diff --git a/code/game/machinery/adv_med.dm b/code/game/machinery/adv_med.dm index c400185a45..c395e3b714 100644 --- a/code/game/machinery/adv_med.dm +++ b/code/game/machinery/adv_med.dm @@ -293,6 +293,7 @@ var/splint = "" var/internal_bleeding = "" var/lung_ruptured = "" + var/infection = "" for(var/datum/wound/W in e.wounds) if(W.internal) internal_bleeding = "
Internal bleeding" break @@ -308,6 +309,13 @@ robot = "Prosthetic:" if(e.open) open = "Open:" + switch (e.germ_level) + if (150 to 500) + infection = "Infection - Minor:" + if (500 to INFECTION_LEVEL_TWO) + infection = "Infection - Severe:" + if (INFECTION_LEVEL_TWO to INFINITY) + infection = "Infection - Septic:" var/unknown_body = 0 for(var/I in e.implants) diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index c0b230b4a7..f62e2dcda7 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -161,7 +161,7 @@ REAGENT SCANNER if(e.status & ORGAN_BROKEN) if(((e.name == "l_arm") || (e.name == "r_arm") || (e.name == "l_leg") || (e.name == "r_leg")) && (!(e.status & ORGAN_SPLINTED))) user << "\red Unsecured fracture in subject [limb]. Splinting recommended for transport." - if(e.is_infected()) + if(e.has_infected_wound()) user << "\red Infected wound detected in subject [limb]. Disinfection recommended." for(var/name in H.organs_by_name) diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index 666b3a9e91..a32724357e 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -674,20 +674,27 @@ else loc_temp = environment.temperature - if(adjusted_pressure < species.warning_low_pressure && adjusted_pressure > species.warning_low_pressure && abs(loc_temp - 293.15) < 20 && abs(bodytemperature - 310.14) < 0.5 && environment.phoron < MOLES_PHORON_VISIBLE) + if(adjusted_pressure < species.warning_high_pressure && adjusted_pressure > species.warning_low_pressure && abs(loc_temp - bodytemperature) < 20 && bodytemperature < species.heat_level_1 && bodytemperature > species.cold_level_1 && environment.phoron < MOLES_PHORON_VISIBLE) return // Temperatures are within normal ranges, fuck all this processing. ~Ccomp //Body temperature adjusts depending on surrounding atmosphere based on your thermal protection - if(loc_temp < species.cold_level_1) //Place is colder than we are + var/temp_adj = 0 + if(loc_temp < bodytemperature) //Place is colder than we are var/thermal_protection = get_cold_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to. if(thermal_protection < 1) - var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX) - bodytemperature += amt - else if (loc_temp > species.heat_level_1) //Place is hotter than we are + temp_adj = (1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR) //this will be negative + else if (loc_temp > bodytemperature) //Place is hotter than we are var/thermal_protection = get_heat_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to. if(thermal_protection < 1) - var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX) - bodytemperature += amt + temp_adj = (1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR) + + //Use heat transfer as proportional to the gas density. However, we only care about the relative density vs standard 101 kPa/20 C air. Therefore we can use mole ratios + var/relative_density = environment.total_moles() / MOLES_CELLSTANDARD + temp_adj *= relative_density + + if (temp_adj > BODYTEMP_HEATING_MAX) temp_adj = BODYTEMP_HEATING_MAX + if (temp_adj < BODYTEMP_COOLING_MAX) temp_adj = BODYTEMP_COOLING_MAX + bodytemperature += temp_adj // +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt. if(bodytemperature > species.heat_level_1) @@ -738,12 +745,8 @@ bodytemperature += 0.5 * TEMPERATURE_DAMAGE_COEFFICIENT //Synthetics suffer overheating in a vaccuum. ~Z else - - if(species && species.flags & IS_SYNTHETIC) - bodytemperature += 1 * TEMPERATURE_DAMAGE_COEFFICIENT - if( !(COLD_RESISTANCE in mutations)) - adjustBruteLoss( LOW_PRESSURE_DAMAGE ) + apply_damage(LOW_PRESSURE_DAMAGE, BRUTE, used_weapon = "Low Pressure") pressure_alert = -2 else pressure_alert = -1 @@ -770,23 +773,27 @@ temp_change = (temperature - current) return temp_change */ - - proc/stabilize_temperature_from_calories() - var/body_temperature_difference = 310.15 - bodytemperature + + proc/stabilize_body_temperature() + if (species && species.flags & IS_SYNTHETIC) + bodytemperature += species.synth_temp_gain //that CPU/posibrain just keeps putting out heat. + return + + var/body_temperature_difference = species.body_temperature - bodytemperature if (abs(body_temperature_difference) < 0.5) return //fuck this precision switch(bodytemperature) - if(-INFINITY to 260.15) //260.15 is 310.15 - 50, the temperature where you start to feel effects. + if(-INFINITY to species.cold_level_1) //260.15 is 310.15 - 50, the temperature where you start to feel effects. if(nutrition >= 2) //If we are very, very cold we'll use up quite a bit of nutriment to heat us up. nutrition -= 2 var/recovery_amt = max((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM) // log_debug("Cold. Difference = [body_temperature_difference]. Recovering [recovery_amt]") bodytemperature += recovery_amt - if(260.15 to 360.15) + if(species.cold_level_1 to species.heat_level_1) var/recovery_amt = body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR // log_debug("Norm. Difference = [body_temperature_difference]. Recovering [recovery_amt]") bodytemperature += recovery_amt - if(360.15 to INFINITY) //360.15 is 310.15 + 50, the temperature where you start to feel effects. + if(species.heat_level_1 to INFINITY) //360.15 is 310.15 + 50, the temperature where you start to feel effects. //We totally need a sweat system cause it totally makes sense...~ var/recovery_amt = min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers // log_debug("Hot. Difference = [body_temperature_difference]. Recovering [recovery_amt]") @@ -1087,7 +1094,7 @@ else //ALIVE. LIGHTS ARE ON updatehealth() //TODO if(!in_stasis) - stabilize_temperature_from_calories() //Body temperature adjusts itself + stabilize_body_temperature() //Body temperature adjusts itself handle_organs() //Optimized. handle_blood() diff --git a/code/modules/mob/living/carbon/species.dm b/code/modules/mob/living/carbon/species.dm index 028e93e5bb..8b0550655d 100644 --- a/code/modules/mob/living/carbon/species.dm +++ b/code/modules/mob/living/carbon/species.dm @@ -28,6 +28,9 @@ var/heat_level_1 = 360 // Heat damage level 1 above this point. var/heat_level_2 = 400 // Heat damage level 2 above this point. var/heat_level_3 = 1000 // Heat damage level 2 above this point. + + var/body_temperature = 310.15 //non-IS_SYNTHETIC species will try to stabilize at this temperature. (also affects temperature processing) + var/synth_temp_gain = 0 //IS_SYNTHETIC species will gain this much temperature every second var/darksight = 2 var/hazard_high_pressure = HAZARD_HIGH_PRESSURE // Dangerously high pressure. @@ -279,6 +282,8 @@ heat_level_2 = 3000 heat_level_3 = 4000 + body_temperature = T0C + 15 //make the plant people have a bit lower body temperature, why not + flags = IS_WHITELISTED | NO_BREATHE | REQUIRE_LIGHT | NO_SCAN | IS_PLANT | RAD_ABSORB | NO_BLOOD | IS_SLOW | NO_PAIN blood_color = "#004400" @@ -326,6 +331,8 @@ heat_level_1 = 2000 heat_level_2 = 3000 heat_level_3 = 4000 + + synth_temp_gain = 6.7 //round(40 / BODYTEMP_COLD_DIVISOR, 0.1) //this should cause IPCs to stabilize at ~60 C in a 20 C environment. Based on some CPU operating temperatures flags = IS_WHITELISTED | NO_BREATHE | NO_SCAN | NO_BLOOD | NO_PAIN | IS_SYNTHETIC diff --git a/code/modules/organs/organ.dm b/code/modules/organs/organ.dm index 13823602b7..fb2a8ccfe1 100644 --- a/code/modules/organs/organ.dm +++ b/code/modules/organs/organ.dm @@ -5,6 +5,9 @@ var/list/datum/autopsy_data/autopsy_data = list() var/list/trace_chemicals = list() // traces of chemicals in the organ, // links chemical IDs to number of ticks for which they'll stay in the blood + + var/germ_level = 0 // INTERNAL germs inside the organ, this is BAD if it's greater than INFECTION_LEVEL_ONE + proc/process() return 0 @@ -82,7 +85,7 @@ //Moving makes open wounds get infected much faster if (E.wounds.len) for(var/datum/wound/W in E.wounds) - if (W.can_infect()) + if (W.infection_check()) W.germ_level += 1 //Special effects for limbs. diff --git a/code/modules/organs/organ_external.dm b/code/modules/organs/organ_external.dm index 813f63e8fe..9c8bed00ab 100644 --- a/code/modules/organs/organ_external.dm +++ b/code/modules/organs/organ_external.dm @@ -40,8 +40,6 @@ var/obj/item/hidden = null var/list/implants = list() - // INTERNAL germs inside the organ, this is BAD if it's greater 0 - var/germ_level = 0 // how often wounds should be updated, a higher number means less often var/wound_update_accuracy = 1 @@ -345,7 +343,7 @@ This function completely restores a damaged organ to perfect condition. //Syncing germ levels with external wounds for(var/datum/wound/W in wounds) //Open wounds can become infected - if (owner.germ_level > W.germ_level && W.can_infect()) + if (owner.germ_level > W.germ_level && W.infection_check()) W.germ_level++ //Infected wounds raise the organ's germ level @@ -356,12 +354,17 @@ This function completely restores a damaged organ to perfect condition. var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin") if (antibiotics > 5) if (prob(4*antibiotics)) germ_level-- + + if(germ_level > INFECTION_LEVEL_ONE) + //having an infection raises your body temperature + var/temperature_increase = (owner.species.heat_level_1 - owner.species.body_temperature - 1)* min(germ_level/INFECTION_LEVEL_TWO, 1) + owner.bodytemperature += temperature_increase - if(germ_level > GANGREN_LEVEL_ONE && prob(round(germ_level/10))) //aiming for a light infection to become serious after 40 minutes, standing still - germ_level += 1 - owner.adjustToxLoss(1) + if(prob(round(germ_level/10))) //aiming for a light infection to become serious after 40 minutes, standing still + germ_level += 1 + owner.adjustToxLoss(1) - if(germ_level > GANGREN_LEVEL_TWO && antibiotics < 30) //overdosing is necessary to stop severe infections + if(germ_level > INFECTION_LEVEL_TWO && antibiotics < 30) //overdosing is necessary to stop severe infections germ_level++ owner.adjustToxLoss(1) @@ -691,9 +694,9 @@ This function completely restores a damaged organ to perfect condition. /datum/organ/external/proc/get_damage() //returns total damage return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health? -/datum/organ/external/proc/is_infected() +/datum/organ/external/proc/has_infected_wound() for(var/datum/wound/W in wounds) - if(W.germ_level > 100) + if(W.germ_level > 150) return 1 return 0 diff --git a/code/modules/organs/wound.dm b/code/modules/organs/wound.dm index a789248627..e2763d4697 100644 --- a/code/modules/organs/wound.dm +++ b/code/modules/organs/wound.dm @@ -119,7 +119,7 @@ // checks if wound is considered open for external infections // untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger - proc/can_infect() + proc/infection_check() if (is_treated() && damage < 10) return 0 if (disinfected) diff --git a/code/setup.dm b/code/setup.dm index 016aaea9c2..4a671571ea 100644 --- a/code/setup.dm +++ b/code/setup.dm @@ -38,7 +38,7 @@ #define BODYTEMP_AUTORECOVERY_MINIMUM 10 //Minimum amount of kelvin moved toward 310.15K per tick. So long as abs(310.15 - bodytemp) is more than 50. #define BODYTEMP_COLD_DIVISOR 6 //Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is lower than their body temperature. Make it lower to lose bodytemp faster. #define BODYTEMP_HEAT_DIVISOR 6 //Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is higher than their body temperature. Make it lower to gain bodytemp faster. -#define BODYTEMP_COOLING_MAX 30 //The maximum number of degrees that your body can cool in 1 tick, when in a cold area. +#define BODYTEMP_COOLING_MAX -30 //The maximum number of degrees that your body can cool in 1 tick, when in a cold area. #define BODYTEMP_HEATING_MAX 30 //The maximum number of degrees that your body can heat up in 1 tick, when in a hot area. #define BODYTEMP_HEAT_DAMAGE_LIMIT 360.15 // The limit the human body can take before it starts taking damage from heat. @@ -771,6 +771,6 @@ var/list/RESTRICTED_CAMERA_NETWORKS = list( //Those networks can only be accesse //These numbers have been calculated so that an untreated cut will become a serious infection after 50 minutes. #define GERM_LEVEL_AMBIENT 110 //maximum germ level you can reach by standing still #define GERM_LEVEL_MOVE_CAP 200 //maximum germ level you can reach by running around -#define GANGREN_LEVEL_ONE 100 -#define GANGREN_LEVEL_TWO 1000 -#define GANGREN_LEVEL_TERMINAL 2500 +#define INFECTION_LEVEL_ONE 100 +#define INFECTION_LEVEL_TWO 1000 +#define INFECTION_LEVEL_TERMINAL 2500