mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-20 18:47:53 +01:00
Merge pull request #5308 from mwerezak/wound-infections
Re-enables infections, implements a wound infection system, improves body temperatures
This commit is contained in:
@@ -220,7 +220,7 @@ BLIND // can't see anything
|
||||
permeability_coefficient = 0.02
|
||||
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
|
||||
slowdown = 3
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
|
||||
icon_state = "s-ninja"
|
||||
item_state = "s-ninja_suit"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/weapon/cell)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/cell)
|
||||
slowdown = 0
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
siemens_coefficient = 0.2
|
||||
|
||||
@@ -55,7 +55,7 @@
|
||||
item_state = "eng_hardsuit"
|
||||
slowdown = 1
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
|
||||
@@ -359,7 +359,7 @@
|
||||
slowdown = 1
|
||||
w_class = 3
|
||||
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
|
||||
siemens_coefficient = 0.6
|
||||
species_restricted = list("exclude","Unathi","Tajaran","Skrell","Vox")
|
||||
|
||||
@@ -402,7 +402,7 @@
|
||||
name = "medical hardsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has minor radiation shielding."
|
||||
item_state = "medical_hardsuit"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
|
||||
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 50)
|
||||
|
||||
//Security
|
||||
@@ -421,7 +421,7 @@
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
|
||||
item_state = "sec_hardsuit"
|
||||
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/melee/baton)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton)
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
|
||||
|
||||
@@ -21,9 +21,25 @@ datum/event/organ_failure/start()
|
||||
while(severity > 0 && candidates.len)
|
||||
var/mob/living/carbon/human/C = candidates[1]
|
||||
|
||||
// Bruise one of their organs
|
||||
var/O = pick(C.internal_organs)
|
||||
var/datum/organ/internal/I = C.internal_organs[O]
|
||||
I.damage = I.min_bruised_damage
|
||||
candidates.Remove(C)
|
||||
severity--
|
||||
var/acute = prob(15)
|
||||
if (prob(75))
|
||||
//internal organ infection
|
||||
var/O = pick(C.internal_organs)
|
||||
var/datum/organ/internal/I = C.internal_organs[O]
|
||||
|
||||
if (acute)
|
||||
I.germ_level = max(INFECTION_LEVEL_TWO, I.germ_level)
|
||||
else
|
||||
I.germ_level = max(rand(INFECTION_LEVEL_ONE,INFECTION_LEVEL_ONE*2), I.germ_level)
|
||||
else
|
||||
//external organ infection
|
||||
var/datum/organ/external/O = pick(C.organs)
|
||||
|
||||
if (acute)
|
||||
O.germ_level = max(INFECTION_LEVEL_TWO, O.germ_level)
|
||||
else
|
||||
O.germ_level = max(rand(INFECTION_LEVEL_ONE,INFECTION_LEVEL_ONE*2), O.germ_level)
|
||||
|
||||
C.bad_external_organs |= O
|
||||
|
||||
severity--
|
||||
|
||||
@@ -1,3 +1,10 @@
|
||||
/mob/living/carbon/Life()
|
||||
..()
|
||||
|
||||
// Increase germ_level regularly
|
||||
if(germ_level < GERM_LEVEL_AMBIENT && prob(80)) //if you're just standing there, you shouldn't get more germs beyond an ambient level
|
||||
germ_level++
|
||||
|
||||
/mob/living/carbon/Move(NewLoc, direct)
|
||||
. = ..()
|
||||
if(.)
|
||||
@@ -7,6 +14,10 @@
|
||||
src.nutrition -= HUNGER_FACTOR/10
|
||||
if((FAT in src.mutations) && src.m_intent == "run" && src.bodytemperature <= 360)
|
||||
src.bodytemperature += 2
|
||||
|
||||
// Moving around increases germ_level faster
|
||||
if(germ_level < GERM_LEVEL_MOVE_CAP && prob(8))
|
||||
germ_level++
|
||||
|
||||
/mob/living/carbon/relaymove(var/mob/user, direction)
|
||||
if(user in src.stomach_contents)
|
||||
|
||||
@@ -284,8 +284,8 @@
|
||||
var/this_wound_desc = W.desc
|
||||
if(W.bleeding()) this_wound_desc = "bleeding [this_wound_desc]"
|
||||
else if(W.bandaged) this_wound_desc = "bandaged [this_wound_desc]"
|
||||
if(W.germ_level > 1000) this_wound_desc = "badly infected [this_wound_desc]"
|
||||
else if(W.germ_level > 100) this_wound_desc = "lightly infected [this_wound_desc]"
|
||||
if(W.germ_level > 600) this_wound_desc = "badly infected [this_wound_desc]"
|
||||
else if(W.germ_level > 330) this_wound_desc = "lightly infected [this_wound_desc]"
|
||||
if(this_wound_desc in wound_descriptors)
|
||||
wound_descriptors[this_wound_desc] += W.amount
|
||||
continue
|
||||
|
||||
@@ -1220,7 +1220,7 @@
|
||||
return
|
||||
|
||||
usr << "Don't move until counting is finished."
|
||||
var/time = world.timeofday
|
||||
var/time = world.time
|
||||
sleep(60)
|
||||
if(usr.l_move_time >= time) //checks if our mob has moved during the sleep()
|
||||
usr << "You moved while counting. Try again."
|
||||
|
||||
@@ -129,12 +129,10 @@
|
||||
G.process()
|
||||
|
||||
|
||||
/mob/living/carbon/human/calculate_affecting_pressure(var/pressure)
|
||||
..()
|
||||
var/pressure_difference = abs( pressure - ONE_ATMOSPHERE )
|
||||
|
||||
//Much like get_heat_protection(), this returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
|
||||
/mob/living/carbon/human/proc/get_pressure_protection()
|
||||
var/pressure_adjustment_coefficient = 1 //Determins how much the clothing you are wearing protects you in percent.
|
||||
|
||||
|
||||
if(head && (head.flags & STOPSPRESSUREDMAGE))
|
||||
pressure_adjustment_coefficient -= PRESSURE_HEAD_REDUCTION_COEFFICIENT
|
||||
|
||||
@@ -147,10 +145,16 @@
|
||||
if(S.can_breach && S.damage)
|
||||
var/pressure_loss = S.damage * 0.1
|
||||
pressure_adjustment_coefficient += pressure_loss
|
||||
|
||||
|
||||
pressure_adjustment_coefficient = min(1,max(pressure_adjustment_coefficient,0)) //So it isn't less than 0 or larger than 1.
|
||||
|
||||
return 1 - pressure_adjustment_coefficient //want 0 to be bad protection, 1 to be good protection
|
||||
|
||||
pressure_difference = pressure_difference * pressure_adjustment_coefficient
|
||||
/mob/living/carbon/human/calculate_affecting_pressure(var/pressure)
|
||||
..()
|
||||
var/pressure_difference = abs( pressure - ONE_ATMOSPHERE )
|
||||
|
||||
pressure_difference = pressure_difference * (1 - get_pressure_protection())
|
||||
|
||||
if(pressure > ONE_ATMOSPHERE)
|
||||
return ONE_ATMOSPHERE + pressure_difference
|
||||
@@ -316,9 +320,6 @@
|
||||
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
|
||||
if(species && (species.flags & NO_BREATHE || species.flags & IS_SYNTHETIC)) return
|
||||
|
||||
var/datum/organ/internal/lungs/L = internal_organs["lungs"]
|
||||
L.process()
|
||||
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
var/datum/gas_mixture/breath
|
||||
|
||||
@@ -619,14 +620,14 @@
|
||||
adjustOxyLoss(-5)
|
||||
|
||||
// Hot air hurts :(
|
||||
if( (abs(310.15 - breath.temperature) > 50) && !(COLD_RESISTANCE in mutations))
|
||||
if( (breath.temperature < species.cold_level_1 || breath.temperature > species.heat_level_1) && !(COLD_RESISTANCE in mutations))
|
||||
|
||||
if(status_flags & GODMODE)
|
||||
return 1
|
||||
|
||||
if(breath.temperature < species.cold_level_1)
|
||||
if(prob(20))
|
||||
src << "\red You feel your face freezing and an icicle forming in your lungs!"
|
||||
src << "\red You feel your face freezing and icicles forming in your lungs!"
|
||||
else if(breath.temperature > species.heat_level_1)
|
||||
if(prob(20))
|
||||
src << "\red You feel your face burning and a searing heat in your lungs!"
|
||||
@@ -650,9 +651,21 @@
|
||||
if(species.heat_level_3 to INFINITY)
|
||||
apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, "head", used_weapon = "Excessive Heat")
|
||||
fire_alert = max(fire_alert, 2)
|
||||
|
||||
//Temporary fixes to the alerts.
|
||||
|
||||
|
||||
//breathing in hot/cold air also heats/cools you a bit
|
||||
var/temp_adj = breath.temperature - bodytemperature
|
||||
if (temp_adj < 0)
|
||||
temp_adj /= (BODYTEMP_COLD_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
|
||||
else
|
||||
temp_adj /= (BODYTEMP_HEAT_DIVISOR * 5) //don't raise temperature as much as if we were directly exposed
|
||||
|
||||
var/relative_density = breath.total_moles() / (MOLES_CELLSTANDARD * BREATH_PERCENTAGE)
|
||||
temp_adj *= relative_density
|
||||
|
||||
if (temp_adj > BODYTEMP_HEATING_MAX) temp_adj = BODYTEMP_HEATING_MAX
|
||||
if (temp_adj < BODYTEMP_COOLING_MAX) temp_adj = BODYTEMP_COOLING_MAX
|
||||
//world << "Breath: [breath.temperature], [src]: [bodytemperature], Adjusting: [temp_adj]"
|
||||
bodytemperature += temp_adj
|
||||
return 1
|
||||
|
||||
proc/handle_environment(datum/gas_mixture/environment)
|
||||
@@ -668,60 +681,63 @@
|
||||
if(istype(loc, /obj/mecha))
|
||||
var/obj/mecha/M = loc
|
||||
loc_temp = M.return_temperature()
|
||||
else if(istype(get_turf(src), /turf/space))
|
||||
else if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
|
||||
loc_temp = loc:air_contents.temperature
|
||||
else
|
||||
loc_temp = environment.temperature
|
||||
|
||||
if(adjusted_pressure < species.warning_low_pressure && adjusted_pressure > species.warning_low_pressure && abs(loc_temp - 293.15) < 20 && abs(bodytemperature - 310.14) < 0.5 && environment.phoron < MOLES_PHORON_VISIBLE)
|
||||
if(adjusted_pressure < species.warning_high_pressure && adjusted_pressure > species.warning_low_pressure && abs(loc_temp - bodytemperature) < 20 && bodytemperature < species.heat_level_1 && bodytemperature > species.cold_level_1 && environment.phoron < MOLES_PHORON_VISIBLE)
|
||||
return // Temperatures are within normal ranges, fuck all this processing. ~Ccomp
|
||||
|
||||
//Body temperature is adjusted in two steps. Firstly your body tries to stabilize itself a bit.
|
||||
if(stat != 2)
|
||||
stabilize_temperature_from_calories()
|
||||
|
||||
//After then, it reacts to the surrounding atmosphere based on your thermal protection
|
||||
if(loc_temp < BODYTEMP_COLD_DAMAGE_LIMIT) //Place is colder than we are
|
||||
//Body temperature adjusts depending on surrounding atmosphere based on your thermal protection
|
||||
var/temp_adj = 0
|
||||
if(loc_temp < bodytemperature) //Place is colder than we are
|
||||
var/thermal_protection = get_cold_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
|
||||
if(thermal_protection < 1)
|
||||
var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX)
|
||||
bodytemperature += amt
|
||||
else if (loc_temp > BODYTEMP_HEAT_DAMAGE_LIMIT) //Place is hotter than we are
|
||||
temp_adj = (1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR) //this will be negative
|
||||
else if (loc_temp > bodytemperature) //Place is hotter than we are
|
||||
var/thermal_protection = get_heat_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
|
||||
if(thermal_protection < 1)
|
||||
var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX)
|
||||
bodytemperature += amt
|
||||
temp_adj = (1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR)
|
||||
|
||||
//Use heat transfer as proportional to the gas density. However, we only care about the relative density vs standard 101 kPa/20 C air. Therefore we can use mole ratios
|
||||
var/relative_density = environment.total_moles() / MOLES_CELLSTANDARD
|
||||
temp_adj *= relative_density
|
||||
|
||||
if (temp_adj > BODYTEMP_HEATING_MAX) temp_adj = BODYTEMP_HEATING_MAX
|
||||
if (temp_adj < BODYTEMP_COOLING_MAX) temp_adj = BODYTEMP_COOLING_MAX
|
||||
//world << "Environment: [loc_temp], [src]: [bodytemperature], Adjusting: [temp_adj]"
|
||||
bodytemperature += temp_adj
|
||||
|
||||
// +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt.
|
||||
if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT)
|
||||
if(bodytemperature > species.heat_level_1)
|
||||
//Body temperature is too hot.
|
||||
fire_alert = max(fire_alert, 1)
|
||||
if(status_flags & GODMODE) return 1 //godmode
|
||||
switch(bodytemperature)
|
||||
if(360 to 400)
|
||||
apply_damage(HEAT_DAMAGE_LEVEL_1, BURN, used_weapon = "High Body Temperature")
|
||||
if(species.heat_level_1 to species.heat_level_2)
|
||||
take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
|
||||
fire_alert = max(fire_alert, 2)
|
||||
if(400 to 1000)
|
||||
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN, used_weapon = "High Body Temperature")
|
||||
if(species.heat_level_2 to species.heat_level_3)
|
||||
take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
|
||||
fire_alert = max(fire_alert, 2)
|
||||
if(1000 to INFINITY)
|
||||
apply_damage(HEAT_DAMAGE_LEVEL_3, BURN, used_weapon = "High Body Temperature")
|
||||
if(species.heat_level_3 to INFINITY)
|
||||
take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
|
||||
fire_alert = max(fire_alert, 2)
|
||||
|
||||
else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT)
|
||||
else if(bodytemperature < species.cold_level_1)
|
||||
fire_alert = max(fire_alert, 1)
|
||||
if(status_flags & GODMODE) return 1 //godmode
|
||||
if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
|
||||
switch(bodytemperature)
|
||||
if(200 to 260)
|
||||
apply_damage(COLD_DAMAGE_LEVEL_1, BURN, used_weapon = "Low Body Temperature")
|
||||
if(species.cold_level_2 to species.cold_level_1)
|
||||
take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
|
||||
fire_alert = max(fire_alert, 1)
|
||||
if(120 to 200)
|
||||
apply_damage(COLD_DAMAGE_LEVEL_2, BURN, used_weapon = "Low Body Temperature")
|
||||
if(species.cold_level_3 to species.cold_level_2)
|
||||
take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
|
||||
fire_alert = max(fire_alert, 1)
|
||||
if(-INFINITY to 120)
|
||||
apply_damage(COLD_DAMAGE_LEVEL_3, BURN, used_weapon = "Low Body Temperature")
|
||||
if(-INFINITY to species.cold_level_3)
|
||||
take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
|
||||
fire_alert = max(fire_alert, 1)
|
||||
|
||||
// Account for massive pressure differences. Done by Polymorph
|
||||
@@ -729,7 +745,8 @@
|
||||
if(status_flags & GODMODE) return 1 //godmode
|
||||
|
||||
if(adjusted_pressure >= species.hazard_high_pressure)
|
||||
adjustBruteLoss( min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
|
||||
var/pressure_damage = min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE)
|
||||
take_overall_damage(brute=pressure_damage, used_weapon = "High Pressure")
|
||||
pressure_alert = 2
|
||||
else if(adjusted_pressure >= species.warning_high_pressure)
|
||||
pressure_alert = 1
|
||||
@@ -737,17 +754,9 @@
|
||||
pressure_alert = 0
|
||||
else if(adjusted_pressure >= species.hazard_low_pressure)
|
||||
pressure_alert = -1
|
||||
|
||||
if(species && species.flags & IS_SYNTHETIC)
|
||||
bodytemperature += 0.5 * TEMPERATURE_DAMAGE_COEFFICIENT //Synthetics suffer overheating in a vaccuum. ~Z
|
||||
|
||||
else
|
||||
|
||||
if(species && species.flags & IS_SYNTHETIC)
|
||||
bodytemperature += 1 * TEMPERATURE_DAMAGE_COEFFICIENT
|
||||
|
||||
if( !(COLD_RESISTANCE in mutations))
|
||||
adjustBruteLoss( LOW_PRESSURE_DAMAGE )
|
||||
take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
|
||||
pressure_alert = -2
|
||||
else
|
||||
pressure_alert = -1
|
||||
@@ -774,27 +783,40 @@
|
||||
temp_change = (temperature - current)
|
||||
return temp_change
|
||||
*/
|
||||
|
||||
proc/stabilize_temperature_from_calories()
|
||||
var/body_temperature_difference = 310.15 - bodytemperature
|
||||
|
||||
proc/stabilize_body_temperature()
|
||||
//TODO find a better place to put this
|
||||
if (s_store && istype(s_store, /obj/item/device/suit_cooling_unit))
|
||||
var/obj/item/device/suit_cooling_unit/CU = s_store
|
||||
CU.cool_mob(src)
|
||||
|
||||
if (species.flags & IS_SYNTHETIC)
|
||||
bodytemperature += species.synth_temp_gain //that CPU/posibrain just keeps putting out heat.
|
||||
return
|
||||
|
||||
var/body_temperature_difference = species.body_temperature - bodytemperature
|
||||
|
||||
if (abs(body_temperature_difference) < 0.5)
|
||||
return //fuck this precision
|
||||
switch(bodytemperature)
|
||||
if(-INFINITY to 260.15) //260.15 is 310.15 - 50, the temperature where you start to feel effects.
|
||||
if(nutrition >= 2) //If we are very, very cold we'll use up quite a bit of nutriment to heat us up.
|
||||
nutrition -= 2
|
||||
var/recovery_amt = max((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
|
||||
|
||||
if(bodytemperature < species.cold_level_1) //260.15 is 310.15 - 50, the temperature where you start to feel effects.
|
||||
if(nutrition >= 2) //If we are very, very cold we'll use up quite a bit of nutriment to heat us up.
|
||||
nutrition -= 2
|
||||
var/recovery_amt = max((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
|
||||
//world << "Cold. Difference = [body_temperature_difference]. Recovering [recovery_amt]"
|
||||
// log_debug("Cold. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
|
||||
bodytemperature += recovery_amt
|
||||
if(260.15 to 360.15)
|
||||
var/recovery_amt = body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR
|
||||
bodytemperature += recovery_amt
|
||||
else if(species.cold_level_1 <= bodytemperature && bodytemperature <= species.heat_level_1)
|
||||
var/recovery_amt = body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR
|
||||
//world << "Norm. Difference = [body_temperature_difference]. Recovering [recovery_amt]"
|
||||
// log_debug("Norm. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
|
||||
bodytemperature += recovery_amt
|
||||
if(360.15 to INFINITY) //360.15 is 310.15 + 50, the temperature where you start to feel effects.
|
||||
//We totally need a sweat system cause it totally makes sense...~
|
||||
var/recovery_amt = min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
|
||||
bodytemperature += recovery_amt
|
||||
else if(bodytemperature > species.heat_level_1) //360.15 is 310.15 + 50, the temperature where you start to feel effects.
|
||||
//We totally need a sweat system cause it totally makes sense...~
|
||||
var/recovery_amt = min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
|
||||
//world << "Hot. Difference = [body_temperature_difference]. Recovering [recovery_amt]"
|
||||
// log_debug("Hot. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
|
||||
bodytemperature += recovery_amt
|
||||
bodytemperature += recovery_amt
|
||||
|
||||
//This proc returns a number made up of the flags for body parts which you are protected on. (such as HEAD, UPPER_TORSO, LOWER_TORSO, etc. See setup.dm for the full list)
|
||||
proc/get_heat_protection_flags(temperature) //Temperature is the temperature you're being exposed to.
|
||||
@@ -1074,12 +1096,6 @@
|
||||
|
||||
if(!(species.flags & IS_SYNTHETIC)) handle_trace_chems()
|
||||
|
||||
var/datum/organ/internal/liver/liver = internal_organs["liver"]
|
||||
liver.process()
|
||||
|
||||
var/datum/organ/internal/eyes/eyes = internal_organs["eyes"]
|
||||
eyes.process()
|
||||
|
||||
updatehealth()
|
||||
|
||||
return //TODO: DEFERRED
|
||||
@@ -1091,6 +1107,7 @@
|
||||
else //ALIVE. LIGHTS ARE ON
|
||||
updatehealth() //TODO
|
||||
if(!in_stasis)
|
||||
stabilize_body_temperature() //Body temperature adjusts itself
|
||||
handle_organs() //Optimized.
|
||||
handle_blood()
|
||||
|
||||
@@ -1215,14 +1232,11 @@
|
||||
|
||||
if(druggy)
|
||||
druggy = max(druggy-1, 0)
|
||||
/*
|
||||
// Increase germ_level regularly
|
||||
if(prob(40))
|
||||
germ_level += 1
|
||||
|
||||
// If you're dirty, your gloves will become dirty, too.
|
||||
if(gloves && germ_level > gloves.germ_level && prob(10))
|
||||
gloves.germ_level += 1
|
||||
*/
|
||||
|
||||
return 1
|
||||
|
||||
proc/handle_regular_hud_updates()
|
||||
@@ -1449,17 +1463,46 @@
|
||||
else fire.icon_state = "fire0"
|
||||
|
||||
if(bodytemp)
|
||||
switch(bodytemperature) //310.055 optimal body temp
|
||||
if(370 to INFINITY) bodytemp.icon_state = "temp4"
|
||||
if(350 to 370) bodytemp.icon_state = "temp3"
|
||||
if(335 to 350) bodytemp.icon_state = "temp2"
|
||||
if(320 to 335) bodytemp.icon_state = "temp1"
|
||||
if(300 to 320) bodytemp.icon_state = "temp0"
|
||||
if(295 to 300) bodytemp.icon_state = "temp-1"
|
||||
if(280 to 295) bodytemp.icon_state = "temp-2"
|
||||
if(260 to 280) bodytemp.icon_state = "temp-3"
|
||||
else bodytemp.icon_state = "temp-4"
|
||||
|
||||
if (!species)
|
||||
switch(bodytemperature) //310.055 optimal body temp
|
||||
if(370 to INFINITY) bodytemp.icon_state = "temp4"
|
||||
if(350 to 370) bodytemp.icon_state = "temp3"
|
||||
if(335 to 350) bodytemp.icon_state = "temp2"
|
||||
if(320 to 335) bodytemp.icon_state = "temp1"
|
||||
if(300 to 320) bodytemp.icon_state = "temp0"
|
||||
if(295 to 300) bodytemp.icon_state = "temp-1"
|
||||
if(280 to 295) bodytemp.icon_state = "temp-2"
|
||||
if(260 to 280) bodytemp.icon_state = "temp-3"
|
||||
else bodytemp.icon_state = "temp-4"
|
||||
else
|
||||
var/temp_step
|
||||
if (bodytemperature >= species.body_temperature)
|
||||
temp_step = (species.heat_level_1 - species.body_temperature)/4
|
||||
|
||||
if (bodytemperature >= species.heat_level_1)
|
||||
bodytemp.icon_state = "temp4"
|
||||
else if (bodytemperature >= species.body_temperature + temp_step*3)
|
||||
bodytemp.icon_state = "temp3"
|
||||
else if (bodytemperature >= species.body_temperature + temp_step*2)
|
||||
bodytemp.icon_state = "temp2"
|
||||
else if (bodytemperature >= species.body_temperature + temp_step*1)
|
||||
bodytemp.icon_state = "temp1"
|
||||
else
|
||||
bodytemp.icon_state = "temp0"
|
||||
|
||||
else if (bodytemperature < species.body_temperature)
|
||||
temp_step = (species.body_temperature - species.cold_level_1)/4
|
||||
|
||||
if (bodytemperature <= species.cold_level_1)
|
||||
bodytemp.icon_state = "temp-4"
|
||||
else if (bodytemperature <= species.body_temperature - temp_step*3)
|
||||
bodytemp.icon_state = "temp-3"
|
||||
else if (bodytemperature <= species.body_temperature - temp_step*2)
|
||||
bodytemp.icon_state = "temp-2"
|
||||
else if (bodytemperature <= species.body_temperature - temp_step*1)
|
||||
bodytemp.icon_state = "temp-1"
|
||||
else
|
||||
bodytemp.icon_state = "temp0"
|
||||
if(blind)
|
||||
if(blinded) blind.layer = 18
|
||||
else blind.layer = 0
|
||||
|
||||
@@ -28,6 +28,9 @@
|
||||
var/heat_level_1 = 360 // Heat damage level 1 above this point.
|
||||
var/heat_level_2 = 400 // Heat damage level 2 above this point.
|
||||
var/heat_level_3 = 1000 // Heat damage level 2 above this point.
|
||||
|
||||
var/body_temperature = 310.15 //non-IS_SYNTHETIC species will try to stabilize at this temperature. (also affects temperature processing)
|
||||
var/synth_temp_gain = 0 //IS_SYNTHETIC species will gain this much temperature every second
|
||||
|
||||
var/darksight = 2
|
||||
var/hazard_high_pressure = HAZARD_HIGH_PRESSURE // Dangerously high pressure.
|
||||
@@ -279,6 +282,8 @@
|
||||
heat_level_2 = 3000
|
||||
heat_level_3 = 4000
|
||||
|
||||
body_temperature = T0C + 15 //make the plant people have a bit lower body temperature, why not
|
||||
|
||||
flags = IS_WHITELISTED | NO_BREATHE | REQUIRE_LIGHT | NO_SCAN | IS_PLANT | RAD_ABSORB | NO_BLOOD | IS_SLOW | NO_PAIN
|
||||
|
||||
blood_color = "#004400"
|
||||
@@ -317,15 +322,17 @@
|
||||
burn_mod = 1
|
||||
|
||||
warning_low_pressure = 50
|
||||
hazard_low_pressure = 10
|
||||
hazard_low_pressure = 0
|
||||
|
||||
cold_level_1 = 50
|
||||
cold_level_2 = -1
|
||||
cold_level_3 = -1
|
||||
|
||||
heat_level_1 = 2000
|
||||
heat_level_2 = 3000
|
||||
heat_level_3 = 4000
|
||||
heat_level_1 = 500 //gives them about 25 seconds in space before taking damage
|
||||
heat_level_2 = 1000
|
||||
heat_level_3 = 2000
|
||||
|
||||
synth_temp_gain = 10 //this should cause IPCs to stabilize at ~80 C in a 20 C environment.
|
||||
|
||||
flags = IS_WHITELISTED | NO_BREATHE | NO_SCAN | NO_BLOOD | NO_PAIN | IS_SYNTHETIC
|
||||
|
||||
|
||||
@@ -188,7 +188,7 @@
|
||||
if(!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
|
||||
user << "\red You don't have the dexterity to do this!"
|
||||
return
|
||||
if(!istype(M, /mob/living/silicon/robot))
|
||||
if(!istype(M, /mob/living/silicon/robot) && !(ishuman(M) && (M:species.flags & IS_SYNTHETIC)))
|
||||
user << "\red You can't analyze non-robotic things!"
|
||||
return
|
||||
|
||||
@@ -200,22 +200,39 @@
|
||||
user.show_message("\t Damage Specifics: <font color='#FFA500'>[BU]</font> - <font color='red'>[BR]</font>")
|
||||
if(M.tod && M.stat == DEAD)
|
||||
user.show_message("\blue Time of Disable: [M.tod]")
|
||||
|
||||
var/mob/living/silicon/robot/H = M
|
||||
var/list/damaged = H.get_damaged_components(1,1,1)
|
||||
user.show_message("\blue Localized Damage:",1)
|
||||
if(length(damaged)>0)
|
||||
for(var/datum/robot_component/org in damaged)
|
||||
user.show_message(text("\blue \t []: [][] - [] - [] - []", \
|
||||
capitalize(org.name), \
|
||||
(org.installed == -1) ? "<font color='red'><b>DESTROYED</b></font> " :"",\
|
||||
(org.electronics_damage > 0) ? "<font color='#FFA500'>[org.electronics_damage]</font>" :0, \
|
||||
(org.brute_damage > 0) ? "<font color='red'>[org.brute_damage]</font>" :0, \
|
||||
(org.toggled) ? "Toggled ON" : "<font color='red'>Toggled OFF</font>",\
|
||||
(org.powered) ? "Power ON" : "<font color='red'>Power OFF</font>"),1)
|
||||
else
|
||||
user.show_message("\blue \t Components are OK.",1)
|
||||
if(H.emagged && prob(5))
|
||||
user.show_message("\red \t ERROR: INTERNAL SYSTEMS COMPROMISED",1)
|
||||
|
||||
if (istype(M, /mob/living/silicon/robot))
|
||||
var/mob/living/silicon/robot/H = M
|
||||
var/list/damaged = H.get_damaged_components(1,1,1)
|
||||
user.show_message("\blue Localized Damage:",1)
|
||||
if(length(damaged)>0)
|
||||
for(var/datum/robot_component/org in damaged)
|
||||
user.show_message(text("\blue \t []: [][] - [] - [] - []", \
|
||||
capitalize(org.name), \
|
||||
(org.installed == -1) ? "<font color='red'><b>DESTROYED</b></font> " :"",\
|
||||
(org.electronics_damage > 0) ? "<font color='#FFA500'>[org.electronics_damage]</font>" :0, \
|
||||
(org.brute_damage > 0) ? "<font color='red'>[org.brute_damage]</font>" :0, \
|
||||
(org.toggled) ? "Toggled ON" : "<font color='red'>Toggled OFF</font>",\
|
||||
(org.powered) ? "Power ON" : "<font color='red'>Power OFF</font>"),1)
|
||||
else
|
||||
user.show_message("\blue \t Components are OK.",1)
|
||||
if(H.emagged && prob(5))
|
||||
user.show_message("\red \t ERROR: INTERNAL SYSTEMS COMPROMISED",1)
|
||||
|
||||
if (ishuman(M) && (M:species.flags & IS_SYNTHETIC))
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/list/damaged = H.get_damaged_organs(1,1)
|
||||
user.show_message("\blue Localized Damage, Brute/Electronics:",1)
|
||||
if(length(damaged)>0)
|
||||
for(var/datum/organ/external/org in damaged)
|
||||
user.show_message(text("\blue \t []: [] - []", \
|
||||
capitalize(org.display_name), \
|
||||
(org.brute_dam > 0) ? "\red [org.brute_dam]" :0, \
|
||||
(org.burn_dam > 0) ? "<font color='#FFA500'>[org.burn_dam]</font>" :0),1)
|
||||
else
|
||||
user.show_message("\blue \t Components are OK.",1)
|
||||
|
||||
user.show_message("\blue Operating Temperature: [M.bodytemperature-T0C]°C ([M.bodytemperature*1.8-459.67]°F)", 1)
|
||||
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
@@ -5,6 +5,9 @@
|
||||
var/list/datum/autopsy_data/autopsy_data = list()
|
||||
var/list/trace_chemicals = list() // traces of chemicals in the organ,
|
||||
// links chemical IDs to number of ticks for which they'll stay in the blood
|
||||
|
||||
var/germ_level = 0 // INTERNAL germs inside the organ, this is BAD if it's greater than INFECTION_LEVEL_ONE
|
||||
|
||||
proc/process()
|
||||
return 0
|
||||
|
||||
@@ -46,13 +49,18 @@
|
||||
if(damage_this_tick > last_dam)
|
||||
force_process = 1
|
||||
last_dam = damage_this_tick
|
||||
if(!force_process && !bad_external_organs.len)
|
||||
return
|
||||
if(force_process)
|
||||
bad_external_organs.Cut()
|
||||
for(var/datum/organ/external/Ex in organs)
|
||||
bad_external_organs += Ex
|
||||
|
||||
|
||||
//processing internal organs is pretty cheap, do that first.
|
||||
for(var/datum/organ/internal/I in internal_organs)
|
||||
I.process()
|
||||
|
||||
if(!force_process && !bad_external_organs.len)
|
||||
return
|
||||
|
||||
for(var/datum/organ/external/E in bad_external_organs)
|
||||
if(!E)
|
||||
continue
|
||||
@@ -62,53 +70,24 @@
|
||||
else
|
||||
E.process()
|
||||
number_wounds += E.number_wounds
|
||||
//Robotic limb malfunctions
|
||||
var/malfunction = 0
|
||||
if (E.status & ORGAN_ROBOT && prob(E.brute_dam + E.burn_dam))
|
||||
malfunction = 1
|
||||
|
||||
//Broken limbs hurt too
|
||||
var/broken = 0
|
||||
if(E.status & ORGAN_BROKEN && !(E.status & ORGAN_SPLINTED) )
|
||||
broken = 1
|
||||
|
||||
if (!lying && world.time - l_move_time < 15)
|
||||
//Moving around with fractured ribs won't do you any good
|
||||
if (broken && E.internal_organs && prob(15))
|
||||
if (!lying && world.timeofday - l_move_time < 15)
|
||||
if (E.is_broken() && E.internal_organs && prob(15))
|
||||
var/datum/organ/internal/I = pick(E.internal_organs)
|
||||
custom_pain("You feel broken bones moving in your [E.display_name]!", 1)
|
||||
I.take_damage(rand(3,5))
|
||||
|
||||
//Moving makes open wounds get infected much faster
|
||||
if (E.wounds.len)
|
||||
for(var/datum/wound/W in E.wounds)
|
||||
if (W.infection_check())
|
||||
W.germ_level += 1
|
||||
|
||||
//Special effects for limbs.
|
||||
if(E.name in list("l_hand","l_arm","r_hand","r_arm"))
|
||||
var/obj/item/c_hand //Getting what's in this hand
|
||||
var/hand
|
||||
if(E.name == "l_hand" || E.name == "l_arm")
|
||||
c_hand = l_hand
|
||||
hand = "left hand"
|
||||
if(E.name == "r_hand" || E.name == "r_arm")
|
||||
c_hand = r_hand
|
||||
hand = "right hand"
|
||||
if (c_hand)
|
||||
|
||||
if(broken)
|
||||
u_equip(c_hand)
|
||||
var/emote_scream = pick("screams in pain and", "let's out a sharp hiss and", "cries out and")
|
||||
emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [hand]!")
|
||||
if(malfunction)
|
||||
u_equip(c_hand)
|
||||
emote("me", 1, "drops what they were holding, their [hand] malfunctioning!")
|
||||
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
|
||||
spark_system.set_up(5, 0, src)
|
||||
spark_system.attach(src)
|
||||
spark_system.start()
|
||||
spawn(10)
|
||||
del(spark_system)
|
||||
|
||||
else if(E.name in list("l_leg","l_foot","r_leg","r_foot") && !lying)
|
||||
if (!E.is_usable() || malfunction || (broken && !(E.status & ORGAN_SPLINTED)))
|
||||
if(E.name in list("l_leg","l_foot","r_leg","r_foot") && !lying)
|
||||
if (!E.is_usable() || E.is_malfunctioning() || (E.is_broken() && !(E.status & ORGAN_SPLINTED)))
|
||||
leg_tally-- // let it fail even if just foot&leg
|
||||
|
||||
|
||||
// standing is poor
|
||||
if(leg_tally <= 0 && !paralysis && !(lying || resting) && prob(5))
|
||||
if(species && species.flags & NO_PAIN)
|
||||
|
||||
@@ -40,8 +40,6 @@
|
||||
|
||||
var/obj/item/hidden = null
|
||||
var/list/implants = list()
|
||||
// INTERNAL germs inside the organ, this is BAD if it's greater 0
|
||||
var/germ_level = 0
|
||||
|
||||
// how often wounds should be updated, a higher number means less often
|
||||
var/wound_update_accuracy = 1
|
||||
@@ -298,7 +296,10 @@ This function completely restores a damaged organ to perfect condition.
|
||||
if(last_dam != brute_dam + burn_dam) // Process when we are fully healed up.
|
||||
last_dam = brute_dam + burn_dam
|
||||
return 1
|
||||
last_dam = brute_dam + burn_dam
|
||||
else
|
||||
last_dam = brute_dam + burn_dam
|
||||
if(germ_level)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/datum/organ/external/process()
|
||||
@@ -330,50 +331,89 @@ This function completely restores a damaged organ to perfect condition.
|
||||
if(!(status & ORGAN_BROKEN))
|
||||
perma_injury = 0
|
||||
|
||||
//Infections
|
||||
update_germs()
|
||||
return
|
||||
|
||||
//Updating germ levels. Handles organ germ levels and necrosis.
|
||||
#define GANGREN_LEVEL_ONE 100
|
||||
#define GANGREN_LEVEL_TWO 1000
|
||||
#define GANGREN_LEVEL_TERMINAL 2500
|
||||
#define GERM_TRANSFER_AMOUNT germ_level/500
|
||||
/*
|
||||
The INFECTION_LEVEL values defined in setup.dm control the time it takes to reach the different
|
||||
infection levels. Since infection growth is exponential, you can adjust the time it takes to get
|
||||
from one germ_level to another using the rough formula:
|
||||
|
||||
desired_germ_level = initial_germ_level*e^(desired_time_in_seconds/1000)
|
||||
|
||||
So if I wanted it to take an average of 15 minutes to get from level one (100) to level two
|
||||
I would set INFECTION_LEVEL_TWO to 100*e^(15*60/1000) = 245. Note that this is the average time,
|
||||
the actual time is dependent on RNG.
|
||||
|
||||
INFECTION_LEVEL_ONE below this germ level nothing happens, and the infection doesn't grow
|
||||
INFECTION_LEVEL_TWO above this germ level the infection will start to spread to internal and adjacent organs
|
||||
INFECTION_LEVEL_THREE above this germ level the player will take additional toxin damage per second, and will die in minutes without
|
||||
antitox. also, above this germ level you will need to overdose on spaceacillin to reduce the germ_level.
|
||||
|
||||
Note that amputating the affected organ does in fact remove the infection from the
|
||||
player's body, though, antitox and spaceacillin are easy enough to get I doubt it will ever be needed.
|
||||
*/
|
||||
/datum/organ/external/proc/update_germs()
|
||||
|
||||
if(status & ORGAN_ROBOT|ORGAN_DESTROYED) //Robotic limbs shouldn't be infected, nor should nonexistant limbs.
|
||||
if(status & (ORGAN_ROBOT|ORGAN_DESTROYED)) //Robotic limbs shouldn't be infected, nor should nonexistant limbs.
|
||||
germ_level = 0
|
||||
return
|
||||
|
||||
if(germ_level > 0 && owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
|
||||
if(owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
|
||||
//Syncing germ levels with external wounds
|
||||
for(var/datum/wound/W in wounds)
|
||||
if(!W.bandaged && !W.salved)
|
||||
W.germ_level = max(W.germ_level, germ_level) //Wounds get all the germs
|
||||
if (W.germ_level > germ_level) //Badly infected wounds raise internal germ levels
|
||||
germ_level++
|
||||
//Open wounds can become infected
|
||||
if (owner.germ_level > W.germ_level && W.infection_check())
|
||||
W.germ_level++
|
||||
|
||||
//Infected wounds raise the organ's germ level
|
||||
W.germ_level = max(W.germ_level, germ_level) //Wounds get all the germs
|
||||
if (W.germ_level > germ_level) //Badly infected wounds raise internal germ levels
|
||||
germ_level++
|
||||
|
||||
if(germ_level > GANGREN_LEVEL_ONE && prob(round(germ_level/100)))
|
||||
germ_level++
|
||||
owner.adjustToxLoss(1)
|
||||
|
||||
if(germ_level > GANGREN_LEVEL_TWO)
|
||||
germ_level++
|
||||
owner.adjustToxLoss(1)
|
||||
/*
|
||||
if(germ_level > GANGREN_LEVEL_TERMINAL)
|
||||
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
|
||||
if (germ_level > 0 && antibiotics > 5)
|
||||
if (prob(4*antibiotics)) germ_level-- //the higher the germ level the more antibiotics you'll need.
|
||||
|
||||
if(germ_level >= INFECTION_LEVEL_ONE)
|
||||
//having an infection raises your body temperature
|
||||
var/fever_temperature = (owner.species.heat_level_1 - owner.species.body_temperature - 1)* min(germ_level/INFECTION_LEVEL_THREE, 1) + owner.species.body_temperature
|
||||
if (owner.bodytemperature < fever_temperature)
|
||||
//world << "fever: [owner.bodytemperature] < [fever_temperature], raising temperature."
|
||||
owner.bodytemperature++
|
||||
|
||||
if(prob(round(germ_level/10)))
|
||||
germ_level++
|
||||
if (prob(5)) //adjust this to tweak how fast people take toxin damage from infections
|
||||
owner.adjustToxLoss(1)
|
||||
|
||||
if(germ_level >= INFECTION_LEVEL_TWO)
|
||||
//spread the infection
|
||||
for (var/datum/organ/internal/I in internal_organs)
|
||||
if (I.germ_level < germ_level)
|
||||
I.germ_level++
|
||||
|
||||
if (children) //To child organs
|
||||
for (var/datum/organ/external/child in children)
|
||||
if (child.germ_level < germ_level && !(child.status & ORGAN_ROBOT))
|
||||
if (child.germ_level < INFECTION_LEVEL_ONE*2 || prob(30))
|
||||
child.germ_level++
|
||||
|
||||
if (parent)
|
||||
if (parent.germ_level < germ_level && !(parent.status & ORGAN_ROBOT))
|
||||
if (parent.germ_level < INFECTION_LEVEL_ONE*2 || prob(30))
|
||||
parent.germ_level++
|
||||
|
||||
if(germ_level >= INFECTION_LEVEL_THREE && antibiotics < 30) //overdosing is necessary to stop severe infections
|
||||
if (!(status & ORGAN_DEAD))
|
||||
status |= ORGAN_DEAD
|
||||
owner << "<span class='notice'>You can't feel your [display_name] anymore...</span>"
|
||||
owner.update_body(1)
|
||||
if (prob(10)) //Spreading the fun
|
||||
if (children) //To child organs
|
||||
for (var/datum/organ/external/child in children)
|
||||
if (!(child.status & (ORGAN_DEAD|ORGAN_DESTROYED|ORGAN_ROBOT)))
|
||||
child.germ_level += round(GERM_TRANSFER_AMOUNT)
|
||||
if (parent)
|
||||
if (!(parent.status & (ORGAN_DEAD|ORGAN_DESTROYED|ORGAN_ROBOT)))
|
||||
parent.germ_level += round(GERM_TRANSFER_AMOUNT)
|
||||
*/
|
||||
|
||||
germ_level++
|
||||
owner.adjustToxLoss(1)
|
||||
|
||||
|
||||
//Updating wounds. Handles wound natural I had some free spachealing, internal bleedings and infections
|
||||
/datum/organ/external/proc/update_wounds()
|
||||
@@ -684,9 +724,9 @@ This function completely restores a damaged organ to perfect condition.
|
||||
/datum/organ/external/proc/get_damage() //returns total damage
|
||||
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
|
||||
|
||||
/datum/organ/external/proc/is_infected()
|
||||
/datum/organ/external/proc/has_infected_wound()
|
||||
for(var/datum/wound/W in wounds)
|
||||
if(W.germ_level > 100)
|
||||
if(W.germ_level > 150)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
@@ -703,6 +743,32 @@ This function completely restores a damaged organ to perfect condition.
|
||||
/datum/organ/external/proc/is_usable()
|
||||
return !(status & (ORGAN_DESTROYED|ORGAN_MUTATED|ORGAN_DEAD))
|
||||
|
||||
/datum/organ/external/proc/is_broken()
|
||||
return ((status & ORGAN_BROKEN) && !(status & ORGAN_SPLINTED))
|
||||
|
||||
/datum/organ/external/proc/is_malfunctioning()
|
||||
return ((status & ORGAN_ROBOT) && prob(brute_dam + burn_dam))
|
||||
|
||||
//for arms and hands
|
||||
/datum/organ/external/proc/process_grasp(var/obj/item/c_hand, var/hand_name)
|
||||
if (!c_hand)
|
||||
return
|
||||
|
||||
if(is_broken())
|
||||
owner.u_equip(c_hand)
|
||||
var/emote_scream = pick("screams in pain and", "lets out a sharp cry and", "cries out and")
|
||||
owner.emote("me", 1, "[(owner.species && owner.species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [hand_name]!")
|
||||
if(is_malfunctioning())
|
||||
owner.u_equip(c_hand)
|
||||
owner.emote("me", 1, "drops what they were holding, their [hand_name] malfunctioning!")
|
||||
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
|
||||
spark_system.set_up(5, 0, src)
|
||||
spark_system.attach(src)
|
||||
spark_system.start()
|
||||
spawn(10)
|
||||
del(spark_system)
|
||||
|
||||
|
||||
/****************************************************
|
||||
ORGAN DEFINES
|
||||
****************************************************/
|
||||
@@ -731,6 +797,10 @@ This function completely restores a damaged organ to perfect condition.
|
||||
max_damage = 50
|
||||
min_broken_damage = 20
|
||||
body_part = ARM_LEFT
|
||||
|
||||
process()
|
||||
..()
|
||||
process_grasp(owner.l_hand, "left hand")
|
||||
|
||||
/datum/organ/external/l_leg
|
||||
name = "l_leg"
|
||||
@@ -748,6 +818,10 @@ This function completely restores a damaged organ to perfect condition.
|
||||
max_damage = 50
|
||||
min_broken_damage = 20
|
||||
body_part = ARM_RIGHT
|
||||
|
||||
process()
|
||||
..()
|
||||
process_grasp(owner.r_hand, "right hand")
|
||||
|
||||
/datum/organ/external/r_leg
|
||||
name = "r_leg"
|
||||
@@ -783,6 +857,10 @@ This function completely restores a damaged organ to perfect condition.
|
||||
max_damage = 30
|
||||
min_broken_damage = 15
|
||||
body_part = HAND_RIGHT
|
||||
|
||||
process()
|
||||
..()
|
||||
process_grasp(owner.r_hand, "right hand")
|
||||
|
||||
/datum/organ/external/l_hand
|
||||
name = "l_hand"
|
||||
@@ -791,6 +869,10 @@ This function completely restores a damaged organ to perfect condition.
|
||||
max_damage = 30
|
||||
min_broken_damage = 15
|
||||
body_part = HAND_LEFT
|
||||
|
||||
process()
|
||||
..()
|
||||
process_grasp(owner.l_hand, "left hand")
|
||||
|
||||
/datum/organ/external/head
|
||||
name = "head"
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
return damage >= min_broken_damage
|
||||
|
||||
|
||||
|
||||
/datum/organ/internal/New(mob/living/carbon/human/H)
|
||||
..()
|
||||
var/datum/organ/external/E = H.organs_by_name[src.parent_organ]
|
||||
@@ -30,6 +31,37 @@
|
||||
H.internal_organs[src.name] = src
|
||||
src.owner = H
|
||||
|
||||
/datum/organ/internal/process()
|
||||
|
||||
//Process infections
|
||||
if (!germ_level)
|
||||
return
|
||||
|
||||
if (robotic >= 2) //TODO make robotic internal and external organs separate types of organ instead of a flag
|
||||
germ_level = 0
|
||||
return
|
||||
|
||||
var/antibiotics = owner.reagents.get_reagent_amount("spaceacillin")
|
||||
|
||||
if (germ_level > 0 && antibiotics > 5)
|
||||
if (prob(4*antibiotics)) germ_level--
|
||||
if (antibiotics > 30) germ_level--
|
||||
|
||||
if (germ_level >= INFECTION_LEVEL_ONE/2)
|
||||
if(prob(round(germ_level/6))) //aiming for germ level to go from ambient to INFECTION_LEVEL_TWO in an average of 15 minutes
|
||||
germ_level++
|
||||
if(prob(1))
|
||||
take_damage(1,silent=0)
|
||||
|
||||
if (germ_level >= INFECTION_LEVEL_TWO)
|
||||
var/datum/organ/external/parent = owner.get_organ(parent_organ)
|
||||
if (parent.germ_level < germ_level && ( parent.germ_level < INFECTION_LEVEL_ONE*2 || prob(30) ))
|
||||
parent.germ_level++
|
||||
|
||||
if (prob(5)) //about once every 20 seconds
|
||||
take_damage(1,silent=prob(30))
|
||||
|
||||
|
||||
/datum/organ/internal/proc/take_damage(amount, var/silent=0)
|
||||
if(src.robotic == 2)
|
||||
src.damage += (amount * 0.8)
|
||||
@@ -40,7 +72,6 @@
|
||||
if (!silent)
|
||||
owner.custom_pain("Something inside your [parent.display_name] hurts a lot.", 1)
|
||||
|
||||
|
||||
/datum/organ/internal/proc/emp_act(severity)
|
||||
switch(robotic)
|
||||
if(0)
|
||||
@@ -96,7 +127,7 @@
|
||||
owner.drip(10)
|
||||
if(prob(4))
|
||||
spawn owner.emote("me", 1, "gasps for air!")
|
||||
owner.losebreath += 5
|
||||
owner.losebreath += 15
|
||||
|
||||
/datum/organ/internal/liver
|
||||
name = "liver"
|
||||
|
||||
@@ -119,7 +119,7 @@
|
||||
|
||||
// checks if wound is considered open for external infections
|
||||
// untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger
|
||||
proc/can_infect()
|
||||
proc/infection_check()
|
||||
if (is_treated() && damage < 10)
|
||||
return 0
|
||||
if (disinfected)
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
icon_state = "cespace_suit"
|
||||
item_state = "cespace_suit"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 100)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/anomaly
|
||||
name = "Excavation hood"
|
||||
|
||||
@@ -37,7 +37,7 @@
|
||||
//spawn the cell you want in each vehicle
|
||||
|
||||
/obj/vehicle/Move()
|
||||
if(world.timeofday > l_move_time + move_delay)
|
||||
if(world.time > l_move_time + move_delay)
|
||||
if(on && powered && cell.charge < power_use)
|
||||
turn_off()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user