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## About The Pull Request Heavily reworks and resprites first aid analyzers. They now display if they're happy, sad, angry, or warning you! Also a 'pricking' animation. First aid analyzers are now found in all basic and specialized medkits. Toxin medkits get a new* disease analyzer. Miners get a miner-colored one in their box. Scanning yourself with a first aid analyzer will 'create a holo-image with treatment instructions next to your wounds', doubling the speed of treatment of scanned wounds! Health analyzers now have a scanning sound, courtesy of CM. Refactored some wound code to make treatment duration changes and changes in the description of wounds easier. Fixed a dummy parent feature of the health analyzer (Verbose mode) showing up, uselessly, on the disease and first aid subtypes. Surgical processors and slime scanners have recieved a similar resprite. ## Why It's Good For The Game > Heavily reworks and resprites first aid analyzers. They now display if they're happy, sad, angry, or warning you! Also a 'pricking' animation. These things have long, long needed some sprite love. Displaying emotion will make them have a lot more 'weight' to them, same with the prick. The old, shitty spectrometer sprites have gone directly into the dumpster. > First aid analyzers are now found in all basic and specialized medkits. Toxin medkits get a new* disease analyzer. Miners get a miner-colored one in their box. They have also needed some gameplay love! Placing them in these kits is not going to be a massive game-changer when they were already easily found around the station in emergency medkits, but it will fill up that awkward empty slot. > Scanning yourself with a first aid analyzer will 'create a holo-image with treatment instructions next to your wounds', doubling the speed of treatment of scanned wounds! The biggest gameplay-impacting change in this PR, I *sincerely* believe this is the perfect solution to first aid analyzers being completely redundant with eyesight. This lets you/someone else scan your wounds to speed up treatment, with a neat in-character reason for it - 'holo-images' appearing on your body, like penlights. This will speed up wound treatment, but I believe that is for the best, as currently treating wounds is so slow that half the time it's not worth it (or more accurately, it doesn't feel worth it in comparison to the effort you're putting in) and you're better off shrugging off minor wounds. It will do so in a way that requires a modicum of effort, so it's not just a flat buff across the land. > Health analyzers and gene scanners now have a scanning sound, courtesy of CM. It's a neat sound that will make medbay feel more alive. First aid analyzers get a beeboop instead. > Surgical processors and slime scanners have recieved a similar resprite. IT'S SPRITE MANIA IN HERE ## Changelog 🆑 Carlarc, Weird Orb image: Heavily reworks and resprites first aid analyzers. They now display if they're happy, sad, angry, or warning you! Also a 'pricking' animation. add: First aid analyzers are now found in all basic and specialized medkits. Toxin medkits get a new* disease analyzer. Miners get a miner-colored one in their box. balance: Scanning yourself with a first aid analyzer will 'create a holo-image with treatment instructions next to your wounds', doubling the speed of treatment of scanned wounds! sound: Health analyzers and gene scanners now have a scanning sound, courtesy of CM. refactor: Refactored some wound code to make treatment duration changes and changes in the description of wounds easier. fix: Fixed a dummy parent feature of the health analyzer (Verbose mode) showing up, uselessly, on the disease and first aid subtypes. image: Surgical processors and slime scanners have recieved a similar resprite. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
313 lines
16 KiB
Plaintext
313 lines
16 KiB
Plaintext
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/*
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Burn wounds
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*/
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// TODO: well, a lot really, but specifically I want to add potential fusing of clothing/equipment on the affected area, and limb infections, though those may go in body part code
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/datum/wound/burn
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name = "Burn Wound"
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a_or_from = "from"
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wound_type = WOUND_BURN
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processes = TRUE
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sound_effect = 'sound/effects/wounds/sizzle1.ogg'
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wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
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treatable_by = list(/obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon
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// Flesh damage vars
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/// How much damage to our flesh we currently have. Once both this and infestation reach 0, the wound is considered healed
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var/flesh_damage = 5
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/// Our current counter for how much flesh regeneration we have stacked from regenerative mesh/synthflesh/whatever, decrements each tick and lowers flesh_damage
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var/flesh_healing = 0
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// Infestation vars (only for severe and critical)
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/// How quickly infection breeds on this burn if we don't have disinfectant
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var/infestation_rate = 0
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/// Our current level of infection
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var/infestation = 0
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/// Our current level of sanitization/anti-infection, from disinfectants/alcohol/UV lights. While positive, totally pauses and slowly reverses infestation effects each tick
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var/sanitization = 0
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/// Once we reach infestation beyond WOUND_INFESTATION_SEPSIS, we get this many warnings before the limb is completely paralyzed (you'd have to ignore a really bad burn for a really long time for this to happen)
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var/strikes_to_lose_limb = 3
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/datum/wound/burn/handle_process(seconds_per_tick, times_fired)
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. = ..()
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if(strikes_to_lose_limb == 0) // we've already hit sepsis, nothing more to do
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victim.adjustToxLoss(0.25 * seconds_per_tick)
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if(SPT_PROB(0.5, seconds_per_tick))
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victim.visible_message(span_danger("The infection on the remnants of [victim]'s [limb.plaintext_zone] shift and bubble nauseatingly!"), span_warning("You can feel the infection on the remnants of your [limb.plaintext_zone] coursing through your veins!"), vision_distance = COMBAT_MESSAGE_RANGE)
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return
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if(victim.reagents)
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if(HAS_TRAIT(victim, TRAIT_VIRUS_RESISTANCE))
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sanitization += 0.9
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if(victim.reagents.has_reagent(/datum/reagent/space_cleaner/sterilizine/))
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sanitization += 0.9
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if(victim.reagents.has_reagent(/datum/reagent/medicine/mine_salve))
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sanitization += 0.3
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flesh_healing += 0.5
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if(limb.current_gauze)
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limb.seep_gauze(WOUND_BURN_SANITIZATION_RATE * seconds_per_tick)
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if(flesh_healing > 0) // good bandages multiply the length of flesh healing
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var/bandage_factor = limb.current_gauze?.burn_cleanliness_bonus || 1
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flesh_damage = max(flesh_damage - (0.5 * seconds_per_tick), 0)
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flesh_healing = max(flesh_healing - (0.5 * bandage_factor * seconds_per_tick), 0) // good bandages multiply the length of flesh healing
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// if we have little/no infection, the limb doesn't have much burn damage, and our nutrition is good, heal some flesh
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if(infestation <= WOUND_INFECTION_MODERATE && (limb.burn_dam < 5) && (victim.nutrition >= NUTRITION_LEVEL_FED))
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flesh_healing += 0.2
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// here's the check to see if we're cleared up
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if((flesh_damage <= 0) && (infestation <= WOUND_INFECTION_MODERATE))
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to_chat(victim, span_green("The burns on your [limb.plaintext_zone] have cleared up!"))
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qdel(src)
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return
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// sanitization is checked after the clearing check but before the actual ill-effects, because we freeze the effects of infection while we have sanitization
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if(sanitization > 0)
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var/bandage_factor = limb.current_gauze?.burn_cleanliness_bonus || 1
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infestation = max(infestation - (WOUND_BURN_SANITIZATION_RATE * seconds_per_tick), 0)
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sanitization = max(sanitization - (WOUND_BURN_SANITIZATION_RATE * bandage_factor * seconds_per_tick), 0)
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return
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infestation += infestation_rate * seconds_per_tick
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switch(infestation)
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if(0 to WOUND_INFECTION_MODERATE)
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if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
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if(SPT_PROB(15, seconds_per_tick))
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victim.adjustToxLoss(0.2)
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if(prob(6))
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to_chat(victim, span_warning("The blisters on your [limb.plaintext_zone] ooze a strange pus..."))
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if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL)
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if(!disabling)
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if(SPT_PROB(1, seconds_per_tick))
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to_chat(victim, span_warning("<b>Your [limb.plaintext_zone] completely locks up, as you struggle for control against the infection!</b>"))
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set_disabling(TRUE)
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return
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else if(SPT_PROB(4, seconds_per_tick))
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to_chat(victim, span_notice("You regain sensation in your [limb.plaintext_zone], but it's still in terrible shape!"))
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set_disabling(FALSE)
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return
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if(SPT_PROB(10, seconds_per_tick))
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victim.adjustToxLoss(0.5)
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if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC)
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if(!disabling)
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if(SPT_PROB(1.5, seconds_per_tick))
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to_chat(victim, span_warning("<b>You suddenly lose all sensation of the festering infection in your [limb.plaintext_zone]!</b>"))
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set_disabling(TRUE)
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return
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else if(SPT_PROB(1.5, seconds_per_tick))
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to_chat(victim, span_notice("You can barely feel your [limb.plaintext_zone] again, and you have to strain to retain motor control!"))
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set_disabling(FALSE)
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return
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if(SPT_PROB(2.48, seconds_per_tick))
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if(prob(20))
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to_chat(victim, span_warning("You contemplate life without your [limb.plaintext_zone]..."))
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victim.adjustToxLoss(0.75)
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else
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victim.adjustToxLoss(1)
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if(WOUND_INFECTION_SEPTIC to INFINITY)
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if(SPT_PROB(0.5 * infestation, seconds_per_tick))
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strikes_to_lose_limb--
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switch(strikes_to_lose_limb)
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if(2 to INFINITY)
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to_chat(victim, span_deadsay("<b>The infection in your [limb.plaintext_zone] is literally dripping off, you feel horrible!</b>"))
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if(1)
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to_chat(victim, span_deadsay("<b>Infection has just about completely claimed your [limb.plaintext_zone]!</b>"))
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if(0)
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to_chat(victim, span_deadsay("<b>The last of the nerve endings in your [limb.plaintext_zone] wither away, as the infection completely paralyzes your joint connector.</b>"))
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threshold_penalty = 120 // piss easy to destroy
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var/datum/brain_trauma/severe/paralysis/sepsis = new (limb.body_zone)
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victim.gain_trauma(sepsis)
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/datum/wound/burn/get_wound_description(mob/user)
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if(strikes_to_lose_limb <= 0)
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return span_deadsay("<B>[victim.p_their(TRUE)] [limb.plaintext_zone] has locked up completely and is non-functional.</B>")
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var/list/condition = list("[victim.p_their(TRUE)] [limb.plaintext_zone] [examine_desc]")
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if(limb.current_gauze)
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var/bandage_condition
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switch(limb.current_gauze.absorption_capacity)
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if(0 to 1.25)
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bandage_condition = "nearly ruined"
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if(1.25 to 2.75)
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bandage_condition = "badly worn"
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if(2.75 to 4)
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bandage_condition = "slightly stained"
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if(4 to INFINITY)
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bandage_condition = "clean"
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condition += " underneath a dressing of [bandage_condition] [limb.current_gauze.name]"
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else
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switch(infestation)
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if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
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condition += ", [span_deadsay("with early signs of infection.")]"
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if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL)
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condition += ", [span_deadsay("with growing clouds of infection.")]"
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if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC)
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condition += ", [span_deadsay("with streaks of rotten infection!")]"
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if(WOUND_INFECTION_SEPTIC to INFINITY)
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return span_deadsay("<B>[victim.p_their(TRUE)] [limb.plaintext_zone] is a mess of charred skin and infected rot!</B>")
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else
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condition += "!"
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return "<B>[condition.Join()]</B>"
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/datum/wound/burn/get_scanner_description(mob/user)
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if(strikes_to_lose_limb <= 0) // Unclear if it can go below 0, best to not take the chance
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var/oopsie = "Type: [name]\nSeverity: [severity_text()]"
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oopsie += "<div class='ml-3'>Infection Level: [span_deadsay("The body part has suffered complete sepsis and must be removed. Amputate or augment limb immediately, or place the patient in a cryotube.")]</div>"
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return oopsie
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. = ..()
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. += "<div class='ml-3'>"
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if(infestation <= sanitization && flesh_damage <= flesh_healing)
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. += "No further treatment required: Burns will heal shortly."
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else
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switch(infestation)
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if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
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. += "Infection Level: Moderate\n"
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if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL)
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. += "Infection Level: Severe\n"
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if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC)
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. += "Infection Level: [span_deadsay("CRITICAL")]\n"
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if(WOUND_INFECTION_SEPTIC to INFINITY)
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. += "Infection Level: [span_deadsay("LOSS IMMINENT")]\n"
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if(infestation > sanitization)
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. += "\tSurgical debridement, antibiotics/sterilizers, or regenerative mesh will rid infection. Paramedic UV penlights are also effective.\n"
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if(flesh_damage > 0)
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. += "Flesh damage detected: Application of ointment, regenerative mesh, Synthflesh, or ingestion of \"Miner's Salve\" will repair damaged flesh. Good nutrition, rest, and keeping the wound clean can also slowly repair flesh.\n"
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. += "</div>"
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/*
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new burn common procs
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*/
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/// if someone is using ointment or mesh on our burns
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/datum/wound/burn/proc/ointmentmesh(obj/item/stack/medical/I, mob/user)
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user.visible_message(span_notice("[user] begins applying [I] to [victim]'s [limb.plaintext_zone]..."), span_notice("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone]..."))
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if (I.amount <= 0)
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return
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if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), extra_checks = CALLBACK(src, PROC_REF(still_exists))))
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return
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limb.heal_damage(I.heal_brute, I.heal_burn)
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user.visible_message(span_green("[user] applies [I] to [victim]."), span_green("You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone]."))
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I.use(1)
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sanitization += I.sanitization
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flesh_healing += I.flesh_regeneration
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if((infestation <= 0 || sanitization >= infestation) && (flesh_damage <= 0 || flesh_healing > flesh_damage))
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to_chat(user, span_notice("You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.plaintext_zone] to recover."))
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else
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try_treating(I, user)
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/// Paramedic UV penlights
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/datum/wound/burn/proc/uv(obj/item/flashlight/pen/paramedic/I, mob/user)
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if(!COOLDOWN_FINISHED(I, uv_cooldown))
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to_chat(user, span_notice("[I] is still recharging!"))
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return
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if(infestation <= 0 || infestation < sanitization)
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to_chat(user, span_notice("There's no infection to treat on [victim]'s [limb.plaintext_zone]!"))
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return
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user.visible_message(span_notice("[user] flashes the burns on [victim]'s [limb] with [I]."), span_notice("You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone] with [I]."), vision_distance=COMBAT_MESSAGE_RANGE)
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sanitization += I.uv_power
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COOLDOWN_START(I, uv_cooldown, I.uv_cooldown_length)
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/datum/wound/burn/treat(obj/item/I, mob/user)
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if(istype(I, /obj/item/stack/medical/ointment))
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ointmentmesh(I, user)
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else if(istype(I, /obj/item/stack/medical/mesh))
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var/obj/item/stack/medical/mesh/mesh_check = I
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if(!mesh_check.is_open)
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to_chat(user, span_warning("You need to open [mesh_check] first."))
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return
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ointmentmesh(mesh_check, user)
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else if(istype(I, /obj/item/flashlight/pen/paramedic))
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uv(I, user)
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// people complained about burns not healing on stasis beds, so in addition to checking if it's cured, they also get the special ability to very slowly heal on stasis beds if they have the healing effects stored
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/datum/wound/burn/on_stasis(seconds_per_tick, times_fired)
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. = ..()
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if(strikes_to_lose_limb == 0) // we've already hit sepsis, nothing more to do
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if(SPT_PROB(0.5, seconds_per_tick))
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victim.visible_message(span_danger("The infection on the remnants of [victim]'s [limb.plaintext_zone] shift and bubble nauseatingly!"), span_warning("You can feel the infection on the remnants of your [limb.plaintext_zone] coursing through your veins!"), vision_distance = COMBAT_MESSAGE_RANGE)
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return
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if(flesh_healing > 0)
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flesh_damage = max(flesh_damage - (0.1 * seconds_per_tick), 0)
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if((flesh_damage <= 0) && (infestation <= 1))
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to_chat(victim, span_green("The burns on your [limb.plaintext_zone] have cleared up!"))
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qdel(src)
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return
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if(sanitization > 0)
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infestation = max(infestation - (0.1 * WOUND_BURN_SANITIZATION_RATE * seconds_per_tick), 0)
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/datum/wound/burn/on_synthflesh(amount)
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flesh_healing += amount * 0.5 // 20u patch will heal 10 flesh standard
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// we don't even care about first degree burns, straight to second
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/datum/wound/burn/moderate
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name = "Second Degree Burns"
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desc = "Patient is suffering considerable burns with mild skin penetration, weakening limb integrity and increased burning sensations."
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treat_text = "Recommended application of topical ointment or regenerative mesh to affected region."
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examine_desc = "is badly burned and breaking out in blisters"
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occur_text = "breaks out with violent red burns"
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severity = WOUND_SEVERITY_MODERATE
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damage_mulitplier_penalty = 1.1
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threshold_minimum = 40
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threshold_penalty = 30 // burns cause significant decrease in limb integrity compared to other wounds
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status_effect_type = /datum/status_effect/wound/burn/moderate
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flesh_damage = 5
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scar_keyword = "burnmoderate"
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/datum/wound/burn/severe
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name = "Third Degree Burns"
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desc = "Patient is suffering extreme burns with full skin penetration, creating serious risk of infection and greatly reduced limb integrity."
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treat_text = "Recommended immediate disinfection and excision of any infected skin, followed by bandaging and ointment. If the limb has locked up, it must be amputated, augmented or treated with cryogenics."
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examine_desc = "appears seriously charred, with aggressive red splotches"
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occur_text = "chars rapidly, exposing ruined tissue and spreading angry red burns"
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severity = WOUND_SEVERITY_SEVERE
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damage_mulitplier_penalty = 1.2
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threshold_minimum = 80
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threshold_penalty = 40
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status_effect_type = /datum/status_effect/wound/burn/severe
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treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
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infestation_rate = 0.07 // appx 9 minutes to reach sepsis without any treatment
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flesh_damage = 12.5
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scar_keyword = "burnsevere"
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/datum/wound/burn/critical
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name = "Catastrophic Burns"
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desc = "Patient is suffering near complete loss of tissue and significantly charred muscle and bone, creating life-threatening risk of infection and negligible limb integrity."
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treat_text = "Immediate surgical debriding of any infected skin, followed by potent tissue regeneration formula and bandaging. If the limb has locked up, it must be amputated, augmented or treated with cryogenics."
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examine_desc = "is a ruined mess of blanched bone, melted fat, and charred tissue"
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occur_text = "vaporizes as flesh, bone, and fat melt together in a horrifying mess"
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severity = WOUND_SEVERITY_CRITICAL
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damage_mulitplier_penalty = 1.3
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sound_effect = 'sound/effects/wounds/sizzle2.ogg'
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threshold_minimum = 140
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threshold_penalty = 80
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status_effect_type = /datum/status_effect/wound/burn/critical
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treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
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infestation_rate = 0.075 // appx 4.33 minutes to reach sepsis without any treatment
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flesh_damage = 20
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scar_keyword = "burncritical"
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///special severe wound caused by sparring interference or other god related punishments.
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/datum/wound/burn/severe/brand
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name = "Holy Brand"
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desc = "Patient is suffering extreme burns from a strange brand marking, creating serious risk of infection and greatly reduced limb integrity."
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examine_desc = "appears to have holy symbols painfully branded into their flesh, leaving severe burns."
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occur_text = "chars rapidly into a strange pattern of holy symbols, burned into the flesh."
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