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* /mob/living/proc/Life(delta_time) * a Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
433 lines
18 KiB
Plaintext
433 lines
18 KiB
Plaintext
/obj/item/stack/medical
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name = "medical pack"
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singular_name = "medical pack"
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icon = 'icons/obj/stack_medical.dmi'
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amount = 6
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max_amount = 6
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w_class = WEIGHT_CLASS_TINY
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full_w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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resistance_flags = FLAMMABLE
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max_integrity = 40
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novariants = FALSE
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item_flags = NOBLUDGEON
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cost = 250
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source = /datum/robot_energy_storage/medical
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merge_type = /obj/item/stack/medical
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/// How long it takes to apply it to yourself
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var/self_delay = 5 SECONDS
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/// How long it takes to apply it to someone else
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var/other_delay = 0
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/// If we've still got more and the patient is still hurt, should we keep going automatically?
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var/repeating = FALSE
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/// How much brute we heal per application. This is the only number that matters for simplemobs
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var/heal_brute
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/// How much burn we heal per application
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var/heal_burn
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/// How much we reduce bleeding per application on cut wounds
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var/stop_bleeding
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/// How much sanitization to apply to burn wounds on application
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var/sanitization
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/// How much we add to flesh_healing for burn wounds on application
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var/flesh_regeneration
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/obj/item/stack/medical/attack(mob/living/M, mob/user)
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. = ..()
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try_heal(M, user)
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/// In which we print the message that we're starting to heal someone, then we try healing them. Does the do_after whether or not it can actually succeed on a targeted mob
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/obj/item/stack/medical/proc/try_heal(mob/living/patient, mob/user, silent = FALSE)
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if(!patient.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE))
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return
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if(patient == user)
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if(!silent)
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user.visible_message("<span class='notice'>[user] starts to apply [src] on [user.p_them()]self...</span>", "<span class='notice'>You begin applying [src] on yourself...</span>")
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if(!do_mob(user, patient, self_delay, extra_checks=CALLBACK(patient, /mob/living/proc/try_inject, user, null, INJECT_TRY_SHOW_ERROR_MESSAGE)))
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return
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else if(other_delay)
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if(!silent)
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user.visible_message("<span class='notice'>[user] starts to apply [src] on [patient].</span>", "<span class='notice'>You begin applying [src] on [patient]...</span>")
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if(!do_mob(user, patient, other_delay, extra_checks=CALLBACK(patient, /mob/living/proc/try_inject, user, null, INJECT_TRY_SHOW_ERROR_MESSAGE)))
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return
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if(heal(patient, user))
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log_combat(user, patient, "healed", src.name)
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use(1)
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if(repeating && amount > 0)
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try_heal(patient, user, TRUE)
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/// Apply the actual effects of the healing if it's a simple animal, goes to [/obj/item/stack/medical/proc/heal_carbon] if it's a carbon, returns TRUE if it works, FALSE if it doesn't
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/obj/item/stack/medical/proc/heal(mob/living/patient, mob/user)
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if(patient.stat == DEAD)
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to_chat(user, "<span class='warning'>[patient] is dead! You can not help [patient.p_them()].</span>")
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return
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if(isanimal(patient) && heal_brute) // only brute can heal
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var/mob/living/simple_animal/critter = patient
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if (!critter.healable)
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to_chat(user, "<span class='warning'>You cannot use [src] on [patient]!</span>")
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return FALSE
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else if (critter.health == critter.maxHealth)
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to_chat(user, "<span class='notice'>[patient] is at full health.</span>")
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return FALSE
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user.visible_message("<span class='green'>[user] applies [src] on [patient].</span>", "<span class='green'>You apply [src] on [patient].</span>")
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patient.heal_bodypart_damage((heal_brute * 0.5))
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return TRUE
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if(iscarbon(patient))
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return heal_carbon(patient, user, heal_brute, heal_burn)
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to_chat(user, "<span class='warning'>You can't heal [patient] with [src]!</span>")
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/// The healing effects on a carbon patient. Since we have extra details for dealing with bodyparts, we get our own fancy proc. Still returns TRUE on success and FALSE on fail
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/obj/item/stack/medical/proc/heal_carbon(mob/living/carbon/C, mob/user, brute, burn)
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var/obj/item/bodypart/affecting = C.get_bodypart(check_zone(user.zone_selected))
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if(!affecting) //Missing limb?
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to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
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return FALSE
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if(affecting.status != BODYPART_ORGANIC) //Limb must be organic to be healed - RR
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to_chat(user, "<span class='warning'>[src] won't work on a robotic limb!</span>")
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return FALSE
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if(affecting.brute_dam && brute || affecting.burn_dam && burn)
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user.visible_message("<span class='green'>[user] applies [src] on [C]'s [affecting.name].</span>", "<span class='green'>You apply [src] on [C]'s [affecting.name].</span>")
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var/previous_damage = affecting.get_damage()
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if(affecting.heal_damage(brute, burn))
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C.update_damage_overlays()
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post_heal_effects(max(previous_damage - affecting.get_damage(), 0), C, user)
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return TRUE
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to_chat(user, "<span class='warning'>[C]'s [affecting.name] can not be healed with [src]!</span>")
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return FALSE
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///Override this proc for special post heal effects.
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/obj/item/stack/medical/proc/post_heal_effects(amount_healed, mob/living/carbon/healed_mob, mob/user)
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return
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/obj/item/stack/medical/bruise_pack
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name = "bruise pack"
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singular_name = "bruise pack"
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desc = "A therapeutic gel pack and bandages designed to treat blunt-force trauma."
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icon_state = "brutepack"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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heal_brute = 40
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self_delay = 4 SECONDS
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other_delay = 2 SECONDS
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grind_results = list(/datum/reagent/medicine/c2/libital = 10)
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merge_type = /obj/item/stack/medical/bruise_pack
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/obj/item/stack/medical/bruise_pack/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is bludgeoning [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (BRUTELOSS)
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/obj/item/stack/medical/gauze
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name = "medical gauze"
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//desc = "A roll of elastic cloth, perfect for stabilizing all kinds of wounds, from cuts and burns, to broken bones. " //ORIGINAL
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desc = "A roll of elastic cloth, perfect for stabilizing all kinds of slashes, punctures and burns. " //SKYRAT EDIT CHANGE - MEDICAL
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gender = PLURAL
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singular_name = "medical gauze"
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icon_state = "gauze"
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self_delay = 5 SECONDS
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other_delay = 2 SECONDS
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max_amount = 12
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amount = 6
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grind_results = list(/datum/reagent/cellulose = 2)
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custom_price = PAYCHECK_ASSISTANT * 2
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absorption_rate = 0.125
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absorption_capacity = 5
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splint_factor = 0.35
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merge_type = /obj/item/stack/medical/gauze
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var/gauze_type = /datum/bodypart_aid/gauze //SKYRAT EDIT ADDITION - MEDICAL
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// gauze is only relevant for wounds, which are handled in the wounds themselves
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/obj/item/stack/medical/gauze/try_heal(mob/living/M, mob/user, silent)
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var/obj/item/bodypart/limb = M.get_bodypart(check_zone(user.zone_selected))
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if(!limb)
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to_chat(user, "<span class='notice'>There's nothing there to bandage!</span>")
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return
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if(!LAZYLEN(limb.wounds))
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to_chat(user, "<span class='notice'>There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!</span>") // good problem to have imo
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return
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var/gauzeable_wound = FALSE
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for(var/i in limb.wounds)
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var/datum/wound/woundies = i
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if(woundies.wound_flags & ACCEPTS_GAUZE)
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gauzeable_wound = TRUE
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break
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if(!gauzeable_wound)
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to_chat(user, "<span class='notice'>There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!</span>") // good problem to have imo
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return
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//SKYRAT EDIT CHANGE BEGIN - MEDICAL
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/*
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if(limb.current_gauze && (limb.current_gauze.absorption_capacity * 0.8 > absorption_capacity)) // ignore if our new wrap is < 20% better than the current one, so someone doesn't bandage it 5 times in a row
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to_chat(user, "<span class='warning'>The bandage currently on [user==M ? "your" : "[M]'s"] [limb.name] is still in good condition!</span>")
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return
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*/
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if(limb.current_gauze)
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to_chat(user, "<span class='warning'>[user==M ? "Your" : "[M]'s"] [limb.name] is already bandaged!</span>")
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return
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//SKYRAT EDIT CHANGE END
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user.visible_message("<span class='warning'>[user] begins wrapping the wounds on [M]'s [limb.name] with [src]...</span>", "<span class='warning'>You begin wrapping the wounds on [user == M ? "your" : "[M]'s"] [limb.name] with [src]...</span>")
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if(!do_after(user, (user == M ? self_delay : other_delay), target=M))
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return
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user.visible_message("<span class='green'>[user] applies [src] to [M]'s [limb.name].</span>", "<span class='green'>You bandage the wounds on [user == M ? "your" : "[M]'s"] [limb.name].</span>")
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limb.apply_gauze(src)
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/obj/item/stack/medical/gauze/twelve
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amount = 12
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/obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness())
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if(get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two gauzes to do this!</span>")
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return
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new /obj/item/stack/sheet/cloth(user.drop_location())
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user.visible_message("<span class='notice'>[user] cuts [src] into pieces of cloth with [I].</span>", \
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"<span class='notice'>You cut [src] into pieces of cloth with [I].</span>", \
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"<span class='hear'>You hear cutting.</span>")
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use(2)
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else
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return ..()
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/obj/item/stack/medical/gauze/suicide_act(mob/living/user)
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user.visible_message("<span class='suicide'>[user] begins tightening [src] around [user.p_their()] neck! It looks like [user.p_they()] forgot how to use medical supplies!</span>")
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return OXYLOSS
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/obj/item/stack/medical/gauze/improvised
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name = "improvised gauze"
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singular_name = "improvised gauze"
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desc = "A roll of cloth roughly cut from something that does a decent job of stabilizing wounds, but less efficiently so than real medical gauze."
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self_delay = 6 SECONDS
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other_delay = 3 SECONDS
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absorption_rate = 0.075
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absorption_capacity = 4
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merge_type = /obj/item/stack/medical/gauze/improvised
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gauze_type = /datum/bodypart_aid/gauze/improvised //SKYRAT EDIT ADDITION - MEDICAL
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/*
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The idea is for the following medical devices to work like a hybrid of the old brute packs and tend wounds,
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they heal a little at a time, have reduced healing density and does not allow for rapid healing while in combat.
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However they provice graunular control of where the healing is directed, this makes them better for curing work-related cuts and scrapes.
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The interesting limb targeting mechanic is retained and i still believe they will be a viable choice, especially when healing others in the field.
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*/
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/obj/item/stack/medical/suture
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name = "suture"
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desc = "Basic sterile sutures used to seal up cuts and lacerations and stop bleeding."
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gender = PLURAL
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singular_name = "suture"
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icon_state = "suture"
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self_delay = 3 SECONDS
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other_delay = 1 SECONDS
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amount = 10
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max_amount = 10
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repeating = TRUE
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heal_brute = 10
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stop_bleeding = 0.6
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grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
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merge_type = /obj/item/stack/medical/suture
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/obj/item/stack/medical/suture/emergency
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name = "emergency suture"
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desc = "A value pack of cheap sutures, not very good at repairing damage, but still decent at stopping bleeding."
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heal_brute = 5
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amount = 5
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max_amount = 5
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merge_type = /obj/item/stack/medical/suture/emergency
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/obj/item/stack/medical/suture/medicated
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name = "medicated suture"
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icon_state = "suture_purp"
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desc = "A suture infused with drugs that speed up wound healing of the treated laceration."
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heal_brute = 15
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stop_bleeding = 0.75
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grind_results = list(/datum/reagent/medicine/polypyr = 1)
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merge_type = /obj/item/stack/medical/suture/medicated
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/obj/item/stack/medical/ointment
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name = "ointment"
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desc = "Basic burn ointment, rated effective for second degree burns with proper bandaging, though it's still an effective stabilizer for worse burns. Not terribly good at outright healing burns though."
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gender = PLURAL
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singular_name = "ointment"
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icon_state = "ointment"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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amount = 8
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max_amount = 8
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self_delay = 4 SECONDS
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other_delay = 2 SECONDS
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heal_burn = 5
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flesh_regeneration = 2.5
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sanitization = 0.25
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grind_results = list(/datum/reagent/medicine/c2/lenturi = 10)
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merge_type = /obj/item/stack/medical/ointment
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/obj/item/stack/medical/ointment/suicide_act(mob/living/user)
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user.visible_message("<span class='suicide'>[user] is squeezing [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?</span>")
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return TOXLOSS
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/obj/item/stack/medical/mesh
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name = "regenerative mesh"
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desc = "A bacteriostatic mesh used to dress burns."
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gender = PLURAL
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singular_name = "mesh piece"
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icon_state = "regen_mesh"
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self_delay = 3 SECONDS
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other_delay = 1 SECONDS
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amount = 15
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heal_burn = 10
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max_amount = 15
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repeating = TRUE
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sanitization = 0.75
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flesh_regeneration = 3
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var/is_open = TRUE ///This var determines if the sterile packaging of the mesh has been opened.
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grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
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merge_type = /obj/item/stack/medical/mesh
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/obj/item/stack/medical/mesh/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
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. = ..()
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if(amount == max_amount) //only seal full mesh packs
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is_open = FALSE
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update_appearance()
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/obj/item/stack/medical/mesh/update_icon_state()
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if(is_open)
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return ..()
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icon_state = "regen_mesh_closed"
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/obj/item/stack/medical/mesh/try_heal(mob/living/M, mob/user, silent = FALSE)
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if(!is_open)
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to_chat(user, "<span class='warning'>You need to open [src] first.</span>")
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return
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return ..()
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/obj/item/stack/medical/mesh/AltClick(mob/living/user)
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if(!is_open)
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to_chat(user, "<span class='warning'>You need to open [src] first.</span>")
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return
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return ..()
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/obj/item/stack/medical/mesh/attack_hand(mob/user, list/modifiers)
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if(!is_open && user.get_inactive_held_item() == src)
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to_chat(user, "<span class='warning'>You need to open [src] first.</span>")
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return
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return ..()
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/obj/item/stack/medical/mesh/attack_self(mob/user)
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if(!is_open)
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is_open = TRUE
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to_chat(user, "<span class='notice'>You open the sterile mesh package.</span>")
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update_appearance()
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playsound(src, 'sound/items/poster_ripped.ogg', 20, TRUE)
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return
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return ..()
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/obj/item/stack/medical/mesh/advanced
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name = "advanced regenerative mesh"
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desc = "An advanced mesh made with aloe extracts and sterilizing chemicals, used to treat burns."
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gender = PLURAL
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icon_state = "aloe_mesh"
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heal_burn = 15
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sanitization = 1.25
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flesh_regeneration = 3.5
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grind_results = list(/datum/reagent/consumable/aloejuice = 1)
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merge_type = /obj/item/stack/medical/mesh/advanced
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/obj/item/stack/medical/mesh/advanced/update_icon_state()
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if(is_open)
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return ..()
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icon_state = "aloe_mesh_closed"
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/obj/item/stack/medical/aloe
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name = "aloe cream"
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desc = "A healing paste for minor cuts and burns."
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gender = PLURAL
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singular_name = "aloe cream"
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icon_state = "aloe_paste"
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self_delay = 2 SECONDS
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other_delay = 1 SECONDS
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novariants = TRUE
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amount = 20
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max_amount = 20
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repeating = TRUE
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heal_brute = 3
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heal_burn = 3
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grind_results = list(/datum/reagent/consumable/aloejuice = 1)
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merge_type = /obj/item/stack/medical/aloe
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/obj/item/stack/medical/bone_gel
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name = "bone gel"
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singular_name = "bone gel"
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desc = "A potent medical gel that, when applied to a damaged bone in a proper surgical setting, triggers an intense melding reaction to repair the wound. Can be directly applied alongside surgical sticky tape to a broken bone in dire circumstances, though this is very harmful to the patient and not recommended."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "bone-gel"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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amount = 4
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self_delay = 20
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grind_results = list(/datum/reagent/medicine/c2/libital = 10)
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novariants = TRUE
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merge_type = /obj/item/stack/medical/bone_gel
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/obj/item/stack/medical/bone_gel/attack(mob/living/M, mob/user)
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to_chat(user, "<span class='warning'>Bone gel can only be used on fractured limbs!</span>")
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return
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/obj/item/stack/medical/bone_gel/suicide_act(mob/user)
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if(!iscarbon(user))
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return
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var/mob/living/carbon/C = user
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C.visible_message("<span class='suicide'>[C] is squirting all of [src] into [C.p_their()] mouth! That's not proper procedure! It looks like [C.p_theyre()] trying to commit suicide!</span>")
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if(!do_after(C, 2 SECONDS))
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C.visible_message("<span class='suicide'>[C] screws up like an idiot and still dies anyway!</span>")
|
|
return (BRUTELOSS)
|
|
|
|
C.emote("scream")
|
|
for(var/i in C.bodyparts)
|
|
var/obj/item/bodypart/bone = i
|
|
var/datum/wound/blunt/severe/oof_ouch = new
|
|
oof_ouch.apply_wound(bone)
|
|
var/datum/wound/blunt/critical/oof_OUCH = new
|
|
oof_OUCH.apply_wound(bone)
|
|
|
|
for(var/i in C.bodyparts)
|
|
var/obj/item/bodypart/bone = i
|
|
bone.receive_damage(brute=60)
|
|
use(1)
|
|
return (BRUTELOSS)
|
|
|
|
/obj/item/stack/medical/poultice
|
|
name = "mourning poultices"
|
|
singular_name = "mourning poultice"
|
|
desc = "A type of primitive herbal poultice.\nWhile traditionally used to prepare corpses for the mourning feast, it can also treat scrapes and burns on the living, however, it is liable to cause shortness of breath when employed in this manner.\nIt is imbued with ancient wisdom."
|
|
icon_state = "poultice"
|
|
amount = 15
|
|
max_amount = 15
|
|
heal_brute = 10
|
|
heal_burn = 10
|
|
self_delay = 40
|
|
other_delay = 10
|
|
repeating = TRUE
|
|
drop_sound = 'sound/misc/moist_impact.ogg'
|
|
mob_throw_hit_sound = 'sound/misc/moist_impact.ogg'
|
|
hitsound = 'sound/misc/moist_impact.ogg'
|
|
merge_type = /obj/item/stack/medical/poultice
|
|
|
|
/obj/item/stack/medical/poultice/heal(mob/living/M, mob/user)
|
|
if(iscarbon(M))
|
|
playsound(src, 'sound/misc/soggy.ogg', 30, TRUE)
|
|
return heal_carbon(M, user, heal_brute, heal_burn)
|
|
return ..()
|
|
|
|
/obj/item/stack/medical/poultice/post_heal_effects(amount_healed, mob/living/carbon/healed_mob, mob/user)
|
|
. = ..()
|
|
healed_mob.adjustOxyLoss(amount_healed)
|