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CHOMPStation2/code/modules/mob/mob_grab_specials.dm
CHOMPStation2StaffMirrorBot a6dcc16233 [MIRROR] Various Surgery & Medical fixes, QoL, and adjustments (#11949)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-11-08 23:23:20 -05:00

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/obj/item/grab/proc/inspect_organ(mob/living/carbon/human/H, mob/user, var/target_zone)
var/obj/item/organ/external/E = H.get_organ(target_zone)
if(!E || E.is_stump())
to_chat(user, span_notice("[H] is missing that bodypart."))
return
user.visible_message(span_notice("[user] starts inspecting [affecting]'s [E.name] carefully."))
if(!do_after(user, 1 SECOND, H))
to_chat(user, span_notice("You must stand still to inspect [E] for wounds."))
else if(LAZYLEN(E.wounds))
to_chat(user, span_warning("You find [E.get_wounds_desc()]"))
else
to_chat(user, span_notice("You find no visible wounds."))
to_chat(user, span_notice("Checking bones now..."))
if(!do_after(user, 2 SECONDS, H))
to_chat(user, span_notice("You must stand still to feel [E] for fractures."))
if(E.nonsolid && E.cannot_break) //boneless!
to_chat(user, span_warning("You are unable to feel any bones in the [E.name]!"))
else if(E.status & ORGAN_BROKEN)
to_chat(user, span_warning("The [E.encased ? E.encased : "bone in the [E.name]"] moves slightly when you poke it!"))
H.custom_pain("Your [E.name] hurts where it's poked.", 40)
else
to_chat(user, span_notice("The [E.encased ? E.encased : "bones in the [E.name]"] seem to be fine."))
to_chat(user, span_notice("Checking skin now..."))
if(!do_after(user, 1 SECOND, H))
to_chat(user, span_notice("You must stand still to check [H]'s skin for abnormalities."))
else
var/bad = 0
if(H.getToxLoss() >= 40)
to_chat(user, span_warning("[H] has an unhealthy skin discoloration."))
bad = 1
if(H.getOxyLoss() >= 20)
to_chat(user, span_warning("[H]'s skin is unusaly pale."))
bad = 1
if(E.status & ORGAN_DEAD)
to_chat(user, span_warning("[E] is decaying!"))
bad = 1
if(E.status & ORGAN_DEAD) //this is also infection level 3
to_chat(user, span_bolddanger("[H]'s [E.name] is gangreous and completely dead!"))
bad = 1
else if(E.germ_level > INFECTION_LEVEL_ONE)
if(E.germ_level > INFECTION_LEVEL_TWO)
to_chat(user, span_danger("[H]'s [E.name] shows signs of a severe infection!"))
bad = 1
else
to_chat(user, span_warning("[H] shows signs of infection in the [E.name]."))
bad = 1
if(LAZYLEN(E.wounds))
for(var/datum/wound/W in E.wounds)
if(W.internal)
to_chat(user, span_danger("You find a large, swelling hematoma in the skin")) //INTERNAL BLEEDING, BE VERY AFRAID.
break
if(!bad)
to_chat(user, span_notice("[H]'s skin is normal."))
var/body_part = parse_zone(target_zone)
if(body_part == BP_GROIN || body_part == BP_TORSO || body_part == BP_HEAD)
to_chat(user, span_notice("Checking for internal injury now..."))
if(!do_after(user, 5 SECONDS, H))
to_chat(user, span_notice("You must stand still to check [H]'s [E.name] for internal injury."))
else
///If we have a bad organ down here. Very non-specific. Doctor should ask how badly it hurt.
var/bad_organs = 0
///If we have appendicitis or not.
var/appendicitis = FALSE
switch(body_part)
if(BP_GROIN)
var/obj/item/organ/internal/intestine/intestine = H.internal_organs_by_name[O_INTESTINE]
var/obj/item/organ/internal/stomach/stomach = H.internal_organs_by_name[O_STOMACH]
var/obj/item/organ/internal/kidneys/kidneys = H.internal_organs_by_name[O_KIDNEYS]
var/obj/item/organ/internal/liver/liver = H.internal_organs_by_name[O_LIVER]
var/obj/item/organ/internal/spleen/spleen = H.internal_organs_by_name[O_SPLEEN]
var/obj/item/organ/internal/appendix/appendix = H.internal_organs_by_name[O_APPENDIX]
if(intestine && intestine.is_bruised())
bad_organs++
if(stomach && stomach.is_bruised())
bad_organs++
if(kidneys && kidneys.is_bruised())
bad_organs++
if(liver && liver.is_bruised())
bad_organs++
if(spleen && spleen.is_bruised())
bad_organs++
if(appendix && (appendix.is_bruised() || appendix.inflamed))
bad_organs++
appendicitis = TRUE
if(BP_TORSO)
var/obj/item/organ/internal/lungs/lungs = H.internal_organs_by_name[O_LUNGS]
var/obj/item/organ/internal/heart/heart = H.internal_organs_by_name[O_HEART]
if(lungs && lungs.is_bruised())
bad_organs++
if(heart && heart.is_bruised())
bad_organs++
if(BP_HEAD)
var/obj/item/organ/internal/voicebox/voicebox = H.internal_organs_by_name[O_VOICE]
if(voicebox && voicebox.is_bruised())
bad_organs++
if(bad_organs)
to_chat(user, span_warning("[H]'s [E.name] appears to be tender when you press on it, indicating an internal injury."))
H.custom_pain("Your [E.name] hurts where it's poked.", bad_organs*20)
if(appendicitis)
var/pain_check = (H.stat && (H.can_feel_pain() || H.synth_cosmetic_pain) && H.chem_effects[CE_PAINKILLER] < 60)
if(pain_check) //They can feel pain.
to_chat(user, span_danger("[H] jolts when you let go of their [E.name], indicating appendicitis!"))
H.custom_pain("You feel pure agony as [src] pushes down on your [E.name]!", 200)
/obj/item/grab/proc/jointlock(mob/living/carbon/human/target, mob/attacker, var/target_zone)
if(state < GRAB_AGGRESSIVE)
to_chat(attacker, span_warning("You require a better grab to do this."))
return
var/obj/item/organ/external/organ = target.get_organ(check_zone(target_zone))
if(!organ || organ.dislocated == -1)
return
attacker.visible_message(span_danger("[attacker] [pick("bent", "twisted")] [target]'s [organ.name] into a jointlock!"))
if(target.species.flags & NO_PAIN)
return
var/armor = target.run_armor_check(target, "melee")
if(armor < 60)
to_chat(target, span_danger("You feel extreme pain!"))
var/max_halloss = round(target.getMaxHealth() * 0.8) //up to 80% of passing out
affecting.adjustHalLoss(CLAMP(max_halloss - affecting.halloss, 0, 30))
/obj/item/grab/proc/attack_eye(mob/living/carbon/human/target, mob/living/carbon/human/attacker)
if(!istype(attacker))
return
var/datum/unarmed_attack/attack = attacker.get_unarmed_attack(target, O_EYES)
if(!attack)
return
if(state < GRAB_NECK)
to_chat(attacker, span_warning("You require a better grab to do this."))
return
for(var/obj/item/protection in list(target.head, target.wear_mask, target.glasses))
if(protection && (protection.body_parts_covered & EYES))
to_chat(attacker, span_danger("You're going to need to remove the eye covering first."))
return
if(!target.has_eyes())
to_chat(attacker, span_danger("You cannot locate any eyes on [target]!"))
return
add_attack_logs(attacker,target,"Eye gouge using grab")
attack.handle_eye_attack(attacker, target)
/obj/item/grab/proc/headbutt(mob/living/carbon/human/target, mob/living/carbon/human/attacker)
if(!istype(attacker))
return
if(target.lying)
return
attacker.visible_message(span_danger("[attacker] thrusts [attacker.p_their()] head into [target]'s skull!"))
var/damage = 20
var/obj/item/clothing/hat = attacker.head
if(istype(hat))
damage += hat.force * 3
var/armor = target.run_armor_check(BP_HEAD, "melee")
target.apply_damage(damage, BRUTE, BP_HEAD, armor)
attacker.apply_damage(10, BRUTE, BP_HEAD, attacker.run_armor_check(BP_HEAD))
if(!armor && target.headcheck(BP_HEAD) && prob(damage))
target.apply_effect(20, PARALYZE)
target.visible_message(span_danger("[target] [target.species.get_knockout_message(target)]"))
playsound(attacker, "swing_hit", 25, 1, -1)
add_attack_logs(attacker,target,"Headbutted using grab")
attacker.drop_from_inventory(src)
src.loc = null
qdel(src)
return
/obj/item/grab/proc/dislocate(mob/living/carbon/human/target, mob/living/attacker, var/target_zone)
if(state < GRAB_NECK)
to_chat(attacker, span_warning("You require a better grab to do this."))
return
if(target.grab_joint(attacker, target_zone))
playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
return
/obj/item/grab/proc/pin_down(mob/target, mob/attacker)
if(state < GRAB_AGGRESSIVE)
to_chat(attacker, span_warning("You require a better grab to do this."))
return
if(force_down)
to_chat(attacker, span_warning("You are already pinning [target] to the ground."))
return
if(size_difference(affecting, assailant) > 0)
to_chat(attacker, span_warning("You are too small to do that!"))
return
attacker.visible_message(span_danger("[attacker] starts forcing [target] to the ground!"))
if(do_after(attacker, 2 SECONDS, target) && target)
last_action = world.time
attacker.visible_message(span_danger("[attacker] forces [target] to the ground!"))
apply_pinning(target, attacker)
/obj/item/grab/proc/apply_pinning(mob/target, mob/attacker)
force_down = 1
target.Weaken(3)
target.lying = 1
step_to(attacker, target)
attacker.set_dir(EAST) //face the victim
target.set_dir(SOUTH) //face up