Merge pull request #3838 from Crazylemon64/slime_blood_work_right_dangit

Skeletons, Slime people, and other bloodless races no longer bleed
This commit is contained in:
Fox McCloud
2016-03-13 21:08:47 -04:00
8 changed files with 117 additions and 65 deletions
@@ -1,15 +1,9 @@
/mob/living/carbon/hitby(atom/movable/AM)
// if(!skip) //ugly, but easy
// message_admins("Skip Check Passed")
if(in_throw_mode && !get_active_hand()) //empty active hand and we're in throw mode
// message_admins("In Throw Mode and active hand check passed")
if(canmove && !restrained())
// message_admins("Restrained/moving check passed")
if(istype(AM, /obj/item))
// message_admins("Item check passed")
var/obj/item/I = AM
if(isturf(I.loc))
// message_admins("Turf check passed")
put_in_active_hand(I)
visible_message("<span class='warning'>[src] catches [I]!</span>")
throw_mode_off()
@@ -1308,7 +1308,8 @@
/mob/living/carbon/human/revive()
if(species && !(species.flags & NO_BLOOD))
vessel.add_reagent("blood",560-vessel.total_volume)
var/blood_reagent = get_blood_name()
vessel.add_reagent(blood_reagent, max_blood-vessel.total_volume)
fixblood()
// Fix up all organs.
+27 -4
View File
@@ -91,12 +91,27 @@ var/const/INGEST = 2
return the_id
/datum/reagents/proc/trans_to(var/obj/target, var/amount=1, var/multiplier=1, var/preserve_data=1)//if preserve_data=0, the reagents data will be lost. Usefull if you use data for some strange stuff and don't want it to be transferred.
if (!target )
/datum/reagents/proc/trans_to(var/target, var/amount=1, var/multiplier=1, var/preserve_data=1)//if preserve_data=0, the reagents data will be lost. Usefull if you use data for some strange stuff and don't want it to be transferred.
if (!target)
return
if (!target.reagents || src.total_volume<=0)
if(src.total_volume <= 0)
return
var/datum/reagents/R = target.reagents
var/datum/reagents/R
if(istype(target, /obj))
var/obj/O = target
if (!O.reagents )
return
R = O.reagents
else if (istype(target, /mob/living))
var/mob/living/M = target
if(!M.reagents)
return
R = M.reagents
else if(istype(target, /datum/reagents))
R = target
else
return
amount = min(min(amount, src.total_volume), R.maximum_volume-R.total_volume)
var/part = amount / src.total_volume
var/trans_data = null
@@ -605,6 +620,14 @@ atom/proc/create_reagents(var/max_vol)
reagents = new/datum/reagents(max_vol)
reagents.my_atom = src
/datum/reagents/proc/get_reagent_from_id(var/id)
var/datum/reagent/result = null
for(var/datum/reagent/R in reagent_list)
if(R.id == id)
result = R
break
return result
/datum/reagents/Destroy()
. = ..()
processing_objects.Remove(src)
@@ -184,16 +184,18 @@
if(!istype(T)) return
var/datum/reagent/blood/self = src
src = null
if(!(volume >= 3)) return
var/big_splash = 1
if(volume < 3)
big_splash = 0
//var/datum/disease/D = self.data["virus"]
if(!self.data["donor"] || istype(self.data["donor"], /mob/living/carbon/human))
blood_splatter(T, src, big_splash)
var/obj/effect/decal/cleanable/blood/blood_prop = locate() in T //find some blood here
if(!blood_prop) //first blood!
blood_prop = new(T)
blood_prop.blood_DNA[self.data["blood_DNA"]] = self.data["blood_type"]
if(self.data["virus2"])
blood_prop.virus2 = virus_copylist(self.data["virus2"])
if(blood_prop)
blood_prop.blood_DNA[self.data["blood_DNA"]] = self.data["blood_type"]
if(self.data["virus2"])
blood_prop.virus2 = virus_copylist(self.data["virus2"])
else if(istype(self.data["donor"], /mob/living/carbon/alien))
var/obj/effect/decal/cleanable/blood/xeno/blood_prop = locate() in T
+69 -34
View File
@@ -16,13 +16,13 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
if(vessel)
return
vessel = new/datum/reagents(600)
vessel = new/datum/reagents(max_blood)
vessel.my_atom = src
if(species && species.exotic_blood)
vessel.add_reagent(species.exotic_blood,560)
vessel.add_reagent(species.exotic_blood, max_blood)
else
vessel.add_reagent("blood",560)
vessel.add_reagent("blood", max_blood)
spawn(1)
fixblood()
@@ -41,18 +41,21 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
return
if(stat != DEAD && bodytemperature >= 170) //Dead or cryosleep people do not pump the blood.
if(species.exotic_blood)
blood_volume = round(vessel.get_reagent_amount(species.exotic_blood))
if(blood_volume < 560 && blood_volume)
var/datum/reagent/water/W = locate() in vessel.reagent_list //Grab some blood
if(W) // Make sure there's some blood at all
W.volume += 0.1 // regenerate blood VERY slowly
if (reagents.has_reagent("nutriment")) //Getting food speeds it up
W.volume += 0.4
reagents.remove_reagent("nutriment", 0.1)
var/blood_reagent = species.exotic_blood // This is a string of the name of the species' blood reagent
blood_volume = round(vessel.get_reagent_amount(blood_reagent))
if(blood_volume < max_blood && blood_volume)
vessel.add_reagent(blood_reagent, 0.1) // regenerate blood VERY slowly
if (reagents.has_reagent("nutriment")) //Getting food speeds it up
vessel.add_reagent(blood_reagent, 0.4)
reagents.remove_reagent("nutriment", 0.1)
else if (reagents.has_reagent(blood_reagent))
vessel.add_reagent(blood_reagent, 0.4)
reagents.remove_reagent(blood_reagent, 0.4)
else
blood_volume = round(vessel.get_reagent_amount("blood"))
//Blood regeneration if there is some space
if(blood_volume < 560 && blood_volume)
if(blood_volume < max_blood && blood_volume)
var/datum/reagent/blood/B = locate() in vessel.reagent_list //Grab some blood
if(B) // Make sure there's some blood at all
@@ -74,16 +77,16 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
B = D
break
B.volume += 0.1 // regenerate blood VERY slowly
vessel.add_reagent("blood", 0.1) // regenerate blood VERY slowly
if (reagents.has_reagent("nutriment")) //Getting food speeds it up
B.volume += 0.4
vessel.add_reagent("blood", 0.4)
reagents.remove_reagent("nutriment", 0.1)
if (reagents.has_reagent("iron")) //Hematogen candy anyone?
B.volume += 0.8
vessel.add_reagent("blood", 0.8)
reagents.remove_reagent("iron", 0.1)
if (reagents.has_reagent("salglu_solution")) //saline is good for blood regeneration
if(prob(33))
B.volume += 1.0
vessel.add_reagent("blood", 1.0)
// Damaged heart virtually reduces the blood volume, as the blood isn't
// being pumped properly anymore.
@@ -187,12 +190,10 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
//Gets blood from mob to the container, preserving all data in it.
/mob/living/carbon/proc/take_blood(obj/item/weapon/reagent_containers/container, var/amount)
var/datum/reagent/B = get_blood(container.reagents)
if(!B) B = new /datum/reagent/blood
if(!istype(B, /datum/reagent/blood)) B = new /datum/reagent/blood
B.holder = container
B.volume += amount
//set reagent data
B.data["donor"] = src
if (!B.data["virus2"])
@@ -241,7 +242,7 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
//Transfers blood from container ot vessels
/mob/living/carbon/proc/inject_blood(obj/item/weapon/reagent_containers/container, var/amount)
var/datum/reagent/blood/injected = get_blood(container.reagents)
if (!injected)
if (!istype(injected))
return
var/list/sniffles = virus_copylist(injected.data["virus2"])
for(var/ID in sniffles)
@@ -269,7 +270,7 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
var/datum/reagent/blood/our = get_blood(vessel)
if (!injected || !our)
if (!istype(injected) || !istype(our))
return
if(blood_incompatible(injected.data["blood_type"],our.data["blood_type"]) )
reagents.add_reagent("toxin",amount * 0.5)
@@ -289,6 +290,21 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
return D
return res
/mob/living/carbon/human/get_blood(datum/reagents/container)
if(species.exotic_blood)
return container.get_reagent_from_id(species.exotic_blood)
else
return ..()
/mob/living/carbon/proc/get_blood_name()
return "blood"
/mob/living/carbon/human/get_blood_name()
if(species.exotic_blood)
return species.exotic_blood
else
return ..()
/proc/blood_incompatible(donor,receiver)
var/donor_antigen = copytext(donor,1,lentext(donor))
@@ -307,15 +323,34 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
//AB is a universal receiver.
return 0
proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
/*
Target: Thing/tile to get bloody
Source: Human or blood reagent
Large: Whether the splat should be big or not
*/
/proc/blood_splatter(var/target,var/source,var/large = 0)
var/obj/effect/decal/cleanable/blood/B
var/decal_type = /obj/effect/decal/cleanable/blood/splatter
var/turf/T = get_turf(target)
var/datum/reagent/blood/bld
if(istype(source,/mob/living/carbon/human))
var/mob/living/carbon/human/M = source
source = M.get_blood(M.vessel)
var/mob/living/carbon/human/H = source
bld = H.get_blood(H.vessel)
if(H.species.exotic_blood)
H.vessel.reaction(T, TOUCH)
return
else if(H.species.flags & NO_BLOOD)
return
else if(istype(source, /datum/reagent))
bld = source
if(!istype(bld, /datum/reagent/blood))
var/datum/reagent/R = bld
if(istype(R))
R.reaction_turf(T, R.volume)
return
else if(source)
log_to_dd("Non-human or reagent blood source. Area: [get_area(source)], Name: [source]")
// Are we dripping or splattering?
var/list/drips = list()
@@ -337,24 +372,24 @@ proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
drop.drips |= drips
// If there's no data to copy, call it quits here.
if(!source)
if(!bld)
return B
// Update appearance.
if(source.data["blood_colour"])
B.basecolor = source.data["blood_colour"]
if(bld.data["blood_colour"])
B.basecolor = bld.data["blood_colour"]
B.update_icon()
// Update blood information.
if(source.data["blood_DNA"])
if(bld.data["blood_DNA"])
B.blood_DNA = list()
if(source.data["blood_type"])
B.blood_DNA[source.data["blood_DNA"]] = source.data["blood_type"]
if(bld.data["blood_type"])
B.blood_DNA[bld.data["blood_DNA"]] = bld.data["blood_type"]
else
B.blood_DNA[source.data["blood_DNA"]] = "O+"
B.blood_DNA[bld.data["blood_DNA"]] = "O+"
// Update virus information.
if(source.data["virus2"])
B.virus2 = virus_copylist(source.data["virus2"])
if(bld.data["virus2"])
B.virus2 = virus_copylist(bld.data["virus2"])
return B
+7 -7
View File
@@ -86,11 +86,11 @@ var/list/organ_cache = list()
return
if(!owner)
if(reagents)
var/datum/reagent/blood/B = locate(/datum/reagent/blood) in reagents.reagent_list
if(B && prob(40))
reagents.remove_reagent("blood",0.1)
blood_splatter(src,B,1)
if(reagents && prob(40))
reagents.remove_any(0.1)
for(var/datum/reagent/R in reagents.reagent_list)
R.reaction_turf(get_turf(src), 0.1)
// Maybe scale it down a bit, have it REALLY kick in once past the basic infection threshold
// Another mercy for surgeons preparing transplant organs
germ_level++
@@ -268,8 +268,8 @@ var/list/organ_cache = list()
loc = get_turf(owner)
processing_objects |= src
var/datum/reagent/blood/organ_blood
if(reagents) organ_blood = locate(/datum/reagent/blood) in reagents.reagent_list
if(!organ_blood || !organ_blood.data["blood_DNA"])
if(reagents) organ_blood = reagents.get_reagent_from_id(owner.get_blood_name())
if((!organ_blood || !organ_blood.data["blood_DNA"]) && (owner && !(owner.species.flags & NO_BLOOD)))
owner.vessel.trans_to(src, 5, 1, 1)
if(owner && vital && is_primary_organ()) // I'd do another check for species or whatever so that you couldn't "kill" an IPC by removing a human head from them, but it doesn't matter since they'll come right back from the dead