip this off, while its in pristine condition
var/stack_to_drop
/// Suffix for our used overlay. The suffix is the bodypart zone, and "_digitigrade" for some legs. If this is null then it wont make an overlay. Gauzes are rendered before splints
var/overlay_prefix
/// Bodypart is [this_prefix] with get_description()
var/desc_prefix
/datum/bodypart_aid/Topic(href, href_list)
. = ..()
if(href_list["remove"])
if(!bodypart.owner)
return
if(!iscarbon(usr))
return
if(!in_range(usr, bodypart.owner))
return
var/mob/living/carbon/C = usr
var/self = (C == bodypart.owner)
C.visible_message("<span class='notice'>[C] begins removing [name] from [self ? "[bodypart.owner.p_their(TRUE)]" : "[bodypart.owner]'s" ] [bodypart.name]...</span>", "<span class='notice'>You begin to remove [name] from [self ? "your" : "[bodypart.owner]'s"] [bodypart.name]...</span>")
if(!do_after(C, (self ? SELF_AID_REMOVE_DELAY : OTHER_AID_REMOVE_DELAY), target=bodypart.owner))
return
if(QDELETED(src))
return
C.visible_message("<span class='notice'>[C] removes [name] from [self ? "[bodypart.owner.p_their(TRUE)]" : "[bodypart.owner]'s" ] [bodypart.name].</span>", "<span class='notice'>You remove [name] from [self ? "your" : "[bodypart.owner]'s" ] [bodypart.name].</span>")
var/obj/item/gotten = rip_off()
if(gotten && !C.put_in_hands(gotten))
gotten.forceMove(get_turf(C))
/datum/bodypart_aid/New(obj/item/bodypart/BP)
//'bodypart == BP' is set in subtypes to ensure some proper signals and behaviours
if(overlay_prefix && bodypart.owner)
bodypart.owner.update_bandage_overlays()
/datum/bodypart_aid/Destroy()
if(overlay_prefix && bodypart.owner)
bodypart.owner.update_bandage_overlays()
bodypart = null
..()
/**
* take_damage() called when the bandage gets damaged
*
* This proc will subtract integrity and delete the bandage with a to_chat message to whoever was bandaged
*
*/
/datum/bodypart_aid/proc/take_damage()
integrity--
if(integrity <= 0)
if(bodypart.owner)
to_chat(bodypart.owner, "<span class='warning'>The [name] on your [bodypart.name] tears and falls off!</span>")
qdel(src)
/**
* rip_off() called when someone rips it off
*
* It will return the bandage if it's considered pristine
*
*/
/datum/bodypart_aid/proc/rip_off()
if(is_pristine())
. = new stack_to_drop(null, 1)
qdel(src)
/**
* get_description() called by examine procs
*
* It will returns a description of the bandage
*
*/
/datum/bodypart_aid/proc/get_description()
return "[name]"
/**
* is_pristine() called by rip_off()
*
* Used to determine whether the bandage can be re-used and won't qdel itself
*
*/
/datum/bodypart_aid/proc/is_pristine()
return (integrity == initial(integrity))
/datum/bodypart_aid/splint
name = "splint"
overlay_prefix = "splint"
desc_prefix = "fastened"
stack_to_drop = /obj/item/stack/medical/splint
/// How effective are we in keeping the bodypart rigid
var/splint_factor = 0.3
/// Whether the splint prevents the limb from being disabled, with a ruptured tendon or a shattered bone
var/helps_disabled = TRUE
/// Total condition of our splint, the more we use it the more it gets looser
var/sling_condition = 5
/datum/bodypart_aid/splint/get_description()
var/desc
switch(sling_condition)
if(0 to 1.25)
desc = "barely holding"
if(1.25 to 2.75)
desc = "loose"
if(2.75 to 4)
desc = "rigid"
if(4 to INFINITY)
desc = "tight"
desc += " [name]"
return desc
/datum/bodypart_aid/splint/Destroy()
SEND_SIGNAL(bodypart, COMSIG_BODYPART_SPLINT_DESTROYED)
bodypart.current_splint = null
return ..()
/datum/bodypart_aid/splint/New(obj/item/bodypart/BP)
bodypart = BP
BP.current_splint = src
SEND_SIGNAL(BP, COMSIG_BODYPART_SPLINTED, src)
..()
/datum/bodypart_aid/splint/improvised
name = "improvised splint"
splint_factor = 0.6
helps_disabled= FALSE
stack_to_drop = /obj/item/stack/medical/splint/improvised
overlay_prefix = "splint_improv"
/datum/bodypart_aid/splint/tribal
name = "tribal splint"
splint_factor = 0.5
stack_to_drop = /obj/item/stack/medical/splint/tribal
overlay_prefix = "splint_tribal"
/datum/bodypart_aid/gauze
name = "gauze"
stack_to_drop = /obj/item/stack/medical/gauze
overlay_prefix = "gauze"
desc_prefix = "bandaged"
/// How much more can we absorb
var/absorption_capacity = 5
/// How fast do we absorb
var/absorption_rate = 0.12
/// How much does the gauze help with keeping infections clean
var/sanitisation_factor = 0.4
/// How much sanitisation we've got after we become fairly stained and worn
var/sanitisation_factor_stained = 0.8
/// Is it blood stained? For description
var/blood_stained = FALSE
/// Is it pus stained? For description
var/pus_stained = FALSE
/datum/bodypart_aid/gauze/get_description()
var/desc
switch(absorption_capacity)
if(0 to 1.25)
desc = "nearly ruined"
if(1.25 to 2.75)
desc = "badly worn"
if(2.75 to 4)
desc = "slightly used"
if(4 to INFINITY)
desc = "clean"
if(blood_stained)
desc += ", bloodied"
if(pus_stained)
desc += ", pus stained"
desc += " [name]"
return desc
/datum/bodypart_aid/gauze/New(obj/item/bodypart/BP)
bodypart = BP
BP.current_gauze = src
SEND_SIGNAL(BP, COMSIG_BODYPART_GAUZED, src)
..()
/datum/bodypart_aid/gauze/Destroy()
SEND_SIGNAL(bodypart, COMSIG_BODYPART_GAUZE_DESTROYED)
bodypart.current_gauze = null
return ..()
/datum/bodypart_aid/gauze/is_pristine()
. = ..()
if(.)
return (absorption_capacity == initial(absorption_capacity))
/**
* seep_gauze() is for when a gauze wrapping absorbs blood or pus from wounds, lowering its absorption capacity.
*
* The passed amount of seepage is deducted from the bandage's absorption capacity, and if we reach a negative absorption capacity, the bandage won't help our wounds.
* When the bandage is left with a low amount of absorption, it'll notify user and act worse as a sanitiser for infections
* Returns TRUE if the bandage absorbed anything, FALSE if it's fully stained.
*
* Arguments:
* * seep_amt - How much absorption capacity we're removing from our current bandages (think, how much blood or pus are we soaking up this tick?)
* * type - Is it blood or pus we're being stained with? GAUZE_STAIN_BLOOD, GAUZE_STAIN_PUS defines from wounds.dm
*/
/datum/bodypart_aid/gauze/proc/seep_gauze(amount, type)
if(absorption_capacity > 0)
. = TRUE
absorption_capacity -= amount
else
return FALSE
//If our remaining absorption capacity is low, make so blood and pus stains show
if(absorption_capacity < 2)
sanitisation_factor = sanitisation_factor_stained
if(type == GAUZE_STAIN_BLOOD && !blood_stained)
blood_stained = TRUE
if(bodypart.owner)
to_chat(bodypart.owner, "<span class='warning'>The [name] on your [bodypart.name] [pick(list("pools", "trickles", "seeps"))] with blood.</span>")
else if(type == GAUZE_STAIN_PUS && !pus_stained)
pus_stained = TRUE
if(bodypart.owner)
to_chat(bodypart.owner, "<span class='warning'>The [name] on your [bodypart.name] [pick(list("pools", "trickles", "seeps"))] with pus.</span>")
/datum/bodypart_aid/gauze/improvised
name = "improvised gauze"
stack_to_drop = /obj/item/stack/medical/gauze/improvised
absorption_rate = 0.09
absorption_capacity = 3
@@ -0,0 +1,19 @@
/mob/living/carbon/proc/self_grasp_bleeding_limb(obj/item/bodypart/grasped_part, supress_message = FALSE)
if(!grasped_part?.get_bleed_rate())
return
var/starting_hand_index = active_hand_index
if(starting_hand_index == grasped_part.held_index)
to_chat(src, "<span class='danger'>You can't grasp your [grasped_part.name] with itself!</span>")
return
to_chat(src, "<span class='warning'>You try grasping at your [grasped_part.name], trying to stop the bleeding...</span>")
if(!do_after(src, 1.5 SECONDS))
to_chat(src, "<span class='danger'>You fail to grasp your [grasped_part.name].</span>")
return
var/obj/item/self_grasp/grasp = new
if(starting_hand_index != active_hand_index || !put_in_active_hand(grasp))
to_chat(src, "<span class='danger'>You fail to grasp your [grasped_part.name].</span>")
QDEL_NULL(grasp)
return
grasp.grasp_limb(grasped_part)
@@ -0,0 +1,76 @@
/mob/living/carbon/examine_more(mob/user)
var/msg = list("<span class='notice'><i>You examine [src] closer, and note the following...</i></span>")
var/t_His = p_their(TRUE)
var/t_He = p_they(TRUE)
var/t_Has = p_have()
var/any_bodypart_damage = FALSE
for(var/X in bodyparts)
var/obj/item/bodypart/LB = X
if(LB.is_pseudopart)
continue
var/limb_max_damage = LB.max_damage
var/status = ""
var/brutedamage = round(LB.brute_dam/limb_max_damage*100)
var/burndamage = round(LB.burn_dam/limb_max_damage*100)
switch(brutedamage)
if(20 to 50)
status = LB.light_brute_msg
if(51 to 75)
status = LB.medium_brute_msg
if(76 to 100)
status += LB.heavy_brute_msg
if(burndamage >= 20 && status)
status += "and "
switch(burndamage)
if(20 to 50)
status += LB.light_burn_msg
if(51 to 75)
status += LB.medium_burn_msg
if(76 to 100)
status += LB.heavy_burn_msg
if(status)
any_bodypart_damage = TRUE
msg += "\t<span class='warning'>[t_His] [LB.name] is [status].</span>"
for(var/thing in LB.wounds)
any_bodypart_damage = TRUE
var/datum/wound/W = thing
switch(W.severity)
if(WOUND_SEVERITY_TRIVIAL)
msg += "\t<span class='warning'>[t_His] [LB.name] is suffering [W.a_or_from] [W.get_topic_name(user)].</span>"
if(WOUND_SEVERITY_MODERATE)
msg += "\t<span class='warning'>[t_His] [LB.name] is suffering [W.a_or_from] [W.get_topic_name(user)]!</span>"
if(WOUND_SEVERITY_SEVERE)
msg += "\t<span class='warning'><b>[t_His] [LB.name] is suffering [W.a_or_from] [W.get_topic_name(user)]!</b></span>"
if(WOUND_SEVERITY_CRITICAL)
msg += "\t<span class='warning'><b>[t_His] [LB.name] is suffering [W.a_or_from] [W.get_topic_name(user)]!!</b></span>"
if(LB.current_gauze)
var/datum/bodypart_aid/current_gauze = LB.current_gauze
msg += "\t<span class='notice'><i>[t_His] [LB.name] is [current_gauze.desc_prefix] with <a href='?src=[REF(current_gauze)];remove=1'>[current_gauze.get_description()]</a>.</i></span>"
if(LB.current_splint)
var/datum/bodypart_aid/current_splint = LB.current_splint
msg += "\t<span class='notice'><i>[t_His] [LB.name] is [current_splint.desc_prefix] with <a href='?src=[REF(current_splint)];remove=1'>[current_splint.get_description()]</a>.</i></span>"
if(!any_bodypart_damage)
msg += "\t<span class='smallnotice'><i>[t_He] [t_Has] no significantly damaged bodyparts.</i></span>"
var/list/visible_scars
if(all_scars)
for(var/i in all_scars)
var/datum/scar/S = i
if(S.is_visible(user))
LAZYADD(visible_scars, S)
if(!visible_scars)
msg |= "\t<span class='smallnotice'><i>[t_He] [t_Has] no visible scars.</i></span>"
else
for(var/i in visible_scars)
var/datum/scar/S = i
var/scar_text = S.get_examine_description(user)
if(scar_text)
msg += "[scar_text]"
return msg
@@ -0,0 +1,20 @@
/mob/living/carbon/proc/update_bandage_overlays()
remove_overlay(BANDAGE_LAYER)
var/mutable_appearance/overlays = mutable_appearance('modular_skyrat/modules/medical/icons/on_limb_overlays.dmi', "", -BANDAGE_LAYER)
overlays_standing[BANDAGE_LAYER] = overlays
for(var/b in bodyparts)
var/obj/item/bodypart/BP = b
if(BP.current_gauze && BP.current_gauze.overlay_prefix)
var/bp_suffix = BP.body_zone
if(BP.use_digitigrade)
bp_suffix += "_digitigrade"
overlays.add_overlay("[BP.current_gauze.overlay_prefix]_[bp_suffix]")
if(BP.current_splint && BP.current_splint.overlay_prefix)
var/bp_suffix = BP.body_zone
if(BP.use_digitigrade)
bp_suffix += "_digitigrade"
overlays.add_overlay("[BP.current_splint.overlay_prefix]_[bp_suffix]")
apply_overlay(BANDAGE_LAYER)
@@ -0,0 +1,14 @@
/datum/crafting_recipe/tribalsplint
name = "Tribal Splint"
result = /obj/item/stack/medical/splint/tribal
time = 30
reqs = list(/obj/item/stack/sheet/bone = 2,
/obj/item/stack/sheet/sinew = 1)
category = CAT_PRIMAL
/datum/crafting_recipe/improvsplint
name = "Improvised Splint"
result = /obj/item/stack/medical/splint/improvised
time = 30
reqs = list(/obj/item/stack/sheet/mineral/wood = 2, /obj/item/stack/sheet/cloth = 2)
category = CAT_MISC
@@ -0,0 +1,66 @@
/obj/item/stack/medical/splint
name = "medical splint"
desc = "Medical splints, designed to fastened a limb with ease, perfect for stabilizing broken bones and torn muscles. "
gender = PLURAL
singular_name = "medical splint"
icon_state = "splint"
icon = 'modular_skyrat/modules/medical/icons/stack_medical.dmi'
self_delay = 5 SECONDS
other_delay = 2 SECONDS
max_amount = 12
amount = 6
grind_results = list(/datum/reagent/carbon = 2)
custom_price = PAYCHECK_ASSISTANT * 2
merge_type = /obj/item/stack/medical/splint
var/splint_type = /datum/bodypart_aid/splint
/obj/item/stack/medical/splint/try_heal(mob/living/M, mob/user, silent)
var/obj/item/bodypart/limb = M.get_bodypart(check_zone(user.zone_selected))
if(!limb)
to_chat(user, "<span class='notice'>There's nothing there to bandage!</span>")
return
if(!LAZYLEN(limb.wounds))
to_chat(user, "<span class='notice'>There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!</span>") // good problem to have imo
return
var/splintable_wound = FALSE
for(var/i in limb.wounds)
var/datum/wound/woundies = i
if(woundies.wound_flags & ACCEPTS_SPLINT)
splintable_wound = TRUE
break
if(!splintable_wound)
to_chat(user, "<span class='notice'>There's no wounds that require splinting on [user==M ? "your" : "[M]'s"] [limb.name]!</span>") // good problem to have imo
return
if(limb.current_splint)
to_chat(user, "<span class='warning'>[user==M ? "Your" : "[M]'s"] [limb.name] is already fastened in a splint!</span>")
return
user.visible_message("<span class='warning'>[user] begins fastening [M]'s [limb.name] with [src]...</span>", "<span class='warning'>You begin to fasten [user == M ? "your" : "[M]'s"] [limb.name] with [src]...</span>")
if(!do_after(user, (user == M ? self_delay : other_delay), target=M))
return
user.visible_message("<span class='green'>[user] applies [src] to [M]'s [limb.name].</span>", "<span class='green'>You splint [user == M ? "your" : "[M]'s"] [limb.name].</span>")
limb.apply_splint(src)
/obj/item/stack/medical/splint/twelve
amount = 12
/obj/item/stack/medical/splint/tribal
name = "tribal splint"
desc = "Bone fastened with sinew, used to keep injured limbs rigid, surprisingly effective."
singular_name = "tribal splint"
icon_state = "splint_tribal"
amount = 1
splint_type = /datum/bodypart_aid/splint/tribal
merge_type = /obj/item/stack/medical/splint/tribal
/obj/item/stack/medical/splint/improvised
name = "improvised splint"
desc = "Crudely made out splints with wood and some cotton sling, you doubt this will be any good."
singular_name = "improvised splint"
icon_state = "splint_improv"
amount = 1
splint_type = /datum/bodypart_aid/splint/improvised
merge_type = /obj/item/stack/medical/splint/improvised
@@ -0,0 +1,7 @@
/// Whether we should show an interactable topic in examines of the wound. href_list["wound_topic"]
/datum/wound/proc/show_wound_topic(mob/user)
return FALSE
/// Gets the name of the wound with any interactable topic if possible
/datum/wound/proc/get_topic_name(mob/user)
return show_wound_topic(user) ? "<a href='?src=[REF(src)];wound_topic=1'>[lowertext(name)]</a>" : lowertext(name)
@@ -0,0 +1,448 @@
/*
Blunt/Bone wounds
*/
// TODO: well, a lot really, but i'd kill to get overlays and a bonebreaking effect like Blitz: The League, similar to electric shock skeletons
/datum/wound/blunt
name = "Blunt (Bone) Wound"
sound_effect = 'sound/effects/wounds/crack1.ogg'
wound_type = WOUND_BLUNT
wound_flags = (BONE_WOUND | ACCEPTS_SPLINT)
/// Have we been taped?
var/taped
/// Have we been bone gel'd?
var/gelled
/// If we did the gel + surgical tape healing method for fractures, how many ticks does it take to heal by default
var/regen_ticks_needed
/// Our current counter for gel + surgical tape regeneration
var/regen_ticks_current
/// If we suffer severe head booboos, we can get brain traumas tied to them
var/datum/brain_trauma/active_trauma
/// What brain trauma group, if any, we can draw from for head wounds
var/brain_trauma_group
/// If we deal brain traumas, when is the next one due?
var/next_trauma_cycle
/// How long do we wait +/- 20% for the next trauma?
var/trauma_cycle_cooldown
/// If this is a chest wound and this is set, we have this chance to cough up blood when hit in the chest
var/internal_bleeding_chance = 0
/*
Overwriting of base procs
*/
/datum/wound/blunt/wound_injury(datum/wound/old_wound = null)
// hook into gaining/losing gauze so crit bone wounds can re-enable/disable depending if they're slung or not
RegisterSignal(limb, list(COMSIG_BODYPART_SPLINTED, COMSIG_BODYPART_SPLINT_DESTROYED), .proc/update_inefficiencies)
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group)
processes = TRUE
active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown)
RegisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, .proc/attack_with_hurt_hand)
if(limb.held_index && victim.get_item_for_held_index(limb.held_index) && (disabling || prob(30 * severity)))
var/obj/item/I = victim.get_item_for_held_index(limb.held_index)
if(istype(I, /obj/item/offhand))
I = victim.get_inactive_held_item()
if(I && victim.dropItemToGround(I))
victim.visible_message("<span class='danger'>[victim] drops [I] in shock!</span>", "<span class='warning'><b>The force on your [limb.name] causes you to drop [I]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
update_inefficiencies()
/datum/wound/blunt/remove_wound(ignore_limb, replaced)
limp_slowdown = 0
QDEL_NULL(active_trauma)
if(limb)
UnregisterSignal(limb, list(COMSIG_BODYPART_GAUZED, COMSIG_BODYPART_GAUZE_DESTROYED))
if(victim)
UnregisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK)
return ..()
/datum/wound/blunt/handle_process()
. = ..()
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group && world.time > next_trauma_cycle)
if(active_trauma)
QDEL_NULL(active_trauma)
else
active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown)
if(!gelled || !taped)
return
regen_ticks_current++
if(victim.body_position == LYING_DOWN)
if(prob(50))
regen_ticks_current += 0.5
if(victim.IsSleeping() && prob(50))
regen_ticks_current += 0.5
if(prob(severity * 3))
victim.take_bodypart_damage(rand(1, severity * 2), stamina=rand(2, severity * 2.5), wound_bonus=CANT_WOUND)
if(prob(33))
to_chat(victim, "<span class='danger'>You feel a sharp pain in your body as your bones are reforming!</span>")
if(regen_ticks_current > regen_ticks_needed)
if(!victim || !limb)
qdel(src)
return
to_chat(victim, "<span class='green'>Your [limb.name] has recovered from your fracture!</span>")
remove_wound()
/// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so
/datum/wound/blunt/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
SIGNAL_HANDLER
if(victim.get_active_hand() != limb || victim.a_intent == INTENT_HELP || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE)
return
// With a severe or critical wound, you have a 15% or 30% chance to proc pain on hit
if(prob((severity - 1) * 15))
// And you have a 70% or 50% chance to actually land the blow, respectively
if(prob(70 - 20 * (severity - 1)))
to_chat(victim, "<span class='userdanger'>The fracture in your [limb.name] shoots with pain as you strike [target]!</span>")
limb.receive_damage(brute=rand(1,5))
else
victim.visible_message("<span class='danger'>[victim] weakly strikes [target] with [victim.p_their()] broken [limb.name], recoiling from pain!</span>", \
"<span class='userdanger'>You fail to strike [target] as the fracture in your [limb.name] lights up in unbearable pain!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
INVOKE_ASYNC(victim, /mob.proc/emote, "scream")
victim.Stun(0.5 SECONDS)
limb.receive_damage(brute=rand(3,7))
return COMPONENT_CANCEL_ATTACK_CHAIN
/datum/wound/blunt/receive_damage(wounding_type, wounding_dmg, wound_bonus)
if(!victim || wounding_dmg < WOUND_MINIMUM_DAMAGE)
return
if(ishuman(victim))
var/mob/living/carbon/human/human_victim = victim
if(NOBLOOD in human_victim.dna?.species.species_traits)
return
if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
var/blood_bled = rand(1, wounding_dmg * (severity == WOUND_SEVERITY_CRITICAL ? 2 : 1.5)) // 12 brute toolbox can cause up to 18/24 bleeding with a severe/critical chest wound
switch(blood_bled)
if(1 to 6)
victim.bleed(blood_bled, TRUE)
if(7 to 13)
victim.visible_message("<span class='smalldanger'>[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.</span>", "<span class='danger'>You cough up a bit of blood from the blow to your chest.</span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled, TRUE)
if(14 to 19)
victim.visible_message("<span class='smalldanger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
/datum/wound/blunt/get_examine_description(mob/user)
if(!limb.current_splint && !gelled && !taped)
return ..()
var/list/msg = list()
if(!limb.current_splint)
msg += "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
else
var/sling_condition = ""
// how much life we have left in these bandages
switch(limb.current_splint.sling_condition)
if(0 to 1.25)
sling_condition = "just barely"
if(1.25 to 2.75)
sling_condition = "loosely"
if(2.75 to 4)
sling_condition = "mostly"
if(4 to INFINITY)
sling_condition = "tightly"
msg += "[victim.p_their(TRUE)] [limb.name] is [sling_condition] fastened with a [limb.current_splint.name]"
if(taped)
msg += ", <span class='notice'>and appears to be reforming itself under some surgical tape!</span>"
else if(gelled)
msg += ", <span class='notice'>with fizzing flecks of blue bone gel sparking off the bone!</span>"
else
msg += "!"
return "<B>[msg.Join()]</B>"
/*
New common procs for /datum/wound/blunt/
*/
/datum/wound/blunt/proc/update_inefficiencies()
if(limb.body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(limb.current_splint)
limp_slowdown = initial(limp_slowdown) * limb.current_splint.splint_factor
else
limp_slowdown = initial(limp_slowdown)
victim.apply_status_effect(STATUS_EFFECT_LIMP)
else if(limb.body_zone in list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
if(limb.current_splint)
interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * limb.current_splint.splint_factor)
else
interaction_efficiency_penalty = interaction_efficiency_penalty
if(initial(disabling))
set_disabling(!(limb.current_splint && limb.current_splint.helps_disabled))
limb.update_wounds()
/// Joint Dislocation (Moderate Blunt)
/datum/wound/blunt/moderate
name = "Joint Dislocation"
desc = "Patient's bone has been unset from socket, causing pain and reduced motor function."
treat_text = "Recommended application of bonesetter to affected limb, though manual relocation by applying an aggressive grab to the patient and helpfully interacting with afflicted limb may suffice."
examine_desc = "is awkwardly jammed out of place"
occur_text = "jerks violently and becomes unseated"
severity = WOUND_SEVERITY_MODERATE
viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
interaction_efficiency_penalty = 1.5
limp_slowdown = 3
threshold_minimum = 35
threshold_penalty = 15
treatable_tool = TOOL_BONESET
wound_flags = (BONE_WOUND)
status_effect_type = /datum/status_effect/wound/blunt/moderate
scar_keyword = "bluntmoderate"
/datum/wound/blunt/moderate/Destroy()
if(victim)
UnregisterSignal(victim, COMSIG_LIVING_DOORCRUSHED)
return ..()
/datum/wound/blunt/moderate/wound_injury(datum/wound/old_wound)
. = ..()
RegisterSignal(victim, COMSIG_LIVING_DOORCRUSHED, .proc/door_crush)
/// Getting smushed in an airlock/firelock is a last-ditch attempt to try relocating your limb
/datum/wound/blunt/moderate/proc/door_crush()
if(prob(33))
victim.visible_message("<span class='danger'>[victim]'s dislocated [limb.name] pops back into place!</span>", "<span class='userdanger'>Your dislocated [limb.name] pops back into place! Ow!</span>")
remove_wound()
/datum/wound/blunt/moderate/try_handling(mob/living/carbon/human/user)
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
return FALSE
if(user.grab_state == GRAB_PASSIVE)
to_chat(user, "<span class='warning'>You must have [victim] in an aggressive grab to manipulate [victim.p_their()] [lowertext(name)]!</span>")
return TRUE
if(user.grab_state >= GRAB_AGGRESSIVE)
user.visible_message("<span class='danger'>[user] begins twisting and straining [victim]'s dislocated [limb.name]!</span>", "<span class='notice'>You begin twisting and straining [victim]'s dislocated [limb.name]...</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[user] begins twisting and straining your dislocated [limb.name]!</span>")
if(user.a_intent == INTENT_HELP)
chiropractice(user)
else
malpractice(user)
return TRUE
/// If someone is snapping our dislocated joint back into place by hand with an aggro grab and help intent
/datum/wound/blunt/moderate/proc/chiropractice(mob/living/carbon/human/user)
var/time = base_treat_time
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
if(prob(65))
user.visible_message("<span class='danger'>[user] snaps [victim]'s dislocated [limb.name] back into place!</span>", "<span class='notice'>You snap [victim]'s dislocated [limb.name] back into place!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[user] snaps your dislocated [limb.name] back into place!</span>")
victim.emote("scream")
limb.receive_damage(brute=20, wound_bonus=CANT_WOUND)
qdel(src)
else
user.visible_message("<span class='danger'>[user] wrenches [victim]'s dislocated [limb.name] around painfully!</span>", "<span class='danger'>You wrench [victim]'s dislocated [limb.name] around painfully!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[user] wrenches your dislocated [limb.name] around painfully!</span>")
limb.receive_damage(brute=10, wound_bonus=CANT_WOUND)
chiropractice(user)
/// If someone is snapping our dislocated joint into a fracture by hand with an aggro grab and harm or disarm intent
/datum/wound/blunt/moderate/proc/malpractice(mob/living/carbon/human/user)
var/time = base_treat_time
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
if(prob(65))
user.visible_message("<span class='danger'>[user] snaps [victim]'s dislocated [limb.name] with a sickening crack!</span>", "<span class='danger'>You snap [victim]'s dislocated [limb.name] with a sickening crack!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[user] snaps your dislocated [limb.name] with a sickening crack!</span>")
victim.emote("scream")
limb.receive_damage(brute=25, wound_bonus=30)
else
user.visible_message("<span class='danger'>[user] wrenches [victim]'s dislocated [limb.name] around painfully!</span>", "<span class='danger'>You wrench [victim]'s dislocated [limb.name] around painfully!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[user] wrenches your dislocated [limb.name] around painfully!</span>")
limb.receive_damage(brute=10, wound_bonus=CANT_WOUND)
malpractice(user)
/datum/wound/blunt/moderate/treat(obj/item/I, mob/user)
if(victim == user)
victim.visible_message("<span class='danger'>[user] begins resetting [victim.p_their()] [limb.name] with [I].</span>", "<span class='warning'>You begin resetting your [limb.name] with [I]...</span>")
else
user.visible_message("<span class='danger'>[user] begins resetting [victim]'s [limb.name] with [I].</span>", "<span class='notice'>You begin resetting [victim]'s [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
return
if(victim == user)
limb.receive_damage(brute=15, wound_bonus=CANT_WOUND)
victim.visible_message("<span class='danger'>[user] finishes resetting [victim.p_their()] [limb.name]!</span>", "<span class='userdanger'>You reset your [limb.name]!</span>")
else
limb.receive_damage(brute=10, wound_bonus=CANT_WOUND)
user.visible_message("<span class='danger'>[user] finishes resetting [victim]'s [limb.name]!</span>", "<span class='nicegreen'>You finish resetting [victim]'s [limb.name]!</span>", victim)
to_chat(victim, "<span class='userdanger'>[user] resets your [limb.name]!</span>")
victim.emote("scream")
qdel(src)
/*
Severe (Hairline Fracture)
*/
/datum/wound/blunt/severe
name = "Hairline Fracture"
desc = "Patient's bone has suffered a crack in the foundation, causing serious pain and reduced limb functionality."
treat_text = "Recommended light surgical application of bone gel, though a sling of medical gauze will prevent worsening situation."
examine_desc = "appears grotesquely swollen, its attachment weakened"
occur_text = "sprays chips of bone and develops a nasty looking bruise"
severity = WOUND_SEVERITY_SEVERE
interaction_efficiency_penalty = 2
limp_slowdown = 6
threshold_minimum = 60
threshold_penalty = 30
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
status_effect_type = /datum/status_effect/wound/blunt/severe
scar_keyword = "bluntsevere"
brain_trauma_group = BRAIN_TRAUMA_MILD
trauma_cycle_cooldown = 1.5 MINUTES
internal_bleeding_chance = 40
wound_flags = (BONE_WOUND | ACCEPTS_SPLINT | MANGLES_BONE)
regen_ticks_needed = 120 // ticks every 2 seconds, 240 seconds, so roughly 4 minutes default
/// Compound Fracture (Critical Blunt)
/datum/wound/blunt/critical
name = "Compound Fracture"
desc = "Patient's bones have suffered multiple gruesome fractures, causing significant pain and near uselessness of limb."
treat_text = "Immediate binding of affected limb, followed by surgical intervention ASAP."
examine_desc = "is mangled and pulped, seemingly held together by tissue alone"
occur_text = "cracks apart, exposing broken bones to open air"
severity = WOUND_SEVERITY_CRITICAL
interaction_efficiency_penalty = 4
limp_slowdown = 9
sound_effect = 'sound/effects/wounds/crack2.ogg'
threshold_minimum = 115
threshold_penalty = 50
disabling = TRUE
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
status_effect_type = /datum/status_effect/wound/blunt/critical
scar_keyword = "bluntcritical"
brain_trauma_group = BRAIN_TRAUMA_SEVERE
trauma_cycle_cooldown = 2.5 MINUTES
internal_bleeding_chance = 60
wound_flags = (BONE_WOUND | ACCEPTS_SPLINT | MANGLES_BONE)
regen_ticks_needed = 240 // ticks every 2 seconds, 480 seconds, so roughly 8 minutes default
// doesn't make much sense for "a" bone to stick out of your head
/datum/wound/blunt/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited)
if(L.body_zone == BODY_ZONE_HEAD)
occur_text = "splits open, exposing a bare, cracked skull through the flesh and blood"
examine_desc = "has an unsettling indent, with bits of skull poking out"
. = ..()
/// if someone is using bone gel on our wound
/datum/wound/blunt/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
if(gelled)
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!</span>")
return
user.visible_message("<span class='danger'>[user] begins hastily applying [I] to [victim]'s' [limb.name]...</span>", "<span class='warning'>You begin hastily applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name], disregarding the warning label...</span>")
if(!do_after(user, base_treat_time * 1.5 * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
return
I.use(1)
victim.emote("scream")
if(user != victim)
user.visible_message("<span class='notice'>[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!</span>", "<span class='notice'>You finish applying [I] to [victim]'s [limb.name]!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[user] finishes applying [I] to your [limb.name], and you can feel the bones exploding with pain as they begin melting and reforming!</span>")
else
var/painkiller_bonus = 0
if(victim.drunkenness > 10)
painkiller_bonus += 10
if(victim.reagents.has_reagent(/datum/reagent/medicine/morphine))
painkiller_bonus += 20
if(victim.reagents.has_reagent(/datum/reagent/determination))
painkiller_bonus += 10
if(victim.reagents.has_reagent(/datum/reagent/consumable/ethanol/painkiller))
painkiller_bonus += 5
if(victim.reagents.has_reagent(/datum/reagent/medicine/mine_salve))
painkiller_bonus += 20
if(prob(25 + (20 * (severity - 2)) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers
victim.visible_message("<span class='danger'>[victim] fails to finish applying [I] to [victim.p_their()] [limb.name], passing out from the pain!</span>", "<span class='notice'>You pass out from the pain of applying [I] to your [limb.name] before you can finish!</span>")
victim.AdjustUnconscious(5 SECONDS)
return
victim.visible_message("<span class='notice'>[victim] finishes applying [I] to [victim.p_their()] [limb.name], grimacing from the pain!</span>", "<span class='notice'>You finish applying [I] to your [limb.name], and your bones explode in pain!</span>")
limb.receive_damage(25, stamina=100, wound_bonus=CANT_WOUND)
if(!gelled)
gelled = TRUE
/// if someone is using surgical tape on our wound
/datum/wound/blunt/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
if(!gelled)
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] must be coated with bone gel to perform this emergency operation!</span>")
return
if(taped)
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] is already wrapped in [I.name] and reforming!</span>")
return
user.visible_message("<span class='danger'>[user] begins applying [I] to [victim]'s' [limb.name]...</span>", "<span class='warning'>You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
return
if(victim == user)
regen_ticks_needed *= 1.5
I.use(1)
if(user != victim)
user.visible_message("<span class='notice'>[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!</span>", "<span class='notice'>You finish applying [I] to [victim]'s [limb.name]!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='green'>[user] finishes applying [I] to your [limb.name], you immediately begin to feel your bones start to reform!</span>")
else
victim.visible_message("<span class='notice'>[victim] finishes applying [I] to [victim.p_their()] [limb.name], !</span>", "<span class='green'>You finish applying [I] to your [limb.name], and you immediately begin to feel your bones start to reform!</span>")
taped = TRUE
processes = TRUE
/datum/wound/blunt/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/stack/medical/bone_gel))
gel(I, user)
else if(istype(I, /obj/item/stack/sticky_tape/surgical))
tape(I, user)
/datum/wound/blunt/get_scanner_description(mob/user)
. = ..()
. += "<div class='ml-3'>"
if(!gelled)
. += "Alternative Treatment: Apply bone gel directly to injured limb, then apply surgical tape to begin bone regeneration. This is both excruciatingly painful and slow, and only recommended in dire circumstances.\n"
else if(!taped)
. += "<span class='notice'>Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow, though sleep or laying down will speed recovery.</span>\n"
else
. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round(regen_ticks_current*100/regen_ticks_needed)]% regenerated.</span>\n"
if(limb.body_zone == BODY_ZONE_HEAD)
. += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired."
else if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume)
. += "Ribcage Trauma Detected: Further trauma to chest is likely to worsen internal bleeding until bone is repaired."
. += "</div>"
@@ -0,0 +1,302 @@
/*
Burn wounds
*/
// TODO: well, a lot really, but specifically I want to add potential fusing of clothing/equipment on the affected area, and limb infections, though those may go in body part code
/datum/wound/burn
name = "Burn Wound"
a_or_from = "from"
wound_type = WOUND_BURN
processes = TRUE
sound_effect = 'sound/effects/wounds/sizzle1.ogg'
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
treatable_by = list(/obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon
// Flesh damage vars
/// How much damage to our flesh we currently have. Once both this and infestation reach 0, the wound is considered healed
var/flesh_damage = 5
/// Our current counter for how much flesh regeneration we have stacked from regenerative mesh/synthflesh/whatever, decrements each tick and lowers flesh_damage
var/flesh_healing = 0
// Infestation vars (only for severe and critical)
/// How quickly infection breeds on this burn if we don't have disinfectant
var/infestation_rate = 0
/// Our current level of infection
var/infestation = 0
/// Our current level of sanitization/anti-infection, from disinfectants/alcohol/UV lights. While positive, totally pauses and slowly reverses infestation effects each tick
var/sanitization = 0
/// Once we reach infestation beyond WOUND_INFESTATION_SEPSIS, we get this many warnings before the limb is completely paralyzed (you'd have to ignore a really bad burn for a really long time for this to happen)
var/strikes_to_lose_limb = 3
/datum/wound/burn/handle_process()
. = ..()
if(strikes_to_lose_limb == 0)
victim.adjustToxLoss(0.5)
if(prob(1))
victim.visible_message("<span class='danger'>The infection on the remnants of [victim]'s [limb.name] shift and bubble nauseatingly!</span>", "<span class='warning'>You can feel the infection on the remnants of your [limb.name] coursing through your veins!</span>")
return
if(victim.reagents)
if(victim.reagents.has_reagent(/datum/reagent/medicine/spaceacillin))
sanitization += 0.9
if(victim.reagents.has_reagent(/datum/reagent/space_cleaner/sterilizine/))
sanitization += 0.9
if(victim.reagents.has_reagent(/datum/reagent/medicine/mine_salve))
sanitization += 0.3
flesh_healing += 0.5
var/bandage_factor = 1
if(limb.current_gauze && limb.current_gauze.seep_gauze(WOUND_BURN_SANITIZATION_RATE, GAUZE_STAIN_PUS))
bandage_factor = limb.current_gauze.sanitisation_factor
if(flesh_healing > 0)
flesh_damage = max(0, flesh_damage - 0.5)
flesh_healing = max(0, flesh_healing - (0.5 * bandage_factor)) // good bandages multiply the length of flesh healing
// here's the check to see if we're cleared up
if((flesh_damage <= 0) && (infestation <= 1))
to_chat(victim, "<span class='green'>The burns on your [limb.name] have cleared up!</span>")
qdel(src)
return
// sanitization is checked after the clearing check but before the rest, because we freeze the effects of infection while we have sanitization
if(sanitization > 0)
infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE)
sanitization = max(0, sanitization - (WOUND_BURN_SANITIZATION_RATE * bandage_factor))
return
infestation += infestation_rate
switch(infestation)
if(0 to WOUND_INFECTION_MODERATE)
if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
if(prob(30))
victim.adjustToxLoss(0.2)
if(prob(6))
to_chat(victim, "<span class='warning'>The blisters on your [limb.name] ooze a strange pus...</span>")
if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL)
if(!disabling && prob(2))
to_chat(victim, "<span class='warning'><b>Your [limb.name] completely locks up, as you struggle for control against the infection!</b></span>")
set_disabling(TRUE)
else if(disabling && prob(8))
to_chat(victim, "<span class='notice'>You regain sensation in your [limb.name], but it's still in terrible shape!</span>")
set_disabling(FALSE)
else if(prob(20))
victim.adjustToxLoss(0.5)
if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC)
if(!disabling && prob(3))
to_chat(victim, "<span class='warning'><b>You suddenly lose all sensation of the festering infection in your [limb.name]!</b></span>")
set_disabling(TRUE)
else if(disabling && prob(3))
to_chat(victim, "<span class='notice'>You can barely feel your [limb.name] again, and you have to strain to retain motor control!</span>")
set_disabling(FALSE)
else if(prob(1))
to_chat(victim, "<span class='warning'>You contemplate life without your [limb.name]...</span>")
victim.adjustToxLoss(0.75)
else if(prob(4))
victim.adjustToxLoss(1)
if(WOUND_INFECTION_SEPTIC to INFINITY)
if(prob(infestation))
switch(strikes_to_lose_limb)
if(3 to INFINITY)
to_chat(victim, "<span class='deadsay'>The skin on your [limb.name] is literally dripping off, you feel awful!</span>")
if(2)
to_chat(victim, "<span class='deadsay'><b>The infection in your [limb.name] is literally dripping off, you feel horrible!</b></span>")
if(1)
to_chat(victim, "<span class='deadsay'><b>Infection has just about completely claimed your [limb.name]!</b></span>")
if(0)
to_chat(victim, "<span class='deadsay'><b>The last of the nerve endings in your [limb.name] wither away, as the infection completely paralyzes your joint connector.</b></span>")
threshold_penalty = 120 // piss easy to destroy
var/datum/brain_trauma/severe/paralysis/sepsis = new (limb.body_zone)
victim.gain_trauma(sepsis)
strikes_to_lose_limb--
/datum/wound/burn/get_examine_description(mob/user)
if(strikes_to_lose_limb <= 0)
return "<span class='deadsay'><B>[victim.p_their(TRUE)] [limb.name] is completely dead and unrecognizable as organic.</B></span>"
var/list/condition = list("[victim.p_their(TRUE)] [limb.name] [examine_desc]")
if(limb.current_gauze)
var/bandage_condition
switch(limb.current_gauze.absorption_capacity)
if(0 to 1.25)
bandage_condition = "nearly ruined"
if(1.25 to 2.75)
bandage_condition = "badly worn"
if(2.75 to 4)
bandage_condition = "slightly pus-stained"
if(4 to INFINITY)
bandage_condition = "clean"
condition += " underneath a dressing of [bandage_condition] [limb.current_gauze.name]"
else
switch(infestation)
if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
condition += ", <span class='deadsay'>with small spots of discoloration along the nearby veins!</span>"
if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL)
condition += ", <span class='deadsay'>with dark clouds spreading outwards under the skin!</span>"
if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC)
condition += ", <span class='deadsay'>with streaks of rotten infection pulsating outward!</span>"
if(WOUND_INFECTION_SEPTIC to INFINITY)
return "<span class='deadsay'><B>[victim.p_their(TRUE)] [limb.name] is a mess of char and rot, skin literally dripping off the bone with infection!</B></span>"
else
condition += "!"
return "<B>[condition.Join()]</B>"
/datum/wound/burn/get_scanner_description(mob/user)
if(strikes_to_lose_limb == 0)
var/oopsie = "Type: [name]\nSeverity: [severity_text()]"
oopsie += "<div class='ml-3'>Infection Level: <span class='deadsay'>The infection is total. The bodypart is lost. Amputate or augment limb immediately.</span></div>"
return oopsie
. = ..()
. += "<div class='ml-3'>"
if(infestation <= sanitization && flesh_damage <= flesh_healing)
. += "No further treatment required: Burns will heal shortly."
else
switch(infestation)
if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
. += "Infection Level: Moderate\n"
if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL)
. += "Infection Level: Severe\n"
if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC)
. += "Infection Level: <span class='deadsay'>CRITICAL</span>\n"
if(WOUND_INFECTION_SEPTIC to INFINITY)
. += "Infection Level: <span class='deadsay'>LOSS IMMINENT</span>\n"
if(infestation > sanitization)
. += "\tSurgical debridement, antiobiotics/sterilizers, or regenerative mesh will rid infection. Paramedic UV penlights are also effective.\n"
if(flesh_damage > 0)
. += "Flesh damage detected: Please apply ointment or regenerative mesh to allow recovery.\n"
. += "</div>"
/*
new burn common procs
*/
/// if someone is using ointment on our burns
/datum/wound/burn/proc/ointment(obj/item/stack/medical/ointment/I, mob/user)
user.visible_message("<span class='notice'>[user] begins applying [I] to [victim]'s [limb.name]...</span>", "<span class='notice'>You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), extra_checks = CALLBACK(src, .proc/still_exists)))
return
limb.heal_damage(I.heal_brute, I.heal_burn)
user.visible_message("<span class='green'>[user] applies [I] to [victim].</span>", "<span class='green'>You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
I.use(1)
sanitization += I.sanitization
flesh_healing += I.flesh_regeneration
if((infestation <= 0 || sanitization >= infestation) && (flesh_damage <= 0 || flesh_healing > flesh_damage))
to_chat(user, "<span class='notice'>You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.name] to recover.</span>")
else
try_treating(I, user)
/// if someone is using mesh on our burns
/datum/wound/burn/proc/mesh(obj/item/stack/medical/mesh/I, mob/user)
if(!I.is_open)
to_chat(user, "<span class='warning'>You need to open [I] first.</span>")
return
user.visible_message("<span class='notice'>[user] begins wrapping [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin wrapping [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
limb.heal_damage(I.heal_brute, I.heal_burn)
user.visible_message("<span class='green'>[user] applies [I] to [victim].</span>", "<span class='green'>You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
I.use(1)
sanitization += I.sanitization
flesh_healing += I.flesh_regeneration
if(sanitization >= infestation && flesh_healing > flesh_damage)
to_chat(user, "<span class='notice'>You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.name] to recover.</span>")
else
try_treating(I, user)
/// Paramedic UV penlights
/datum/wound/burn/proc/uv(obj/item/flashlight/pen/paramedic/I, mob/user)
if(!COOLDOWN_FINISHED(I, uv_cooldown))
to_chat(user, "<span class='notice'>[I] is still recharging!</span>")
return
if(infestation <= 0 || infestation < sanitization)
to_chat(user, "<span class='notice'>There's no infection to treat on [victim]'s [limb.name]!</span>")
return
user.visible_message("<span class='notice'>[user] flashes the burns on [victim]'s [limb] with [I].</span>", "<span class='notice'>You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
sanitization += I.uv_power
COOLDOWN_START(I, uv_cooldown, I.uv_cooldown_length)
/datum/wound/burn/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/stack/medical/ointment))
ointment(I, user)
else if(istype(I, /obj/item/stack/medical/mesh))
mesh(I, user)
else if(istype(I, /obj/item/flashlight/pen/paramedic))
uv(I, user)
// people complained about burns not healing on stasis beds, so in addition to checking if it's cured, they also get the special ability to very slowly heal on stasis beds if they have the healing effects stored
/datum/wound/burn/on_stasis()
. = ..()
if(flesh_healing > 0)
flesh_damage = max(0, flesh_damage - 0.2)
if((flesh_damage <= 0) && (infestation <= 1))
to_chat(victim, "<span class='green'>The burns on your [limb.name] have cleared up!</span>")
qdel(src)
return
if(sanitization > 0)
infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE * 0.2)
/datum/wound/burn/on_synthflesh(amount)
flesh_healing += amount * 0.5 // 20u patch will heal 10 flesh standard
// we don't even care about first degree burns, straight to second
/datum/wound/burn/moderate
name = "Second Degree Burns"
desc = "Patient is suffering considerable burns with mild skin penetration, weakening limb integrity and increased burning sensations."
treat_text = "Recommended application of topical ointment or regenerative mesh to affected region."
examine_desc = "is badly burned and breaking out in blisters"
occur_text = "breaks out with violent red burns"
severity = WOUND_SEVERITY_MODERATE
damage_mulitplier_penalty = 1.1
threshold_minimum = 40
threshold_penalty = 30 // burns cause significant decrease in limb integrity compared to other wounds
status_effect_type = /datum/status_effect/wound/burn/moderate
flesh_damage = 5
scar_keyword = "burnmoderate"
/datum/wound/burn/severe
name = "Third Degree Burns"
desc = "Patient is suffering extreme burns with full skin penetration, creating serious risk of infection and greatly reduced limb integrity."
treat_text = "Recommended immediate disinfection and excision of any infected skin, followed by bandaging and ointment."
examine_desc = "appears seriously charred, with aggressive red splotches"
occur_text = "chars rapidly, exposing ruined tissue and spreading angry red burns"
severity = WOUND_SEVERITY_SEVERE
damage_mulitplier_penalty = 1.2
threshold_minimum = 80
threshold_penalty = 40
status_effect_type = /datum/status_effect/wound/burn/severe
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
infestation_rate = 0.05 // appx 13 minutes to reach sepsis without any treatment
flesh_damage = 12.5
scar_keyword = "burnsevere"
/datum/wound/burn/critical
name = "Catastrophic Burns"
desc = "Patient is suffering near complete loss of tissue and significantly charred muscle and bone, creating life-threatening risk of infection and negligible limb integrity."
treat_text = "Immediate surgical debriding of any infected skin, followed by potent tissue regeneration formula and bandaging."
examine_desc = "is a ruined mess of blanched bone, melted fat, and charred tissue"
occur_text = "vaporizes as flesh, bone, and fat melt together in a horrifying mess"
severity = WOUND_SEVERITY_CRITICAL
damage_mulitplier_penalty = 1.3
sound_effect = 'sound/effects/wounds/sizzle2.ogg'
threshold_minimum = 140
threshold_penalty = 80
status_effect_type = /datum/status_effect/wound/burn/critical
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
infestation_rate = 0.15 // appx 4.33 minutes to reach sepsis without any treatment
flesh_damage = 20
scar_keyword = "burncritical"
@@ -0,0 +1,206 @@
/*
Muscle wounds. There is a chance to roll a muscle wound instead of others while doing brute damage
*/
/datum/wound/muscle
name = "Muscle Wound"
sound_effect = 'sound/effects/wounds/blood1.ogg'
wound_type = WOUND_MUSCLE
wound_flags = (FLESH_WOUND | ACCEPTS_SPLINT)
viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
processes = TRUE
/// How much do we need to regen. Will regen faster if we're splinted and or laying down
var/regen_ticks_needed
/// Our current counter for healing
var/regen_ticks_current = 0
/*
Overwriting of base procs
*/
/datum/wound/muscle/wound_injury(datum/wound/old_wound = null)
// hook into gaining/losing gauze so crit muscle wounds can re-enable/disable depending if they're slung or not
RegisterSignal(limb, list(COMSIG_BODYPART_SPLINTED, COMSIG_BODYPART_SPLINT_DESTROYED), .proc/update_inefficiencies)
RegisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, .proc/attack_with_hurt_hand)
if(limb.held_index && victim.get_item_for_held_index(limb.held_index) && (disabling || prob(30 * severity)))
var/obj/item/I = victim.get_item_for_held_index(limb.held_index)
if(istype(I, /obj/item/offhand))
I = victim.get_inactive_held_item()
if(I && victim.dropItemToGround(I))
victim.visible_message("<span class='danger'>[victim] drops [I] in shock!</span>", "<span class='warning'><b>The force on your [limb.name] causes you to drop [I]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
update_inefficiencies()
/datum/wound/muscle/remove_wound(ignore_limb, replaced)
limp_slowdown = 0
if(limb)
UnregisterSignal(limb, list(COMSIG_BODYPART_GAUZED, COMSIG_BODYPART_GAUZE_DESTROYED))
if(victim)
UnregisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK)
return ..()
/datum/wound/muscle/handle_process()
. = ..()
regen_ticks_current++
if(victim.body_position == LYING_DOWN)
if(prob(50))
regen_ticks_current += 0.5
if(victim.IsSleeping())
regen_ticks_current += 0.5
if(limb.current_splint)
regen_ticks_current += (1-limb.current_splint.splint_factor)
if(regen_ticks_current > regen_ticks_needed)
if(!victim || !limb)
qdel(src)
return
to_chat(victim, "<span class='green'>Your [limb.name] has regenerated its muscle!</span>")
remove_wound()
/// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so
/datum/wound/muscle/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
SIGNAL_HANDLER
if(victim.get_active_hand() != limb || victim.a_intent == INTENT_HELP || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE)
return
// 15% of 30% chance to proc pain on hit
if(prob(severity * 15))
// And you have a 70% or 50% chance to actually land the blow, respectively
if(prob(70 - 20 * severity))
to_chat(victim, "<span class='userdanger'>The damaged muscle in your [limb.name] shoots with pain as you strike [target]!</span>")
limb.receive_damage(brute=rand(1,5))
else
victim.visible_message("<span class='danger'>[victim] weakly strikes [target] with [victim.p_their()] swollen [limb.name], recoiling from pain!</span>", \
"<span class='userdanger'>You fail to strike [target] as the fracture in your [limb.name] lights up in unbearable pain!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
INVOKE_ASYNC(victim, /mob.proc/emote, "scream")
victim.Stun(0.5 SECONDS)
limb.receive_damage(brute=rand(3,7))
return COMPONENT_CANCEL_ATTACK_CHAIN
/datum/wound/muscle/get_examine_description(mob/user)
if(!limb.current_splint)
return ..()
var/list/msg = list()
if(!limb.current_splint)
msg += "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
else
var/sling_condition = ""
// how much life we have left in these bandages
switch(limb.current_splint.sling_condition)
if(0 to 1.25)
sling_condition = "just barely"
if(1.25 to 2.75)
sling_condition = "loosely"
if(2.75 to 4)
sling_condition = "mostly"
if(4 to INFINITY)
sling_condition = "tightly"
msg += "[victim.p_their(TRUE)] [limb.name] is [sling_condition] fastened with a [limb.current_splint.name]!"
return "<B>[msg.Join()]</B>"
/*
Common procs mostly copied from bone wounds, as their behaviour is very similar
*/
/datum/wound/muscle/proc/update_inefficiencies()
if(limb.body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(limb.current_splint)
limp_slowdown = initial(limp_slowdown) * limb.current_splint.splint_factor
else
limp_slowdown = initial(limp_slowdown)
victim.apply_status_effect(STATUS_EFFECT_LIMP)
else if(limb.body_zone in list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
if(limb.current_splint)
interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * limb.current_splint.splint_factor)
else
interaction_efficiency_penalty = interaction_efficiency_penalty
if(initial(disabling))
if(limb.current_splint && limb.current_splint.helps_disabled)
set_disabling(FALSE)
else
set_disabling(TRUE)
limb.update_wounds()
/// Moderate (Muscle Tear)
/datum/wound/muscle/moderate
name = "Muscle Tear"
desc = "Patient's muscle has torn, causing serious pain and reduced limb functionality."
treat_text = "Recommended rest and sleep, or splinting the limb."
examine_desc = "appears unnaturallly red and swollen"
occur_text = "swells up, it's skin turning red"
severity = WOUND_SEVERITY_MODERATE
interaction_efficiency_penalty = 1.5
limp_slowdown = 2
threshold_minimum = 35
threshold_penalty = 15
status_effect_type = /datum/status_effect/wound/muscle/moderate
regen_ticks_needed = 90
/*
Severe (Ruptured Tendon)
*/
/datum/wound/muscle/severe
name = "Ruptured Tendon"
sound_effect = 'sound/effects/wounds/blood2.ogg'
desc = "Patient's tendon has been severed, causing significant pain and near uselessness of limb."
treat_text = "Recommended rest and sleep aswell as splinting the limb."
examine_desc = "is limp and awkwardly twitching, skin swollen and red"
occur_text = "twists in pain and goes limp, it's tendon ruptured"
severity = WOUND_SEVERITY_SEVERE
interaction_efficiency_penalty = 2
limp_slowdown = 5
threshold_minimum = 80
threshold_penalty = 35
disabling = TRUE
status_effect_type = /datum/status_effect/wound/muscle/severe
regen_ticks_needed = 150
/datum/status_effect/wound/muscle
/datum/status_effect/wound/muscle/on_apply()
. = ..()
RegisterSignal(owner, COMSIG_MOB_SWAP_HANDS, .proc/on_swap_hands)
on_swap_hands()
/datum/status_effect/wound/muscle/on_remove()
. = ..()
UnregisterSignal(owner, COMSIG_MOB_SWAP_HANDS)
var/mob/living/carbon/wound_owner = owner
wound_owner.remove_actionspeed_modifier(/datum/actionspeed_modifier/muscle_wound)
/datum/status_effect/wound/muscle/proc/on_swap_hands()
SIGNAL_HANDLER
var/mob/living/carbon/wound_owner = owner
if(wound_owner.get_active_hand() == linked_limb)
wound_owner.add_actionspeed_modifier(/datum/actionspeed_modifier/muscle_wound, (linked_wound.interaction_efficiency_penalty - 1))
else
wound_owner.remove_actionspeed_modifier(/datum/actionspeed_modifier/muscle_wound)
/datum/status_effect/wound/muscle/nextmove_modifier()
var/mob/living/carbon/C = owner
if(C.get_active_hand() == linked_limb)
return linked_wound.interaction_efficiency_penalty
return 1
// muscle
/datum/status_effect/wound/muscle/moderate
id = "torn muscle"
/datum/status_effect/wound/muscle/severe
id = "ruptured tendon"
/datum/actionspeed_modifier/muscle_wound
variable = TRUE
@@ -0,0 +1,188 @@
/*
Piercing wounds
*/
/datum/wound/pierce
name = "Piercing Wound"
sound_effect = 'sound/weapons/slice.ogg'
processes = TRUE
wound_type = WOUND_PIERCE
treatable_by = list(/obj/item/stack/medical/suture)
treatable_tool = TOOL_CAUTERY
base_treat_time = 3 SECONDS
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
/// How much blood we start losing when this wound is first applied
var/initial_flow
/// If gauzed, what percent of the internal bleeding actually clots of the total absorption rate
var/gauzed_clot_rate
/// When hit on this bodypart, we have this chance of losing some blood + the incoming damage
var/internal_bleeding_chance
/// If we let off blood when hit, the max blood lost is this * the incoming damage
var/internal_bleeding_coefficient
/datum/wound/slash/show_wound_topic(mob/user)
return (user == victim && blood_flow)
/datum/wound/slash/Topic(href, href_list)
. = ..()
if(href_list["wound_topic"])
if(!usr == victim)
return
victim.self_grasp_bleeding_limb(limb)
/datum/wound/pierce/wound_injury(datum/wound/old_wound)
blood_flow = initial_flow
/datum/wound/pierce/receive_damage(wounding_type, wounding_dmg, wound_bonus)
if(victim.stat == DEAD || wounding_dmg < 5)
return
if(victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
if(limb.current_splint && limb.current_splint.splint_factor)
wounding_dmg *= (1 - limb.current_splint.splint_factor)
var/blood_bled = rand(1, wounding_dmg * internal_bleeding_coefficient) // 12 brute toolbox can cause up to 15/18/21 bloodloss on mod/sev/crit
switch(blood_bled)
if(1 to 6)
victim.bleed(blood_bled, TRUE)
if(7 to 13)
victim.visible_message("<span class='smalldanger'>Blood droplets fly from the hole in [victim]'s [limb.name].</span>", "<span class='danger'>You cough up a bit of blood from the blow to your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled, TRUE)
if(14 to 19)
victim.visible_message("<span class='smalldanger'>A small stream of blood spurts from the hole in [victim]'s [limb.name]!</span>", "<span class='danger'>You spit out a string of blood from the blow to your [limb.name]!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
victim.visible_message("<span class='danger'>A spray of blood streams from the gash in [victim]'s [limb.name]!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your [limb.name]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
/datum/wound/pierce/handle_process()
blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)
if(victim.bodytemperature < (BODYTEMP_NORMAL - 10))
blood_flow -= 0.2
if(prob(5))
to_chat(victim, "<span class='notice'>You feel the [lowertext(name)] in your [limb.name] firming up from the cold!</span>")
if(victim.reagents.has_reagent(/datum/reagent/toxin/heparin))
blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
if(limb.current_gauze && limb.current_gauze.seep_gauze(limb.current_gauze.absorption_rate, GAUZE_STAIN_BLOOD))
blood_flow -= limb.current_gauze.absorption_rate * gauzed_clot_rate
if(blood_flow <= 0)
qdel(src)
/datum/wound/pierce/on_stasis()
. = ..()
if(blood_flow <= 0)
qdel(src)
/datum/wound/pierce/check_grab_treatments(obj/item/I, mob/user)
if(I.get_temperature()) // if we're using something hot but not a cautery, we need to be aggro grabbing them first, so we don't try treating someone we're eswording
return TRUE
/datum/wound/pierce/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/stack/medical/suture))
suture(I, user)
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature())
tool_cauterize(I, user)
/datum/wound/pierce/on_xadone(power)
. = ..()
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
/datum/wound/pierce/on_synthflesh(power)
. = ..()
blood_flow -= 0.05 * power // 20u * 0.05 = -1 blood flow, less than with slashes but still good considering smaller bleed rates
/// If someone is using a suture to close this puncture
/datum/wound/pierce/proc/suture(obj/item/stack/medical/suture/I, mob/user)
var/self_penalty_mult = (user == victim ? 1.4 : 1)
user.visible_message("<span class='notice'>[user] begins stitching [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] stitches up some of the bleeding on [victim].</span>", "<span class='green'>You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
var/blood_sutured = I.stop_bleeding / self_penalty_mult
blood_flow -= blood_sutured
limb.heal_damage(I.heal_brute, I.heal_burn)
I.use(1)
if(blood_flow > 0)
try_treating(I, user)
else
to_chat(user, "<span class='green'>You successfully close the hole in [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
/// If someone is using either a cautery tool or something with heat to cauterize this pierce
/datum/wound/pierce/proc/tool_cauterize(obj/item/I, mob/user)
var/improv_penalty_mult = (I.tool_behaviour == TOOL_CAUTERY ? 1 : 1.25) // 25% longer and less effective if you don't use a real cautery
var/self_penalty_mult = (user == victim ? 1.5 : 1) // 50% longer and less effective if you do it to yourself
user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult * improv_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] cauterizes some of the bleeding on [victim].</span>", "<span class='green'>You cauterize some of the bleeding on [victim].</span>")
limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND)
if(prob(30))
victim.emote("scream")
var/blood_cauterized = (0.6 / (self_penalty_mult * improv_penalty_mult))
blood_flow -= blood_cauterized
if(blood_flow > 0)
try_treating(I, user)
/datum/wound/pierce/moderate
name = "Minor Breakage"
desc = "Patient's skin has been broken open, causing severe bruising and minor internal bleeding in affected area."
treat_text = "Treat affected site with bandaging or exposure to extreme cold. In dire cases, brief exposure to vacuum may suffice." // space is cold in ss13, so it's like an ice pack!
examine_desc = "has a small, circular hole, gently bleeding"
occur_text = "spurts out a thin stream of blood"
sound_effect = 'sound/effects/wounds/pierce1.ogg'
severity = WOUND_SEVERITY_MODERATE
initial_flow = 1.5
gauzed_clot_rate = 0.8
internal_bleeding_chance = 30
internal_bleeding_coefficient = 1.25
threshold_minimum = 30
threshold_penalty = 20
status_effect_type = /datum/status_effect/wound/pierce/moderate
scar_keyword = "piercemoderate"
/datum/wound/pierce/severe
name = "Open Puncture"
desc = "Patient's internal tissue is penetrated, causing sizeable internal bleeding and reduced limb stability."
treat_text = "Repair punctures in skin by suture or cautery, extreme cold may also work."
examine_desc = "is pierced clear through, with bits of tissue obscuring the open hole"
occur_text = "looses a violent spray of blood, revealing a pierced wound"
sound_effect = 'sound/effects/wounds/pierce2.ogg'
severity = WOUND_SEVERITY_SEVERE
initial_flow = 2.25
gauzed_clot_rate = 0.6
internal_bleeding_chance = 60
internal_bleeding_coefficient = 1.5
threshold_minimum = 50
threshold_penalty = 35
status_effect_type = /datum/status_effect/wound/pierce/severe
scar_keyword = "piercesevere"
/datum/wound/pierce/critical
name = "Ruptured Cavity"
desc = "Patient's internal tissue and circulatory system is shredded, causing significant internal bleeding and damage to internal organs."
treat_text = "Surgical repair of puncture wound, followed by supervised resanguination."
examine_desc = "is ripped clear through, barely held together by exposed bone"
occur_text = "blasts apart, sending chunks of viscera flying in all directions"
sound_effect = 'sound/effects/wounds/pierce3.ogg'
severity = WOUND_SEVERITY_CRITICAL
initial_flow = 3
gauzed_clot_rate = 0.4
internal_bleeding_chance = 80
internal_bleeding_coefficient = 1.75
threshold_minimum = 100
threshold_penalty = 50
status_effect_type = /datum/status_effect/wound/pierce/critical
scar_keyword = "piercecritical"
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
@@ -0,0 +1,314 @@
/*
Slashing wounds
*/
/datum/wound/slash
name = "Slashing (Cut) Wound"
sound_effect = 'sound/weapons/slice.ogg'
processes = TRUE
wound_type = WOUND_SLASH
treatable_by = list(/obj/item/stack/medical/suture)
treatable_by_grabbed = list(/obj/item/gun/energy/laser)
treatable_tool = TOOL_CAUTERY
base_treat_time = 3 SECONDS
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
/// How much blood we start losing when this wound is first applied
var/initial_flow
/// When we have less than this amount of flow, either from treatment or clotting, we demote to a lower cut or are healed of the wound
var/minimum_flow
/// How fast our blood flow will naturally decrease per tick, not only do larger cuts bleed more faster, they clot slower
var/clot_rate
/// Once the blood flow drops below minimum_flow, we demote it to this type of wound. If there's none, we're all better
var/demotes_to
/// How much staunching per type (cautery, suturing, bandaging) you can have before that type is no longer effective for this cut NOT IMPLEMENTED
var/max_per_type
/// The maximum flow we've had so far
var/highest_flow
/// A bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate))
var/datum/scar/highest_scar
/datum/wound/slash/show_wound_topic(mob/user)
return (user == victim && blood_flow)
/datum/wound/slash/Topic(href, href_list)
. = ..()
if(href_list["wound_topic"])
if(!usr == victim)
return
victim.self_grasp_bleeding_limb(limb)
/datum/wound/slash/wound_injury(datum/wound/slash/old_wound = null)
blood_flow = initial_flow
if(old_wound)
blood_flow = max(old_wound.blood_flow, initial_flow)
if(old_wound.severity > severity && old_wound.highest_scar)
highest_scar = old_wound.highest_scar
old_wound.highest_scar = null
if(!highest_scar)
highest_scar = new
highest_scar.generate(limb, src, add_to_scars=FALSE)
/datum/wound/slash/remove_wound(ignore_limb, replaced)
if(!replaced && highest_scar)
already_scarred = TRUE
highest_scar.lazy_attach(limb)
return ..()
/datum/wound/slash/get_examine_description(mob/user)
if(!limb.current_gauze)
return ..()
var/list/msg = list("The cuts on [victim.p_their()] [limb.name] are wrapped with ")
// how much life we have left in these bandages
switch(limb.current_gauze.absorption_capacity)
if(0 to 1.25)
msg += "nearly ruined"
if(1.25 to 2.75)
msg += "badly worn"
if(2.75 to 4)
msg += "slightly bloodied"
if(4 to INFINITY)
msg += "clean"
msg += " [limb.current_gauze.name]!"
return "<B>[msg.Join()]</B>"
/datum/wound/slash/receive_damage(wounding_type, wounding_dmg, wound_bonus)
if(victim.stat != DEAD && wound_bonus != CANT_WOUND && wounding_type == WOUND_SLASH) // can't stab dead bodies to make it bleed faster this way
blood_flow += 0.05 * wounding_dmg
/datum/wound/slash/drag_bleed_amount()
// say we have 3 severe cuts with 3 blood flow each, pretty reasonable
// compare with being at 100 brute damage before, where you bled (brute/100 * 2), = 2 blood per tile
var/bleed_amt = min(blood_flow * 0.1, 1) // 3 * 3 * 0.1 = 0.9 blood total, less than before! the share here is .3 blood of course.
if(limb.current_gauze && limb.current_gauze.seep_gauze(bleed_amt * 0.33, GAUZE_STAIN_BLOOD)) // gauze stops all bleeding from dragging on this limb, but wears the gauze out quicker
return 0
return bleed_amt
/datum/wound/slash/handle_process()
if(victim.stat == DEAD)
blood_flow -= max(clot_rate, WOUND_SLASH_DEAD_CLOT_MIN)
if(blood_flow < minimum_flow)
if(demotes_to)
replace_wound(demotes_to)
return
qdel(src)
return
blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)
if(victim.reagents.has_reagent(/datum/reagent/toxin/heparin))
blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
if(limb.current_gauze)
if(clot_rate > 0)
blood_flow -= clot_rate
//SKYRAT EDIT CHANGE BEGIN - MEDICAL
/*
blood_flow -= limb.current_gauze.absorption_rate
limb.seep_gauze(limb.current_gauze.absorption_rate)
*/
if(limb.current_gauze && limb.current_gauze.seep_gauze(limb.current_gauze.absorption_rate, GAUZE_STAIN_BLOOD))
blood_flow -= limb.current_gauze.absorption_rate
//SKYRAT EDIT CHANGE END
else
blood_flow -= clot_rate
if(blood_flow > highest_flow)
highest_flow = blood_flow
if(blood_flow < minimum_flow)
if(demotes_to)
replace_wound(demotes_to)
else
to_chat(victim, "<span class='green'>The cut on your [limb.name] has stopped bleeding!</span>")
qdel(src)
/datum/wound/slash/on_stasis()
if(blood_flow >= minimum_flow)
return
if(demotes_to)
replace_wound(demotes_to)
return
qdel(src)
/* BEWARE, THE BELOW NONSENSE IS MADNESS. bones.dm looks more like what I have in mind and is sufficiently clean, don't pay attention to this messiness */
/datum/wound/slash/check_grab_treatments(obj/item/I, mob/user)
if(istype(I, /obj/item/gun/energy/laser))
return TRUE
if(I.get_temperature()) // if we're using something hot but not a cautery, we need to be aggro grabbing them first, so we don't try treating someone we're eswording
return TRUE
/datum/wound/slash/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/gun/energy/laser))
las_cauterize(I, user)
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature())
tool_cauterize(I, user)
else if(istype(I, /obj/item/stack/medical/suture))
suture(I, user)
/datum/wound/slash/try_handling(mob/living/carbon/human/user)
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB || !isfelinid(user) || !victim.can_inject(user, TRUE))
return FALSE
if(DOING_INTERACTION_WITH_TARGET(user, victim))
to_chat(user, "<span class='warning'>You're already interacting with [victim]!</span>")
return
if(user.is_mouth_covered())
to_chat(user, "<span class='warning'>Your mouth is covered, you can't lick [victim]'s wounds!</span>")
return
if(!user.getorganslot(ORGAN_SLOT_TONGUE))
to_chat(user, "<span class='warning'>You can't lick wounds without a tongue!</span>") // f in chat
return
lick_wounds(user)
return TRUE
/// if a felinid is licking this cut to reduce bleeding
/datum/wound/slash/proc/lick_wounds(mob/living/carbon/human/user)
// transmission is one way patient -> felinid since google said cat saliva is antiseptic or whatever, and also because felinids are already risking getting beaten for this even without people suspecting they're spreading a deathvirus
for(var/i in victim.diseases)
var/datum/disease/iter_disease = i
if(iter_disease.spread_flags & (DISEASE_SPREAD_SPECIAL | DISEASE_SPREAD_NON_CONTAGIOUS))
continue
user.ForceContractDisease(iter_disease)
user.visible_message("<span class='notice'>[user] begins licking the wounds on [victim]'s [limb.name].</span>", "<span class='notice'>You begin licking the wounds on [victim]'s [limb.name]...</span>", ignored_mobs=victim)
to_chat(victim, "<span class='notice'>[user] begins to lick the wounds on your [limb.name].</span")
if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='notice'>[user] licks the wounds on [victim]'s [limb.name].</span>", "<span class='notice'>You lick some of the wounds on [victim]'s [limb.name]</span>", ignored_mobs=victim)
to_chat(victim, "<span class='green'>[user] licks the wounds on your [limb.name]!</span")
blood_flow -= 0.5
if(blood_flow > minimum_flow)
try_handling(user)
else if(demotes_to)
to_chat(user, "<span class='green'>You successfully lower the severity of [victim]'s cuts.</span>")
/datum/wound/slash/on_xadone(power)
. = ..()
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
/datum/wound/slash/on_synthflesh(power)
. = ..()
blood_flow -= 0.075 * power // 20u * 0.075 = -1.5 blood flow, pretty good for how little effort it is
/// If someone's putting a laser gun up to our cut to cauterize it
/datum/wound/slash/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
var/self_penalty_mult = (user == victim ? 1.25 : 1)
user.visible_message("<span class='warning'>[user] begins aiming [lasgun] directly at [victim]'s [limb.name]...</span>", "<span class='userdanger'>You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
var/damage = lasgun.chambered.BB.damage
lasgun.chambered.BB.wound_bonus -= 30
lasgun.chambered.BB.damage *= self_penalty_mult
if(!lasgun.process_fire(victim, victim, TRUE, null, limb.body_zone))
return
victim.emote("scream")
blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good
victim.visible_message("<span class='warning'>The cuts on [victim]'s [limb.name] scar over!</span>")
/// If someone is using either a cautery tool or something with heat to cauterize this cut
/datum/wound/slash/proc/tool_cauterize(obj/item/I, mob/user)
var/improv_penalty_mult = (I.tool_behaviour == TOOL_CAUTERY ? 1 : 1.25) // 25% longer and less effective if you don't use a real cautery
var/self_penalty_mult = (user == victim ? 1.5 : 1) // 50% longer and less effective if you do it to yourself
user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult * improv_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] cauterizes some of the bleeding on [victim].</span>", "<span class='green'>You cauterize some of the bleeding on [victim].</span>")
limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND)
if(prob(30))
victim.emote("scream")
var/blood_cauterized = (0.6 / (self_penalty_mult * improv_penalty_mult))
blood_flow -= blood_cauterized
if(blood_flow > minimum_flow)
try_treating(I, user)
else if(demotes_to)
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
/// If someone is using a suture to close this cut
/datum/wound/slash/proc/suture(obj/item/stack/medical/suture/I, mob/user)
var/self_penalty_mult = (user == victim ? 1.4 : 1)
user.visible_message("<span class='notice'>[user] begins stitching [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] stitches up some of the bleeding on [victim].</span>", "<span class='green'>You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
var/blood_sutured = I.stop_bleeding / self_penalty_mult
blood_flow -= blood_sutured
limb.heal_damage(I.heal_brute, I.heal_burn)
I.use(1)
if(blood_flow > minimum_flow)
try_treating(I, user)
else if(demotes_to)
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
/datum/wound/slash/moderate
name = "Rough Abrasion"
desc = "Patient's skin has been badly scraped, generating moderate blood loss."
treat_text = "Application of clean bandages or first-aid grade sutures, followed by food and rest."
examine_desc = "has an open cut"
occur_text = "is cut open, slowly leaking blood"
sound_effect = 'sound/effects/wounds/blood1.ogg'
severity = WOUND_SEVERITY_MODERATE
initial_flow = 2
minimum_flow = 0.5
max_per_type = 3
clot_rate = 0.12
threshold_minimum = 20
threshold_penalty = 10
status_effect_type = /datum/status_effect/wound/slash/moderate
scar_keyword = "slashmoderate"
/datum/wound/slash/severe
name = "Open Laceration"
desc = "Patient's skin is ripped clean open, allowing significant blood loss."
treat_text = "Speedy application of first-aid grade sutures and clean bandages, followed by vitals monitoring to ensure recovery."
examine_desc = "has a severe cut"
occur_text = "is ripped open, veins spurting blood"
sound_effect = 'sound/effects/wounds/blood2.ogg'
severity = WOUND_SEVERITY_SEVERE
initial_flow = 3.25
minimum_flow = 2.75
clot_rate = 0.06
max_per_type = 4
threshold_minimum = 50
threshold_penalty = 25
demotes_to = /datum/wound/slash/moderate
status_effect_type = /datum/status_effect/wound/slash/severe
scar_keyword = "slashsevere"
/datum/wound/slash/critical
name = "Weeping Avulsion"
desc = "Patient's skin is completely torn open, along with significant loss of tissue. Extreme blood loss will lead to quick death without intervention."
treat_text = "Immediate bandaging and either suturing or cauterization, followed by supervised resanguination."
examine_desc = "is carved down to the bone, spraying blood wildly"
occur_text = "is torn open, spraying blood wildly"
sound_effect = 'sound/effects/wounds/blood3.ogg'
severity = WOUND_SEVERITY_CRITICAL
initial_flow = 4.25
minimum_flow = 4
clot_rate = -0.05 // critical cuts actively get worse instead of better
max_per_type = 5
threshold_minimum = 80
threshold_penalty = 40
demotes_to = /datum/wound/slash/severe
status_effect_type = /datum/status_effect/wound/slash/critical
scar_keyword = "slashcritical"
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
Binary file not shown.

After

Width:  |  Height:  |  Size: 2.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 KiB

+14
View File
@@ -144,6 +144,7 @@
#include "code\__DEFINES\~skyrat_defines\jobs.dm"
#include "code\__DEFINES\~skyrat_defines\keybindings.dm"
#include "code\__DEFINES\~skyrat_defines\logging.dm"
#include "code\__DEFINES\~skyrat_defines\medical_defines.dm"
#include "code\__DEFINES\~skyrat_defines\obj_flags.dm"
#include "code\__DEFINES\~skyrat_defines\preferences.dm"
#include "code\__DEFINES\~skyrat_defines\robot_defines.dm"
@@ -3672,6 +3673,19 @@
#include "modular_skyrat\modules\mapping\code\furniture.dm"
#include "modular_skyrat\modules\mapping\code\planet_turfs.dm"
#include "modular_skyrat\modules\mapping\code\pool.dm"
#include "modular_skyrat\modules\medical\code\bodypart.dm"
#include "modular_skyrat\modules\medical\code\bodypart_aid.dm"
#include "modular_skyrat\modules\medical\code\carbon_defense.dm"
#include "modular_skyrat\modules\medical\code\carbon_examine.dm"
#include "modular_skyrat\modules\medical\code\carbon_update_icons.dm"
#include "modular_skyrat\modules\medical\code\crafting_recipes.dm"
#include "modular_skyrat\modules\medical\code\splint.dm"
#include "modular_skyrat\modules\medical\code\wounds\_wounds.dm"
#include "modular_skyrat\modules\medical\code\wounds\bones.dm"
#include "modular_skyrat\modules\medical\code\wounds\burns.dm"
#include "modular_skyrat\modules\medical\code\wounds\muscle.dm"
#include "modular_skyrat\modules\medical\code\wounds\pierce.dm"
#include "modular_skyrat\modules\medical\code\wounds\slash.dm"
#include "modular_skyrat\modules\mentor\code\_globalvars.dm"
#include "modular_skyrat\modules\mentor\code\client_procs.dm"
#include "modular_skyrat\modules\mentor\code\config.dm"