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Paradise/code/modules/surgery/organs/blood.dm
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2020-07-01 05:25:49 +02:00

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/****************************************************
BLOOD SYSTEM
****************************************************/
#define EXOTIC_BLEED_MULTIPLIER 4 //Multiplies the actually bled amount by this number for the purposes of turf reaction calculations.
/mob/living/carbon/human/proc/suppress_bloodloss(amount)
if(bleedsuppress)
return
else
bleedsuppress = TRUE
addtimer(CALLBACK(src, .proc/resume_bleeding), amount)
/mob/living/carbon/human/proc/resume_bleeding()
bleedsuppress = FALSE
if(stat != DEAD && bleed_rate)
to_chat(src, "<span class='warning'>The blood soaks through your bandage.</span>")
// Takes care blood loss and regeneration
/mob/living/carbon/human/handle_blood()
if(NO_BLOOD in dna.species.species_traits)
bleed_rate = 0
return
if(bodytemperature >= TCRYO && !(NOCLONE in mutations)) //cryosleep or husked people do not pump the blood.
if(blood_volume < BLOOD_VOLUME_NORMAL)
blood_volume += 0.1 // regenerate blood VERY slowly
//Effects of bloodloss
var/word = pick("dizzy","woozy","faint")
switch(blood_volume)
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(prob(5))
to_chat(src, "<span class='warning'>You feel [word].</span>")
apply_damage_type(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1), dna.species.blood_damage_type)
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
apply_damage_type(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1), dna.species.blood_damage_type)
if(prob(5))
EyeBlurry(6)
to_chat(src, "<span class='warning'>You feel very [word].</span>")
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
apply_damage_type(5, dna.species.blood_damage_type)
if(prob(15))
Paralyse(rand(1,3))
to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
if(-INFINITY to BLOOD_VOLUME_SURVIVE)
death()
var/temp_bleed = 0
var/internal_bleeding_rate = 0
//Bleeding out
for(var/X in bodyparts)
var/obj/item/organ/external/BP = X
var/brutedamage = BP.brute_dam
if(BP.is_robotic() && !ismachineperson(src))
continue
//We want an accurate reading of .len
listclearnulls(BP.embedded_objects)
temp_bleed += 0.5*BP.embedded_objects.len
if(brutedamage >= 20)
temp_bleed += (brutedamage * 0.013)
if(BP.open)
temp_bleed += 0.5
if(BP.internal_bleeding)
internal_bleeding_rate += 0.5
bleed_rate = max(bleed_rate - 0.5, temp_bleed)//if no wounds, other bleed effects naturally decreases
var/additional_bleed = round(clamp((reagents.get_reagent_amount("heparin") / 10), 0, 2), 1) //Heparin worsens existing bleeding
if(internal_bleeding_rate && !(status_flags & FAKEDEATH))
bleed_internal(internal_bleeding_rate + additional_bleed)
if(bleed_rate && !bleedsuppress && !(status_flags & FAKEDEATH))
bleed(bleed_rate + additional_bleed)
//Makes a blood drop, leaking amt units of blood from the mob
/mob/living/carbon/proc/bleed(amt)
if(blood_volume)
blood_volume = max(blood_volume - amt, 0)
if(isturf(loc)) //Blood loss still happens in locker, floor stays clean
if(amt >= 10)
add_splatter_floor(loc)
else
add_splatter_floor(loc, 1)
/mob/living/carbon/human/bleed(amt)
if(!(NO_BLOOD in dna.species.species_traits))
..()
if(dna.species.exotic_blood)
var/datum/reagent/R = GLOB.chemical_reagents_list[get_blood_id()]
if(istype(R) && isturf(loc))
R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER)
/mob/living/carbon/proc/bleed_internal(amt) // Return 1 if we've coughed blood up, 2 if we're vomited it.
if(blood_volume)
blood_volume = max(blood_volume - amt, 0)
if(prob(10 * amt)) // +5% chance per internal bleeding site that we'll cough up blood on a given tick.
custom_emote(1, "coughs up blood!")
add_splatter_floor(loc, 1)
return 1
else if(amt >= 1 && prob(5 * amt)) // +2.5% chance per internal bleeding site that we'll cough up blood on a given tick. Must be bleeding internally in more than one place to have a chance at this.
vomit(0, 1)
return 2
return 0
/mob/living/carbon/human/bleed_internal(amt)
if(!(NO_BLOOD in dna.species.species_traits))
.=..()
if(dna.species.exotic_blood && .) // Do we have exotic blood, and have we left any on the ground?
var/datum/reagent/R = GLOB.chemical_reagents_list[get_blood_id()]
if(istype(R) && isturf(loc))
R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER)
/mob/living/proc/restore_blood()
blood_volume = initial(blood_volume)
/mob/living/carbon/human/restore_blood()
blood_volume = BLOOD_VOLUME_NORMAL
bleed_rate = 0
/****************************************************
BLOOD TRANSFERS
****************************************************/
//Gets blood from mob to a container or other mob, preserving all data in it.
/mob/living/proc/transfer_blood_to(atom/movable/AM, amount, forced)
if(!blood_volume || !AM.reagents)
return 0
if(blood_volume < BLOOD_VOLUME_BAD && !forced)
return 0
if(blood_volume < amount)
amount = blood_volume
var/blood_id = get_blood_id()
if(!blood_id)
return 0
blood_volume -= amount
var/list/blood_data = get_blood_data(blood_id)
if(iscarbon(AM))
var/mob/living/carbon/C = AM
if(blood_id == C.get_blood_id())//both mobs have the same blood substance
if(blood_id == "blood") //normal blood
if(blood_data["viruses"])
for(var/thing in blood_data["viruses"])
var/datum/disease/D = thing
if((D.spread_flags & SPECIAL) || (D.spread_flags & NON_CONTAGIOUS))
continue
C.ForceContractDisease(D)
if(!(blood_data["blood_type"] in get_safe_blood(C.dna.blood_type)))
C.reagents.add_reagent("toxin", amount * 0.5)
return 1
C.blood_volume = min(C.blood_volume + round(amount, 0.1), BLOOD_VOLUME_NORMAL)
return 1
AM.reagents.add_reagent(blood_id, amount, blood_data, bodytemperature)
return 1
/mob/living/proc/get_blood_data(blood_id)
return
/mob/living/carbon/human/get_blood_data(blood_id)
if(blood_id == "blood") //actual blood reagent
var/blood_data = list()
//set the blood data
blood_data["donor"] = src
blood_data["viruses"] = list()
for(var/thing in viruses)
var/datum/disease/D = thing
blood_data["viruses"] += D.Copy()
blood_data["blood_DNA"] = copytext(dna.unique_enzymes,1,0)
if(resistances && resistances.len)
blood_data["resistances"] = resistances.Copy()
var/list/temp_chem = list()
for(var/datum/reagent/R in reagents.reagent_list)
temp_chem[R.id] = R.volume
blood_data["trace_chem"] = list2params(temp_chem)
if(mind)
blood_data["mind"] = mind
if(ckey)
blood_data["ckey"] = ckey
if(!suiciding)
blood_data["cloneable"] = 1
blood_data["blood_type"] = copytext(src.dna.blood_type,1,0)
blood_data["gender"] = gender
blood_data["real_name"] = real_name
blood_data["blood_color"] = dna.species.blood_color
blood_data["factions"] = faction
blood_data["dna"] = dna.Clone()
return blood_data
//get the id of the substance this mob use as blood.
/mob/proc/get_blood_id()
return
/mob/living/simple_animal/get_blood_id()
if(blood_volume)
return "blood"
/mob/living/carbon/human/get_blood_id()
if(dna.species.exotic_blood)//some races may bleed water..or kethcup..
return dna.species.exotic_blood
else if((NO_BLOOD in dna.species.species_traits) || (NOCLONE in mutations))
return
return "blood"
// This is has more potential uses, and is probably faster than the old proc.
/proc/get_safe_blood(bloodtype)
. = list()
if(!bloodtype)
return
switch(bloodtype)
if("A-")
return list("A-", "O-")
if("A+")
return list("A-", "A+", "O-", "O+")
if("B-")
return list("B-", "O-")
if("B+")
return list("B-", "B+", "O-", "O+")
if("AB-")
return list("A-", "B-", "O-", "AB-")
if("AB+")
return list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+")
if("O-")
return list("O-")
if("O+")
return list("O-", "O+")
//to add a splatter of blood or other mob liquid.
/mob/living/proc/add_splatter_floor(turf/T, small_drip, shift_x, shift_y)
if(get_blood_id() != "blood")//is it blood or welding fuel?
return
if(!T)
T = get_turf(src)
var/list/temp_blood_DNA
var/list/b_data = get_blood_data(get_blood_id())
if(small_drip)
// Only a certain number of drips (or one large splatter) can be on a given turf.
var/obj/effect/decal/cleanable/blood/drip/drop = locate() in T
if(drop)
if(drop.drips < 5)
drop.drips++
drop.overlays |= pick(drop.random_icon_states)
drop.transfer_mob_blood_dna(src)
drop.basecolor = b_data["blood_color"]
drop.update_icon()
else
temp_blood_DNA = list()
temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
qdel(drop)
else
drop = new(T)
drop.transfer_mob_blood_dna(src)
drop.basecolor = b_data["blood_color"]
drop.update_icon()
return
// Find a blood decal or create a new one.
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in T
var/list/bloods = get_atoms_of_type(T, B, TRUE, 0, 0) //Get all the non-projectile-splattered blood on this turf (not pixel-shifted).
if(shift_x || shift_y)
bloods = get_atoms_of_type(T, B, TRUE, shift_x, shift_y) //Get all the projectile-splattered blood at these pixels on this turf (pixel-shifted).
B = locate() in bloods
if(!B)
B = new(T)
if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
B.bloodiness += BLOOD_AMOUNT_PER_DECAL
B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
if(temp_blood_DNA)
B.blood_DNA |= temp_blood_DNA
B.pixel_x = (shift_x)
B.pixel_y = (shift_y)
B.update_icon()
if(shift_x || shift_y)
B.off_floor = TRUE
B.layer = BELOW_MOB_LAYER //So the blood lands ontop of things like posters, windows, etc.
/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip, shift_x, shift_y)
if(!(NO_BLOOD in dna.species.species_traits))
..()
/mob/living/carbon/alien/add_splatter_floor(turf/T, small_drip, shift_x, shift_y)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/blood/xeno/splatter/B = locate() in T
var/list/bloods = get_atoms_of_type(T, B, TRUE, 0, 0) //The more the better.
if(shift_x || shift_y)
bloods = get_atoms_of_type(T, B, TRUE, shift_x, shift_y)
B = locate() in bloods
if(!B)
B = new(T)
B.blood_DNA["UNKNOWN DNA"] = "X*"
B.pixel_x = (shift_x)
B.pixel_y = (shift_y)
if(shift_x || shift_y)
B.off_floor = TRUE
B.layer = BELOW_MOB_LAYER
/mob/living/silicon/robot/add_splatter_floor(turf/T, small_drip, shift_x, shift_y)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/blood/oil/streak/O = locate() in T
var/list/oils = get_atoms_of_type(T, O, TRUE, 0, 0) //Don't let OSHA catch wind of this.
if(shift_x || shift_y)
oils = get_atoms_of_type(T, O, TRUE, shift_x, shift_y)
O = locate() in oils
if(!O)
O = new(T)
O.pixel_x = (shift_x)
O.pixel_y = (shift_y)
if(shift_x || shift_y)
O.off_floor = TRUE
O.layer = BELOW_MOB_LAYER