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https://github.com/CHOMPStation2/CHOMPStation2.git
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403 lines
13 KiB
Plaintext
403 lines
13 KiB
Plaintext
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/****************************************************
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WOUNDS
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****************************************************/
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/datum/wound
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// number representing the current stage
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var/current_stage = 0
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// description of the wound
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var/desc = "wound" //default in case something borks
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// amount of damage this wound causes
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var/damage = 0
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// ticks of bleeding left.
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var/bleed_timer = 0
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// Above this amount wounds you will need to treat the wound to stop bleeding, regardless of bleed_timer
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var/bleed_threshold = 30
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// amount of damage the current wound type requires(less means we need to apply the next healing stage)
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var/min_damage = 0
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// is the wound bandaged?
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var/bandaged = 0
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// Similar to bandaged, but works differently
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var/clamped = 0
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// is the wound salved?
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var/salved = 0
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// is the wound disinfected?
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var/disinfected = 0
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var/created = 0
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// number of wounds of this type
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var/amount = 1
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// amount of germs in the wound
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var/germ_level = 0
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/* These are defined by the wound type and should not be changed */
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// stages such as "cut", "deep cut", etc.
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var/list/stages
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// internal wounds can only be fixed through surgery
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var/internal = 0
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// maximum stage at which bleeding should still happen. Beyond this stage bleeding is prevented.
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var/max_bleeding_stage = 0
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// one of CUT, PIERCE, BRUISE, BURN
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var/damage_type = CUT
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// whether this wound needs a bandage/salve to heal at all
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// the maximum amount of damage that this wound can have and still autoheal
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var/autoheal_cutoff = 10
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// helper lists
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var/tmp/list/desc_list = list()
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var/tmp/list/damage_list = list()
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/datum/wound/New(var/damage)
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created = world.time
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// reading from a list("stage" = damage) is pretty difficult, so build two separate
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// lists from them instead
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for(var/V in stages)
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desc_list += V
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damage_list += stages[V]
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src.damage = damage
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// initialize with the appropriate stage
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src.init_stage(damage)
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bleed_timer += damage
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// returns 1 if there's a next stage, 0 otherwise
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/datum/wound/proc/init_stage(var/initial_damage)
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current_stage = stages.len
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while(src.current_stage > 1 && src.damage_list[current_stage-1] <= initial_damage / src.amount)
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src.current_stage--
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src.min_damage = damage_list[current_stage]
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src.desc = desc_list[current_stage]
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// the amount of damage per wound
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/datum/wound/proc/wound_damage()
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return src.damage / src.amount
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/datum/wound/proc/can_autoheal()
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if(is_treated())
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return TRUE
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if(src.wound_damage() <= autoheal_cutoff)
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if(created + 10 MINUTES > world.time) // Wounds don't autoheal for ten minutes if not bandaged.
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return FALSE
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return TRUE
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// checks whether the wound has been appropriately treated
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/datum/wound/proc/is_treated()
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if(damage_type == BRUISE || damage_type == CUT || damage_type == PIERCE)
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return bandaged
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else if(damage_type == BURN)
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return salved
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// Checks whether other other can be merged into src.
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/datum/wound/proc/can_merge(var/datum/wound/other)
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if (other.type != src.type) return 0
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if (other.current_stage != src.current_stage) return 0
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if (other.damage_type != src.damage_type) return 0
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if (!(other.can_autoheal()) != !(src.can_autoheal())) return 0
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if (!(other.bandaged) != !(src.bandaged)) return 0
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if (!(other.clamped) != !(src.clamped)) return 0
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if (!(other.salved) != !(src.salved)) return 0
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if (!(other.disinfected) != !(src.disinfected)) return 0
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//if (other.germ_level != src.germ_level) return 0
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return 1
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/datum/wound/proc/merge_wound(var/datum/wound/other)
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src.damage += other.damage
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src.amount += other.amount
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src.bleed_timer += other.bleed_timer
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src.germ_level = max(src.germ_level, other.germ_level)
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src.created = max(src.created, other.created) //take the newer created time
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// checks if wound is considered open for external infections
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// untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger
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/datum/wound/proc/infection_check()
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if (damage < 10) //small cuts, tiny bruises, and moderate burns shouldn't be infectable.
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return 0
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if (is_treated() && damage < 25) //anything less than a flesh wound (or equivalent) isn't infectable if treated properly
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return 0
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if (disinfected)
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germ_level = 0 //reset this, just in case
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return 0
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if (damage_type == BRUISE && !bleeding()) //bruises only infectable if bleeding
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return 0
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var/dam_coef = round(damage/10)
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switch (damage_type)
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if (BRUISE)
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return prob(dam_coef*5)
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if (BURN)
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return prob(dam_coef*10)
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if (CUT)
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return prob(dam_coef*20)
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return 0
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/datum/wound/proc/bandage()
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bandaged = 1
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/datum/wound/proc/salve()
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salved = 1
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/datum/wound/proc/disinfect()
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disinfected = 1
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// heal the given amount of damage, and if the given amount of damage was more
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// than what needed to be healed, return how much heal was left
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// set @heals_internal to also heal internal organ damage
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/datum/wound/proc/heal_damage(amount, heals_internal = 0)
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if(src.internal && !heals_internal)
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// heal nothing
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return amount
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var/healed_damage = min(src.damage, amount)
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amount -= healed_damage
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src.damage -= healed_damage
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while(src.wound_damage() < damage_list[current_stage] && current_stage < src.desc_list.len)
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current_stage++
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desc = desc_list[current_stage]
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src.min_damage = damage_list[current_stage]
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// return amount of healing still leftover, can be used for other wounds
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return amount
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// opens the wound again
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/datum/wound/proc/open_wound(damage)
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src.damage += damage
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bleed_timer += damage
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while(src.current_stage > 1 && src.damage_list[current_stage-1] <= src.damage / src.amount)
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src.current_stage--
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src.desc = desc_list[current_stage]
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src.min_damage = damage_list[current_stage]
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// returns whether this wound can absorb the given amount of damage.
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// this will prevent large amounts of damage being trapped in less severe wound types
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/datum/wound/proc/can_worsen(damage_type, damage)
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if (src.damage_type != damage_type)
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return 0 //incompatible damage types
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if (src.amount > 1)
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return 0//merged wounds cannot be worsened.
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//with 1.5*, a shallow cut will be able to carry at most 30 damage,
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//37.5 for a deep cut
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//52.5 for a flesh wound, etc.
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var/max_wound_damage = 1.5*src.damage_list[1]
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if (src.damage + damage > max_wound_damage)
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return 0
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return 1
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/datum/wound/proc/bleeding()
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if (src.internal)
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return 0 // internal wounds don't bleed in the sense of this function
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if (current_stage > max_bleeding_stage)
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return 0
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if (bandaged||clamped)
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return 0
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if (bleed_timer <= 0 && wound_damage() <= bleed_threshold)
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return 0 //Bleed timer has run out. Once a wound is big enough though, you'll need a bandage to stop it
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return 1
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/** WOUND DEFINITIONS **/
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//Note that the MINIMUM damage before a wound can be applied should correspond to
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//the damage amount for the stage with the same name as the wound.
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//e.g. /datum/wound/cut/deep should only be applied for 15 damage and up,
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//because in it's stages list, "deep cut" = 15.
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/proc/get_wound_type(var/type = CUT, var/damage)
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switch(type)
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if(CUT)
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switch(damage)
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if(70 to INFINITY)
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return /datum/wound/cut/massive
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if(60 to 70)
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return /datum/wound/cut/gaping_big
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if(50 to 60)
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return /datum/wound/cut/gaping
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if(25 to 50)
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return /datum/wound/cut/flesh
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if(15 to 25)
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return /datum/wound/cut/deep
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if(0 to 15)
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return /datum/wound/cut/small
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if(PIERCE)
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switch(damage)
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if(60 to INFINITY)
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return /datum/wound/puncture/massive
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if(50 to 60)
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return /datum/wound/puncture/gaping_big
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if(30 to 50)
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return /datum/wound/puncture/gaping
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if(15 to 30)
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return /datum/wound/puncture/flesh
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if(0 to 15)
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return /datum/wound/puncture/small
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if(BRUISE)
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return /datum/wound/bruise
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if(BURN)
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switch(damage)
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if(50 to INFINITY)
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return /datum/wound/burn/carbonised
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if(40 to 50)
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return /datum/wound/burn/deep
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if(30 to 40)
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return /datum/wound/burn/severe
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if(15 to 30)
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return /datum/wound/burn/large
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if(0 to 15)
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return /datum/wound/burn/moderate
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return null //no wound
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/** CUTS **/
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/datum/wound/cut
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bleed_threshold = 5
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damage_type = CUT
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/datum/wound/cut/small
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// link wound descriptions to amounts of damage
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// Minor cuts have max_bleeding_stage set to the stage that bears the wound type's name.
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// The major cut types have the max_bleeding_stage set to the clot stage (which is accordingly given the "blood soaked" descriptor).
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max_bleeding_stage = 3
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stages = list("ugly ripped cut" = 20, "ripped cut" = 10, "cut" = 5, "healing cut" = 2, "small scab" = 0)
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/datum/wound/cut/deep
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max_bleeding_stage = 3
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stages = list("ugly deep ripped cut" = 25, "deep ripped cut" = 20, "deep cut" = 15, "clotted cut" = 8, "scab" = 2, "fresh skin" = 0)
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/datum/wound/cut/flesh
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max_bleeding_stage = 4
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stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0)
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/datum/wound/cut/gaping
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max_bleeding_stage = 3
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stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "blood soaked clot" = 15, "small angry scar" = 5, "small straight scar" = 0)
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/datum/wound/cut/gaping_big
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max_bleeding_stage = 3
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stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large blood soaked clot" = 25, "large angry scar" = 10, "large straight scar" = 0)
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/datum/wound/cut/massive
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max_bleeding_stage = 3
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stages = list("massive wound" = 70, "massive healing wound" = 50, "massive blood soaked clot" = 25, "massive angry scar" = 10, "massive jagged scar" = 0)
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/** PUNCTURES **/
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/datum/wound/puncture
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bleed_threshold = 5
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damage_type = PIERCE
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/datum/wound/puncture/can_worsen(damage_type, damage)
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return 0 //puncture wounds cannot be enlargened
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/datum/wound/puncture/small
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max_bleeding_stage = 2
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stages = list("puncture" = 5, "healing puncture" = 2, "small scab" = 0)
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damage_type = PIERCE
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/datum/wound/puncture/flesh
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max_bleeding_stage = 2
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stages = list("puncture wound" = 15, "blood soaked clot" = 5, "large scab" = 2, "small round scar" = 0)
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damage_type = PIERCE
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/datum/wound/puncture/gaping
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max_bleeding_stage = 3
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stages = list("gaping hole" = 30, "large blood soaked clot" = 15, "blood soaked clot" = 10, "small angry scar" = 5, "small round scar" = 0)
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damage_type = PIERCE
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/datum/wound/puncture/gaping_big
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max_bleeding_stage = 3
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stages = list("big gaping hole" = 50, "healing gaping hole" = 20, "large blood soaked clot" = 15, "large angry scar" = 10, "large round scar" = 0)
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damage_type = PIERCE
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/datum/wound/puncture/massive
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max_bleeding_stage = 3
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stages = list("massive wound" = 60, "massive healing wound" = 30, "massive blood soaked clot" = 25, "massive angry scar" = 10, "massive jagged scar" = 0)
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damage_type = PIERCE
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/** BRUISES **/
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/datum/wound/bruise
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stages = list("monumental bruise" = 80, "huge bruise" = 50, "large bruise" = 30,
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"moderate bruise" = 20, "small bruise" = 10, "tiny bruise" = 5)
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bleed_threshold = 20
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max_bleeding_stage = 2 //only huge bruise and above can bleed.
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damage_type = BRUISE
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/** BURNS **/
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/datum/wound/burn
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damage_type = BURN
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max_bleeding_stage = 0
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/datum/wound/burn/bleeding()
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return 0
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/datum/wound/burn/moderate
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stages = list("ripped burn" = 10, "moderate burn" = 5, "healing moderate burn" = 2, "fresh skin" = 0)
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/datum/wound/burn/large
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stages = list("ripped large burn" = 20, "large burn" = 15, "healing large burn" = 5, "fresh skin" = 0)
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/datum/wound/burn/severe
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stages = list("ripped severe burn" = 35, "severe burn" = 30, "healing severe burn" = 10, "burn scar" = 0)
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/datum/wound/burn/deep
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stages = list("ripped deep burn" = 45, "deep burn" = 40, "healing deep burn" = 15, "large burn scar" = 0)
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/datum/wound/burn/carbonised
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stages = list("carbonised area" = 50, "healing carbonised area" = 20, "massive burn scar" = 0)
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/** INTERNAL BLEEDING **/
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/datum/wound/internal_bleeding
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internal = 1
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stages = list("severed artery" = 30, "cut artery" = 20, "damaged artery" = 10, "bruised artery" = 5)
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autoheal_cutoff = 5
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max_bleeding_stage = 4 //all stages bleed. It's called internal bleeding after all.
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/** EXTERNAL ORGAN LOSS **/
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/datum/wound/lost_limb
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/datum/wound/lost_limb/New(var/obj/item/organ/external/lost_limb, var/losstype, var/clean)
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var/damage_amt = lost_limb.max_damage
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if(clean) damage_amt /= 2
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switch(losstype)
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if(DROPLIMB_EDGE, DROPLIMB_BLUNT)
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damage_type = CUT
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max_bleeding_stage = 3 //clotted stump and above can bleed.
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stages = list(
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"ripped stump" = damage_amt*1.3,
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"bloody stump" = damage_amt,
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"clotted stump" = damage_amt*0.5,
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"scarred stump" = 0
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)
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if(DROPLIMB_BURN)
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damage_type = BURN
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stages = list(
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"ripped charred stump" = damage_amt*1.3,
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"charred stump" = damage_amt,
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"scarred stump" = damage_amt*0.5,
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"scarred stump" = 0
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)
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..(damage_amt)
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/datum/wound/lost_limb/can_merge(var/datum/wound/other)
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return 0 //cannot be merged
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