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S.P.L.U.R.T-Station-13/code/modules/mob/living/blood.dm

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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/monkey/handle_blood()
if(bodytemperature <= TCRYO || (HAS_TRAIT(src, TRAIT_HUSK))) //cryosleep or husked people do not pump the blood.
return
var/temp_bleed = 0
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
temp_bleed += BP.get_bleed_rate()
BP.generic_bleedstacks = max(0, BP.generic_bleedstacks - 1)
if(temp_bleed)
bleed(temp_bleed)
//Blood regeneration if there is some space
if(blood_volume < BLOOD_VOLUME_NORMAL)
blood_volume += 0.1 // regenerate blood VERY slowly
if(blood_volume < BLOOD_VOLUME_OKAY)
adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
/mob/living/carbon/human/proc/resume_bleeding()
bleedsuppress = 0
if(stat != DEAD && is_bleeding())
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(NOBLOOD in dna.species.species_traits || bleedsuppress || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
return
if(HAS_TRAIT(src, TRAIT_NOMARROW)) //Bloodsuckers don't need to be here.
return
if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_HUSK))) //cryosleep or husked people do not pump the blood.
if(integrating_blood > 0)
var/blood_integrated = max(integrating_blood - 1, 0)
var/blood_diff = integrating_blood - blood_integrated
integrating_blood = blood_integrated
if(blood_volume < BLOOD_VOLUME_MAXIMUM)
blood_volume += blood_diff
if(blood_volume < BLOOD_VOLUME_NORMAL)
var/nutrition_ratio = 0
if(!HAS_TRAIT(src, TRAIT_NOHUNGER))
switch(nutrition)
if(0 to NUTRITION_LEVEL_STARVING)
nutrition_ratio = 0.2
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
nutrition_ratio = 0.4
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
nutrition_ratio = 0.6
if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
nutrition_ratio = 0.8
else
nutrition_ratio = 1
if(satiety > 80)
nutrition_ratio *= 1.25
adjust_nutrition(-nutrition_ratio * HUNGER_FACTOR)
blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio)
var/thirst_ratio = 0
if(!HAS_TRAIT(src, TRAIT_NOTHIRST))
switch(thirst)
if(0 to THIRST_LEVEL_PARCHED)
thirst_ratio = 0.2
if(THIRST_LEVEL_PARCHED to THIRST_LEVEL_THIRSTY)
thirst_ratio = 0.4
if(THIRST_LEVEL_THIRSTY to THIRST_LEVEL_BIT_THIRSTY)
thirst_ratio = 0.6
if(THIRST_LEVEL_BIT_THIRSTY to THIRST_LEVEL_QUENCHED)
thirst_ratio = 0.8
else
thirst_ratio = 1
adjust_thirst(-thirst_ratio * THIRST_FACTOR)
blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * thirst_ratio)
//Effects of bloodloss
var/word = pick("dizzy","woozy","faint")
var/blood_effect_volume = blood_volume + integrating_blood
switch(blood_effect_volume)
if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS)
if(prob(10))
to_chat(src, "<span class='warning'>You feel terribly bloated.</span>")
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(prob(5))
to_chat(src, "<span class='warning'>You feel [word].</span>")
adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1))
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
if(prob(5))
blur_eyes(6)
to_chat(src, "<span class='warning'>You feel very [word].</span>")
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
adjustOxyLoss(5)
if(prob(15))
Unconscious(rand(20,60))
to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
if(-INFINITY to BLOOD_VOLUME_SURVIVE)
if(!HAS_TRAIT(src, TRAIT_NODEATH))
death()
var/temp_bleed = 0
//Bleeding out
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
temp_bleed += BP.get_bleed_rate()
BP.generic_bleedstacks = max(0, BP.generic_bleedstacks - 1)
if(temp_bleed)
bleed(temp_bleed)
//Makes a blood drop, leaking amt units of blood from the mob
/mob/living/carbon/proc/bleed(amt, force)
var/bled = FALSE //Have we bled amnt?
if(blood_volume > amt || force && blood_volume)
blood_volume = max(blood_volume - amt, 0)
bled = TRUE
if(integrating_blood > amt || force && integrating_blood)
integrating_blood = max(integrating_blood - amt, 0)
bled = TRUE
if(!bled && !force) //If we are already cycling back through, don't do this again
bleed(amt, TRUE) //we cycle back through to try to bleed SOMETHING, not neccesarily the required amount
return
if(isturf(src.loc)) //Blood loss still happens in locker, floor stays clean
if(amt >= 10)
add_splatter_floor(src.loc)
else
add_splatter_floor(src.loc, TRUE)
/mob/living/carbon/human/bleed(amt)
amt *= physiology.bleed_mod
if(!(NOBLOOD 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)
integrating_blood = 0
/mob/living/carbon/restore_blood()
blood_volume = (BLOOD_VOLUME_NORMAL * blood_ratio)
for(var/i in bodyparts)
var/obj/item/bodypart/BP = i
BP.generic_bleedstacks = 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 FALSE
if(blood_volume < (BLOOD_VOLUME_BAD * blood_ratio) && !forced)
return FALSE
if(blood_volume < amount)
amount = blood_volume
var/blood_id = get_blood_id()
if(!blood_id)
return FALSE
blood_volume -= amount
var/list/blood_data = get_blood_data()
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 == /datum/reagent/blood || blood_id == /datum/reagent/blood/jellyblood) //normal blood
if(blood_data["viruses"])
for(var/thing in blood_data["viruses"])
var/datum/disease/D = thing
if((D.spread_flags & DISEASE_SPREAD_SPECIAL) || (D.spread_flags & DISEASE_SPREAD_NON_CONTAGIOUS))
continue
C.ForceContractDisease(D)
//This used to inject oof ouch results, but since we add the reagent, and the reagent causes oof ouch on mob life... why double dip?
C.blood_volume = min(C.blood_volume + round(amount, 0.1), BLOOD_VOLUME_MAXIMUM)
return TRUE
AM.reagents.add_reagent(blood_id, amount, blood_data, bodytemperature)
return TRUE
/mob/living/proc/get_blood_data()
return
/mob/living/carbon/get_blood_data()
var/blood_data = list()
//set the blood data
blood_data["donor"] = src
blood_data["viruses"] = list()
for(var/thing in diseases)
var/datum/disease/D = thing
blood_data["viruses"] += D.Copy()
blood_data["blood_DNA"] = dna.unique_enzymes
blood_data["bloodcolor"] = dna.species.exotic_blood_color
if(disease_resistances && disease_resistances.len)
blood_data["resistances"] = disease_resistances.Copy()
var/list/temp_chem = list()
for(var/datum/reagent/R in reagents.reagent_list)
temp_chem[R.type] = R.volume
blood_data["trace_chem"] = list2params(temp_chem)
if(mind)
blood_data["mind"] = mind
else if(last_mind)
blood_data["mind"] = last_mind
if(ckey)
blood_data["ckey"] = ckey
else if(last_mind)
blood_data["ckey"] = ckey(last_mind.key)
if(!suiciding)
blood_data["cloneable"] = 1
blood_data["blood_type"] = dna.blood_type
blood_data["gender"] = gender
blood_data["real_name"] = real_name
blood_data["features"] = dna.features
blood_data["factions"] = faction
blood_data["quirks"] = list()
for(var/V in roundstart_quirks)
var/datum/quirk/T = V
blood_data["quirks"] += T.type
blood_data["changeling_loudness"] = 0
if(mind)
var/datum/antagonist/changeling/ling = mind.has_antag_datum(/datum/antagonist/changeling)
if(istype(ling))
blood_data["changeling_loudness"] = ling.loudfactor
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 /datum/reagent/blood
/mob/living/carbon/monkey/get_blood_id()
if(!(HAS_TRAIT(src, TRAIT_NOCLONE)))
return /datum/reagent/blood
/mob/living/carbon/get_blood_id()
if(isjellyperson(src))
return /datum/reagent/blood/jellyblood
if(dna?.species?.exotic_blood)
return dna.species.exotic_blood
else if((dna && (NOBLOOD in dna.species.species_traits)) || HAS_TRAIT(src, TRAIT_NOCLONE))
return
else
return /datum/reagent/blood
// This is has more potential uses, and is probably faster than the old proc.
/proc/get_safe_blood(bloodtype)
. = list()
if(!bloodtype)
return
var/static/list/bloodtypes_safe = list(
"A-" = list("A-", "O-", "SY"),
"A+" = list("A-", "A+", "O-", "O+", "SY"),
"B-" = list("B-", "O-", "SY"),
"B+" = list("B-", "B+", "O-", "O+", "SY"),
"AB-" = list("A-", "B-", "O-", "AB-", "SY"),
"AB+" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "SY"),
"O-" = list("O-","SY"),
"O+" = list("O-", "O+","SY"),
"L" = list("L","SY"),
"U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U","SY"),
"HF" = list("HF", "SY"),
"X*" = list("X*", "SY"),
"SY" = list("SY"),
"GEL" = list("GEL","SY"),
"BUG" = list("BUG", "SY")
)
var/safe = bloodtypes_safe[bloodtype]
if(safe)
. = safe
//to add a splatter of blood or other mob liquid.
/mob/living/proc/add_splatter_floor(turf/T, small_drip)
if(get_blood_id() == null)
return
if(!T)
T = get_turf(src)
var/list/temp_blood_DNA
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.add_overlay(pick(drop.random_icon_states))
drop.transfer_mob_blood_dna(src)
drop.update_icon()
return
else
temp_blood_DNA = drop.blood_DNA.Copy() //transfer dna from drip to splatter.
qdel(drop)//the drip is replaced by a bigger splatter
else
drop = new(T, get_static_viruses())
drop.transfer_mob_blood_dna(src)
drop.update_icon()
return
// Find a blood decal or create a new one.
var/obj/effect/decal/cleanable/blood/splats/B = locate() in T
if(!B)
B = new /obj/effect/decal/cleanable/blood/splats(T, get_static_viruses())
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
/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
if(!(NOBLOOD in dna.species.species_traits))
..()
/mob/living/carbon/alien/add_splatter_floor(turf/T, small_drip)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in T.contents
if(!B)
B = new(T)
B.blood_DNA["UNKNOWN DNA"] = "X*"
/mob/living/silicon/robot/add_splatter_floor(turf/T, small_drip)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/oil/B = locate() in T.contents
if(!B)
B = new(T)
/mob/living/proc/add_splash_floor(turf/T)
if(get_blood_id() == null)
return
if(!T)
T = get_turf(src)
var/list/temp_blood_DNA
// Find a blood decal or create a new one.
var/obj/effect/decal/cleanable/blood/B = locate() in T
if(!B)
B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
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.
src.transfer_blood_to(B, 10) //very heavy bleeding, should logically leave larger pools
if(temp_blood_DNA)
B.blood_DNA |= temp_blood_DNA
/mob/living/carbon/human/add_splash_floor(turf/T)
if(!(NOBLOOD in dna.species.species_traits))
..()
/mob/living/carbon/alien/add_splash_floor(turf/T)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in T.contents
if(!B)
B = new(T)
B.blood_DNA["UNKNOWN DNA"] = "X*"
/mob/living/silicon/robot/add_splash_floor(turf/T)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/oil/B = locate() in T.contents
if(!B)
B = new(T)
//This is a terrible way of handling it.
/mob/living/proc/ResetBloodVol()
if(ishuman(src))
var/mob/living/carbon/human/H = src
if (HAS_TRAIT(src, TRAIT_HIGH_BLOOD))
blood_ratio = 1.2
H.handle_blood()
return
blood_ratio = 1
H.handle_blood()
return
blood_ratio = 1
/mob/living/proc/AdjustBloodVol(value)
if(blood_ratio == value)
return
blood_ratio = value
if(ishuman(src))
var/mob/living/carbon/human/H = src
H.handle_blood()
/mob/living/proc/adjust_integration_blood(value, remove_actual_blood, force)
if(integrating_blood + value < 0 && remove_actual_blood)
blood_volume += value + integrating_blood
blood_volume = max(blood_volume, 0)
integrating_blood += value
integrating_blood = clamp(integrating_blood, 0, force ? INFINITY : (BLOOD_VOLUME_MAXIMUM - (integrating_blood + blood_volume)))