Files
Paradise/code/modules/organs/blood.dm
Fox-McCloud 73e3773ccb Blood Loss Rebalance
Makes the middle blood loss stage have slightly different flavortext.

Makes the final stage seem more cumulative of the prior's effects and
removes the silly toxin damage.
2014-02-04 08:29:02 -05:00

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/****************************************************
BLOOD SYSTEM
****************************************************/
//Blood levels
var/const/BLOOD_VOLUME_SAFE = 501
var/const/BLOOD_VOLUME_OKAY = 336
var/const/BLOOD_VOLUME_BAD = 224
var/const/BLOOD_VOLUME_SURVIVE = 122
/mob/living/carbon/human/var/datum/reagents/vessel //Container for blood and BLOOD ONLY. Do not transfer other chems here.
/mob/living/carbon/human/var/var/pale = 0 //Should affect how mob sprite is drawn, but currently doesn't.
//Initializes blood vessels
/mob/living/carbon/human/proc/make_blood()
if(vessel)
return
vessel = new/datum/reagents(600)
vessel.my_atom = src
if(species && species.flags & NO_BLOOD) //We want the var for safety but we can do without the actual blood.
return
if(species.bloodflags &BLOOD_SLIME)
vessel.add_reagent("water",560)
else
vessel.add_reagent("blood",560)
spawn(1)
fixblood()
//Resets blood data
/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, "virus2" = null, "antibodies" = null)
// Takes care blood loss and regeneration
/mob/living/carbon/human/proc/handle_blood()
var/blood_volume
if(species && species.flags & NO_BLOOD)
return
if(stat != DEAD && bodytemperature >= 170) //Dead or cryosleep people do not pump the blood.
if(species.bloodflags &BLOOD_SLIME)
blood_volume = round(vessel.get_reagent_amount("water"))
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)
else
blood_volume = round(vessel.get_reagent_amount("blood"))
//Blood regeneration if there is some space
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
B.volume += 0.1 // regenerate blood VERY slowly
if (reagents.has_reagent("nutriment")) //Getting food speeds it up
B.volume += 0.4
reagents.remove_reagent("nutriment", 0.1)
if (reagents.has_reagent("iron")) //Hematogen candy anyone?
B.volume += 0.8
reagents.remove_reagent("iron", 0.1)
// Damaged heart virtually reduces the blood volume, as the blood isn't
// being pumped properly anymore.
var/datum/organ/internal/heart/heart = internal_organs["heart"]
if(heart)
if(heart.damage > 1 && heart.damage < heart.min_bruised_damage)
blood_volume *= 0.8
else if(heart.damage >= heart.min_bruised_damage && heart.damage < heart.min_broken_damage)
blood_volume *= 0.6
else if(heart.damage >= heart.min_broken_damage && heart.damage < INFINITY)
blood_volume *= 0.3
//Effects of bloodloss
switch(blood_volume)
if(BLOOD_VOLUME_SAFE to 10000)
if(pale)
pale = 0
update_body()
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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)
oxyloss += 3
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
if(!pale)
pale = 1
update_body()
eye_blurry += 6
if(oxyloss < 50)
oxyloss += 10
oxyloss += 1
if(prob(15))
Paralyse(rand(1,3))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel very [word]"
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
if(!pale)
pale = 1
update_body()
if(oxyloss > 20)
eye_blurry += 6
oxyloss += 12
if(prob(15))
Paralyse(rand(1,3))
var/word = pick("dizzy","woosey","faint")
src << "\red You feel extremely [word]"
if(0 to BLOOD_VOLUME_SURVIVE)
// There currently is a strange bug here. If the mob is not below -100 health
// when death() is called, apparently they will be just fine, and this way it'll
// spam deathgasp. Adjusting toxloss ensures the mob will stay dead.
toxloss += 300 // just to be safe!
death()
// Without enough blood you slowly go hungry.
if(blood_volume < BLOOD_VOLUME_SAFE)
if(nutrition >= 300)
nutrition -= 10
else if(nutrition >= 200)
nutrition -= 3
//Bleeding out
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 / 4
if(temp.status & ORGAN_DESTROYED && !(temp.status & ORGAN_GAUZED) && !temp.amputated)
blood_max += 20 //Yer missing a fucking limb.
if (temp.open)
blood_max += 2 //Yer stomach is cut open
drip(blood_max)
//Makes a blood drop, leaking certain amount of blood from the mob
/mob/living/carbon/human/proc/drip(var/amt as num)
if(species && species.flags & NO_BLOOD) //TODO: Make drips come from the reagents instead.
return
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")
if(src.species.bloodflags &BLOOD_SLIME)
vessel.remove_reagent("water",amm)
vessel.reaction(T, TOUCH, amm)
return
if(src.species.bloodflags &BLOOD_GREEN)
var/list/obj/effect/decal/cleanable/blood/drip/green/nums2 = list()
iconL = list("g1","g2","g3","g4","g5")
vessel.remove_reagent("blood",amm)
for(var/obj/effect/decal/cleanable/blood/drip/green/G in T)
nums2 += G
iconL.Remove(G.icon_state)
if (nums2.len < 5)
var/obj/effect/decal/cleanable/blood/drip/green/this = new(T)
this.icon_state = pick(iconL)
this.blood_DNA = list()
this.blood_DNA[dna.unique_enzymes] = dna.b_type
else
for(var/obj/effect/decal/cleanable/blood/drip/green/G in nums)
del G
T.add_blood(src)
return
else
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 < 5)
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
else
for(var/obj/effect/decal/cleanable/blood/drip/G in nums)
del G
T.add_blood(src)
return
/****************************************************
BLOOD TRANSFERS
****************************************************/
//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
B.holder = container
B.volume += amount
//set reagent data
B.data["donor"] = src
if (!B.data["virus2"])
B.data["virus2"] = list()
B.data["virus2"] |= virus_copylist(src.virus2)
B.data["antibodies"] = src.antibodies
B.data["blood_DNA"] = copytext(src.dna.unique_enzymes,1,0)
if(src.resistances && src.resistances.len)
if(B.data["resistances"])
B.data["resistances"] |= src.resistances.Copy()
else
B.data["resistances"] = src.resistances.Copy()
B.data["blood_type"] = copytext(src.dna.b_type,1,0)
var/list/temp_chem = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
temp_chem += R.id
temp_chem[R.id] = R.volume
B.data["trace_chem"] = list2params(temp_chem)
return B
//For humans, blood does not appear from blue, it comes from vessels.
/mob/living/carbon/human/take_blood(obj/item/weapon/reagent_containers/container, var/amount)
if(src.species.bloodflags &BLOOD_SLIME)
if(vessel.get_reagent_amount("water") < amount)
return null
var/datum/reagent/W = new /datum/reagent/water
W.holder = container
W.volume += amount
var/list/temp_chem = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
temp_chem += R.id
temp_chem[R.id] = R.volume
W.data["trace_chem"] = list2params(temp_chem)
vessel.remove_reagent("water",amount) // Removes blood if human
return W
if(species && species.flags & NO_BLOOD)
return null
else
if(vessel.get_reagent_amount("blood") < amount)
return null
. = ..()
vessel.remove_reagent("blood",amount) // Removes blood if human
//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)
return
src.virus2 |= virus_copylist(injected.data["virus2"])
if (injected.data["antibodies"] && prob(5))
antibodies |= injected.data["antibodies"]
var/list/chems = list()
chems = params2list(injected.data["trace_chem"])
for(var/C in chems)
src.reagents.add_reagent(C, (text2num(chems[C]) / 560) * amount)//adds trace chemicals to owner's blood
reagents.update_total()
container.reagents.remove_reagent("blood", amount)
//Transfers blood from container ot vessels, respecting blood types compatability.
/mob/living/carbon/human/inject_blood(obj/item/weapon/reagent_containers/container, var/amount)
var/datum/reagent/blood/injected = get_blood(container.reagents)
if(species && species.flags & NO_BLOOD)
reagents.add_reagent("blood", amount, injected.data)
reagents.update_total()
return
var/datum/reagent/blood/our = get_blood(vessel)
if (!injected || !our)
return
if(blood_incompatible(injected.data["blood_type"],our.data["blood_type"]) )
reagents.add_reagent("toxin",amount * 0.5)
reagents.update_total()
else
vessel.add_reagent("blood", amount, injected.data)
vessel.update_total()
..()
//Gets human's own blood.
/mob/living/carbon/proc/get_blood(datum/reagents/container)
var/datum/reagent/blood/res = locate() in container.reagent_list //Grab some blood
if(res) // Make sure there's some blood at all
if(res.data["donor"] != src) //If it's not theirs, then we look for theirs
for(var/datum/reagent/blood/D in container.reagent_list)
if(D.data["donor"] == src)
return D
return res
proc/blood_incompatible(donor,receiver)
if(!donor || !receiver) return 0
var
donor_antigen = copytext(donor,1,lentext(donor))
receiver_antigen = copytext(receiver,1,lentext(receiver))
donor_rh = (findtext(donor,"+")>0)
receiver_rh = (findtext(receiver,"+")>0)
if(donor_rh && !receiver_rh) return 1
switch(receiver_antigen)
if("A")
if(donor_antigen != "A" && donor_antigen != "O") return 1
if("B")
if(donor_antigen != "B" && donor_antigen != "O") return 1
if("O")
if(donor_antigen != "O") return 1
//AB is a universal receiver.
return 0