mirror of
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8883a72060
* Fixes cyborg stack merging * i dint push * Wait, this is fine actually
366 lines
13 KiB
Plaintext
366 lines
13 KiB
Plaintext
/obj/item/stack/medical
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name = "medical pack"
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singular_name = "medical pack"
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icon = 'icons/obj/medical.dmi'
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amount = 6
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max_amount = 6
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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resistance_flags = FLAMMABLE
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max_integrity = 40
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parent_stack = TRUE
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var/heal_brute = 0
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var/heal_burn = 0
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var/self_delay = 20
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var/unique_handling = FALSE //some things give a special prompt, do we want to bypass some checks in parent?
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var/stop_bleeding = 0
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var/healverb = "bandage"
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/obj/item/stack/medical/proc/apply(mob/living/M, mob/user)
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if(get_amount() <= 0)
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if(is_cyborg)
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to_chat(user, "<span class='warning'>You don't have enough energy to dispense more [singular_name]\s!</span>")
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return TRUE
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if(!iscarbon(M) && !isanimal(M))
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to_chat(user, "<span class='danger'>[src] cannot be applied to [M]!</span>")
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return TRUE
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if(!user.IsAdvancedToolUser())
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to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
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return TRUE
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
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if(!H.can_inject(user, TRUE))
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return TRUE
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if(!affecting)
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to_chat(user, "<span class='danger'>That limb is missing!</span>")
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return TRUE
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if(affecting.is_robotic())
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to_chat(user, "<span class='danger'>This can't be used on a robotic limb.</span>")
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return TRUE
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if(M == user && !unique_handling)
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user.visible_message("<span class='notice'>[user] starts to apply [src] on [H]...</span>")
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if(!do_mob(user, H, self_delay))
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return TRUE
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return
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if(isanimal(M))
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var/mob/living/simple_animal/critter = M
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if(!(critter.healable))
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to_chat(user, "<span class='notice'>You cannot use [src] on [critter]!</span>")
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return
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else if(critter.health == critter.maxHealth)
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to_chat(user, "<span class='notice'>[critter] is at full health.</span>")
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return
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else if(heal_brute < 1)
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to_chat(user, "<span class='notice'>[src] won't help [critter] at all.</span>")
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return
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critter.heal_organ_damage(heal_brute, heal_burn)
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user.visible_message("<span class='green'>[user] applies [src] on [critter].</span>", \
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"<span class='green'>You apply [src] on [critter].</span>")
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use(1)
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else
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M.heal_organ_damage(heal_brute, heal_burn)
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user.visible_message("<span class='green'>[user] applies [src] on [M].</span>", \
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"<span class='green'>You apply [src] on [M].</span>")
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use(1)
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/obj/item/stack/medical/attack(mob/living/M, mob/user)
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return apply(M, user)
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/obj/item/stack/medical/attack_self(mob/user)
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return apply(user, user)
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/obj/item/stack/medical/proc/heal(mob/living/M, mob/user)
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
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user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [affecting.name].</span>", \
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"<span class='green'>You [healverb] the wounds on [H]'s [affecting.name].</span>" )
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var/rembrute = max(0, heal_brute - affecting.brute_dam) // Maxed with 0 since heal_damage let you pass in a negative value
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var/remburn = max(0, heal_burn - affecting.burn_dam) // And deduct it from their health (aka deal damage)
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var/nrembrute = rembrute
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var/nremburn = remburn
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affecting.heal_damage(heal_brute, heal_burn)
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var/list/achildlist
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if(!isnull(affecting.children))
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achildlist = affecting.children.Copy()
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var/parenthealed = FALSE
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while(rembrute + remburn > 0) // Don't bother if there's not enough leftover heal
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var/obj/item/organ/external/E
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if(LAZYLEN(achildlist))
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E = pick_n_take(achildlist) // Pick a random children and then remove it from the list
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else if(affecting.parent && !parenthealed) // If there's a parent and no healing attempt was made on it
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E = affecting.parent
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parenthealed = TRUE
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else
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break // If the organ have no child left and no parent / parent healed, break
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if(E.status & ORGAN_ROBOT || E.open) // Ignore robotic or open limb
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continue
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else if(!E.brute_dam && !E.burn_dam) // Ignore undamaged limb
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continue
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nrembrute = max(0, rembrute - E.brute_dam) // Deduct the healed damage from the remain
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nremburn = max(0, remburn - E.burn_dam)
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E.heal_damage(rembrute, remburn)
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rembrute = nrembrute
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remburn = nremburn
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user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [E.name] with the remaining medication.</span>", \
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"<span class='green'>You [healverb] the wounds on [H]'s [E.name] with the remaining medication.</span>" )
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return affecting
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//Bruise Packs//
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/obj/item/stack/medical/bruise_pack
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name = "roll of gauze"
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singular_name = "gauze length"
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desc = "Some sterile gauze to wrap around bloody stumps."
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icon = 'icons/obj/stacks/miscellaneous.dmi'
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icon_state = "gauze"
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origin_tech = "biotech=2"
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merge_type = /obj/item/stack/medical/bruise_pack
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max_amount = 12
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heal_brute = 10
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stop_bleeding = 1800
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dynamic_icon_state = TRUE
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/obj/item/stack/medical/bruise_pack/attackby(obj/item/I, mob/user, params)
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if(I.sharp)
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if(get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two gauzes to do this!</span>")
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return
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new /obj/item/stack/sheet/cloth(user.drop_location())
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user.visible_message("[user] cuts [src] into pieces of cloth with [I].", \
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"<span class='notice'>You cut [src] into pieces of cloth with [I].</span>", \
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"<span class='italics'>You hear cutting.</span>")
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use(2)
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else
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return ..()
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/obj/item/stack/medical/bruise_pack/apply(mob/living/M, mob/user)
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if(..())
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return TRUE
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
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for(var/obj/item/organ/external/E in H.bodyparts)
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if(E.open >= ORGAN_ORGANIC_OPEN)
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to_chat(user, "<span class='warning'>[E] is cut open, you'll need more than a bandage!</span>")
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return
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affecting.germ_level = 0
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if(stop_bleeding)
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if(!H.bleedsuppress) //so you can't stack bleed suppression
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H.suppress_bloodloss(stop_bleeding)
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heal(H, user)
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H.UpdateDamageIcon()
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use(1)
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/obj/item/stack/medical/bruise_pack/improvised
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name = "improvised gauze"
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singular_name = "improvised gauze"
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desc = "A roll of cloth roughly cut from something that can stop bleeding, but does not heal wounds."
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merge_type = /obj/item/stack/medical/bruise_pack/improvised
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heal_brute = 0
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stop_bleeding = 900
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/obj/item/stack/medical/bruise_pack/advanced
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name = "advanced trauma kit"
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icon = 'icons/obj/medical.dmi'
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singular_name = "advanced trauma kit"
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desc = "An advanced trauma kit for severe injuries."
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icon_state = "traumakit"
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belt_icon = "traumakit"
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merge_type = /obj/item/stack/medical/bruise_pack/advanced
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max_amount = 6
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heal_brute = 25
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stop_bleeding = 0
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dynamic_icon_state = FALSE
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/obj/item/stack/medical/bruise_pack/advanced/cyborg
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energy_type = /datum/robot_storage/energy/medical/adv_brute_kit
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is_cyborg = TRUE
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/obj/item/stack/medical/bruise_pack/advanced/cyborg/syndicate
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energy_type = /datum/robot_storage/energy/medical/adv_brute_kit/syndicate
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//Ointment//
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/obj/item/stack/medical/ointment
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name = "ointment"
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desc = "Used to treat those nasty burns."
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gender = PLURAL
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icon = 'icons/obj/stacks/miscellaneous.dmi'
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singular_name = "ointment"
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icon_state = "ointment"
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origin_tech = "biotech=2"
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healverb = "salve"
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heal_burn = 10
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dynamic_icon_state = TRUE
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merge_type = /obj/item/stack/medical/ointment
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/obj/item/stack/medical/ointment/apply(mob/living/M, mob/user)
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if(..())
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return 1
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
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if(affecting.open == ORGAN_CLOSED)
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affecting.germ_level = 0
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heal(H, user)
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H.UpdateDamageIcon()
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use(1)
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else
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to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than some ointment!</span>")
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/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
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var/obj/item/organ/external/affecting = ..()
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if((affecting.status & ORGAN_BURNT) && !(affecting.status & ORGAN_SALVED))
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to_chat(affecting.owner, "<span class='notice'>As [src] is applied to your burn wound, you feel a soothing cold and relax.</span>")
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affecting.status |= ORGAN_SALVED
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addtimer(CALLBACK(affecting, TYPE_PROC_REF(/obj/item/organ/external, remove_ointment), heal_burn), 3 MINUTES)
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/obj/item/organ/external/proc/remove_ointment(heal_amount) //de-ointmenterized D:
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status &= ~ORGAN_SALVED
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perma_injury = max(perma_injury - heal_amount, 0)
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if(owner)
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owner.updatehealth("permanent injury removal")
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if(!perma_injury)
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fix_burn_wound(update_health = FALSE)
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to_chat(owner, "<span class='notice'>You feel your [src.name]'s burn wound has fully healed, and the rest of the salve absorbs into it.</span>")
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else
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to_chat(owner, "<span class='notice'>You feel your [src.name]'s burn wound has healed a little, but the applied salve has already vanished.</span>")
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/obj/item/stack/medical/ointment/advanced
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name = "advanced burn kit"
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singular_name = "advanced burn kit"
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desc = "An advanced treatment kit for severe burns."
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icon = 'icons/obj/medical.dmi'
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icon_state = "burnkit"
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belt_icon = "burnkit"
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heal_burn = 25
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dynamic_icon_state = FALSE
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merge_type = /obj/item/stack/medical/ointment/advanced
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/obj/item/stack/medical/ointment/advanced/cyborg
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energy_type = /datum/robot_storage/energy/medical/adv_burn_kit
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is_cyborg = TRUE
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/obj/item/stack/medical/ointment/advanced/cyborg/syndicate
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energy_type = /datum/robot_storage/energy/medical/adv_burn_kit/syndicate
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//Medical Herbs//
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/obj/item/stack/medical/bruise_pack/comfrey
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name = "\improper Comfrey poultice"
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singular_name = "Comfrey poultice"
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desc = "A medical poultice for treating brute injuries, made from crushed comfrey leaves. The effectiveness of the poultice depends on the potency of the comfrey it was made from."
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icon = 'icons/obj/medical.dmi'
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icon_state = "traumapoultice"
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max_amount = 6
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stop_bleeding = 0
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heal_brute = 12
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drop_sound = 'sound/misc/moist_impact.ogg'
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mob_throw_hit_sound = 'sound/misc/moist_impact.ogg'
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hitsound = 'sound/misc/moist_impact.ogg'
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dynamic_icon_state = FALSE
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/obj/item/stack/medical/bruise_pack/comfrey/heal(mob/living/M, mob/user)
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playsound(src, 'sound/misc/soggy.ogg', 30, TRUE)
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return ..()
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/obj/item/stack/medical/ointment/aloe
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name = "\improper Aloe Vera poultice"
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singular_name = "Aloe Vera poultice"
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desc = "A medical poultice for treating burns, made from crushed aloe vera leaves. The effectiveness of the poultice depends on the potency of the aloe it was made from."
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icon = 'icons/obj/medical.dmi'
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icon_state = "burnpoultice"
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heal_burn = 12
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drop_sound = 'sound/misc/moist_impact.ogg'
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mob_throw_hit_sound = 'sound/misc/moist_impact.ogg'
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hitsound = 'sound/misc/moist_impact.ogg'
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dynamic_icon_state = FALSE
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/obj/item/stack/medical/ointment/aloe/heal(mob/living/M, mob/user)
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playsound(src, 'sound/misc/soggy.ogg', 30, TRUE)
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return ..()
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// Splints
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/obj/item/stack/medical/splint
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name = "medical splints"
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singular_name = "medical splint"
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icon_state = "splint"
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unique_handling = TRUE
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self_delay = 100
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merge_type = /obj/item/stack/medical/splint
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var/other_delay = 0
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/obj/item/stack/medical/splint/apply(mob/living/M, mob/user)
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if(..())
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return TRUE
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
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var/limb = affecting.name
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if(!(affecting.limb_name in list("l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")))
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to_chat(user, "<span class='danger'>You can't apply a splint there!</span>")
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return TRUE
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if(affecting.status & ORGAN_SPLINTED)
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to_chat(user, "<span class='danger'>[H]'s [limb] is already splinted!</span>")
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if(tgui_alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Splint removal", list("Yes", "No")) == "Yes")
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affecting.status &= ~ORGAN_SPLINTED
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H.handle_splints()
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to_chat(user, "<span class='notice'>You remove the splint from [H]'s [limb].</span>")
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return TRUE
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if((M == user && self_delay > 0) || (M != user && other_delay > 0))
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user.visible_message("<span class='notice'>[user] starts to apply [src] to [H]'s [limb].</span>", \
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"<span class='notice'>You start to apply [src] to [H]'s [limb].</span>", \
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"<span class='notice'>You hear something being wrapped.</span>")
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if(M == user && !do_mob(user, H, self_delay))
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return TRUE
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else if(!do_mob(user, H, other_delay))
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return TRUE
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user.visible_message("<span class='notice'>[user] applies [src] to [H]'s [limb].</span>", \
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"<span class='notice'>You apply [src] to [H]'s [limb].</span>")
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affecting.status |= ORGAN_SPLINTED
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affecting.splinted_count = H.step_count
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H.handle_splints()
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use(1)
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/obj/item/stack/medical/splint/cyborg
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energy_type = /datum/robot_storage/energy/medical/splint
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is_cyborg = TRUE
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/obj/item/stack/medical/splint/cyborg/syndicate
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energy_type = /datum/robot_storage/energy/medical/splint/syndicate
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/obj/item/stack/medical/splint/tribal
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name = "tribal splints"
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icon_state = "tribal_splint"
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other_delay = 50
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