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Bubberstation/code/game/objects/items/stacks/medical.dm
SkyratBot d0dc199815 [MIRROR] /mob/living/proc/Life(delta_time) (#3509)
* /mob/living/proc/Life(delta_time)

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:55:52 +00:00

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/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/stack_medical.dmi'
amount = 6
max_amount = 6
w_class = WEIGHT_CLASS_TINY
full_w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
resistance_flags = FLAMMABLE
max_integrity = 40
novariants = FALSE
item_flags = NOBLUDGEON
cost = 250
source = /datum/robot_energy_storage/medical
merge_type = /obj/item/stack/medical
/// How long it takes to apply it to yourself
var/self_delay = 5 SECONDS
/// How long it takes to apply it to someone else
var/other_delay = 0
/// If we've still got more and the patient is still hurt, should we keep going automatically?
var/repeating = FALSE
/// How much brute we heal per application. This is the only number that matters for simplemobs
var/heal_brute
/// How much burn we heal per application
var/heal_burn
/// How much we reduce bleeding per application on cut wounds
var/stop_bleeding
/// How much sanitization to apply to burn wounds on application
var/sanitization
/// How much we add to flesh_healing for burn wounds on application
var/flesh_regeneration
/obj/item/stack/medical/attack(mob/living/M, mob/user)
. = ..()
try_heal(M, user)
/// 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
/obj/item/stack/medical/proc/try_heal(mob/living/patient, mob/user, silent = FALSE)
if(!patient.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE))
return
if(patient == user)
if(!silent)
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>")
if(!do_mob(user, patient, self_delay, extra_checks=CALLBACK(patient, /mob/living/proc/try_inject, user, null, INJECT_TRY_SHOW_ERROR_MESSAGE)))
return
else if(other_delay)
if(!silent)
user.visible_message("<span class='notice'>[user] starts to apply [src] on [patient].</span>", "<span class='notice'>You begin applying [src] on [patient]...</span>")
if(!do_mob(user, patient, other_delay, extra_checks=CALLBACK(patient, /mob/living/proc/try_inject, user, null, INJECT_TRY_SHOW_ERROR_MESSAGE)))
return
if(heal(patient, user))
log_combat(user, patient, "healed", src.name)
use(1)
if(repeating && amount > 0)
try_heal(patient, user, TRUE)
/// 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
/obj/item/stack/medical/proc/heal(mob/living/patient, mob/user)
if(patient.stat == DEAD)
to_chat(user, "<span class='warning'>[patient] is dead! You can not help [patient.p_them()].</span>")
return
if(isanimal(patient) && heal_brute) // only brute can heal
var/mob/living/simple_animal/critter = patient
if (!critter.healable)
to_chat(user, "<span class='warning'>You cannot use [src] on [patient]!</span>")
return FALSE
else if (critter.health == critter.maxHealth)
to_chat(user, "<span class='notice'>[patient] is at full health.</span>")
return FALSE
user.visible_message("<span class='green'>[user] applies [src] on [patient].</span>", "<span class='green'>You apply [src] on [patient].</span>")
patient.heal_bodypart_damage((heal_brute * 0.5))
return TRUE
if(iscarbon(patient))
return heal_carbon(patient, user, heal_brute, heal_burn)
to_chat(user, "<span class='warning'>You can't heal [patient] with [src]!</span>")
/// 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
/obj/item/stack/medical/proc/heal_carbon(mob/living/carbon/C, mob/user, brute, burn)
var/obj/item/bodypart/affecting = C.get_bodypart(check_zone(user.zone_selected))
if(!affecting) //Missing limb?
to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
return FALSE
if(affecting.status != BODYPART_ORGANIC) //Limb must be organic to be healed - RR
to_chat(user, "<span class='warning'>[src] won't work on a robotic limb!</span>")
return FALSE
if(affecting.brute_dam && brute || affecting.burn_dam && burn)
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>")
var/previous_damage = affecting.get_damage()
if(affecting.heal_damage(brute, burn))
C.update_damage_overlays()
post_heal_effects(max(previous_damage - affecting.get_damage(), 0), C, user)
return TRUE
to_chat(user, "<span class='warning'>[C]'s [affecting.name] can not be healed with [src]!</span>")
return FALSE
///Override this proc for special post heal effects.
/obj/item/stack/medical/proc/post_heal_effects(amount_healed, mob/living/carbon/healed_mob, mob/user)
return
/obj/item/stack/medical/bruise_pack
name = "bruise pack"
singular_name = "bruise pack"
desc = "A therapeutic gel pack and bandages designed to treat blunt-force trauma."
icon_state = "brutepack"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
heal_brute = 40
self_delay = 4 SECONDS
other_delay = 2 SECONDS
grind_results = list(/datum/reagent/medicine/c2/libital = 10)
merge_type = /obj/item/stack/medical/bruise_pack
/obj/item/stack/medical/bruise_pack/suicide_act(mob/user)
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>")
return (BRUTELOSS)
/obj/item/stack/medical/gauze
name = "medical gauze"
//desc = "A roll of elastic cloth, perfect for stabilizing all kinds of wounds, from cuts and burns, to broken bones. " //ORIGINAL
desc = "A roll of elastic cloth, perfect for stabilizing all kinds of slashes, punctures and burns. " //SKYRAT EDIT CHANGE - MEDICAL
gender = PLURAL
singular_name = "medical gauze"
icon_state = "gauze"
self_delay = 5 SECONDS
other_delay = 2 SECONDS
max_amount = 12
amount = 6
grind_results = list(/datum/reagent/cellulose = 2)
custom_price = PAYCHECK_ASSISTANT * 2
absorption_rate = 0.125
absorption_capacity = 5
splint_factor = 0.35
merge_type = /obj/item/stack/medical/gauze
var/gauze_type = /datum/bodypart_aid/gauze //SKYRAT EDIT ADDITION - MEDICAL
// gauze is only relevant for wounds, which are handled in the wounds themselves
/obj/item/stack/medical/gauze/try_heal(mob/living/M, mob/user, silent)
var/obj/item/bodypart/limb = M.get_bodypart(check_zone(user.zone_selected))
if(!limb)
to_chat(user, "<span class='notice'>There's nothing there to bandage!</span>")
return
if(!LAZYLEN(limb.wounds))
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
return
var/gauzeable_wound = FALSE
for(var/i in limb.wounds)
var/datum/wound/woundies = i
if(woundies.wound_flags & ACCEPTS_GAUZE)
gauzeable_wound = TRUE
break
if(!gauzeable_wound)
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
return
//SKYRAT EDIT CHANGE BEGIN - MEDICAL
/*
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
to_chat(user, "<span class='warning'>The bandage currently on [user==M ? "your" : "[M]'s"] [limb.name] is still in good condition!</span>")
return
*/
if(limb.current_gauze)
to_chat(user, "<span class='warning'>[user==M ? "Your" : "[M]'s"] [limb.name] is already bandaged!</span>")
return
//SKYRAT EDIT CHANGE END
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>")
if(!do_after(user, (user == M ? self_delay : other_delay), target=M))
return
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>")
limb.apply_gauze(src)
/obj/item/stack/medical/gauze/twelve
amount = 12
/obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness())
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two gauzes to do this!</span>")
return
new /obj/item/stack/sheet/cloth(user.drop_location())
user.visible_message("<span class='notice'>[user] cuts [src] into pieces of cloth with [I].</span>", \
"<span class='notice'>You cut [src] into pieces of cloth with [I].</span>", \
"<span class='hear'>You hear cutting.</span>")
use(2)
else
return ..()
/obj/item/stack/medical/gauze/suicide_act(mob/living/user)
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>")
return OXYLOSS
/obj/item/stack/medical/gauze/improvised
name = "improvised gauze"
singular_name = "improvised gauze"
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."
self_delay = 6 SECONDS
other_delay = 3 SECONDS
absorption_rate = 0.075
absorption_capacity = 4
merge_type = /obj/item/stack/medical/gauze/improvised
gauze_type = /datum/bodypart_aid/gauze/improvised //SKYRAT EDIT ADDITION - MEDICAL
/*
The idea is for the following medical devices to work like a hybrid of the old brute packs and tend wounds,
they heal a little at a time, have reduced healing density and does not allow for rapid healing while in combat.
However they provice graunular control of where the healing is directed, this makes them better for curing work-related cuts and scrapes.
The interesting limb targeting mechanic is retained and i still believe they will be a viable choice, especially when healing others in the field.
*/
/obj/item/stack/medical/suture
name = "suture"
desc = "Basic sterile sutures used to seal up cuts and lacerations and stop bleeding."
gender = PLURAL
singular_name = "suture"
icon_state = "suture"
self_delay = 3 SECONDS
other_delay = 1 SECONDS
amount = 10
max_amount = 10
repeating = TRUE
heal_brute = 10
stop_bleeding = 0.6
grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
merge_type = /obj/item/stack/medical/suture
/obj/item/stack/medical/suture/emergency
name = "emergency suture"
desc = "A value pack of cheap sutures, not very good at repairing damage, but still decent at stopping bleeding."
heal_brute = 5
amount = 5
max_amount = 5
merge_type = /obj/item/stack/medical/suture/emergency
/obj/item/stack/medical/suture/medicated
name = "medicated suture"
icon_state = "suture_purp"
desc = "A suture infused with drugs that speed up wound healing of the treated laceration."
heal_brute = 15
stop_bleeding = 0.75
grind_results = list(/datum/reagent/medicine/polypyr = 1)
merge_type = /obj/item/stack/medical/suture/medicated
/obj/item/stack/medical/ointment
name = "ointment"
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."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
amount = 8
max_amount = 8
self_delay = 4 SECONDS
other_delay = 2 SECONDS
heal_burn = 5
flesh_regeneration = 2.5
sanitization = 0.25
grind_results = list(/datum/reagent/medicine/c2/lenturi = 10)
merge_type = /obj/item/stack/medical/ointment
/obj/item/stack/medical/ointment/suicide_act(mob/living/user)
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>")
return TOXLOSS
/obj/item/stack/medical/mesh
name = "regenerative mesh"
desc = "A bacteriostatic mesh used to dress burns."
gender = PLURAL
singular_name = "mesh piece"
icon_state = "regen_mesh"
self_delay = 3 SECONDS
other_delay = 1 SECONDS
amount = 15
heal_burn = 10
max_amount = 15
repeating = TRUE
sanitization = 0.75
flesh_regeneration = 3
var/is_open = TRUE ///This var determines if the sterile packaging of the mesh has been opened.
grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
merge_type = /obj/item/stack/medical/mesh
/obj/item/stack/medical/mesh/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
. = ..()
if(amount == max_amount) //only seal full mesh packs
is_open = FALSE
update_appearance()
/obj/item/stack/medical/mesh/update_icon_state()
if(is_open)
return ..()
icon_state = "regen_mesh_closed"
/obj/item/stack/medical/mesh/try_heal(mob/living/M, mob/user, silent = FALSE)
if(!is_open)
to_chat(user, "<span class='warning'>You need to open [src] first.</span>")
return
return ..()
/obj/item/stack/medical/mesh/AltClick(mob/living/user)
if(!is_open)
to_chat(user, "<span class='warning'>You need to open [src] first.</span>")
return
return ..()
/obj/item/stack/medical/mesh/attack_hand(mob/user, list/modifiers)
if(!is_open && user.get_inactive_held_item() == src)
to_chat(user, "<span class='warning'>You need to open [src] first.</span>")
return
return ..()
/obj/item/stack/medical/mesh/attack_self(mob/user)
if(!is_open)
is_open = TRUE
to_chat(user, "<span class='notice'>You open the sterile mesh package.</span>")
update_appearance()
playsound(src, 'sound/items/poster_ripped.ogg', 20, TRUE)
return
return ..()
/obj/item/stack/medical/mesh/advanced
name = "advanced regenerative mesh"
desc = "An advanced mesh made with aloe extracts and sterilizing chemicals, used to treat burns."
gender = PLURAL
icon_state = "aloe_mesh"
heal_burn = 15
sanitization = 1.25
flesh_regeneration = 3.5
grind_results = list(/datum/reagent/consumable/aloejuice = 1)
merge_type = /obj/item/stack/medical/mesh/advanced
/obj/item/stack/medical/mesh/advanced/update_icon_state()
if(is_open)
return ..()
icon_state = "aloe_mesh_closed"
/obj/item/stack/medical/aloe
name = "aloe cream"
desc = "A healing paste for minor cuts and burns."
gender = PLURAL
singular_name = "aloe cream"
icon_state = "aloe_paste"
self_delay = 2 SECONDS
other_delay = 1 SECONDS
novariants = TRUE
amount = 20
max_amount = 20
repeating = TRUE
heal_brute = 3
heal_burn = 3
grind_results = list(/datum/reagent/consumable/aloejuice = 1)
merge_type = /obj/item/stack/medical/aloe
/obj/item/stack/medical/bone_gel
name = "bone gel"
singular_name = "bone gel"
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."
icon = 'icons/obj/surgery.dmi'
icon_state = "bone-gel"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
amount = 4
self_delay = 20
grind_results = list(/datum/reagent/medicine/c2/libital = 10)
novariants = TRUE
merge_type = /obj/item/stack/medical/bone_gel
/obj/item/stack/medical/bone_gel/attack(mob/living/M, mob/user)
to_chat(user, "<span class='warning'>Bone gel can only be used on fractured limbs!</span>")
return
/obj/item/stack/medical/bone_gel/suicide_act(mob/user)
if(!iscarbon(user))
return
var/mob/living/carbon/C = user
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>")
if(!do_after(C, 2 SECONDS))
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)