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S.P.L.U.R.T-Station-13/code/datums/wounds/slash.dm
timothyteakettle 315e7e1f99 bugfixes
2020-07-24 23:49:15 +01:00

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/*
Cuts
*/
/datum/wound/slash
sound_effect = 'sound/weapons/slice.ogg'
processes = TRUE
wound_type = WOUND_SLASH
treatable_by = list(/obj/item/stack/medical/suture)
treatable_by_grabbed = list(/obj/item/gun/energy/laser)
treatable_tool = TOOL_CAUTERY
base_treat_time = 3 SECONDS
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
/// How much blood we start losing when this wound is first applied
var/initial_flow
/// When we have less than this amount of flow, either from treatment or clotting, we demote to a lower cut or are healed of the wound
var/minimum_flow
/// How fast our blood flow will naturally decrease per tick, not only do larger cuts bleed more faster, they clot slower
var/clot_rate
/// Once the blood flow drops below minimum_flow, we demote it to this type of wound. If there's none, we're all better
var/demotes_to
/// How much staunching per type (cautery, suturing, bandaging) you can have before that type is no longer effective for this cut NOT IMPLEMENTED
var/max_per_type
/// The maximum flow we've had so far
var/highest_flow
/// A bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate))
var/datum/scar/highest_scar
/datum/wound/slash/wound_injury(datum/wound/slash/old_wound = null)
blood_flow = initial_flow
if(old_wound)
blood_flow = max(old_wound.blood_flow, initial_flow)
if(old_wound.severity > severity && old_wound.highest_scar)
highest_scar = old_wound.highest_scar
old_wound.highest_scar = null
if(!highest_scar)
highest_scar = new
highest_scar.generate(limb, src, add_to_scars=FALSE)
/datum/wound/slash/remove_wound(ignore_limb, replaced)
if(!replaced && highest_scar)
already_scarred = TRUE
highest_scar.lazy_attach(limb)
return ..()
/datum/wound/slash/get_examine_description(mob/user)
if(!limb.current_gauze)
return ..()
var/list/msg = list("The cuts on [victim.p_their()] [limb.name] are wrapped with")
// how much life we have left in these bandages
switch(limb.current_gauze.absorption_capacity)
if(0 to 1.25)
msg += "nearly ruined "
if(1.25 to 2.75)
msg += "badly worn "
if(2.75 to 4)
msg += "slightly bloodied "
if(4 to INFINITY)
msg += "clean "
msg += "[limb.current_gauze.name]!"
return "<B>[msg.Join()]</B>"
/datum/wound/slash/receive_damage(wounding_type, wounding_dmg, wound_bonus)
if(victim.stat != DEAD && wounding_type == WOUND_SLASH) // can't stab dead bodies to make it bleed faster this way
blood_flow += 0.05 * wounding_dmg
/datum/wound/slash/drag_bleed_amount()
// say we have 3 severe cuts with 3 blood flow each, pretty reasonable
// compare with being at 100 brute damage before, where you bled (brute/100 * 2), = 2 blood per tile
var/bleed_amt = min(blood_flow * 0.1, 1) // 3 * 3 * 0.1 = 0.9 blood total, less than before! the share here is .3 blood of course.
if(limb.current_gauze) // gauze stops all bleeding from dragging on this limb, but wears the gauze out quicker
limb.seep_gauze(bleed_amt * 0.33)
return
return bleed_amt
/datum/wound/slash/handle_process()
if(victim.stat == DEAD)
blood_flow -= max(clot_rate, WOUND_SLASH_DEAD_CLOT_MIN)
if(blood_flow < minimum_flow)
if(demotes_to)
replace_wound(demotes_to)
return
qdel(src)
return
blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)
if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin))
blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
if(limb.current_gauze)
if(clot_rate > 0)
blood_flow -= clot_rate
blood_flow -= limb.current_gauze.absorption_rate
limb.seep_gauze(limb.current_gauze.absorption_rate)
else
blood_flow -= clot_rate
if(blood_flow > highest_flow)
highest_flow = blood_flow
if(blood_flow < minimum_flow)
if(demotes_to)
replace_wound(demotes_to)
else
to_chat(victim, "<span class='green'>The cut on your [limb.name] has stopped bleeding!</span>")
qdel(src)
/datum/wound/slash/on_stasis()
if(blood_flow >= minimum_flow)
return
if(demotes_to)
replace_wound(demotes_to)
return
qdel(src)
/* BEWARE, THE BELOW NONSENSE IS MADNESS. bones.dm looks more like what I have in mind and is sufficiently clean, don't pay attention to this messiness */
/datum/wound/slash/check_grab_treatments(obj/item/I, mob/user)
if(istype(I, /obj/item/gun/energy/laser))
return TRUE
/datum/wound/slash/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/gun/energy/laser))
las_cauterize(I, user)
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
tool_cauterize(I, user)
else if(istype(I, /obj/item/stack/medical/suture))
suture(I, user)
/datum/wound/slash/try_handling(mob/living/carbon/human/user)
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
return FALSE
if(!iscatperson(user))
return FALSE
lick_wounds(user)
return TRUE
/// if a felinid is licking this cut to reduce bleeding
/datum/wound/slash/proc/lick_wounds(mob/living/carbon/human/user)
if(INTERACTING_WITH(user, victim))
to_chat(user, "<span class='warning'>You're already interacting with [victim]!</span>")
return
if(user.is_mouth_covered())
to_chat(user, "<span class='warning'>Your mouth is covered, you can't lick [victim]'s wounds!</span>")
return
if(!user.getorganslot(ORGAN_SLOT_TONGUE))
to_chat(user, "<span class='warning'>You can't lick wounds without a tongue!</span>") // f in chat
return
// transmission is one way patient -> felinid since google said cat saliva is antiseptic or whatever, and also because felinids are already risking getting beaten for this even without people suspecting they're spreading a deathvirus
for(var/datum/disease/D in victim.diseases)
user.ForceContractDisease(D)
user.visible_message("<span class='notice'>[user] begins licking the wounds on [victim]'s [limb.name].</span>", "<span class='notice'>You begin licking the wounds on [victim]'s [limb.name]...</span>", ignored_mobs=victim)
to_chat(victim, "<span class='notice'>[user] begins to lick the wounds on your [limb.name].</span")
if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='notice'>[user] licks the wounds on [victim]'s [limb.name].</span>", "<span class='notice'>You lick some of the wounds on [victim]'s [limb.name]</span>", ignored_mobs=victim)
to_chat(victim, "<span class='green'>[user] licks the wounds on your [limb.name]!</span")
blood_flow -= 0.5
if(blood_flow > minimum_flow)
try_handling(user)
else if(demotes_to)
to_chat(user, "<span class='green'>You successfully lower the severity of [victim]'s cuts.</span>")
/datum/wound/slash/on_xadone(power)
. = ..()
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
/datum/wound/slash/on_synthflesh(power)
. = ..()
blood_flow -= 0.075 * power // 20u * 0.075 = -1.5 blood flow, pretty good for how little effort it is
/// If someone's putting a laser gun up to our cut to cauterize it
/datum/wound/slash/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
var/self_penalty_mult = (user == victim ? 1.25 : 1)
user.visible_message("<span class='warning'>[user] begins aiming [lasgun] directly at [victim]'s [limb.name]...</span>", "<span class='userdanger'>You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
var/damage = lasgun.chambered.BB.damage
lasgun.chambered.BB.wound_bonus -= 30
lasgun.chambered.BB.damage *= self_penalty_mult
if(!lasgun.process_fire(victim, victim, TRUE, null, limb.body_zone))
return
victim.emote("scream")
blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good
victim.visible_message("<span class='warning'>The cuts on [victim]'s [limb.name] scar over!</span>")
/// If someone is using either a cautery tool or something with heat to cauterize this cut
/datum/wound/slash/proc/tool_cauterize(obj/item/I, mob/user)
var/self_penalty_mult = (user == victim ? 1.5 : 1)
user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='danger'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] cauterizes some of the bleeding on [victim].</span>", "<span class='green'>You cauterize some of the bleeding on [victim].</span>")
limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND)
if(prob(30))
victim.emote("scream")
var/blood_cauterized = (0.6 / self_penalty_mult)
blood_flow -= blood_cauterized
if(blood_flow > minimum_flow)
try_treating(I, user)
else if(demotes_to)
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
/// If someone is using a suture to close this cut
/datum/wound/slash/proc/suture(obj/item/stack/medical/suture/I, mob/user)
var/self_penalty_mult = (user == victim ? 1.4 : 1)
user.visible_message("<span class='notice'>[user] begins stitching [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("<span class='green'>[user] stitches up some of the bleeding on [victim].</span>", "<span class='green'>You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
var/blood_sutured = I.stop_bleeding / self_penalty_mult
blood_flow -= blood_sutured
limb.heal_damage(I.heal_brute, I.heal_burn)
if(blood_flow > minimum_flow)
try_treating(I, user)
else if(demotes_to)
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
/datum/wound/slash/moderate
name = "Rough Abrasion"
desc = "Patient's skin has been badly scraped, generating moderate blood loss."
treat_text = "Application of clean bandages or first-aid grade sutures, followed by food and rest."
examine_desc = "has an open cut"
occur_text = "is cut open, slowly leaking blood"
sound_effect = 'sound/effects/wounds/blood1.ogg'
severity = WOUND_SEVERITY_MODERATE
initial_flow = 2
minimum_flow = 0.5
max_per_type = 3
clot_rate = 0.12
threshold_minimum = 20
threshold_penalty = 10
status_effect_type = /datum/status_effect/wound/slash/moderate
scar_keyword = "slashmoderate"
/datum/wound/slash/severe
name = "Open Laceration"
desc = "Patient's skin is ripped clean open, allowing significant blood loss."
treat_text = "Speedy application of first-aid grade sutures and clean bandages, followed by vitals monitoring to ensure recovery."
examine_desc = "has a severe cut"
occur_text = "is ripped open, veins spurting blood"
sound_effect = 'sound/effects/wounds/blood2.ogg'
severity = WOUND_SEVERITY_SEVERE
initial_flow = 3.25
minimum_flow = 2.75
clot_rate = 0.07
max_per_type = 4
threshold_minimum = 50
threshold_penalty = 25
demotes_to = /datum/wound/slash/moderate
status_effect_type = /datum/status_effect/wound/slash/severe
scar_keyword = "slashsevere"
/datum/wound/slash/critical
name = "Weeping Avulsion"
desc = "Patient's skin is completely torn open, along with significant loss of tissue. Extreme blood loss will lead to quick death without intervention."
treat_text = "Immediate bandaging and either suturing or cauterization, followed by supervised resanguination."
examine_desc = "is carved down to the bone, spraying blood wildly"
occur_text = "is torn open, spraying blood wildly"
sound_effect = 'sound/effects/wounds/blood3.ogg'
severity = WOUND_SEVERITY_CRITICAL
initial_flow = 4.25
minimum_flow = 4
clot_rate = -0.05 // critical cuts actively get worse instead of better
max_per_type = 5
threshold_minimum = 80
threshold_penalty = 40
demotes_to = /datum/wound/slash/severe
status_effect_type = /datum/status_effect/wound/slash/critical
scar_keyword = "slashcritical"
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)