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fulpstation/code/__HELPERS/_logging.dm
Ryll Ryll 0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00

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//wrapper macros for easier grepping
#define DIRECT_OUTPUT(A, B) A << B
#define SEND_IMAGE(target, image) DIRECT_OUTPUT(target, image)
#define SEND_SOUND(target, sound) DIRECT_OUTPUT(target, sound)
#define SEND_TEXT(target, text) DIRECT_OUTPUT(target, text)
#define WRITE_FILE(file, text) DIRECT_OUTPUT(file, text)
//This is an external call, "true" and "false" are how rust parses out booleans
#define WRITE_LOG(log, text) rustg_log_write(log, text, "true")
#define WRITE_LOG_NO_FORMAT(log, text) rustg_log_write(log, text, "false")
//print a warning message to world.log
#define WARNING(MSG) warning("[MSG] in [__FILE__] at line [__LINE__] src: [UNLINT(src)] usr: [usr].")
/proc/warning(msg)
msg = "## WARNING: [msg]"
log_world(msg)
//not an error or a warning, but worth to mention on the world log, just in case.
#define NOTICE(MSG) notice(MSG)
/proc/notice(msg)
msg = "## NOTICE: [msg]"
log_world(msg)
//print a testing-mode debug message to world.log and world
#ifdef TESTING
#define testing(msg) log_world("## TESTING: [msg]"); to_chat(world, "## TESTING: [msg]")
#else
#define testing(msg)
#endif
#ifdef UNIT_TESTS
/proc/log_test(text)
WRITE_LOG(GLOB.test_log, text)
SEND_TEXT(world.log, text)
#endif
/* Items with ADMINPRIVATE prefixed are stripped from public logs. */
/proc/log_admin(text)
GLOB.admin_log.Add(text)
if (CONFIG_GET(flag/log_admin))
WRITE_LOG(GLOB.world_game_log, "ADMIN: [text]")
/proc/log_admin_private(text)
GLOB.admin_log.Add(text)
if (CONFIG_GET(flag/log_admin))
WRITE_LOG(GLOB.world_game_log, "ADMINPRIVATE: [text]")
/proc/log_adminsay(text)
GLOB.admin_log.Add(text)
if (CONFIG_GET(flag/log_adminchat))
WRITE_LOG(GLOB.world_game_log, "ADMINPRIVATE: ASAY: [text]")
/proc/log_dsay(text)
if (CONFIG_GET(flag/log_adminchat))
WRITE_LOG(GLOB.world_game_log, "ADMIN: DSAY: [text]")
/* All other items are public. */
/proc/log_game(text)
if (CONFIG_GET(flag/log_game))
WRITE_LOG(GLOB.world_game_log, "GAME: [text]")
/proc/log_mecha(text)
if (CONFIG_GET(flag/log_mecha))
WRITE_LOG(GLOB.world_mecha_log, "MECHA: [text]")
/proc/log_virus(text)
if (CONFIG_GET(flag/log_virus))
WRITE_LOG(GLOB.world_virus_log, "VIRUS: [text]")
/proc/log_cloning(text, mob/initiator)
if(CONFIG_GET(flag/log_cloning))
WRITE_LOG(GLOB.world_cloning_log, "CLONING: [text]")
/proc/log_paper(text)
WRITE_LOG(GLOB.world_paper_log, "PAPER: [text]")
/proc/log_asset(text)
WRITE_LOG(GLOB.world_asset_log, "ASSET: [text]")
/proc/log_access(text)
if (CONFIG_GET(flag/log_access))
WRITE_LOG(GLOB.world_game_log, "ACCESS: [text]")
/proc/log_law(text)
if (CONFIG_GET(flag/log_law))
WRITE_LOG(GLOB.world_game_log, "LAW: [text]")
/proc/log_attack(text)
if (CONFIG_GET(flag/log_attack))
WRITE_LOG(GLOB.world_attack_log, "ATTACK: [text]")
/proc/log_wounded(text)
if (CONFIG_GET(flag/log_attack))
WRITE_LOG(GLOB.world_attack_log, "WOUND: [text]")
/proc/log_econ(text)
if (CONFIG_GET(flag/log_econ))
WRITE_LOG(GLOB.world_econ_log, "MONEY: [text]")
/proc/log_manifest(ckey, datum/mind/mind,mob/body, latejoin = FALSE)
if (CONFIG_GET(flag/log_manifest))
WRITE_LOG(GLOB.world_manifest_log, "[ckey] \\ [body.real_name] \\ [mind.assigned_role] \\ [mind.special_role ? mind.special_role : "NONE"] \\ [latejoin ? "LATEJOIN":"ROUNDSTART"]")
/proc/log_bomber(atom/user, details, atom/bomb, additional_details, message_admins = TRUE)
var/bomb_message = "[details][bomb ? " [bomb.name] at [AREACOORD(bomb)]": ""][additional_details ? " [additional_details]" : ""]."
if(user)
user.log_message(bomb_message, LOG_GAME) //let it go to individual logs as well as the game log
bomb_message = "[key_name(user)] at [AREACOORD(user)] [bomb_message]"
else
log_game(bomb_message)
GLOB.bombers += bomb_message
if(message_admins)
message_admins("[user ? "[ADMIN_LOOKUPFLW(user)] at [ADMIN_VERBOSEJMP(user)] " : ""][details][bomb ? " [bomb.name] at [ADMIN_VERBOSEJMP(bomb)]": ""][additional_details ? " [additional_details]" : ""].")
/proc/log_say(text)
if (CONFIG_GET(flag/log_say))
WRITE_LOG(GLOB.world_game_log, "SAY: [text]")
/proc/log_ooc(text)
if (CONFIG_GET(flag/log_ooc))
WRITE_LOG(GLOB.world_game_log, "OOC: [text]")
/proc/log_whisper(text)
if (CONFIG_GET(flag/log_whisper))
WRITE_LOG(GLOB.world_game_log, "WHISPER: [text]")
/proc/log_emote(text)
if (CONFIG_GET(flag/log_emote))
WRITE_LOG(GLOB.world_game_log, "EMOTE: [text]")
/proc/log_prayer(text)
if (CONFIG_GET(flag/log_prayer))
WRITE_LOG(GLOB.world_game_log, "PRAY: [text]")
/proc/log_pda(text)
if (CONFIG_GET(flag/log_pda))
WRITE_LOG(GLOB.world_pda_log, "PDA: [text]")
/proc/log_comment(text)
if (CONFIG_GET(flag/log_pda))
//reusing the PDA option because I really don't think news comments are worth a config option
WRITE_LOG(GLOB.world_pda_log, "COMMENT: [text]")
/proc/log_telecomms(text)
if (CONFIG_GET(flag/log_telecomms))
WRITE_LOG(GLOB.world_telecomms_log, "TCOMMS: [text]")
/proc/log_chat(text)
if (CONFIG_GET(flag/log_pda))
//same thing here
WRITE_LOG(GLOB.world_pda_log, "CHAT: [text]")
/proc/log_vote(text)
if (CONFIG_GET(flag/log_vote))
WRITE_LOG(GLOB.world_game_log, "VOTE: [text]")
/proc/log_shuttle(text)
if (CONFIG_GET(flag/log_shuttle))
WRITE_LOG(GLOB.world_shuttle_log, "SHUTTLE: [text]")
/proc/log_topic(text)
WRITE_LOG(GLOB.world_game_log, "TOPIC: [text]")
/proc/log_href(text)
WRITE_LOG(GLOB.world_href_log, "HREF: [text]")
/proc/log_sql(text)
WRITE_LOG(GLOB.sql_error_log, "SQL: [text]")
/proc/log_qdel(text)
WRITE_LOG(GLOB.world_qdel_log, "QDEL: [text]")
/proc/log_query_debug(text)
WRITE_LOG(GLOB.query_debug_log, "SQL: [text]")
/proc/log_job_debug(text)
if (CONFIG_GET(flag/log_job_debug))
WRITE_LOG(GLOB.world_job_debug_log, "JOB: [text]")
/* Log to both DD and the logfile. */
/proc/log_world(text)
#ifdef USE_CUSTOM_ERROR_HANDLER
WRITE_LOG(GLOB.world_runtime_log, text)
#endif
SEND_TEXT(world.log, text)
/* Log to the logfile only. */
/proc/log_runtime(text)
WRITE_LOG(GLOB.world_runtime_log, text)
/* Rarely gets called; just here in case the config breaks. */
/proc/log_config(text)
WRITE_LOG(GLOB.config_error_log, text)
SEND_TEXT(world.log, text)
/proc/log_mapping(text)
WRITE_LOG(GLOB.world_map_error_log, text)
/* ui logging */
/proc/log_tgui(text)
WRITE_LOG(GLOB.tgui_log, text)
/* For logging round startup. */
/proc/start_log(log)
WRITE_LOG(log, "Starting up round ID [GLOB.round_id].\n-------------------------")
/* Close open log handles. This should be called as late as possible, and no logging should hapen after. */
/proc/shutdown_logging()
rustg_log_close_all()
/* Helper procs for building detailed log lines */
/proc/key_name(whom, include_link = null, include_name = TRUE)
var/mob/M
var/client/C
var/key
var/ckey
var/fallback_name
if(!whom)
return "*null*"
if(istype(whom, /client))
C = whom
M = C.mob
key = C.key
ckey = C.ckey
else if(ismob(whom))
M = whom
C = M.client
key = M.key
ckey = M.ckey
else if(istext(whom))
key = whom
ckey = ckey(whom)
C = GLOB.directory[ckey]
if(C)
M = C.mob
else if(istype(whom,/datum/mind))
var/datum/mind/mind = whom
key = mind.key
ckey = ckey(key)
if(mind.current)
M = mind.current
if(M.client)
C = M.client
else
fallback_name = mind.name
else // Catch-all cases if none of the types above match
var/swhom = null
if(istype(whom, /atom))
var/atom/A = whom
swhom = "[A.name]"
else if(istype(whom, /datum))
swhom = "[whom]"
if(!swhom)
swhom = "*invalid*"
return "\[[swhom]\]"
. = ""
if(!ckey)
include_link = FALSE
if(key)
if(C && C.holder && C.holder.fakekey && !include_name)
if(include_link)
. += "<a href='?priv_msg=[C.findStealthKey()]'>"
. += "Administrator"
else
if(include_link)
. += "<a href='?priv_msg=[ckey]'>"
. += key
if(!C)
. += "\[DC\]"
if(include_link)
. += "</a>"
else
. += "*no key*"
if(include_name)
if(M)
if(M.real_name)
. += "/([M.real_name])"
else if(M.name)
. += "/([M.name])"
else if(fallback_name)
. += "/([fallback_name])"
return .
/proc/key_name_admin(whom, include_name = TRUE)
return key_name(whom, TRUE, include_name)
/proc/loc_name(atom/A)
if(!istype(A))
return "(INVALID LOCATION)"
var/turf/T = A
if (!istype(T))
T = get_turf(A)
if(istype(T))
return "([AREACOORD(T)])"
else if(A.loc)
return "(UNKNOWN (?, ?, ?))"