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* skill issue to do: -chemistry -virology -balance stuff -??? i forgor * this shouldn't be here * more stuff * bit of rebalancing * i hate javascript!!! * more balance * stuff * things * fixed some stuff * hacking * ghost roles * fix * crafting skill requirements * real menu button * cyborg * fixed IPC repair * new skill icons * fix + rebalancing * skill icons 2 * exploit fixed * chem dispenser fix * fix again * clockwork style * genetics * science fix * progress bar indicators * minor refactor + rebalance * dna console fix * exploit fix * progress bar * more like evilscript * remove exploit * fix * why is round ID a string??? * another day, another exploit fixed
444 lines
21 KiB
Plaintext
444 lines
21 KiB
Plaintext
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/*
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Blunt/Bone wounds
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*/
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// 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
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/*
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Base definition
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*/
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/datum/wound/blunt
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name = "Blunt (Bone) Wound"
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sound_effect = 'sound/effects/wounds/crack1.ogg'
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wound_type = WOUND_BLUNT
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wound_flags = (BONE_WOUND | ACCEPTS_GAUZE)
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/// Have we been taped?
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var/taped
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/// Have we been bone gel'd?
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var/gelled
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/// If we did the gel + surgical tape healing method for fractures, how many ticks does it take to heal by default
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var/regen_ticks_needed
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/// Our current counter for gel + surgical tape regeneration
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var/regen_ticks_current
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/// If we suffer severe head booboos, we can get brain traumas tied to them
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var/datum/brain_trauma/active_trauma
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/// What brain trauma group, if any, we can draw from for head wounds
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var/brain_trauma_group
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/// If we deal brain traumas, when is the next one due?
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var/next_trauma_cycle
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/// How long do we wait +/- 20% for the next trauma?
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var/trauma_cycle_cooldown
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/// If this is a chest wound and this is set, we have this chance to cough up blood when hit in the chest
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var/internal_bleeding_chance = 0
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/*
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Overwriting of base procs
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*/
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/datum/wound/blunt/wound_injury(datum/wound/old_wound = null, attack_direction = null)
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// hook into gaining/losing gauze so crit bone wounds can re-enable/disable depending if they're slung or not
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RegisterSignals(limb, list(COMSIG_BODYPART_GAUZED, COMSIG_BODYPART_GAUZE_DESTROYED), PROC_REF(update_inefficiencies))
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if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group)
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processes = TRUE
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active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
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next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown)
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RegisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, PROC_REF(attack_with_hurt_hand))
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if(limb.held_index && victim.get_item_for_held_index(limb.held_index) && (disabling || prob(30 * severity)))
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var/obj/item/I = victim.get_item_for_held_index(limb.held_index)
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if(istype(I, /obj/item/offhand))
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I = victim.get_inactive_held_item()
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if(I && victim.dropItemToGround(I))
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victim.visible_message(span_danger("[victim] drops [I] in shock!"), span_warning("<b>The force on your [limb.name] causes you to drop [I]!</b>"), vision_distance=COMBAT_MESSAGE_RANGE)
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update_inefficiencies()
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/datum/wound/blunt/remove_wound(ignore_limb, replaced)
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limp_slowdown = 0
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QDEL_NULL(active_trauma)
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if(limb)
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UnregisterSignal(limb, list(COMSIG_BODYPART_GAUZED, COMSIG_BODYPART_GAUZE_DESTROYED))
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if(victim)
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UnregisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK)
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return ..()
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/datum/wound/blunt/handle_process()
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. = ..()
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if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group && world.time > next_trauma_cycle)
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if(active_trauma)
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QDEL_NULL(active_trauma)
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else
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active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
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next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown)
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if(!gelled)
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return
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regen_ticks_current++
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if(LAZYLEN(victim.mind?.antag_datums)) //not like anyone will be counting, right?
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regen_ticks_current++
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if(!(victim.mobility_flags & MOBILITY_STAND))
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if(prob(50))
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regen_ticks_current += 0.5
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if(victim.IsSleeping() && prob(50))
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regen_ticks_current += 0.5
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if(prob(severity * 3))
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victim.take_bodypart_damage(rand(1, severity * 2), stamina=rand(2, severity * 2.5), wound_bonus=CANT_WOUND)
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if(prob(33))
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to_chat(victim, span_danger("You feel a sharp pain in your body as your bones are reforming!"))
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if(regen_ticks_current > regen_ticks_needed)
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if(!victim || !limb)
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qdel(src)
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return
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to_chat(victim, span_green("Your [limb.name] has recovered from your fracture!"))
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remove_wound()
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/// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so
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/datum/wound/blunt/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
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if(victim.get_active_hand() != limb || !victim.combat_mode || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE)
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return
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// With a severe or critical wound, you have a 15% or 30% chance to proc pain on hit
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if(prob((severity - 1) * 15))
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// And you have a 70% or 50% chance to actually land the blow, respectively
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if(prob(70 - 20 * (severity - 1)))
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to_chat(victim, span_userdanger("The fracture in your [limb.name] shoots with pain as you strike [target]!"))
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limb.receive_damage(brute=rand(1,5))
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else
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victim.visible_message(span_danger("[victim] weakly strikes [target] with [victim.p_their()] broken [limb.name], recoiling from pain!"), \
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span_userdanger("You fail to strike [target] as the fracture in your [limb.name] lights up in unbearable pain!"), vision_distance=COMBAT_MESSAGE_RANGE)
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victim.emote("scream")
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victim.Stun(0.5 SECONDS)
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limb.receive_damage(brute=rand(3,7))
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return COMPONENT_NO_ATTACK_HAND
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/datum/wound/blunt/receive_damage(wounding_type, wounding_dmg, wound_bonus)
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if(!victim || wounding_dmg < WOUND_MINIMUM_DAMAGE)
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return
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if(ishuman(victim))
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var/mob/living/carbon/human/human_victim = victim
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if(NOBLOOD in human_victim.dna?.species.species_traits)
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return
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if(victim.stat != DEAD && limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
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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
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switch(blood_bled)
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if(1 to 6)
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victim.bleed(blood_bled, TRUE)
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if(7 to 13)
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victim.visible_message(span_smalldanger("[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest."), span_danger("You cough up a bit of blood from the blow to your chest."), vision_distance=COMBAT_MESSAGE_RANGE)
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victim.bleed(blood_bled, TRUE)
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if(14 to 19)
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victim.visible_message(span_smalldanger("[victim] spits out a string of blood from the blow to [victim.p_their()] chest!"), span_danger("You spit out a string of blood from the blow to your chest!"), vision_distance=COMBAT_MESSAGE_RANGE)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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victim.bleed(blood_bled)
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if(20 to INFINITY)
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victim.visible_message(span_danger("[victim] chokes up a spray of blood 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)
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victim.bleed(blood_bled)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
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victim.add_splatter_floor(get_step(victim.loc, victim.dir))
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/datum/wound/blunt/get_examine_description(mob/user)
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if(!limb.current_gauze && !gelled && !taped)
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return ..()
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var/list/msg = list()
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if(!limb.current_gauze)
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msg += "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
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else
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var/sling_condition = ""
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// how much life we have left in these bandages
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switch(limb.current_gauze.absorption_capacity)
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if(0 to 1.25)
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sling_condition = "just barely"
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if(1.25 to 2.75)
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sling_condition = "loosely"
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if(2.75 to 4)
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sling_condition = "mostly"
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if(4 to INFINITY)
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sling_condition = "tightly"
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msg += "[victim.p_their(TRUE)] [limb.name] is [sling_condition] fastened in a sling of [limb.current_gauze.name]"
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if(taped)
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msg += ", <span class='notice'>and appears to be reforming itself under some surgical tape!</span>"
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else if(gelled)
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msg += ", <span class='notice'>with fizzing flecks of blue bone gel sparking off the bone!</span>"
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else
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msg += "!"
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return "<B>[msg.Join()]</B>"
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/*
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New common procs for /datum/wound/blunt/
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*/
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/datum/wound/blunt/proc/update_inefficiencies()
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if(limb.body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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if(limb.current_gauze)
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limp_slowdown = initial(limp_slowdown) * limb.current_gauze.splint_factor
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else
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limp_slowdown = initial(limp_slowdown)
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victim.apply_status_effect(STATUS_EFFECT_LIMP)
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else if(limb.body_zone in list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
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if(limb.current_gauze)
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interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * limb.current_gauze.splint_factor)
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if(initial(disabling))
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set_disabling(!limb.current_gauze)
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limb.update_wounds()
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/// Joint Dislocation (Moderate Blunt)
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/datum/wound/blunt/moderate
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name = "Joint Dislocation"
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desc = "Patient's bone has been unset from socket, causing pain and reduced motor function."
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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."
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examine_desc = "is awkwardly jammed out of place"
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occur_text = "jerks violently and becomes unseated"
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severity = WOUND_SEVERITY_MODERATE
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viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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interaction_efficiency_penalty = 1.5
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limp_slowdown = 3
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threshold_minimum = 35
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threshold_penalty = 15
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treatable_tool = TOOL_BONESET
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wound_flags = (BONE_WOUND)
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status_effect_type = /datum/status_effect/wound/blunt/moderate
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scar_keyword = "bluntmoderate"
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/datum/wound/blunt/moderate/crush()
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if(prob(33))
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victim.visible_message(span_danger("[victim]'s dislocated [limb.name] pops back into place!"), span_userdanger("Your dislocated [limb.name] pops back into place! Ow!"))
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remove_wound()
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/datum/wound/blunt/moderate/try_handling(mob/living/carbon/human/user)
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if(user.pulling != victim || user.zone_selected != limb.body_zone)
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return FALSE
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if(user.grab_state == GRAB_PASSIVE)
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to_chat(user, span_warning("You must have [victim] in an aggressive grab to manipulate [victim.p_their()] [lowertext(name)]!"))
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return TRUE
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if(user.grab_state >= GRAB_AGGRESSIVE)
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user.visible_message(span_danger("[user] begins twisting and straining [victim]'s dislocated [limb.name]!"), span_notice("You begin twisting and straining [victim]'s dislocated [limb.name]..."), ignored_mobs=victim)
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to_chat(victim, span_userdanger("[user] begins twisting and straining your dislocated [limb.name]!"))
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if(!user.combat_mode)
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chiropractice(user)
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else
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malpractice(user)
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return TRUE
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/// If someone is snapping our dislocated joint back into place by hand with an aggro grab and help intent
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/datum/wound/blunt/moderate/proc/chiropractice(mob/living/carbon/human/user)
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var/time = base_treat_time
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playsound(victim, 'sound/surgery/bone1.ogg', 25)
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if(!do_after(user, time, victim, extra_checks = CALLBACK(src, PROC_REF(still_exists)), skill_check = SKILL_PHYSIOLOGY))
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return
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if(prob(60 + user.get_skill(SKILL_PHYSIOLOGY) * 5))
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user.visible_message(span_danger("[user] snaps [victim]'s dislocated [limb.name] back into place!"), span_notice("You snap [victim]'s dislocated [limb.name] back into place!"), ignored_mobs=victim)
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to_chat(victim, span_userdanger("[user] snaps your dislocated [limb.name] back into place!"))
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victim.emote("scream")
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playsound(victim, 'sound/surgery/bone3.ogg', 25)
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limb.receive_damage(brute = 20, wound_bonus = CANT_WOUND)
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qdel(src)
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else
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user.visible_message(span_danger("[user] wrenches [victim]'s dislocated [limb.name] around painfully!"), span_danger("You wrench [victim]'s dislocated [limb.name] around painfully!"), ignored_mobs=victim)
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to_chat(victim, span_userdanger("[user] wrenches your dislocated [limb.name] around painfully!"))
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limb.receive_damage(brute = 10, wound_bonus = CANT_WOUND)
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chiropractice(user)
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/// If someone is snapping our dislocated joint into a fracture by hand with an aggro grab and harm or disarm intent
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/datum/wound/blunt/moderate/proc/malpractice(mob/living/carbon/human/user)
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var/time = base_treat_time
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playsound(victim, 'sound/surgery/bone1.ogg', 25)
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if(!do_after(user, time, victim, extra_checks = CALLBACK(src, PROC_REF(still_exists)), skill_check = SKILL_PHYSIOLOGY))
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return
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if(prob(60 + user.get_skill(SKILL_PHYSIOLOGY)))
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user.visible_message(span_danger("[user] snaps [victim]'s dislocated [limb.name] with a sickening crack!"), span_danger("You snap [victim]'s dislocated [limb.name] with a sickening crack!"), ignored_mobs=victim)
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to_chat(victim, span_userdanger("[user] snaps your dislocated [limb.name] with a sickening crack!"))
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victim.emote("scream")
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limb.receive_damage(brute = 25, wound_bonus = 30)
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else
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user.visible_message(span_danger("[user] wrenches [victim]'s dislocated [limb.name] around painfully!"), span_danger("You wrench [victim]'s dislocated [limb.name] around painfully!"), ignored_mobs=victim)
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to_chat(victim, span_userdanger("[user] wrenches your dislocated [limb.name] around painfully!"))
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limb.receive_damage(brute = 10, wound_bonus = CANT_WOUND)
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malpractice(user)
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/datum/wound/blunt/moderate/treat(obj/item/I, mob/user)
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if(victim == user)
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victim.visible_message(span_danger("[user] begins resetting [victim.p_their()] [limb.name] with [I]."), span_warning("You begin resetting your [limb.name] with [I]..."))
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else
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user.visible_message(span_danger("[user] begins resetting [victim]'s [limb.name] with [I]."), span_notice("You begin resetting [victim]'s [limb.name] with [I]..."))
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playsound(victim, 'sound/surgery/bone1.ogg', 25)
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if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), victim, extra_checks=CALLBACK(src, PROC_REF(still_exists)), skill_check = SKILL_PHYSIOLOGY))
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return
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playsound(victim, 'sound/surgery/bone3.ogg', 25)
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if(victim == user)
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limb.receive_damage(brute=15, wound_bonus=CANT_WOUND)
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victim.visible_message(span_danger("[user] finishes resetting [victim.p_their()] [limb.name]!"), span_userdanger("You reset your [limb.name]!"))
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else
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limb.receive_damage(brute=10, wound_bonus=CANT_WOUND)
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user.visible_message(span_danger("[user] finishes resetting [victim]'s [limb.name]!"), span_nicegreen("You finish resetting [victim]'s [limb.name]!"), victim)
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to_chat(victim, span_userdanger("[user] resets your [limb.name]!"))
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victim.emote("scream")
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qdel(src)
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/*
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Severe (Hairline Fracture)
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*/
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/datum/wound/blunt/severe
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name = "Hairline Fracture"
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desc = "Patient's bone has suffered a crack in the foundation, causing serious pain and reduced limb functionality."
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treat_text = "Recommended light surgical application of bone gel, though a sling of medical gauze will prevent worsening situation."
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examine_desc = "appears grotesquely swollen, its attachment weakened"
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occur_text = "sprays chips of bone and develops a nasty looking bruise"
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severity = WOUND_SEVERITY_SEVERE
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interaction_efficiency_penalty = 2
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limp_slowdown = 6
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threshold_minimum = 60
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threshold_penalty = 30
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treatable_by = list(/obj/item/stack/medical/bone_gel)
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status_effect_type = /datum/status_effect/wound/blunt/severe
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scar_keyword = "bluntsevere"
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brain_trauma_group = BRAIN_TRAUMA_MILD
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trauma_cycle_cooldown = 1.5 MINUTES
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internal_bleeding_chance = 40
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wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
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regen_ticks_needed = 120 // ticks every 2 seconds, 240 seconds, so roughly 4 minutes default
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/// Compound Fracture (Critical Blunt)
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/datum/wound/blunt/critical
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name = "Compound Fracture"
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desc = "Patient's bones have suffered multiple gruesome fractures, causing significant pain and near uselessness of limb."
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treat_text = "Immediate binding of affected limb, followed by surgical intervention ASAP."
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examine_desc = "is mangled and pulped, seemingly held together by tissue alone"
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occur_text = "cracks apart, exposing broken bones to open air"
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severity = WOUND_SEVERITY_CRITICAL
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interaction_efficiency_penalty = 4
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limp_slowdown = 9
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sound_effect = 'sound/effects/wounds/crack2.ogg'
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threshold_minimum = 115
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threshold_penalty = 50
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disabling = TRUE
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treatable_by = list(/obj/item/stack/medical/bone_gel)
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status_effect_type = /datum/status_effect/wound/blunt/critical
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scar_keyword = "bluntcritical"
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brain_trauma_group = BRAIN_TRAUMA_SEVERE
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trauma_cycle_cooldown = 2.5 MINUTES
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internal_bleeding_chance = 60
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wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
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regen_ticks_needed = 240 // ticks every 2 seconds, 480 seconds, so roughly 8 minutes default
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// doesn't make much sense for "a" bone to stick out of your head
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/datum/wound/blunt/critical/apply_wound(obj/item/bodypart/L, silent = FALSE, datum/wound/old_wound = null, smited, attack_direction = null)
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if(L.body_zone == BODY_ZONE_HEAD)
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occur_text = "splits open, exposing a bare, cracked skull through the flesh and blood"
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examine_desc = "has an unsettling indent, with bits of skull poking out"
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. = ..()
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/// if someone is using bone gel on our wound
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/datum/wound/blunt/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
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if(gelled)
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to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!"))
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return
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user.visible_message(span_danger("[user] begins hastily applying [I] to [victim]'s' [limb.name]..."), span_warning("You begin hastily applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name], disregarding the warning label..."))
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if(!do_after(user, base_treat_time * 1.5 * (user == victim ? 1.5 : 1), victim, extra_checks=CALLBACK(src, PROC_REF(still_exists)), skill_check = SKILL_PHYSIOLOGY))
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return
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I.use(1)
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victim.emote("scream")
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if(user != victim)
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user.visible_message(span_notice("[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [limb.name]!"), ignored_mobs=victim)
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to_chat(victim, span_userdanger("[user] finishes applying [I] to your [limb.name], and you can feel the bones exploding with pain as they begin melting and reforming!"))
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else
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var/painkiller_bonus = 0
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if(victim.get_drunk_amount() > 10)
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painkiller_bonus += 10
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if(victim.reagents?.has_reagent(/datum/reagent/medicine/morphine))
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painkiller_bonus += 20
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if(victim.reagents?.has_reagent(/datum/reagent/determination))
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painkiller_bonus += 10
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if(prob(25 + (20 * (severity - 2)) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers
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victim.visible_message(span_danger("[victim] fails to finish applying [I] to [victim.p_their()] [limb.name], passing out from the pain!"), span_notice("You black out from the pain of applying [I] to your [limb.name] before you can finish!"))
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victim.AdjustUnconscious(5 SECONDS)
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return
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regen_ticks_needed *= 1.5
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victim.visible_message(span_notice("[victim] finishes applying [I] to [victim.p_their()] [limb.name], grimacing from the pain!"), span_notice("You finish applying [I] to your [limb.name], and your bones explode in pain!"))
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|
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limb.receive_damage(25, stamina=100, wound_bonus=CANT_WOUND)
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if(!gelled)
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gelled = TRUE
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taped = TRUE
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processes = TRUE
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/// if someone is using surgical tape on our wound
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/*datum/wound/blunt/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
|
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if(!gelled)
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to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.name] must be coated with bone gel to perform this emergency operation!"))
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|
return
|
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if(taped)
|
|
to_chat(user, span_warning("[user == victim ? "Your" : "[victim]'s"] [limb.name] is already wrapped in [I.name] and reforming!"))
|
|
return
|
|
|
|
user.visible_message(span_danger("[user] begins applying [I] to [victim]'s' [limb.name]..."), span_warning("You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]..."))
|
|
|
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if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), victim, extra_checks=CALLBACK(src, PROC_REF(still_exists)), skill_check = SKILL_PHYSIOLOGY))
|
|
return
|
|
|
|
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.name], emitting a fizzing noise!"), span_notice("You finish applying [I] to [victim]'s [limb.name]!"), ignored_mobs=victim)
|
|
to_chat(victim, span_green("[user] finishes applying [I] to your [limb.name], 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.name], !"), span_green("You finish applying [I] to your [limb.name], and you immediately begin to feel your bones start to reform!"))
|
|
|
|
taped = TRUE
|
|
processes = TRUE*/
|
|
|
|
/datum/wound/blunt/treat(obj/item/I, mob/user)
|
|
if(istype(I, /obj/item/stack/medical/bone_gel))
|
|
gel(I, user)
|
|
/*else if(istype(I, /obj/item/stack/sticky_tape/surgical))
|
|
tape(I, user)*/
|
|
|
|
/datum/wound/blunt/get_scanner_description(mob/user)
|
|
. = ..()
|
|
|
|
. += "<div class='ml-3'>"
|
|
|
|
if(!gelled)
|
|
. += "Alternative Treatment: Apply bone gel directly to injured limb. This is both excruciatingly painful and slow, and only recommended in dire circumstances.\n"
|
|
//else if(!taped)
|
|
//. += "<span class='notice'>Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow.</span>\n"
|
|
else
|
|
. += "<span class='notice'>Note: Bone regeneration in effect. Bone is round [(regen_ticks_current*100/regen_ticks_needed)]% regenerated.</span>\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>"
|