Made all proc declarations full, updated indentation accordingly.

Changed paths for wounds.
This commit is contained in:
Chinsky
2013-02-17 20:31:55 +04:00
parent ab9ed98f07
commit 24351fbea8
2 changed files with 456 additions and 465 deletions
+439 -448
View File
@@ -12,7 +12,6 @@
var/burn_dam = 0
var/max_damage = 0
var/max_size = 0
var/tmp/list/obj/item/weapon/implant/implant
var/display_name
var/list/wounds = list()
@@ -38,478 +37,470 @@
// INTERNAL germs inside the organ, this is BAD if it's greater 0
var/germ_level = 0
// how often wounds should be updated, a higher number means less often
// how often wounds should be updated, a higher number means less often
var/wound_update_accuracy = 20 // update every 20 ticks(roughly every minute)
New(var/datum/organ/external/P)
if(P)
parent = P
if(!parent.children)
parent.children = list()
parent.children.Add(src)
return ..()
/datum/organ/external/New(var/datum/organ/external/P)
if(P)
parent = P
if(!parent.children)
parent.children = list()
parent.children.Add(src)
return ..()
proc/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
if((brute <= 0) && (burn <= 0))
return 0
if(status & ORGAN_DESTROYED)
return 0
if(status & ORGAN_ROBOT)
brute *= 0.66 //~2/3 damage for ROBOLIMBS
burn *= 0.66 //~2/3 damage for ROBOLIMBS
//if(owner && !(status & ORGAN_ROBOT))
// owner.pain(display_name, (brute+burn)*3, 1, burn > brute)
if(sharp)
var/nux = brute * rand(10,15)
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if(prob(5 * brute))
droplimb(1)
return
else if(prob(nux))
createwound( CUT, brute )
if(!(status & ORGAN_ROBOT))
owner << "You feel something wet on your [display_name]"
else if(brute > 20)
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if(prob(5 * brute))
droplimb(1)
return
// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
if((brute_dam + burn_dam + brute + burn) < max_damage || !config.limbs_can_break)
if(brute)
if( (prob(brute*2) && !sharp) || sharp )
createwound( CUT, brute )
else if(!sharp)
createwound( BRUISE, brute )
if(burn)
createwound( BURN, burn )
else
// If we can't inflict the full amount of damage, spread the damage in other ways
var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam) //How much damage can we actually cause?
if(can_inflict)
if (brute > 0)
brute = can_inflict
createwound(BRUISE, brute)
if (burn > 0)
burn = can_inflict
createwound(BURN, burn)
else if(!(status & ORGAN_ROBOT))
var/passed_dam = (brute + burn) - can_inflict //Getting how much overdamage we have.
var/list/datum/organ/external/possible_points = list()
if(parent)
possible_points += parent
if(children)
possible_points += children
if(forbidden_limbs.len)
possible_points -= forbidden_limbs
if(!possible_points.len)
if(owner.stat != 2)
message_admins("Oh god WHAT! [owner]'s [src] was unable to find an organ to pass overdamage to!")
else
var/datum/organ/external/target = pick(possible_points)
if(brute)
target.take_damage(passed_dam, 0, sharp, used_weapon, forbidden_limbs + src)
else
target.take_damage(0, passed_dam, sharp, used_weapon, forbidden_limbs + src)
else
droplimb(1) //Robot limbs just kinda fail at full damage.
if(status & ORGAN_BROKEN)
owner.emote("scream")
if(used_weapon) add_autopsy_data(used_weapon, brute + burn)
owner.updatehealth()
// sync the organ's damage with its wounds
src.update_damages()
var/result = update_icon()
return result
proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
if(status & ORGAN_ROBOT && !robo_repair)
return
// heal damage on the individual wounds
for(var/datum/wound/W in wounds)
if(brute == 0 && burn == 0)
break
// heal brute damage
if(W.damage_type == CUT || W.damage_type == BRUISE)
brute = W.heal_damage(brute)
else if(W.damage_type == BURN)
burn = W.heal_damage(burn)
// sync organ damage with wound damages
update_damages()
if(internal)
status &= ~ORGAN_BROKEN
perma_injury = 0
// sync the organ's damage with its wounds
src.update_damages()
owner.updatehealth()
var/result = update_icon()
return result
proc/update_damages()
number_wounds = 0
brute_dam = 0
burn_dam = 0
status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.damage_type == CUT || W.damage_type == BRUISE)
brute_dam += W.damage
else if(W.damage_type == BURN)
burn_dam += W.damage
if(!(status & ORGAN_ROBOT) && W.bleeding())
status |= ORGAN_BLEEDING
number_wounds += W.amount
proc/update_wounds()
for(var/datum/wound/W in wounds)
// wounds can disappear after 10 minutes at the earliest
if(W.damage == 0 && W.created + 10 * 10 * 60 <= world.time)
wounds -= W
// let the GC handle the deletion of the wound
if(W.internal && !W.is_treated() && owner.bodytemperature >= 170)
// internal wounds get worse over time
W.open_wound(0.1 * wound_update_accuracy)
owner.vessel.remove_reagent("blood",0.07 * W.damage * wound_update_accuracy)
if(prob(1 * wound_update_accuracy))
owner.custom_pain("You feel a stabbing pain in your [display_name]!",1)
if(W.bandaged || W.salved)
// slow healing
var/amount = 0.2
if(W.is_treated())
amount += 10
// amount of healing is spread over all the wounds
W.heal_damage((wound_update_accuracy * amount * W.amount * config.organ_regeneration_multiplier) / (20*owner.number_wounds+1))
if(W.germ_level > 100 && prob(10))
owner.adjustToxLoss(1 * wound_update_accuracy)
if(W.germ_level > 1000)
owner.adjustToxLoss(1 * wound_update_accuracy)
// Salving also helps against infection
if(W.germ_level > 0 && W.salved && prob(2))
W.germ_level = 0
// sync the organ's damage with its wounds
src.update_damages()
proc/bandage()
var/rval = 0
src.status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.bandaged
W.bandaged = 1
return rval
proc/clamp()
var/rval = 0
src.status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.clamped
W.clamped = 1
return rval
proc/salve()
var/rval = 0
for(var/datum/wound/W in wounds)
rval |= !W.salved
W.salved = 1
return rval
proc/get_damage() //returns total damage
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
proc/get_damage_brute()
return max(brute_dam+perma_injury, perma_injury)
proc/get_damage_fire()
return burn_dam
proc/is_infected()
for(var/datum/wound/W in wounds)
if(W.germ_level > 100)
return 1
/datum/organ/external/proc/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
if((brute <= 0) && (burn <= 0))
return 0
if(status & ORGAN_DESTROYED)
return 0
if(status & ORGAN_ROBOT)
brute *= 0.66 //~2/3 damage for ROBOLIMBS
burn *= 0.66 //~2/3 damage for ROBOLIMBS
process()
// process wounds, doing healing etc., only do this every 4 ticks to save processing power
if(owner.life_tick % wound_update_accuracy == 0)
update_wounds()
if(status & ORGAN_DESTROYED)
if(!destspawn && config.limbs_can_break)
droplimb()
return
if(!(status & ORGAN_BROKEN))
perma_dmg = 0
if(parent)
if(parent.status & ORGAN_DESTROYED)
status |= ORGAN_DESTROYED
owner.update_body(1)
//if(owner && !(status & ORGAN_ROBOT))
// owner.pain(display_name, (brute+burn)*3, 1, burn > brute)
if(sharp)
var/nux = brute * rand(10,15)
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if(prob(5 * brute))
droplimb(1)
return
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
src.fracture()
if(germ_level > 0)
for(var/datum/wound/W in wounds) if(!W.bandaged && !W.salved)
W.germ_level = max(W.germ_level, germ_level)
update_icon()
else if(prob(nux))
createwound( CUT, brute )
if(!(status & ORGAN_ROBOT))
owner << "You feel something wet on your [display_name]"
else if(brute > 20)
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if(prob(5 * brute))
droplimb(1)
return
// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
if((brute_dam + burn_dam + brute + burn) < max_damage || !config.limbs_can_break)
if(brute)
if( (prob(brute*2) && !sharp) || sharp )
createwound( CUT, brute )
else if(!sharp)
createwound( BRUISE, brute )
if(burn)
createwound( BURN, burn )
else
// If we can't inflict the full amount of damage, spread the damage in other ways
var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam) //How much damage can we actually cause?
if(can_inflict)
if (brute > 0)
brute = can_inflict
createwound(BRUISE, brute)
if (burn > 0)
burn = can_inflict
createwound(BURN, burn)
else if(!(status & ORGAN_ROBOT))
var/passed_dam = (brute + burn) - can_inflict //Getting how much overdamage we have.
var/list/datum/organ/external/possible_points = list()
if(parent)
possible_points += parent
if(children)
possible_points += children
if(forbidden_limbs.len)
possible_points -= forbidden_limbs
if(!possible_points.len)
if(owner.stat != 2)
message_admins("Oh god WHAT! [owner]'s [src] was unable to find an organ to pass overdamage to!")
else
var/datum/organ/external/target = pick(possible_points)
if(brute)
target.take_damage(passed_dam, 0, sharp, used_weapon, forbidden_limbs + src)
else
target.take_damage(0, passed_dam, sharp, used_weapon, forbidden_limbs + src)
else
droplimb(1) //Robot limbs just kinda fail at full damage.
if(status & ORGAN_BROKEN)
owner.emote("scream")
if(used_weapon) add_autopsy_data(used_weapon, brute + burn)
owner.updatehealth()
// sync the organ's damage with its wounds
src.update_damages()
var/result = update_icon()
return result
/datum/organ/external/proc/heal_damage(brute, burn, internal = 0, robo_repair = 0)
if(status & ORGAN_ROBOT && !robo_repair)
return
proc/fracture()
if(status & ORGAN_BROKEN)
// heal damage on the individual wounds
for(var/datum/wound/W in wounds)
if(brute == 0 && burn == 0)
break
// heal brute damage
if(W.damage_type == CUT || W.damage_type == BRUISE)
brute = W.heal_damage(brute)
else if(W.damage_type == BURN)
burn = W.heal_damage(burn)
// sync organ damage with wound damages
update_damages()
if(internal)
status &= ~ORGAN_BROKEN
perma_injury = 0
// sync the organ's damage with its wounds
src.update_damages()
owner.updatehealth()
var/result = update_icon()
return result
/datum/organ/external/proc/update_damages()
number_wounds = 0
brute_dam = 0
burn_dam = 0
status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.damage_type == CUT || W.damage_type == BRUISE)
brute_dam += W.damage
else if(W.damage_type == BURN)
burn_dam += W.damage
if(!(status & ORGAN_ROBOT) && W.bleeding())
status |= ORGAN_BLEEDING
number_wounds += W.amount
/datum/organ/external/proc/update_wounds()
for(var/datum/wound/W in wounds)
// wounds can disappear after 10 minutes at the earliest
if(W.damage == 0 && W.created + 10 * 10 * 60 <= world.time)
wounds -= W
// let the GC handle the deletion of the wound
if(W.internal && !W.is_treated() && owner.bodytemperature >= 170)
// internal wounds get worse over time
W.open_wound(0.1 * wound_update_accuracy)
owner.vessel.remove_reagent("blood",0.07 * W.damage * wound_update_accuracy)
if(prob(1 * wound_update_accuracy))
owner.custom_pain("You feel a stabbing pain in your [display_name]!",1)
if(W.bandaged || W.salved)
// slow healing
var/amount = 0.2
if(W.is_treated())
amount += 10
// amount of healing is spread over all the wounds
W.heal_damage((wound_update_accuracy * amount * W.amount * config.organ_regeneration_multiplier) / (20*owner.number_wounds+1))
if(W.germ_level > 100 && prob(10))
owner.adjustToxLoss(1 * wound_update_accuracy)
if(W.germ_level > 1000)
owner.adjustToxLoss(1 * wound_update_accuracy)
// Salving also helps against infection
if(W.germ_level > 0 && W.salved && prob(2))
W.germ_level = 0
// sync the organ's damage with its wounds
src.update_damages()
/datum/organ/external/proc/bandage()
var/rval = 0
src.status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.bandaged
W.bandaged = 1
return rval
/datum/organ/external/proc/clamp()
var/rval = 0
src.status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.clamped
W.clamped = 1
return rval
/datum/organ/external/proc/salve()
var/rval = 0
for(var/datum/wound/W in wounds)
rval |= !W.salved
W.salved = 1
return rval
/datum/organ/external/proc/get_damage() //returns total damage
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
/datum/organ/external/proc/get_damage_brute()
return max(brute_dam+perma_injury, perma_injury)
/datum/organ/external/proc/get_damage_fire()
return burn_dam
/datum/organ/external/proc/is_infected()
for(var/datum/wound/W in wounds)
if(W.germ_level > 100)
return 1
return 0
/datum/organ/external/process()
// process wounds, doing healing etc., only do this every 4 ticks to save processing power
if(owner.life_tick % wound_update_accuracy == 0)
update_wounds()
if(status & ORGAN_DESTROYED)
if(!destspawn && config.limbs_can_break)
droplimb()
return
if(!(status & ORGAN_BROKEN))
perma_dmg = 0
if(parent)
if(parent.status & ORGAN_DESTROYED)
status |= ORGAN_DESTROYED
owner.update_body(1)
return
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.")
owner.emote("scream")
status |= ORGAN_BROKEN
broken_description = pick("broken","fracture","hairline fracture")
perma_injury = brute_dam
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
src.fracture()
if(germ_level > 0)
for(var/datum/wound/W in wounds) if(!W.bandaged && !W.salved)
W.germ_level = max(W.germ_level, germ_level)
update_icon()
return
/datum/organ/external/proc/fracture()
if(status & ORGAN_BROKEN)
return
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.")
owner.emote("scream")
status |= ORGAN_BROKEN
broken_description = pick("broken","fracture","hairline fracture")
perma_injury = brute_dam
// new damage icon system
// returns just the brute/burn damage code
proc/damage_state_text()
if(status & ORGAN_DESTROYED)
return "--"
/datum/organ/external/proc/damage_state_text()
if(status & ORGAN_DESTROYED)
return "--"
var/tburn = 0
var/tbrute = 0
var/tburn = 0
var/tbrute = 0
if(burn_dam ==0)
tburn =0
else if (burn_dam < (max_damage * 0.25 / 2))
tburn = 1
else if (burn_dam < (max_damage * 0.75 / 2))
tburn = 2
else
tburn = 3
if(burn_dam ==0)
tburn =0
else if (burn_dam < (max_damage * 0.25 / 2))
tburn = 1
else if (burn_dam < (max_damage * 0.75 / 2))
tburn = 2
else
tburn = 3
if (brute_dam == 0)
tbrute = 0
else if (brute_dam < (max_damage * 0.25 / 2))
tbrute = 1
else if (brute_dam < (max_damage * 0.75 / 2))
tbrute = 2
else
tbrute = 3
return "[tbrute][tburn]"
if (brute_dam == 0)
tbrute = 0
else if (brute_dam < (max_damage * 0.25 / 2))
tbrute = 1
else if (brute_dam < (max_damage * 0.75 / 2))
tbrute = 2
else
tbrute = 3
return "[tbrute][tburn]"
// new damage icon system
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
proc/update_icon()
var/n_is = damage_state_text()
if (n_is != damage_state)
damage_state = n_is
owner.update_body(1)
return 1
return 0
/datum/organ/external/proc/update_icon()
var/n_is = damage_state_text()
if (n_is != damage_state)
damage_state = n_is
owner.update_body(1)
return 1
return 0
proc/setAmputatedTree()
for(var/datum/organ/external/O in children)
O.amputated=amputated
O.setAmputatedTree()
/datum/organ/external/proc/setAmputatedTree()
for(var/datum/organ/external/O in children)
O.amputated=amputated
O.setAmputatedTree()
proc/droplimb(var/override = 0,var/no_explode = 0)
if(destspawn) return
if(override)
status |= ORGAN_DESTROYED
if(status & ORGAN_DESTROYED)
if(body_part == UPPER_TORSO)
return
src.status &= ~ORGAN_BROKEN
src.status &= ~ORGAN_BLEEDING
src.status &= ~ORGAN_SPLINTED
if(implant)
for(var/implants in implant)
del(implants)
// If any organs are attached to this, destroy them
for(var/datum/organ/external/O in owner.organs)
if(O.parent == src)
O.droplimb(1)
var/obj/organ
switch(body_part)
if(LOWER_TORSO)
owner << "\red You are now sterile."
if(HEAD)
organ= new /obj/item/weapon/organ/head(owner.loc, owner)
owner.u_equip(owner.glasses)
owner.u_equip(owner.head)
owner.u_equip(owner.ears)
owner.u_equip(owner.wear_mask)
if(ARM_RIGHT)
if(status & ORGAN_ROBOT)
organ = new /obj/item/robot_parts/r_arm(owner.loc)
else
organ= new /obj/item/weapon/organ/r_arm(owner.loc, owner)
if(ARM_LEFT)
if(status & ORGAN_ROBOT)
organ= new /obj/item/robot_parts/l_arm(owner.loc)
else
organ= new /obj/item/weapon/organ/l_arm(owner.loc, owner)
if(LEG_RIGHT)
if(status & ORGAN_ROBOT)
organ = new /obj/item/robot_parts/l_leg(owner.loc)
else
organ= new /obj/item/weapon/organ/r_leg(owner.loc, owner)
if(LEG_LEFT)
if(status & ORGAN_ROBOT)
organ = new /obj/item/robot_parts/r_leg(owner.loc)
else
organ= new /obj/item/weapon/organ/l_leg(owner.loc, owner)
if(HAND_RIGHT)
organ= new /obj/item/weapon/organ/r_hand(owner.loc, owner)
owner.u_equip(owner.gloves)
if(HAND_LEFT)
organ= new /obj/item/weapon/organ/l_hand(owner.loc, owner)
owner.u_equip(owner.gloves)
if(FOOT_RIGHT)
organ= new /obj/item/weapon/organ/r_foot/(owner.loc, owner)
owner.u_equip(owner.shoes)
if(FOOT_LEFT)
organ = new /obj/item/weapon/organ/l_foot(owner.loc, owner)
owner.u_equip(owner.shoes)
if(organ)
destspawn = 1
if(status & ORGAN_ROBOT && !no_explode)
owner.visible_message("\red \The [owner]'s [display_name] explodes violently!",\
"\red <b>Your [display_name] explodes!</b>",\
"You hear an explosion followed by a scream!")
explosion(get_turf(owner),-1,-1,2,3)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, owner)
spark_system.attach(owner)
spark_system.start()
spawn(10)
del(spark_system)
else
owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
"You hear a terrible sound of ripping tendons and flesh.")
var/lol = pick(cardinal)
step(organ,lol)
// force the icon to rebuild
owner.regenerate_icons()
proc/createwound(var/type = CUT, var/damage)
if(hasorgans(owner))
var/wound_type
var/size = min( max( 1, damage/10 ) , 6)
// first check whether we can widen an existing wound
if(wounds.len > 0 && prob(max(50+owner.number_wounds*10,100)))
if((type == CUT || type == BRUISE) && damage >= 5)
var/datum/wound/W = pick(wounds)
if(W.amount == 1 && W.started_healing())
W.open_wound(damage)
if(prob(25))
owner.visible_message("\red The wound on [owner.name]'s [display_name] widens with a nasty ripping voice.",\
"\red The wound on your [display_name] widens with a nasty ripping voice.",\
"You hear a nasty ripping noise, as if flesh is being torn apart.")
return
if(damage == 0) return
// the wound we will create
var/datum/wound/W
switch(type)
if(CUT)
if(!(status & ORGAN_ROBOT))
src.status |= ORGAN_BLEEDING
var/list/size_names = list(/datum/wound/cut, /datum/wound/deep_cut, /datum/wound/flesh_wound, /datum/wound/gaping_wound, /datum/wound/big_gaping_wound, /datum/wound/massive_wound)
wound_type = size_names[size]
W = new wound_type(damage)
if(BRUISE)
var/list/size_names = list(/datum/wound/bruise/tiny_bruise, /datum/wound/bruise/small_bruise, /datum/wound/bruise/moderate_bruise, /datum/wound/bruise/large_bruise, /datum/wound/bruise/huge_bruise, /datum/wound/bruise/monumental_bruise)
wound_type = size_names[size]
W = new wound_type(damage)
if(BURN)
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)
wound_type = size_names[size]
W = new wound_type(damage)
// Possibly trigger an internal wound, too.
var/local_damage = brute_dam + burn_dam + damage
if(damage > 10 && type != BURN && local_damage > 20 && prob(damage) && !(status & ORGAN_ROBOT))
var/datum/wound/internal_bleeding/I = new (15)
wounds += I
owner.custom_pain("You feel something rip in your [display_name]!", 1)
// check whether we can add the wound to an existing wound
for(var/datum/wound/other in wounds)
if(other.desc == W.desc)
// okay, add it!
other.damage += W.damage
other.amount += 1
W = null // to signify that the wound was added
break
// if we couldn't add the wound to another wound, ignore
if(W)
wounds += W
proc/emp_act(severity)
if(!(status & ORGAN_ROBOT))
/datum/organ/external/proc/droplimb(var/override = 0,var/no_explode = 0)
if(destspawn) return
if(override)
status |= ORGAN_DESTROYED
if(status & ORGAN_DESTROYED)
if(body_part == UPPER_TORSO)
return
var/probability = 30
var/damage = 15
if(severity == 2)
probability = 1
damage = 3
if(prob(probability))
droplimb(1)
else
take_damage(damage, 0, 1, used_weapon = "EMP")
proc/robotize()
src.status &= ~ORGAN_BROKEN
src.status &= ~ORGAN_BLEEDING
src.status &= ~ORGAN_SPLINTED
src.status &= ~ORGAN_ATTACHABLE
src.status &= ~ORGAN_DESTROYED
src.status |= ORGAN_ROBOT
for (var/datum/organ/external/T in children)
if(T)
T.robotize()
for(var/implant in implants)
del(implant)
proc/add_autopsy_data(var/used_weapon, var/damage)
var/datum/autopsy_data/W = autopsy_data[used_weapon]
if(!W)
W = new()
W.weapon = used_weapon
autopsy_data[used_weapon] = W
// If any organs are attached to this, destroy them
for(var/datum/organ/external/O in owner.organs)
if(O.parent == src)
O.droplimb(1)
W.hits += 1
W.damage += damage
W.time_inflicted = world.time
var/obj/organ
switch(body_part)
if(LOWER_TORSO)
owner << "\red You are now sterile."
if(HEAD)
organ= new /obj/item/weapon/organ/head(owner.loc, owner)
owner.u_equip(owner.glasses)
owner.u_equip(owner.head)
owner.u_equip(owner.ears)
owner.u_equip(owner.wear_mask)
if(ARM_RIGHT)
if(status & ORGAN_ROBOT)
organ = new /obj/item/robot_parts/r_arm(owner.loc)
else
organ= new /obj/item/weapon/organ/r_arm(owner.loc, owner)
if(ARM_LEFT)
if(status & ORGAN_ROBOT)
organ= new /obj/item/robot_parts/l_arm(owner.loc)
else
organ= new /obj/item/weapon/organ/l_arm(owner.loc, owner)
if(LEG_RIGHT)
if(status & ORGAN_ROBOT)
organ = new /obj/item/robot_parts/l_leg(owner.loc)
else
organ= new /obj/item/weapon/organ/r_leg(owner.loc, owner)
if(LEG_LEFT)
if(status & ORGAN_ROBOT)
organ = new /obj/item/robot_parts/r_leg(owner.loc)
else
organ= new /obj/item/weapon/organ/l_leg(owner.loc, owner)
if(HAND_RIGHT)
organ= new /obj/item/weapon/organ/r_hand(owner.loc, owner)
owner.u_equip(owner.gloves)
if(HAND_LEFT)
organ= new /obj/item/weapon/organ/l_hand(owner.loc, owner)
owner.u_equip(owner.gloves)
if(FOOT_RIGHT)
organ= new /obj/item/weapon/organ/r_foot/(owner.loc, owner)
owner.u_equip(owner.shoes)
if(FOOT_LEFT)
organ = new /obj/item/weapon/organ/l_foot(owner.loc, owner)
owner.u_equip(owner.shoes)
if(organ)
destspawn = 1
if(status & ORGAN_ROBOT && !no_explode)
owner.visible_message("\red \The [owner]'s [display_name] explodes violently!",\
"\red <b>Your [display_name] explodes!</b>",\
"You hear an explosion followed by a scream!")
explosion(get_turf(owner),-1,-1,2,3)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, owner)
spark_system.attach(owner)
spark_system.start()
spawn(10)
del(spark_system)
else
owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.",\
"<span class='moderate'><b>Your [display_name] goes flying off!</b></span>",\
"You hear a terrible sound of ripping tendons and flesh.")
var/lol = pick(cardinal)
step(organ,lol)
// force the icon to rebuild
owner.regenerate_icons()
/datum/organ/external/proc/createwound(var/type = CUT, var/damage)
if(damage == 0) return
// first check whether we can widen an existing wound
if(wounds.len > 0 && prob(max(50+owner.number_wounds*10,100)))
if((type == CUT || type == BRUISE) && damage >= 5)
var/datum/wound/W = pick(wounds)
if(W.amount == 1 && W.started_healing())
W.open_wound(damage)
if(prob(25))
owner.visible_message("\red The wound on [owner.name]'s [display_name] widens with a nasty ripping voice.",\
"\red The wound on your [display_name] widens with a nasty ripping voice.",\
"You hear a nasty ripping noise, as if flesh is being torn apart.")
return
// the wound we will create
var/datum/wound/W
var/wound_type
var/size = min( max( 1, damage/10 ) , 6)
switch(type)
if(CUT)
var/list/size_names = typesof(/datum/wound/cut/) - /datum/wound/cut/
wound_type = size_names[size]
if(BRUISE)
var/list/size_names = typesof(/datum/wound/bruise/) - /datum/wound/bruise/
wound_type = size_names[size]
if(BURN)
var/list/size_names = typesof(/datum/wound/burn/) - /datum/wound/burn/
wound_type = size_names[size]
W = new wound_type(damage)
// Possibly trigger an internal wound, too.
var/local_damage = brute_dam + burn_dam + damage
if(damage > 10 && type != BURN && local_damage > 20 && prob(damage) && !(status & ORGAN_ROBOT))
var/datum/wound/internal_bleeding/I = new (15)
wounds += I
owner.custom_pain("You feel something rip in your [display_name]!", 1)
// check whether we can add the wound to an existing wound
for(var/datum/wound/other in wounds)
if(other.desc == W.desc)
// okay, add it!
other.damage += W.damage
other.amount += 1
W = null // to signify that the wound was added
break
// if we couldn't add the wound to another wound, ignore
if(W)
wounds += W
/datum/organ/external/proc/emp_act(severity)
if(!(status & ORGAN_ROBOT))
return
var/probability = 30
var/damage = 15
if(severity == 2)
probability = 1
damage = 3
if(prob(probability))
droplimb(1)
else
take_damage(damage, 0, 1, used_weapon = "EMP")
/datum/organ/external/proc/robotize()
src.status &= ~ORGAN_BROKEN
src.status &= ~ORGAN_BLEEDING
src.status &= ~ORGAN_SPLINTED
src.status &= ~ORGAN_ATTACHABLE
src.status &= ~ORGAN_DESTROYED
src.status |= ORGAN_ROBOT
for (var/datum/organ/external/T in children)
if(T)
T.robotize()
/datum/organ/external/proc/add_autopsy_data(var/used_weapon, var/damage)
var/datum/autopsy_data/W = autopsy_data[used_weapon]
if(!W)
W = new()
W.weapon = used_weapon
autopsy_data[used_weapon] = W
W.hits += 1
W.damage += damage
W.time_inflicted = world.time
/datum/organ/external/chest
name = "chest"
@@ -646,7 +637,7 @@ obj/item/weapon/organ/New(loc, mob/living/carbon/human/H)
//Forming icon for the limb
//Setting base icon for this mob's race
if(ishuman(H) && owner.dna)
if(ishuman(H) && H.dna)
var/icon/base
switch(H.dna.mutantrace)
if("tajaran")
@@ -657,8 +648,8 @@ obj/item/weapon/organ/New(loc, mob/living/carbon/human/H)
base = new('icons/mob/human_races/r_skrell.dmi')
else
base = new('icons/mob/human_races/r_human.dmi')
if(I)
icon = I.MakeLying()
if(base)
icon = base.MakeLying()
else
icon_state = initial(icon_state)+"_l"
+17 -17
View File
@@ -131,31 +131,31 @@
return (!(bandaged||clamped) && (damage_type == BRUISE && damage >= 20 || damage_type == CUT) && current_stage <= max_bleeding_stage && !src.internal)
/** CUTS **/
/datum/wound/cut
/datum/wound/cut/small
// link wound descriptions to amounts of damage
max_bleeding_stage = 2
stages = list("ugly ripped cut" = 20, "ripped cut" = 10, "cut" = 5, "healing cut" = 2, "small scab" = 0)
/datum/wound/deep_cut
/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/flesh_wound
/datum/wound/cut/flesh
max_bleeding_stage = 3
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/gaping_wound
/datum/wound/cut/gaping
max_bleeding_stage = 2
stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "large clot" = 15, "small angry scar" = 5, \
"small straight scar" = 0)
/datum/wound/big_gaping_wound
/datum/wound/cut/gaping_big
max_bleeding_stage = 2
stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large angry scar" = 10, "large straight scar" = 0)
needs_treatment = 1 // this only heals when bandaged
/datum/wound/massive_wound
datum/wound/cut/massive
max_bleeding_stage = 2
stages = list("massive wound" = 70, "massive healing wound" = 50, "massive angry scar" = 10, "massive jagged scar" = 0)
@@ -169,50 +169,50 @@
needs_treatment = 1 // this only heals when bandaged
damage_type = BRUISE
/datum/wound/bruise/monumental_bruise
/datum/wound/bruise/monumental
// implement sub-paths by starting at a later stage
/datum/wound/bruise/huge_bruise
/datum/wound/bruise/huge
current_stage = 1
/datum/wound/bruise/large_bruise
/datum/wound/bruise/large
current_stage = 2
/datum/wound/bruise/moderate_bruise
/datum/wound/bruise/moderate
current_stage = 3
needs_treatment = 0
/datum/wound/bruise/small_bruise
/datum/wound/bruise/small
current_stage = 4
needs_treatment = 0
/datum/wound/bruise/tiny_bruise
/datum/wound/bruise/tiny
current_stage = 5
needs_treatment = 0
/** BURNS **/
/datum/wound/moderate_burn
/datum/wound/burn/moderate
stages = list("ripped burn" = 10, "moderate burn" = 5, "moderate salved burn" = 2, "fresh skin" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/large_burn
/datum/wound/burn/large
stages = list("ripped large burn" = 20, "large burn" = 15, "large salved burn" = 5, "fresh skin" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/severe_burn
/datum/wound/burn/severe
stages = list("ripped severe burn" = 35, "severe burn" = 30, "severe salved burn" = 10, "burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/deep_burn
/datum/wound/burn/deep
stages = list("ripped deep burn" = 45, "deep burn" = 40, "deep salved burn" = 15, "large burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged
@@ -220,7 +220,7 @@
damage_type = BURN
/datum/wound/carbonised_area
/datum/wound/burn/carbonised
stages = list("carbonised area" = 50, "treated carbonised area" = 20, "massive burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged