Merge remote-tracking branch 'origin/master' into TGUI-4
This commit is contained in:
@@ -67,7 +67,7 @@
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H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND) // easy tiger, we'll get to that in a sec
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var/obj/item/bodypart/slit_throat = H.get_bodypart(BODY_ZONE_HEAD)
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if(slit_throat)
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var/datum/wound/brute/cut/critical/screaming_through_a_slit_throat = new
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var/datum/wound/slash/critical/screaming_through_a_slit_throat = new
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screaming_through_a_slit_throat.apply_wound(slit_throat)
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H.apply_status_effect(/datum/status_effect/neck_slice)
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@@ -29,7 +29,6 @@
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*/
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/datum/component/embedded
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dupe_mode = COMPONENT_DUPE_ALLOWED
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var/obj/item/bodypart/limb
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@@ -139,30 +138,36 @@
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limb.embedded_objects |= weapon // on the inside... on the inside...
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weapon.forceMove(victim)
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RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/byeItemCarbon)
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var/damage = 0
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if(harmful)
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victim.visible_message("<span class='danger'>[weapon] embeds itself in [victim]'s [limb.name]!</span>",ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[weapon] embeds itself in your [limb.name]!</span>")
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victim.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
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playsound(victim,'sound/weapons/bladeslice.ogg', 40)
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weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
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var/damage = weapon.w_class * impact_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus=-30, sharpness = TRUE)
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damage = weapon.w_class * impact_pain_mult
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SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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else
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victim.visible_message("<span class='danger'>[weapon] sticks itself to [victim]'s [limb.name]!</span>",ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[weapon] sticks itself to your [limb.name]!</span>")
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if(damage > 0)
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var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",weapon.armour_penetration)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, sharpness = weapon.get_sharpness())
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/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
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/datum/component/embedded/proc/jostleCheck()
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var/mob/living/carbon/victim = parent
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var/chance = jostle_chance
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var/damage = weapon.w_class * pain_mult
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var/pain_chance_current = jostle_chance
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if(victim.m_intent == MOVE_INTENT_WALK || !(victim.mobility_flags & MOBILITY_STAND))
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chance *= 0.5
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pain_chance_current *= 0.5
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if(harmful && prob(chance))
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var/damage = weapon.w_class * jostle_pain_mult
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if(pain_stam_pct && IS_STAMCRIT(victim)) //if it's a less-lethal embed, give them a break if they're already stamcritted
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pain_chance_current *= 0.2
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damage *= 0.5
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if(harmful && prob(pain_chance_current))
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
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@@ -199,7 +204,7 @@
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if(harmful)
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE) //It hurts to rip it out, get surgery you dingus.
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND) //It hurts to rip it out, get surgery you dingus.
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victim.emote("scream")
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victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
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else
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@@ -279,11 +284,13 @@
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] hurts!</span>")
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if(prob(fall_chance))
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var/fall_chance_current = fall_chance
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if(victim.mobility_flags & ~MOBILITY_STAND)
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fall_chance_current *= 0.2
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if(prob(fall_chance_current))
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fallOutCarbon()
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////////////////////////////////////////
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//////////////TURF PROCS////////////////
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////////////////////////////////////////
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@@ -1,3 +1,8 @@
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// the following defines are used for [/datum/component/pellet_cloud/var/list/wound_info_by_part] to store the damage, wound_bonus, and bw_bonus for each bodypart hit
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#define CLOUD_POSITION_DAMAGE 1
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#define CLOUD_POSITION_W_BONUS 2
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#define CLOUD_POSITION_BW_BONUS 3
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/*
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* This component is used when you want to create a bunch of shrapnel or projectiles (say, shrapnel from a fragmentation grenade, or buckshot from a shotgun) from a central point,
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* without necessarily printing a separate message for every single impact. This component should be instantiated right when you need it (like the moment of firing), then activated
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@@ -29,7 +34,10 @@
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var/list/pellets = list()
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/// An associated list with the atom hit as the key and how many pellets they've eaten for the value, for printing aggregate messages
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var/list/targets_hit = list()
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/// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
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/// Another associated list for hit bodyparts on carbons so we can track how much wounding potential we have for each bodypart
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var/list/wound_info_by_part = list()
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/// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs]
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var/list/bodies
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/// For grenades, tracking people who die covering a grenade for achievement purposes, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
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var/list/purple_hearts
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@@ -64,6 +72,7 @@
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/datum/component/pellet_cloud/Destroy(force, silent)
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purple_hearts = null
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pellets = null
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wound_info_by_part = null
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targets_hit = null
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bodies = null
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return ..()
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@@ -187,10 +196,26 @@
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break
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///One of our pellets hit something, record what it was and check if we're done (terminated == num_pellets)
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/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle)
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/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle, hit_zone)
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pellets -= P
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terminated++
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hits++
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var/obj/item/bodypart/hit_part
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if(iscarbon(target) && hit_zone)
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var/mob/living/carbon/hit_carbon = target
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hit_part = hit_carbon.get_bodypart(hit_zone)
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if(hit_part)
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target = hit_part
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if(P.wound_bonus != CANT_WOUND) // handle wounding
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// unfortunately, due to how pellet clouds handle finalizing only after every pellet is accounted for, that also means there might be a short delay in dealing wounds if one pellet goes wide
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// while buckshot may reach a target or miss it all in one tick, we also have to account for possible ricochets that may take a bit longer to hit the target
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if(isnull(wound_info_by_part[hit_part]))
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wound_info_by_part[hit_part] = list(0, 0, 0)
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wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE] += P.damage // these account for decay
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wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS] += P.wound_bonus
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wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS] += P.bare_wound_bonus
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P.wound_bonus = CANT_WOUND // actual wounding will be handled aggregate
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targets_hit[target]++
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if(targets_hit[target] == 1)
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RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/on_target_qdel, override=TRUE)
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@@ -231,13 +256,23 @@
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for(var/atom/target in targets_hit)
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var/num_hits = targets_hit[target]
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UnregisterSignal(target, COMSIG_PARENT_QDELETING)
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if(num_hits > 1)
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target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, "<span class='userdanger'>You're hit by [num_hits] [proj_name]s!</span>")
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else
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target.visible_message("<span class='danger'>[target] is hit by a [proj_name]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, "<span class='userdanger'>You're hit by a [proj_name]!</span>")
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var/obj/item/bodypart/hit_part
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if(isbodypart(target))
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hit_part = target
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target = hit_part.owner
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var/damage_dealt = wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE]
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var/w_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS]
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var/bw_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS]
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var/wound_type = (initial(P.damage_type) == BRUTE) ? WOUND_BLUNT : WOUND_BURN // sharpness is handled in the wound rolling
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wound_info_by_part[hit_part] = null
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hit_part.painless_wound_roll(wound_type, damage_dealt, w_bonus, bw_bonus, initial(P.sharpness))
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if(num_hits > 1)
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target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, "<span class='userdanger'>You're hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!</span>")
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else
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target.visible_message("<span class='danger'>[target] is hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, "<span class='userdanger'>You're hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>")
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UnregisterSignal(parent, COMSIG_PARENT_PREQDELETED)
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if(queued_delete)
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qdel(parent)
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@@ -281,3 +316,7 @@
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targets_hit -= target
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bodies -= target
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purple_hearts -= target
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#undef CLOUD_POSITION_DAMAGE
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#undef CLOUD_POSITION_W_BONUS
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#undef CLOUD_POSITION_BW_BONUS
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@@ -2,7 +2,7 @@
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The presence of this element allows an item (or a projectile carrying an item) to embed itself in a human or turf when it is thrown into a target (whether by hand, gun, or explosive wave) with either
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at least 4 throwspeed (EMBED_THROWSPEED_THRESHOLD) or ignore_throwspeed_threshold set to TRUE. Items meant to be used as shrapnel for projectiles should have ignore_throwspeed_threshold set to true.
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Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
|
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Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/item/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
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Items simply make their COMSIG_MOVABLE_IMPACT or COMSIG_MOVABLE_IMPACT_ZONE check (against a closed turf or a carbon, respectively), while projectiles check on COMSIG_PROJECTILE_SELF_ON_HIT.
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Upon a projectile hitting a valid target, it spawns whatever type of payload it has defined, then has that try to embed itself in the target on its own.
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@@ -37,10 +37,10 @@
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if(!isitem(target) && !isprojectile(target))
|
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return ELEMENT_INCOMPATIBLE
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|
||||
RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage)
|
||||
if(isitem(target))
|
||||
RegisterSignal(target, COMSIG_MOVABLE_IMPACT_ZONE, .proc/checkEmbedMob)
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RegisterSignal(target, COMSIG_MOVABLE_IMPACT, .proc/checkEmbedOther)
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RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage)
|
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RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/examined)
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RegisterSignal(target, COMSIG_EMBED_TRY_FORCE, .proc/tryForceEmbed)
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RegisterSignal(target, COMSIG_ITEM_DISABLE_EMBED, .proc/detachFromWeapon)
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@@ -68,7 +68,7 @@
|
||||
if(isitem(target))
|
||||
UnregisterSignal(target, list(COMSIG_MOVABLE_IMPACT_ZONE, COMSIG_ELEMENT_ATTACH, COMSIG_MOVABLE_IMPACT, COMSIG_PARENT_EXAMINE, COMSIG_EMBED_TRY_FORCE, COMSIG_ITEM_DISABLE_EMBED))
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||||
else
|
||||
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT))
|
||||
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT, COMSIG_ELEMENT_ATTACH))
|
||||
|
||||
|
||||
/// Checking to see if we're gonna embed into a human
|
||||
@@ -79,13 +79,13 @@
|
||||
var/actual_chance = embed_chance
|
||||
|
||||
if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign
|
||||
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) // we'll be nice and take the better of bullet and bomb armor
|
||||
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
|
||||
|
||||
if(armor) // we only care about armor penetration if there's actually armor to penetrate
|
||||
var/pen_mod = -armor + weapon.armour_penetration // even a little bit of armor can make a big difference for shrapnel with large negative armor pen
|
||||
actual_chance += pen_mod // doing the armor pen as a separate calc just in case this ever gets expanded on
|
||||
if(actual_chance <= 0)
|
||||
victim.visible_message("<span class='danger'>[weapon] bounces off [victim]'s armor!</span>", "<span class='notice'>[weapon] bounces off your armor!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
|
||||
victim.visible_message("<span class='danger'>[weapon] bounces off [victim]'s armor, unable to embed!</span>", "<span class='notice'>[weapon] bounces off your armor, unable to embed!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
|
||||
return
|
||||
|
||||
var/roll_embed = prob(actual_chance)
|
||||
@@ -147,7 +147,7 @@
|
||||
return TRUE
|
||||
|
||||
///A different embed element has been attached, so we'll detach and let them handle things
|
||||
/datum/element/embed/proc/severancePackage(obj/item/weapon, datum/element/E)
|
||||
/datum/element/embed/proc/severancePackage(obj/weapon, datum/element/E)
|
||||
if(istype(E, /datum/element/embed))
|
||||
Detach(weapon)
|
||||
|
||||
@@ -169,46 +169,35 @@
|
||||
* it to call tryForceEmbed() on its own embed element (it's out of our hands here, our projectile is done), where it will run through all the checks it needs to.
|
||||
*/
|
||||
/datum/element/embed/proc/checkEmbedProjectile(obj/item/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone)
|
||||
if(!iscarbon(hit) && !isclosedturf(hit))
|
||||
if(!iscarbon(hit))
|
||||
Detach(P)
|
||||
return // we don't care
|
||||
|
||||
var/obj/item/payload = new payload_type(get_turf(hit))
|
||||
var/did_embed
|
||||
if(iscarbon(hit))
|
||||
var/mob/living/carbon/C = hit
|
||||
var/obj/item/bodypart/limb
|
||||
limb = C.get_bodypart(hit_zone)
|
||||
if(!limb)
|
||||
limb = C.get_bodypart()
|
||||
did_embed = payload.tryEmbed(limb)
|
||||
else
|
||||
did_embed = payload.tryEmbed(hit)
|
||||
if(istype(payload, /obj/item/shrapnel/bullet))
|
||||
payload.name = P.name
|
||||
payload.embedding = P.embedding
|
||||
payload.updateEmbedding()
|
||||
var/mob/living/carbon/C = hit
|
||||
var/obj/item/bodypart/limb = C.get_bodypart(hit_zone)
|
||||
if(!limb)
|
||||
limb = C.get_bodypart()
|
||||
|
||||
if(!did_embed)
|
||||
payload.failedEmbed()
|
||||
payload.tryEmbed(limb)
|
||||
Detach(P)
|
||||
|
||||
/**
|
||||
* tryForceEmbed() is called here when we fire COMSIG_EMBED_TRY_FORCE from [/obj/item/proc/tryEmbed]. Mostly, this means we're a piece of shrapnel from a projectile that just impacted something, and we're trying to embed in it.
|
||||
*
|
||||
* The reason for this extra mucking about is avoiding having to do an extra hitby(), and annoying the target by impacting them once with the projectile, then again with the shrapnel (which likely represents said bullet), and possibly
|
||||
* AGAIN if we actually embed. This way, we save on at least one message. Runs the standard embed checks on the mob/turf.
|
||||
*
|
||||
* Arguments:
|
||||
* * I- what we're trying to embed, obviously
|
||||
* * target- what we're trying to shish-kabob, either a bodypart, a carbon, or a closed turf
|
||||
* * I- the item we're trying to insert into the target
|
||||
* * target- what we're trying to shish-kabob, either a bodypart or a carbon
|
||||
* * hit_zone- if our target is a carbon, try to hit them in this zone, if we don't have one, pick a random one. If our target is a bodypart, we already know where we're hitting.
|
||||
* * forced- if we want this to succeed 100%
|
||||
*/
|
||||
/datum/element/embed/proc/tryForceEmbed(obj/item/I, atom/target, hit_zone, forced=FALSE)
|
||||
var/obj/item/bodypart/limb
|
||||
var/mob/living/carbon/C
|
||||
var/turf/closed/T
|
||||
|
||||
if(!forced && !prob(embed_chance))
|
||||
return
|
||||
|
||||
if(iscarbon(target))
|
||||
C = target
|
||||
if(!hit_zone)
|
||||
@@ -218,10 +207,5 @@
|
||||
limb = target
|
||||
hit_zone = limb.body_zone
|
||||
C = limb.owner
|
||||
else if(isclosedturf(target))
|
||||
T = target
|
||||
|
||||
if(C)
|
||||
return checkEmbedMob(I, C, hit_zone, forced=TRUE)
|
||||
else if(T)
|
||||
return checkEmbedOther(I, T, forced=TRUE)
|
||||
checkEmbedMob(I, C, hit_zone, forced=TRUE)
|
||||
return TRUE
|
||||
|
||||
@@ -196,14 +196,12 @@ GLOBAL_LIST_EMPTY(explosions)
|
||||
|
||||
//------- EX_ACT AND TURF FIRES -------
|
||||
|
||||
if(T == epicenter) // Ensures explosives detonating from bags trigger other explosives in that bag
|
||||
var/list/items = list()
|
||||
for(var/I in T)
|
||||
var/atom/A = I
|
||||
if (!(A.flags_1 & PREVENT_CONTENTS_EXPLOSION_1)) //The atom/contents_explosion() proc returns null if the contents ex_acting has been handled by the atom, and TRUE if it hasn't.
|
||||
items += A.GetAllContents()
|
||||
for(var/O in items)
|
||||
var/atom/A = O
|
||||
if((T == epicenter) && !QDELETED(explosion_source) && ismovable(explosion_source) && (get_turf(explosion_source) == T)) // Ensures explosives detonating from bags trigger other explosives in that bag
|
||||
var/list/atoms = list()
|
||||
for(var/atom/A in explosion_source.loc) // the ismovableatom check 2 lines above makes sure we don't nuke an /area
|
||||
atoms += A
|
||||
for(var/i in atoms)
|
||||
var/atom/A = i
|
||||
if(!QDELETED(A))
|
||||
A.ex_act(dist)
|
||||
|
||||
|
||||
@@ -410,7 +410,7 @@
|
||||
throw_speed = 4
|
||||
embedding = list("embedded_pain_multiplier" = 4, "embed_chance" = 100, "embedded_fall_chance" = 0)
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
sharpness = IS_SHARP
|
||||
sharpness = SHARP_POINTY
|
||||
var/mob/living/carbon/human/fired_by
|
||||
/// if we missed our target
|
||||
var/missed = TRUE
|
||||
|
||||
@@ -27,6 +27,24 @@
|
||||
target.attack_hulk(owner)
|
||||
return INTERRUPT_UNARMED_ATTACK | NO_AUTO_CLICKDELAY_HANDLING
|
||||
|
||||
/**
|
||||
*Checks damage of a hulk's arm and applies bone wounds as necessary.
|
||||
*
|
||||
*Called by specific atoms being attacked, such as walls. If an atom
|
||||
*does not call this proc, than punching that atom will not cause
|
||||
*arm breaking (even if the atom deals recoil damage to hulks).
|
||||
*Arguments:
|
||||
*arg1 is the arm to evaluate damage of and possibly break.
|
||||
*/
|
||||
/datum/mutation/human/hulk/proc/break_an_arm(obj/item/bodypart/arm)
|
||||
switch(arm.brute_dam)
|
||||
if(45 to 50)
|
||||
arm.force_wound_upwards(/datum/wound/blunt/critical)
|
||||
if(41 to 45)
|
||||
arm.force_wound_upwards(/datum/wound/blunt/severe)
|
||||
if(35 to 41)
|
||||
arm.force_wound_upwards(/datum/wound/blunt/moderate)
|
||||
|
||||
/datum/mutation/human/hulk/on_life()
|
||||
if(owner.health < 0)
|
||||
on_losing(owner)
|
||||
|
||||
@@ -448,7 +448,7 @@
|
||||
var/still_bleeding = FALSE
|
||||
for(var/thing in throat.wounds)
|
||||
var/datum/wound/W = thing
|
||||
if(W.wound_type == WOUND_LIST_CUT && W.severity > WOUND_SEVERITY_MODERATE)
|
||||
if(W.wound_type == WOUND_SLASH && W.severity > WOUND_SEVERITY_MODERATE)
|
||||
still_bleeding = TRUE
|
||||
break
|
||||
if(!still_bleeding)
|
||||
|
||||
@@ -117,8 +117,7 @@
|
||||
|
||||
/datum/status_effect/wound/on_creation(mob/living/new_owner, incoming_wound)
|
||||
. = ..()
|
||||
var/datum/wound/W = incoming_wound
|
||||
linked_wound = W
|
||||
linked_wound = incoming_wound
|
||||
linked_limb = linked_wound.limb
|
||||
|
||||
/datum/status_effect/wound/on_remove()
|
||||
@@ -140,9 +139,9 @@
|
||||
|
||||
|
||||
// bones
|
||||
/datum/status_effect/wound/bone
|
||||
/datum/status_effect/wound/blunt
|
||||
|
||||
/datum/status_effect/wound/bone/interact_speed_modifier()
|
||||
/datum/status_effect/wound/blunt/interact_speed_modifier()
|
||||
var/mob/living/carbon/C = owner
|
||||
|
||||
if(C.get_active_hand() == linked_limb)
|
||||
@@ -151,7 +150,7 @@
|
||||
|
||||
return 1
|
||||
|
||||
/datum/status_effect/wound/bone/action_cooldown_mod()
|
||||
/datum/status_effect/wound/blunt/action_cooldown_mod()
|
||||
var/mob/living/carbon/C = owner
|
||||
|
||||
if(C.get_active_hand() == linked_limb)
|
||||
@@ -159,24 +158,34 @@
|
||||
|
||||
return 1
|
||||
|
||||
/datum/status_effect/wound/bone/moderate
|
||||
/datum/status_effect/wound/blunt/moderate
|
||||
id = "disjoint"
|
||||
/datum/status_effect/wound/bone/severe
|
||||
/datum/status_effect/wound/blunt/severe
|
||||
id = "hairline"
|
||||
|
||||
/datum/status_effect/wound/bone/critical
|
||||
/datum/status_effect/wound/blunt/critical
|
||||
id = "compound"
|
||||
|
||||
// cuts
|
||||
/datum/status_effect/wound/cut/moderate
|
||||
/datum/status_effect/wound/slash/moderate
|
||||
id = "abrasion"
|
||||
|
||||
/datum/status_effect/wound/cut/severe
|
||||
/datum/status_effect/wound/slash/severe
|
||||
id = "laceration"
|
||||
|
||||
/datum/status_effect/wound/cut/critical
|
||||
/datum/status_effect/wound/slash/critical
|
||||
id = "avulsion"
|
||||
|
||||
// pierce
|
||||
/datum/status_effect/wound/pierce/moderate
|
||||
id = "breakage"
|
||||
|
||||
/datum/status_effect/wound/pierce/severe
|
||||
id = "puncture"
|
||||
|
||||
/datum/status_effect/wound/pierce/critical
|
||||
id = "rupture"
|
||||
|
||||
// burns
|
||||
/datum/status_effect/wound/burn/moderate
|
||||
id = "seconddeg"
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
if(NOBLOOD in H.dna.species.species_traits) //can't lose blood if your species doesn't have any
|
||||
return
|
||||
else
|
||||
quirk_holder.blood_volume -= 0.275
|
||||
quirk_holder.blood_volume -= 0.2
|
||||
|
||||
/datum/quirk/depression
|
||||
name = "Depression"
|
||||
@@ -54,7 +54,7 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
|
||||
if("Botanist")
|
||||
heirloom_type = pick(/obj/item/cultivator, /obj/item/reagent_containers/glass/bucket, /obj/item/storage/bag/plants, /obj/item/toy/plush/beeplushie)
|
||||
if("Medical Doctor")
|
||||
heirloom_type = /obj/item/healthanalyzer/advanced
|
||||
heirloom_type = /obj/item/healthanalyzer
|
||||
if("Paramedic")
|
||||
heirloom_type = /obj/item/lighter
|
||||
if("Station Engineer")
|
||||
@@ -337,10 +337,8 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
|
||||
dumb_thing = FALSE //only once per life
|
||||
if(prob(1))
|
||||
new/obj/item/reagent_containers/food/snacks/pastatomato(get_turf(H)) //now that's what I call spaghetti code
|
||||
|
||||
// small chance to make eye contact with inanimate objects/mindless mobs because of nerves
|
||||
|
||||
|
||||
|
||||
/datum/quirk/social_anxiety/proc/looks_at_floor(datum/source, atom/A)
|
||||
var/mob/living/mind_check = A
|
||||
if(prob(85) || (istype(mind_check) && mind_check.mind))
|
||||
|
||||
@@ -53,8 +53,12 @@
|
||||
if(victim)
|
||||
LAZYADD(victim.all_scars, src)
|
||||
|
||||
description = pick(W.scarring_descriptions)
|
||||
precise_location = pick(limb.specific_locations)
|
||||
if(victim && victim.get_biological_state() == BIO_JUST_BONE)
|
||||
description = pick(strings(BONE_SCAR_FILE, W.scar_keyword)) || "general disfigurement"
|
||||
else
|
||||
description = pick(strings(FLESH_SCAR_FILE, W.scar_keyword)) || "general disfigurement"
|
||||
|
||||
precise_location = pick(strings(SCAR_LOC_FILE, limb.body_zone))
|
||||
switch(W.severity)
|
||||
if(WOUND_SEVERITY_MODERATE)
|
||||
visibility = 2
|
||||
@@ -62,6 +66,9 @@
|
||||
visibility = 3
|
||||
if(WOUND_SEVERITY_CRITICAL)
|
||||
visibility = 5
|
||||
if(WOUND_SEVERITY_LOSS)
|
||||
visibility = 7
|
||||
precise_location = "amputation"
|
||||
|
||||
/// Used when we finalize a scar from a healing cut
|
||||
/datum/scar/proc/lazy_attach(obj/item/bodypart/BP, datum/wound/W)
|
||||
@@ -71,10 +78,11 @@
|
||||
LAZYADD(victim.all_scars, src)
|
||||
|
||||
/// Used to "load" a persistent scar
|
||||
/datum/scar/proc/load(obj/item/bodypart/BP, description, specific_location, severity=WOUND_SEVERITY_SEVERE)
|
||||
if(!(BP.body_zone in applicable_zones))
|
||||
/datum/scar/proc/load(obj/item/bodypart/BP, version, description, specific_location, severity=WOUND_SEVERITY_SEVERE)
|
||||
if(!(BP.body_zone in applicable_zones) || !BP.is_organic_limb())
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
limb = BP
|
||||
src.severity = severity
|
||||
LAZYADD(limb.scars, src)
|
||||
@@ -90,6 +98,8 @@
|
||||
visibility = 3
|
||||
if(WOUND_SEVERITY_CRITICAL)
|
||||
visibility = 5
|
||||
if(WOUND_SEVERITY_LOSS)
|
||||
visibility = 7
|
||||
return TRUE
|
||||
|
||||
/// What will show up in examine_more() if this scar is visible
|
||||
@@ -102,9 +112,12 @@
|
||||
if(WOUND_SEVERITY_MODERATE)
|
||||
msg = "<span class='tinynotice'>[msg]</span>"
|
||||
if(WOUND_SEVERITY_SEVERE)
|
||||
msg = "<span class='smallnotice'>[msg]</span>"
|
||||
msg = "<span class='smallnoticeital'>[msg]</span>"
|
||||
if(WOUND_SEVERITY_CRITICAL)
|
||||
msg = "<span class='smallnotice'><b>[msg]</b></span>"
|
||||
msg = "<span class='smallnoticeital'><b>[msg]</b></span>"
|
||||
if(WOUND_SEVERITY_LOSS)
|
||||
msg = "[victim.p_their(TRUE)] [limb.name] [description]." // different format
|
||||
msg = "<span class='notice'><i><b>[msg]</b></i></span>"
|
||||
return "\t[msg]"
|
||||
|
||||
/// Whether a scar can currently be seen by the viewer
|
||||
@@ -117,12 +130,12 @@
|
||||
if(!ishuman(victim) || isobserver(viewer) || victim == viewer)
|
||||
return TRUE
|
||||
|
||||
var/mob/living/carbon/human/H = victim
|
||||
var/mob/living/carbon/human/human_victim = victim
|
||||
if(istype(limb, /obj/item/bodypart/head))
|
||||
if((H.wear_mask && (H.wear_mask.flags_inv & HIDEFACE)) || (H.head && (H.head.flags_inv & HIDEFACE)))
|
||||
if((human_victim.wear_mask && (human_victim.wear_mask.flags_inv & HIDEFACE)) || (human_victim.head && (human_victim.head.flags_inv & HIDEFACE)))
|
||||
return FALSE
|
||||
else if(limb.scars_covered_by_clothes)
|
||||
var/num_covers = LAZYLEN(H.clothingonpart(limb))
|
||||
var/num_covers = LAZYLEN(human_victim.clothingonpart(limb))
|
||||
if(num_covers + get_dist(viewer, victim) >= visibility)
|
||||
return FALSE
|
||||
|
||||
@@ -131,4 +144,9 @@
|
||||
/// Used to format a scar to safe in preferences for persistent scars
|
||||
/datum/scar/proc/format()
|
||||
if(!fake)
|
||||
return "[limb.body_zone]|[description]|[precise_location]|[severity]"
|
||||
return "[SCAR_CURRENT_VERSION]|[limb.body_zone]|[description]|[precise_location]|[severity]"
|
||||
|
||||
/// Used to format a scar to safe in preferences for persistent scars
|
||||
/datum/scar/proc/format_amputated(body_zone)
|
||||
description = pick(list("is several skintone shades paler than the rest of the body", "is a gruesome patchwork of artificial flesh", "has a large series of attachment scars at the articulation points"))
|
||||
return "[SCAR_CURRENT_VERSION]|[body_zone]|[description]|amputated|[WOUND_SEVERITY_LOSS]"
|
||||
@@ -33,15 +33,13 @@
|
||||
|
||||
/// Either WOUND_SEVERITY_TRIVIAL (meme wounds like stubbed toe), WOUND_SEVERITY_MODERATE, WOUND_SEVERITY_SEVERE, or WOUND_SEVERITY_CRITICAL (or maybe WOUND_SEVERITY_LOSS)
|
||||
var/severity = WOUND_SEVERITY_MODERATE
|
||||
/// The list of wounds it belongs in, WOUND_LIST_BONE, WOUND_LIST_CUT, or WOUND_LIST_BURN
|
||||
/// The list of wounds it belongs in, WOUND_LIST_BLUNT, WOUND_LIST_SLASH, or WOUND_LIST_BURN
|
||||
var/wound_type
|
||||
|
||||
/// What body zones can we affect
|
||||
var/list/viable_zones = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
|
||||
/// Who owns the body part that we're wounding
|
||||
var/mob/living/carbon/victim = null
|
||||
/// If we only work on organics (everything right now)
|
||||
var/organic_only = TRUE
|
||||
/// The bodypart we're parented to
|
||||
var/obj/item/bodypart/limb = null
|
||||
|
||||
@@ -51,8 +49,6 @@
|
||||
var/list/treatable_by_grabbed
|
||||
/// Tools with the specified tool flag will also be able to try directly treating this wound
|
||||
var/treatable_tool
|
||||
/// Set to TRUE if we don't give a shit about the patient's comfort and are allowed to just use any random sharp thing on this wound. Will require an aggressive grab or more to perform
|
||||
var/treatable_sharp
|
||||
/// How long it will take to treat this wound with a standard effective tool, assuming it doesn't need surgery
|
||||
var/base_treat_time = 5 SECONDS
|
||||
|
||||
@@ -65,17 +61,13 @@
|
||||
/// How much we're contributing to this limb's bleed_rate
|
||||
var/blood_flow
|
||||
|
||||
/// The minimum we need to roll on [/obj/item/bodypart/proc/check_wounding()] to begin suffering this wound, see check_wounding_mods() for more
|
||||
/// The minimum we need to roll on [/obj/item/bodypart/proc/check_wounding] to begin suffering this wound, see check_wounding_mods() for more
|
||||
var/threshold_minimum
|
||||
/// How much having this wound will add to all future check_wounding() rolls on this limb, to allow progression to worse injuries with repeated damage
|
||||
var/threshold_penalty
|
||||
/// If we need to process each life tick
|
||||
var/processes = FALSE
|
||||
|
||||
/// If TRUE and an item that can treat multiple different types of coexisting wounds (gauze can be used to splint broken bones, staunch bleeding, and cover burns), we get first dibs if we come up first for it, then become nonpriority.
|
||||
/// Otherwise, if no untreated wound claims the item, we cycle through the non priority wounds and pick a random one who can use that item.
|
||||
var/treat_priority = FALSE
|
||||
|
||||
/// If having this wound makes currently makes the parent bodypart unusable
|
||||
var/disabling
|
||||
|
||||
@@ -89,12 +81,15 @@
|
||||
var/cryo_progress
|
||||
|
||||
/// What kind of scars this wound will create description wise once healed
|
||||
var/list/scarring_descriptions = list("general disfigurement")
|
||||
var/scar_keyword = "generic"
|
||||
/// If we've already tried scarring while removing (since remove_wound calls qdel, and qdel calls remove wound, .....) TODO: make this cleaner
|
||||
var/already_scarred = FALSE
|
||||
/// If we forced this wound through badmin smite, we won't count it towards the round totals
|
||||
var/from_smite
|
||||
|
||||
/// What flags apply to this wound
|
||||
var/wound_flags = (FLESH_WOUND | BONE_WOUND | ACCEPTS_GAUZE)
|
||||
|
||||
/datum/wound/Destroy()
|
||||
if(attached_surgery)
|
||||
QDEL_NULL(attached_surgery)
|
||||
@@ -115,13 +110,13 @@
|
||||
* * smited- If this is a smite, we don't care about this wound for stat tracking purposes (not yet implemented)
|
||||
*/
|
||||
/datum/wound/proc/apply_wound(obj/item/bodypart/L, silent = FALSE, datum/wound/old_wound = null, smited = FALSE)
|
||||
if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner))
|
||||
if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner) || !L.is_organic_limb())
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
if(ishuman(L.owner))
|
||||
var/mob/living/carbon/human/H = L.owner
|
||||
if(organic_only && ((NOBLOOD in H.dna.species.species_traits) || !L.is_organic_limb()))
|
||||
if(((wound_flags & BONE_WOUND) && !(HAS_BONE in H.dna.species.species_traits)) || ((wound_flags & FLESH_WOUND) && !(HAS_FLESH in H.dna.species.species_traits)))
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
@@ -161,7 +156,7 @@
|
||||
|
||||
victim.visible_message(msg, "<span class='userdanger'>Your [limb.name] [occur_text]!</span>", vision_distance = vis_dist)
|
||||
if(sound_effect)
|
||||
playsound(L.owner, sound_effect, 60 + 20 * severity, TRUE)
|
||||
playsound(L.owner, sound_effect, 70 + 20 * severity, TRUE)
|
||||
|
||||
if(!demoted)
|
||||
wound_injury(old_wound)
|
||||
@@ -181,7 +176,7 @@
|
||||
SEND_SIGNAL(victim, COMSIG_CARBON_LOSE_WOUND, src, limb)
|
||||
if(limb && !ignore_limb)
|
||||
LAZYREMOVE(limb.wounds, src)
|
||||
limb.update_wounds()
|
||||
limb.update_wounds(replaced)
|
||||
|
||||
/**
|
||||
* replace_wound() is used when you want to replace the current wound with a new wound, presumably of the same category, just of a different severity (either up or down counts)
|
||||
@@ -189,7 +184,7 @@
|
||||
* This proc actually instantiates the new wound based off the specific type path passed, then returns the new instantiated wound datum.
|
||||
*
|
||||
* Arguments:
|
||||
* * new_type- The TYPE PATH of the wound you want to replace this, like /datum/wound/brute/cut/severe
|
||||
* * new_type- The TYPE PATH of the wound you want to replace this, like /datum/wound/slash/severe
|
||||
* * smited- If this is a smite, we don't care about this wound for stat tracking purposes (not yet implemented)
|
||||
*/
|
||||
/datum/wound/proc/replace_wound(new_type, smited = FALSE)
|
||||
@@ -206,7 +201,6 @@
|
||||
|
||||
/// Additional beneficial effects when the wound is gained, in case you want to give a temporary boost to allow the victim to try an escape or last stand
|
||||
/datum/wound/proc/second_wind()
|
||||
|
||||
switch(severity)
|
||||
if(WOUND_SEVERITY_MODERATE)
|
||||
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_MODERATE)
|
||||
@@ -214,11 +208,13 @@
|
||||
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_SEVERE)
|
||||
if(WOUND_SEVERITY_CRITICAL)
|
||||
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_CRITICAL)
|
||||
if(WOUND_SEVERITY_LOSS)
|
||||
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_LOSS)
|
||||
|
||||
/**
|
||||
* try_treating() is an intercept run from [/mob/living/carbon/attackby()] right after surgeries but before anything else. Return TRUE here if the item is something that is relevant to treatment to take over the interaction.
|
||||
* try_treating() is an intercept run from [/mob/living/carbon/proc/attackby] right after surgeries but before anything else. Return TRUE here if the item is something that is relevant to treatment to take over the interaction.
|
||||
*
|
||||
* This proc leads into [/datum/wound/proc/treat()] and probably shouldn't be added onto in children types. You can specify what items or tools you want to be intercepted
|
||||
* This proc leads into [/datum/wound/proc/treat] and probably shouldn't be added onto in children types. You can specify what items or tools you want to be intercepted
|
||||
* with var/list/treatable_by and var/treatable_tool, then if an item fulfills one of those requirements and our wound claims it first, it goes over to treat() and treat_self().
|
||||
*
|
||||
* Arguments:
|
||||
@@ -258,7 +254,7 @@
|
||||
treat(I, user)
|
||||
return TRUE
|
||||
|
||||
/// Return TRUE if we have an item that can only be used while aggro grabbed (unhanded aggro grab treatments go in [/datum/wound/proc/try_handling()]). Treatment is still is handled in [/datum/wound/proc/treat()]
|
||||
/// Return TRUE if we have an item that can only be used while aggro grabbed (unhanded aggro grab treatments go in [/datum/wound/proc/try_handling]). Treatment is still is handled in [/datum/wound/proc/treat]
|
||||
/datum/wound/proc/check_grab_treatments(obj/item/I, mob/user)
|
||||
return FALSE
|
||||
|
||||
@@ -288,10 +284,22 @@
|
||||
if(cryo_progress > 33 * severity)
|
||||
qdel(src)
|
||||
|
||||
/// When synthflesh is applied to the victim, we call this. No sense in setting up an entire chem reaction system for wounds when we only care for a few chems. Probably will change in the future
|
||||
/datum/wound/proc/on_synthflesh(power)
|
||||
return
|
||||
|
||||
/// Called when the patient is undergoing stasis, so that having fully treated a wound doesn't make you sit there helplessly until you think to unbuckle them
|
||||
/datum/wound/proc/on_stasis()
|
||||
return
|
||||
|
||||
/// Called when we're crushed in an airlock or firedoor, for one of the improvised joint dislocation fixes
|
||||
/datum/wound/proc/crush()
|
||||
return
|
||||
|
||||
/// Used when we're being dragged while bleeding, the value we return is how much bloodloss this wound causes from being dragged. Since it's a proc, you can let bandages soak some of the blood
|
||||
/datum/wound/proc/drag_bleed_amount()
|
||||
return
|
||||
|
||||
/**
|
||||
* get_examine_description() is used in carbon/examine and human/examine to show the status of this wound. Useful if you need to show some status like the wound being splinted or bandaged.
|
||||
*
|
||||
@@ -301,7 +309,8 @@
|
||||
* * mob/user: The user examining the wound's owner, if that matters
|
||||
*/
|
||||
/datum/wound/proc/get_examine_description(mob/user)
|
||||
return "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc]!</B>"
|
||||
. = "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
|
||||
. = severity <= WOUND_SEVERITY_MODERATE ? "[.]." : "<B>[.]!</B>"
|
||||
|
||||
/datum/wound/proc/get_scanner_description(mob/user)
|
||||
return "Type: [name]\nSeverity: [severity_text()]\nDescription: [desc]\nRecommended Treatment: [treat_text]"
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
|
||||
/*
|
||||
Bones
|
||||
*/
|
||||
@@ -7,12 +6,10 @@
|
||||
/*
|
||||
Base definition
|
||||
*/
|
||||
/datum/wound/brute/bone
|
||||
sound_effect = 'sound/effects/crack1.ogg'
|
||||
wound_type = WOUND_LIST_BONE
|
||||
|
||||
/// The item we're currently splinted with, if there is one
|
||||
var/obj/item/stack/splinted
|
||||
/datum/wound/blunt
|
||||
sound_effect = 'sound/effects/wounds/crack1.ogg'
|
||||
wound_type = WOUND_BLUNT
|
||||
wound_flags = (BONE_WOUND | ACCEPTS_GAUZE)
|
||||
|
||||
/// Have we been taped?
|
||||
var/taped
|
||||
@@ -31,12 +28,12 @@
|
||||
/// How long do we wait +/- 20% for the next trauma?
|
||||
var/trauma_cycle_cooldown
|
||||
/// If this is a chest wound and this is set, we have this chance to cough up blood when hit in the chest
|
||||
var/chance_internal_bleeding = 0
|
||||
var/internal_bleeding_chance = 0
|
||||
|
||||
/*
|
||||
Overwriting of base procs
|
||||
*/
|
||||
/datum/wound/brute/bone/wound_injury(datum/wound/old_wound = null)
|
||||
/datum/wound/blunt/wound_injury(datum/wound/old_wound = null)
|
||||
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group)
|
||||
processes = TRUE
|
||||
active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
|
||||
@@ -53,14 +50,14 @@
|
||||
|
||||
update_inefficiencies()
|
||||
|
||||
/datum/wound/brute/bone/remove_wound(ignore_limb, replaced)
|
||||
/datum/wound/blunt/remove_wound(ignore_limb, replaced)
|
||||
limp_slowdown = 0
|
||||
QDEL_NULL(active_trauma)
|
||||
if(victim)
|
||||
UnregisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK)
|
||||
return ..()
|
||||
|
||||
/datum/wound/brute/bone/handle_process()
|
||||
/datum/wound/blunt/handle_process()
|
||||
. = ..()
|
||||
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group && world.time > next_trauma_cycle)
|
||||
if(active_trauma)
|
||||
@@ -86,7 +83,7 @@
|
||||
remove_wound()
|
||||
|
||||
/// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so
|
||||
/datum/wound/brute/bone/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
|
||||
/datum/wound/blunt/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
|
||||
if(victim.get_active_hand() != limb || victim.a_intent == INTENT_HELP || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE)
|
||||
return
|
||||
|
||||
@@ -104,61 +101,54 @@
|
||||
limb.receive_damage(brute=rand(3,7))
|
||||
return COMPONENT_NO_ATTACK_HAND
|
||||
|
||||
/datum/wound/brute/bone/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
||||
if(!victim)
|
||||
/datum/wound/blunt/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
||||
if(!victim || wounding_dmg < WOUND_MINIMUM_DAMAGE)
|
||||
return
|
||||
if(ishuman(victim))
|
||||
var/mob/living/carbon/human/human_victim = victim
|
||||
if(NOBLOOD in human_victim.dna?.species.species_traits)
|
||||
return
|
||||
|
||||
if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(chance_internal_bleeding + wounding_dmg))
|
||||
if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
|
||||
var/blood_bled = rand(1, wounding_dmg * (severity == WOUND_SEVERITY_CRITICAL ? 2 : 1.5)) // 12 brute toolbox can cause up to 18/24 bleeding with a severe/critical chest wound
|
||||
switch(blood_bled)
|
||||
if(1 to 6)
|
||||
victim.bleed(blood_bled, TRUE)
|
||||
if(7 to 13)
|
||||
victim.visible_message("<span class='danger'>[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.</span>", "<span class='danger'>You cough up a bit of blood from the blow to your chest.</span>")
|
||||
victim.visible_message("<span class='smalldanger'>[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.</span>", "<span class='danger'>You cough up a bit of blood from the blow to your chest.</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
victim.bleed(blood_bled, TRUE)
|
||||
if(14 to 19)
|
||||
victim.visible_message("<span class='danger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>")
|
||||
victim.visible_message("<span class='smalldanger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
||||
victim.bleed(blood_bled)
|
||||
if(20 to INFINITY)
|
||||
victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>")
|
||||
victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
victim.bleed(blood_bled)
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
||||
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
|
||||
|
||||
if(!(wounding_type in list(WOUND_SHARP, WOUND_BURN)) || !splinted || wound_bonus == CANT_WOUND)
|
||||
return
|
||||
|
||||
splinted.take_damage(wounding_dmg, damage_type = (wounding_type == WOUND_SHARP ? BRUTE : BURN), sound_effect = FALSE)
|
||||
if(QDELETED(splinted))
|
||||
var/destroyed_verb = (wounding_type == WOUND_SHARP ? "torn" : "burned")
|
||||
victim.visible_message("<span class='danger'>The splint securing [victim]'s [limb.name] is [destroyed_verb] away!</span>", "<span class='danger'><b>The splint securing your [limb.name] is [destroyed_verb] away!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
splinted = null
|
||||
treat_priority = TRUE
|
||||
update_inefficiencies()
|
||||
|
||||
|
||||
/datum/wound/brute/bone/get_examine_description(mob/user)
|
||||
if(!splinted && !gelled && !taped)
|
||||
/datum/wound/blunt/get_examine_description(mob/user)
|
||||
if(!limb.current_gauze && !gelled && !taped)
|
||||
return ..()
|
||||
|
||||
var/msg = ""
|
||||
if(!splinted)
|
||||
msg = "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc]"
|
||||
var/list/msg = list()
|
||||
if(!limb.current_gauze)
|
||||
msg += "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
|
||||
else
|
||||
var/splint_condition = ""
|
||||
var/sling_condition = ""
|
||||
// how much life we have left in these bandages
|
||||
switch(splinted.obj_integrity / splinted.max_integrity * 100)
|
||||
switch(limb.current_gauze.obj_integrity / limb.current_gauze.max_integrity * 100)
|
||||
if(0 to 25)
|
||||
splint_condition = "just barely "
|
||||
sling_condition = "just barely "
|
||||
if(25 to 50)
|
||||
splint_condition = "loosely "
|
||||
sling_condition = "loosely "
|
||||
if(50 to 75)
|
||||
splint_condition = "mostly "
|
||||
sling_condition = "mostly "
|
||||
if(75 to INFINITY)
|
||||
splint_condition = "tightly "
|
||||
sling_condition = "tightly "
|
||||
|
||||
msg = "<B>[victim.p_their(TRUE)] [limb.name] is [splint_condition] fastened in a splint of [splinted.name]</B>"
|
||||
msg += "[victim.p_their(TRUE)] [limb.name] is [sling_condition] fastened in a sling of [limb.current_gauze.name]"
|
||||
|
||||
if(taped)
|
||||
msg += ", <span class='notice'>and appears to be reforming itself under some surgical tape!</span>"
|
||||
@@ -166,58 +156,35 @@
|
||||
msg += ", <span class='notice'>with fizzing flecks of blue bone gel sparking off the bone!</span>"
|
||||
else
|
||||
msg += "!"
|
||||
return "[msg]</B>"
|
||||
return "<B>[msg.Join()]</B>"
|
||||
|
||||
/*
|
||||
New common procs for /datum/wound/brute/bone/
|
||||
New common procs for /datum/wound/blunt/
|
||||
*/
|
||||
|
||||
/datum/wound/brute/bone/proc/update_inefficiencies()
|
||||
/datum/wound/blunt/proc/update_inefficiencies()
|
||||
if(limb.body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
|
||||
if(splinted)
|
||||
limp_slowdown = initial(limp_slowdown) * splinted.splint_factor
|
||||
if(limb.current_gauze)
|
||||
limp_slowdown = initial(limp_slowdown) * limb.current_gauze.splint_factor
|
||||
else
|
||||
limp_slowdown = initial(limp_slowdown)
|
||||
victim.apply_status_effect(STATUS_EFFECT_LIMP)
|
||||
else if(limb.body_zone in list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
|
||||
if(splinted)
|
||||
interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * splinted.splint_factor)
|
||||
if(limb.current_gauze)
|
||||
interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * limb.current_gauze.splint_factor)
|
||||
else
|
||||
interaction_efficiency_penalty = interaction_efficiency_penalty
|
||||
|
||||
if(initial(disabling) && splinted)
|
||||
disabling = FALSE
|
||||
else if(initial(disabling))
|
||||
disabling = TRUE
|
||||
if(initial(disabling))
|
||||
disabling = !limb.current_gauze
|
||||
|
||||
limb.update_wounds()
|
||||
|
||||
/*
|
||||
BEWARE OF REDUNDANCY AHEAD THAT I MUST PARE DOWN
|
||||
*/
|
||||
|
||||
/datum/wound/brute/bone/proc/splint(obj/item/stack/I, mob/user)
|
||||
if(splinted && splinted.splint_factor >= I.splint_factor)
|
||||
to_chat(user, "<span class='warning'>The splint already on [user == victim ? "your" : "[victim]'s"] [limb.name] is better than you can do with [I].</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='danger'>[user] begins splinting [victim]'s [limb.name] with [I].</span>", "<span class='warning'>You begin splinting [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
|
||||
if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] finishes splinting [victim]'s [limb.name]!</span>", "<span class='green'>You finish splinting [user == victim ? "your" : "[victim]'s"] [limb.name]!</span>")
|
||||
treat_priority = FALSE
|
||||
splinted = new I.type(limb)
|
||||
splinted.amount = 1
|
||||
I.use(1)
|
||||
update_inefficiencies()
|
||||
|
||||
/*
|
||||
Moderate (Joint Dislocation)
|
||||
*/
|
||||
|
||||
/datum/wound/brute/bone/moderate
|
||||
/datum/wound/blunt/moderate
|
||||
name = "Joint Dislocation"
|
||||
desc = "Patient's bone has been unset from socket, causing pain and reduced motor function."
|
||||
treat_text = "Recommended application of bonesetter to affected limb, though manual relocation by applying an aggressive grab to the patient and helpfully interacting with afflicted limb may suffice."
|
||||
@@ -226,19 +193,20 @@
|
||||
severity = WOUND_SEVERITY_MODERATE
|
||||
viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
|
||||
interaction_efficiency_penalty = 1.5
|
||||
limp_slowdown = 3
|
||||
threshold_minimum = 35
|
||||
limp_slowdown = 1.5
|
||||
threshold_minimum = 45
|
||||
threshold_penalty = 15
|
||||
treatable_tool = TOOL_BONESET
|
||||
status_effect_type = /datum/status_effect/wound/bone/moderate
|
||||
scarring_descriptions = list("light discoloring", "a slight blue tint")
|
||||
wound_flags = (BONE_WOUND)
|
||||
status_effect_type = /datum/status_effect/wound/blunt/moderate
|
||||
scar_keyword = "bluntmoderate"
|
||||
|
||||
/datum/wound/brute/bone/moderate/crush()
|
||||
/datum/wound/blunt/moderate/crush()
|
||||
if(prob(33))
|
||||
victim.visible_message("<span class='danger'>[victim]'s dislocated [limb.name] pops back into place!</span>", "<span class='userdanger'>Your dislocated [limb.name] pops back into place! Ow!</span>")
|
||||
remove_wound()
|
||||
|
||||
/datum/wound/brute/bone/moderate/try_handling(mob/living/carbon/human/user)
|
||||
/datum/wound/blunt/moderate/try_handling(mob/living/carbon/human/user)
|
||||
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
|
||||
return FALSE
|
||||
|
||||
@@ -256,7 +224,7 @@
|
||||
return TRUE
|
||||
|
||||
/// If someone is snapping our dislocated joint back into place by hand with an aggro grab and help intent
|
||||
/datum/wound/brute/bone/moderate/proc/chiropractice(mob/living/carbon/human/user)
|
||||
/datum/wound/blunt/moderate/proc/chiropractice(mob/living/carbon/human/user)
|
||||
var/time = base_treat_time
|
||||
|
||||
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
@@ -275,7 +243,7 @@
|
||||
chiropractice(user)
|
||||
|
||||
/// If someone is snapping our dislocated joint into a fracture by hand with an aggro grab and harm or disarm intent
|
||||
/datum/wound/brute/bone/moderate/proc/malpractice(mob/living/carbon/human/user)
|
||||
/datum/wound/blunt/moderate/proc/malpractice(mob/living/carbon/human/user)
|
||||
var/time = base_treat_time
|
||||
|
||||
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
@@ -293,7 +261,7 @@
|
||||
malpractice(user)
|
||||
|
||||
|
||||
/datum/wound/brute/bone/moderate/treat(obj/item/I, mob/user)
|
||||
/datum/wound/blunt/moderate/treat(obj/item/I, mob/user)
|
||||
if(victim == user)
|
||||
victim.visible_message("<span class='danger'>[user] begins resetting [victim.p_their()] [limb.name] with [I].</span>", "<span class='warning'>You begin resetting your [limb.name] with [I]...</span>")
|
||||
else
|
||||
@@ -317,56 +285,57 @@
|
||||
Severe (Hairline Fracture)
|
||||
*/
|
||||
|
||||
/datum/wound/brute/bone/severe
|
||||
/datum/wound/blunt/severe
|
||||
name = "Hairline Fracture"
|
||||
desc = "Patient's bone has suffered a crack in the foundation, causing serious pain and reduced limb functionality."
|
||||
treat_text = "Recommended light surgical application of bone gel, though splinting will prevent worsening situation."
|
||||
examine_desc = "appears bruised and grotesquely swollen"
|
||||
|
||||
treat_text = "Recommended light surgical application of bone gel, though a sling of medical gauze will prevent worsening situation."
|
||||
examine_desc = "appears grotesquely swollen, its attachment weakened"
|
||||
occur_text = "sprays chips of bone and develops a nasty looking bruise"
|
||||
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
interaction_efficiency_penalty = 2
|
||||
limp_slowdown = 6
|
||||
threshold_minimum = 60
|
||||
limp_slowdown = 4
|
||||
threshold_minimum = 70
|
||||
threshold_penalty = 30
|
||||
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel)
|
||||
status_effect_type = /datum/status_effect/wound/bone/severe
|
||||
treat_priority = TRUE
|
||||
scarring_descriptions = list("a faded, fist-sized bruise", "a vaguely triangular peel scar")
|
||||
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
|
||||
status_effect_type = /datum/status_effect/wound/blunt/severe
|
||||
scar_keyword = "bluntsevere"
|
||||
brain_trauma_group = BRAIN_TRAUMA_MILD
|
||||
trauma_cycle_cooldown = 1.5 MINUTES
|
||||
chance_internal_bleeding = 40
|
||||
internal_bleeding_chance = 40
|
||||
wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
|
||||
|
||||
/datum/wound/brute/bone/critical
|
||||
/datum/wound/blunt/critical
|
||||
name = "Compound Fracture"
|
||||
desc = "Patient's bones have suffered multiple gruesome fractures, causing significant pain and near uselessness of limb."
|
||||
treat_text = "Immediate binding of affected limb, followed by surgical intervention ASAP."
|
||||
examine_desc = "has a cracked bone sticking out of it"
|
||||
examine_desc = "is mangled and pulped, seemingly held together by tissue alone"
|
||||
occur_text = "cracks apart, exposing broken bones to open air"
|
||||
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
interaction_efficiency_penalty = 4
|
||||
limp_slowdown = 9
|
||||
sound_effect = 'sound/effects/crack2.ogg'
|
||||
threshold_minimum = 115
|
||||
limp_slowdown = 6
|
||||
sound_effect = 'sound/effects/wounds/crack2.ogg'
|
||||
threshold_minimum = 125
|
||||
threshold_penalty = 50
|
||||
disabling = TRUE
|
||||
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel)
|
||||
status_effect_type = /datum/status_effect/wound/bone/critical
|
||||
treat_priority = TRUE
|
||||
scarring_descriptions = list("a section of janky skin lines and badly healed scars", "a large patch of uneven skin tone", "a cluster of calluses")
|
||||
treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
|
||||
status_effect_type = /datum/status_effect/wound/blunt/critical
|
||||
scar_keyword = "bluntcritical"
|
||||
brain_trauma_group = BRAIN_TRAUMA_SEVERE
|
||||
trauma_cycle_cooldown = 2.5 MINUTES
|
||||
chance_internal_bleeding = 60
|
||||
internal_bleeding_chance = 60
|
||||
wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
|
||||
|
||||
// doesn't make much sense for "a" bone to stick out of your head
|
||||
/datum/wound/brute/bone/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited)
|
||||
/datum/wound/blunt/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited)
|
||||
if(L.body_zone == BODY_ZONE_HEAD)
|
||||
occur_text = "splits open, exposing a bare, cracked skull through the flesh and blood"
|
||||
examine_desc = "has an unsettling indent, with bits of skull poking out"
|
||||
. = ..()
|
||||
|
||||
/// if someone is using bone gel on our wound
|
||||
/datum/wound/brute/bone/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
|
||||
/datum/wound/blunt/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
|
||||
if(gelled)
|
||||
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!</span>")
|
||||
return
|
||||
@@ -385,12 +354,12 @@
|
||||
var/painkiller_bonus = 0
|
||||
if(victim.drunkenness)
|
||||
painkiller_bonus += 5
|
||||
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/morphine))
|
||||
if(victim.reagents?.has_reagent(/datum/reagent/medicine/morphine))
|
||||
painkiller_bonus += 10
|
||||
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/determination))
|
||||
if(victim.reagents?.has_reagent(/datum/reagent/determination))
|
||||
painkiller_bonus += 5
|
||||
|
||||
if(prob(25 + (20 * (severity - 2)) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers
|
||||
if(prob(25 + (20 * severity - 2) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers
|
||||
victim.visible_message("<span class='danger'>[victim] fails to finish applying [I] to [victim.p_their()] [limb.name], passing out from the pain!</span>", "<span class='notice'>You black out from the pain of applying [I] to your [limb.name] before you can finish!</span>")
|
||||
victim.AdjustUnconscious(5 SECONDS)
|
||||
return
|
||||
@@ -401,7 +370,7 @@
|
||||
gelled = TRUE
|
||||
|
||||
/// if someone is using surgical tape on our wound
|
||||
/datum/wound/brute/bone/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
|
||||
/datum/wound/blunt/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
|
||||
if(!gelled)
|
||||
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] must be coated with bone gel to perform this emergency operation!</span>")
|
||||
return
|
||||
@@ -426,15 +395,13 @@
|
||||
taped = TRUE
|
||||
processes = TRUE
|
||||
|
||||
/datum/wound/brute/bone/treat(obj/item/I, mob/user)
|
||||
/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)
|
||||
else if(istype(I, /obj/item/stack/medical/gauze))
|
||||
splint(I, user)
|
||||
|
||||
/datum/wound/brute/bone/get_scanner_description(mob/user)
|
||||
/datum/wound/blunt/get_scanner_description(mob/user)
|
||||
. = ..()
|
||||
|
||||
. += "<div class='ml-3'>"
|
||||
@@ -444,7 +411,7 @@
|
||||
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_points_current*100)/regen_points_needed,0.1)]% regenerated.</span>\n"
|
||||
. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round(regen_points_current*100/regen_points_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."
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
|
||||
|
||||
|
||||
// TODO: well, a lot really, but specifically I want to add potential fusing of clothing/equipment on the affected area, and limb infections, though those may go in body part code
|
||||
/datum/wound/burn
|
||||
a_or_from = "from"
|
||||
wound_type = WOUND_LIST_BURN
|
||||
wound_type = WOUND_BURN
|
||||
processes = TRUE
|
||||
sound_effect = 'sound/effects/sizzle1.ogg'
|
||||
sound_effect = 'sound/effects/wounds/sizzle1.ogg'
|
||||
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
|
||||
|
||||
treatable_by = list(/obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon
|
||||
treatable_by = list(/obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon
|
||||
|
||||
// Flesh damage vars
|
||||
/// How much damage to our flesh we currently have. Once both this and infestation reach 0, the wound is considered healed
|
||||
@@ -27,8 +27,6 @@
|
||||
/// Once we reach infestation beyond WOUND_INFESTATION_SEPSIS, we get this many warnings before the limb is completely paralyzed (you'd have to ignore a really bad burn for a really long time for this to happen)
|
||||
var/strikes_to_lose_limb = 3
|
||||
|
||||
/// The current bandage we have for this wound (maybe move bandages to the limb?)
|
||||
var/obj/item/stack/current_bandage
|
||||
|
||||
/datum/wound/burn/handle_process()
|
||||
. = ..()
|
||||
@@ -47,15 +45,11 @@
|
||||
sanitization += 0.3
|
||||
flesh_healing += 0.5
|
||||
|
||||
if(current_bandage)
|
||||
current_bandage.absorption_capacity -= WOUND_BURN_SANITIZATION_RATE
|
||||
if(current_bandage.absorption_capacity <= 0)
|
||||
victim.visible_message("<span class='danger'>Pus soaks through \the [current_bandage] on [victim]'s [limb.name].</span>", "<span class='warning'>Pus soaks through \the [current_bandage] on your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
QDEL_NULL(current_bandage)
|
||||
treat_priority = TRUE
|
||||
if(limb.current_gauze)
|
||||
limb.seep_gauze(WOUND_BURN_SANITIZATION_RATE)
|
||||
|
||||
if(flesh_healing > 0)
|
||||
var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1)
|
||||
var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1)
|
||||
flesh_damage = max(0, flesh_damage - 1)
|
||||
flesh_healing = max(0, flesh_healing - bandage_factor) // good bandages multiply the length of flesh healing
|
||||
|
||||
@@ -67,7 +61,7 @@
|
||||
|
||||
// sanitization is checked after the clearing check but before the rest, because we freeze the effects of infection while we have sanitization
|
||||
if(sanitization > 0)
|
||||
var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1)
|
||||
var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1)
|
||||
infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE)
|
||||
sanitization = max(0, sanitization - (WOUND_BURN_SANITIZATION_RATE * bandage_factor))
|
||||
return
|
||||
@@ -122,10 +116,10 @@
|
||||
if(strikes_to_lose_limb <= 0)
|
||||
return "<span class='deadsay'><B>[victim.p_their(TRUE)] [limb.name] is completely dead and unrecognizable as organic.</B></span>"
|
||||
|
||||
var/condition = ""
|
||||
if(current_bandage)
|
||||
var/list/condition = list("[victim.p_their(TRUE)] [limb.name] [examine_desc]")
|
||||
if(limb.current_gauze)
|
||||
var/bandage_condition
|
||||
switch(current_bandage.absorption_capacity)
|
||||
switch(limb.current_gauze.absorption_capacity)
|
||||
if(0 to 1.25)
|
||||
bandage_condition = "nearly ruined "
|
||||
if(1.25 to 2.75)
|
||||
@@ -135,7 +129,7 @@
|
||||
if(4 to INFINITY)
|
||||
bandage_condition = "clean "
|
||||
|
||||
condition += " underneath a dressing of [bandage_condition] [current_bandage.name]"
|
||||
condition += " underneath a dressing of [bandage_condition] [limb.current_gauze.name]"
|
||||
else
|
||||
switch(infestation)
|
||||
if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
|
||||
@@ -149,7 +143,7 @@
|
||||
else
|
||||
condition += "!"
|
||||
|
||||
return "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc][condition]</B>"
|
||||
return "<B>[condition.Join()]</B>"
|
||||
|
||||
/datum/wound/burn/get_scanner_description(mob/user)
|
||||
if(strikes_to_lose_limb == 0)
|
||||
@@ -186,7 +180,7 @@
|
||||
/// if someone is using ointment on our burns
|
||||
/datum/wound/burn/proc/ointment(obj/item/stack/medical/ointment/I, mob/user)
|
||||
user.visible_message("<span class='notice'>[user] begins applying [I] to [victim]'s [limb.name]...</span>", "<span class='notice'>You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
|
||||
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target = victim))
|
||||
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
limb.heal_damage(I.heal_brute, I.heal_burn)
|
||||
@@ -200,36 +194,6 @@
|
||||
else
|
||||
try_treating(I, user)
|
||||
|
||||
/// for use in the burn dressing surgery since we don't want to make them do another do_after obviously
|
||||
/datum/wound/burn/proc/force_bandage(obj/item/stack/medical/gauze/I, mob/user)
|
||||
QDEL_NULL(current_bandage)
|
||||
current_bandage = new I.type(limb)
|
||||
current_bandage.amount = 1
|
||||
treat_priority = FALSE
|
||||
sanitization += I.sanitization
|
||||
I.use(1)
|
||||
|
||||
/// if someone is wrapping gauze on our burns
|
||||
/datum/wound/burn/proc/bandage(obj/item/stack/medical/gauze/I, mob/user)
|
||||
if(current_bandage)
|
||||
if(current_bandage.absorption_capacity > I.absorption_capacity + 1)
|
||||
to_chat(user, "<span class='warning'>The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!</span>")
|
||||
return
|
||||
user.visible_message("<span class='warning'>[user] begins to redress the burns on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin redressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
else
|
||||
user.visible_message("<span class='notice'>[user] begins to dress the burns on [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin dressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
|
||||
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] applies [I] to [victim].</span>", "<span class='green'>You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
|
||||
QDEL_NULL(current_bandage)
|
||||
current_bandage = new I.type(limb)
|
||||
current_bandage.amount = 1
|
||||
treat_priority = FALSE
|
||||
sanitization += I.sanitization
|
||||
I.use(1)
|
||||
|
||||
/// if someone is using mesh on our burns
|
||||
/datum/wound/burn/proc/mesh(obj/item/stack/medical/mesh/I, mob/user)
|
||||
user.visible_message("<span class='notice'>[user] begins wrapping [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin wrapping [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
@@ -249,7 +213,7 @@
|
||||
|
||||
/// Paramedic UV penlights
|
||||
/datum/wound/burn/proc/uv(obj/item/flashlight/pen/paramedic/I, mob/user)
|
||||
if(I.uv_cooldown > world.time)
|
||||
if(!COOLDOWN_FINISHED(I, uv_cooldown))
|
||||
to_chat(user, "<span class='notice'>[I] is still recharging!</span>")
|
||||
return
|
||||
if(infestation <= 0 || infestation < sanitization)
|
||||
@@ -258,20 +222,29 @@
|
||||
|
||||
user.visible_message("<span class='notice'>[user] flashes the burns on [victim]'s [limb] with [I].</span>", "<span class='notice'>You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
sanitization += I.uv_power
|
||||
I.uv_cooldown = world.time + I.uv_cooldown_length
|
||||
COOLDOWN_START(I, uv_cooldown, I.uv_cooldown_length)
|
||||
|
||||
/datum/wound/burn/treat(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/stack/medical/gauze))
|
||||
bandage(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/ointment))
|
||||
if(istype(I, /obj/item/stack/medical/ointment))
|
||||
ointment(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/mesh))
|
||||
mesh(I, user)
|
||||
else if(istype(I, /obj/item/flashlight/pen/paramedic))
|
||||
uv(I, user)
|
||||
|
||||
/// basic support for instabitaluri/synthflesh healing flesh damage, more chem support in the future
|
||||
/datum/wound/burn/proc/regenerate_flesh(amount)
|
||||
// people complained about burns not healing on stasis beds, so in addition to checking if it's cured, they also get the special ability to very slowly heal on stasis beds if they have the healing effects stored
|
||||
/datum/wound/burn/on_stasis()
|
||||
. = ..()
|
||||
if(flesh_healing > 0)
|
||||
flesh_damage = max(0, flesh_damage - 0.2)
|
||||
if((flesh_damage <= 0) && (infestation <= 1))
|
||||
to_chat(victim, "<span class='green'>The burns on your [limb.name] have cleared up!</span>")
|
||||
qdel(src)
|
||||
return
|
||||
if(sanitization > 0)
|
||||
infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE * 0.2)
|
||||
|
||||
/datum/wound/burn/on_synthflesh(amount)
|
||||
flesh_healing += amount * 0.5 // 20u patch will heal 10 flesh standard
|
||||
|
||||
// we don't even care about first degree burns, straight to second
|
||||
@@ -282,12 +255,12 @@
|
||||
examine_desc = "is badly burned and breaking out in blisters"
|
||||
occur_text = "breaks out with violent red burns"
|
||||
severity = WOUND_SEVERITY_MODERATE
|
||||
damage_mulitplier_penalty = 1.1
|
||||
threshold_minimum = 40
|
||||
damage_mulitplier_penalty = 1.05
|
||||
threshold_minimum = 50
|
||||
threshold_penalty = 30 // burns cause significant decrease in limb integrity compared to other wounds
|
||||
status_effect_type = /datum/status_effect/wound/burn/moderate
|
||||
flesh_damage = 5
|
||||
scarring_descriptions = list("small amoeba-shaped skinmarks", "a faded streak of depressed skin")
|
||||
scar_keyword = "burnmoderate"
|
||||
|
||||
/datum/wound/burn/severe
|
||||
name = "Third Degree Burns"
|
||||
@@ -296,14 +269,14 @@
|
||||
examine_desc = "appears seriously charred, with aggressive red splotches"
|
||||
occur_text = "chars rapidly, exposing ruined tissue and spreading angry red burns"
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
damage_mulitplier_penalty = 1.2
|
||||
threshold_minimum = 80
|
||||
damage_mulitplier_penalty = 1.1
|
||||
threshold_minimum = 90
|
||||
threshold_penalty = 40
|
||||
status_effect_type = /datum/status_effect/wound/burn/severe
|
||||
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
|
||||
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
|
||||
infestation_rate = 0.05 // appx 13 minutes to reach sepsis without any treatment
|
||||
flesh_damage = 12.5
|
||||
scarring_descriptions = list("a large, jagged patch of faded skin", "random spots of shiny, smooth skin", "spots of taut, leathery skin")
|
||||
scar_keyword = "burnsevere"
|
||||
|
||||
/datum/wound/burn/critical
|
||||
name = "Catastrophic Burns"
|
||||
@@ -312,12 +285,12 @@
|
||||
examine_desc = "is a ruined mess of blanched bone, melted fat, and charred tissue"
|
||||
occur_text = "vaporizes as flesh, bone, and fat melt together in a horrifying mess"
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
damage_mulitplier_penalty = 1.3
|
||||
sound_effect = 'sound/effects/sizzle2.ogg'
|
||||
threshold_minimum = 140
|
||||
damage_mulitplier_penalty = 1.15
|
||||
sound_effect = 'sound/effects/wounds/sizzle2.ogg'
|
||||
threshold_minimum = 150
|
||||
threshold_penalty = 80
|
||||
status_effect_type = /datum/status_effect/wound/burn/critical
|
||||
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
|
||||
treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
|
||||
infestation_rate = 0.15 // appx 4.33 minutes to reach sepsis without any treatment
|
||||
flesh_damage = 20
|
||||
scarring_descriptions = list("massive, disfiguring keloid scars", "several long streaks of badly discolored and malformed skin", "unmistakeable splotches of dead tissue from serious burns")
|
||||
scar_keyword = "burncritical"
|
||||
|
||||
41
code/datums/wounds/loss.dm
Normal file
41
code/datums/wounds/loss.dm
Normal file
@@ -0,0 +1,41 @@
|
||||
/datum/wound/loss
|
||||
name = "Dismembered"
|
||||
desc = "oof ouch!!"
|
||||
|
||||
sound_effect = 'sound/effects/dismember.ogg'
|
||||
severity = WOUND_SEVERITY_LOSS
|
||||
threshold_minimum = 180
|
||||
status_effect_type = null
|
||||
scar_keyword = "dismember"
|
||||
wound_flags = null
|
||||
|
||||
/// Our special proc for our special dismembering, the wounding type only matters for what text we have
|
||||
/datum/wound/loss/proc/apply_dismember(obj/item/bodypart/dismembered_part, wounding_type=WOUND_SLASH)
|
||||
if(!istype(dismembered_part) || !dismembered_part.owner || !(dismembered_part.body_zone in viable_zones) || isalien(dismembered_part.owner) || !dismembered_part.can_dismember())
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
already_scarred = TRUE // so we don't scar a limb we don't have. If I add different levels of amputation desc, do it here
|
||||
|
||||
switch(wounding_type)
|
||||
if(WOUND_BLUNT)
|
||||
occur_text = "is shattered through the last bone holding it together, severing it completely!"
|
||||
if(WOUND_SLASH)
|
||||
occur_text = "is slashed through the last tissue holding it together, severing it completely!"
|
||||
if(WOUND_PIERCE)
|
||||
occur_text = "is pierced through the last tissue holding it together, severing it completely!"
|
||||
if(WOUND_BURN)
|
||||
occur_text = "is completely incinerated, falling to dust!"
|
||||
|
||||
victim = dismembered_part.owner
|
||||
|
||||
var/msg = "<span class='bolddanger'>[victim]'s [dismembered_part.name] [occur_text]!</span>"
|
||||
|
||||
victim.visible_message(msg, "<span class='userdanger'>Your [dismembered_part.name] [occur_text]!</span>")
|
||||
|
||||
limb = dismembered_part
|
||||
severity = WOUND_SEVERITY_LOSS
|
||||
second_wind()
|
||||
log_wound(victim, src)
|
||||
dismembered_part.dismember(wounding_type == WOUND_BURN ? BURN : BRUTE)
|
||||
qdel(src)
|
||||
170
code/datums/wounds/pierce.dm
Normal file
170
code/datums/wounds/pierce.dm
Normal file
@@ -0,0 +1,170 @@
|
||||
/*
|
||||
Pierce
|
||||
*/
|
||||
|
||||
/datum/wound/pierce
|
||||
sound_effect = 'sound/weapons/slice.ogg'
|
||||
processes = TRUE
|
||||
wound_type = WOUND_PIERCE
|
||||
treatable_by = list(/obj/item/stack/medical/suture)
|
||||
treatable_tool = TOOL_CAUTERY
|
||||
base_treat_time = 3 SECONDS
|
||||
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
|
||||
|
||||
/// How much blood we start losing when this wound is first applied
|
||||
var/initial_flow
|
||||
/// If gauzed, what percent of the internal bleeding actually clots of the total absorption rate
|
||||
var/gauzed_clot_rate
|
||||
|
||||
/// When hit on this bodypart, we have this chance of losing some blood + the incoming damage
|
||||
var/internal_bleeding_chance
|
||||
/// If we let off blood when hit, the max blood lost is this * the incoming damage
|
||||
var/internal_bleeding_coefficient
|
||||
|
||||
/datum/wound/pierce/wound_injury(datum/wound/old_wound)
|
||||
blood_flow = initial_flow
|
||||
|
||||
/datum/wound/pierce/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
||||
if(victim.stat == DEAD || wounding_dmg < 5)
|
||||
return
|
||||
if(victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
|
||||
if(limb.current_gauze && limb.current_gauze.splint_factor)
|
||||
wounding_dmg *= (1 - limb.current_gauze.splint_factor)
|
||||
var/blood_bled = rand(1, wounding_dmg * internal_bleeding_coefficient) // 12 brute toolbox can cause up to 15/18/21 bloodloss on mod/sev/crit
|
||||
switch(blood_bled)
|
||||
if(1 to 6)
|
||||
victim.bleed(blood_bled, TRUE)
|
||||
if(7 to 13)
|
||||
victim.visible_message("<span class='smalldanger'>Blood droplets fly from the hole in [victim]'s [limb.name].</span>", "<span class='danger'>You cough up a bit of blood from the blow to your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
victim.bleed(blood_bled, TRUE)
|
||||
if(14 to 19)
|
||||
victim.visible_message("<span class='smalldanger'>A small stream of blood spurts from the hole in [victim]'s [limb.name]!</span>", "<span class='danger'>You spit out a string of blood from the blow to your [limb.name]!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
||||
victim.bleed(blood_bled)
|
||||
if(20 to INFINITY)
|
||||
victim.visible_message("<span class='danger'>A spray of blood streams from the gash in [victim]'s [limb.name]!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your [limb.name]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
victim.bleed(blood_bled)
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
||||
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
|
||||
|
||||
/datum/wound/pierce/handle_process()
|
||||
blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)
|
||||
|
||||
if(victim.bodytemperature < (BODYTEMP_NORMAL - 10))
|
||||
blood_flow -= 0.2
|
||||
if(prob(5))
|
||||
to_chat(victim, "<span class='notice'>You feel the [lowertext(name)] in your [limb.name] firming up from the cold!</span>")
|
||||
|
||||
if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin))
|
||||
blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
|
||||
|
||||
if(limb.current_gauze)
|
||||
blood_flow -= limb.current_gauze.absorption_rate * gauzed_clot_rate
|
||||
limb.current_gauze.absorption_capacity -= limb.current_gauze.absorption_rate
|
||||
|
||||
if(blood_flow <= 0)
|
||||
qdel(src)
|
||||
|
||||
/datum/wound/pierce/on_stasis()
|
||||
. = ..()
|
||||
if(blood_flow <= 0)
|
||||
qdel(src)
|
||||
|
||||
/datum/wound/pierce/treat(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/stack/medical/suture))
|
||||
suture(I, user)
|
||||
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
|
||||
tool_cauterize(I, user)
|
||||
|
||||
/datum/wound/pierce/on_xadone(power)
|
||||
. = ..()
|
||||
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
|
||||
|
||||
/datum/wound/pierce/on_synthflesh(power)
|
||||
. = ..()
|
||||
blood_flow -= 0.05 * power // 20u * 0.05 = -1 blood flow, less than with slashes but still good considering smaller bleed rates
|
||||
|
||||
/// If someone is using a suture to close this cut
|
||||
/datum/wound/pierce/proc/suture(obj/item/stack/medical/suture/I, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.4 : 1)
|
||||
user.visible_message("<span class='notice'>[user] begins stitching [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
user.visible_message("<span class='green'>[user] stitches up some of the bleeding on [victim].</span>", "<span class='green'>You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
|
||||
var/blood_sutured = I.stop_bleeding / self_penalty_mult * 0.5
|
||||
blood_flow -= blood_sutured
|
||||
limb.heal_damage(I.heal_brute, I.heal_burn)
|
||||
|
||||
if(blood_flow > 0)
|
||||
try_treating(I, user)
|
||||
else
|
||||
to_chat(user, "<span class='green'>You successfully close the hole in [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
|
||||
|
||||
/// If someone is using either a cautery tool or something with heat to cauterize this pierce
|
||||
/datum/wound/pierce/proc/tool_cauterize(obj/item/I, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.5 : 1)
|
||||
user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='danger'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] cauterizes some of the bleeding on [victim].</span>", "<span class='green'>You cauterize some of the bleeding on [victim].</span>")
|
||||
limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND)
|
||||
if(prob(30))
|
||||
victim.emote("scream")
|
||||
var/blood_cauterized = (0.6 / self_penalty_mult) * 0.5
|
||||
blood_flow -= blood_cauterized
|
||||
|
||||
if(blood_flow > 0)
|
||||
try_treating(I, user)
|
||||
|
||||
/datum/wound/pierce/moderate
|
||||
name = "Minor Breakage"
|
||||
desc = "Patient's skin has been broken open, causing severe bruising and minor internal bleeding in affected area."
|
||||
treat_text = "Treat affected site with bandaging or exposure to extreme cold. In dire cases, brief exposure to vacuum may suffice." // space is cold in ss13, so it's like an ice pack!
|
||||
examine_desc = "has a small, circular hole, gently bleeding"
|
||||
occur_text = "spurts out a thin stream of blood"
|
||||
sound_effect = 'sound/effects/wounds/pierce1.ogg'
|
||||
severity = WOUND_SEVERITY_MODERATE
|
||||
initial_flow = 1.5
|
||||
gauzed_clot_rate = 0.8
|
||||
internal_bleeding_chance = 30
|
||||
internal_bleeding_coefficient = 1.25
|
||||
threshold_minimum = 40
|
||||
threshold_penalty = 15
|
||||
status_effect_type = /datum/status_effect/wound/pierce/moderate
|
||||
scar_keyword = "piercemoderate"
|
||||
|
||||
/datum/wound/pierce/severe
|
||||
name = "Open Puncture"
|
||||
desc = "Patient's internal tissue is penetrated, causing sizeable internal bleeding and reduced limb stability."
|
||||
treat_text = "Repair punctures in skin by suture or cautery, extreme cold may also work."
|
||||
examine_desc = "is pierced clear through, with bits of tissue obscuring the open hole"
|
||||
occur_text = "looses a violent spray of blood, revealing a pierced wound"
|
||||
sound_effect = 'sound/effects/wounds/pierce2.ogg'
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
initial_flow = 2.25
|
||||
gauzed_clot_rate = 0.6
|
||||
internal_bleeding_chance = 60
|
||||
internal_bleeding_coefficient = 1.5
|
||||
threshold_minimum = 60
|
||||
threshold_penalty = 25
|
||||
status_effect_type = /datum/status_effect/wound/pierce/severe
|
||||
scar_keyword = "piercesevere"
|
||||
|
||||
/datum/wound/pierce/critical
|
||||
name = "Ruptured Cavity"
|
||||
desc = "Patient's internal tissue and circulatory system is shredded, causing significant internal bleeding and damage to internal organs."
|
||||
treat_text = "Surgical repair of puncture wound, followed by supervised resanguination."
|
||||
examine_desc = "is ripped clear through, barely held together by exposed bone"
|
||||
occur_text = "blasts apart, sending chunks of viscera flying in all directions"
|
||||
sound_effect = 'sound/effects/wounds/pierce3.ogg'
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
initial_flow = 3
|
||||
gauzed_clot_rate = 0.4
|
||||
internal_bleeding_chance = 80
|
||||
internal_bleeding_coefficient = 1.75
|
||||
threshold_minimum = 110
|
||||
threshold_penalty = 40
|
||||
status_effect_type = /datum/status_effect/wound/pierce/critical
|
||||
scar_keyword = "piercecritical"
|
||||
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
|
||||
@@ -1,17 +1,16 @@
|
||||
|
||||
/*
|
||||
Cuts
|
||||
*/
|
||||
|
||||
/datum/wound/brute/cut
|
||||
/datum/wound/slash
|
||||
sound_effect = 'sound/weapons/slice.ogg'
|
||||
processes = TRUE
|
||||
wound_type = WOUND_LIST_CUT
|
||||
treatable_by = list(/obj/item/stack/medical/suture, /obj/item/stack/medical/gauze)
|
||||
wound_type = WOUND_SLASH
|
||||
treatable_by = list(/obj/item/stack/medical/suture)
|
||||
treatable_by_grabbed = list(/obj/item/gun/energy/laser)
|
||||
treatable_tool = TOOL_CAUTERY
|
||||
treat_priority = TRUE
|
||||
base_treat_time = 3 SECONDS
|
||||
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
|
||||
|
||||
/// How much blood we start losing when this wound is first applied
|
||||
var/initial_flow
|
||||
@@ -27,75 +26,82 @@
|
||||
var/max_per_type
|
||||
/// The maximum flow we've had so far
|
||||
var/highest_flow
|
||||
/// How much flow we've already cauterized
|
||||
var/cauterized
|
||||
/// How much flow we've already sutured
|
||||
var/sutured
|
||||
|
||||
/// The current bandage we have for this wound (maybe move bandages to the limb?)
|
||||
var/obj/item/stack/current_bandage
|
||||
/// A bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate))
|
||||
var/datum/scar/highest_scar
|
||||
|
||||
/datum/wound/brute/cut/wound_injury(datum/wound/brute/cut/old_wound = null)
|
||||
/datum/wound/slash/wound_injury(datum/wound/slash/old_wound = null)
|
||||
blood_flow = initial_flow
|
||||
if(old_wound)
|
||||
blood_flow = max(old_wound.blood_flow, initial_flow)
|
||||
if(old_wound.severity > severity && old_wound.highest_scar)
|
||||
highest_scar = old_wound.highest_scar
|
||||
old_wound.highest_scar = null
|
||||
if(old_wound.current_bandage)
|
||||
current_bandage = old_wound.current_bandage
|
||||
old_wound.current_bandage = null
|
||||
|
||||
if(!highest_scar)
|
||||
highest_scar = new
|
||||
highest_scar.generate(limb, src, add_to_scars=FALSE)
|
||||
|
||||
/datum/wound/brute/cut/remove_wound(ignore_limb, replaced)
|
||||
/datum/wound/slash/remove_wound(ignore_limb, replaced)
|
||||
if(!replaced && highest_scar)
|
||||
already_scarred = TRUE
|
||||
highest_scar.lazy_attach(limb)
|
||||
return ..()
|
||||
|
||||
/datum/wound/brute/cut/get_examine_description(mob/user)
|
||||
if(!current_bandage)
|
||||
/datum/wound/slash/get_examine_description(mob/user)
|
||||
if(!limb.current_gauze)
|
||||
return ..()
|
||||
|
||||
var/bandage_condition = ""
|
||||
var/list/msg = list("The cuts on [victim.p_their()] [limb.name] are wrapped with")
|
||||
// how much life we have left in these bandages
|
||||
switch(current_bandage.absorption_capacity)
|
||||
switch(limb.current_gauze.absorption_capacity)
|
||||
if(0 to 1.25)
|
||||
bandage_condition = "nearly ruined "
|
||||
msg += "nearly ruined "
|
||||
if(1.25 to 2.75)
|
||||
bandage_condition = "badly worn "
|
||||
msg += "badly worn "
|
||||
if(2.75 to 4)
|
||||
bandage_condition = "slightly bloodied "
|
||||
msg += "slightly bloodied "
|
||||
if(4 to INFINITY)
|
||||
bandage_condition = "clean "
|
||||
return "<B>The cuts on [victim.p_their()] [limb.name] are wrapped with [bandage_condition] [current_bandage.name]!</B>"
|
||||
msg += "clean "
|
||||
msg += "[limb.current_gauze.name]!"
|
||||
|
||||
/datum/wound/brute/cut/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
||||
if(victim.stat != DEAD && wounding_type == WOUND_SHARP) // can't stab dead bodies to make it bleed faster this way
|
||||
return "<B>[msg.Join()]</B>"
|
||||
|
||||
/datum/wound/slash/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
||||
if(victim.stat != DEAD && wounding_type == WOUND_SLASH) // can't stab dead bodies to make it bleed faster this way
|
||||
blood_flow += 0.05 * wounding_dmg
|
||||
|
||||
/datum/wound/brute/cut/handle_process()
|
||||
blood_flow = min(blood_flow, WOUND_CUT_MAX_BLOODFLOW)
|
||||
/datum/wound/slash/drag_bleed_amount()
|
||||
// say we have 3 severe cuts with 3 blood flow each, pretty reasonable
|
||||
// compare with being at 100 brute damage before, where you bled (brute/100 * 2), = 2 blood per tile
|
||||
var/bleed_amt = min(blood_flow * 0.1, 1) // 3 * 3 * 0.1 = 0.9 blood total, less than before! the share here is .3 blood of course.
|
||||
|
||||
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/toxin/heparin))
|
||||
if(limb.current_gauze) // gauze stops all bleeding from dragging on this limb, but wears the gauze out quicker
|
||||
limb.seep_gauze(bleed_amt * 0.33)
|
||||
return
|
||||
|
||||
return bleed_amt
|
||||
|
||||
/datum/wound/slash/handle_process()
|
||||
if(victim.stat == DEAD)
|
||||
blood_flow -= max(clot_rate, WOUND_SLASH_DEAD_CLOT_MIN)
|
||||
if(blood_flow < minimum_flow)
|
||||
if(demotes_to)
|
||||
replace_wound(demotes_to)
|
||||
return
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)
|
||||
|
||||
if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin))
|
||||
blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
|
||||
else if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/coagulant))
|
||||
blood_flow -= 0.25
|
||||
|
||||
if(current_bandage)
|
||||
if(limb.current_gauze)
|
||||
if(clot_rate > 0)
|
||||
blood_flow -= clot_rate
|
||||
blood_flow -= current_bandage.absorption_rate
|
||||
current_bandage.absorption_capacity -= current_bandage.absorption_rate
|
||||
if(current_bandage.absorption_capacity < 0)
|
||||
victim.visible_message("<span class='danger'>Blood soaks through \the [current_bandage] on [victim]'s [limb.name].</span>", "<span class='warning'>Blood soaks through \the [current_bandage] on your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
QDEL_NULL(current_bandage)
|
||||
treat_priority = TRUE
|
||||
blood_flow -= limb.current_gauze.absorption_rate
|
||||
limb.seep_gauze(limb.current_gauze.absorption_rate)
|
||||
else
|
||||
blood_flow -= clot_rate
|
||||
|
||||
@@ -109,41 +115,57 @@
|
||||
to_chat(victim, "<span class='green'>The cut on your [limb.name] has stopped bleeding!</span>")
|
||||
qdel(src)
|
||||
|
||||
|
||||
/datum/wound/slash/on_stasis()
|
||||
if(blood_flow >= minimum_flow)
|
||||
return
|
||||
if(demotes_to)
|
||||
replace_wound(demotes_to)
|
||||
return
|
||||
qdel(src)
|
||||
|
||||
/* BEWARE, THE BELOW NONSENSE IS MADNESS. bones.dm looks more like what I have in mind and is sufficiently clean, don't pay attention to this messiness */
|
||||
|
||||
/datum/wound/brute/cut/check_grab_treatments(obj/item/I, mob/user)
|
||||
/datum/wound/slash/check_grab_treatments(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/gun/energy/laser))
|
||||
return TRUE
|
||||
|
||||
/datum/wound/brute/cut/treat(obj/item/I, mob/user)
|
||||
/datum/wound/slash/treat(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/gun/energy/laser))
|
||||
las_cauterize(I, user)
|
||||
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
|
||||
tool_cauterize(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/gauze))
|
||||
bandage(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/suture))
|
||||
suture(I, user)
|
||||
|
||||
/datum/wound/brute/cut/try_handling(mob/living/carbon/human/user)
|
||||
/datum/wound/slash/try_handling(mob/living/carbon/human/user)
|
||||
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
|
||||
return FALSE
|
||||
|
||||
if(!iscatperson(user))
|
||||
return FALSE
|
||||
|
||||
if(!(user.client?.prefs.vore_flags & LICKABLE))
|
||||
return FALSE
|
||||
|
||||
lick_wounds(user)
|
||||
return TRUE
|
||||
|
||||
/// if a felinid is licking this cut to reduce bleeding
|
||||
/datum/wound/brute/cut/proc/lick_wounds(mob/living/carbon/human/user)
|
||||
/datum/wound/slash/proc/lick_wounds(mob/living/carbon/human/user)
|
||||
if(INTERACTING_WITH(user, victim))
|
||||
to_chat(user, "<span class='warning'>You're already interacting with [victim]!</span>")
|
||||
return
|
||||
|
||||
if(user.is_mouth_covered())
|
||||
to_chat(user, "<span class='warning'>Your mouth is covered, you can't lick [victim]'s wounds!</span>")
|
||||
return
|
||||
|
||||
if(!user.getorganslot(ORGAN_SLOT_TONGUE))
|
||||
to_chat(user, "<span class='warning'>You can't lick wounds without a tongue!</span>") // f in chat
|
||||
return
|
||||
|
||||
// transmission is one way patient -> felinid since google said cat saliva is antiseptic or whatever, and also because felinids are already risking getting beaten for this even without people suspecting they're spreading a deathvirus
|
||||
for(var/datum/disease/D in victim.diseases)
|
||||
user.ForceContractDisease(D)
|
||||
|
||||
user.visible_message("<span class='notice'>[user] begins licking the wounds on [victim]'s [limb.name].</span>", "<span class='notice'>You begin licking the wounds on [victim]'s [limb.name]...</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='notice'>[user] begins to lick the wounds on your [limb.name].</span")
|
||||
if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
@@ -163,12 +185,16 @@
|
||||
else if(demotes_to)
|
||||
to_chat(user, "<span class='green'>You successfully lower the severity of [victim]'s cuts.</span>")
|
||||
|
||||
/datum/wound/brute/cut/on_xadone(power)
|
||||
/datum/wound/slash/on_xadone(power)
|
||||
. = ..()
|
||||
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
|
||||
|
||||
/datum/wound/slash/on_synthflesh(power)
|
||||
. = ..()
|
||||
blood_flow -= 0.075 * power // 20u * 0.075 = -1.5 blood flow, pretty good for how little effort it is
|
||||
|
||||
/// If someone's putting a laser gun up to our cut to cauterize it
|
||||
/datum/wound/brute/cut/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
|
||||
/datum/wound/slash/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.25 : 1)
|
||||
user.visible_message("<span class='warning'>[user] begins aiming [lasgun] directly at [victim]'s [limb.name]...</span>", "<span class='userdanger'>You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
@@ -180,11 +206,10 @@
|
||||
return
|
||||
victim.emote("scream")
|
||||
blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good
|
||||
cauterized += damage / (5 * self_penalty_mult)
|
||||
victim.visible_message("<span class='warning'>The cuts on [victim]'s [limb.name] scar over!</span>")
|
||||
|
||||
/// If someone is using either a cautery tool or something with heat to cauterize this cut
|
||||
/datum/wound/brute/cut/proc/tool_cauterize(obj/item/I, mob/user)
|
||||
/datum/wound/slash/proc/tool_cauterize(obj/item/I, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.5 : 1)
|
||||
user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='danger'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
@@ -196,7 +221,6 @@
|
||||
victim.emote("scream")
|
||||
var/blood_cauterized = (0.6 / self_penalty_mult)
|
||||
blood_flow -= blood_cauterized
|
||||
cauterized += blood_cauterized
|
||||
|
||||
if(blood_flow > minimum_flow)
|
||||
try_treating(I, user)
|
||||
@@ -204,15 +228,15 @@
|
||||
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
|
||||
|
||||
/// If someone is using a suture to close this cut
|
||||
/datum/wound/brute/cut/proc/suture(obj/item/stack/medical/suture/I, mob/user)
|
||||
/datum/wound/slash/proc/suture(obj/item/stack/medical/suture/I, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.4 : 1)
|
||||
user.visible_message("<span class='notice'>[user] begins stitching [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
user.visible_message("<span class='green'>[user] stitches up some of the bleeding on [victim].</span>", "<span class='green'>You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
|
||||
var/blood_sutured = I.stop_bleeding / self_penalty_mult
|
||||
blood_flow -= blood_sutured
|
||||
sutured += blood_sutured
|
||||
limb.heal_damage(I.heal_brute, I.heal_burn)
|
||||
|
||||
if(blood_flow > minimum_flow)
|
||||
@@ -220,95 +244,57 @@
|
||||
else if(demotes_to)
|
||||
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
|
||||
|
||||
/// If someone is using gauze on this cut
|
||||
/datum/wound/brute/cut/proc/bandage(obj/item/stack/I, mob/user)
|
||||
if(current_bandage)
|
||||
if(current_bandage.absorption_capacity > I.absorption_capacity + 1)
|
||||
to_chat(user, "<span class='warning'>The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!</span>")
|
||||
return
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] begins rewrapping the cuts on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin rewrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] begins wrapping the cuts on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin wrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] applies [I] to [victim]'s [limb.name].</span>", "<span class='green'>You bandage some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
|
||||
QDEL_NULL(current_bandage)
|
||||
current_bandage = new I.type(limb)
|
||||
current_bandage.amount = 1
|
||||
treat_priority = FALSE
|
||||
I.use(1)
|
||||
|
||||
|
||||
/datum/wound/brute/cut/moderate
|
||||
/datum/wound/slash/moderate
|
||||
name = "Rough Abrasion"
|
||||
desc = "Patient's skin has been badly scraped, generating moderate blood loss."
|
||||
treat_text = "Application of clean bandages or first-aid grade sutures, followed by food and rest."
|
||||
examine_desc = "has an open cut"
|
||||
occur_text = "is cut open, slowly leaking blood"
|
||||
sound_effect = 'sound/effects/blood1.ogg'
|
||||
sound_effect = 'sound/effects/wounds/blood1.ogg'
|
||||
severity = WOUND_SEVERITY_MODERATE
|
||||
initial_flow = 2
|
||||
minimum_flow = 0.5
|
||||
max_per_type = 3
|
||||
clot_rate = 0.15
|
||||
threshold_minimum = 20
|
||||
clot_rate = 0.12
|
||||
threshold_minimum = 30
|
||||
threshold_penalty = 10
|
||||
status_effect_type = /datum/status_effect/wound/cut/moderate
|
||||
scarring_descriptions = list("light, faded lines", "minor cut marks", "a small faded slit", "a series of small scars")
|
||||
status_effect_type = /datum/status_effect/wound/slash/moderate
|
||||
scar_keyword = "slashmoderate"
|
||||
|
||||
/datum/wound/brute/cut/severe
|
||||
/datum/wound/slash/severe
|
||||
name = "Open Laceration"
|
||||
desc = "Patient's skin is ripped clean open, allowing significant blood loss."
|
||||
treat_text = "Speedy application of first-aid grade sutures and clean bandages, followed by vitals monitoring to ensure recovery."
|
||||
examine_desc = "has a severe cut"
|
||||
occur_text = "is ripped open, veins spurting blood"
|
||||
sound_effect = 'sound/effects/blood2.ogg'
|
||||
sound_effect = 'sound/effects/wounds/blood2.ogg'
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
initial_flow = 3.25
|
||||
minimum_flow = 2.75
|
||||
clot_rate = 0.07
|
||||
max_per_type = 4
|
||||
threshold_minimum = 50
|
||||
threshold_minimum = 60
|
||||
threshold_penalty = 25
|
||||
demotes_to = /datum/wound/brute/cut/moderate
|
||||
status_effect_type = /datum/status_effect/wound/cut/severe
|
||||
scarring_descriptions = list("a twisted line of faded gashes", "a gnarled sickle-shaped slice scar", "a long-faded puncture wound")
|
||||
demotes_to = /datum/wound/slash/moderate
|
||||
status_effect_type = /datum/status_effect/wound/slash/severe
|
||||
scar_keyword = "slashsevere"
|
||||
|
||||
/datum/wound/brute/cut/critical
|
||||
/datum/wound/slash/critical
|
||||
name = "Weeping Avulsion"
|
||||
desc = "Patient's skin is completely torn open, along with significant loss of tissue. Extreme blood loss will lead to quick death without intervention."
|
||||
treat_text = "Immediate bandaging and either suturing or cauterization, followed by supervised resanguination."
|
||||
examine_desc = "is spurting blood at an alarming rate"
|
||||
examine_desc = "is carved down to the bone, spraying blood wildly"
|
||||
occur_text = "is torn open, spraying blood wildly"
|
||||
sound_effect = 'sound/effects/blood3.ogg'
|
||||
sound_effect = 'sound/effects/wounds/blood3.ogg'
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
initial_flow = 4.25
|
||||
minimum_flow = 4
|
||||
clot_rate = -0.05 // critical cuts actively get worse instead of better
|
||||
max_per_type = 5
|
||||
threshold_minimum = 80
|
||||
threshold_minimum = 90
|
||||
threshold_penalty = 40
|
||||
demotes_to = /datum/wound/brute/cut/severe
|
||||
status_effect_type = /datum/status_effect/wound/cut/critical
|
||||
scarring_descriptions = list("a winding path of very badly healed scar tissue", "a series of peaks and valleys along a gruesome line of cut scar tissue", "a grotesque snake of indentations and stitching scars")
|
||||
|
||||
// TODO: see about moving dismemberment over to this, i'll have to add judging dismembering power/wound potential wrt item size i guess
|
||||
/datum/wound/brute/cut/loss
|
||||
name = "Dismembered"
|
||||
desc = "oof ouch!!"
|
||||
occur_text = "is violently dismembered!"
|
||||
sound_effect = 'sound/effects/dismember.ogg'
|
||||
viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
|
||||
severity = WOUND_SEVERITY_LOSS
|
||||
threshold_minimum = 180
|
||||
status_effect_type = null
|
||||
|
||||
/datum/wound/brute/cut/loss/apply_wound(obj/item/bodypart/L, silent, datum/wound/brute/cut/old_wound, smited = FALSE)
|
||||
if(!L.dismemberable)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
L.dismember()
|
||||
qdel(src)
|
||||
demotes_to = /datum/wound/slash/severe
|
||||
status_effect_type = /datum/status_effect/wound/slash/critical
|
||||
scar_keyword = "slashcritical"
|
||||
wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
|
||||
Reference in New Issue
Block a user