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https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'master' of https://github.com/Baystation12/Baystation12 into bs12_with_tgport
Conflicts: code/datums/disease.dm code/modules/reagents/Chemistry-Reagents.dm icons/turf/areas.dmi maps/tgstation.2.0.9.1.dmm yep, this time going to merge map updates before making map changes >.> Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -43,12 +43,12 @@ to null does not delete the object itself. Thank you.
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var/severity = null//severity descr
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var/longevity = 250//time in "ticks" the virus stays in inanimate object (blood stains, corpses, etc). In syringes, bottles and beakers it stays infinitely.
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var/list/hidden = list(0, 0)
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var/can_carry = 1 // If the disease allows "carriers".
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// if hidden[1] is true, then virus is hidden from medical scanners
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var/can_carry = 1 // If the disease allows "carriers". var/age = 0 // age of the disease in the current mob var/stage_minimum_age = 0 // how old the disease must be to advance per stage // if hidden[1] is true, then virus is hidden from medical scanners
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// if hidden[2] is true, then virus is hidden from PANDEMIC machine
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/datum/disease/proc/stage_act()
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age++
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var/cure_present = has_cure()
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//world << "[cure_present]"
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@@ -60,7 +60,7 @@ to null does not delete the object itself. Thank you.
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if(stage > max_stages)
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stage = max_stages
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if(stage_prob != 0 && prob(stage_prob) && stage != max_stages && !cure_present) //now the disease shouldn't get back up to stage 4 in no time
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if(stage_prob != 0 && prob(stage_prob) && stage != max_stages && !cure_present && age > stage_minimum_age * stage) //now the disease shouldn't get back up to stage 4 in no time
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stage++
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if(stage != 1 && (prob(1) || (cure_present && prob(cure_chance))))
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stage--
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@@ -1,10 +1,10 @@
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/datum/disease/appendicitis
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form = "Condition"
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name = "Appendicitis"
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max_stages = 3
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max_stages = 4
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spread = "Acute"
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cure = "Surgery"
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agent = "Shitty Appendix"
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agent = "Appendix"
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affected_species = list("Human")
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permeability_mod = 1
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contagious_period = 9001 //slightly hacky, but hey! whatever works, right?
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@@ -12,16 +12,22 @@
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severity = "Medium"
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longevity = 1000
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hidden = list(0, 1)
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stage_minimum_age = 100 // at least 100 life ticks per stage
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/datum/disease/appendicitis/stage_act()
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..()
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switch(stage)
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if(1)
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if(prob(5)) affected_mob.emote("cough")
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if(affected_mob.op_stage.appendix == 2.0)
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// appendix is removed, can't get infected again
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src.cure()
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if(prob(5))
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affected_mob << "\red You feel a stinging pain in your abdomen!"
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affected_mob.emote("me",1,"winces slightly.")
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if(2)
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if(prob(3))
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affected_mob << "\red You feel a stabbing pain in your abdomen!"
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affected_mob.Stun(rand(2,3))
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affected_mob.emote("me",1,"winces painfully.")
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affected_mob.adjustToxLoss(1)
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if(3)
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if(prob(1))
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@@ -38,4 +44,18 @@
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else
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affected_mob << "\red You gag as you want to throw up, but there's nothing in your stomach!"
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affected_mob.Weaken(10)
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affected_mob.adjustToxLoss(3)
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affected_mob.adjustToxLoss(3)
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if(4)
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if(prob(1) && ishuman(affected_mob))
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var/mob/living/carbon/human/H = affected_mob
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H << "\red Your abdomen is a world of pain!"
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H.Weaken(10)
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H.op_stage.appendix = 2.0
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var/datum/organ/external/groin = H.get_organ("groin")
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var/datum/wound/W = new /datum/wound/internal_bleeding(25)
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H.adjustToxLoss(25)
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groin.wounds += W
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src.cure()
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@@ -3,9 +3,9 @@
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max_stages = 4
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spread = "On contact"
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spread_type = CONTACT_GENERAL
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cure = "Ryetalin"
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cure = "ryetalyn"
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curable = 0
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cure = "Ryetalyn"
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cure_id = "ryetalyn"
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curable = 1
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agent = "S4E1 retrovirus"
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affected_species = list("Human")
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var/list/original_dna = list()
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@@ -53,6 +53,11 @@ datum/mind
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var/datum/faction/faction //associated faction
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var/datum/changeling/changeling //changeling holder
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var/rev_cooldown = 0
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// the world.time since the mob has been brigged, or -1 if not at all
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var/brigged_since = -1
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New(var/key)
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src.key = key
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@@ -1083,6 +1088,37 @@ datum/mind
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fail |= !ticker.mode.equip_revolutionary(current)
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// check whether this mind's mob has been brigged for the given duration
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// have to call this periodically for the duration to work properly
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proc/is_brigged(duration)
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var/turf/T = current.loc
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if(!istype(T))
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brigged_since = -1
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return 0
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var/is_currently_brigged = 0
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if(istype(T.loc,/area/security/brig))
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is_currently_brigged = 1
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for(var/obj/item/weapon/card/id/card in current)
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is_currently_brigged = 0
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break // if they still have ID they're not brigged
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for(var/obj/item/device/pda/P in current)
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if(P.id)
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is_currently_brigged = 0
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break // if they still have ID they're not brigged
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if(!is_currently_brigged)
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brigged_since = -1
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return 0
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if(brigged_since == -1)
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brigged_since = world.time
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return (duration <= world.time - brigged_since)
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//Initialisation procs
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/mob/living/proc/mind_initialize()
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@@ -45,7 +45,6 @@
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proc/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
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// TODO: this proc needs to be rewritten to not update damages directly
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if((brute <= 0) && (burn <= 0))
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return 0
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if(status & ORGAN_DESTROYED)
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@@ -106,7 +105,8 @@
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if(forbidden_limbs.len)
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possible_points -= forbidden_limbs
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if(!possible_points.len)
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message_admins("Oh god WHAT! [owner]'s [src] was unable to find an organ to pass overdamage too!")
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if(owner.stat != 2)
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message_admins("Oh god WHAT! [owner]'s [src] was unable to find an organ to pass overdamage to!")
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else
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var/datum/organ/external/target = pick(possible_points)
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if(brute)
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@@ -181,6 +181,11 @@
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if(W.damage == 0 && W.created + 10 * 10 * 60 <= world.time)
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wounds -= W
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// let the GC handle the deletion of the wound
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if(W.internal && !W.is_treated())
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// internal wounds get worse over time
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W.open_wound(0.5 * wound_update_accuracy)
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owner.vessel.remove_reagent("blood",0.1 * W.damage * wound_update_accuracy)
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if(W.is_treated())
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// slow healing
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var/amount = 0.2
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@@ -196,6 +201,7 @@
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proc/bandage()
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var/rval = 0
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for(var/datum/wound/W in wounds)
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if(W.internal) continue
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rval |= !W.bandaged
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W.bandaged = 1
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return rval
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@@ -232,14 +238,18 @@
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owner.update_body(1)
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return
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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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if(!(status & ORGAN_BROKEN))
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owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
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owner.emote("scream")
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status |= ORGAN_BROKEN
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broken_description = pick("broken","fracture","hairline fracture")
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perma_injury = brute_dam
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src.fracture()
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return
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proc/fracture()
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if(status & ORGAN_BROKEN)
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return
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owner.visible_message("\red You hear a loud cracking sound coming from \the [owner].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
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owner.emote("scream")
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status |= ORGAN_BROKEN
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broken_description = pick("broken","fracture","hairline fracture")
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perma_injury = brute_dam
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// new damage icon system
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// returns just the brute/burn damage code
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proc/damage_state_text()
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@@ -418,7 +428,7 @@
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W = new wound_type(damage)
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if(BURN)
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var/list/size_names = list(/datum/wound/moderate_burn, /datum/wound/large_burn, /datum/wound/severe_burn, /datum/wound/deep_burn, /datum/wound/carbonised_area)
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var/list/size_names = list(/datum/wound/moderate_burn, /datum/wound/large_burn, /datum/wound/severe_burn, /datum/wound/deep_burn, /datum/wound/carbonised_area, /datum/wound/carbonised_area)
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wound_type = size_names[size]
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W = new wound_type(damage)
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@@ -34,6 +34,13 @@
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// number of wounds of this type
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var/tmp/amount = 1
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// maximum stage at which bleeding should still happen, counted from the right rather than the left of the list
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// 1 means all stages except the last should bleed
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var/max_bleeding_stage = 1
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// internal wounds can only be fixed through surgery
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var/internal = 0
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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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@@ -55,6 +62,10 @@
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// this will ensure the size of the wound matches the damage
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src.heal_damage(0)
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// make the max_bleeding_stage count from the end of the list rather than the start
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// this is more robust to changes to the list
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max_bleeding_stage = src.desc_list.len - max_bleeding_stage
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// returns 1 if there's a next stage, 0 otherwise
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proc/next_stage()
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if(current_stage + 1 > src.desc_list.len)
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@@ -82,7 +93,13 @@
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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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proc/heal_damage(amount)
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// set @heals_internal to also heal internal organ damage
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// TODO: set heals_internal to 0 by default
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proc/heal_damage(amount, heals_internal = 1)
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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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@@ -106,29 +123,36 @@
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src.min_damage = damage_list[current_stage]
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proc/bleeding()
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return (!bandaged && damage > 4)
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// internal wounds don't bleed in the sense of this function
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return (!bandaged && (damage_type == BRUISE && damage >= 20 || damage_type == CUT) && current_stage <= max_bleeding_stage && !src.internal)
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/** CUTS **/
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/datum/wound/cut
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// link wound descriptions to amounts of damage
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max_bleeding_stage = 2
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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/deep_cut
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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/flesh_wound
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max_bleeding_stage = 3
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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/gaping_wound
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max_bleeding_stage = 2
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stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "large clot" = 15, "small angry scar" = 5, \
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"small straight scar" = 0)
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/datum/wound/big_gaping_wound
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max_bleeding_stage = 2
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stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large angry scar" = 10, "large straight scar" = 0)
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needs_treatment = 1 // this only heals when bandaged
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/datum/wound/massive_wound
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max_bleeding_stage = 2
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stages = list("massive wound" = 70, "massive healing wound" = 50, "massive angry scar" = 10, "massive jagged scar" = 0)
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needs_treatment = 1 // this only heals when bandaged
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@@ -197,4 +221,12 @@
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needs_treatment = 1 // this only heals when bandaged
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damage_type = BURN
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damage_type = BURN
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/datum/wound/internal_bleeding
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internal = 1
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stages = list("severed vein" = 30, "cut vein" = 20, "damaged vein" = 10, "bruised vein" = 5)
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max_bleeding_stage = 0
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needs_treatment = 1
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