mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 16:12:17 +00:00
481 lines
17 KiB
Plaintext
481 lines
17 KiB
Plaintext
#define BLOOD_MINIMUM_STOP_PROCESS 2.1 // Define to avoid hitting 0 blood.
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/****************************************************
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BLOOD SYSTEM
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****************************************************/
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//Blood levels. These are percentages based on the species blood_volume var.
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//Retained for archival/reference purposes - KK
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/*
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var/const/BLOOD_VOLUME_SAFE = 85
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var/const/BLOOD_VOLUME_OKAY = 75
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var/const/BLOOD_VOLUME_BAD = 60
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var/const/BLOOD_VOLUME_SURVIVE = 40
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*/
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var/const/CE_STABLE_THRESHOLD = 0.5
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/mob/living/carbon/human/var/datum/reagents/vessel // Container for blood and BLOOD ONLY. Do not transfer other chems here.
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/mob/living/carbon/human/var/var/pale = 0 // Should affect how mob sprite is drawn, but currently doesn't.
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/***Initializes blood vessels
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* Called code/modules/mob/living/carbon/human/human.dm#L1259 set_species procedure with 0 args
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* Also called by inject_blood as fallback with amt = injected_amount
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* MUST be followed by calling fixblood() allways.
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***/
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/mob/living/carbon/human/proc/make_blood(var/amt = 0)
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if(vessel)
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return
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if(species.flags & NO_BLOOD)
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return
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vessel = new/datum/reagents(species.blood_volume)
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vessel.my_atom = src
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if(!should_have_organ(O_HEART)) //We want the var for safety but we can do without the actual blood.
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return
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if(!amt)
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vessel.add_reagent(REAGENT_ID_BLOOD,species.blood_volume)
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else
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vessel.add_reagent(REAGENT_ID_BLOOD, clamp(amt, 1, species.blood_volume))
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//Resets blood data
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/mob/living/carbon/human/proc/fixblood()
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for(var/datum/reagent/blood/B in vessel.reagent_list)
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if(B.id == REAGENT_ID_BLOOD)
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B.data = list( "donor"=src,"viruses"=null,"species"=species.name,"blood_DNA"=dna.unique_enzymes,"blood_colour"= species.get_blood_colour(src),"blood_type"=dna.b_type, \
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"resistances"=null,"trace_chem"=null, "virus2" = null, REAGENT_ID_ANTIBODIES = list(), "blood_name" = species.get_blood_name(src))
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if(isSynthetic())
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B.data["species"] = "synthetic"
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B.color = B.data["blood_colour"]
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B.name = B.data["blood_name"]
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// Takes care blood loss and regeneration
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/mob/living/carbon/human/handle_blood()
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if(inStasisNow())
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return
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if(!should_have_organ(O_HEART))
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return
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if(stat != DEAD && bodytemperature >= 170) //Dead or cryosleep people do not pump the blood.
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var/blood_volume_raw = vessel.get_reagent_amount(REAGENT_ID_BLOOD)
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var/blood_volume = round((blood_volume_raw/species.blood_volume)*100) // Percentage.
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//Blood regeneration if there is some space
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if(blood_volume_raw < species.blood_volume)
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var/datum/reagent/blood/B = locate() in vessel.reagent_list //Grab some blood
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if(B) // Make sure there's some blood at all
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if(B.data["donor"] != src) //If it's not theirs, then we look for theirs
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for(var/datum/reagent/blood/D in vessel.reagent_list)
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if(D.data["donor"] == src)
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B = D
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break
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B.volume += 0.1 // regenerate blood VERY slowly
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if(CE_BLOODRESTORE in chem_effects)
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B.volume += chem_effects[CE_BLOODRESTORE]
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// Damaged heart virtually reduces the blood volume, as the blood isn't
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// being pumped properly anymore.
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if(species && should_have_organ(O_HEART))
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var/obj/item/organ/internal/heart/heart = internal_organs_by_name[O_HEART]
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if(has_modifier_of_type(/datum/modifier/bloodpump))
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blood_volume_raw *= 1
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blood_volume *= 1
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else if(!heart)
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blood_volume_raw = 0
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blood_volume = 0
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else if(heart.is_broken())
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blood_volume_raw *= 0.3
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blood_volume *= 0.3
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else if(heart.is_bruised())
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blood_volume_raw *= 0.7
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blood_volume *= 0.7
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else if(heart.damage > 5) //CHOMPedit, //CHOMPedit, so 0.00005 heart damage isnt 20% of blood missing, now its 5
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blood_volume_raw *= 0.9 //chompedit from 0.8 to 0.9
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blood_volume *= 0.9 //chompedit from 0.8 to 0.9
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else if(heart.damage)
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return
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//Effects of bloodloss
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var/dmg_coef = 1 //Lower means less damage taken
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var/threshold_coef = 1 //Lower means the damage caps off lower
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if(CE_STABLE in chem_effects)
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dmg_coef = 0.5
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threshold_coef = 0.75
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// These are Bay bits, do some sort of calculation.
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// dmg_coef = min(1, 10/chem_effects[CE_STABLE]) //TODO: add effect for increased damage
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// threshold_coef = min(dmg_coef / CE_STABLE_THRESHOLD, 1)
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if(blood_volume_raw >= species.blood_volume*species.blood_level_safe)
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if(pale)
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pale = 0
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update_icons_body()
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else if(blood_volume_raw >= species.blood_volume*species.blood_level_warning)
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if(!pale)
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pale = 1
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update_icons_body()
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var/word = pick("dizzy","woozy","faint","disoriented","unsteady")
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to_chat(src, span_red("You feel slightly [word]"))
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if(prob(1))
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var/word = pick("dizzy","woozy","faint","disoriented","unsteady")
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to_chat(src, span_red("You feel [word]"))
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if(getOxyLoss() < 20 * threshold_coef)
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adjustOxyLoss(3 * dmg_coef)
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else if(blood_volume_raw >= species.blood_volume*species.blood_level_danger)
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if(!pale)
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pale = 1
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update_icons_body()
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eye_blurry = max(eye_blurry,6)
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if(getOxyLoss() < 50 * threshold_coef)
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adjustOxyLoss(10 * dmg_coef)
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adjustOxyLoss(1 * dmg_coef)
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if(prob(15))
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Paralyse(rand(1,3))
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var/word = pick("dizzy","woozy","faint","disoriented","unsteady")
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to_chat(src, span_red("You feel dangerously [word]"))
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else if(blood_volume_raw >= species.blood_volume*species.blood_level_fatal)
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adjustOxyLoss(5 * dmg_coef)
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// adjustToxLoss(3 * dmg_coef)
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if(prob(15))
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var/word = pick("dizzy","woozy","faint","disoriented","unsteady")
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to_chat(src, span_red("You feel extremely [word]"))
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else //Not enough blood to survive (usually)
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if(!pale)
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pale = 1
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update_icons_body()
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eye_blurry = max(eye_blurry,6)
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Paralyse(3)
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adjustToxLoss(3 * dmg_coef)
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adjustOxyLoss(75 * dmg_coef) // 15 more than dexp fixes (also more than dex+dexp+tricord)
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// Without enough blood you slowly go hungry.
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if(blood_volume_raw < species.blood_volume*species.blood_level_safe)
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if(nutrition >= 300)
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adjust_nutrition(-10)
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else if(nutrition >= 200)
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adjust_nutrition(-3)
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//Bleeding out
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var/blood_max = 0
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var/blood_loss_divisor = 30.01 //lower factor = more blood loss
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// Some species bleed out differently
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blood_loss_divisor /= species.bloodloss_rate
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// Some modifiers can make bleeding better or worse. Higher multiplers = more bleeding.
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var/blood_loss_modifier_multiplier = 1.0
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for(var/datum/modifier/M in modifiers)
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if(!isnull(M.bleeding_rate_percent))
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blood_loss_modifier_multiplier += (M.bleeding_rate_percent - 1.0)
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blood_loss_divisor /= blood_loss_modifier_multiplier
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//This 30 is the "baseline" of a cut in the "vital" regions (head and torso).
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for(var/obj/item/organ/external/temp in bad_external_organs)
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///First, we make sure it's not robotic.
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if(temp.robotic >= ORGAN_ROBOT)
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continue
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///Second, we process internal bleeding.
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for(var/datum/wound/internal_bleeding/W in temp.wounds)
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blood_loss_divisor = blood_loss_divisor+10 //IB is slower bloodloss than normal.
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var/bicardose = reagents.get_reagent_amount(REAGENT_ID_BICARIDINE)
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var/inaprovaline = reagents.get_reagent_amount(REAGENT_ID_INAPROVALINE)
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var/myeldose = reagents.get_reagent_amount(REAGENT_ID_MYELAMINE)
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if(!(W.can_autoheal() || (bicardose && inaprovaline) || myeldose)) //bicaridine and inaprovaline stop internal wounds from growing bigger with time, unless it is so small that it is already healing
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W.open_wound(0.1)
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if(prob(1))
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custom_pain("You feel a stabbing pain in your [name]!", 50)
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if(CE_STABLE in chem_effects)
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blood_loss_divisor = max(blood_loss_divisor + 30, 1) //Inaprovaline is great on internal wounds.
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if(temp.applied_pressure) //Putting pressure on the afflicted wound helps stop the arterial bleeding.
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if(ishuman(temp.applied_pressure))
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var/mob/living/carbon/human/H = temp.applied_pressure
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H.bloody_hands(src, 0)
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blood_loss_divisor += 30 //If you're putting pressure on that limb due to there being an external bleed there, you apply some pressure to the internal bleed as well.
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remove_blood(W.damage/blood_loss_divisor) //line should possibly be moved to handle_blood, so all the bleeding stuff is in one place. //Hi. 2025 here. Just did that. ~Diana
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///Thirdly, we check to see if the limb is bleeding EXTERNALLY
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if(!(temp.status & ORGAN_BLEEDING))
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continue
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///Finally, we process external wounds.
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for(var/datum/wound/W in temp.wounds)
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if(W.bleeding())
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if(W.damage_type == PIERCE) //gunshots and spear stabs bleed more
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blood_loss_divisor = max(blood_loss_divisor - 5, 1)
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else if(W.damage_type == BRUISE) //bruises bleed less
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blood_loss_divisor = max(blood_loss_divisor + 5, 1)
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//the farther you get from those vital regions, the less you bleed
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//depending on how dangerous bleeding turns out to be, it might be better to only apply the reduction to hands and feet
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if((temp.organ_tag == BP_L_ARM) || (temp.organ_tag == BP_R_ARM) || (temp.organ_tag == BP_L_LEG) || (temp.organ_tag == BP_R_LEG))
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blood_loss_divisor = max(blood_loss_divisor + 5, 1)
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else if((temp.organ_tag == BP_L_HAND) || (temp.organ_tag == BP_R_HAND) || (temp.organ_tag == BP_L_FOOT) || (temp.organ_tag == BP_R_FOOT))
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blood_loss_divisor = max(blood_loss_divisor + 10, 1)
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if(CE_STABLE in chem_effects) //Inaprov slows bloodloss
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blood_loss_divisor = max(blood_loss_divisor + 10, 1)
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if(temp.applied_pressure)
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if(ishuman(temp.applied_pressure))
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var/mob/living/carbon/human/H = temp.applied_pressure
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H.bloody_hands(src, 0)
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//somehow you can apply pressure to every wound on the organ at the same time
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//you're basically forced to do nothing at all, so let's make it pretty effective
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var/min_eff_damage = max(0, W.damage - 10) / (blood_loss_divisor / 5) //still want a little bit to drip out, for effect
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blood_max += max(min_eff_damage, W.damage - 30) / blood_loss_divisor
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else
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blood_max += W.damage / blood_loss_divisor
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if(temp.open)
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blood_max += 2 //Yer stomach is cut open
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drip(blood_max)
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//Makes a blood drop, leaking amt units of blood from the mob
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/mob/living/carbon/human/proc/drip(var/amt)
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if(remove_blood(amt))
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blood_splatter(src,src)
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/mob/living/carbon/human/proc/remove_blood(var/amt)
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if(!should_have_organ(O_HEART)) //TODO: Make drips come from the reagents instead.
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return 0
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if(!amt)
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return 0
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//CHOMNPAdd Start, deathbringers for example delete those before the fire damage is calculated
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if(!vessel)
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return 0
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//CHOMPAdd End
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var/current_blood = vessel.get_reagent_amount(REAGENT_ID_BLOOD)
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if(current_blood < BLOOD_MINIMUM_STOP_PROCESS)
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return 0 //We stop processing under 3 units of blood because apparently weird shit can make it overflowrandomly.
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if(amt > current_blood)
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amt = current_blood - 2 // Bit of a safety net; it's impossible to add blood if there's not blood already in the vessel.
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return vessel.remove_reagent(REAGENT_ID_BLOOD,amt)
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/****************************************************
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BLOOD TRANSFERS
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****************************************************/
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//Gets blood from mob to the container, preserving all data in it.
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/mob/living/carbon/proc/take_blood(obj/item/reagent_containers/container, var/amount)
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var/datum/reagent/B = get_blood(container.reagents)
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if(!B)
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B = new /datum/reagent/blood
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B.holder = container
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B.volume += amount
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//set reagent data
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B.data["donor"] = src
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if(!B.data["viruses"])
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B.data["viruses"] = list()
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for(var/datum/disease/D in GetSpreadableViruses())
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B.data["viruses"] |= D.Copy()
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if(!B.data["resistances"])
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B.data["resistances"] = list()
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if(B.data["resistances"])
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B.data["resistances"] |= GetResistances()
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B.data["blood_DNA"] = copytext(src.dna.unique_enzymes,1,0)
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B.data["blood_type"] = copytext(src.dna.b_type,1,0)
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// Putting this here due to return shenanigans.
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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B.data["blood_colour"] = H.species.get_blood_colour(H)
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B.color = B.data["blood_colour"]
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var/list/temp_chem = list()
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for(var/datum/reagent/R in src.reagents.reagent_list)
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temp_chem += R.id
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temp_chem[R.id] = R.volume
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B.data["trace_chem"] = list2params(temp_chem)
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return B
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//For humans, blood does not appear from blue, it comes from vessels.
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/mob/living/carbon/human/take_blood(obj/item/reagent_containers/container, var/amount)
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if(!should_have_organ(O_HEART))
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return null
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if(vessel.get_reagent_amount(REAGENT_ID_BLOOD) < max(amount, BLOOD_MINIMUM_STOP_PROCESS))
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return null
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. = ..()
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remove_blood(amount) // Removes blood if human
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//Transfers blood from container ot vessels
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/mob/living/carbon/proc/inject_blood(var/datum/reagent/blood/injected, var/amount)
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if (!injected || !istype(injected))
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return
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var/list/sniffles = injected.data["viruses"]
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for(var/ID in sniffles)
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var/datum/disease/D = ID
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if(D.spread_flags & (DISEASE_SPREAD_SPECIAL | DISEASE_SPREAD_NON_CONTAGIOUS)) // You can't put non-contagius diseases in blood, but just in case
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continue
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ContractDisease(D)
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if (injected.data["resistances"] && prob(5))
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antibodies |= injected.data["resistances"]
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if (injected.data[REAGENT_ID_ANTIBODIES] && prob(5))
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antibodies |= injected.data[REAGENT_ID_ANTIBODIES]
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var/list/chems = list()
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chems = params2list(injected.data["trace_chem"])
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for(var/C in chems)
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src.reagents.add_reagent(C, (text2num(chems[C]) / species.blood_volume) * amount)//adds trace chemicals to owner's blood
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reagents.update_total()
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//Transfers blood from reagents to vessel, respecting blood types compatability.
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/mob/living/carbon/human/inject_blood(var/datum/reagent/blood/injected, var/amount)
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if(!should_have_organ(O_HEART))
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reagents.add_reagent(REAGENT_ID_BLOOD, amount, injected.data)
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reagents.update_total()
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return
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var/datum/reagent/blood/our = get_blood(vessel)
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if (!injected)
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return
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if(!our)
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log_debug("[src] has no blood reagent, proceeding with fallback reinitialization.")
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var/vessel_old = vessel
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vessel = null
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qdel(vessel_old)
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make_blood(amount)
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if(!vessel)
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log_debug("Failed to re-initialize blood datums on [src]!")
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return
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if(vessel.total_volume < species.blood_volume)
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vessel.add_reagent(REAGENT_ID_BLOOD, species.blood_volume - vessel.total_volume)
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else if(vessel.total_volume > species.blood_volume)
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vessel.maximum_volume = species.blood_volume
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fixblood()
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our = get_blood(vessel)
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if(!our)
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log_debug("Failed to re-initialize blood datums on [src]!")
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return
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if(blood_incompatible(injected.data["blood_type"],our.data["blood_type"],injected.data["species"],our.data["species"]) )
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reagents.add_reagent(REAGENT_ID_TOXIN,amount * 0.5)
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reagents.update_total()
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else
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vessel.add_reagent(REAGENT_ID_BLOOD, amount, injected.data)
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vessel.update_total()
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..()
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//Gets human's own blood.
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/mob/living/carbon/proc/get_blood(datum/reagents/container)
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var/datum/reagent/blood/res = locate() in container.reagent_list //Grab some blood
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if(res) // Make sure there's some blood at all
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if(res.data["donor"] != src) //If it's not theirs, then we look for theirs
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for(var/datum/reagent/blood/D in container.reagent_list)
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if(D.data["donor"] == src)
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return D
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return res
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/proc/blood_incompatible(donor,receiver,donor_species,receiver_species)
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if(!donor || !receiver) return 0
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if(donor_species && receiver_species)
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if(donor_species != receiver_species)
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return 1
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var/donor_antigen = copytext(donor,1,length(donor))
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var/receiver_antigen = copytext(receiver,1,length(receiver))
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var/donor_rh = (findtext(donor,"+")>0)
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var/receiver_rh = (findtext(receiver,"+")>0)
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if(donor_rh && !receiver_rh) return 1
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switch(receiver_antigen)
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if("A")
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if(donor_antigen != "A" && donor_antigen != "O") return 1
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if("B")
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if(donor_antigen != "B" && donor_antigen != "O") return 1
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if("O")
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if(donor_antigen != "O") return 1
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//AB is a universal receiver.
|
|
return 0
|
|
|
|
/proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
|
|
|
|
//Vorestation Edit Start - We're not going to splatter at all because we're in something and that's silly.
|
|
if(istype(source,/atom/movable))
|
|
var/atom/movable/A = source
|
|
if(!isturf(A.loc))
|
|
return
|
|
//VOREStation Edit End
|
|
var/obj/effect/decal/cleanable/blood/B
|
|
var/decal_type = /obj/effect/decal/cleanable/blood/splatter
|
|
var/turf/T = get_turf(target)
|
|
var/synth = 0
|
|
|
|
if(ishuman(source))
|
|
var/mob/living/carbon/human/M = source
|
|
if(M.isSynthetic()) synth = 1
|
|
source = M.get_blood(M.vessel)
|
|
|
|
// Are we dripping or splattering?
|
|
var/list/drips = list()
|
|
// Only a certain number of drips (or one large splatter) can be on a given turf.
|
|
for(var/obj/effect/decal/cleanable/blood/drip/drop in T)
|
|
drips |= drop.drips
|
|
qdel(drop)
|
|
if(!large && drips.len < 3)
|
|
decal_type = /obj/effect/decal/cleanable/blood/drip
|
|
|
|
// Find a blood decal or create a new one.
|
|
B = locate(decal_type) in T
|
|
if(!B)
|
|
B = new decal_type(T)
|
|
|
|
var/obj/effect/decal/cleanable/blood/drip/drop = B
|
|
if(istype(drop) && drips && drips.len && !large)
|
|
drop.add_overlay(drips)
|
|
drop.drips |= drips
|
|
|
|
// If there's no data to copy, call it quits here.
|
|
if(!istype(source))
|
|
return B
|
|
|
|
// Update appearance.
|
|
if(source.data["blood_colour"])
|
|
B.basecolor = source.data["blood_colour"]
|
|
B.synthblood = synth
|
|
B.update_icon()
|
|
|
|
if(source.data["blood_name"])
|
|
B.name = source.data["blood_name"]
|
|
|
|
// Update blood information.
|
|
if(source.data["blood_DNA"])
|
|
B.blood_DNA = list()
|
|
if(source.data["blood_type"])
|
|
B.blood_DNA[source.data["blood_DNA"]] = source.data["blood_type"]
|
|
else
|
|
B.blood_DNA[source.data["blood_DNA"]] = "O+"
|
|
|
|
// Update virus information.
|
|
if(source.data["viruses"])
|
|
B.viruses = source.data["viruses"]
|
|
|
|
B.fluorescent = 0
|
|
B.invisibility = INVISIBILITY_NONE
|
|
return B
|
|
|
|
#undef BLOOD_MINIMUM_STOP_PROCESS
|