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c7cb0674cc
## About The Pull Request Moves all blood handling into procs and adds ways to easily hook into basically every basic blood behavior. This PR is not meant to fix every single case of janky blood logic in the game. The main point and motivation of this PR is to add hooks for blood behaviors. This allows for way more flexibility with blood code. I am not going to fix our 3000 instances of single-letter vars, wacky blood transfers, etc. This is just the groundwork for future PRs to build off of, and by itself, should do very little to change blood behavior. I also added a rigorous set of unit tests for verifying that all of the basic blood volume procs work correctly. ## Why It's Good For The Game Previously, blood was handled via directly reading/writing [var/blood_volume]. This was INCREDIBLY inconsistent and there was no way to hook into it. This PR makes blood handling way more consistent, which is great for all sorts of features.
86 lines
3.3 KiB
Plaintext
86 lines
3.3 KiB
Plaintext
/datum/wound_pregen_data/loss
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abstract = FALSE
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wound_path_to_generate = /datum/wound/loss
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required_limb_biostate = NONE
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require_any_biostate = TRUE
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required_wounding_type = WOUND_ALL
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wound_series = WOUND_SERIES_LOSS_BASIC
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threshold_minimum = WOUND_DISMEMBER_OUTRIGHT_THRESH // not actually used since dismembering is handled differently, but may as well assign it since we got it
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/datum/wound/loss
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name = "Dismemberment Wound"
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desc = "oof ouch!!"
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sound_effect = 'sound/effects/dismember.ogg'
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severity = WOUND_SEVERITY_LOSS
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status_effect_type = null
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scar_keyword = "dismember"
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wound_flags = null
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already_scarred = TRUE // We manually assign scars for dismembers through endround missing limbs and aheals
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/// The wounding_type of the attack that caused us. Used to generate the description of our scar. Currently unused, but primarily exists in case non-biological wounds are added.
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var/loss_wounding_type
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/// Our special proc for our special dismembering, the wounding type only matters for what text we have
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/datum/wound/loss/proc/apply_dismember(obj/item/bodypart/dismembered_part, wounding_type = WOUND_SLASH, outright = FALSE, attack_direction)
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if(!istype(dismembered_part) || !dismembered_part.owner || !(dismembered_part.body_zone in get_viable_zones()) || isalien(dismembered_part.owner) || !dismembered_part.can_dismember())
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qdel(src)
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return
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set_victim(dismembered_part.owner)
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var/self_msg
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if(dismembered_part.body_zone == BODY_ZONE_CHEST)
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occur_text = "is split open, causing [victim.p_their()] internal organs to spill out!"
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self_msg = "is split open, causing your internal organs to spill out!"
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else
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occur_text = dismembered_part.get_dismember_message(wounding_type, outright)
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var/msg = span_bolddanger("[victim]'s [dismembered_part.plaintext_zone] [occur_text]")
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victim.visible_message(msg, span_userdanger("Your [dismembered_part.plaintext_zone] [self_msg ? self_msg : occur_text]"))
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loss_wounding_type = wounding_type
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set_limb(dismembered_part)
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second_wind()
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log_wound(victim, src)
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if(dismembered_part.can_bleed() && wounding_type != WOUND_BURN && victim.get_blood_volume())
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victim.spray_blood(attack_direction, severity)
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dismembered_part.dismember(wounding_type == WOUND_BURN ? BURN : BRUTE, wounding_type = wounding_type)
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qdel(src)
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return TRUE
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/obj/item/bodypart/proc/get_dismember_message(wounding_type, outright)
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var/occur_text
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if(outright)
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switch(wounding_type)
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if(WOUND_BLUNT)
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occur_text = "is outright smashed to a gross pulp, severing it completely!"
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if(WOUND_SLASH)
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occur_text = "is outright slashed off, severing it completely!"
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if(WOUND_PIERCE)
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occur_text = "is outright blasted apart, severing it completely!"
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if(WOUND_BURN)
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occur_text = "is outright incinerated, falling to dust!"
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else
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var/bone_text = get_internal_description()
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var/tissue_text = get_external_description()
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switch(wounding_type)
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if(WOUND_BLUNT)
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occur_text = "is shattered through the last [bone_text] holding it together, severing it completely!"
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if(WOUND_SLASH)
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occur_text = "is slashed through the last [tissue_text] holding it together, severing it completely!"
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if(WOUND_PIERCE)
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occur_text = "is pierced through the last [tissue_text] holding it together, severing it completely!"
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if(WOUND_BURN)
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occur_text = "is completely incinerated, falling to dust!"
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return occur_text
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