mirror of
https://github.com/Skyrat-SS13/Skyrat-tg.git
synced 2026-08-22 04:18:46 +01:00
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
509 lines
26 KiB
Plaintext
509 lines
26 KiB
Plaintext
/*
|
|
Blunt/Bone wounds
|
|
*/
|
|
// TODO: well, a lot really, but i'd kill to get overlays and a bonebreaking effect like Blitz: The League, similar to electric shock skeletons
|
|
|
|
/datum/wound_pregen_data/bone
|
|
abstract = TRUE
|
|
required_limb_biostate = BIO_BONE
|
|
|
|
required_wounding_types = list(WOUND_BLUNT)
|
|
|
|
wound_series = WOUND_SERIES_BONE_BLUNT_BASIC
|
|
|
|
/datum/wound/blunt/bone
|
|
name = "Blunt (Bone) Wound"
|
|
wound_flags = (ACCEPTS_GAUZE | SPLINT_OVERLAY) // SKYRAT EDIT: MEDICAL -- Makes bone wounds have a splint overlay
|
|
|
|
default_scar_file = BONE_SCAR_FILE
|
|
|
|
/// Have we been bone gel'd?
|
|
var/gelled
|
|
/// Have we been taped?
|
|
var/taped
|
|
/// If we did the gel + surgical tape healing method for fractures, how many ticks does it take to heal by default
|
|
var/regen_ticks_needed
|
|
/// Our current counter for gel + surgical tape regeneration
|
|
var/regen_ticks_current
|
|
/// If we suffer severe head booboos, we can get brain traumas tied to them
|
|
var/datum/brain_trauma/active_trauma
|
|
/// What brain trauma group, if any, we can draw from for head wounds
|
|
var/brain_trauma_group
|
|
/// If we deal brain traumas, when is the next one due?
|
|
var/next_trauma_cycle
|
|
/// How long do we wait +/- 20% for the next trauma?
|
|
var/trauma_cycle_cooldown
|
|
/// If this is a chest wound and this is set, we have this chance to cough up blood when hit in the chest
|
|
var/internal_bleeding_chance = 0
|
|
|
|
/*
|
|
Overwriting of base procs
|
|
*/
|
|
/datum/wound/blunt/bone/wound_injury(datum/wound/old_wound = null, attack_direction = null)
|
|
// hook into gaining/losing gauze so crit bone wounds can re-enable/disable depending if they're slung or not
|
|
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group)
|
|
processes = TRUE
|
|
active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
|
|
next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown)
|
|
|
|
if(limb.held_index && victim.get_item_for_held_index(limb.held_index) && (disabling || prob(30 * severity)))
|
|
var/obj/item/I = victim.get_item_for_held_index(limb.held_index)
|
|
if(istype(I, /obj/item/offhand))
|
|
I = victim.get_inactive_held_item()
|
|
|
|
if(I && victim.dropItemToGround(I))
|
|
victim.visible_message(span_danger("[victim] drops [I] in shock!"), span_warning("<b>The force on your [limb.plaintext_zone] causes you to drop [I]!</b>"), vision_distance=COMBAT_MESSAGE_RANGE)
|
|
|
|
update_inefficiencies()
|
|
return ..()
|
|
|
|
/datum/wound/blunt/bone/set_victim(new_victim)
|
|
|
|
if (victim)
|
|
UnregisterSignal(victim, COMSIG_LIVING_UNARMED_ATTACK)
|
|
if (new_victim)
|
|
RegisterSignal(new_victim, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(attack_with_hurt_hand))
|
|
|
|
return ..()
|
|
|
|
/datum/wound/blunt/bone/remove_wound(ignore_limb, replaced)
|
|
limp_slowdown = 0
|
|
limp_chance = 0
|
|
QDEL_NULL(active_trauma)
|
|
return ..()
|
|
|
|
/datum/wound/blunt/bone/handle_process(seconds_per_tick, times_fired)
|
|
. = ..()
|
|
|
|
if (!victim || HAS_TRAIT(victim, TRAIT_STASIS))
|
|
return
|
|
|
|
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group && world.time > next_trauma_cycle)
|
|
if(active_trauma)
|
|
QDEL_NULL(active_trauma)
|
|
else
|
|
active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
|
|
next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown)
|
|
|
|
var/is_bone_limb = ((limb.biological_state & BIO_BONE) && !(limb.biological_state & BIO_FLESH))
|
|
if(!gelled || (!taped && !is_bone_limb))
|
|
return
|
|
|
|
regen_ticks_current++
|
|
if(victim.body_position == LYING_DOWN)
|
|
if(SPT_PROB(30, seconds_per_tick))
|
|
regen_ticks_current += 1
|
|
if(victim.IsSleeping() && SPT_PROB(30, seconds_per_tick))
|
|
regen_ticks_current += 1
|
|
|
|
if(!is_bone_limb && SPT_PROB(severity * 1.5, seconds_per_tick))
|
|
victim.take_bodypart_damage(rand(1, severity * 2), wound_bonus=CANT_WOUND)
|
|
victim.adjustStaminaLoss(rand(2, severity * 2.5))
|
|
if(prob(33))
|
|
to_chat(victim, span_danger("You feel a sharp pain in your body as your bones are reforming!"))
|
|
|
|
if(regen_ticks_current > regen_ticks_needed)
|
|
if(!victim || !limb)
|
|
qdel(src)
|
|
return
|
|
to_chat(victim, span_green("Your [limb.plaintext_zone] has recovered from its [name]!"))
|
|
remove_wound()
|
|
|
|
/// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so
|
|
/datum/wound/blunt/bone/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
|
|
SIGNAL_HANDLER
|
|
|
|
if(victim.get_active_hand() != limb || !proximity || !victim.combat_mode || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE)
|
|
return NONE
|
|
|
|
// With a severe or critical wound, you have a 15% or 30% chance to proc pain on hit
|
|
if(prob((severity - 1) * 15))
|
|
// And you have a 70% or 50% chance to actually land the blow, respectively
|
|
if(prob(70 - 20 * (severity - 1)))
|
|
to_chat(victim, span_userdanger("The fracture in your [limb.plaintext_zone] shoots with pain as you strike [target]!"))
|
|
limb.receive_damage(brute=rand(1,5))
|
|
else
|
|
victim.visible_message(span_danger("[victim] weakly strikes [target] with [victim.p_their()] broken [limb.plaintext_zone], recoiling from pain!"), \
|
|
span_userdanger("You fail to strike [target] as the fracture in your [limb.plaintext_zone] lights up in unbearable pain!"), vision_distance=COMBAT_MESSAGE_RANGE)
|
|
INVOKE_ASYNC(victim, TYPE_PROC_REF(/mob, emote), "scream")
|
|
victim.Stun(0.5 SECONDS)
|
|
limb.receive_damage(brute=rand(3,7))
|
|
return COMPONENT_CANCEL_ATTACK_CHAIN
|
|
|
|
return NONE
|
|
|
|
/datum/wound/blunt/bone/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
|
if(!victim || wounding_dmg < WOUND_MINIMUM_DAMAGE)
|
|
return
|
|
if(ishuman(victim))
|
|
var/mob/living/carbon/human/human_victim = victim
|
|
if(HAS_TRAIT(human_victim, TRAIT_NOBLOOD))
|
|
return
|
|
|
|
if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
|
|
var/blood_bled = rand(1, wounding_dmg * (severity == WOUND_SEVERITY_CRITICAL ? 2 : 1.5)) // 12 brute toolbox can cause up to 18/24 bleeding with a severe/critical chest wound
|
|
switch(blood_bled)
|
|
if(1 to 6)
|
|
victim.bleed(blood_bled, TRUE)
|
|
if(7 to 13)
|
|
victim.visible_message("<span class='smalldanger'>A thin stream of blood drips from [victim]'s mouth from the blow to [victim.p_their()] chest.</span>", span_danger("You cough up a bit of blood from the blow to your chest."), vision_distance=COMBAT_MESSAGE_RANGE)
|
|
victim.bleed(blood_bled, TRUE)
|
|
if(14 to 19)
|
|
victim.visible_message("<span class='smalldanger'>Blood spews out of [victim]'s mouth from the blow to [victim.p_their()] chest!</span>", span_danger("You spit out a string of blood from the blow to your chest!"), vision_distance=COMBAT_MESSAGE_RANGE)
|
|
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
|
victim.bleed(blood_bled)
|
|
if(20 to INFINITY)
|
|
victim.visible_message(span_danger("Blood spurts out of [victim]'s mouth from the blow to [victim.p_their()] chest!"), span_danger("<b>You choke up on a spray of blood from the blow to your chest!</b>"), vision_distance=COMBAT_MESSAGE_RANGE)
|
|
victim.bleed(blood_bled)
|
|
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
|
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
|
|
|
|
/datum/wound/blunt/bone/modify_desc_before_span(desc)
|
|
. = ..()
|
|
|
|
if (!limb.current_gauze)
|
|
if(taped)
|
|
. += ", [span_notice("and appears to be reforming itself under some surgical tape!")]"
|
|
else if(gelled)
|
|
. += ", [span_notice("with fizzing flecks of blue bone gel sparking off the bone!")]"
|
|
|
|
/datum/wound/blunt/get_limb_examine_description()
|
|
return span_warning("The bones in this limb appear badly cracked.")
|
|
|
|
/*
|
|
New common procs for /datum/wound/blunt/bone/
|
|
*/
|
|
|
|
/datum/wound/blunt/bone/get_scar_file(obj/item/bodypart/scarred_limb, add_to_scars)
|
|
if (scarred_limb.biological_state & BIO_BONE && (!(scarred_limb.biological_state & BIO_FLESH))) // only bone
|
|
return BONE_SCAR_FILE
|
|
else if (scarred_limb.biological_state & BIO_FLESH && (!(scarred_limb.biological_state & BIO_BONE)))
|
|
return FLESH_SCAR_FILE
|
|
|
|
return ..()
|
|
|
|
/// Joint Dislocation (Moderate Blunt)
|
|
/datum/wound/blunt/bone/moderate
|
|
name = "Joint Dislocation"
|
|
desc = "Patient's limb has been unset from socket, causing pain and reduced motor function."
|
|
treat_text = "Recommended application of bonesetter to affected limb, though manual relocation by applying an aggressive grab to the patient and helpfully interacting with afflicted limb may suffice."
|
|
examine_desc = "is awkwardly janked out of place"
|
|
occur_text = "janks violently and becomes unseated"
|
|
severity = WOUND_SEVERITY_MODERATE
|
|
interaction_efficiency_penalty = 1.3
|
|
limp_slowdown = 3
|
|
limp_chance = 50
|
|
threshold_penalty = 15
|
|
treatable_tools = list(TOOL_BONESET)
|
|
status_effect_type = /datum/status_effect/wound/blunt/bone/moderate
|
|
scar_keyword = "dislocate"
|
|
|
|
simple_desc = "Patient's bone has been dislocated, causing limping or reduced dexterity."
|
|
simple_treat_text = "<b>Bandaging</b> the wound will reduce its impact until treated with a bonesetter. Most commonly, it is treated by aggressively grabbing someone and helpfully wrenching the limb in place, though there's room for malfeasance when doing this."
|
|
homemade_treat_text = "Besides bandaging and wrenching, <b>bone setters</b> can be printed in lathes and utilized on oneself at the cost of great pain. As a last resort, <b>crushing</b> the patient with a <b>firelock</b> has sometimes been noted to fix their dislocated limb."
|
|
|
|
/datum/wound_pregen_data/bone/dislocate
|
|
abstract = FALSE
|
|
|
|
wound_path_to_generate = /datum/wound/blunt/bone/moderate
|
|
|
|
required_limb_biostate = BIO_JOINTED
|
|
|
|
threshold_minimum = 35
|
|
|
|
/datum/wound/blunt/bone/moderate/Destroy()
|
|
if(victim)
|
|
UnregisterSignal(victim, COMSIG_LIVING_DOORCRUSHED)
|
|
return ..()
|
|
|
|
/datum/wound/blunt/bone/moderate/set_victim(new_victim)
|
|
|
|
if (victim)
|
|
UnregisterSignal(victim, COMSIG_LIVING_DOORCRUSHED)
|
|
if (new_victim)
|
|
RegisterSignal(new_victim, COMSIG_LIVING_DOORCRUSHED, PROC_REF(door_crush))
|
|
|
|
return ..()
|
|
|
|
/// Getting smushed in an airlock/firelock is a last-ditch attempt to try relocating your limb
|
|
/datum/wound/blunt/bone/moderate/proc/door_crush()
|
|
SIGNAL_HANDLER
|
|
if(prob(40))
|
|
victim.visible_message(span_danger("[victim]'s dislocated [limb.plaintext_zone] pops back into place!"), span_userdanger("Your dislocated [limb.plaintext_zone] pops back into place! Ow!"))
|
|
remove_wound()
|
|
|
|
/datum/wound/blunt/bone/moderate/try_handling(mob/living/user)
|
|
if(user.usable_hands <= 0 || user.pulling != victim)
|
|
return FALSE
|
|
if(!isnull(user.hud_used?.zone_select) && user.zone_selected != limb.body_zone)
|
|
return FALSE
|
|
|
|
if(user.grab_state == GRAB_PASSIVE)
|
|
to_chat(user, span_warning("You must have [victim] in an aggressive grab to manipulate [victim.p_their()] [LOWER_TEXT(name)]!"))
|
|
return TRUE
|
|
|
|
if(user.grab_state >= GRAB_AGGRESSIVE)
|
|
user.visible_message(span_danger("[user] begins twisting and straining [victim]'s dislocated [limb.plaintext_zone]!"), span_notice("You begin twisting and straining [victim]'s dislocated [limb.plaintext_zone]..."), ignored_mobs=victim)
|
|
to_chat(victim, span_userdanger("[user] begins twisting and straining your dislocated [limb.plaintext_zone]!"))
|
|
if(!user.combat_mode)
|
|
chiropractice(user)
|
|
else
|
|
malpractice(user)
|
|
return TRUE
|
|
|
|
/// If someone is snapping our dislocated joint back into place by hand with an aggro grab and help intent
|
|
/datum/wound/blunt/bone/moderate/proc/chiropractice(mob/living/carbon/human/user)
|
|
var/time = base_treat_time
|
|
|
|
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, PROC_REF(still_exists))))
|
|
return
|
|
|
|
if(prob(65))
|
|
user.visible_message(span_danger("[user] snaps [victim]'s dislocated [limb.plaintext_zone] back into place!"), span_notice("You snap [victim]'s dislocated [limb.plaintext_zone] back into place!"), ignored_mobs=victim)
|
|
to_chat(victim, span_userdanger("[user] snaps your dislocated [limb.plaintext_zone] back into place!"))
|
|
victim.emote("scream")
|
|
limb.receive_damage(brute=20, wound_bonus=CANT_WOUND)
|
|
qdel(src)
|
|
else
|
|
user.visible_message(span_danger("[user] wrenches [victim]'s dislocated [limb.plaintext_zone] around painfully!"), span_danger("You wrench [victim]'s dislocated [limb.plaintext_zone] around painfully!"), ignored_mobs=victim)
|
|
to_chat(victim, span_userdanger("[user] wrenches your dislocated [limb.plaintext_zone] around painfully!"))
|
|
limb.receive_damage(brute=10, wound_bonus=CANT_WOUND)
|
|
chiropractice(user)
|
|
|
|
/// If someone is snapping our dislocated joint into a fracture by hand with an aggro grab and harm or disarm intent
|
|
/datum/wound/blunt/bone/moderate/proc/malpractice(mob/living/carbon/human/user)
|
|
var/time = base_treat_time
|
|
|
|
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, PROC_REF(still_exists))))
|
|
return
|
|
|
|
if(prob(65))
|
|
user.visible_message(span_danger("[user] snaps [victim]'s dislocated [limb.plaintext_zone] with a sickening crack!"), span_danger("You snap [victim]'s dislocated [limb.plaintext_zone] with a sickening crack!"), ignored_mobs=victim)
|
|
to_chat(victim, span_userdanger("[user] snaps your dislocated [limb.plaintext_zone] with a sickening crack!"))
|
|
victim.emote("scream")
|
|
limb.receive_damage(brute=25, wound_bonus=30)
|
|
else
|
|
user.visible_message(span_danger("[user] wrenches [victim]'s dislocated [limb.plaintext_zone] around painfully!"), span_danger("You wrench [victim]'s dislocated [limb.plaintext_zone] around painfully!"), ignored_mobs=victim)
|
|
to_chat(victim, span_userdanger("[user] wrenches your dislocated [limb.plaintext_zone] around painfully!"))
|
|
limb.receive_damage(brute=10, wound_bonus=CANT_WOUND)
|
|
malpractice(user)
|
|
|
|
|
|
/datum/wound/blunt/bone/moderate/treat(obj/item/I, mob/user)
|
|
var/scanned = HAS_TRAIT(src, TRAIT_WOUND_SCANNED)
|
|
var/self_penalty_mult = user == victim ? 1.5 : 1
|
|
var/scanned_mult = scanned ? 0.5 : 1
|
|
var/treatment_delay = base_treat_time * self_penalty_mult * scanned_mult
|
|
|
|
if(victim == user)
|
|
victim.visible_message(span_danger("[user] begins [scanned ? "expertly" : ""] resetting [victim.p_their()] [limb.plaintext_zone] with [I]."), span_warning("You begin resetting your [limb.plaintext_zone] with [I][scanned ? ", keeping the holo-image's indications in mind" : ""]..."))
|
|
else
|
|
user.visible_message(span_danger("[user] begins [scanned ? "expertly" : ""] resetting [victim]'s [limb.plaintext_zone] with [I]."), span_notice("You begin resetting [victim]'s [limb.plaintext_zone] with [I][scanned ? ", keeping the holo-image's indications in mind" : ""]..."))
|
|
|
|
if(!do_after(user, treatment_delay, target = victim, extra_checks=CALLBACK(src, PROC_REF(still_exists))))
|
|
return
|
|
|
|
if(victim == user)
|
|
limb.receive_damage(brute=15, wound_bonus=CANT_WOUND)
|
|
victim.visible_message(span_danger("[user] finishes resetting [victim.p_their()] [limb.plaintext_zone]!"), span_userdanger("You reset your [limb.plaintext_zone]!"))
|
|
else
|
|
limb.receive_damage(brute=10, wound_bonus=CANT_WOUND)
|
|
user.visible_message(span_danger("[user] finishes resetting [victim]'s [limb.plaintext_zone]!"), span_nicegreen("You finish resetting [victim]'s [limb.plaintext_zone]!"), ignored_mobs=victim)
|
|
to_chat(victim, span_userdanger("[user] resets your [limb.plaintext_zone]!"))
|
|
|
|
victim.emote("scream")
|
|
qdel(src)
|
|
|
|
/*
|
|
Severe (Hairline Fracture)
|
|
*/
|
|
|
|
/datum/wound/blunt/bone/severe
|
|
name = "Hairline Fracture"
|
|
desc = "Patient's bone has suffered a crack in the foundation, causing serious pain and reduced limb functionality."
|
|
treat_text = "Recommended light surgical application of bone gel, though a sling of medical gauze will prevent worsening situation."
|
|
examine_desc = "appears grotesquely swollen, jagged bumps hinting at chips in the bone"
|
|
occur_text = "sprays chips of bone and develops a nasty looking bruise"
|
|
|
|
severity = WOUND_SEVERITY_SEVERE
|
|
interaction_efficiency_penalty = 2
|
|
limp_slowdown = 6
|
|
limp_chance = 60
|
|
threshold_penalty = 30
|
|
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
|
|
status_effect_type = /datum/status_effect/wound/blunt/bone/severe
|
|
scar_keyword = "bluntsevere"
|
|
brain_trauma_group = BRAIN_TRAUMA_MILD
|
|
trauma_cycle_cooldown = 1.5 MINUTES
|
|
internal_bleeding_chance = 40
|
|
wound_flags = (ACCEPTS_GAUZE | MANGLES_INTERIOR | SPLINT_OVERLAY) // SKYRAT EDIT - MEDICAL (SPLINT_OVERLAY)
|
|
regen_ticks_needed = 120 // ticks every 2 seconds, 240 seconds, so roughly 4 minutes default
|
|
|
|
simple_desc = "Patient's bone has cracked in the middle, drastically reducing limb functionality."
|
|
simple_treat_text = "<b>Bandaging</b> the wound will reduce its impact until <b>surgically treated</b> with bone gel and surgical tape."
|
|
homemade_treat_text = "<b>Bone gel and surgical tape</b> may be applied directly to the wound, though this is quite difficult for most people to do so individually unless they've dosed themselves with one or more <b>painkillers</b> (Morphine and Miner's Salve have been known to help)"
|
|
|
|
|
|
/datum/wound_pregen_data/bone/hairline
|
|
abstract = FALSE
|
|
|
|
wound_path_to_generate = /datum/wound/blunt/bone/severe
|
|
|
|
threshold_minimum = 60
|
|
|
|
/// Compound Fracture (Critical Blunt)
|
|
/datum/wound/blunt/bone/critical
|
|
name = "Compound Fracture"
|
|
desc = "Patient's bones have suffered multiple gruesome fractures, causing significant pain and near uselessness of limb."
|
|
treat_text = "Immediate binding of affected limb, followed by surgical intervention ASAP."
|
|
examine_desc = "is thoroughly pulped and cracked, exposing shards of bone to open air"
|
|
occur_text = "cracks apart, exposing broken bones to open air"
|
|
|
|
severity = WOUND_SEVERITY_CRITICAL
|
|
interaction_efficiency_penalty = 2.5
|
|
limp_slowdown = 7
|
|
limp_chance = 70
|
|
sound_effect = 'sound/effects/wounds/crack2.ogg'
|
|
threshold_penalty = 50
|
|
disabling = TRUE
|
|
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
|
|
status_effect_type = /datum/status_effect/wound/blunt/bone/critical
|
|
scar_keyword = "bluntcritical"
|
|
brain_trauma_group = BRAIN_TRAUMA_SEVERE
|
|
trauma_cycle_cooldown = 2.5 MINUTES
|
|
internal_bleeding_chance = 60
|
|
wound_flags = (ACCEPTS_GAUZE | MANGLES_INTERIOR | SPLINT_OVERLAY) // SKYRAT EDIT - MEDICAL (SPLINT_OVERLAY)
|
|
regen_ticks_needed = 240 // ticks every 2 seconds, 480 seconds, so roughly 8 minutes default
|
|
|
|
simple_desc = "Patient's bones have effectively shattered completely, causing total immobilization of the limb."
|
|
simple_treat_text = "<b>Bandaging</b> the wound will slightly reduce its impact until <b>surgically treated</b> with bone gel and surgical tape."
|
|
homemade_treat_text = "Although this is extremely difficult and slow to function, <b>Bone gel and surgical tape</b> may be applied directly to the wound, though this is nigh-impossible for most people to do so individually unless they've dosed themselves with one or more <b>painkillers</b> (Morphine and Miner's Salve have been known to help)"
|
|
|
|
/datum/wound_pregen_data/bone/compound
|
|
abstract = FALSE
|
|
|
|
wound_path_to_generate = /datum/wound/blunt/bone/critical
|
|
|
|
threshold_minimum = 115
|
|
|
|
// doesn't make much sense for "a" bone to stick out of your head
|
|
/datum/wound/blunt/bone/critical/apply_wound(obj/item/bodypart/L, silent = FALSE, datum/wound/old_wound = null, smited = FALSE, attack_direction = null, wound_source = "Unknown", replacing = FALSE)
|
|
if(L.body_zone == BODY_ZONE_HEAD)
|
|
occur_text = "splits open, exposing a bare, cracked skull through the flesh and blood"
|
|
examine_desc = "has an unsettling indent, with bits of skull poking out"
|
|
. = ..()
|
|
|
|
/// if someone is using bone gel on our wound
|
|
/datum/wound/blunt/bone/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
|
|
// skellies get treated nicer with bone gel since their "reattach dismembered limbs by hand" ability sucks when it's still critically wounded
|
|
if((limb.biological_state & BIO_BONE) && !(limb.biological_state & BIO_FLESH))
|
|
return skelly_gel(I, user)
|
|
|
|
if(gelled)
|
|
to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.plaintext_zone] is already coated with bone gel!"))
|
|
return TRUE
|
|
|
|
user.visible_message(span_danger("[user] begins hastily applying [I] to [victim]'s' [limb.plaintext_zone]..."), span_warning("You begin hastily applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone], disregarding the warning label..."))
|
|
|
|
if(!do_after(user, base_treat_time * 1.5 * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, PROC_REF(still_exists))))
|
|
return TRUE
|
|
|
|
I.use(1)
|
|
victim.emote("scream")
|
|
if(user != victim)
|
|
user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [limb.plaintext_zone], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [limb.plaintext_zone]!"), ignored_mobs=victim)
|
|
to_chat(victim, span_userdanger("[user] finishes applying [I] to your [limb.plaintext_zone], and you can feel the bones exploding with pain as they begin melting and reforming!"))
|
|
else
|
|
if(!HAS_TRAIT(victim, TRAIT_ANALGESIA))
|
|
if(prob(25 + (20 * (severity - 2)) - min(victim.get_drunk_amount(), 10))) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by drunkenness
|
|
victim.visible_message(span_danger("[victim] fails to finish applying [I] to [victim.p_their()] [limb.plaintext_zone], passing out from the pain!"), span_notice("You pass out from the pain of applying [I] to your [limb.plaintext_zone] before you can finish!"))
|
|
victim.AdjustUnconscious(5 SECONDS)
|
|
return TRUE
|
|
victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [limb.plaintext_zone], grimacing from the pain!"), span_notice("You finish applying [I] to your [limb.plaintext_zone], and your bones explode in pain!"))
|
|
|
|
limb.receive_damage(25, wound_bonus=CANT_WOUND)
|
|
victim.adjustStaminaLoss(100)
|
|
gelled = TRUE
|
|
return TRUE
|
|
|
|
/// skellies are less averse to bone gel, since they're literally all bone
|
|
/datum/wound/blunt/bone/proc/skelly_gel(obj/item/stack/medical/bone_gel/I, mob/user)
|
|
if(gelled)
|
|
to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.plaintext_zone] is already coated with bone gel!"))
|
|
return
|
|
|
|
user.visible_message(span_danger("[user] begins applying [I] to [victim]'s' [limb.plaintext_zone]..."), span_warning("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone]..."))
|
|
|
|
if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, PROC_REF(still_exists))))
|
|
return
|
|
|
|
I.use(1)
|
|
if(user != victim)
|
|
user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [limb.plaintext_zone], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [limb.plaintext_zone]!"), ignored_mobs=victim)
|
|
to_chat(victim, span_userdanger("[user] finishes applying [I] to your [limb.plaintext_zone], and you feel a funny fizzy tickling as they begin to reform!"))
|
|
else
|
|
victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [limb.plaintext_zone], emitting a funny fizzing sound!"), span_notice("You finish applying [I] to your [limb.plaintext_zone], and feel a funny fizzy tickling as the bone begins to reform!"))
|
|
|
|
gelled = TRUE
|
|
processes = TRUE
|
|
return TRUE
|
|
|
|
/// if someone is using surgical tape on our wound
|
|
/datum/wound/blunt/bone/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
|
|
if(!gelled)
|
|
to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.plaintext_zone] must be coated with bone gel to perform this emergency operation!"))
|
|
return TRUE
|
|
if(taped)
|
|
to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.plaintext_zone] is already wrapped in [I.name] and reforming!"))
|
|
return TRUE
|
|
|
|
user.visible_message(span_danger("[user] begins applying [I] to [victim]'s' [limb.plaintext_zone]..."), span_warning("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.plaintext_zone]..."))
|
|
|
|
if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, PROC_REF(still_exists))))
|
|
return TRUE
|
|
|
|
if(victim == user)
|
|
regen_ticks_needed *= 1.5
|
|
|
|
I.use(1)
|
|
if(user != victim)
|
|
user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [limb.plaintext_zone], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [limb.plaintext_zone]!"), ignored_mobs=victim)
|
|
to_chat(victim, span_green("[user] finishes applying [I] to your [limb.plaintext_zone], you immediately begin to feel your bones start to reform!"))
|
|
else
|
|
victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [limb.plaintext_zone], !"), span_green("You finish applying [I] to your [limb.plaintext_zone], and you immediately begin to feel your bones start to reform!"))
|
|
|
|
taped = TRUE
|
|
processes = TRUE
|
|
return TRUE
|
|
|
|
/datum/wound/blunt/bone/treat(obj/item/I, mob/user)
|
|
if(istype(I, /obj/item/stack/medical/bone_gel))
|
|
return gel(I, user)
|
|
else if(istype(I, /obj/item/stack/sticky_tape/surgical))
|
|
return tape(I, user)
|
|
|
|
/datum/wound/blunt/bone/get_scanner_description(mob/user)
|
|
. = ..()
|
|
|
|
. += "<div class='ml-3'>"
|
|
|
|
if(severity > WOUND_SEVERITY_MODERATE)
|
|
if((limb.biological_state & BIO_BONE) && !(limb.biological_state & BIO_FLESH))
|
|
if(!gelled)
|
|
. += "Recommended Treatment: Apply bone gel directly to injured limb. Creatures of pure bone don't seem to mind bone gel application nearly as much as fleshed individuals. Surgical tape will also be unnecessary.\n"
|
|
else
|
|
. += "[span_notice("Note: Bone regeneration in effect. Bone is [round(regen_ticks_current*100/regen_ticks_needed)]% regenerated.")]\n"
|
|
else
|
|
if(!gelled)
|
|
. += "Alternative Treatment: Apply bone gel directly to injured limb, then apply surgical tape to begin bone regeneration. This is both excruciatingly painful and slow, and only recommended in dire circumstances.\n"
|
|
else if(!taped)
|
|
. += "[span_notice("Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow, though sleep or laying down will speed recovery.")]\n"
|
|
else
|
|
. += "[span_notice("Note: Bone regeneration in effect. Bone is [round(regen_ticks_current*100/regen_ticks_needed)]% regenerated.")]\n"
|
|
|
|
if(limb.body_zone == BODY_ZONE_HEAD)
|
|
. += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired."
|
|
else if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume)
|
|
. += "Ribcage Trauma Detected: Further trauma to chest is likely to worsen internal bleeding until bone is repaired."
|
|
. += "</div>"
|