* Nerfs bone wounds to make them less miserable (#61196)
So I've always kinda known that bone wounds are unpleasant to receive, but since paying some closer attention to how they affect peoples rounds in the last few months, I've realized that they need to be reigned in some more. So, let's break down the big changes...
General bone wound nerfs
Limping on a busted leg is now a chance with each step of that leg, instead of always happening: No matter how small the delay added to your move time after each step (like if it was just a dislocation), and even with slings, bone wounds on your leg crippled you with the constant slowdown, because they happened every time you stepped on that leg. Now, the chance to limp on any given step with that leg is higher with worse wounds, and applying a sling to that leg further lowers that chance, as well as lowering the delay from that limp. A dislocated leg, for example, only limps 30% of the time, while a compound fracture limps 70% of the time.
Skeletons and plasmamen (aka carbons with no flesh) can now use bone gel directly on cracked limbs to fix them, in 1/4th the time it takes the normal bone gel + surgical tape improvised fix to heal them, and with none of the damage. I felt bad that the ability for skeletons to stick dismembered limbs back into their slots was destroyed because the limbs would be critically wounded already, and still useless. Now, skeletons and plasmamen can be treated with just bone gel and some time. At some point after this is merged, someone should give the pirate ship some free bone gel.
The speed of the improvised bone gel + surgical fix for broken bones is even further improved by laying down and by sleeping than it was before, meaning the improvised fixes can be cut down further by laying down for a bit while it works.
Makes bone wounds less obnoxious, reducing their ability to single-handedly ruin your round when you suffer one. I want to go further in the future and add an easier improvised fix for hairline fractures soon, but those changes can come later after these are merged.
* Nerfs bone wounds to make them less miserable
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Tend Wounds and Debride Infection surgeries now estimate how long you have left to finish (#58682)
* Tend Wounds and Debride Infection surgeries now estimate how long you have left to finish
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* replaces all instances of ammo_casing/BB to loaded_projectile again without crashing this time
* a
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Refactor can_inject, and introduce try_inject (#56816)
Splits can_inject into can_inject and try_inject. The latter can perform side effects, while the former cannot. Moved the show_error bool parameter to a flag that try_inject checks.
Changes the signature to can_inject(mob/user, target_zone, injection_flags). This was previously redefined in several places, making it impossible to use named parameters. This refactor now allows named parameters to be used, and thus avoiding the ugliness of TRUE, FALSE, FALSE in parameters.
* Refactor can_inject, and introduce try_inject
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Regular CTF no longer has wounding (#56093)
🆑 coiax
tweak: Regular Capture-The-Flag players can no longer be wounded.
Simulated participants in the Medieval Shuttle can still be violently
murdered with wounds however.
/🆑
CTF is very fast paced, and if you've taken damage without your shield,
you are nearly dead most of the time. However, if you do survive, you're
supposed to slowly heal, but wounds are untreatable on the battlefield.
People still being able to be bloodily stabbed in the Medieval Shuttle
is definitely a feature.
- Aliens (xenomorphs) are still immune to wounds, but that immunity is
now done with a trait, rather than a typecheck.
* Regular CTF no longer has wounding
Co-authored-by: coiax <jack@billbuddy.co.uk>
* Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.
For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.
I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
* Small do-after refactor
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#54922)
* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Reverts metabolism on stomachs, keep them as important to eating (#54632)
* [ready] Reverts metabolism on stomachs, keep them as important to eating
* Merge branch 'master' into upstream-merge-54632
* Update food_reagents.dm
* Update alcohol_reagents.dm
Co-authored-by: NightRed <nightred@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Improvised bone fixes no longer take a ridiculous amount of time to heal (#54546)
* me and math, name a less iconic duo
* small nerf
* little more nerf
* per roh
* Update code/datums/wounds/bones.dm
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Improvised bone fixes no longer take a ridiculous amount of time to heal
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
* Felinids can no longer contract organ failure by licking wounds (#54488)
This one's a simple goof on my part. Felinids licking wounds would forcibly contract every disease the patient had, which included things like appendicitis and myocardial infarction. This fixes that by adding the same checks that being exposed to someone's blood directly runs, filtering out diseases marked as DISEASE_SPREAD_SPECIAL or DISEASE_SPREAD_NON_CONTAGIOUS
* Felinids can no longer contract organ failure by licking wounds
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.
In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.
Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack
Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.
Also cleaned some code here and there.
* Standardizes attack chain signal returns and fixes a tk bug
Co-authored-by: Rohesie <rohesie@gmail.com>
* Temporal Scarring is now per-character-slot, changelings now fake scars when disguising (#54311)
* Temporal Scarring is now per-character-slot, changelings now fake scars when disguising
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Fix some potential sleeps as detected by SpacemanDMM improvements (#54230)
overrides weren't detected by should not sleep, i think i've mostly
fixed that with SpaceManiac/SpacemanDMM#214
Some of these are wacky but overall this pr is harmless
signals shouldnt sleep even in weird 1 in a million situations or due
to other people adding bad code
overrides of changeling can_sting() use alert() and input() and that's
just too fucked for me to fix in this pr
* Fixes some potential sleeps as detected by SpacemanDMM improvements
Co-authored-by: spookydonut <github@spooksoftware.com>
* Painkiller and miner's salve kills pain (#53938)
* Makes painkiller kill pain.
bye bye pain
* Painkiller kills pain less, miner's salve kills pain
Painkiller lowered from 10 to 5 for painkiller, miner's salve kills pain for 20 (same as morphine).
* unga fix
* wtf its pass out not black out
black out drunk on bonegel
* Painkiller and miner's salve kills pain
Co-authored-by: brotherbeyondd <68032262+brotherbeyondd@users.noreply.github.com>
* Fixes scars sticking around after a limb is dismembered (#53763)
During dismemberment from wounds, some scars would stick around even though the limb was no longer attached to the person. This was because I removed the scars from the person before removing the wounds, which itself would create more scars that would still be tied to the victim's scars. This fixes that, and tidies up some related code as well. Notably, you can now see which types of wounds a detached limb is suffering from by sight. Also, I have no clue what happened before when you attached a limb with existing wounds to someone, but I've made sure it applies the wounds to the person where they left off.
I also realized I made an order of operations error in the self-treatment for broken bones (with the bone gel and surgical tape) on the bone gel step, which made failing these treatments and briefly passing out/wasting a use of the gel 38 percentage points more likely than intended. This corrects that, so the base is 25%/45% failure for severe/critical blunt wounds. It also raises the bonuses to succeeding you get from painkillers a bit since you're going through a lot of trouble for all this already.
* Fixes scars sticking around after a limb is dismembered
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* limb disabled refactor (#53374)
Fixes#53219
Nukes is_disabled()
Turns several variable value changes into events.
bodypart_disabled turned into a boolean value.
BODYPART_DISABLED_WOUND turned into TRAIT_DISABLED_BY_WOUND. Not the cleanest thing out there, but it works.
Cleans some code and reduces number of updates, as only the extremities have a disabled effect.
* limb disabled refactor
Co-authored-by: Rohesie <rohesie@gmail.com>
* Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks (#53349)
#53117 introduced a few minor bugs with the health system, in this case, zombies being un-decappable due to an oversight in the head/chest dismember requiring full death rather than either full crit or death. As zombies (or anything with TRAIT_NODEATH) can only reach hard crit and not death, this meant they couldn't be decapped/disemboweled. This fixes that. It also fixes krokodil addict zombies being unwoundable due to not having flesh or bone traits.
Next up, I originally set really high negative wound bonuses for high damage weapons like eswords and armblades since they already had high damage and dismember power by themselves. Now that dismembering is tied to wounding power (and I have a better sense of balance values), these harsh nerfs are no longer needed or wanted, and you can actually dismember people worth a damn with an esword again. I also punched up the wounding power of a few other weapons like saws and scalpels to less awful (but still not optimal) against armor.
Attacks currently have an 80% chance to hit the limb you're aiming at, which can make destroying a limb a complete pain even if the target is already down and out. As such, attacks against prone targets now have a 90% chance to hit the targeted limb, cutting the miss rate in half.
Lastly, trying to cauterize bleeding wounds with improvised tools (anything hot that isn't a cautery) is now slightly less efficient than a real cautery and requires an aggro grab on the patient to apply. No more trying to cauterize the person you just attacked with an esword because you were on help intent!
* Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
This changes the has_reagent check to work with stomachs.
Several supporting procs have been added to fully support this behavior.
end_metabolization will work as expected again
expose is working with INGEST items again
on_mob_add working as intended
on_mob_life has been reviewed and worked over.
Health Analyzers now show stomach contents, same with the medical kiosk.
Included the unit test to validate reagent checks.
Unit tests for the new procs on mob
Co-authored-by: NightRed <nightred@gmail.com>
* Skeletons can treat their bone wounds again, improves door crush dislocation fix (#53307)
* Skeletons can treat their bone wounds again, improves door crush dislocation fix
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Dying people (and stunned borgies) can gasp and deathgasp again (#53320)
* Dying people (and stunned borgies) can gasp and deathgasp again
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)
By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes
I also made some other changes to wounds of various importance. Here's a quick list
-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing
I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes)
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit (#52995)
Made a few changes to gunpoints and some related mechanics while tidying up and adding docs. Here's a quick list
-Execution (point blank help intent shot aimed at the mouth) and gunpoint shots now apply their bonuses to every pellet fired rather than only the first, generally making them gushier. They also buff wound power as well as damage
-You can no longer punch yourself while holding someone up to trigger the charged shot
-You can no longer purposely fail executions and gunpoints with pax or whatever to endlessly spike the damage in a loaded round
-Attacks with extremely high wounding power can now outright dismember limbs regardless of mangled status. The threshold is high enough that it mostly applies for admin edited weapons or execution shots with shotguns (or people with the frail quirk!)
-Piercing wounds make further wounds a bit easier to apply to give them a bit more power
-Hellguns now cost 2250 credits instead of 2000 to make them a bit harder for random crew to get
-Adds special bouncy L6 rounds for admins to use to bounce off anything and everything en-masse
Also as a minor note
Projectiles with no trajectory (meaning they were likely spawned in manually) now qdel themselves on bumping something, rather than runtiming helplessly
* Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* pierce the heavens
* starts doing projs
* continue pierce
* before armor
* before sharpness redefine
* rename sharp defines, before further implementation
* finishing undoing atk_type back to sharpness
* neatens up sharpness defines, FALSE -> SHARP_NONE
* more piercing, removes brute damage bleed, bubblegum no longer wound
* starts letting embeds get in on the fun
* half with embed
* work on dismembering
* continued embed work
* more moving bandaging to limbs
* more dismemberment work
* removing embed pierce stuff
* tweaking bullets
* more docs and work on dismemberment
* spans, piercing, guns
* dismemberment and scar fixes
* bee changes
* bullets embedding
* more bullet and dismember work
* dismemberment, surgery, piercing, formaldehyde,
* pleases travis
* pierce smite
* nicer on blood
* Auto stash before rebase of "tgstation/master"
* more neatening
* wounds only consider up to 35 damage, wounds on l6 and 762
* updates hulk
* balance
* defines
* lower slug to 50 brute to accommodate wounds
* adds differentiation for having flesh/bones/both in mobs
* moves scar descs to json, renames organic_state
* excises removed healing skill
* fixes logs, inconsistencies, some balance changes
* untab
* slight compress
* a
* kills pointed global list
* dmdoc
* halfway through roh
* finishes roh review
* okay NOW i finished roh's reviews
* roh roh roh your boat
* gently down the stream
* global lists
* list ops, fix scanner for bone gel improvised fix
* travis moment
* sounds added and moved
* pellet clouds can join the fun fully, slight gun balancing for wounds
* doc moment
* unconflicts myself
* update hulk
* Update code/_onclick/item_attack.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* crying ascii face
* final rohview
* oops
* final final
Co-authored-by: Rohesie <rohesie@gmail.com>
Uses the new COOLDOWN_ defines for the penlight's cooldown, which
functions exactly the same as the `world.time` code, but is slightly
cleaner and less prone to mistakes.
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑