This commit is contained in:
timothyteakettle
2020-07-17 02:01:33 +01:00
parent f187de33ad
commit 584e74590f
46 changed files with 1162 additions and 121 deletions
+15 -12
View File
@@ -1,9 +1,9 @@
#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]"
#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]-[wound]"
/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0)
. = locate(ARMORID)
if (!.)
. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic)
. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic, wound)
/datum/armor
datum_flags = DF_USE_TAG
@@ -17,8 +17,9 @@
var/fire
var/acid
var/magic
var/wound
/datum/armor/New(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
/datum/armor/New(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0)
src.melee = melee
src.bullet = bullet
src.laser = laser
@@ -29,15 +30,16 @@
src.fire = fire
src.acid = acid
src.magic = magic
src.wound = wound
tag = ARMORID
/datum/armor/proc/modifyRating(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
return getArmor(src.melee+melee, src.bullet+bullet, src.laser+laser, src.energy+energy, src.bomb+bomb, src.bio+bio, src.rad+rad, src.fire+fire, src.acid+acid, src.magic+magic)
/datum/armor/proc/modifyRating(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0)
return getArmor(src.melee+melee, src.bullet+bullet, src.laser+laser, src.energy+energy, src.bomb+bomb, src.bio+bio, src.rad+rad, src.fire+fire, src.acid+acid, src.magic+magic, src.wound+wound)
/datum/armor/proc/modifyAllRatings(modifier = 0)
return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, rad+modifier, fire+modifier, acid+modifier, magic+modifier)
return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, rad+modifier, fire+modifier, acid+modifier, magic+modifier, wound+modifier)
/datum/armor/proc/setRating(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic)
/datum/armor/proc/setRating(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic, wound)
return getArmor((isnull(melee) ? src.melee : melee),\
(isnull(bullet) ? src.bullet : bullet),\
(isnull(laser) ? src.laser : laser),\
@@ -47,19 +49,20 @@
(isnull(rad) ? src.rad : rad),\
(isnull(fire) ? src.fire : fire),\
(isnull(acid) ? src.acid : acid),\
(isnull(magic) ? src.magic : magic))
(isnull(magic) ? src.magic : magic),\
(isnull(wound) ? src.wound : wound))
/datum/armor/proc/getRating(rating)
return vars[rating]
/datum/armor/proc/getList()
return list("melee" = melee, "bullet" = bullet, "laser" = laser, "energy" = energy, "bomb" = bomb, "bio" = bio, "rad" = rad, "fire" = fire, "acid" = acid, "magic" = magic)
return list("melee" = melee, "bullet" = bullet, "laser" = laser, "energy" = energy, "bomb" = bomb, "bio" = bio, "rad" = rad, "fire" = fire, "acid" = acid, "magic" = magic, "wound" = wound)
/datum/armor/proc/attachArmor(datum/armor/AA)
return getArmor(melee+AA.melee, bullet+AA.bullet, laser+AA.laser, energy+AA.energy, bomb+AA.bomb, bio+AA.bio, rad+AA.rad, fire+AA.fire, acid+AA.acid, magic+AA.magic)
return getArmor(melee+AA.melee, bullet+AA.bullet, laser+AA.laser, energy+AA.energy, bomb+AA.bomb, bio+AA.bio, rad+AA.rad, fire+AA.fire, acid+AA.acid, magic+AA.magic, wound+AA.wound)
/datum/armor/proc/detachArmor(datum/armor/AA)
return getArmor(melee-AA.melee, bullet-AA.bullet, laser-AA.laser, energy-AA.energy, bomb-AA.bomb, bio-AA.bio, rad-AA.rad, fire-AA.fire, acid-AA.acid, magic-AA.magic)
return getArmor(melee-AA.melee, bullet-AA.bullet, laser-AA.laser, energy-AA.energy, bomb-AA.bomb, bio-AA.bio, rad-AA.rad, fire-AA.fire, acid-AA.acid, magic-AA.magic, wound-AA.wound)
/datum/armor/vv_edit_var(var_name, var_value)
if (var_name == NAMEOF(src, tag))
+1 -1
View File
@@ -94,7 +94,7 @@
if(get_dist(owner, stalker) <= 1)
playsound(owner, 'sound/magic/demon_attack1.ogg', 50)
owner.visible_message("<span class='warning'>[owner] is torn apart by invisible claws!</span>", "<span class='userdanger'>Ghostly claws tear your body apart!</span>")
owner.take_bodypart_damage(rand(20, 45))
owner.take_bodypart_damage(rand(20, 45), wound_bonus=CANT_WOUND)
else if(prob(50))
stalker.forceMove(get_step_towards(stalker, owner))
if(get_dist(owner, stalker) <= 8)
+6 -3
View File
@@ -2,7 +2,7 @@
var/speed = 80 //time in deciseconds taken to butcher something
var/effectiveness = 100 //percentage effectiveness; numbers above 100 yield extra drops
var/bonus_modifier = 0 //percentage increase to bonus item chance
var/butcher_sound = 'sound/weapons/slice.ogg' //sound played when butchering
var/butcher_sound = 'sound/effects/butcher.ogg' //sound played when butchering
var/butchering_enabled = TRUE
var/can_be_blunt = FALSE
@@ -64,8 +64,11 @@
H.visible_message("<span class='danger'>[user] slits [H]'s throat!</span>", \
"<span class='userdanger'>[user] slits your throat...</span>")
log_combat(user, H, "finishes slicing the throat of")
H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD)
H.bleed_rate = clamp(H.bleed_rate + 20, 0, 30)
H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND) // easy tiger, we'll get to that in a sec
var/obj/item/bodypart/slit_throat = H.get_bodypart(BODY_ZONE_HEAD)
if(slit_throat)
var/datum/wound/brute/cut/critical/screaming_through_a_slit_throat = new
screaming_through_a_slit_throat.apply_wound(slit_throat)
H.apply_status_effect(/datum/status_effect/neck_slice)
/datum/component/butchering/proc/Butcher(mob/living/butcher, mob/living/meat)
+1 -1
View File
@@ -48,7 +48,7 @@
var/damage = rand(min_damage, max_damage)
if(HAS_TRAIT(H, TRAIT_LIGHT_STEP))
damage *= 0.75
H.apply_damage(damage, BRUTE, picked_def_zone)
H.apply_damage(damage, BRUTE, picked_def_zone, wound_bonus = CANT_WOUND)
if(cooldown < world.time - 10) //cooldown to avoid message spam.
if(!H.incapacitated(ignore_restraints = TRUE))
+5 -5
View File
@@ -147,7 +147,7 @@
playsound(victim,'sound/weapons/bladeslice.ogg', 40)
weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
var/damage = weapon.w_class * impact_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus=-30, sharpness = TRUE)
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
else
victim.visible_message("<span class='danger'>[weapon] sticks itself to [victim]'s [limb.name]!</span>",ignored_mobs=victim)
@@ -163,7 +163,7 @@
if(harmful && prob(chance))
var/damage = weapon.w_class * jostle_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
@@ -173,7 +173,7 @@
if(harmful)
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
victim.visible_message("<span class='danger'>[weapon] falls out of [victim.name]'s [limb.name]!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] falls out of your [limb.name]!</span>")
else
@@ -199,7 +199,7 @@
if(harmful)
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage) //It hurts to rip it out, get surgery you dingus.
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.
victim.emote("scream")
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>")
else
@@ -276,7 +276,7 @@
damage *= 0.7
if(harmful && prob(chance))
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] hurts!</span>")
if(prob(fall_chance))
+1
View File
@@ -62,6 +62,7 @@
///Store the thrownthing datum for later use
/datum/component/tackler/proc/registerTackle(mob/living/carbon/user, datum/thrownthing/TT)
tackle = TT
tackle.thrower = user
///See if we can tackle or not. If we can, leap!
/datum/component/tackler/proc/checkTackle(mob/living/carbon/user, atom/A, params)
@@ -64,7 +64,8 @@ Bonus
if(bleed)
if(ishuman(M))
var/mob/living/carbon/human/H = M
H.bleed_rate += 5 * power
var/obj/item/bodypart/random_part = pick(H.bodyparts)
random_part.generic_bleedstacks += 5 * power
return 1
/*
+7 -7
View File
@@ -44,7 +44,7 @@
else
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
log_combat(A, D, "strong punched (Sleeping Carp)")//so as to not double up on logging
D.apply_damage((damage + 15) + crit_damage, BRUTE, affecting)
D.apply_damage((damage + 15) + crit_damage, BRUTE, affecting, wound_bonus = CANT_WOUND)
return TRUE
///Crashing Wave Kick: Harm Disarm combo, throws people seven tiles backwards
@@ -56,7 +56,7 @@
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
var/atom/throw_target = get_edge_target_turf(D, A.dir)
D.throw_at(throw_target, 7, 14, A)
D.apply_damage(damage, BRUTE, BODY_ZONE_CHEST)
D.apply_damage(damage, BRUTE, BODY_ZONE_CHEST, wound_bonus = CANT_WOUND, wound_bonus = CANT_WOUND)
log_combat(A, D, "launchkicked (Sleeping Carp)")
return TRUE
@@ -66,14 +66,14 @@
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
if((D.mobility_flags & MOBILITY_STAND))
D.apply_damage(damage, BRUTE, BODY_ZONE_HEAD)
D.apply_damage(damage, BRUTE, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND)
D.DefaultCombatKnockdown(50, override_hardstun = 0.01, override_stamdmg = 0)
D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD) //A cit specific change form the tg port to really punish anyone who tries to stand up
D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND) //A cit specific change form the tg port to really punish anyone who tries to stand up
D.visible_message("<span class='warning'>[A] kicks [D] in the head, sending them face first into the floor!</span>", \
"<span class='userdanger'>You are kicked in the head by [A], sending you crashing to the floor!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
else
D.apply_damage(damage*0.5, BRUTE, BODY_ZONE_HEAD)
D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD)
D.apply_damage(damage*0.5, BRUTE, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND)
D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND)
D.drop_all_held_items()
D.visible_message("<span class='warning'>[A] kicks [D] in the head!</span>", \
"<span class='userdanger'>You are kicked in the head by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
@@ -99,7 +99,7 @@
D.visible_message("<span class='danger'>[A] [atk_verb]s [D]!</span>", \
"<span class='userdanger'>[A] [atk_verb]s you!</span>", null, null, A)
to_chat(A, "<span class='danger'>You [atk_verb] [D]!</span>")
D.apply_damage(damage, BRUTE, affecting)
D.apply_damage(damage, BRUTE, affecting, wound_bonus = CANT_WOUND)
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
if(CHECK_MOBILITY(D, MOBILITY_STAND) && damage >= stunthreshold)
to_chat(D, "<span class='danger'>You stumble and fall!</span>")
+4
View File
@@ -66,6 +66,9 @@
/// Our skill holder.
var/datum/skill_holder/skill_holder
///What character we spawned in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not
var/mob/original_character
/datum/mind/New(var/key)
skill_holder = new(src)
src.key = key
@@ -90,6 +93,7 @@
return language_holder
/datum/mind/proc/transfer_to(mob/new_character, var/force_key_move = 0)
var/original_character = null
var/old_character = current
var/signals = SEND_SIGNAL(new_character, COMSIG_MOB_PRE_PLAYER_CHANGE, new_character, old_character) | SEND_SIGNAL(src, COMSIG_PRE_MIND_TRANSFER, new_character, old_character)
if(signals & COMPONENT_STOP_MIND_TRANSFER)
@@ -77,10 +77,14 @@
description = "<span class='boldwarning'>Pull it out!</span>\n"
mood_change = -7
/datum/mood_event/table
description = "<span class='warning'>Someone threw me on a table!</span>\n"
mood_change = -2
timeout = 2 MINUTES
/datum/mood_event/table_limbsmash
description = "<span class='warning'>That fucking table, man that hurts...</span>\n"
mood_change = -3
timeout = 3 MINUTES
/datum/mood_event/table_limbsmash/add_effects(obj/item/bodypart/banged_limb)
if(banged_limb)
description = "<span class='warning'>My fucking [banged_limb.name], man that hurts...</span>\n"
/datum/mood_event/table/add_effects()
if(ishuman(owner))
+4
View File
@@ -441,6 +441,10 @@
owner.adjustBruteLoss(-10, FALSE)
owner.adjustFireLoss(-5, FALSE)
owner.adjustOxyLoss(-10)
if(!iscarbon(owner))
return
var/mob/living/carbon/C = owner
QDEL_LIST(C.all_scars)
/obj/screen/alert/status_effect/fleshmend
name = "Fleshmend"
+10 -1
View File
@@ -430,10 +430,19 @@
/datum/status_effect/neck_slice/tick()
var/mob/living/carbon/human/H = owner
if(H.stat == DEAD || H.bleed_rate <= 8)
var/obj/item/bodypart/throat = H.get_bodypart(BODY_ZONE_HEAD)
if(H.stat == DEAD || !throat)
H.remove_status_effect(/datum/status_effect/neck_slice)
if(prob(10))
H.emote(pick("gasp", "gag", "choke"))
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)
still_bleeding = TRUE
break
if(!still_bleeding)
H.remove_status_effect(/datum/status_effect/neck_slice)
/mob/living/proc/apply_necropolis_curse(set_curse, duration = 10 MINUTES)
var/datum/status_effect/necropolis_curse/C = has_status_effect(STATUS_EFFECT_NECROPOLIS_CURSE)
@@ -279,3 +279,7 @@
/datum/status_effect/grouped/before_remove(source)
sources -= source
return !length(sources)
//do_after modifier!
/datum/status_effect/proc/interact_speed_modifier()
return 1
+186
View File
@@ -0,0 +1,186 @@
// The shattered remnants of your broken limbs fill you with determination!
/obj/screen/alert/status_effect/determined
name = "Determined"
desc = "The serious wounds you've sustained have put your body into fight-or-flight mode! Now's the time to look for an exit!"
icon_state = "regenerative_core"
/datum/status_effect/determined
id = "determined"
alert_type = /obj/screen/alert/status_effect/determined
/datum/status_effect/determined/on_apply()
. = ..()
owner.visible_message("<span class='danger'>[owner] grits [owner.p_their()] teeth in pain!</span>", "<span class='notice'><b>Your senses sharpen as your body tenses up from the wounds you've sustained!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
/datum/status_effect/determined/on_remove()
owner.visible_message("<span class='danger'>[owner]'s body slackens noticeably!</span>", "<span class='warning'><b>Your adrenaline rush dies off, and the pain from your wounds come aching back in...</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
return ..()
/datum/status_effect/limp
id = "limp"
status_type = STATUS_EFFECT_REPLACE
tick_interval = 10
alert_type = /obj/screen/alert/status_effect/limp
var/msg_stage = 0//so you dont get the most intense messages immediately
/// The left leg of the limping person
var/obj/item/bodypart/l_leg/left
/// The right leg of the limping person
var/obj/item/bodypart/r_leg/right
/// Which leg we're limping with next
var/obj/item/bodypart/next_leg
/// How many deciseconds we limp for on the left leg
var/slowdown_left = 0
/// How many deciseconds we limp for on the right leg
var/slowdown_right = 0
/datum/status_effect/limp/on_apply()
if(!iscarbon(owner))
return FALSE
var/mob/living/carbon/C = owner
left = C.get_bodypart(BODY_ZONE_L_LEG)
right = C.get_bodypart(BODY_ZONE_R_LEG)
update_limp()
RegisterSignal(C, COMSIG_MOVABLE_MOVED, .proc/check_step)
RegisterSignal(C, list(COMSIG_CARBON_GAIN_WOUND, COMSIG_CARBON_LOSE_WOUND, COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB), .proc/update_limp)
return TRUE
/datum/status_effect/limp/on_remove()
UnregisterSignal(owner, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_GAIN_WOUND, COMSIG_CARBON_LOSE_WOUND, COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB))
/obj/screen/alert/status_effect/limp
name = "Limping"
desc = "One or more of your legs has been wounded, slowing down steps with that leg! Get it fixed, or at least splinted!"
/datum/status_effect/limp/proc/check_step(mob/whocares, OldLoc, Dir, forced)
if(!owner.client || !(owner.mobility_flags & MOBILITY_STAND) || !owner.has_gravity() || (owner.movement_type & FLYING) || forced)
return
var/determined_mod = 1
if(owner.has_status_effect(STATUS_EFFECT_DETERMINED))
determined_mod = 0.25
if(next_leg == left)
owner.client.move_delay += slowdown_left * determined_mod
next_leg = right
else
owner.client.move_delay += slowdown_right * determined_mod
next_leg = left
/datum/status_effect/limp/proc/update_limp()
var/mob/living/carbon/C = owner
left = C.get_bodypart(BODY_ZONE_L_LEG)
right = C.get_bodypart(BODY_ZONE_R_LEG)
if(!left && !right)
C.remove_status_effect(src)
return
slowdown_left = 0
slowdown_right = 0
if(left)
for(var/thing in left.wounds)
var/datum/wound/W = thing
slowdown_left += W.limp_slowdown
if(right)
for(var/thing in right.wounds)
var/datum/wound/W = thing
slowdown_right += W.limp_slowdown
// this handles losing your leg with the limp and the other one being in good shape as well
if(!slowdown_left && !slowdown_right)
C.remove_status_effect(src)
return
/////////////////////////
//////// WOUNDS /////////
/////////////////////////
// wound alert
/obj/screen/alert/status_effect/wound
name = "Wounded"
desc = "Your body has sustained serious damage, click here to inspect yourself."
/obj/screen/alert/status_effect/wound/Click()
var/mob/living/carbon/C = usr
C.check_self_for_injuries()
// wound status effect base
/datum/status_effect/wound
id = "wound"
status_type = STATUS_EFFECT_MULTIPLE
var/obj/item/bodypart/linked_limb
var/datum/wound/linked_wound
alert_type = NONE
/datum/status_effect/wound/on_creation(mob/living/new_owner, incoming_wound)
. = ..()
var/datum/wound/W = incoming_wound
linked_wound = W
linked_limb = linked_wound.limb
/datum/status_effect/wound/on_remove()
linked_wound = null
linked_limb = null
UnregisterSignal(owner, COMSIG_CARBON_LOSE_WOUND)
/datum/status_effect/wound/on_apply()
if(!iscarbon(owner))
return FALSE
RegisterSignal(owner, COMSIG_CARBON_LOSE_WOUND, .proc/check_remove)
return TRUE
/// check if the wound getting removed is the wound we're tied to
/datum/status_effect/wound/proc/check_remove(mob/living/L, datum/wound/W)
if(W == linked_wound)
qdel(src)
// bones
/datum/status_effect/wound/bone
/datum/status_effect/wound/bone/interact_speed_modifier()
var/mob/living/carbon/C = owner
if(C.get_active_hand() == linked_limb)
to_chat(C, "<span class='warning'>The [lowertext(linked_wound)] in your [linked_limb.name] slows your progress!</span>")
return linked_wound.interaction_efficiency_penalty
return 1
/datum/status_effect/wound/bone/nextmove_modifier()
var/mob/living/carbon/C = owner
if(C.get_active_hand() == linked_limb)
return linked_wound.interaction_efficiency_penalty
return 1
/datum/status_effect/wound/bone/moderate
id = "disjoint"
/datum/status_effect/wound/bone/severe
id = "hairline"
/datum/status_effect/wound/bone/critical
id = "compound"
// cuts
/datum/status_effect/wound/cut/moderate
id = "abrasion"
/datum/status_effect/wound/cut/severe
id = "laceration"
/datum/status_effect/wound/cut/critical
id = "avulsion"
// burns
/datum/status_effect/wound/burn/moderate
id = "seconddeg"
/datum/status_effect/wound/burn/severe
id = "thirddeg"
/datum/status_effect/wound/burn/critical
id = "fourthdeg"
+16
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@@ -122,3 +122,19 @@
if(H)
var/datum/species/species = H.dna.species
species.disliked_food &= ~ALCOHOL
/datum/quirk/longtimer
name = "Longtimer"
desc = "You've been around for a long time and seen more than your fair share of action, suffering some pretty nasty scars along the way. For whatever reason, you've declined to get them removed or augmented."
value = 0
gain_text = "<span class='notice'>Your body has seen better days.</span>"
lose_text = "<span class='notice'>Your sins may wash away, but those scars are here to stay...</span>"
medical_record_text = "Patient has withstood significant physical trauma and declined plastic surgery procedures to heal scarring."
/// the minimum amount of scars we can generate
var/min_scars = 3
/// the maximum amount of scars we can generate
var/max_scars = 7
/datum/quirk/longtimer/on_spawn()
var/mob/living/carbon/C = quirk_holder
C.generate_fake_scars(rand(min_scars, max_scars))
+134
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@@ -0,0 +1,134 @@
/**
* scars are cosmetic datums that are assigned to bodyparts once they recover from wounds. Each wound type and severity have their own descriptions for what the scars
* look like, and then each body part has a list of "specific locations" like your elbow or wrist or wherever the scar can appear, to make it more interesting than "right arm"
*
*
* Arguments:
* *
*/
/datum/scar
var/obj/item/bodypart/limb
var/mob/living/carbon/victim
var/severity
var/description
var/precise_location
/// Scars from the longtimer quirk are "fake" and won't be saved with persistent scarring, since it makes you spawn with a lot by default
var/fake=FALSE
/// How many tiles away someone can see this scar, goes up with severity. Clothes covering this limb will decrease visibility by 1 each, except for the head/face which is a binary "is mask obscuring face" check
var/visibility = 2
/// Whether this scar can actually be covered up by clothing
var/coverable = TRUE
/// What zones this scar can be applied to
var/list/applicable_zones = list(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_ARM, BODY_ZONE_R_LEG)
/datum/scar/Destroy(force, ...)
if(limb)
LAZYREMOVE(limb.scars, src)
if(victim)
LAZYREMOVE(victim.all_scars, src)
. = ..()
/**
* generate() is used to actually fill out the info for a scar, according to the limb and wound it is provided.
*
* After creating a scar, call this on it while targeting the scarred bodypart with a given wound to apply the scar.
*
* Arguments:
* * BP- The bodypart being targeted
* * W- The wound being used to generate the severity and description info
* * add_to_scars- Should always be TRUE unless you're just storing a scar for later usage, like how cuts want to store a scar for the highest severity of cut, rather than the severity when the wound is fully healed (probably demoted to moderate)
*/
/datum/scar/proc/generate(obj/item/bodypart/BP, datum/wound/W, add_to_scars=TRUE)
if(!(BP.body_zone in applicable_zones))
qdel(src)
return
limb = BP
severity = W.severity
if(limb.owner)
victim = limb.owner
if(add_to_scars)
LAZYADD(limb.scars, src)
if(victim)
LAZYADD(victim.all_scars, src)
description = pick(W.scarring_descriptions)
precise_location = pick(limb.specific_locations)
switch(W.severity)
if(WOUND_SEVERITY_MODERATE)
visibility = 2
if(WOUND_SEVERITY_SEVERE)
visibility = 3
if(WOUND_SEVERITY_CRITICAL)
visibility = 5
/// Used when we finalize a scar from a healing cut
/datum/scar/proc/lazy_attach(obj/item/bodypart/BP, datum/wound/W)
LAZYADD(BP.scars, src)
if(BP.owner)
victim = BP.owner
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))
qdel(src)
return
limb = BP
src.severity = severity
LAZYADD(limb.scars, src)
if(BP.owner)
victim = BP.owner
LAZYADD(victim.all_scars, src)
src.description = description
precise_location = specific_location
switch(severity)
if(WOUND_SEVERITY_MODERATE)
visibility = 2
if(WOUND_SEVERITY_SEVERE)
visibility = 3
if(WOUND_SEVERITY_CRITICAL)
visibility = 5
return TRUE
/// What will show up in examine_more() if this scar is visible
/datum/scar/proc/get_examine_description(mob/viewer)
if(!victim || !is_visible(viewer))
return
var/msg = "[victim.p_they(TRUE)] [victim.p_have()] [description] on [victim.p_their()] [precise_location]."
switch(severity)
if(WOUND_SEVERITY_MODERATE)
msg = "<span class='tinynotice'>[msg]</span>"
if(WOUND_SEVERITY_SEVERE)
msg = "<span class='smallnotice'>[msg]</span>"
if(WOUND_SEVERITY_CRITICAL)
msg = "<span class='smallnotice'><b>[msg]</b></span>"
return "\t[msg]"
/// Whether a scar can currently be seen by the viewer
/datum/scar/proc/is_visible(mob/viewer)
if(!victim || !viewer)
return
if(get_dist(viewer, victim) > visibility)
return
if(!ishuman(victim) || isobserver(viewer) || victim == viewer)
return TRUE
var/mob/living/carbon/human/H = 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)))
return FALSE
else if(limb.scars_covered_by_clothes)
var/num_covers = LAZYLEN(H.clothingonpart(limb))
if(num_covers + get_dist(viewer, victim) >= visibility)
return FALSE
return TRUE
/// 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]"
+309
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@@ -0,0 +1,309 @@
/*
Cuts
*/
/datum/wound/brute/cut
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)
treatable_by_grabbed = list(/obj/item/gun/energy/laser)
treatable_tool = TOOL_CAUTERY
treat_priority = TRUE
base_treat_time = 3 SECONDS
/// How much blood we start losing when this wound is first applied
var/initial_flow
/// When we have less than this amount of flow, either from treatment or clotting, we demote to a lower cut or are healed of the wound
var/minimum_flow
/// How fast our blood flow will naturally decrease per tick, not only do larger cuts bleed more faster, they clot slower
var/clot_rate
/// Once the blood flow drops below minimum_flow, we demote it to this type of wound. If there's none, we're all better
var/demotes_to
/// How much staunching per type (cautery, suturing, bandaging) you can have before that type is no longer effective for this cut NOT IMPLEMENTED
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)
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)
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)
return ..()
var/bandage_condition = ""
// how much life we have left in these bandages
switch(current_bandage.absorption_capacity)
if(0 to 1.25)
bandage_condition = "nearly ruined "
if(1.25 to 2.75)
bandage_condition = "badly worn "
if(2.75 to 4)
bandage_condition = "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>"
/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
blood_flow += 0.05 * wounding_dmg
/datum/wound/brute/cut/handle_process()
blood_flow = min(blood_flow, WOUND_CUT_MAX_BLOODFLOW)
if(victim.reagents && 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(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
else
blood_flow -= clot_rate
if(blood_flow > highest_flow)
highest_flow = blood_flow
if(blood_flow < minimum_flow)
if(demotes_to)
replace_wound(demotes_to)
else
to_chat(victim, "<span class='green'>The cut on your [limb.name] has stopped bleeding!</span>")
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)
if(istype(I, /obj/item/gun/energy/laser))
return TRUE
/datum/wound/brute/cut/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)
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
return FALSE
if(!isfelinid(user))
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)
if(INTERACTING_WITH(user, victim))
to_chat(user, "<span class='warning'>You're already interacting with [victim]!</span>")
return
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)))
return
user.visible_message("<span class='notice'>[user] licks the wounds on [victim]'s [limb.name].</span>", "<span class='notice'>You lick some of the wounds on [victim]'s [limb.name]</span>", ignored_mobs=victim)
to_chat(victim, "<span class='green'>[user] licks the wounds on your [limb.name]!</span")
blood_flow -= 0.5
if(blood_flow > minimum_flow)
try_handling(user)
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)
. = ..()
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
/// 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)
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)))
return
var/damage = lasgun.chambered.BB.damage
lasgun.chambered.BB.wound_bonus -= 30
lasgun.chambered.BB.damage *= self_penalty_mult
if(!lasgun.process_fire(victim, victim, TRUE, null, limb.body_zone))
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)
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>")
var/time_mod = user.mind?.get_skill_modifier(/datum/skill/healing, SKILL_SPEED_MODIFIER) || 1
if(!do_after(user, base_treat_time * time_mod * 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)
blood_flow -= blood_cauterized
cauterized += blood_cauterized
if(blood_flow > minimum_flow)
try_treating(I, user)
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 a suture to close this cut
/datum/wound/brute/cut/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>")
var/time_mod = user.mind?.get_skill_modifier(/datum/skill/healing, SKILL_SPEED_MODIFIER) || 1
if(!do_after(user, base_treat_time * time_mod * 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)
try_treating(I, user)
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>")
var/time_mod = user.mind?.get_skill_modifier(/datum/skill/healing, SKILL_SPEED_MODIFIER) || 1
if(!do_after(user, base_treat_time * time_mod, 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
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'
severity = WOUND_SEVERITY_MODERATE
initial_flow = 2
minimum_flow = 0.5
max_per_type = 3
clot_rate = 0.15
threshold_minimum = 20
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")
/datum/wound/brute/cut/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'
severity = WOUND_SEVERITY_SEVERE
initial_flow = 3.25
minimum_flow = 2.75
clot_rate = 0.07
max_per_type = 4
threshold_minimum = 50
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")
/datum/wound/brute/cut/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"
occur_text = "is torn open, spraying blood wildly"
sound_effect = 'sound/effects/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_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)