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S.P.L.U.R.T-Station-13/code/datums/wounds/_scars.dm
SandPoot 8911fe5e0b clear em
2022-12-11 17:58:45 -03:00

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/**
* scars are cosmetic datums that are assigned to bodyparts once they recover from wounds. Each wound type and severity have their own descriptions for what the scars
* look like, and then each body part has a list of "specific locations" like your elbow or wrist or wherever the scar can appear, to make it more interesting than "right arm"
*
*
* Arguments:
* *
*/
/datum/scar
var/obj/item/bodypart/limb
var/mob/living/carbon/victim
var/severity
var/description
var/precise_location
/// Scars from the longtimer quirk are "fake" and won't be saved with persistent scarring, since it makes you spawn with a lot by default
var/fake=FALSE
/// How many tiles away someone can see this scar, goes up with severity. Clothes covering this limb will decrease visibility by 1 each, except for the head/face which is a binary "is mask obscuring face" check
var/visibility = 2
/// Whether this scar can actually be covered up by clothing
var/coverable = TRUE
/// What zones this scar can be applied to
var/list/applicable_zones = list(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_ARM, BODY_ZONE_R_LEG)
/datum/scar/Destroy(force, ...)
if(limb)
LAZYREMOVE(limb.scars, src)
if(victim)
LAZYREMOVE(victim.all_scars, src)
limb = null
victim = null
. = ..()
/**
* generate() is used to actually fill out the info for a scar, according to the limb and wound it is provided.
*
* After creating a scar, call this on it while targeting the scarred bodypart with a given wound to apply the scar.
*
* Arguments:
* * BP- The bodypart being targeted
* * W- The wound being used to generate the severity and description info
* * add_to_scars- Should always be TRUE unless you're just storing a scar for later usage, like how cuts want to store a scar for the highest severity of cut, rather than the severity when the wound is fully healed (probably demoted to moderate)
*/
/datum/scar/proc/generate(obj/item/bodypart/BP, datum/wound/W, add_to_scars=TRUE)
if(!(BP.body_zone in applicable_zones))
qdel(src)
return
limb = BP
RegisterSignal(limb, COMSIG_PARENT_QDELETING, .proc/limb_gone)
severity = W.severity
if(limb.owner)
victim = limb.owner
if(add_to_scars)
LAZYADD(limb.scars, src)
if(victim)
LAZYADD(victim.all_scars, src)
if(victim && victim.get_biological_state() == BIO_JUST_BONE)
description = pick(strings(BONE_SCAR_FILE, W.scar_keyword)) || "general disfigurement"
else
description = pick(strings(FLESH_SCAR_FILE, W.scar_keyword)) || "general disfigurement"
precise_location = pick(strings(SCAR_LOC_FILE, limb.body_zone))
switch(W.severity)
if(WOUND_SEVERITY_MODERATE)
visibility = 2
if(WOUND_SEVERITY_SEVERE)
visibility = 3
if(WOUND_SEVERITY_CRITICAL)
visibility = 5
if(WOUND_SEVERITY_LOSS)
visibility = 7
precise_location = "amputation"
/// Used when we finalize a scar from a healing cut
/datum/scar/proc/lazy_attach(obj/item/bodypart/BP, datum/wound/W)
LAZYADD(BP.scars, src)
if(BP.owner)
victim = BP.owner
LAZYADD(victim.all_scars, src)
/// Used to "load" a persistent scar
/datum/scar/proc/load(obj/item/bodypart/BP, version, description, specific_location, severity=WOUND_SEVERITY_SEVERE)
if(!(BP.body_zone in applicable_zones) || !BP.is_organic_limb())
qdel(src)
return
limb = BP
RegisterSignal(limb, COMSIG_PARENT_QDELETING, .proc/limb_gone)
src.severity = severity
LAZYADD(limb.scars, src)
if(BP.owner)
victim = BP.owner
LAZYADD(victim.all_scars, src)
src.description = description
precise_location = specific_location
switch(severity)
if(WOUND_SEVERITY_MODERATE)
visibility = 2
if(WOUND_SEVERITY_SEVERE)
visibility = 3
if(WOUND_SEVERITY_CRITICAL)
visibility = 5
if(WOUND_SEVERITY_LOSS)
visibility = 7
return TRUE
/datum/scar/proc/limb_gone()
SIGNAL_HANDLER
qdel(src)
/// What will show up in examine_more() if this scar is visible
/datum/scar/proc/get_examine_description(mob/viewer)
if(!victim || !is_visible(viewer))
return
var/msg = "[victim.p_they(TRUE)] [victim.p_have()] [description] on [victim.p_their()] [precise_location]."
switch(severity)
if(WOUND_SEVERITY_MODERATE)
msg = "<span class='tinynotice'>[msg]</span>"
if(WOUND_SEVERITY_SEVERE)
msg = "<span class='smallnoticeital'>[msg]</span>"
if(WOUND_SEVERITY_CRITICAL)
msg = "<span class='smallnoticeital'><b>[msg]</b></span>"
if(WOUND_SEVERITY_LOSS)
msg = "[victim.p_their(TRUE)] [limb.name] [description]." // different format
msg = "<span class='notice'><i><b>[msg]</b></i></span>"
return "[msg]"
/// Whether a scar can currently be seen by the viewer
/datum/scar/proc/is_visible(mob/viewer)
if(!victim || !viewer)
return
if(get_dist(viewer, victim) > visibility)
return
if(!ishuman(victim) || isobserver(viewer) || victim == viewer)
return TRUE
var/mob/living/carbon/human/human_victim = victim
if(istype(limb, /obj/item/bodypart/head))
if((human_victim.wear_mask && (human_victim.wear_mask.flags_inv & HIDEFACE)) || (human_victim.head && (human_victim.head.flags_inv & HIDEFACE)))
return FALSE
else if(limb.scars_covered_by_clothes)
var/num_covers = LAZYLEN(human_victim.clothingonpart(limb))
if(num_covers + get_dist(viewer, victim) >= visibility)
return FALSE
return TRUE
/// Used to format a scar to safe in preferences for persistent scars
/datum/scar/proc/format()
if(!fake)
return "[SCAR_CURRENT_VERSION]|[limb.body_zone]|[description]|[precise_location]|[severity]"
/// Used to format a scar to safe in preferences for persistent scars
/datum/scar/proc/format_amputated(body_zone)
description = pick(list("is several skintone shades paler than the rest of the body", "is a gruesome patchwork of artificial flesh", "has a large series of attachment scars at the articulation points"))
return "[SCAR_CURRENT_VERSION]|[body_zone]|[description]|amputated|[WOUND_SEVERITY_LOSS]"