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Bubberstation/code/datums/wounds/slash.dm

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/*
Slashing wounds
*/
/datum/wound/slash
name = "Slashing (Cut) Wound"
sound_effect = 'sound/items/weapons/slice.ogg'
/datum/wound_pregen_data/flesh_slash
abstract = TRUE
required_wounding_types = list(WOUND_SLASH)
required_limb_biostate = BIO_FLESH
wound_series = WOUND_SERIES_FLESH_SLASH_BLEED
/datum/wound/slash/flesh
name = "Slashing (Cut) Flesh Wound"
processes = TRUE
treatable_by = list(/obj/item/stack/medical/suture)
treatable_by_grabbed = list(/obj/item/gun/energy/laser)
treatable_tools = list(TOOL_CAUTERY)
base_treat_time = 3 SECONDS
wound_flags = (ACCEPTS_GAUZE|CAN_BE_GRASPED)
default_scar_file = FLESH_SCAR_FILE
/// 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 much our blood_flow will naturally decrease per second, not only do larger cuts bleed more blood faster, they clot slower (higher number = clot quicker, negative = opening up)
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
/// 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/flesh/Destroy()
highest_scar = null
return ..()
/datum/wound/slash/flesh/wound_injury(datum/wound/slash/flesh/old_wound = null, attack_direction = null)
if(old_wound)
set_blood_flow(max(old_wound.blood_flow, initial_flow))
if(old_wound.severity > severity && old_wound.highest_scar)
set_highest_scar(old_wound.highest_scar)
old_wound.clear_highest_scar()
else
set_blood_flow(initial_flow)
if(limb.can_bleed() && attack_direction && victim.blood_volume > BLOOD_VOLUME_OKAY)
victim.spray_blood(attack_direction, severity)
if(!highest_scar)
var/datum/scar/new_scar = new
set_highest_scar(new_scar)
new_scar.generate(limb, src, add_to_scars=FALSE)
return ..()
/datum/wound/slash/flesh/proc/set_highest_scar(datum/scar/new_scar)
if(highest_scar)
UnregisterSignal(highest_scar, COMSIG_QDELETING)
if(new_scar)
RegisterSignal(new_scar, COMSIG_QDELETING, PROC_REF(clear_highest_scar))
highest_scar = new_scar
/datum/wound/slash/flesh/proc/clear_highest_scar(datum/source)
SIGNAL_HANDLER
set_highest_scar(null)
/datum/wound/slash/flesh/remove_wound(ignore_limb, replaced)
if(!replaced && highest_scar)
already_scarred = TRUE
highest_scar.lazy_attach(limb)
return ..()
/datum/wound/slash/flesh/get_wound_description(mob/user)
if(!limb.current_gauze)
return ..()
var/list/msg = list("The cuts on [victim.p_their()] [limb.plaintext_zone] 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/flesh/receive_damage(wounding_type, wounding_dmg, wound_bonus)
if (!victim) // if we are dismembered, we can still take damage, its fine to check here
return
if(victim.stat != DEAD && wound_bonus != CANT_WOUND && wounding_type == WOUND_SLASH) // can't stab dead bodies to make it bleed faster this way
adjust_blood_flow(WOUND_SLASH_DAMAGE_FLOW_COEFF * wounding_dmg)
return ..()
/datum/wound/slash/flesh/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) // gauze stops all bleeding from dragging on this limb, but wears the gauze out quicker
limb.seep_gauze(bleed_amt * 0.33)
return
return bleed_amt
/datum/wound/slash/flesh/get_bleed_rate_of_change()
//basically if a species doesn't bleed, the wound is stagnant and will not heal on its own (nor get worse)
if(!limb.can_bleed())
return BLOOD_FLOW_STEADY
if(HAS_TRAIT(victim, TRAIT_BLOODY_MESS))
return BLOOD_FLOW_INCREASING
if(limb.current_gauze || clot_rate > 0)
return BLOOD_FLOW_DECREASING
if(clot_rate < 0)
return BLOOD_FLOW_INCREASING
/datum/wound/slash/flesh/handle_process(seconds_per_tick, times_fired)
if (!victim || HAS_TRAIT(victim, TRAIT_STASIS))
return
// in case the victim has the NOBLOOD trait, the wound will simply not clot on its own
if(limb.can_bleed())
set_blood_flow(min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW))
if(HAS_TRAIT(victim, TRAIT_BLOODY_MESS))
adjust_blood_flow(0.25) // old heparin 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
//gauze always reduces blood flow, even for non bleeders
if(limb.current_gauze)
if(clot_rate > 0)
adjust_blood_flow(-clot_rate * seconds_per_tick)
adjust_blood_flow(-limb.current_gauze.absorption_rate * seconds_per_tick)
limb.seep_gauze(limb.current_gauze.absorption_rate * seconds_per_tick)
//otherwise, only clot if it's a bleeder
else if(limb.can_bleed())
adjust_blood_flow(-clot_rate * seconds_per_tick)
if(blood_flow > highest_flow)
highest_flow = blood_flow
if(blood_flow < minimum_flow)
if(demotes_to)
replace_wound(new demotes_to)
else
to_chat(victim, span_green("The cut on your [limb.plaintext_zone] has [!limb.can_bleed() ? "healed up" : "stopped bleeding"]!"))
qdel(src)
/datum/wound/slash/flesh/on_stasis(seconds_per_tick, times_fired)
if(blood_flow >= minimum_flow)
return
if(demotes_to)
replace_wound(new 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/flesh/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/flesh/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/gun/energy/laser))
return las_cauterize(I, user)
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature())
return tool_cauterize(I, user)
else if(istype(I, /obj/item/stack/medical/suture))
return suture(I, user)
/datum/wound/slash/flesh/try_handling(mob/living/user)
if(user.pulling != victim || !HAS_TRAIT(user, TRAIT_WOUND_LICKER) || !victim.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE))
return FALSE
if(!isnull(user.hud_used?.zone_select) && user.zone_selected != limb.body_zone)
return FALSE
if(DOING_INTERACTION_WITH_TARGET(user, victim))
to_chat(user, span_warning("You're already interacting with [victim]!"))
return
if(iscarbon(user))
var/mob/living/carbon/carbon_user = user
if(carbon_user.is_mouth_covered())
to_chat(user, span_warning("Your mouth is covered, you can't lick [victim]'s wounds!"))
return
if(!carbon_user.get_organ_slot(ORGAN_SLOT_TONGUE))
to_chat(user, span_warning("You can't lick wounds without a tongue!")) // f in chat
return
lick_wounds(user)
return TRUE
/// if a felinid is licking this cut to reduce bleeding
/datum/wound/slash/flesh/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_notice("[user] begins licking the wounds on [victim]'s [limb.plaintext_zone]."), span_notice("You begin licking the wounds on [victim]'s [limb.plaintext_zone]..."), ignored_mobs=victim)
to_chat(victim, span_notice("[user] begins to lick the wounds on your [limb.plaintext_zone]."))
if(!do_after(user, base_treat_time, target = victim, extra_checks = CALLBACK(src, PROC_REF(still_exists))))
return
user.visible_message(span_notice("[user] licks the wounds on [victim]'s [limb.plaintext_zone]."), span_notice("You lick some of the wounds on [victim]'s [limb.plaintext_zone]"), ignored_mobs=victim)
to_chat(victim, span_green("[user] licks the wounds on your [limb.plaintext_zone]!"))
adjust_blood_flow(-0.5)
if(blood_flow > minimum_flow)
try_handling(user)
else if(demotes_to)
to_chat(user, span_green("You successfully lower the severity of [victim]'s cuts."))
/datum/wound/slash/flesh/on_xadone(power)
. = ..()
if (limb) // parent can cause us to be removed, so its reasonable to check if we're still applied
adjust_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/flesh/on_synthflesh(reac_volume)
. = ..()
adjust_blood_flow(-0.075 * reac_volume) // 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/flesh/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
var/self_penalty_mult = (user == victim ? 1.25 : 1)
user.visible_message(span_warning("[user] begins aiming [lasgun] directly at [victim]'s [limb.plaintext_zone]..."), span_userdanger("You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone]..."))
if(!do_after(user, base_treat_time * self_penalty_mult, target = victim, extra_checks = CALLBACK(src, PROC_REF(still_exists))))
return
var/damage = lasgun.chambered.loaded_projectile.damage
lasgun.chambered.loaded_projectile.wound_bonus -= 30
lasgun.chambered.loaded_projectile.damage *= self_penalty_mult
if(!lasgun.process_fire(victim, victim, TRUE, null, limb.body_zone))
return
victim.emote("scream")
adjust_blood_flow(-1 * (damage / (5 * self_penalty_mult))) // 20 / 5 = 4 bloodflow removed, p good
victim.visible_message(span_warning("The cuts on [victim]'s [limb.plaintext_zone] scar over!"))
return TRUE
/// If someone is using either a cautery tool or something with heat to cauterize this cut
/datum/wound/slash/flesh/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
var/treatment_delay = base_treat_time * self_penalty_mult * improv_penalty_mult
if(HAS_TRAIT(src, TRAIT_WOUND_SCANNED))
treatment_delay *= 0.5
user.visible_message(span_danger("[user] begins expertly cauterizing [victim]'s [limb.plaintext_zone] with [I]..."), span_warning("You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone] with [I], keeping the holo-image indications in mind..."))
else
user.visible_message(span_danger("[user] begins cauterizing [victim]'s [limb.plaintext_zone] with [I]..."), span_warning("You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone] with [I]..."))
if(!do_after(user, treatment_delay, target = victim, extra_checks = CALLBACK(src, PROC_REF(still_exists))))
return
var/bleeding_wording = (!limb.can_bleed() ? "cuts" : "bleeding")
user.visible_message(span_green("[user] cauterizes some of the [bleeding_wording] on [victim]."), span_green("You cauterize some of the [bleeding_wording] on [victim]."))
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))
adjust_blood_flow(-blood_cauterized)
if(blood_flow > minimum_flow)
return try_treating(I, user)
else if(demotes_to)
to_chat(user, span_green("You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts."))
return TRUE
return FALSE
/// If someone is using a suture to close this cut
/datum/wound/slash/flesh/proc/suture(obj/item/stack/medical/suture/I, mob/user)
var/self_penalty_mult = (user == victim ? 1.4 : 1)
var/treatment_delay = base_treat_time * self_penalty_mult
if(HAS_TRAIT(src, TRAIT_WOUND_SCANNED))
treatment_delay *= 0.5
user.visible_message(span_notice("[user] begins expertly stitching [victim]'s [limb.plaintext_zone] with [I]..."), span_notice("You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone] with [I], keeping the holo-image information in mind..."))
else
user.visible_message(span_notice("[user] begins stitching [victim]'s [limb.plaintext_zone] with [I]..."), span_notice("You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone] with [I]..."))
if(!do_after(user, treatment_delay, target = victim, extra_checks = CALLBACK(src, PROC_REF(still_exists))))
return TRUE
var/bleeding_wording = (!limb.can_bleed() ? "cuts" : "bleeding")
user.visible_message(span_green("[user] stitches up some of the [bleeding_wording] on [victim]."), span_green("You stitch up some of the [bleeding_wording] on [user == victim ? "yourself" : "[victim]"]."))
var/blood_sutured = I.stop_bleeding / self_penalty_mult
adjust_blood_flow(-blood_sutured)
limb.heal_damage(I.heal_brute, I.heal_burn)
I.use(1)
if(blood_flow > minimum_flow)
return try_treating(I, user)
else if(demotes_to)
to_chat(user, span_green("You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts."))
return TRUE
return TRUE
/datum/wound/slash/get_limb_examine_description()
return span_warning("The flesh on this limb appears badly lacerated.")
/datum/wound/slash/flesh/moderate
name = "Rough Abrasion"
desc = "Patient's skin has been badly scraped, generating moderate blood loss."
treat_text = "Apply bandaging or suturing to the wound. \
Follow up with food and a rest period."
treat_text_short = "Apply bandaging or suturing."
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
clot_rate = 0.05
threshold_penalty = 10
status_effect_type = /datum/status_effect/wound/slash/flesh/moderate
scar_keyword = "slashmoderate"
simple_treat_text = "<b>Bandaging</b> the wound will reduce blood loss, help the wound close by itself quicker, and speed up the blood recovery period. The wound itself can be slowly <b>sutured</b> shut."
homemade_treat_text = "<b>Tea</b> stimulates the body's natural healing systems, slightly fastening clotting. The wound itself can be rinsed off on a sink or shower as well. Other remedies are unnecessary."
/datum/wound/slash/flesh/moderate/update_descriptions()
if(!limb.can_bleed())
occur_text = "is cut open"
/datum/wound_pregen_data/flesh_slash/abrasion
abstract = FALSE
wound_path_to_generate = /datum/wound/slash/flesh/moderate
threshold_minimum = 20
/datum/wound/slash/flesh/severe
name = "Open Laceration"
desc = "Patient's skin is ripped clean open, allowing significant blood loss."
treat_text = "Swiftly apply bandaging or suturing to the wound, \
or make use of blood clotting agents or cauterization. \
Follow up with iron supplements or saline-glucose and a rest period."
treat_text_short = "Apply bandaging, suturing, clotting agents, or cauterization."
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 = 0.03
threshold_penalty = 25
demotes_to = /datum/wound/slash/flesh/moderate
status_effect_type = /datum/status_effect/wound/slash/flesh/severe
scar_keyword = "slashsevere"
simple_treat_text = "<b>Bandaging</b> the wound is essential, and will reduce blood loss. Afterwards, the wound can be <b>sutured</b> shut, preferably while the patient is resting and/or grasping their wound."
homemade_treat_text = "Bed sheets can be ripped up to make <b>makeshift gauze</b>. <b>Flour, table salt, or salt mixed with water</b> can be applied directly to stem the flow, though unmixed salt will irritate the skin and worsen natural healing. Resting and grabbing your wound will also reduce bleeding."
/datum/wound_pregen_data/flesh_slash/laceration
abstract = FALSE
wound_path_to_generate = /datum/wound/slash/flesh/severe
threshold_minimum = 50
/datum/wound/slash/flesh/severe/update_descriptions()
if(!limb.can_bleed())
occur_text = "is ripped open"
/datum/wound/slash/flesh/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 = "Immediately apply bandaging or suturing to the wound, \
or make use of blood clotting agents or cauterization. \
Follow up supervised resanguination."
treat_text_short = "Apply bandaging, suturing, clotting agents, or cauterization."
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
minimum_flow = 3.85
clot_rate = -0.015 // critical cuts actively get worse instead of better
threshold_penalty = 40
demotes_to = /datum/wound/slash/flesh/severe
status_effect_type = /datum/status_effect/wound/slash/flesh/critical
scar_keyword = "slashcritical"
wound_flags = (ACCEPTS_GAUZE | MANGLES_EXTERIOR | CAN_BE_GRASPED)
simple_treat_text = "<b>Bandaging</b> the wound is of utmost importance, as is seeking direct medical attention - <b>Death</b> will ensue if treatment is delayed whatsoever, with lack of <b>oxygen</b> killing the patient, thus <b>Food, Iron, and saline solution</b> is always recommended after treatment. This wound will not naturally seal itself."
homemade_treat_text = "Bed sheets can be ripped up to make <b>makeshift gauze</b>. <b>Flour, salt, and saltwater</b> topically applied will help. Dropping to the ground and grabbing your wound will reduce blood flow."
/datum/wound/slash/flesh/critical/update_descriptions()
if (!limb.can_bleed())
occur_text = "is torn open"
/datum/wound_pregen_data/flesh_slash/avulsion
abstract = FALSE
wound_path_to_generate = /datum/wound/slash/flesh/critical
threshold_minimum = 80
/datum/wound/slash/flesh/moderate/many_cuts
name = "Numerous Small Slashes"
desc = "Patient's skin has numerous small slashes and cuts, generating moderate blood loss."
examine_desc = "has a ton of small cuts"
occur_text = "is cut numerous times, leaving many small slashes."
/datum/wound_pregen_data/flesh_slash/abrasion/cuts
abstract = FALSE
can_be_randomly_generated = FALSE
wound_path_to_generate = /datum/wound/slash/flesh/moderate/many_cuts
// Subtype for cleave (heretic spell)
/datum/wound/slash/flesh/critical/cleave
name = "Burning Avulsion"
examine_desc = "is ruptured, spraying blood wildly"
clot_rate = 0.01
/datum/wound/slash/flesh/critical/cleave/update_descriptions()
if(!limb.can_bleed())
occur_text = "is ruptured"
/datum/wound_pregen_data/flesh_slash/avulsion/clear
abstract = FALSE
can_be_randomly_generated = FALSE
wound_path_to_generate = /datum/wound/slash/flesh/critical/cleave