Trauma and Burn Kit Rework

This commit is contained in:
Fox-McCloud
2016-07-23 09:36:51 -04:00
parent 3215dbe875
commit d20df994a6
5 changed files with 106 additions and 134 deletions
+80 -89
View File
@@ -2,16 +2,19 @@
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/items.dmi'
amount = 5
max_amount = 5
amount = 6
max_amount = 6
w_class = 1
throw_speed = 3
throw_range = 7
var/heal_brute = 0
var/heal_burn = 0
var/self_delay = 20
var/stop_bleeding = 0 //does it stop bleeding or not?
var/unique_handling = 0 //some things give a special prompt, do we want to bypass some checks in parent?
/obj/item/stack/medical/attack(mob/living/carbon/M, mob/user)
if(!istype(M))
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(!iscarbon(M) && !isanimal(M))
to_chat(user, "<span class='danger'>[src] cannot be applied to [M]!</span>")
return 1
@@ -20,13 +23,12 @@
return 1
if(istype(M, /mob/living/carbon/human))
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(isliving(M))
if(!M.can_inject(user, 1))
return 1
if(!H.can_inject(user, 1))
return 1
if(!affecting)
to_chat(user, "<span class='danger'>That limb is missing!</span>")
@@ -36,16 +38,36 @@
to_chat(user, "<span class='danger'>This can't be used on a robotic limb.</span>")
return 1
if(M == user && !unique_handling)
user.visible_message("<span class='notice'>[user] starts to apply [src] on [H]...</span>")
if(!do_mob(user, H, self_delay))
return 1
return
H.UpdateDamageIcon()
if(isanimal(M))
var/mob/living/simple_animal/critter = M
if(!(critter.healable))
to_chat(user, "<span class='notice'>You cannot use [src] on [critter]!</span>")
return
else if (critter.health == critter.maxHealth)
to_chat(user, "<span class='notice'>[critter] is at full health.</span>")
return
else if(heal_brute < 1)
to_chat(user, "<span class='notice'>[src] won't help [critter] at all.</span>")
return
critter.heal_organ_damage(heal_brute, heal_burn)
user.visible_message("<span class='green'>[user] applies [src] on [critter].</span>", \
"<span class='green'>You apply [src] on [critter].</span>")
else
M.heal_organ_damage(heal_brute/2, heal_burn/2)
user.visible_message("<span class='notice'>[M] has been applied with [src] by [user].</span>", \
"<span class='notice'>You apply [src] to [M].</span>")
use(1)
M.updatehealth()
else
M.heal_organ_damage(heal_brute, heal_burn)
M.updatehealth()
user.visible_message("<span class='green'>[user] applies [src] on [M].</span>", \
"<span class='green'>You apply [src] on [M].</span>")
use(1)
//Bruise Packs//
@@ -55,40 +77,28 @@
desc = "Some sterile gauze to wrap around bloody stumps."
icon_state = "gauze"
origin_tech = "biotech=1"
stop_bleeding = 1
/obj/item/stack/medical/bruise_pack/attack(mob/living/carbon/M, mob/user)
/obj/item/stack/medical/bruise_pack/attack(mob/living/M, mob/user)
if(..())
return 1
if(istype(M, /mob/living/carbon/human))
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
var/bandaged = affecting.bandage()
var/disinfected = affecting.disinfect()
if(stop_bleeding)
affecting.bandage()
affecting.disinfect()
user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [affecting.name].", \
"<span class='green'>You bandage the wounds on [H]'s [affecting.name].</span>" )
if(!(bandaged || disinfected))
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
return 1
else
for(var/datum/wound/W in affecting.wounds)
if(W.internal)
continue
if(W.current_stage <= W.max_bleeding_stage)
user.visible_message("<span class='notice'>[user] bandages \the [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You bandage \the [W.desc] on [M]'s [affecting.name].</span>" )
else if(istype(W,/datum/wound/bruise))
user.visible_message("<span class='notice'>[user] places a bruise patch over \the [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You place a bruise patch over \the [W.desc] on [M]'s [affecting.name].</span>" )
else
user.visible_message("<span class='notice'>[user] places a bandaid over \the [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You place a bandaid over \the [W.desc] on [M]'s [affecting.name].</span>" )
if(bandaged)
affecting.heal_damage(heal_brute, heal_burn)
use(1)
affecting.heal_damage(heal_brute, heal_burn)
H.UpdateDamageIcon()
use(1)
else
to_chat(user, "<span class='notice'>[affecting] is cut open, you'll need more than a bandage!</span>")
to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than a bandage!</span>")
/obj/item/stack/medical/bruise_pack/advanced
@@ -96,7 +106,8 @@
singular_name = "advanced trauma kit"
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
heal_brute = 12
heal_brute = 20
stop_bleeding = 0 // Heals, but doesn't stop bleeding
@@ -111,25 +122,24 @@
icon_state = "ointment"
origin_tech = "biotech=1"
/obj/item/stack/medical/ointment/attack(mob/living/carbon/M, mob/user)
/obj/item/stack/medical/ointment/attack(mob/living/M, mob/user)
if(..())
return 1
if(istype(M, /mob/living/carbon/human))
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
if(!affecting.salve())
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
return 1
else
user.visible_message("<span class='notice'>[user] salves the wounds on [M]'s [affecting.name].", \
"<span class='notice'>You salve the wounds on [M]'s [affecting.name].</span>" )
affecting.heal_damage(heal_brute, heal_burn)
use(1)
affecting.salve()
user.visible_message("<span class='green'>[user] salves the wounds on [H]'s [affecting.name].", \
"<span class='green'>You salve the wounds on [H]'s [affecting.name].</span>" )
affecting.heal_damage(heal_brute, heal_burn)
H.UpdateDamageIcon()
use(1)
else
to_chat(user, "<span class='notice'>[affecting] is cut open, you'll need more than some ointment!</span>")
to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than some ointment!</span>")
/obj/item/stack/medical/ointment/advanced
@@ -137,7 +147,7 @@
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon_state = "burnkit"
heal_burn = 12
heal_burn = 20
@@ -151,7 +161,7 @@
icon = 'icons/obj/hydroponics_products.dmi'
icon_state = "alien3-product"
color = "#378C61"
heal_brute = 7
heal_brute = 12
/obj/item/stack/medical/ointment/aloe
@@ -161,7 +171,7 @@
icon = 'icons/obj/hydroponics_products.dmi'
icon_state = "ambrosia-product"
color = "#4CC5C7"
heal_burn = 7
heal_burn = 12
@@ -172,51 +182,32 @@
name = "medical splints"
singular_name = "medical splint"
icon_state = "splint"
amount = 5
max_amount = 5
unique_handling = 1
/obj/item/stack/medical/splint/attack(mob/living/carbon/M, mob/user)
/obj/item/stack/medical/splint/attack(mob/living/M, mob/user)
if(..())
return 1
if(istype(M, /mob/living/carbon/human))
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
var/limb = affecting.name
if(!(affecting.limb_name in list("l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")))
to_chat(user, "<span class='danger'>You can't apply a splint there!</span>")
return
if(affecting.status & ORGAN_SPLINTED)
to_chat(user, "<span class='danger'>[M]'s [limb] is already splinted!</span>")
if(alert(user, "Would you like to remove the splint from [M]'s [limb]?", "Removing.", "Yes", "No") == "Yes")
to_chat(user, "<span class='danger'>[H]'s [limb] is already splinted!</span>")
if(alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Removing.", "Yes", "No") == "Yes")
affecting.status &= ~ORGAN_SPLINTED
to_chat(user, "<span class='notice'>You remove the splint from [M]'s [limb].</span>")
to_chat(user, "<span class='notice'>You remove the splint from [H]'s [limb].</span>")
return
if(M != user)
user.visible_message("<span class='notice'>[user] starts to apply [src] to [M]'s [limb].</span>", \
"<span class='notice'>You start to apply [src] to [M]'s [limb].</span>", \
if(M == user)
user.visible_message("<span class='notice'>[user] starts to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You start to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You hear something being wrapped.</span>")
else
if((!user.hand && affecting.limb_name in list("r_arm", "r_hand")) || (user.hand && affecting.limb_name in list("l_arm", "l_hand")))
to_chat(user, "<span class='danger'>You can't apply a splint to the arm you're using!</span>")
if(!do_mob(user, H, self_delay))
return
user.visible_message("<span class='notice'>[user] starts to apply [src] to their [limb].</span>", \
"<span class='notice'>You start to apply [src] to your [limb].</span>", \
"<span class='notice'>You hear something being wrapped.</span>")
if(do_after(user, 50, target = M))
if(M != user)
user.visible_message("<span class='notice'>[user] finishes applying [src] to [M]'s [limb].</span>", \
"<span class='notice'>You finish applying [src] to [M]'s [limb].</span>", \
"<span class='notice'>You hear something being wrapped.</span>")
else
if(prob(25))
user.visible_message("<span class='notice'>[user] successfully applies [src] to their [limb].</span>", \
"<span class='notice'>You successfully apply [src] to your [limb].</span>", \
"<span class='notice'>You hear something being wrapped.</span>")
else
user.visible_message("<span class='warning'>[user] fumbles [src].</span>",
"<span class='warning'>You fumble [src].</span>",
"<span class='warning'>You hear something being wrapped.</span>")
return
affecting.status |= ORGAN_SPLINTED
use(1)
else
user.visible_message("<span class='green'>[user] applies [src] to their [limb].</span>", \
"<span class='green'>You apply [src] to your [limb].</span>", \
"<span class='green'>You hear something being wrapped.</span>")
affecting.status |= ORGAN_SPLINTED
use(1)
@@ -138,15 +138,15 @@
/obj/item/weapon/storage/firstaid/adv/New()
..()
if(empty) return
new /obj/item/weapon/reagent_containers/hypospray/autoinjector( src )
new /obj/item/stack/medical/bruise_pack/advanced(src)
if(empty)
return
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack/advanced(src)
new /obj/item/stack/medical/bruise_pack/advanced(src)
new /obj/item/stack/medical/ointment/advanced(src)
new /obj/item/stack/medical/ointment/advanced(src)
new /obj/item/stack/medical/splint(src)
return
new /obj/item/weapon/reagent_containers/hypospray/autoinjector(src)
new /obj/item/device/healthanalyzer(src)
/obj/item/weapon/storage/firstaid/adv/empty
empty = 1