Cult pylons slowly close bleeding wounds (#83870)

## About The Pull Request

Cult pylons will now slowly close bleeding wounds.

## Why It's Good For The Game

Pylons were never updated alongside wounds, so it's an EXTREMELY common
sight to see people dead or dying next to pylons purely from blood loss.
Even havign 4 pylons near isn't enough to help you up - it doesn't oxy
heal, so if you're in crit, you're fucked.

The blood cult should be able to deal with blood loss.

## Changelog

🆑
qol: Cult pylons slowly close bleeding wounds
refactor: allowed aura healing to clot wounds shut
/🆑
This commit is contained in:
carlarctg
2024-06-12 20:04:43 -03:00
committed by GitHub
parent 7ccad5b27e
commit 9a3eee70d4
2 changed files with 10 additions and 0 deletions
+9
View File
@@ -29,6 +29,9 @@
/// Amount of blood to heal over a second
var/blood_heal = 0
/// Amount of bleed/pierce wound lowering per second.
var/wound_clotting = 0
/// Map of organ (such as ORGAN_SLOT_BRAIN) to damage heal over a second
var/list/organ_healing = null
@@ -56,6 +59,7 @@
suffocation_heal = 0,
stamina_heal = 0,
blood_heal = 0,
wound_clotting = 0,
organ_healing = null,
simple_heal = 0,
limit_to_trait = null,
@@ -74,6 +78,7 @@
src.suffocation_heal = suffocation_heal
src.stamina_heal = stamina_heal
src.blood_heal = blood_heal
src.wound_clotting = wound_clotting
src.organ_healing = organ_healing
src.simple_heal = simple_heal
src.limit_to_trait = limit_to_trait
@@ -130,6 +135,10 @@
for (var/organ in organ_healing)
candidate.adjustOrganLoss(organ, -organ_healing[organ] * seconds_per_tick)
var/mob/living/carbon/carbidate = candidate
for(var/datum/wound/iter_wound as anything in carbidate.all_wounds)
iter_wound.adjust_blood_flow(-wound_clotting * seconds_per_tick)
else if (isanimal(candidate))
var/mob/living/simple_animal/animal_candidate = candidate
animal_candidate.adjustHealth(-simple_heal * seconds_per_tick, updating_health = FALSE)
@@ -22,6 +22,7 @@
burn_heal = 0.4, \
blood_heal = 0.4, \
simple_heal = 1.2, \
wound_clotting = 0.1, \
requires_visibility = FALSE, \
limit_to_trait = TRAIT_HEALS_FROM_CULT_PYLONS, \
healing_color = COLOR_CULT_RED, \