Files
CHOMPStation2/code/modules/organs/wound.dm
Neerti 47b463f4cb Makes Fire Burn Again
Being lit on fire barely did anything, for multiple reasons, all which should be fixed in this PR.
First, the code to do damage based on bodytemperature was literally bugged and only applied the lowest level of damage, no matter what.
Second, wounds made autohealed them fairly fast, sometimes even outhealing the incoming damage.
Third, being on fire raised your temperature rather slowly.
Fourth, the lowest level of 'overheating' damage was rather low.

Changes:
The bodytemperature part of Life() is now unbroken and I accidentally fixed freezing not hurting, so yay.
Added a ten minute delay to wounds being able to autoheal them away.  Applying bandage/salves will skip this.
Temperature climb is now based on fire stacks while on fire, so more stacks means more and longer pain.
Lowest level of overheating was tweaked.
Running into people while on fire will split your fire stacks with them and light them on fire.
Port's /tg/'s on fire sprite.
Different mobs can have different icons for being on fire.
Bonus: Rejuv now removes pain.
2017-09-13 06:26:08 -04:00

403 lines
12 KiB
Plaintext

/****************************************************
WOUNDS
****************************************************/
/datum/wound
// number representing the current stage
var/current_stage = 0
// description of the wound
var/desc = "wound" //default in case something borks
// amount of damage this wound causes
var/damage = 0
// ticks of bleeding left.
var/bleed_timer = 0
// Above this amount wounds you will need to treat the wound to stop bleeding, regardless of bleed_timer
var/bleed_threshold = 30
// amount of damage the current wound type requires(less means we need to apply the next healing stage)
var/min_damage = 0
// is the wound bandaged?
var/bandaged = 0
// Similar to bandaged, but works differently
var/clamped = 0
// is the wound salved?
var/salved = 0
// is the wound disinfected?
var/disinfected = 0
var/created = 0
// number of wounds of this type
var/amount = 1
// amount of germs in the wound
var/germ_level = 0
/* These are defined by the wound type and should not be changed */
// stages such as "cut", "deep cut", etc.
var/list/stages
// internal wounds can only be fixed through surgery
var/internal = 0
// maximum stage at which bleeding should still happen. Beyond this stage bleeding is prevented.
var/max_bleeding_stage = 0
// one of CUT, PIERCE, BRUISE, BURN
var/damage_type = CUT
// whether this wound needs a bandage/salve to heal at all
// the maximum amount of damage that this wound can have and still autoheal
var/autoheal_cutoff = 10
// helper lists
var/tmp/list/desc_list = list()
var/tmp/list/damage_list = list()
New(var/damage)
created = world.time
// reading from a list("stage" = damage) is pretty difficult, so build two separate
// lists from them instead
for(var/V in stages)
desc_list += V
damage_list += stages[V]
src.damage = damage
// initialize with the appropriate stage
src.init_stage(damage)
bleed_timer += damage
// returns 1 if there's a next stage, 0 otherwise
proc/init_stage(var/initial_damage)
current_stage = stages.len
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= initial_damage / src.amount)
src.current_stage--
src.min_damage = damage_list[current_stage]
src.desc = desc_list[current_stage]
// the amount of damage per wound
proc/wound_damage()
return src.damage / src.amount
proc/can_autoheal()
if(is_treated())
return TRUE
if(src.wound_damage() <= autoheal_cutoff)
if(created + 10 MINUTES > world.time) // Wounds don't autoheal for ten minutes if not bandaged.
return FALSE
return TRUE
// checks whether the wound has been appropriately treated
proc/is_treated()
if(damage_type == BRUISE || damage_type == CUT || damage_type == PIERCE)
return bandaged
else if(damage_type == BURN)
return salved
// Checks whether other other can be merged into src.
proc/can_merge(var/datum/wound/other)
if (other.type != src.type) return 0
if (other.current_stage != src.current_stage) return 0
if (other.damage_type != src.damage_type) return 0
if (!(other.can_autoheal()) != !(src.can_autoheal())) return 0
if (!(other.bandaged) != !(src.bandaged)) return 0
if (!(other.clamped) != !(src.clamped)) return 0
if (!(other.salved) != !(src.salved)) return 0
if (!(other.disinfected) != !(src.disinfected)) return 0
//if (other.germ_level != src.germ_level) return 0
return 1
proc/merge_wound(var/datum/wound/other)
src.damage += other.damage
src.amount += other.amount
src.bleed_timer += other.bleed_timer
src.germ_level = max(src.germ_level, other.germ_level)
src.created = max(src.created, other.created) //take the newer created time
// 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/infection_check()
if (damage < 10) //small cuts, tiny bruises, and moderate burns shouldn't be infectable.
return 0
if (is_treated() && damage < 25) //anything less than a flesh wound (or equivalent) isn't infectable if treated properly
return 0
if (disinfected)
germ_level = 0 //reset this, just in case
return 0
if (damage_type == BRUISE && !bleeding()) //bruises only infectable if bleeding
return 0
var/dam_coef = round(damage/10)
switch (damage_type)
if (BRUISE)
return prob(dam_coef*5)
if (BURN)
return prob(dam_coef*10)
if (CUT)
return prob(dam_coef*20)
return 0
proc/bandage()
bandaged = 1
proc/salve()
salved = 1
proc/disinfect()
disinfected = 1
// heal the given amount of damage, and if the given amount of damage was more
// than what needed to be healed, return how much heal was left
// set @heals_internal to also heal internal organ damage
proc/heal_damage(amount, heals_internal = 0)
if(src.internal && !heals_internal)
// heal nothing
return amount
var/healed_damage = min(src.damage, amount)
amount -= healed_damage
src.damage -= healed_damage
while(src.wound_damage() < damage_list[current_stage] && current_stage < src.desc_list.len)
current_stage++
desc = desc_list[current_stage]
src.min_damage = damage_list[current_stage]
// return amount of healing still leftover, can be used for other wounds
return amount
// opens the wound again
proc/open_wound(damage)
src.damage += damage
bleed_timer += damage
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= src.damage / src.amount)
src.current_stage--
src.desc = desc_list[current_stage]
src.min_damage = damage_list[current_stage]
// returns whether this wound can absorb the given amount of damage.
// this will prevent large amounts of damage being trapped in less severe wound types
proc/can_worsen(damage_type, damage)
if (src.damage_type != damage_type)
return 0 //incompatible damage types
if (src.amount > 1)
return 0//merged wounds cannot be worsened.
//with 1.5*, a shallow cut will be able to carry at most 30 damage,
//37.5 for a deep cut
//52.5 for a flesh wound, etc.
var/max_wound_damage = 1.5*src.damage_list[1]
if (src.damage + damage > max_wound_damage)
return 0
return 1
proc/bleeding()
if (src.internal)
return 0 // internal wounds don't bleed in the sense of this function
if (current_stage > max_bleeding_stage)
return 0
if (bandaged||clamped)
return 0
if (bleed_timer <= 0 && wound_damage() <= bleed_threshold)
return 0 //Bleed timer has run out. Once a wound is big enough though, you'll need a bandage to stop it
return 1
/** WOUND DEFINITIONS **/
//Note that the MINIMUM damage before a wound can be applied should correspond to
//the damage amount for the stage with the same name as the wound.
//e.g. /datum/wound/cut/deep should only be applied for 15 damage and up,
//because in it's stages list, "deep cut" = 15.
/proc/get_wound_type(var/type = CUT, var/damage)
switch(type)
if(CUT)
switch(damage)
if(70 to INFINITY)
return /datum/wound/cut/massive
if(60 to 70)
return /datum/wound/cut/gaping_big
if(50 to 60)
return /datum/wound/cut/gaping
if(25 to 50)
return /datum/wound/cut/flesh
if(15 to 25)
return /datum/wound/cut/deep
if(0 to 15)
return /datum/wound/cut/small
if(PIERCE)
switch(damage)
if(60 to INFINITY)
return /datum/wound/puncture/massive
if(50 to 60)
return /datum/wound/puncture/gaping_big
if(30 to 50)
return /datum/wound/puncture/gaping
if(15 to 30)
return /datum/wound/puncture/flesh
if(0 to 15)
return /datum/wound/puncture/small
if(BRUISE)
return /datum/wound/bruise
if(BURN)
switch(damage)
if(50 to INFINITY)
return /datum/wound/burn/carbonised
if(40 to 50)
return /datum/wound/burn/deep
if(30 to 40)
return /datum/wound/burn/severe
if(15 to 30)
return /datum/wound/burn/large
if(0 to 15)
return /datum/wound/burn/moderate
return null //no wound
/** CUTS **/
/datum/wound/cut
bleed_threshold = 5
damage_type = CUT
/datum/wound/cut/small
// link wound descriptions to amounts of damage
// Minor cuts have max_bleeding_stage set to the stage that bears the wound type's name.
// The major cut types have the max_bleeding_stage set to the clot stage (which is accordingly given the "blood soaked" descriptor).
max_bleeding_stage = 3
stages = list("ugly ripped cut" = 20, "ripped cut" = 10, "cut" = 5, "healing cut" = 2, "small scab" = 0)
/datum/wound/cut/deep
max_bleeding_stage = 3
stages = list("ugly deep ripped cut" = 25, "deep ripped cut" = 20, "deep cut" = 15, "clotted cut" = 8, "scab" = 2, "fresh skin" = 0)
/datum/wound/cut/flesh
max_bleeding_stage = 4
stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0)
/datum/wound/cut/gaping
max_bleeding_stage = 3
stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "blood soaked clot" = 15, "small angry scar" = 5, "small straight scar" = 0)
/datum/wound/cut/gaping_big
max_bleeding_stage = 3
stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large blood soaked clot" = 25, "large angry scar" = 10, "large straight scar" = 0)
datum/wound/cut/massive
max_bleeding_stage = 3
stages = list("massive wound" = 70, "massive healing wound" = 50, "massive blood soaked clot" = 25, "massive angry scar" = 10, "massive jagged scar" = 0)
/** PUNCTURES **/
/datum/wound/puncture
bleed_threshold = 5
damage_type = PIERCE
/datum/wound/puncture/can_worsen(damage_type, damage)
return 0 //puncture wounds cannot be enlargened
/datum/wound/puncture/small
max_bleeding_stage = 2
stages = list("puncture" = 5, "healing puncture" = 2, "small scab" = 0)
damage_type = PIERCE
/datum/wound/puncture/flesh
max_bleeding_stage = 2
stages = list("puncture wound" = 15, "blood soaked clot" = 5, "large scab" = 2, "small round scar" = 0)
damage_type = PIERCE
/datum/wound/puncture/gaping
max_bleeding_stage = 3
stages = list("gaping hole" = 30, "large blood soaked clot" = 15, "blood soaked clot" = 10, "small angry scar" = 5, "small round scar" = 0)
damage_type = PIERCE
/datum/wound/puncture/gaping_big
max_bleeding_stage = 3
stages = list("big gaping hole" = 50, "healing gaping hole" = 20, "large blood soaked clot" = 15, "large angry scar" = 10, "large round scar" = 0)
damage_type = PIERCE
datum/wound/puncture/massive
max_bleeding_stage = 3
stages = list("massive wound" = 60, "massive healing wound" = 30, "massive blood soaked clot" = 25, "massive angry scar" = 10, "massive jagged scar" = 0)
damage_type = PIERCE
/** BRUISES **/
/datum/wound/bruise
stages = list("monumental bruise" = 80, "huge bruise" = 50, "large bruise" = 30,
"moderate bruise" = 20, "small bruise" = 10, "tiny bruise" = 5)
bleed_threshold = 20
max_bleeding_stage = 2 //only huge bruise and above can bleed.
damage_type = BRUISE
/** BURNS **/
/datum/wound/burn
damage_type = BURN
max_bleeding_stage = 0
/datum/wound/burn/bleeding()
return 0
/datum/wound/burn/moderate
stages = list("ripped burn" = 10, "moderate burn" = 5, "healing moderate burn" = 2, "fresh skin" = 0)
/datum/wound/burn/large
stages = list("ripped large burn" = 20, "large burn" = 15, "healing large burn" = 5, "fresh skin" = 0)
/datum/wound/burn/severe
stages = list("ripped severe burn" = 35, "severe burn" = 30, "healing severe burn" = 10, "burn scar" = 0)
/datum/wound/burn/deep
stages = list("ripped deep burn" = 45, "deep burn" = 40, "healing deep burn" = 15, "large burn scar" = 0)
/datum/wound/burn/carbonised
stages = list("carbonised area" = 50, "healing carbonised area" = 20, "massive burn scar" = 0)
/** INTERNAL BLEEDING **/
/datum/wound/internal_bleeding
internal = 1
stages = list("severed artery" = 30, "cut artery" = 20, "damaged artery" = 10, "bruised artery" = 5)
autoheal_cutoff = 5
max_bleeding_stage = 4 //all stages bleed. It's called internal bleeding after all.
/** EXTERNAL ORGAN LOSS **/
/datum/wound/lost_limb
/datum/wound/lost_limb/New(var/obj/item/organ/external/lost_limb, var/losstype, var/clean)
var/damage_amt = lost_limb.max_damage
if(clean) damage_amt /= 2
switch(losstype)
if(DROPLIMB_EDGE, DROPLIMB_BLUNT)
damage_type = CUT
max_bleeding_stage = 3 //clotted stump and above can bleed.
stages = list(
"ripped stump" = damage_amt*1.3,
"bloody stump" = damage_amt,
"clotted stump" = damage_amt*0.5,
"scarred stump" = 0
)
if(DROPLIMB_BURN)
damage_type = BURN
stages = list(
"ripped charred stump" = damage_amt*1.3,
"charred stump" = damage_amt,
"scarred stump" = damage_amt*0.5,
"scarred stump" = 0
)
..(damage_amt)
/datum/wound/lost_limb/can_merge(var/datum/wound/other)
return 0 //cannot be merged