// The shattered remnants of your broken limbs fill you with determination! /atom/movable/screen/alert/status_effect/determined name = "Determined" desc = "The serious wounds you've sustained have put your body into fight-or-flight mode! Now's the time to look for an exit!" icon_state = "wounded" /datum/status_effect/determined id = "determined" alert_type = /atom/movable/screen/alert/status_effect/determined /datum/status_effect/determined/on_apply() . = ..() owner.visible_message(span_danger("[owner]'s body tenses up noticeably, gritting against [owner.p_their()] pain!"), span_notice("Your senses sharpen as your body tenses up from the wounds you've sustained!"), \ vision_distance=COMBAT_MESSAGE_RANGE) if(ishuman(owner)) var/mob/living/carbon/human/human_owner = owner human_owner.physiology.bleed_mod *= WOUND_DETERMINATION_BLEED_MOD /datum/status_effect/determined/on_remove() owner.visible_message(span_danger("[owner]'s body slackens noticeably!"), span_warning("Your adrenaline rush dies off, and the pain from your wounds come aching back in..."), vision_distance=COMBAT_MESSAGE_RANGE) if(ishuman(owner)) var/mob/living/carbon/human/human_owner = owner human_owner.physiology.bleed_mod /= WOUND_DETERMINATION_BLEED_MOD return ..() /datum/status_effect/limp id = "limp" status_type = STATUS_EFFECT_REPLACE tick_interval = 0 alert_type = /atom/movable/screen/alert/status_effect/limp var/msg_stage = 0//so you dont get the most intense messages immediately /// The left leg of the limping person var/obj/item/bodypart/l_leg/left /// The right leg of the limping person var/obj/item/bodypart/r_leg/right /// Which leg we're limping with next var/obj/item/bodypart/next_leg /// How many deciseconds we limp for on the left leg var/slowdown_left = 0 /// How many deciseconds we limp for on the right leg var/slowdown_right = 0 /// The chance we limp with the left leg each step it takes var/limp_chance_left = 0 /// The chance we limp with the right leg each step it takes var/limp_chance_right = 0 /datum/status_effect/limp/on_apply() if(!iscarbon(owner)) return FALSE var/mob/living/carbon/C = owner left = C.get_bodypart(BODY_ZONE_L_LEG) right = C.get_bodypart(BODY_ZONE_R_LEG) update_limp() RegisterSignal(C, COMSIG_MOVABLE_MOVED, .proc/check_step) RegisterSignal(C, list(COMSIG_CARBON_GAIN_WOUND, COMSIG_CARBON_LOSE_WOUND, COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB), .proc/update_limp) return TRUE /datum/status_effect/limp/on_remove() UnregisterSignal(owner, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_GAIN_WOUND, COMSIG_CARBON_LOSE_WOUND, COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB)) /atom/movable/screen/alert/status_effect/limp name = "Limping" desc = "One or more of your legs has been wounded, slowing down steps with that leg! Get it fixed, or at least in a sling of gauze!" /datum/status_effect/limp/proc/check_step(mob/whocares, OldLoc, Dir, forced) SIGNAL_HANDLER if(!owner.client || owner.body_position == LYING_DOWN || !owner.has_gravity() || (owner.movement_type & FLYING) || forced || owner.buckled) return // less limping while we have determination still var/determined_mod = owner.has_status_effect(/datum/status_effect/determined) ? 0.5 : 1 if(next_leg == left) if(prob(limp_chance_left * determined_mod)) owner.client.move_delay += slowdown_left * determined_mod next_leg = right else if(prob(limp_chance_right * determined_mod)) owner.client.move_delay += slowdown_right * determined_mod next_leg = left /datum/status_effect/limp/proc/update_limp() SIGNAL_HANDLER var/mob/living/carbon/C = owner left = C.get_bodypart(BODY_ZONE_L_LEG) right = C.get_bodypart(BODY_ZONE_R_LEG) if(!left && !right) C.remove_status_effect(src) return slowdown_left = 0 slowdown_right = 0 limp_chance_left = 0 limp_chance_right = 0 // technically you can have multiple wounds causing limps on the same limb, even if practically only bone wounds cause it in normal gameplay if(left) for(var/thing in left.wounds) var/datum/wound/W = thing slowdown_left += W.limp_slowdown limp_chance_left = max(limp_chance_left, W.limp_chance) if(right) for(var/thing in right.wounds) var/datum/wound/W = thing slowdown_right += W.limp_slowdown limp_chance_right = max(limp_chance_right, W.limp_chance) // this handles losing your leg with the limp and the other one being in good shape as well if(!slowdown_left && !slowdown_right) C.remove_status_effect(src) return ///////////////////////// //////// WOUNDS ///////// ///////////////////////// // wound alert /atom/movable/screen/alert/status_effect/wound name = "Wounded" desc = "Your body has sustained serious damage, click here to inspect yourself." /atom/movable/screen/alert/status_effect/wound/Click() . = ..() if(!.) return var/mob/living/carbon/carbon_owner = owner carbon_owner.check_self_for_injuries() // wound status effect base /datum/status_effect/wound id = "wound" status_type = STATUS_EFFECT_MULTIPLE var/obj/item/bodypart/linked_limb var/datum/wound/linked_wound alert_type = NONE /datum/status_effect/wound/on_creation(mob/living/new_owner, incoming_wound) linked_wound = incoming_wound linked_limb = linked_wound.limb return ..() /datum/status_effect/wound/on_remove() linked_wound = null linked_limb = null UnregisterSignal(owner, COMSIG_CARBON_LOSE_WOUND) /datum/status_effect/wound/on_apply() if(!iscarbon(owner)) return FALSE RegisterSignal(owner, COMSIG_CARBON_LOSE_WOUND, .proc/check_remove) return TRUE /// check if the wound getting removed is the wound we're tied to /datum/status_effect/wound/proc/check_remove(mob/living/L, datum/wound/W) SIGNAL_HANDLER if(W == linked_wound) qdel(src) // bones /datum/status_effect/wound/blunt /datum/status_effect/wound/blunt/on_apply() . = ..() RegisterSignal(owner, COMSIG_MOB_SWAP_HANDS, .proc/on_swap_hands) on_swap_hands() /datum/status_effect/wound/blunt/on_remove() . = ..() UnregisterSignal(owner, COMSIG_MOB_SWAP_HANDS) var/mob/living/carbon/wound_owner = owner wound_owner.remove_actionspeed_modifier(/datum/actionspeed_modifier/blunt_wound) /datum/status_effect/wound/blunt/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/blunt_wound, (linked_wound.interaction_efficiency_penalty - 1)) else wound_owner.remove_actionspeed_modifier(/datum/actionspeed_modifier/blunt_wound) /datum/status_effect/wound/blunt/nextmove_modifier() var/mob/living/carbon/C = owner if(C.get_active_hand() == linked_limb) return linked_wound.interaction_efficiency_penalty return 1 // blunt /datum/status_effect/wound/blunt/moderate id = "disjoint" /datum/status_effect/wound/blunt/severe id = "hairline" /datum/status_effect/wound/blunt/critical id = "compound" // slash /datum/status_effect/wound/slash/moderate id = "abrasion" /datum/status_effect/wound/slash/severe id = "laceration" /datum/status_effect/wound/slash/critical id = "avulsion" // pierce /datum/status_effect/wound/pierce/moderate id = "breakage" /datum/status_effect/wound/pierce/severe id = "puncture" /datum/status_effect/wound/pierce/critical id = "rupture" // burns /datum/status_effect/wound/burn/moderate id = "seconddeg" /datum/status_effect/wound/burn/severe id = "thirddeg" /datum/status_effect/wound/burn/critical id = "fourthdeg"