mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-30 07:26:39 +01:00
@@ -128,8 +128,6 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
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continue
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for(var/datum/wound/W in temp.wounds) if(W.bleeding())
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blood_max += W.damage / 4
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if(temp.status & ORGAN_DESTROYED && !(temp.status & ORGAN_GAUZED) && !temp.amputated)
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blood_max += 20 //Yer missing a fucking limb.
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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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@@ -155,14 +155,14 @@
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// sync the organ's damage with its wounds
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src.update_damages()
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//If limb took enough damage, try to cut or tear it off
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if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) //as hilarious as it is, getting hit on the chest too much shouldn't effectively gib you.
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if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
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if( (edge && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
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droplimb(1)
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return
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owner.updatehealth()
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var/result = update_icon()
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@@ -291,6 +291,8 @@ This function completely restores a damaged organ to perfect condition.
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//Determines if we even need to process this organ.
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/datum/organ/external/proc/need_process()
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if(destspawn) //Missing limb is missing
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return 0
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if(status && status != ORGAN_ROBOT) // If it's robotic, that's fine it will have a status.
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return 1
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if(brute_dam || burn_dam)
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@@ -305,17 +307,6 @@ This function completely restores a damaged organ to perfect condition.
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return 0
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/datum/organ/external/process()
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// Process wounds, doing healing etc. Only do this every few ticks to save processing power
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if(owner.life_tick % wound_update_accuracy == 0)
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update_wounds()
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//Chem traces slowly vanish
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if(owner.life_tick % 10 == 0)
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for(var/chemID in trace_chemicals)
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trace_chemicals[chemID] = trace_chemicals[chemID] - 1
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if(trace_chemicals[chemID] <= 0)
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trace_chemicals.Remove(chemID)
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//Dismemberment
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if(status & ORGAN_DESTROYED)
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if(!destspawn && config.limbs_can_break)
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@@ -327,6 +318,17 @@ This function completely restores a damaged organ to perfect condition.
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owner.update_body(1)
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return
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// Process wounds, doing healing etc. Only do this every few ticks to save processing power
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if(owner.life_tick % wound_update_accuracy == 0)
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update_wounds()
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//Chem traces slowly vanish
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if(owner.life_tick % 10 == 0)
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for(var/chemID in trace_chemicals)
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trace_chemicals[chemID] = trace_chemicals[chemID] - 1
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if(trace_chemicals[chemID] <= 0)
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trace_chemicals.Remove(chemID)
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//Bone fracurtes
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if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
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src.fracture()
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@@ -585,13 +587,27 @@ Note that amputating the affected organ does in fact remove the infection from t
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src.status &= ~ORGAN_BROKEN
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src.status &= ~ORGAN_BLEEDING
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src.status &= ~ORGAN_SPLINTED
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src.status &= ~ORGAN_DEAD
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for(var/implant in implants)
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del(implant)
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germ_level = 0
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//Replace all wounds on that arm with one wound on parent organ.
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wounds.Cut()
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if (parent)
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var/datum/wound/W
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if(max_damage < 50)
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W = new/datum/wound/lost_limb/small(max_damage)
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else
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W = new/datum/wound/lost_limb(max_damage)
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parent.wounds += W
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parent.update_damages()
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update_damages()
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// If any organs are attached to this, destroy them
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for(var/datum/organ/external/O in owner.organs)
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if(O.parent == src)
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O.droplimb(1)
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for(var/datum/organ/external/O in children)
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O.droplimb(1)
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var/obj/organ //Dropped limb object
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switch(body_part)
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@@ -31,7 +31,7 @@
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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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@@ -51,7 +51,7 @@
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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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New(var/damage)
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created = world.time
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@@ -65,7 +65,7 @@
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src.damage = damage
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max_bleeding_stage = src.desc_list.len - max_bleeding_stage
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// initialize with the appropriate stage
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src.init_stage(damage)
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@@ -74,7 +74,7 @@
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// returns 1 if there's a next stage, 0 otherwise
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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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@@ -84,20 +84,20 @@
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// the amount of damage per wound
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proc/wound_damage()
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return src.damage / src.amount
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proc/can_autoheal()
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if(src.wound_damage() <= autoheal_cutoff)
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return 1
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return is_treated()
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// checks whether the wound has been appropriately treated
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proc/is_treated()
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if(damage_type == BRUISE || damage_type == CUT)
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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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proc/can_merge(var/datum/wound/other)
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if (other.type != src.type) return 0
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@@ -128,10 +128,10 @@
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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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@@ -179,32 +179,32 @@
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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
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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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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 (wound_damage() <= 30 && bleed_timer <= 0)
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return 0 //Bleed timer has run out. Wounds with more than 30 damage don't stop bleeding on their own.
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return (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5)
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/** CUTS **/
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@@ -273,3 +273,15 @@ datum/wound/cut/massive
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stages = list("severed vein" = 30, "cut vein" = 20, "damaged vein" = 10, "bruised vein" = 5)
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autoheal_cutoff = 5
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max_bleeding_stage = 0 //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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damage_type = CUT
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stages = list("ripped stump" = 65, "bloody stump" = 50, "clotted stump" = 25, "scarred stump" = 0)
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max_bleeding_stage = 3
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can_merge(var/datum/wound/other)
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return 0 //cannot be merged
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/datum/wound/lost_limb/small
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stages = list("ripped stump" = 40, "bloody stump" = 30, "clotted stump" = 15, "scarred stump" = 0)
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