mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-10 01:22:41 +00:00
522 lines
14 KiB
Plaintext
522 lines
14 KiB
Plaintext
/datum/organ
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var
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name = "organ"
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mob/living/carbon/human/owner = null
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list/datum/autopsy_data/autopsy_data = list()
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list/trace_chemicals = list() // traces of chemicals in the organ,
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// links chemical IDs to number of ticks for which they'll stay in the blood
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proc/process()
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return 0
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proc/receive_chem(chemical as obj)
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return 0
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/datum/autopsy_data
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var
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weapon = null
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pretend_weapon = null
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damage = 0
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hits = 0
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time_inflicted = 0
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proc/copy()
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var/datum/autopsy_data/W = new()
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W.weapon = src.weapon
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W.pretend_weapon = src.pretend_weapon
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W.damage = src.damage
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W.hits = src.hits
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W.time_inflicted = src.time_inflicted
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return W
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/****************************************************
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EXTERNAL ORGANS
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****************************************************/
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/datum/organ/external
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name = "external"
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var
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icon_name = null
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body_part = null
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damage_state = "00"
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brute_dam = 0
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burn_dam = 0
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bandaged = 0
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max_damage = 0
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max_size = 0
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tmp/list/obj/item/weapon/implant/implant = list()
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display_name
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tmp/list/wounds = list()
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tmp/bleeding = 0
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tmp/perma_injury = 0
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tmp/perma_dmg = 0
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tmp/broken = 0
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tmp/destroyed = 0
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tmp/destspawn = 0 //Has it spawned the broken limb?
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tmp/gauzed = 0 //Has the missing limb been patched?
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min_broken_damage = 30
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datum/organ/external/parent
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damage_msg = "\red You feel a intense pain"
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var/open = 0
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var/stage = 0
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var/wound = 0
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New(mob/living/carbon/H)
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..(H)
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if(!display_name)
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display_name = name
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if(istype(H))
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owner = H
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H.organs[name] = src
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Del()
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for(var/datum/organ/wound/W in wounds)
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del(W)
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..()
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proc/take_damage(brute, burn, sharp, used_weapon = null)
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if((brute <= 0) && (burn <= 0))
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return 0
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if(destroyed)
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return 0
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if(owner) owner.pain(display_name, (brute+burn)*3, 1)
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if(sharp)
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var/nux = brute * rand(10,15)
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if(brute_dam >= max_damage)
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if(prob(5 * brute))
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// for(var/mob/M in viewers(owner))
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// M.show_message("\red [owner.name]'s [display_name] flies off.")
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destroyed = 1
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droplimb()
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return
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else if(prob(nux))
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createwound(max(1,min(6,round(brute/10) + rand(0,2))),0,brute)
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owner << "You feel something wet on your [display_name]"
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if((brute_dam + burn_dam + brute + burn) < max_damage)
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if(brute)
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brute_dam += brute
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if(prob(brute) && brute > 20 && !sharp)
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createwound(rand(4,6),0,brute)
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else if(!sharp)
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createwound(max(1,min(6,round(brute/10) + rand(1,3))),1,brute)
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if(burn)
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burn_dam += burn
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createwound(max(1,min(6,round(burn/10) + rand(0,2))),2,burn)
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else
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var/can_inflict = src.max_damage - (src.brute_dam + src.burn_dam)
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if(can_inflict)
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if (brute > 0 && burn > 0)
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brute = can_inflict/2
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burn = can_inflict/2
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var/ratio = brute / (brute + burn)
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src.brute_dam += ratio * can_inflict
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src.burn_dam += (1 - ratio) * can_inflict
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else
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if (brute > 0)
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brute = can_inflict
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src.brute_dam += brute
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if(!sharp) createwound(max(1,min(6,round(brute/10) + rand(-1,1))),1,brute)
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else
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burn = can_inflict
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src.burn_dam += burn
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createwound(max(1,min(6,round(burn/10) + rand(-1,1))),2,burn)
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else
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return 0
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if(broken)
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owner.emote("scream")
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if(used_weapon) add_wound(used_weapon, brute + burn)
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var/result = src.update_icon()
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return result
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proc/heal_damage(brute, burn, internal = 0)
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var/brute_to_heal = 0
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var/brute_wounds = list()
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var/burn_to_heal = 0
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var/burn_wounds = list()
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for(var/datum/organ/wound/W in wounds)
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if(W.wound_type > 1 && W.damage)
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burn_to_heal += W.damage
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burn_wounds += W
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else if(W.damage)
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brute_to_heal += W.damage
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brute_wounds += W
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if(brute && brute >= brute_to_heal)
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for(var/datum/organ/wound/W in brute_wounds)
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if(brute >= W.damage)
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brute_dam -= W.damage
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brute -= W.damage
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W.damage = 0
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W.initial_dmg = 0
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W.stopbleeding(1)
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else
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W.damage -= brute
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W.initial_dmg -= brute
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W.stopbleeding()
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else if(brute)
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for(var/datum/organ/wound/W in brute_wounds)
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W.damage = 0
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W.initial_dmg = 0
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W.stopbleeding(1)
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brute_dam = 0
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if(burn && burn >= burn_to_heal)
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for(var/datum/organ/wound/W in burn_wounds)
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if(burn >= W.damage)
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burn_dam -= W.damage
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burn -= W.damage
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W.damage = 0
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W.initial_dmg = 0
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W.stopbleeding()
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else
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W.damage -= burn
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W.initial_dmg -= burn
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W.stopbleeding()
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else if(burn)
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for(var/datum/organ/wound/W in burn_wounds)
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W.damage = 0
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W.initial_dmg = 0
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W.stopbleeding()
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burn_dam = 0
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if(internal)
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broken = 0
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perma_injury = 0
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// if all damage is healed, replace the wounds with scars
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if(brute_dam + burn_dam == 0)
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for(var/V in autopsy_data)
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var/datum/autopsy_data/W = autopsy_data[V]
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del W
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autopsy_data = list()
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return update_icon()
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proc/add_wound(var/used_weapon, var/damage)
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var/datum/autopsy_data/W = autopsy_data[used_weapon]
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if(!W)
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W = new()
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W.weapon = used_weapon
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autopsy_data[used_weapon] = W
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W.hits += 1
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W.damage += damage
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W.time_inflicted = world.time
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proc/get_damage() //returns total damage
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return max(brute_dam + burn_dam - perma_injury,perma_injury) //could use health?
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proc/get_damage_brute()
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return max(brute_dam+perma_injury,perma_injury)
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proc/get_damage_fire()
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return burn_dam
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process()
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if(destroyed)
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if(!destspawn)
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droplimb()
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return
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if(broken == 0)
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perma_dmg = 0
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if(parent)
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if(parent.destroyed)
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destroyed = 1
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owner:update_body()
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return
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if(brute_dam > min_broken_damage)
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if(broken == 0)
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//owner.unlock_medal("Broke Yarrr Bones!", 0, "Break a bone.", "easy")
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owner.visible_message("\red You hear a loud cracking sound coming from [owner.name].","\red <b>Something feels like it shattered in your [display_name]!</b>","You hear a sickening crack.")
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owner.emote("scream")
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broken = 1
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wound = pick("broken","fracture","hairline fracture") //Randomise in future. Edit: Randomized. --SkyMarshal
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perma_injury = brute_dam
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return
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return
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// new damage icon system
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// returns just the brute/burn damage code
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proc/damage_state_text()
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var/tburn = 0
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var/tbrute = 0
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if(burn_dam ==0)
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tburn =0
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else if (src.burn_dam < (src.max_damage * 0.25 / 2))
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tburn = 1
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else if (src.burn_dam < (src.max_damage * 0.75 / 2))
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tburn = 2
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else
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tburn = 3
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if (src.brute_dam == 0)
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tbrute = 0
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else if (src.brute_dam < (src.max_damage * 0.25 / 2))
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tbrute = 1
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else if (src.brute_dam < (src.max_damage * 0.75 / 2))
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tbrute = 2
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else
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tbrute = 3
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return "[tbrute][tburn]"
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// new damage icon system
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// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
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proc/update_icon()
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var/n_is = src.damage_state_text()
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if (n_is != src.damage_state)
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src.damage_state = n_is
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return 1
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return 0
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proc/droplimb(var/override = 0)
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if(override)
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destroyed = 1
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if(destroyed)
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if(implant)
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for(var/implants in implant)
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del(implants)
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//owner.unlock_medal("Lost something?", 0, "Lose a limb.", "easy")
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var/obj/item/weapon/organ/H
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switch(body_part)
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if(UPPER_TORSO)
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owner.gib()
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if(LOWER_TORSO)
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owner << "\red You are now sterile."
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if(HEAD)
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H = new /obj/item/weapon/organ/head(owner.loc, owner)
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if(ishuman(owner))
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if(owner.gender == FEMALE)
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H.icon_state = "head_f_l"
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H.overlays += owner.face_lying
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if(ismonkey(owner))
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H.icon_state = "head_l"
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//H.overlays += owner.face_lying
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H:transfer_identity(owner)
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H.pixel_x = -10
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H.pixel_y = 6
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if(!owner.original_name)
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owner.original_name = owner.real_name
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H.name = "[owner.original_name]'s head"
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owner.update_face()
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owner.update_body()
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owner.death()
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if(ARM_RIGHT)
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H = new /obj/item/weapon/organ/r_arm(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "r_arm_l"
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if(owner:organs["r_hand"])
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var/datum/organ/external/S = owner:organs["r_hand"]
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if(!S.destroyed)
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S.droplimb(1)
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if(ARM_LEFT)
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H = new /obj/item/weapon/organ/l_arm(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "l_arm_l"
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if(owner:organs["l_hand"])
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var/datum/organ/external/S = owner:organs["l_hand"]
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if(!S.destroyed)
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S.droplimb(1)
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if(LEG_RIGHT)
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H = new /obj/item/weapon/organ/r_leg(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "r_leg_l"
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if(owner:organs["r_foot"])
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var/datum/organ/external/S = owner:organs["r_foot"]
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if(!S.destroyed)
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S.droplimb(1)
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if(LEG_LEFT)
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H = new /obj/item/weapon/organ/l_leg(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "l_leg_l"
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if(owner:organs["l_foot"])
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var/datum/organ/external/S = owner:organs["l_foot"]
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if(!S.destroyed)
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S.droplimb(1)
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if(HAND_RIGHT)
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H = new /obj/item/weapon/organ/r_hand(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "r_hand_l"
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if(HAND_LEFT)
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H = new /obj/item/weapon/organ/l_hand(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "l_hand_l"
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if(FOOT_RIGHT)
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H = new /obj/item/weapon/organ/r_foot/(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "r_foot_l"
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if(FOOT_LEFT)
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H = new /obj/item/weapon/organ/l_foot(owner.loc, owner)
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if(ismonkey(owner))
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H.icon_state = "l_foot_l"
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if(ismonkey(owner))
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H.icon = 'monkey.dmi'
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if(istajaran(owner))
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H.icon = 'tajaran.dmi'
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var/lol = pick(cardinal)
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step(H,lol)
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destspawn = 1
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owner.visible_message("\red [owner.name]'s [display_name] flies off in an arc.","\red <b>Your [display_name] goes flying off!</b>","You hear a terrible sound of ripping tendons and flesh.")
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for(var/datum/organ/wound/W in wounds)
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W.update_health()
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del(W)
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del(wounds)
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owner.update_body()
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owner.update_clothing()
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proc/createwound(var/size = 1, var/type = 0, var/damage)
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var/list/datum/organ/wound/possible_wounds = list()
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for(var/datum/organ/wound/W in wounds)
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if(W.type == type && W.wound_size < 3 && size < 3 && !W.is_healing)
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possible_wounds += W
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if(ishuman(owner))
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if(!possible_wounds.len || prob(25))
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var/datum/organ/wound/W = new(src)
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bleeding = !type //Sharp objects cause bleeding.
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W.bleeding = !type
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// owner:bloodloss += 10 * size
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W.damage = damage
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W.initial_dmg = damage
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W.wound_type = type
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W.wound_size = size
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W.owner = owner
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W.parent = src
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if(type == 1)
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spawn W.become_scar()
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else
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spawn W.start_close() //Let small cuts close themselves.
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wounds += W
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else
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var/datum/organ/wound/W = pick(possible_wounds)
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bleeding = !type //Sharp objects cause bleeding.
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W.bleeding = !type
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// owner:bloodloss += 10 * size
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W.damage += damage
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W.initial_dmg += damage
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W.wound_size = round(sqrt(size^2 + W.wound_size^2))
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if(type == 1)
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spawn W.become_scar()
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else
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spawn W.start_close() //Let small cuts close themselves.
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wounds += W
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/datum/organ/wound
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name = "wound"
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var/wound_type = 0 //0 = cut, 1 = bruise, 2 = burn
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var/damage = 0 //How much damage it caused.
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var/initial_dmg = 0
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var/wound_size = 1
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var/datum/organ/external/parent
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var/bleeding = 0 //You got wounded, of course it's bleeding. -- Scratch that. Rewrote it.
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var/healing_state = 0
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var/is_healing = 0
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var/slowheal = 3
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proc/start_close()
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sleep(rand(1800,3000)) //3-5 minutes
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if(prob(50) && wound_size == 1)
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parent.wounds.Remove(src)
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update_health(1)
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del(src)
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else if(prob(33) && wound_size < 3)
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stopbleeding()
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return
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sleep(rand(1800,3000))
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if(wound_size == 1) //Small cuts heal in 6-10 minutes.
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parent.wounds.Remove(src)
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update_health(1)
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del(src)
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else if(prob(50) && wound_size < 5 && bleeding)
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stopbleeding()
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return
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if(wound_size < 5 && bleeding) //Give it a chance to stop bleeding on it's own.
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spawn while(1)
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sleep(1200)
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if(prob(50))
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stopbleeding()
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return
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return
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proc/stopbleeding(var/bleed = 0)
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if(is_healing)
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return 0
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// owner:bloodloss -= 10 * src.wound_size
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parent.bleeding = min(bleed,bleeding)
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for(var/datum/organ/wound/W in parent)
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if(W.bleeding && W != src)
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parent.bleeding = 1
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break
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bleeding = min(bleed,bleeding)
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is_healing = 1
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slowheal = 1
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spawn become_scar() //spawn off the process of becoming a scar.
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return 1
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proc/become_scar()
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healing_state = 1 //Patched
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spawn(200*slowheal) //20 seconds
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update_health(5) //Heals some.
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sleep(rand(1800,3000)*slowheal) //3-5 minutes
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if(parent.owner.stat == 2)
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return
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if(prob(80) && wound_size < 2) //Small cuts heal.
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update_health(1)
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parent.wounds.Remove(src)
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del(src)
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healing_state = 2 //Noticibly healing.
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update_health(2) //Heals more.
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sleep(rand(1800,3000)*slowheal) //3-5 minutes
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if(parent.owner.stat == 2)
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return
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if(prob(60) && wound_size < 3) //Cuts heal up
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parent.wounds.Remove(src)
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del(src)
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healing_state = 3 //Angry red scar
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update_health(1) //Heals the rest of the way.
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sleep(rand(6000,9000)*slowheal) //10-15 minutes
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if(parent.owner.stat == 2)
|
|
return
|
|
if(prob(80) && wound_size < 4) //Minor wounds heal up fully.
|
|
parent.wounds.Remove(src)
|
|
del(src)
|
|
healing_state = 4 //Scar
|
|
sleep(rand(6000,9000)*slowheal) //10-15 minutes
|
|
if(parent.owner.stat == 2)
|
|
return
|
|
if(prob(30) || wound_size < 4 || wound_type == 1) //Small chance for the scar to disappear, any small remaining wounds deleted.
|
|
parent.wounds.Remove(src)
|
|
del(src)
|
|
healing_state = 5 //Faded scar
|
|
return
|
|
|
|
proc/update_health(var/percent = 1)
|
|
damage = max(damage - damage/percent,0) //Remove that amount of the damage
|
|
if(wound_type > 1)
|
|
parent.burn_dam = max(parent.burn_dam - (initial_dmg - damage),0)
|
|
else
|
|
parent.brute_dam = max(parent.brute_dam - (initial_dmg - damage),0)
|
|
initial_dmg = damage //reset it for further updates.
|
|
parent.owner.updatehealth()
|
|
|
|
|
|
/****************************************************
|
|
INTERNAL ORGANS
|
|
****************************************************/
|
|
/datum/organ/internal
|
|
name = "internal" |