Added bleeding and blood transfusion.

This commit is contained in:
cib
2012-10-13 09:45:33 -07:00
parent 4f1d301880
commit e77afd5ab9
4 changed files with 136 additions and 1 deletions
@@ -5,6 +5,10 @@
icon = 'icons/mob/human.dmi'
icon_state = "body_m_s"
var/datum/reagents/vessel
// TODO: make this actually affect the way the mob is rendered
var/pale = 0
/mob/living/carbon/human/dummy
real_name = "Test Dummy"
@@ -72,6 +76,42 @@
prev_gender = gender // Debug for plural genders
vessel = new/datum/reagents(600)
vessel.my_atom = src
vessel.add_reagent("blood",560)
spawn(1)
fixblood()
/mob/living/carbon/human/proc/drip(var/amt as num)
if(!amt)
return
var/amm = 0.1 * amt
var/turf/T = get_turf(src)
var/list/obj/effect/decal/cleanable/blood/drip/nums = list()
var/list/iconL = list("1","2","3","4","5")
vessel.remove_reagent("blood",amm)
for(var/obj/effect/decal/cleanable/blood/drip/G in T)
nums += G
iconL.Remove(G.icon_state)
if(nums.len >= 3)
var/obj/effect/decal/cleanable/blood/drip/D = pick(nums)
D.blood_DNA[dna.unique_enzymes] = dna.b_type
return
var/obj/effect/decal/cleanable/blood/drip/this = new(T)
this.icon_state = pick(iconL)
this.blood_DNA = list()
this.blood_DNA[dna.unique_enzymes] = dna.b_type
/mob/living/carbon/human/proc/fixblood()
for(var/datum/reagent/blood/B in vessel.reagent_list)
if(B.id == "blood")
B.data = list("donor"=src,"viruses"=null,"blood_DNA"=dna.unique_enzymes,"blood_type"=dna.b_type,"resistances"=null,"trace_chem"=null)
/mob/living/carbon/human/Bump(atom/movable/AM as mob|obj, yes)
if ((!( yes ) || now_pushing))
return
@@ -123,6 +123,73 @@
/mob/living/carbon/human
proc/handle_blood()
// take care of blood and blood loss
if(stat < 2)
var/blood_volume = round(vessel.get_reagent_amount("blood"))
if(blood_volume < 560 && 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
if(B.data["donor"] != src) //If it's not theirs, then we look for theirs
for(var/datum/reagent/blood/D in vessel.reagent_list)
if(D.data["donor"] == src)
B = D
break
var/datum/reagent/nutriment/F = locate() in vessel.reagent_list
if(F != null)
if(F.volume >= 1)
// nutriment speeds it up quite a bit
B.volume += 0.4
F.volume -= 0.1
else
//At this point, we dun care which blood we are adding to, as long as they get more blood.
B.volume = B.volume + 0.1 // regenerate blood VERY slowly
switch(blood_volume)
if(501 to 10000)
if(pale)
pale = 0
update_body()
if(336 to 500)
if(!pale)
pale = 1
update_body()
var/word = pick("dizzy","woosey","faint")
src << "\red You feel [word]"
if(prob(1))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel [word]"
if(oxyloss < 20)
// hint that they're getting close to suffocation
oxyloss += 3
if(224 to 335)
if(!pale)
pale = 1
update_body()
eye_blurry += 6
if(oxyloss < 50)
oxyloss += 10
oxyloss += 1
if(prob(15))
Paralyse(rand(1,3))
if(122 to 244)
oxyloss += 5
toxloss += 5
if(0 to 122)
death()
var/blood_max = 0
for(var/datum/organ/external/temp in organs)
if(!(temp.status & ORGAN_BLEEDING) || temp.status & ORGAN_ROBOT)
continue
for(var/datum/wound/W in temp.wounds) if(W.bleeding())
blood_max += W.damage / 2
if(temp.status & ORGAN_DESTROYED && !(temp.status & ORGAN_GAUZED))
blood_max += 20 //Yer missing a fucking limb.
drip(blood_max)
proc/handle_disabilities()
if (disabilities & EPILEPSY)
if ((prob(1) && paralysis < 1))
@@ -888,6 +955,7 @@
else //ALIVE. LIGHTS ARE ON
updatehealth() //TODO
handle_organs()
handle_blood()
if(health <= config.health_threshold_dead || brain_op_stage == 4.0)
death()
blinded = 1
@@ -75,6 +75,9 @@
if(NOCLONE in T.mutations) //target done been et, no more blood in him
user << "\red You are unable to locate any blood."
return
if(ishuman(T))
if(T:vessel.get_reagent_amount("blood") < amount)
return
B.holder = src
B.volume = amount
//set reagent data
@@ -106,6 +109,9 @@
temp_chem[R.name] = R.volume
B.data["trace_chem"] = list2params(temp_chem)
if(ishuman(T))
T:vessel.remove_reagent("blood",amount) // Removes blood if human
src.reagents.reagent_list += B
src.reagents.update_total()
src.on_reagent_change()
@@ -158,7 +164,18 @@
if(ismob(target) && target == user)
src.reagents.reaction(target, INGEST)
spawn(5)
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
var/datum/reagent/blood/B
for(var/datum/reagent/blood/d in src.reagents.reagent_list)
B = d
break
var/trans
if(B && ishuman(target))
var/mob/living/carbon/human/H = target
trans = B.volume > 5? 5 : B.volume
H.vessel.add_reagent("blood",trans,B.data)
src.reagents.remove_reagent("blood",trans)
else
trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You inject [trans] units of the solution. The syringe now contains [src.reagents.total_volume] units."
if (reagents.total_volume <= 0 && mode==SYRINGE_INJECT)
mode = SYRINGE_DRAW
+10
View File
@@ -1335,3 +1335,13 @@
dirs = alldirs.Copy()
src.streak(dirs)
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'drip.dmi'
icon_state = "1"