From 584e74590fc2a913b87dbfde4237fe2dbd08bf24 Mon Sep 17 00:00:00 2001 From: timothyteakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Fri, 17 Jul 2020 02:01:33 +0100 Subject: [PATCH 01/26] port1 --- code/__DEFINES/DNA.dm | 1 + code/__DEFINES/_flags/obj_flags.dm | 5 + code/__DEFINES/admin.dm | 3 + code/__DEFINES/dcs/signals.dm | 9 +- code/__DEFINES/mobs.dm | 9 +- code/__DEFINES/status_effects.dm | 4 + code/__DEFINES/tools.dm | 1 + code/__DEFINES/traits.dm | 2 +- code/__DEFINES/wounds.dm | 43 +++ code/__HELPERS/_logging.dm | 4 + code/__HELPERS/type2type.dm | 18 +- code/_onclick/other_mobs.dm | 4 + code/controllers/subsystem/persistence.dm | 22 ++ code/datums/armor.dm | 27 +- code/datums/brain_damage/magic.dm | 2 +- code/datums/components/butchering.dm | 9 +- code/datums/components/caltrop.dm | 2 +- code/datums/components/embedded.dm | 10 +- code/datums/components/tackle.dm | 1 + .../diseases/advance/symptoms/flesh_eating.dm | 3 +- code/datums/martial/sleeping_carp.dm | 14 +- code/datums/mind.dm | 4 + .../mood_events/generic_negative_events.dm | 12 +- code/datums/status_effects/buffs.dm | 4 + code/datums/status_effects/debuffs.dm | 11 +- code/datums/status_effects/status_effect.dm | 4 + code/datums/status_effects/wound_effects.dm | 186 +++++++++++ code/datums/traits/neutral.dm | 16 + code/datums/wounds/_scars.dm | 134 ++++++++ code/datums/wounds/cuts.dm | 309 ++++++++++++++++++ code/game/atoms.dm | 31 ++ code/game/machinery/doors/door.dm | 4 + code/game/objects/items/devices/flashlight.dm | 14 +- code/game/objects/items/devices/scanners.dm | 125 +++++-- code/game/objects/items/dualsaber.dm | 2 + code/game/objects/items/fireaxe.dm | 1 + code/game/objects/items/grenades/flashbang.dm | 8 + code/game/objects/items/holy_weapons.dm | 3 + code/game/objects/items/kitchen.dm | 2 + code/game/objects/items/manuals.dm | 4 +- code/game/objects/items/melee/misc.dm | 5 + code/game/objects/items/powerfist.dm | 2 +- code/game/objects/items/shrapnel.dm | 18 +- code/game/objects/items/spear.dm | 2 + code/game/objects/items/stacks/medical.dm | 185 +++++++---- tgstation.dme | 4 + 46 files changed, 1162 insertions(+), 121 deletions(-) create mode 100644 code/__DEFINES/wounds.dm create mode 100644 code/datums/status_effects/wound_effects.dm create mode 100644 code/datums/wounds/_scars.dm create mode 100644 code/datums/wounds/cuts.dm diff --git a/code/__DEFINES/DNA.dm b/code/__DEFINES/DNA.dm index c9e03389f1..f2322fd89b 100644 --- a/code/__DEFINES/DNA.dm +++ b/code/__DEFINES/DNA.dm @@ -140,6 +140,7 @@ #define CUSTOM_SKINTONE 24 //adds a "_g" suffix to bodypart overlays icon states if a custom skintone is used. #define HORNCOLOR 25 #define WINGCOLOR 26 +#define CAN_SCAR 27 // If this species can be scarred (fleshy) //organ slots #define ORGAN_SLOT_BRAIN "brain" diff --git a/code/__DEFINES/_flags/obj_flags.dm b/code/__DEFINES/_flags/obj_flags.dm index ebb9b4bda0..a936a5cef5 100644 --- a/code/__DEFINES/_flags/obj_flags.dm +++ b/code/__DEFINES/_flags/obj_flags.dm @@ -12,4 +12,9 @@ #define SHOVABLE_ONTO (1<<9) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check. #define BLOCK_Z_FALL (1<<10) +/// Integrity defines for clothing (not flags but close enough) +#define CLOTHING_PRISTINE 0 // We have no damage on the clothing +#define CLOTHING_DAMAGED 1 // There's some damage on the clothing but it still has at least one functioning bodypart and can be equipped +#define CLOTHING_SHREDDED 2 // The clothing is useless and cannot be equipped unless repaired first + // If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support diff --git a/code/__DEFINES/admin.dm b/code/__DEFINES/admin.dm index e8e75c132a..4db9facf19 100644 --- a/code/__DEFINES/admin.dm +++ b/code/__DEFINES/admin.dm @@ -74,6 +74,9 @@ #define ADMIN_PUNISHMENT_MAZING "Puzzle" #define ADMIN_PUNISHMENT_PIE "Cream Pie" #define ADMIN_PUNISHMENT_CUSTOM_PIE "Custom Cream Pie" +#define ADMIN_PUNISHMENT_CRACK ":B:oneless" +#define ADMIN_PUNISHMENT_BLEED ":B:loodless" +#define ADMIN_PUNISHMENT_SCARIFY "Scarify" #define AHELP_ACTIVE 1 #define AHELP_CLOSED 2 diff --git a/code/__DEFINES/dcs/signals.dm b/code/__DEFINES/dcs/signals.dm index 5c28694005..7db67c3072 100644 --- a/code/__DEFINES/dcs/signals.dm +++ b/code/__DEFINES/dcs/signals.dm @@ -250,7 +250,14 @@ #define COMPONENT_INTERRUPT_LIFE_BIOLOGICAL 1 // interrupt biological processes #define COMPONENT_INTERRUPT_LIFE_PHYSICAL 2 // interrupt physical handling -// /mob/living/carbon signals +// /mob/living/carbon physiology signals +#define COMSIG_CARBON_GAIN_WOUND "carbon_gain_wound" //from /datum/wound/proc/apply_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L) +#define COMSIG_CARBON_LOSE_WOUND "carbon_lose_wound" //from /datum/wound/proc/remove_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L) +///from base of /obj/item/bodypart/proc/attach_limb(): (new_limb, special) allows you to fail limb attachment +#define COMSIG_CARBON_ATTACH_LIMB "carbon_attach_limb" + #define COMPONENT_NO_ATTACH (1<<0) +#define COMSIG_CARBON_REMOVE_LIMB "carbon_remove_limb" //from base of /obj/item/bodypart/proc/drop_limb(special, dismembered) + #define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity)) #define COMSIG_CARBON_IDENTITY_TRANSFERRED_TO "carbon_id_transferred_to" //from datum/dna/transfer_identity(): (datum/dna, transfer_SE) #define COMSIG_CARBON_TACKLED "carbon_tackled" //sends from tackle.dm on tackle completion diff --git a/code/__DEFINES/mobs.dm b/code/__DEFINES/mobs.dm index 42139cdeda..b1f7cc84f8 100644 --- a/code/__DEFINES/mobs.dm +++ b/code/__DEFINES/mobs.dm @@ -57,6 +57,7 @@ #define BODYPART_NOT_DISABLED 0 #define BODYPART_DISABLED_DAMAGE 1 #define BODYPART_DISABLED_PARALYSIS 2 +#define BODYPART_DISABLED_WOUND 3 #define DEFAULT_BODYPART_ICON 'icons/mob/human_parts.dmi' #define DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/human_parts_greyscale.dmi' @@ -103,12 +104,14 @@ #define TRAUMA_RESILIENCE_BASIC 1 //Curable with chems #define TRAUMA_RESILIENCE_SURGERY 2 //Curable with brain surgery #define TRAUMA_RESILIENCE_LOBOTOMY 3 //Curable with lobotomy -#define TRAUMA_RESILIENCE_MAGIC 4 //Curable only with magic -#define TRAUMA_RESILIENCE_ABSOLUTE 5 //This is here to stay +#define TRAUMA_RESILIENCE_WOUND 4 //Curable by healing the head wound +#define TRAUMA_RESILIENCE_MAGIC 5 //Curable only with magic +#define TRAUMA_RESILIENCE_ABSOLUTE 6 //This is here to stay //Limit of traumas for each resilience tier #define TRAUMA_LIMIT_BASIC 3 #define TRAUMA_LIMIT_SURGERY 2 +#define TRAUMA_LIMIT_WOUND 2 #define TRAUMA_LIMIT_LOBOTOMY 3 #define TRAUMA_LIMIT_MAGIC 3 #define TRAUMA_LIMIT_ABSOLUTE INFINITY @@ -315,4 +318,4 @@ #define EYE_CONTACT_RANGE 5 /// If you examine the same atom twice in this timeframe, we call examine_more() instead of examine() -#define EXAMINE_MORE_TIME 1 SECONDS \ No newline at end of file +#define EXAMINE_MORE_TIME 1 SECONDS diff --git a/code/__DEFINES/status_effects.dm b/code/__DEFINES/status_effects.dm index 4225581018..14cc7c9e5e 100644 --- a/code/__DEFINES/status_effects.dm +++ b/code/__DEFINES/status_effects.dm @@ -36,6 +36,8 @@ #define STATUS_EFFECT_REGENERATIVE_CORE /datum/status_effect/regenerative_core //removes damage slowdown while giving a slow regenerating effect +#define STATUS_EFFECT_DETERMINED /datum/status_effect/determined //currently in a combat high from being seriously wounded + ///////////// // DEBUFFS // ///////////// @@ -107,6 +109,8 @@ #define STATUS_EFFECT_ELECTROSTAFF /datum/status_effect/electrostaff //slows down victim +#define STATUS_EFFECT_LIMP /datum/status_effect/limp //For when you have a busted leg (or two!) and want additional slowdown when walking on that leg + ///////////// // NEUTRAL // ///////////// diff --git a/code/__DEFINES/tools.dm b/code/__DEFINES/tools.dm index 7e391caaed..a472e83795 100644 --- a/code/__DEFINES/tools.dm +++ b/code/__DEFINES/tools.dm @@ -17,6 +17,7 @@ //Glasswork Tools #define TOOL_BLOW "blowing_rod" #define TOOL_GLASS_CUT "glasskit" +#define TOOL_BONESET "bonesetter" // If delay between the start and the end of tool operation is less than MIN_TOOL_SOUND_DELAY, // tool sound is only played when op is started. If not, it's played twice. diff --git a/code/__DEFINES/traits.dm b/code/__DEFINES/traits.dm index eb86c52301..3e5b27d376 100644 --- a/code/__DEFINES/traits.dm +++ b/code/__DEFINES/traits.dm @@ -228,7 +228,7 @@ #define TRAIT_SPRINT_LOCKED "sprint_locked" //non-mob traits -#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it +#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it #define VEHICLE_TRAIT "vehicle" // inherited from riding vehicles #define INNATE_TRAIT "innate" diff --git a/code/__DEFINES/wounds.dm b/code/__DEFINES/wounds.dm new file mode 100644 index 0000000000..b993429961 --- /dev/null +++ b/code/__DEFINES/wounds.dm @@ -0,0 +1,43 @@ +#define WOUND_DAMAGE_EXPONENT 1.4 + +#define WOUND_SEVERITY_TRIVIAL 0 // for jokey/meme wounds like stubbed toe, no standard messages/sounds or second winds +#define WOUND_SEVERITY_MODERATE 1 +#define WOUND_SEVERITY_SEVERE 2 +#define WOUND_SEVERITY_CRITICAL 3 +#define WOUND_SEVERITY_LOSS 4 // theoretical total limb loss, like dismemberment for cuts + +#define WOUND_BRUTE 0 +#define WOUND_SHARP 1 +#define WOUND_BURN 2 + +// How much determination reagent to add each time someone gains a new wound in [/datum/wound/proc/second_wind()] +#define WOUND_DETERMINATION_MODERATE 1 +#define WOUND_DETERMINATION_SEVERE 2.5 +#define WOUND_DETERMINATION_CRITICAL 5 + +#define WOUND_DETERMINATION_MAX 10 + +// set wound_bonus on an item or attack to this to disable checking wounding for the attack +#define CANT_WOUND -100 + +// list in order of highest severity to lowest +#define WOUND_LIST_BONE list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate) +#define WOUND_LIST_CUT list(/datum/wound/brute/cut/loss, /datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate) +#define WOUND_LIST_BURN list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate) + +// Thresholds for infection for burn wounds, once infestation hits each threshold, things get steadily worse +#define WOUND_INFECTION_MODERATE 4 // below this has no ill effects from infection +#define WOUND_INFECTION_SEVERE 8 // then below here, you ooze some pus and suffer minor tox damage, but nothing serious +#define WOUND_INFECTION_CRITICAL 12 // then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad +#define WOUND_INFECTION_SEPTIC 20 // below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb +// above WOUND_INFECTION_SEPTIC, your limb is completely putrid and you start rolling to lose the entire limb by way of paralyzation. After 3 failed rolls (~4-5% each probably), the limb is paralyzed + +#define WOUND_BURN_SANITIZATION_RATE 0.15 // how quickly sanitization removes infestation and decays per tick +#define WOUND_CUT_MAX_BLOODFLOW 8 // how much blood you can lose per tick per cut max. 8 is a LOT of blood for one cut so don't worry about hitting it easily +#define WOUND_BONE_HEAD_TIME_VARIANCE 20 // if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100) + +// The following are for persistent scar save formats +#define SCAR_SAVE_ZONE 1 // The body_zone we're applying to on granting +#define SCAR_SAVE_DESC 2 // The description we're loading +#define SCAR_SAVE_PRECISE_LOCATION 3 // The precise location we're loading +#define SCAR_SAVE_SEVERITY 4 // The severity the scar had diff --git a/code/__HELPERS/_logging.dm b/code/__HELPERS/_logging.dm index 1935dcc8a5..2fead918aa 100644 --- a/code/__HELPERS/_logging.dm +++ b/code/__HELPERS/_logging.dm @@ -81,6 +81,10 @@ if (CONFIG_GET(flag/log_attack)) WRITE_LOG(GLOB.world_attack_log, "ATTACK: [text]") +/proc/log_wounded(text) + if (CONFIG_GET(flag/log_attack)) + WRITE_LOG(GLOB.world_attack_log, "WOUND: [text]") + /proc/log_manifest(ckey, datum/mind/mind,mob/body, latejoin = FALSE) if (CONFIG_GET(flag/log_manifest)) WRITE_LOG(GLOB.world_manifest_log, "[ckey] \\ [body.real_name] \\ [mind.assigned_role] \\ [mind.special_role ? mind.special_role : "NONE"] \\ [latejoin ? "LATEJOIN":"ROUNDSTART"]") diff --git a/code/__HELPERS/type2type.dm b/code/__HELPERS/type2type.dm index 2c8497d5ed..7a18d2ce01 100644 --- a/code/__HELPERS/type2type.dm +++ b/code/__HELPERS/type2type.dm @@ -339,10 +339,24 @@ /proc/isLeap(y) return ((y) % 4 == 0 && ((y) % 100 != 0 || (y) % 400 == 0)) - +/// For finding out what body parts a body zone covers, the inverse of the below basically +/proc/zone2body_parts_covered(def_zone) + switch(def_zone) + if(BODY_ZONE_CHEST) + return list(CHEST, GROIN) + if(BODY_ZONE_HEAD) + return list(HEAD) + if(BODY_ZONE_L_ARM) + return list(ARM_LEFT, HAND_LEFT) + if(BODY_ZONE_R_ARM) + return list(ARM_RIGHT, HAND_RIGHT) + if(BODY_ZONE_L_LEG) + return list(LEG_LEFT, FOOT_LEFT) + if(BODY_ZONE_R_LEG) + return list(LEG_RIGHT, FOOT_RIGHT) //Turns a Body_parts_covered bitfield into a list of organ/limb names. -//(I challenge you to find a use for this) +//(I challenge you to find a use for this) -I found a use for it!! /proc/body_parts_covered2organ_names(bpc) var/list/covered_parts = list() diff --git a/code/_onclick/other_mobs.dm b/code/_onclick/other_mobs.dm index 059f9d518e..87b7f4e866 100644 --- a/code/_onclick/other_mobs.dm +++ b/code/_onclick/other_mobs.dm @@ -5,6 +5,10 @@ Otherwise pretty standard. */ /mob/living/carbon/human/UnarmedAttack(atom/A, proximity) + var/obj/item/bodypart/check_arm = get_active_hand() + if(check_arm && check_arm.is_disabled() == BODYPART_DISABLED_WOUND) + to_chat(src, "The damage in your [check_arm.name] is preventing you from using it! Get it fixed, or at least splinted!") + return if(!has_active_hand()) //can't attack without a hand. to_chat(src, "You look at your arm and sigh.") diff --git a/code/controllers/subsystem/persistence.dm b/code/controllers/subsystem/persistence.dm index cd577e4ac6..b4a162c982 100644 --- a/code/controllers/subsystem/persistence.dm +++ b/code/controllers/subsystem/persistence.dm @@ -268,6 +268,7 @@ SUBSYSTEM_DEF(persistence) SaveRandomizedRecipes() SavePanicBunker() SavePaintings() + SaveScars() /datum/controller/subsystem/persistence/proc/LoadPanicBunker() var/bunker_path = file("data/bunker_passthrough.json") @@ -547,3 +548,24 @@ SUBSYSTEM_DEF(persistence) var/json_file = file("data/paintings.json") fdel(json_file) WRITE_FILE(json_file, json_encode(paintings)) + +/datum/controller/subsystem/persistence/proc/SaveScars() + for(var/i in GLOB.joined_player_list) + var/mob/living/carbon/human/ending_human = get_mob_by_ckey(i) + if(!istype(ending_human) || !ending_human.mind || !ending_human.client || !ending_human.client.prefs || !ending_human.client.prefs.persistent_scars) + continue + + var/mob/living/carbon/human/original_human = ending_human.mind.original_character + if(!original_human || original_human.stat == DEAD || !original_human.all_scars || !(original_human == ending_human)) + if(ending_human.client) // i was told if i don't check this every step of the way byond might decide a client ceases to exist mid proc so here we go + ending_human.client.prefs.scars_list["[ending_human.client.prefs.scars_index]"] = "" + else + for(var/k in ending_human.all_wounds) + var/datum/wound/W = k + W.remove_wound() // so we can get the scars for open wounds + if(!ending_human.client) + return + ending_human.client.prefs.scars_list["[ending_human.client.prefs.scars_index]"] = ending_human.format_scars() + if(!ending_human.client) + return + ending_human.client.prefs.save_character() diff --git a/code/datums/armor.dm b/code/datums/armor.dm index 85915395f8..88170541c6 100644 --- a/code/datums/armor.dm +++ b/code/datums/armor.dm @@ -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)) diff --git a/code/datums/brain_damage/magic.dm b/code/datums/brain_damage/magic.dm index ff04ceead9..a00b341b82 100644 --- a/code/datums/brain_damage/magic.dm +++ b/code/datums/brain_damage/magic.dm @@ -94,7 +94,7 @@ if(get_dist(owner, stalker) <= 1) playsound(owner, 'sound/magic/demon_attack1.ogg', 50) owner.visible_message("[owner] is torn apart by invisible claws!", "Ghostly claws tear your body apart!") - 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) diff --git a/code/datums/components/butchering.dm b/code/datums/components/butchering.dm index 441a161428..b5b8849155 100644 --- a/code/datums/components/butchering.dm +++ b/code/datums/components/butchering.dm @@ -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("[user] slits [H]'s throat!", \ "[user] slits your throat...") 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) diff --git a/code/datums/components/caltrop.dm b/code/datums/components/caltrop.dm index 863d55ccab..d138cf1971 100644 --- a/code/datums/components/caltrop.dm +++ b/code/datums/components/caltrop.dm @@ -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)) diff --git a/code/datums/components/embedded.dm b/code/datums/components/embedded.dm index 137a1bb864..ce124646f4 100644 --- a/code/datums/components/embedded.dm +++ b/code/datums/components/embedded.dm @@ -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("[weapon] sticks itself to [victim]'s [limb.name]!",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, "[weapon] embedded in your [limb.name] jostles and stings!") @@ -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("[weapon] falls out of [victim.name]'s [limb.name]!", ignored_mobs=victim) to_chat(victim, "[weapon] falls out of your [limb.name]!") 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("[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!", "You successfully remove [weapon] from your [limb.name].") 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, "[weapon] embedded in your [limb.name] hurts!") if(prob(fall_chance)) diff --git a/code/datums/components/tackle.dm b/code/datums/components/tackle.dm index bd12ecc092..a5f9271f4b 100644 --- a/code/datums/components/tackle.dm +++ b/code/datums/components/tackle.dm @@ -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) diff --git a/code/datums/diseases/advance/symptoms/flesh_eating.dm b/code/datums/diseases/advance/symptoms/flesh_eating.dm index 774d97202e..0fad819e8e 100644 --- a/code/datums/diseases/advance/symptoms/flesh_eating.dm +++ b/code/datums/diseases/advance/symptoms/flesh_eating.dm @@ -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 /* diff --git a/code/datums/martial/sleeping_carp.dm b/code/datums/martial/sleeping_carp.dm index a2a9e376e1..7d884344f1 100644 --- a/code/datums/martial/sleeping_carp.dm +++ b/code/datums/martial/sleeping_carp.dm @@ -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("[A] kicks [D] in the head, sending them face first into the floor!", \ "You are kicked in the head by [A], sending you crashing to the floor!", "You hear a sickening sound of flesh hitting flesh!", 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("[A] kicks [D] in the head!", \ "You are kicked in the head by [A]!", "You hear a sickening sound of flesh hitting flesh!", COMBAT_MESSAGE_RANGE, A) @@ -99,7 +99,7 @@ D.visible_message("[A] [atk_verb]s [D]!", \ "[A] [atk_verb]s you!", null, null, A) to_chat(A, "You [atk_verb] [D]!") - 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, "You stumble and fall!") diff --git a/code/datums/mind.dm b/code/datums/mind.dm index d02249fb38..9e426843e4 100644 --- a/code/datums/mind.dm +++ b/code/datums/mind.dm @@ -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) diff --git a/code/datums/mood_events/generic_negative_events.dm b/code/datums/mood_events/generic_negative_events.dm index f5692c297a..a2078a82e4 100644 --- a/code/datums/mood_events/generic_negative_events.dm +++ b/code/datums/mood_events/generic_negative_events.dm @@ -77,10 +77,14 @@ description = "Pull it out!\n" mood_change = -7 -/datum/mood_event/table - description = "Someone threw me on a table!\n" - mood_change = -2 - timeout = 2 MINUTES +/datum/mood_event/table_limbsmash + description = "That fucking table, man that hurts...\n" + mood_change = -3 + timeout = 3 MINUTES + +/datum/mood_event/table_limbsmash/add_effects(obj/item/bodypart/banged_limb) + if(banged_limb) + description = "My fucking [banged_limb.name], man that hurts...\n" /datum/mood_event/table/add_effects() if(ishuman(owner)) diff --git a/code/datums/status_effects/buffs.dm b/code/datums/status_effects/buffs.dm index e080e597a3..179ed765c5 100644 --- a/code/datums/status_effects/buffs.dm +++ b/code/datums/status_effects/buffs.dm @@ -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" diff --git a/code/datums/status_effects/debuffs.dm b/code/datums/status_effects/debuffs.dm index faed65e9c4..561329f02a 100644 --- a/code/datums/status_effects/debuffs.dm +++ b/code/datums/status_effects/debuffs.dm @@ -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) diff --git a/code/datums/status_effects/status_effect.dm b/code/datums/status_effects/status_effect.dm index 12c223f500..dd5fef61d7 100644 --- a/code/datums/status_effects/status_effect.dm +++ b/code/datums/status_effects/status_effect.dm @@ -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 diff --git a/code/datums/status_effects/wound_effects.dm b/code/datums/status_effects/wound_effects.dm new file mode 100644 index 0000000000..751a3508a3 --- /dev/null +++ b/code/datums/status_effects/wound_effects.dm @@ -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("[owner] grits [owner.p_their()] teeth in pain!", "Your senses sharpen as your body tenses up from the wounds you've sustained!", vision_distance=COMBAT_MESSAGE_RANGE) + +/datum/status_effect/determined/on_remove() + owner.visible_message("[owner]'s body slackens noticeably!", "Your adrenaline rush dies off, and the pain from your wounds come aching back in...", 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, "The [lowertext(linked_wound)] in your [linked_limb.name] slows your progress!") + 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" diff --git a/code/datums/traits/neutral.dm b/code/datums/traits/neutral.dm index 4b039aa1b5..e92564a3b4 100644 --- a/code/datums/traits/neutral.dm +++ b/code/datums/traits/neutral.dm @@ -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 = "Your body has seen better days." + lose_text = "Your sins may wash away, but those scars are here to stay..." + 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)) diff --git a/code/datums/wounds/_scars.dm b/code/datums/wounds/_scars.dm new file mode 100644 index 0000000000..bfbaab835e --- /dev/null +++ b/code/datums/wounds/_scars.dm @@ -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 = "[msg]" + if(WOUND_SEVERITY_SEVERE) + msg = "[msg]" + if(WOUND_SEVERITY_CRITICAL) + msg = "[msg]" + 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]" diff --git a/code/datums/wounds/cuts.dm b/code/datums/wounds/cuts.dm new file mode 100644 index 0000000000..61a4b8a1ea --- /dev/null +++ b/code/datums/wounds/cuts.dm @@ -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 "The cuts on [victim.p_their()] [limb.name] are wrapped with [bandage_condition] [current_bandage.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 + 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("Blood soaks through \the [current_bandage] on [victim]'s [limb.name].", "Blood soaks through \the [current_bandage] on your [limb.name].", 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, "The cut on your [limb.name] has stopped bleeding!") + 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, "You're already interacting with [victim]!") + return + + user.visible_message("[user] begins licking the wounds on [victim]'s [limb.name].", "You begin licking the wounds on [victim]'s [limb.name]...", ignored_mobs=victim) + to_chat(victim, "[user] begins to lick the wounds on your [limb.name].[user] licks the wounds on [victim]'s [limb.name].", "You lick some of the wounds on [victim]'s [limb.name]", ignored_mobs=victim) + to_chat(victim, "[user] licks the wounds on your [limb.name]! minimum_flow) + try_handling(user) + else if(demotes_to) + to_chat(user, "You successfully lower the severity of [victim]'s cuts.") + +/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("[user] begins aiming [lasgun] directly at [victim]'s [limb.name]...", "You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.name]...") + 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("The cuts on [victim]'s [limb.name] scar over!") + +/// 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("[user] begins cauterizing [victim]'s [limb.name] with [I]...", "You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") + 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("[user] cauterizes some of the bleeding on [victim].", "You cauterize some of the bleeding on [victim].") + 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, "You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.") + +/// 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("[user] begins stitching [victim]'s [limb.name] with [I]...", "You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") + 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("[user] stitches up some of the bleeding on [victim].", "You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].") + 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, "You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.") + +/// 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, "The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!") + return + else + user.visible_message("[user] begins rewrapping the cuts on [victim]'s [limb.name] with [I]...", "You begin rewrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") + else + user.visible_message("[user] begins wrapping the cuts on [victim]'s [limb.name] with [I]...", "You begin wrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") + 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("[user] applies [I] to [victim]'s [limb.name].", "You bandage some of the bleeding on [user == victim ? "yourself" : "[victim]"].") + 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) diff --git a/code/game/atoms.dm b/code/game/atoms.dm index 5d29ef1598..fd922729ab 100644 --- a/code/game/atoms.dm +++ b/code/game/atoms.dm @@ -982,6 +982,37 @@ Proc for attack log creation, because really why not var/reverse_message = "has been [what_done] by [ssource][postfix]" target.log_message(reverse_message, LOG_ATTACK, color="orange", log_globally=FALSE) +/** + * log_wound() is for when someone is *attacked* and suffers a wound. Note that this only captures wounds from damage, so smites/forced wounds aren't logged, as well as demotions like cuts scabbing over + * + * Note that this has no info on the attack that dealt the wound: information about where damage came from isn't passed to the bodypart's damaged proc. When in doubt, check the attack log for attacks at that same time + * TODO later: Add logging for healed wounds, though that will require some rewriting of healing code to prevent admin heals from spamming the logs. Not high priority + * + * Arguments: + * * victim- The guy who got wounded + * * suffered_wound- The wound, already applied, that we're logging. It has to already be attached so we can get the limb from it + * * dealt_damage- How much damage is associated with the attack that dealt with this wound. + * * dealt_wound_bonus- The wound_bonus, if one was specified, of the wounding attack + * * dealt_bare_wound_bonus- The bare_wound_bonus, if one was specified *and applied*, of the wounding attack. Not shown if armor was present + * * base_roll- Base wounding ability of an attack is a random number from 1 to (dealt_damage ** WOUND_DAMAGE_EXPONENT). This is the number that was rolled in there, before mods + */ +/proc/log_wound(atom/victim, datum/wound/suffered_wound, dealt_damage, dealt_wound_bonus, dealt_bare_wound_bonus, base_roll) + var/message = "has suffered: [suffered_wound] to [suffered_wound.limb.name]" // maybe indicate if it's a promote/demote? + + if(dealt_damage) + message += " | Damage: [dealt_damage]" + // The base roll is useful since it can show how lucky someone got with the given attack. For example, dealing a cut + if(base_roll) + message += "(rolled [base_roll]/[dealt_damage ** WOUND_DAMAGE_EXPONENT])" + + if(dealt_wound_bonus) + message += " | WB: [dealt_wound_bonus]" + + if(dealt_bare_wound_bonus) + message += " | BWB: [dealt_bare_wound_bonus]" + + victim.log_message(message, LOG_ATTACK, color="blue") + // Filter stuff /atom/proc/add_filter(name,priority,list/params) LAZYINITLIST(filter_data) diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm index b73e6a57ff..226056b4ac 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -343,6 +343,10 @@ /obj/machinery/door/proc/crush() for(var/mob/living/L in get_turf(src)) L.visible_message("[src] closes on [L], crushing [L.p_them()]!", "[src] closes on you and crushes you!") + if(iscarbon(L)) + var/mob/living/carbon/C = L + for(var/datum/wound/W in C.all_wounds) + W.crush(DOOR_CRUSH_DAMAGE) if(isalien(L)) //For xenos L.adjustBruteLoss(DOOR_CRUSH_DAMAGE * 1.5) //Xenos go into crit after aproximately the same amount of crushes as humans. L.emote("roar") diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index fdc3aa30af..75024aec26 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -183,9 +183,21 @@ var/T = get_turf(target) if(locate(/mob/living) in T) new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow - holo_cooldown = world.time + 100 + holo_cooldown = world.time + 10 SECONDS return +// see: [/datum/wound/burn/proc/uv()] +/obj/item/flashlight/pen/paramedic + name = "paramedic penlight" + desc = "A high-powered UV penlight intended to help stave off infection in the field on serious burned patients. Probably really bad to look into." + icon_state = "penlight_surgical" + /// Our current UV cooldown + var/uv_cooldown = 0 + /// How long between UV fryings + var/uv_cooldown_length = 1 MINUTES + /// How much sanitization to apply to the burn wound + var/uv_power = 1 + /obj/effect/temp_visual/medical_holosign name = "medical holosign" desc = "A small holographic glow that indicates a medic is coming to treat a patient." diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index bc6a721d13..5f86320830 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -10,6 +10,14 @@ NANITE SCANNER GENETICS SCANNER */ + +// Describes the three modes of scanning available for health analyzers +#define SCANMODE_HEALTH 0 +#define SCANMODE_CHEMICAL 1 +#define SCANMODE_WOUND 2 +#define SCANNER_CONDENSED 0 +#define SCANNER_VERBOSE 1 + /obj/item/t_scanner name = "\improper T-ray scanner" desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." @@ -80,7 +88,7 @@ GENETICS SCANNER throw_range = 7 custom_materials = list(/datum/material/iron=200) var/mode = 1 - var/scanmode = 0 + var/scanmode = SCANMODE_HEALTH var/advanced = FALSE /obj/item/healthanalyzer/suicide_act(mob/living/carbon/user) @@ -88,37 +96,40 @@ GENETICS SCANNER return BRUTELOSS /obj/item/healthanalyzer/attack_self(mob/user) - if(!scanmode) - to_chat(user, "You switch the health analyzer to scan chemical contents.") - scanmode = 1 - else - to_chat(user, "You switch the health analyzer to check physical health.") - scanmode = 0 + scanmode = (scanmode + 1) % 3 + switch(scanmode) + if(SCANMODE_HEALTH) + to_chat(user, "You switch the health analyzer to check physical health.") + if(SCANMODE_CHEMICAL) + to_chat(user, "You switch the health analyzer to scan chemical contents.") + if(SCANMODE_WOUND) + to_chat(user, "You switch the health analyzer to report extra info on wounds.") /obj/item/healthanalyzer/attack(mob/living/M, mob/living/carbon/human/user) + flick("[icon_state]-scan", src) //makes it so that it plays the scan animation upon scanning, including clumsy scanning // Clumsiness/brain damage check if ((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50)) - to_chat(user, "You stupidly try to analyze the floor's vitals!") - user.visible_message("[user] has analyzed the floor's vitals!") - var/msg = "*---------*\nAnalyzing results for The floor:\n\tOverall status: Healthy\n" - msg += "Key: Suffocation/Toxin/Burn/Brute\n" - msg += "\tDamage specifics: 0-0-0-0\n" - msg += "Body temperature: ???\n" - msg += "*---------*" - to_chat(user, msg) + user.visible_message("[user] analyzes the floor's vitals!", \ + "You stupidly try to analyze the floor's vitals!") + to_chat(user, "Analyzing results for The floor:\n\tOverall status: Healthy\ + \nKey: Suffocation/Toxin/Burn/Brute\ + \n\tDamage specifics: 0-0-0-0\ + \nBody temperature: ???") return - user.visible_message("[user] has analyzed [M]'s vitals.") + user.visible_message("[user] analyzes [M]'s vitals.", \ + "You analyze [M]'s vitals.") - if(scanmode == 0) + if(scanmode == SCANMODE_HEALTH) healthscan(user, M, mode, advanced) - else if(scanmode == 1) + else if(scanmode == SCANMODE_CHEMICAL) chemscan(user, M) + else + woundscan(user, M, src) add_fingerprint(user) - // Used by the PDA medical scanner too /proc/healthscan(mob/user, mob/living/M, mode = 1, advanced = FALSE) if(isliving(user) && (user.incapacitated() || user.eye_blind)) @@ -402,6 +413,17 @@ GENETICS SCANNER msg += " Intervention recommended.\n" else msg += "\n" + // Wounds + if(iscarbon(M)) + var/mob/living/carbon/C = M + var/list/wounded_parts = C.get_wounded_bodyparts() + for(var/i in wounded_parts) + var/obj/item/bodypart/wounded_part = i + msg += "Warning: Physical trauma[LAZYLEN(wounded_part.wounds) > 1? "s" : ""] detected in [wounded_part.name]" + for(var/k in wounded_part.wounds) + var/datum/wound/W = k + msg += "
Type: [W.name]\nSeverity: [W.severity_text()]\nRecommended Treatment: [W.treat_text]
\n" // less lines than in woundscan() so we don't overload people trying to get basic med info + msg += "
\n" for(var/thing in M.diseases) var/datum/disease/D = thing @@ -414,7 +436,7 @@ GENETICS SCANNER var/blood_typepath = C.get_blood_id() if(blood_typepath) if(ishuman(C)) - if(H.bleed_rate) + if(H.is_bleeding()) msg += "Subject is bleeding!\n" var/blood_percent = round((C.scan_blood_volume() / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100) var/blood_type = C.dna.blood_type @@ -505,6 +527,63 @@ GENETICS SCANNER desc = "A hand-held body scanner able to distinguish vital signs of the subject with high accuracy." advanced = TRUE +/// Displays wounds with extended information on their status vs medscanners +/proc/woundscan(mob/user, mob/living/carbon/patient, obj/item/healthanalyzer/wound/scanner) + if(!istype(patient)) + return + + var/render_list = "" + for(var/i in patient.get_wounded_bodyparts()) + var/obj/item/bodypart/wounded_part = i + render_list += "Warning: Physical trauma[LAZYLEN(wounded_part.wounds) > 1? "s" : ""] detected in [wounded_part.name]" + for(var/k in wounded_part.wounds) + var/datum/wound/W = k + render_list += "
[W.get_scanner_description()]
\n" + render_list += "
" + + if(render_list == "") + playsound(scanner, 'sound/machines/ping.ogg', 50, FALSE) + to_chat(user, "\The [scanner] makes a happy ping and briefly displays a smiley face with several exclamation points! It's really excited to report that [patient] has no wounds!") + else + to_chat(user, jointext(render_list, "")) + +/obj/item/healthanalyzer/wound + name = "first aid analyzer" + icon_state = "adv_spectrometer" + desc = "A prototype MeLo-Tech medical scanner used to diagnose injuries and recommend treatment for serious wounds, but offers no further insight into the patient's health. You hope the final version is less annoying to read!" + var/next_encouragement + var/greedy + +/obj/item/healthanalyzer/wound/attack_self(mob/user) + if(next_encouragement < world.time) + playsound(src, 'sound/machines/ping.ogg', 50, FALSE) + var/list/encouragements = list("briefly displays a happy face, gazing emptily at you", "briefly displays a spinning cartoon heart", "displays an encouraging message about eating healthy and exercising", \ + "reminds you that everyone is doing their best", "displays a message wishing you well", "displays a sincere thank-you for your interest in first-aid", "formally absolves you of all your sins") + to_chat(user, "\The [src] makes a happy ping and [pick(encouragements)]!") + next_encouragement = world.time + 10 SECONDS + greedy = FALSE + else if(!greedy) + to_chat(user, "\The [src] displays an eerily high-definition frowny face, chastizing you for asking it for too much encouragement.") + greedy = TRUE + else + playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE) + if(isliving(user)) + var/mob/living/L = user + to_chat(L, "\The [src] makes a disappointed buzz and pricks your finger for being greedy. Ow!") + L.adjustBruteLoss(4) + L.dropItemToGround(src) + +/obj/item/healthanalyzer/wound/attack(mob/living/carbon/patient, mob/living/carbon/human/user) + add_fingerprint(user) + user.visible_message("[user] scans [patient] for serious injuries.", "You scan [patient] for serious injuries.") + + if(!istype(patient)) + playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE) + to_chat(user, "\The [src] makes a sad buzz and briefly displays a frowny face, indicating it can't scan [patient].") + return + + woundscan(user, patient, src) + /obj/item/analyzer desc = "A hand-held environmental scanner which reports current gas levels. Alt-Click to use the built in barometer function." name = "analyzer" @@ -878,3 +957,9 @@ GENETICS SCANNER return "[HM.name] ([HM.alias])" else return HM.alias + +#undef SCANMODE_HEALTH +#undef SCANMODE_CHEMICAL +#undef SCANMODE_WOUND +#undef SCANNER_CONDENSED +#undef SCANNER_VERBOSE diff --git a/code/game/objects/items/dualsaber.dm b/code/game/objects/items/dualsaber.dm index 8c7049c713..08460993ee 100644 --- a/code/game/objects/items/dualsaber.dm +++ b/code/game/objects/items/dualsaber.dm @@ -23,6 +23,8 @@ max_integrity = 200 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70) resistance_flags = FIRE_PROOF + wound_bonus = -110 + bare_wound_bonus = 20 block_parry_data = /datum/block_parry_data/dual_esword var/hacked = FALSE /// Can this reflect all energy projectiles? diff --git a/code/game/objects/items/fireaxe.dm b/code/game/objects/items/fireaxe.dm index 41c1cbe915..7cb22d5eb0 100644 --- a/code/game/objects/items/fireaxe.dm +++ b/code/game/objects/items/fireaxe.dm @@ -17,6 +17,7 @@ max_integrity = 200 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30) resistance_flags = FIRE_PROOF + wound_bonus = -20 var/wielded = FALSE // track wielded status on item /obj/item/fireaxe/Initialize() diff --git a/code/game/objects/items/grenades/flashbang.dm b/code/game/objects/items/grenades/flashbang.dm index f51db9fa4c..16e8046ee2 100644 --- a/code/game/objects/items/grenades/flashbang.dm +++ b/code/game/objects/items/grenades/flashbang.dm @@ -60,6 +60,14 @@ shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/mega shrapnel_radius = 12 +/obj/item/grenade/stingbang/breaker + name = "breakbang" + shrapnel_type = /obj/projectile/bullet/pellet/stingball/breaker + +/obj/item/grenade/stingbang/shred + name = "shredbang" + shrapnel_type = /obj/projectile/bullet/pellet/stingball/shred + /obj/item/grenade/stingbang/prime(mob/living/lanced_by) if(iscarbon(loc)) var/mob/living/carbon/C = loc diff --git a/code/game/objects/items/holy_weapons.dm b/code/game/objects/items/holy_weapons.dm index d6396f9902..691b4c4228 100644 --- a/code/game/objects/items/holy_weapons.dm +++ b/code/game/objects/items/holy_weapons.dm @@ -225,6 +225,7 @@ throwforce = 10 w_class = WEIGHT_CLASS_TINY obj_flags = UNIQUE_RENAME + wound_bonus = -10 var/chaplain_spawnable = TRUE total_mass = TOTAL_MASS_MEDIEVAL_WEAPON @@ -657,6 +658,8 @@ item_flags = ABSTRACT w_class = WEIGHT_CLASS_HUGE sharpness = IS_SHARP + wound_bonus = -20 + bare_wound_bonus = 25 total_mass = TOTAL_MASS_HAND_REPLACEMENT /obj/item/nullrod/armblade/Initialize() diff --git a/code/game/objects/items/kitchen.dm b/code/game/objects/items/kitchen.dm index 2c00265ce8..8f274c04aa 100644 --- a/code/game/objects/items/kitchen.dm +++ b/code/game/objects/items/kitchen.dm @@ -79,6 +79,8 @@ sharpness = IS_SHARP_ACCURATE armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) var/bayonet = FALSE //Can this be attached to a gun? + wound_bonus = -5 + bare_wound_bonus = 10 custom_price = PRICE_NORMAL /obj/item/kitchen/knife/Initialize() diff --git a/code/game/objects/items/manuals.dm b/code/game/objects/items/manuals.dm index 6c01e68a48..0673e1d489 100644 --- a/code/game/objects/items/manuals.dm +++ b/code/game/objects/items/manuals.dm @@ -506,7 +506,9 @@ if(prob(50)) step(W, pick(GLOB.alldirs)) ADD_TRAIT(H, TRAIT_DISFIGURED, TRAIT_GENERIC) - H.bleed_rate = 5 + for(var/i in H.bodyparts) + var/obj/item/bodypart/BP = i + BP.generic_bleedstacks += 5 H.gib_animation() sleep(3) H.adjustBruteLoss(1000) //to make the body super-bloody diff --git a/code/game/objects/items/melee/misc.dm b/code/game/objects/items/melee/misc.dm index c6aa9f7bf4..bb7ef267cf 100644 --- a/code/game/objects/items/melee/misc.dm +++ b/code/game/objects/items/melee/misc.dm @@ -19,6 +19,8 @@ slot_flags = ITEM_SLOT_BELT force = 14 throwforce = 10 + wound_bonus = 15 + bare_wound_bonus = 10 reach = 2 w_class = WEIGHT_CLASS_NORMAL attack_verb = list("flogged", "whipped", "lashed", "disciplined") @@ -268,6 +270,8 @@ var/force_off // Damage when off - not stunning var/weight_class_on // What is the new size class when turned on + wound_bonus = 15 + /obj/item/melee/classic_baton/Initialize() . = ..() @@ -393,6 +397,7 @@ force_off = 0 weight_class_on = WEIGHT_CLASS_BULKY total_mass = TOTAL_MASS_NORMAL_ITEM + bare_wound_bonus = 5 /obj/item/melee/classic_baton/telescopic/suicide_act(mob/user) var/mob/living/carbon/human/H = user diff --git a/code/game/objects/items/powerfist.dm b/code/game/objects/items/powerfist.dm index b7e2d22d2f..52f4b3462e 100644 --- a/code/game/objects/items/powerfist.dm +++ b/code/game/objects/items/powerfist.dm @@ -98,7 +98,7 @@ target.visible_message("[user]'s powerfist lets out a weak hiss as [user.p_they()] punch[user.p_es()] [target.name]!", \ "[user]'s punch strikes with force!") return - target.apply_damage(totalitemdamage * fisto_setting, BRUTE) + target.apply_damage(totalitemdamage * fisto_setting, BRUTE, wound_bonus = -25*fisto_setting**2) target.visible_message("[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!", \ "You cry out in pain as [user]'s punch flings you backwards!") new /obj/effect/temp_visual/kinetic_blast(target.loc) diff --git a/code/game/objects/items/shrapnel.dm b/code/game/objects/items/shrapnel.dm index 7108080ecc..de8bf9459d 100644 --- a/code/game/objects/items/shrapnel.dm +++ b/code/game/objects/items/shrapnel.dm @@ -7,11 +7,13 @@ icon_state = "large" w_class = WEIGHT_CLASS_TINY item_flags = DROPDEL + sharpness = TRUE /obj/item/shrapnel/stingball // stingbang grenades name = "stingball" embedding = list(embed_chance=90, fall_chance=3, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.7, pain_mult=5, jostle_pain_mult=6, rip_time=15, embed_chance_turf_mod=-100) icon_state = "tiny" + sharpness = FALSE /obj/item/shrapnel/bullet // bullets name = "bullet" @@ -28,7 +30,7 @@ /obj/item/projectile/bullet/shrapnel name = "flying shrapnel shard" - damage = 9 + damage = 8 range = 10 armour_penetration = -30 dismemberment = 5 @@ -36,6 +38,8 @@ ricochet_chance = 40 shrapnel_type = /obj/item/shrapnel ricochet_incidence_leeway = 60 + sharpness = TRUE + wound_bonus = 30 /obj/item/projectile/bullet/shrapnel/mega name = "flying shrapnel hunk" @@ -62,3 +66,15 @@ name = "megastingball pellet" ricochets_max = 6 ricochet_chance = 110 + +/obj/projectile/bullet/pellet/stingball/breaker + name = "breakbang pellet" + damage = 10 + wound_bonus = 40 + sharpness = FALSE + +/obj/projectile/bullet/pellet/stingball/shred + name = "shredbang pellet" + damage = 10 + wound_bonus = 30 + sharpness = TRUE diff --git a/code/game/objects/items/spear.dm b/code/game/objects/items/spear.dm index 376362d7c3..41cb68559b 100644 --- a/code/game/objects/items/spear.dm +++ b/code/game/objects/items/spear.dm @@ -22,6 +22,8 @@ var/war_cry = "AAAAARGH!!!" var/icon_prefix = "spearglass" var/wielded = FALSE // track wielded status on item + wound_bonus = -25 + bare_wound_bonus = 15 /obj/item/spear/Initialize() . = ..() diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index e6403e83cc..8a0f4fe13a 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -15,6 +15,16 @@ var/self_delay = 50 var/other_delay = 0 var/repeating = FALSE + /// How much brute we heal per application + var/heal_brute + /// How much burn we heal per application + var/heal_burn + /// How much we reduce bleeding per application on cut wounds + var/stop_bleeding + /// How much sanitization to apply to burns on application + var/sanitization + /// How much we add to flesh_healing for burn wounds on application + var/flesh_regeneration /obj/item/stack/medical/attack(mob/living/M, mob/user) . = ..() @@ -70,8 +80,9 @@ icon_state = "brutepack" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - var/heal_brute = 20 - self_delay = 20 + heal_brute = 40 + self_delay = 40 + other_delay = 20 grind_results = list(/datum/reagent/medicine/styptic_powder = 10) /obj/item/stack/medical/bruise_pack/one @@ -95,7 +106,8 @@ M.heal_bodypart_damage((heal_brute/2)) return TRUE if(iscarbon(M)) - return heal_carbon(M, user, heal_brute, 0) + return heal_carbon(M, user, heal_brute, heal_burn) + to_chat(user, "You can't heal [M] with \the [src]!") to_chat(user, "You can't heal [M] with the \the [src]!") /obj/item/stack/medical/bruise_pack/suicide_act(mob/user) @@ -104,24 +116,27 @@ /obj/item/stack/medical/gauze name = "medical gauze" - desc = "A roll of elastic cloth that is extremely effective at stopping bleeding, heals minor wounds." + desc = "A roll of elastic cloth, perfect for stabilizing all kinds of wounds, from cuts and burns, to broken bones. " gender = PLURAL singular_name = "medical gauze" icon_state = "gauze" - var/stop_bleeding = 1800 var/heal_brute = 5 - self_delay = 10 + self_delay = 50 + other_delay = 20 + amount = 6 + absorption_rate = 0.25 + absorption_capacity = 5 + splint_factor = 0.35 custom_price = PRICE_REALLY_CHEAP -/obj/item/stack/medical/gauze/heal(mob/living/M, mob/user) - if(ishuman(M)) - var/mob/living/carbon/human/H = M - if(!H.bleedsuppress && H.bleed_rate) //so you can't stack bleed suppression - H.suppress_bloodloss(stop_bleeding) - to_chat(user, "You stop the bleeding of [M]!") - H.adjustBruteLoss(-(heal_brute)) - return TRUE - to_chat(user, "You can not use \the [src] on [M]!") +// gauze is only relevant for wounds, which are handled in the wounds themselves +/obj/item/stack/medical/gauze/try_heal(mob/living/M, mob/user, silent) + var/obj/item/bodypart/limb = M.get_bodypart(check_zone(user.zone_selected)) + if(limb) + if(limb.brute_dam > 40) + to_chat(user, "The bleeding on [user==M ? "your" : "[M]'s"] [limb.name] is from bruising, and cannot be treated with [src]!") + else + to_chat(user, "There's no bleeding on [user==M ? "your" : "[M]'s"] [limb.name]") /obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params) if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness()) @@ -143,9 +158,12 @@ /obj/item/stack/medical/gauze/improvised name = "improvised gauze" singular_name = "improvised gauze" - desc = "A roll of cloth roughly cut from something that can stop bleeding, but does not heal wounds." - stop_bleeding = 900 heal_brute = 0 + desc = "A roll of cloth roughly cut from something that does a decent job of stabilizing wounds, but less efficiently so than real medical gauze." + self_delay = 60 + other_delay = 30 + absorption_rate = 0.15 + absorption_capacity = 4 /obj/item/stack/medical/gauze/adv name = "sterilized medical gauze" @@ -161,49 +179,28 @@ is_cyborg = 1 cost = 250 -/obj/item/stack/medical/ointment - name = "ointment" - desc = "Used to treat those nasty burn wounds." - gender = PLURAL - singular_name = "ointment" - icon_state = "ointment" - lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' - righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - var/heal_burn = 20 - self_delay = 20 - grind_results = list(/datum/reagent/medicine/silver_sulfadiazine = 10) - -/obj/item/stack/medical/ointment/one - amount = 1 - -/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user) - if(M.stat == DEAD) - to_chat(user, " [M] is dead. You can not help [M.p_them()]!") - return - if(iscarbon(M)) - return heal_carbon(M, user, 0, heal_burn) - if(AmBloodsucker(M)) - return - to_chat(user, "You can't heal [M] with the \the [src]!") - -/obj/item/stack/medical/ointment/suicide_act(mob/living/user) - user.visible_message("[user] is squeezing \the [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?") - return TOXLOSS - /obj/item/stack/medical/suture name = "suture" - desc = "Sterile sutures used to seal up cuts and lacerations." + desc = "Basic sterile sutures used to seal up cuts and lacerations and stop bleeding." gender = PLURAL singular_name = "suture" icon_state = "suture" self_delay = 30 other_delay = 10 - amount = 15 - max_amount = 15 + amount = 10 + max_amount = 10 repeating = TRUE - var/heal_brute = 10 + heal_brute = 10 + stop_bleeding = 0.6 grind_results = list(/datum/reagent/medicine/spaceacillin = 2) +/obj/item/stack/medical/suture/emergency + name = "emergency suture" + desc = "A value pack of cheap sutures, not very good at repairing damage, but still decent at stopping bleeding." + heal_brute = 5 + amount = 5 + max_amount = 5 + /obj/item/stack/medical/suture/one amount = 1 @@ -223,10 +220,40 @@ to_chat(user, "[M] is at full health.") return FALSE user.visible_message("[user] applies \the [src] on [M].", "You apply \the [src] on [M].") - M.heal_bodypart_damage(heal_brute) + return heal_carbon(M, user, heal_brute, heal_burn) return TRUE - to_chat(user, "You can't heal [M] with the \the [src]!") + to_chat(user, "You can't heal [M] with \the [src]!") + +/obj/item/stack/medical/ointment + name = "ointment" + desc = "Basic burn ointment, rated effective for second degree burns with proper bandaging, though it's still an effective stabilizer for worse burns. Not terribly good at outright healing burns though." + gender = PLURAL + singular_name = "ointment" + icon_state = "ointment" + lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' + righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' + amount = 10 + max_amount = 10 + self_delay = 40 + other_delay = 20 + + heal_burn = 5 + flesh_regeneration = 2.5 + sanitization = 0.3 + grind_results = list(/datum/reagent/medicine/C2/lenturi = 10) + +/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user) + if(M.stat == DEAD) + to_chat(user, "[M] is dead! You can not help [M.p_them()].") + return + if(iscarbon(M)) + return heal_carbon(M, user, heal_brute, heal_burn) + to_chat(user, "You can't heal [M] with \the [src]!") + +/obj/item/stack/medical/ointment/suicide_act(mob/living/user) + user.visible_message("[user] is squeezing \the [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?") + return TOXLOSS /obj/item/stack/medical/mesh name = "regenerative mesh" @@ -237,9 +264,11 @@ self_delay = 30 other_delay = 10 amount = 15 + heal_burn = 10 max_amount = 15 repeating = TRUE - var/heal_burn = 10 + sanitization = 0.75 + flesh_regeneration = 3 var/is_open = TRUE ///This var determines if the sterile packaging of the mesh has been opened. grind_results = list(/datum/reagent/medicine/spaceacillin = 2) @@ -264,8 +293,8 @@ to_chat(user, "[M] is dead! You can not help [M.p_them()].") return if(iscarbon(M)) - return heal_carbon(M, user, 0, heal_burn) - to_chat(user, "You can't heal [M] with the \the [src]!") + return heal_carbon(M, user, heal_brute, heal_burn) + to_chat(user, "You can't heal [M] with \the [src]!") /obj/item/stack/medical/mesh/try_heal(mob/living/M, mob/user, silent = FALSE) @@ -294,3 +323,49 @@ playsound(src, 'sound/items/poster_ripped.ogg', 20, TRUE) return . = ..() + +/obj/item/stack/medical/bone_gel + name = "bone gel" + singular_name = "bone gel" + desc = "A potent medical gel that, when applied to a damaged bone in a proper surgical setting, triggers an intense melding reaction to repair the wound. Can be directly applied alongside surgical sticky tape to a broken bone in dire circumstances, though this is very harmful to the patient and not recommended." + + icon = 'icons/obj/surgery.dmi' + icon_state = "bone-gel" + lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' + righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' + + amount = 4 + self_delay = 20 + grind_results = list(/datum/reagent/medicine/C2/libital = 10) + novariants = TRUE + +/obj/item/stack/medical/bone_gel/attack(mob/living/M, mob/user) + to_chat(user, "Bone gel can only be used on fractured limbs!") + return + +/obj/item/stack/medical/bone_gel/suicide_act(mob/user) + if(iscarbon(user)) + var/mob/living/carbon/C = user + C.visible_message("[C] is squirting all of \the [src] into [C.p_their()] mouth! That's not proper procedure! It looks like [C.p_theyre()] trying to commit suicide!") + if(do_after(C, 2 SECONDS)) + C.emote("scream") + for(var/i in C.bodyparts) + var/obj/item/bodypart/bone = i + var/datum/wound/brute/bone/severe/oof_ouch = new + oof_ouch.apply_wound(bone) + var/datum/wound/brute/bone/critical/oof_OUCH = new + oof_OUCH.apply_wound(bone) + + for(var/i in C.bodyparts) + var/obj/item/bodypart/bone = i + bone.receive_damage(brute=60) + use(1) + return (BRUTELOSS) + else + C.visible_message("[C] screws up like an idiot and still dies anyway!") + return (BRUTELOSS) + +/obj/item/stack/medical/bone_gel/cyborg + custom_materials = null + is_cyborg = 1 + cost = 250 diff --git a/tgstation.dme b/tgstation.dme index 1641b4f9a7..9c1f8a2378 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -119,6 +119,7 @@ #include "code\__DEFINES\vv.dm" #include "code\__DEFINES\wall_dents.dm" #include "code\__DEFINES\wires.dm" +#include "code\__DEFINES\wounds.dm" #include "code\__DEFINES\_flags\_flags.dm" #include "code\__DEFINES\_flags\item_flags.dm" #include "code\__DEFINES\_flags\obj_flags.dm" @@ -624,6 +625,7 @@ #include "code\datums\status_effects\gas.dm" #include "code\datums\status_effects\neutral.dm" #include "code\datums\status_effects\status_effect.dm" +#include "code\datums\status_effects\wound_effects.dm" #include "code\datums\traits\_quirk.dm" #include "code\datums\traits\good.dm" #include "code\datums\traits\negative.dm" @@ -651,6 +653,8 @@ #include "code\datums\wires\syndicatebomb.dm" #include "code\datums\wires\tesla_coil.dm" #include "code\datums\wires\vending.dm" +#include "code\datums\wounds\_scars.dm" +#include "code\datums\wounds\cuts.dm" #include "code\game\alternate_appearance.dm" #include "code\game\atoms.dm" #include "code\game\atoms_movable.dm" From a4478b0cdab72ca7b6066f62be53e5c4e6ebe38c Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Fri, 17 Jul 2020 22:38:28 +0100 Subject: [PATCH 02/26] it continues --- code/game/objects/items/stacks/stack.dm | 9 + code/game/objects/items/stacks/tape.dm | 16 +- code/game/objects/items/storage/backpack.dm | 3 + code/game/objects/items/storage/belt.dm | 5 +- code/game/objects/items/storage/firstaid.dm | 20 ++- code/game/objects/items/storage/toolbox.dm | 1 + code/game/objects/items/weaponry.dm | 4 +- code/game/objects/objs.dm | 5 + code/game/objects/structures/guillotine.dm | 2 +- code/game/objects/structures/tables_racks.dm | 32 ++-- code/modules/admin/verbs/randomverbs.dm | 32 +++- .../blob/blob/blobstrains/blazing_oil.dm | 2 +- .../blob/blob/blobstrains/cryogenic_poison.dm | 2 +- .../blob/blobstrains/electromagnetic_web.dm | 2 +- .../blob/blobstrains/explosive_lattice.dm | 6 +- .../blob/blob/blobstrains/networked_fibers.dm | 4 +- .../blob/blobstrains/pressurized_slime.dm | 2 +- .../blob/blob/blobstrains/replicating_foam.dm | 2 +- .../blob/blobstrains/shifting_fragments.dm | 2 +- .../blob/blob/blobstrains/synchronous_mesh.dm | 4 +- .../changeling/powers/fleshmend.dm | 2 +- .../changeling/powers/mutations.dm | 2 + .../changeling/powers/regenerate.dm | 3 + code/modules/antagonists/cult/cult_items.dm | 6 +- .../antagonists/slaughter/slaughter.dm | 48 ++++- .../antagonists/slaughter/slaughter_antag.dm | 1 + .../components/unary_devices/cryo.dm | 32 +++- code/modules/cargo/packs/goodies.dm | 6 + code/modules/cargo/packs/medical.dm | 4 +- code/modules/client/preferences.dm | 21 +++ code/modules/client/preferences_savefile.dm | 23 +++ code/modules/clothing/clothing.dm | 165 ++++++++++++++++-- code/modules/clothing/gloves/_gloves.dm | 2 +- code/modules/clothing/head/_head.dm | 2 +- code/modules/clothing/masks/_masks.dm | 2 +- code/modules/clothing/shoes/_shoes.dm | 2 +- code/modules/clothing/suits/_suits.dm | 3 +- code/modules/clothing/suits/armor.dm | 19 +- code/modules/clothing/suits/wiz_robe.dm | 2 +- code/modules/clothing/under/_under.dm | 5 +- code/modules/clothing/under/jobs/cargo.dm | 3 +- code/modules/clothing/under/jobs/command.dm | 1 + code/modules/clothing/under/jobs/security.dm | 8 +- .../browserassets/css/browserOutput.css | 2 + code/modules/hydroponics/grown/nettle.dm | 1 + .../jobs/job_types/chief_medical_officer.dm | 2 +- code/modules/jobs/job_types/paramedic.dm | 2 +- .../modules/mining/equipment/explorer_gear.dm | 4 +- .../modules/mob/dead/new_player/new_player.dm | 13 ++ code/modules/mob/living/blood.dm | 57 +++--- code/modules/mob/living/brain/brain_item.dm | 4 +- code/modules/mob/living/carbon/carbon.dm | 94 +++++++++- 52 files changed, 560 insertions(+), 136 deletions(-) diff --git a/code/game/objects/items/stacks/stack.dm b/code/game/objects/items/stacks/stack.dm index 16b46567c7..bf6f2aba2e 100644 --- a/code/game/objects/items/stacks/stack.dm +++ b/code/game/objects/items/stacks/stack.dm @@ -25,9 +25,18 @@ var/list/mats_per_unit //list that tells you how much is in a single unit. ///Datum material type that this stack is made of var/material_type + max_integrity = 100 //NOTE: When adding grind_results, the amounts should be for an INDIVIDUAL ITEM - these amounts will be multiplied by the stack size in on_grind() var/obj/structure/table/tableVariant // we tables now (stores table variant to be built from this stack) + // The following are all for medical treatment, they're here instead of /stack/medical because sticky tape can be used as a makeshift bandage or splint + /// If set and this used as a splint for a broken bone wound, this is used as a multiplier for applicable slowdowns (lower = better) (also for speeding up burn recoveries) + var/splint_factor + /// How much blood flow this stack can absorb if used as a bandage on a cut wound, note that absorption is how much we lower the flow rate, not the raw amount of blood we suck up + var/absorption_capacity + /// How quickly we lower the blood flow on a cut wound we're bandaging. Expected lifetime of this bandage in ticks is thus absorption_capacity/absorption_rate, or until the cut heals, whichever comes first + var/absorption_rate + /obj/item/stack/on_grind() for(var/i in 1 to grind_results.len) //This should only call if it's ground, so no need to check if grind_results exists grind_results[grind_results[i]] *= get_amount() //Gets the key at position i, then the reagent amount of that key, then multiplies it by stack size diff --git a/code/game/objects/items/stacks/tape.dm b/code/game/objects/items/stacks/tape.dm index d33d106d11..ed5baf733b 100644 --- a/code/game/objects/items/stacks/tape.dm +++ b/code/game/objects/items/stacks/tape.dm @@ -7,10 +7,13 @@ icon = 'icons/obj/tapes.dmi' icon_state = "tape_w" var/prefix = "sticky" + w_class = WEIGHT_CLASS_TINY + full_w_class = WEIGHT_CLASS_TINY item_flags = NOBLUDGEON amount = 5 max_amount = 5 resistance_flags = FLAMMABLE + splint_factor = 0.8 var/list/conferred_embed = EMBED_HARMLESS var/overwrite_existing = FALSE @@ -53,6 +56,7 @@ icon_state = "tape_y" prefix = "super sticky" conferred_embed = EMBED_HARMLESS_SUPERIOR + splint_factor = 0.6 /obj/item/stack/sticky_tape/pointy name = "pointy tape" @@ -68,4 +72,14 @@ desc = "You didn't know tape could look so sinister. Welcome to Space Station 13." icon_state = "tape_spikes" prefix = "super pointy" - conferred_embed = EMBED_POINTY_SUPERIOR \ No newline at end of file + conferred_embed = EMBED_POINTY_SUPERIOR + +/obj/item/stack/sticky_tape/surgical + name = "surgical tape" + singular_name = "surgical tape" + desc = "Made for patching broken bones back together alongside bone gel, not for playing pranks." + //icon_state = "tape_spikes" + prefix = "surgical" + conferred_embed = list("embed_chance" = 30, "pain_mult" = 0, "jostle_pain_mult" = 0, "ignore_throwspeed_threshold" = TRUE) + splint_factor = 0.4 + custom_price = 500 diff --git a/code/game/objects/items/storage/backpack.dm b/code/game/objects/items/storage/backpack.dm index 3d5f0dc924..2c2c315fc9 100644 --- a/code/game/objects/items/storage/backpack.dm +++ b/code/game/objects/items/storage/backpack.dm @@ -369,6 +369,7 @@ new /obj/item/circular_saw(src) new /obj/item/surgicaldrill(src) new /obj/item/cautery(src) + new /obj/item/bonesetter(src) new /obj/item/surgical_drapes(src) new /obj/item/clothing/mask/surgical(src) new /obj/item/reagent_containers/medspray/sterilizine(src) @@ -391,6 +392,7 @@ new /obj/item/circular_saw(src) new /obj/item/surgicaldrill(src) new /obj/item/cautery(src) + new /obj/item/bonesetter(src) new /obj/item/surgical_drapes(src) new /obj/item/clothing/mask/surgical(src) new /obj/item/reagent_containers/medspray/sterilizine(src) @@ -485,6 +487,7 @@ new /obj/item/circular_saw(src) new /obj/item/surgicaldrill(src) new /obj/item/cautery(src) + new /obj/item/bonesetter(src) new /obj/item/surgical_drapes(src) new /obj/item/clothing/suit/straight_jacket(src) new /obj/item/clothing/mask/muzzle(src) diff --git a/code/game/objects/items/storage/belt.dm b/code/game/objects/items/storage/belt.dm index 4fa742df46..52e8e9193f 100755 --- a/code/game/objects/items/storage/belt.dm +++ b/code/game/objects/items/storage/belt.dm @@ -162,6 +162,7 @@ /obj/item/surgical_drapes, //for true paramedics /obj/item/scalpel, /obj/item/circular_saw, + /obj/item/bonesetter, /obj/item/surgicaldrill, /obj/item/retractor, /obj/item/cautery, @@ -181,7 +182,8 @@ /obj/item/implant, /obj/item/implanter, /obj/item/pinpointer/crew, - /obj/item/reagent_containers/chem_pack + /obj/item/reagent_containers/chem_pack, + /obj/item/stack/sticky_tape //surgical tape )) /obj/item/storage/belt/medical/surgery_belt_adv @@ -811,4 +813,3 @@ attack_verb = list("bashed", "slashes", "prods", "pokes") fitting_swords = list(/obj/item/melee/rapier) starting_sword = /obj/item/melee/rapier - diff --git a/code/game/objects/items/storage/firstaid.dm b/code/game/objects/items/storage/firstaid.dm index d7065df0f0..fb1313fc70 100644 --- a/code/game/objects/items/storage/firstaid.dm +++ b/code/game/objects/items/storage/firstaid.dm @@ -41,9 +41,26 @@ new /obj/item/stack/medical/suture(src) new /obj/item/stack/medical/mesh(src) new /obj/item/stack/medical/mesh(src) - new /obj/item/reagent_containers/hypospray/medipen(src) + new /obj/item/reagent_containers/hypospray/medipen/ekit(src) new /obj/item/healthanalyzer(src) +/obj/item/storage/firstaid/emergency + icon_state = "medbriefcase" + name = "emergency first-aid kit" + desc = "A very simple first aid kit meant to secure and stabilize serious wounds for later treatment." + +/obj/item/storage/firstaid/emergency/PopulateContents() + if(empty) + return + var/static/items_inside = list( + /obj/item/healthanalyzer/wound = 1, + /obj/item/stack/medical/gauze = 1, + /obj/item/stack/medical/suture/emergency = 1, + /obj/item/stack/medical/ointment = 1, + /obj/item/reagent_containers/hypospray/medipen/ekit = 2, + /obj/item/storage/pill_bottle/iron = 1) + generate_items_inside(items_inside,src) + /obj/item/storage/firstaid/ancient icon_state = "firstaid" desc = "A first aid kit with the ability to heal common types of injuries." @@ -416,6 +433,7 @@ /obj/item/retractor, /obj/item/cautery, /obj/item/surgical_drapes, + /obj/item/bonesetter, /obj/item/autosurgeon, /obj/item/organ, /obj/item/implant, diff --git a/code/game/objects/items/storage/toolbox.dm b/code/game/objects/items/storage/toolbox.dm index fd50bd022f..5e3ff67f4c 100644 --- a/code/game/objects/items/storage/toolbox.dm +++ b/code/game/objects/items/storage/toolbox.dm @@ -20,6 +20,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons) var/has_latches = TRUE var/can_rubberify = TRUE rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //very protecc too + wound_bonus = 5 /obj/item/storage/toolbox/greyscale icon_state = "toolbox_default" diff --git a/code/game/objects/items/weaponry.dm b/code/game/objects/items/weaponry.dm index 7524bb93e1..b23b7b0c24 100644 --- a/code/game/objects/items/weaponry.dm +++ b/code/game/objects/items/weaponry.dm @@ -574,6 +574,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' force = 10 + wound_bonus = -10 throwforce = 12 attack_verb = list("beat", "smacked") custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 3.5) @@ -626,7 +627,8 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 homerun_ready = 0 return else if(!target.anchored) - target.throw_at(throw_target, rand(1,2), 7, user) + var/whack_speed = (prob(60) ? 1 : 4) + target.throw_at(throw_target, rand(1, 2), whack_speed, user) // sorry friends, 7 speed batting caused wounds to absolutely delete whoever you knocked your target into (and said target) /obj/item/melee/baseball_bat/ablative name = "metal baseball bat" diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index ba3eba9bd3..c54c49b7e5 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -10,6 +10,11 @@ var/damtype = BRUTE var/force = 0 + /// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds. + var/wound_bonus = 0 + /// If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh + var/bare_wound_bonus = 0 + var/datum/armor/armor var/obj_integrity //defaults to max_integrity var/max_integrity = 500 diff --git a/code/game/objects/structures/guillotine.dm b/code/game/objects/structures/guillotine.dm index 0a5ba6a68c..029cc67c81 100644 --- a/code/game/objects/structures/guillotine.dm +++ b/code/game/objects/structures/guillotine.dm @@ -108,7 +108,7 @@ if (QDELETED(head)) return - playsound(src, 'sound/weapons/bladeslice.ogg', 100, 1) + playsound(src, 'sound/weapons/guillotine.ogg', 100, TRUE) if (blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100) head.dismember() log_combat(user, H, "beheaded", src) diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index 777be608b5..50c58b0ade 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -71,7 +71,7 @@ if(user.grab_state < GRAB_AGGRESSIVE) to_chat(user, "You need a better grip to do that!") return - tablepush(user, pushed_mob) + tablelimbsmash(user, pushed_mob) if(user.a_intent == INTENT_HELP) pushed_mob.visible_message("[user] begins to place [pushed_mob] onto [src]...", \ "[user] begins to place [pushed_mob] onto [src]...") @@ -114,29 +114,17 @@ "[user] places [pushed_mob] onto [src].") log_combat(user, pushed_mob, "placed") -/obj/structure/table/proc/tablepush(mob/living/user, mob/living/pushed_mob) - if(HAS_TRAIT(user, TRAIT_PACIFISM)) +/obj/structure/table/proc/tablelimbsmash(mob/living/user, mob/living/pushed_mob) + if(HAS_TRAIT(user, TRAIT_PACIFISM)) //this shouldnt even be possible anyway because you cant get them in an aggressive grab, but whatever to_chat(user, "Throwing [pushed_mob] onto the table might hurt them!") return - var/added_passtable = FALSE - if(!pushed_mob.pass_flags & PASSTABLE) - added_passtable = TRUE - pushed_mob.pass_flags |= PASSTABLE - pushed_mob.Move(src.loc) - if(added_passtable) - pushed_mob.pass_flags &= ~PASSTABLE - if(pushed_mob.loc != loc) //Something prevented the tabling - return - pushed_mob.DefaultCombatKnockdown(40) - pushed_mob.visible_message("[user] slams [pushed_mob] onto [src]!", \ - "[user] slams you onto [src]!") - log_combat(user, pushed_mob, "tabled", null, "onto [src]") - if(!ishuman(pushed_mob)) - return - var/mob/living/carbon/human/H = pushed_mob - if(iscatperson(H)) - H.emote("nya") - SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table) + pushed_mob.Knockdown(30) + var/obj/item/bodypart/banged_limb = pushed_mob.get_bodypart(user.zone_selected) || pushed_mob.get_bodypart(BODY_ZONE_HEAD) + var/extra_wound = 0 + if(HAS_TRAIT(user, TRAIT_HULK)) + extra_wound = 20 + banged_limb.receive_damage(30, wound_bonus = extra_wound) + pushed_mob.apply_damage(60, STAMINA) /obj/structure/table/shove_act(mob/living/target, mob/living/user) if(CHECK_MOBILITY(target, MOBILITY_STAND)) diff --git a/code/modules/admin/verbs/randomverbs.dm b/code/modules/admin/verbs/randomverbs.dm index d335cfb171..c5cde07761 100644 --- a/code/modules/admin/verbs/randomverbs.dm +++ b/code/modules/admin/verbs/randomverbs.dm @@ -1276,7 +1276,7 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits if(!check_rights(R_ADMIN) || !check_rights(R_FUN)) return - var/list/punishment_list = list(ADMIN_PUNISHMENT_PIE, ADMIN_PUNISHMENT_CUSTOM_PIE, ADMIN_PUNISHMENT_FIREBALL, ADMIN_PUNISHMENT_LIGHTNING, ADMIN_PUNISHMENT_BRAINDAMAGE, ADMIN_PUNISHMENT_BSA, ADMIN_PUNISHMENT_GIB, ADMIN_PUNISHMENT_SUPPLYPOD_QUICK, ADMIN_PUNISHMENT_SUPPLYPOD, ADMIN_PUNISHMENT_MAZING, ADMIN_PUNISHMENT_ROD) + var/list/punishment_list = list(ADMIN_PUNISHMENT_PIE, ADMIN_PUNISHMENT_CUSTOM_PIE, ADMIN_PUNISHMENT_FIREBALL, ADMIN_PUNISHMENT_LIGHTNING, ADMIN_PUNISHMENT_BRAINDAMAGE, ADMIN_PUNISHMENT_BSA, ADMIN_PUNISHMENT_GIB, ADMIN_PUNISHMENT_SUPPLYPOD_QUICK, ADMIN_PUNISHMENT_SUPPLYPOD, ADMIN_PUNISHMENT_MAZING, ADMIN_PUNISHMENT_ROD, ADMIN_PUNISHMENT_CRACK, ADMIN_PUNISHMENT_BLEED, ADMIN_PUNISHMENT_SCARIFY) var/punishment = input("Choose a punishment", "DIVINE SMITING") as null|anything in punishment_list @@ -1341,7 +1341,7 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits if(ADMIN_PUNISHMENT_PIE) var/obj/item/reagent_containers/food/snacks/pie/cream/nostun/creamy = new(get_turf(target)) creamy.splat(target) - if (ADMIN_PUNISHMENT_CUSTOM_PIE) + if(ADMIN_PUNISHMENT_CUSTOM_PIE) var/obj/item/reagent_containers/food/snacks/pie/cream/nostun/A = new() if(!A.reagents) var/amount = input(usr, "Specify the reagent size of [A]", "Set Reagent Size", 50) as num|null @@ -1354,7 +1354,33 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits if(amount) A.reagents.add_reagent(chosen_id, amount) A.splat(target) - + if(ADMIN_PUNISHMENT_CRACK) + if(!iscarbon(target)) + to_chat(usr,"This must be used on a carbon mob.", confidential = TRUE) + return + var/mob/living/carbon/C = target + for(var/obj/item/bodypart/squish_part in C.bodyparts) + var/type_wound = pick(list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate)) + squish_part.force_wound_upwards(type_wound, smited=TRUE) + if(ADMIN_PUNISHMENT_BLEED) + if(!iscarbon(target)) + to_chat(usr,"This must be used on a carbon mob.", confidential = TRUE) + return + var/mob/living/carbon/C = target + for(var/obj/item/bodypart/slice_part in C.bodyparts) + var/type_wound = pick(list(/datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate)) + slice_part.force_wound_upwards(type_wound, smited=TRUE) + type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate)) + slice_part.force_wound_upwards(type_wound, smited=TRUE) + type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe)) + slice_part.force_wound_upwards(type_wound, smited=TRUE) + if(ADMIN_PUNISHMENT_SCARIFY) + if(!iscarbon(target)) + to_chat(usr,"This must be used on a carbon mob.", confidential = TRUE) + return + var/mob/living/carbon/C = target + C.generate_fake_scars(rand(1, 4)) + to_chat(C, "You feel your body grow jaded and torn...") punish_log(target, punishment) /client/proc/punish_log(var/whom, var/punishment) diff --git a/code/modules/antagonists/blob/blob/blobstrains/blazing_oil.dm b/code/modules/antagonists/blob/blob/blobstrains/blazing_oil.dm index 97b974e28f..f97e271e72 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/blazing_oil.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/blazing_oil.dm @@ -36,6 +36,6 @@ M.adjust_fire_stacks(round(reac_volume/10)) M.IgniteMob() if(M) - M.apply_damage(0.8*reac_volume, BURN) + M.apply_damage(0.8*reac_volume, BURN, wound_bonus=CANT_WOUND) if(iscarbon(M)) M.emote("scream") diff --git a/code/modules/antagonists/blob/blob/blobstrains/cryogenic_poison.dm b/code/modules/antagonists/blob/blob/blobstrains/cryogenic_poison.dm index 9b8edcd0e5..f8ef269986 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/cryogenic_poison.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/cryogenic_poison.dm @@ -22,7 +22,7 @@ M.reagents.add_reagent("frostoil", 0.3*reac_volume) M.reagents.add_reagent("ice", 0.3*reac_volume) M.reagents.add_reagent("cryogenic_poison", 0.3*reac_volume) - M.apply_damage(0.2*reac_volume, BRUTE) + M.apply_damage(0.2*reac_volume, BRUTE, wound_bonus=CANT_WOUND) /datum/reagent/blob/cryogenic_poison/on_mob_life(mob/living/carbon/M) M.adjustBruteLoss(0.3*REAGENTS_EFFECT_MULTIPLIER, 0) diff --git a/code/modules/antagonists/blob/blob/blobstrains/electromagnetic_web.dm b/code/modules/antagonists/blob/blob/blobstrains/electromagnetic_web.dm index 0e665603c9..45bf2b1e1d 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/electromagnetic_web.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/electromagnetic_web.dm @@ -30,4 +30,4 @@ if(prob(reac_volume*2)) M.emp_act(EMP_LIGHT) if(M) - M.apply_damage(reac_volume, BURN) + M.apply_damage(reac_volume, BURN, wound_bonus=CANT_WOUND) diff --git a/code/modules/antagonists/blob/blob/blobstrains/explosive_lattice.dm b/code/modules/antagonists/blob/blob/blobstrains/explosive_lattice.dm index f8fd2e2f0d..3d005ba913 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/explosive_lattice.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/explosive_lattice.dm @@ -33,8 +33,8 @@ if(ROLE_BLOB in L.faction) //no friendly fire continue var/aoe_volume = ..(L, TOUCH, initial_volume, 0, L.get_permeability_protection(), O) - L.apply_damage(0.4*aoe_volume, BRUTE) + L.apply_damage(0.4*aoe_volume, BRUTE, wound_bonus=CANT_WOUND) if(M) - M.apply_damage(0.6*reac_volume, BRUTE) + M.apply_damage(0.6*reac_volume, BRUTE, wound_bonus=CANT_WOUND) else - M.apply_damage(0.6*reac_volume, BRUTE) + M.apply_damage(0.6*reac_volume, BRUTE, wound_bonus=CANT_WOUND) diff --git a/code/modules/antagonists/blob/blob/blobstrains/networked_fibers.dm b/code/modules/antagonists/blob/blob/blobstrains/networked_fibers.dm index fac3470c7a..8ccf2b9c99 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/networked_fibers.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/networked_fibers.dm @@ -33,6 +33,6 @@ /datum/reagent/blob/networked_fibers/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O) reac_volume = ..() - M.apply_damage(0.6*reac_volume, BRUTE) + M.apply_damage(0.6*reac_volume, BRUTE, wound_bonus=CANT_WOUND) if(M) - M.apply_damage(0.6*reac_volume, BURN) + M.apply_damage(0.6*reac_volume, BURN, wound_bonus=CANT_WOUND) diff --git a/code/modules/antagonists/blob/blob/blobstrains/pressurized_slime.dm b/code/modules/antagonists/blob/blob/blobstrains/pressurized_slime.dm index 6a984e66a2..11477712e7 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/pressurized_slime.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/pressurized_slime.dm @@ -44,7 +44,7 @@ T.MakeSlippery(TURF_WET_LUBE, min_wet_time = 10 SECONDS, wet_time_to_add = 5 SECONDS) M.adjust_fire_stacks(-(reac_volume / 10)) M.ExtinguishMob() - M.apply_damage(0.4*reac_volume, BRUTE) + M.apply_damage(0.4*reac_volume, BRUTE, wound_bonus=CANT_WOUND) if(M) M.apply_damage(0.4*reac_volume, OXY) if(M) diff --git a/code/modules/antagonists/blob/blob/blobstrains/replicating_foam.dm b/code/modules/antagonists/blob/blob/blobstrains/replicating_foam.dm index 00743c671e..5565135c63 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/replicating_foam.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/replicating_foam.dm @@ -31,4 +31,4 @@ /datum/reagent/blob/replicating_foam/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O) reac_volume = ..() - M.apply_damage(0.7*reac_volume, BRUTE) + M.apply_damage(0.7*reac_volume, BRUTE, wound_bonus=CANT_WOUND) diff --git a/code/modules/antagonists/blob/blob/blobstrains/shifting_fragments.dm b/code/modules/antagonists/blob/blob/blobstrains/shifting_fragments.dm index dbb3d6fb9b..9265158e1b 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/shifting_fragments.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/shifting_fragments.dm @@ -32,4 +32,4 @@ /datum/reagent/blob/shifting_fragments/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O) reac_volume = ..() - M.apply_damage(0.7*reac_volume, BRUTE) + M.apply_damage(0.7*reac_volume, BRUTE, wound_bonus=CANT_WOUND) diff --git a/code/modules/antagonists/blob/blob/blobstrains/synchronous_mesh.dm b/code/modules/antagonists/blob/blob/blobstrains/synchronous_mesh.dm index d58fb5b37d..daad0068e2 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/synchronous_mesh.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/synchronous_mesh.dm @@ -30,9 +30,9 @@ /datum/reagent/blob/synchronous_mesh/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O) reac_volume = ..() - M.apply_damage(0.2*reac_volume, BRUTE) + M.apply_damage(0.2*reac_volume, BRUTE, wound_bonus=CANT_WOUND) if(M && reac_volume) for(var/obj/structure/blob/B in range(1, M)) //if the target is completely surrounded, this is 2.4*reac_volume bonus damage, total of 2.6*reac_volume if(M) B.blob_attack_animation(M) //show them they're getting a bad time - M.apply_damage(0.3*reac_volume, BRUTE) + M.apply_damage(0.3*reac_volume, BRUTE, wound_bonus=CANT_WOUND) diff --git a/code/modules/antagonists/changeling/powers/fleshmend.dm b/code/modules/antagonists/changeling/powers/fleshmend.dm index afef2a10c7..0299abb09a 100644 --- a/code/modules/antagonists/changeling/powers/fleshmend.dm +++ b/code/modules/antagonists/changeling/powers/fleshmend.dm @@ -1,6 +1,6 @@ /obj/effect/proc_holder/changeling/fleshmend name = "Fleshmend" - desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath. Functions while unconscious. This ability is loud, and might cause our blood to react violently to heat." + desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath, as well as hiding all of our scars. Costs 20 chemicals." helptext = "If we are on fire, the healing effect will not function. Does not regrow limbs or restore lost blood." chemical_cost = 20 loudness = 2 diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm index e4417a6d64..7d50374e96 100644 --- a/code/modules/antagonists/changeling/powers/mutations.dm +++ b/code/modules/antagonists/changeling/powers/mutations.dm @@ -165,6 +165,8 @@ hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") sharpness = IS_SHARP + wound_bonus = -60 + bare_wound_bonus = 20 var/can_drop = FALSE var/fake = FALSE total_mass = TOTAL_MASS_HAND_REPLACEMENT diff --git a/code/modules/antagonists/changeling/powers/regenerate.dm b/code/modules/antagonists/changeling/powers/regenerate.dm index 1b27fa9694..bcebd8c62e 100644 --- a/code/modules/antagonists/changeling/powers/regenerate.dm +++ b/code/modules/antagonists/changeling/powers/regenerate.dm @@ -29,6 +29,9 @@ C.emote("scream") C.regenerate_limbs(1) C.regenerate_organs() + for(var/i in C.all_wounds) + var/datum/wound/W = i + W.remove_wound() if(!user.getorganslot(ORGAN_SLOT_BRAIN)) var/obj/item/organ/brain/B if(C.has_dna() && C.dna.species.mutant_brain) diff --git a/code/modules/antagonists/cult/cult_items.dm b/code/modules/antagonists/cult/cult_items.dm index 5b2dd7d007..4e9d40d91c 100644 --- a/code/modules/antagonists/cult/cult_items.dm +++ b/code/modules/antagonists/cult/cult_items.dm @@ -34,6 +34,8 @@ w_class = WEIGHT_CLASS_SMALL force = 15 throwforce = 25 + wound_bonus = -30 + bare_wound_bonus = 30 armour_penetration = 35 actions_types = list(/datum/action/item_action/cult_dagger) @@ -53,8 +55,10 @@ flags_1 = CONDUCT_1 sharpness = IS_SHARP w_class = WEIGHT_CLASS_BULKY - force = 30 + force = 30 // whoever balanced this got beat in the head by a bible too many times good lord throwforce = 10 + wound_bonus = -80 + bare_wound_bonus = 30 hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "rended") diff --git a/code/modules/antagonists/slaughter/slaughter.dm b/code/modules/antagonists/slaughter/slaughter.dm index 6b063559dc..0c51c65a6f 100644 --- a/code/modules/antagonists/slaughter/slaughter.dm +++ b/code/modules/antagonists/slaughter/slaughter.dm @@ -34,8 +34,11 @@ healable = 0 environment_smash = ENVIRONMENT_SMASH_STRUCTURES obj_damage = 50 - melee_damage_lower = 30 - melee_damage_upper = 30 + melee_damage_lower = 15 // reduced from 30 to 15 with wounds since they get big buffs to slicing wounds + melee_damage_upper = 15 + wound_bonus = -10 + bare_wound_bonus = 0 + sharpness = TRUE see_in_dark = 8 blood_volume = 0 //No bleeding on getting shot, for skeddadles lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE @@ -43,13 +46,25 @@ var/playstyle_string = "You are a slaughter demon, a terrible creature from another realm. You have a single desire: To kill. \ You may use the \"Blood Crawl\" ability near blood pools to travel through them, appearing and disappearing from the station at will. \ Pulling a dead or unconscious mob while you enter a pool will pull them in with you, allowing you to feast and regain your health. \ - You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. " + You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. \ + You gain strength the more attacks you land on live humanoids, though this resets when you return to the blood zone. You can also \ + launch a devastating slam attack with ctrl+shift+click, capable of smashing bones in one strike." loot = list(/obj/effect/decal/cleanable/blood, \ /obj/effect/decal/cleanable/blood/innards, \ /obj/item/organ/heart/demon) del_on_death = 1 deathmessage = "screams in anger as it collapses into a puddle of viscera!" + // How long it takes for the alt-click slam attack to come off cooldown + var/slam_cooldown_time = 45 SECONDS + // The actual instance var for the cooldown + var/slam_cooldown = 0 + // How many times we have hit humanoid targets since we last bloodcrawled, scaling wounding power + var/current_hitstreak = 0 + // How much both our wound_bonus and bare_wound_bonus go up per hitstreak hit + var/wound_bonus_per_hit = 5 + // How much our wound_bonus hitstreak bonus caps at (peak demonry) + var/wound_bonus_hitstreak_max = 12 /mob/living/simple_animal/slaughter/Initialize() ..() @@ -58,6 +73,33 @@ if(istype(loc, /obj/effect/dummy/phased_mob/slaughter)) bloodspell.phased = TRUE +/mob/living/simple_animal/slaughter/CtrlShiftClickOn(atom/A) + if(!isliving(A)) + return ..() + if(slam_cooldown + slam_cooldown_time > world.time) + to_chat(src, "Your slam ability is still on cooldown!") + return + + face_atom(A) + var/mob/living/victim = A + victim.take_bodypart_damage(brute=20, wound_bonus=wound_bonus) // don't worry, there's more punishment when they hit something + visible_message("[src] slams into [victim] with monstrous strength!", "You slam into [victim] with monstrous strength!", ignored_mobs=victim) + to_chat(victim, "[src] slams into you with monstrous strength, sending you flying like a ragdoll!") + var/turf/yeet_target = get_edge_target_turf(victim, dir) + victim.throw_at(yeet_target, 10, 5, src) + slam_cooldown = world.time + log_combat(src, victim, "slaughter slammed") + +/mob/living/simple_animal/slaughter/UnarmedAttack(atom/A, proximity) + if(iscarbon(A)) + var/mob/living/carbon/target = A + if(target.stat != DEAD && target.mind && current_hitstreak < wound_bonus_hitstreak_max) + current_hitstreak++ + wound_bonus += wound_bonus_per_hit + bare_wound_bonus += wound_bonus_per_hit + + return ..() + /obj/effect/decal/cleanable/blood/innards icon = 'icons/obj/surgery.dmi' name = "pile of viscera" diff --git a/code/modules/antagonists/slaughter/slaughter_antag.dm b/code/modules/antagonists/slaughter/slaughter_antag.dm index 04f7167fa5..ddc4c1ebc3 100644 --- a/code/modules/antagonists/slaughter/slaughter_antag.dm +++ b/code/modules/antagonists/slaughter/slaughter_antag.dm @@ -14,6 +14,7 @@ /datum/antagonist/slaughter/greet() . = ..() owner.announce_objectives() + to_chat(owner, "You have a powerful alt-attack that slams people backwards that you can activate by shift+ctrl+clicking your target!") /datum/antagonist/slaughter/proc/forge_objectives() if(summoner) diff --git a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm index 1f9e4ccac3..2e999dd9dc 100644 --- a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm +++ b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm @@ -33,6 +33,8 @@ var/escape_in_progress = FALSE var/message_cooldown var/breakout_time = 300 + ///Cryo will continue to treat people with 0 damage but existing wounds, but will sound off when damage healing is done in case doctors want to directly treat the wounds instead + var/treating_wounds = FALSE fair_market_price = 10 payment_department = ACCOUNT_MED @@ -174,15 +176,27 @@ return if(mob_occupant.health >= mob_occupant.getMaxHealth()) // Don't bother with fully healed people. - on = FALSE - update_icon() - playsound(src, 'sound/machines/cryo_warning.ogg', volume) // Bug the doctors. - var/msg = "Patient fully restored." - if(autoeject) // Eject if configured. - msg += " Auto ejecting patient now." - open_machine() - radio.talk_into(src, msg, radio_channel) - return + if(iscarbon(mob_occupant)) + var/mob/living/carbon/C = mob_occupant + if(C.all_wounds) + if(!treating_wounds) // if we have wounds and haven't already alerted the doctors we're only dealing with the wounds, let them know + treating_wounds = TRUE + playsound(src, 'sound/machines/cryo_warning.ogg', volume) // Bug the doctors. + var/msg = "Patient vitals fully recovered, continuing automated wound treatment." + radio.talk_into(src, msg, radio_channel) + else // otherwise if we were only treating wounds and now we don't have any, turn off treating_wounds so we can boot 'em out + treating_wounds = FALSE + + if(!treating_wounds) + on = FALSE + update_icon() + playsound(src, 'sound/machines/cryo_warning.ogg', volume) // Bug the doctors. + var/msg = "Patient fully restored." + if(autoeject) // Eject if configured. + msg += " Auto ejecting patient now." + open_machine() + radio.talk_into(src, msg, radio_channel) + return var/datum/gas_mixture/air1 = airs[1] diff --git a/code/modules/cargo/packs/goodies.dm b/code/modules/cargo/packs/goodies.dm index ac8b1e9032..2ff02d0473 100644 --- a/code/modules/cargo/packs/goodies.dm +++ b/code/modules/cargo/packs/goodies.dm @@ -75,3 +75,9 @@ desc = "The simple beach ball is one of Nanotrasen's most popular products. 'Why do we make beach balls? Because we can! (TM)' - Nanotrasen" cost = 200 contains = list(/obj/item/toy/beach_ball) + +/datum/supply_pack/goody/hell_single + name = "Hellgun Single-Pack" + desc = "Contains one hellgun, an old pattern of laser gun infamous for its ability to horribly disfigure targets with burns. Technically violates the Space Geneva Convention when used on humanoids." + cost = 1500 + contains = list(/obj/item/gun/energy/laser/hellgun) diff --git a/code/modules/cargo/packs/medical.dm b/code/modules/cargo/packs/medical.dm index 2bb629308c..5eacc2f583 100644 --- a/code/modules/cargo/packs/medical.dm +++ b/code/modules/cargo/packs/medical.dm @@ -114,7 +114,9 @@ /obj/item/storage/box/medsprays, /obj/item/storage/box/syringes, /obj/item/storage/box/bodybags, - /obj/item/storage/pill_bottle/stimulant) + /obj/item/storage/pill_bottle/stimulant, + /obj/item/stack/medical/bone_gel, + /obj/item/stack/medical/bone_gel) crate_name = "medical supplies crate" /datum/supply_pack/medical/adv_surgery_tools diff --git a/code/modules/client/preferences.dm b/code/modules/client/preferences.dm index 8b4c28a1f4..4278aea1d3 100644 --- a/code/modules/client/preferences.dm +++ b/code/modules/client/preferences.dm @@ -239,6 +239,13 @@ GLOBAL_LIST_EMPTY(preferences_datums) var/autostand = TRUE var/auto_ooc = FALSE + /// If we have persistent scars enabled + var/persistent_scars = TRUE + /// We have 5 slots for persistent scars, if enabled we pick a random one to load (empty by default) and scars at the end of the shift if we survived as our original person + var/list/scars_list = list("1" = "", "2" = "", "3" = "", "4" = "", "5" = "") + /// Which of the 5 persistent scar slots we randomly roll to load for this round, if enabled. Actually rolled in [/datum/preferences/proc/load_character(slot)] + var/scars_index = 1 + /datum/preferences/New(client/C) parent = C @@ -825,6 +832,9 @@ GLOBAL_LIST_EMPTY(preferences_datums) dat += "Socks Color:     Change
" dat += "Backpack:[backbag]" dat += "Jumpsuit:
[jumpsuit_style]
" + if(CAN_SCAR in pref_species.species_traits) + dat += "
Temporal Scarring:
[(persistent_scars) ? "Enabled" : "Disabled"]" + dat += "Clear scar slots" dat += "Uplink Location:[uplink_spawn_loc]" dat += "" @@ -2545,6 +2555,17 @@ GLOBAL_LIST_EMPTY(preferences_datums) if("hear_midis") toggles ^= SOUND_MIDI + if("persistent_scars") + persistent_scars = !persistent_scars + + if("clear_scars") + to_chat(user, "All scar slots cleared. Please save character to confirm.") + scars_list["1"] = "" + scars_list["2"] = "" + scars_list["3"] = "" + scars_list["4"] = "" + scars_list["5"] = "" + if("lobby_music") toggles ^= SOUND_LOBBY if((toggles & SOUND_LOBBY) && user.client && isnewplayer(user)) diff --git a/code/modules/client/preferences_savefile.dm b/code/modules/client/preferences_savefile.dm index 440ee1fbc1..10881242e7 100644 --- a/code/modules/client/preferences_savefile.dm +++ b/code/modules/client/preferences_savefile.dm @@ -453,6 +453,9 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car if(newtype) pref_species = new newtype + + scars_index = rand(1,5) + //Character S["real_name"] >> real_name S["nameless"] >> nameless @@ -497,6 +500,12 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car S["feature_insect_markings"] >> features["insect_markings"] S["feature_horns_color"] >> features["horns_color"] S["feature_wings_color"] >> features["wings_color"] + S["persistent_scars"] >> persistent_scars + S["scars1"] >> scars_list["1"] + S["scars2"] >> scars_list["2"] + S["scars3"] >> scars_list["3"] + S["scars4"] >> scars_list["4"] + S["scars5"] >> scars_list["5"] //Custom names @@ -709,6 +718,13 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car features["silicon_flavor_text"] = copytext(features["silicon_flavor_text"], 1, MAX_FLAVOR_LEN) features["ooc_notes"] = copytext(features["ooc_notes"], 1, MAX_FLAVOR_LEN) + persistent_scars = sanitize_integer(persistent_scars) + scars_list["1"] = sanitize_text(scars_list["1"]) + scars_list["2"] = sanitize_text(scars_list["2"]) + scars_list["3"] = sanitize_text(scars_list["3"]) + scars_list["4"] = sanitize_text(scars_list["4"]) + scars_list["5"] = sanitize_text(scars_list["5"]) + joblessrole = sanitize_integer(joblessrole, 1, 3, initial(joblessrole)) //Validate job prefs for(var/j in job_preferences) @@ -840,6 +856,13 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car WRITE_FILE(S["vore_taste"] , vore_taste) WRITE_FILE(S["belly_prefs"] , belly_prefs) + WRITE_FILE(S["persistent_scars"] , persistent_scars) + WRITE_FILE(S["scars1"] , scars_list["1"]) + WRITE_FILE(S["scars2"] , scars_list["2"]) + WRITE_FILE(S["scars3"] , scars_list["3"]) + WRITE_FILE(S["scars4"] , scars_list["4"]) + WRITE_FILE(S["scars5"] , scars_list["5"]) + //gear loadout if(chosen_gear.len) var/text_to_save = chosen_gear.Join("|") diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index a28061db10..e08886e71f 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -4,7 +4,7 @@ max_integrity = 200 integrity_failure = 0.4 block_priority = BLOCK_PRIORITY_CLOTHING - var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var + var/damaged_clothes = CLOTHING_PRISTINE //similar to machine's BROKEN stat and structure's broken var var/flash_protect = 0 //What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS var/tint = 0 //Sets the item's level of visual impairment tint, normally set to the same as flash_protect var/up = 0 //but separated to allow items to protect but not impair vision, like space helmets @@ -28,6 +28,9 @@ var/clothing_flags = NONE + // What items can be consumed to repair this clothing (must by an /obj/item/stack) + var/repairable_by = /obj/item/stack/sheet/cloth + //Var modification - PLEASE be careful with this I know who you are and where you live var/list/user_vars_to_edit //VARNAME = VARVALUE eg: "name" = "butts" var/list/user_vars_remembered //Auto built by the above + dropped() + equipped() @@ -45,7 +48,17 @@ var/list/species_restricted = null //Basically syntax is species_restricted = list("Species Name","Species Name") //Add a "exclude" string to do the opposite, making it only only species listed that can't wear it. - //You append this to clothing objects. + //You append this to clothing objects + + + + // How much clothing damage has been dealt to each of the limbs of the clothing, assuming it covers more than one limb + var/list/damage_by_parts + // How much integrity is in a specific limb before that limb is disabled (for use in [/obj/item/clothing/proc/take_damage_zone], and only if we cover multiple zones.) Set to 0 to disable shredding. + var/limb_integrity = 0 + // How many zones (body parts, not precise) we have disabled so far, for naming purposes + var/zones_disabled + . /obj/item/clothing/Initialize() . = ..() @@ -83,15 +96,105 @@ return ..() /obj/item/clothing/attackby(obj/item/W, mob/user, params) - if(damaged_clothes && istype(W, /obj/item/stack/sheet/cloth)) - var/obj/item/stack/sheet/cloth/C = W - C.use(1) - update_clothes_damaged_state(FALSE) - obj_integrity = max_integrity - to_chat(user, "You fix the damage on [src] with [C].") + if(damaged_clothes && istype(W, repairable_by)) + var/obj/item/stack/S = W + switch(damaged_clothes) + if(CLOTHING_DAMAGED) + S.use(1) + repair(user, params) + if(CLOTHING_SHREDDED) + if(S.amount < 3) + to_chat(user, "You require 3 [S.name] to repair [src].") + return + to_chat(user, "You begin fixing the damage to [src] with [S]...") + if(do_after(user, 6 SECONDS, TRUE, src)) + if(S.use(3)) + repair(user, params) return 1 return ..() +// Set the clothing's integrity back to 100%, remove all damage to bodyparts, and generally fix it up +/obj/item/clothing/proc/repair(mob/user, params) + damaged_clothes = CLOTHING_PRISTINE + update_clothes_damaged_state() + obj_integrity = max_integrity + name = initial(name) // remove "tattered" or "shredded" if there's a prefix + body_parts_covered = initial(body_parts_covered) + slot_flags = initial(slot_flags) + damage_by_parts = null + if(user) + UnregisterSignal(user, COMSIG_MOVABLE_MOVED) + to_chat(user, "You fix the damage on [src].") + +/** + * take_damage_zone() is used for dealing damage to specific bodyparts on a worn piece of clothing, meant to be called from [/obj/item/bodypart/proc/check_woundings_mods()] + * + * This proc only matters when a bodypart that this clothing is covering is harmed by a direct attack (being on fire or in space need not apply), and only if this clothing covers + * more than one bodypart to begin with. No point in tracking damage by zone for a hat, and I'm not cruel enough to let you fully break them in a few shots. + * Also if limb_integrity is 0, then this clothing doesn't have bodypart damage enabled so skip it. + * + * Arguments: + * * def_zone: The bodypart zone in question + * * damage_amount: Incoming damage + * * damage_type: BRUTE or BURN + * * armour_penetration: If the attack had armour_penetration + */ +/obj/item/clothing/proc/take_damage_zone(def_zone, damage_amount, damage_type, armour_penetration) + if(!def_zone || !limb_integrity || (initial(body_parts_covered) in GLOB.bitflags)) // the second check sees if we only cover one bodypart anyway and don't need to bother with this + return + var/list/covered_limbs = body_parts_covered2organ_names(body_parts_covered) // what do we actually cover? + if(!(def_zone in covered_limbs)) + return + + var/damage_dealt = take_damage(damage_amount * 0.1, damage_type, armour_penetration, FALSE) * 10 // only deal 10% of the damage to the general integrity damage, then multiply it by 10 so we know how much to deal to limb + LAZYINITLIST(damage_by_parts) + damage_by_parts[def_zone] += damage_dealt + if(damage_by_parts[def_zone] > limb_integrity) + disable_zone(def_zone, damage_type) + +/** + * disable_zone() is used to disable a given bodypart's protection on our clothing item, mainly from [/obj/item/clothing/proc/take_damage_zone()] + * + * This proc disables all protection on the specified bodypart for this piece of clothing: it'll be as if it doesn't cover it at all anymore (because it won't!) + * If every possible bodypart has been disabled on the clothing, we put it out of commission entirely and mark it as shredded, whereby it will have to be repaired in + * order to equip it again. Also note we only consider it damaged if there's more than one bodypart disabled. + * + * Arguments: + * * def_zone: The bodypart zone we're disabling + * * damage_type: Only really relevant for the verb for describing the breaking, and maybe obj_destruction() + */ +/obj/item/clothing/proc/disable_zone(def_zone, damage_type) + var/list/covered_limbs = body_parts_covered2organ_names(body_parts_covered) + if(!(def_zone in covered_limbs)) + return + + var/zone_name = parse_zone(def_zone) + var/break_verb = ((damage_type == BRUTE) ? "torn" : "burned") + + if(iscarbon(loc)) + var/mob/living/carbon/C = loc + C.visible_message("The [zone_name] on [C]'s [src.name] is [break_verb] away!", "The [zone_name] on your [src.name] is [break_verb] away!", vision_distance = COMBAT_MESSAGE_RANGE) + RegisterSignal(C, COMSIG_MOVABLE_MOVED, .proc/bristle) + + zones_disabled++ + for(var/i in zone2body_parts_covered(def_zone)) + body_parts_covered &= ~i + + if(body_parts_covered == NONE) // if there are no more parts to break then the whole thing is kaput + obj_destruction((damage_type == BRUTE ? "melee" : "laser")) // melee/laser is good enough since this only procs from direct attacks anyway and not from fire/bombs + return + + damaged_clothes = CLOTHING_DAMAGED + switch(zones_disabled) + if(1) + name = "damaged [initial(name)]" + if(2) + name = "mangy [initial(name)]" + if(3 to INFINITY) // take better care of your shit, dude + name = "tattered [initial(name)]" + + update_clothes_damaged_state() + /obj/item/clothing/Destroy() user_vars_remembered = null //Oh god somebody put REFERENCES in here? not to worry, we'll clean it up return ..() @@ -100,6 +203,7 @@ ..() if(!istype(user)) return + UnregisterSignal(user, COMSIG_MOVABLE_MOVED) if(LAZYLEN(user_vars_remembered)) for(var/variable in user_vars_remembered) if(variable in user.vars) @@ -112,7 +216,9 @@ if (!istype(user)) return if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item? - if (LAZYLEN(user_vars_to_edit)) + if(iscarbon(user) && LAZYLEN(zones_disabled)) + RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/bristle) + if(LAZYLEN(user_vars_to_edit)) for(var/variable in user_vars_to_edit) if(variable in user.vars) LAZYSET(user_vars_remembered, variable, user.vars[variable]) @@ -120,8 +226,19 @@ /obj/item/clothing/examine(mob/user) . = ..() - if(damaged_clothes) - . += "It looks damaged!" + if(damaged_clothes == CLOTHING_SHREDDED) + . += "It is completely shredded and requires mending before it can be worn again!" + return + for(var/zone in damage_by_parts) + var/pct_damage_part = damage_by_parts[zone] / limb_integrity * 100 + var/zone_name = parse_zone(zone) + switch(pct_damage_part) + if(100 to INFINITY) + . += "The [zone_name] is useless and requires mending!" + if(60 to 99) + . += "The [zone_name] is heavily shredded!" + if(30 to 59) + . += "The [zone_name] is partially shredded." var/datum/component/storage/pockets = GetComponent(/datum/component/storage) if(pockets) var/list/how_cool_are_your_threads = list("") @@ -139,8 +256,8 @@ . += how_cool_are_your_threads.Join() /obj/item/clothing/obj_break(damage_flag) - if(!damaged_clothes) - update_clothes_damaged_state(TRUE) + damaged_clothes = CLOTHING_DAMAGED + update_clothes_damaged_state() if(ismob(loc)) //It's not important enough to warrant a message if nobody's wearing it var/mob/M = loc to_chat(M, "Your [name] starts to fall apart!") @@ -222,16 +339,25 @@ BLIND // can't see anything /obj/item/clothing/obj_destruction(damage_flag) - if(damage_flag == "bomb" || damage_flag == "melee") + if(damage_flag == "bomb") var/turf/T = get_turf(src) spawn(1) //so the shred survives potential turf change from the explosion. var/obj/effect/decal/cleanable/shreds/Shreds = new(T) Shreds.desc = "The sad remains of what used to be [name]." deconstruct(FALSE) + else if(!(damage_flag in list("acid", "fire"))) + damaged_clothes = CLOTHING_SHREDDED + body_parts_covered = NONE + name = "shredded [initial(name)]" + slot_flags = NONE + update_clothes_damaged_state() + if(ismob(loc)) + var/mob/M = loc + M.visible_message("[M]'s [src.name] falls off, completely shredded!", "Your [src.name] falls off, completely shredded!", vision_distance = COMBAT_MESSAGE_RANGE) + M.dropItemToGround(src) else ..() - //Species-restricted clothing check. - Thanks Oraclestation, BS13, /vg/station etc. /obj/item/clothing/mob_can_equip(mob/M, slot, disable_warning = TRUE) @@ -265,3 +391,12 @@ BLIND // can't see anything return FALSE return TRUE + + + +/// If we're a clothing with at least 1 shredded/disabled zone, give the wearer a periodic heads up letting them know their clothes are damaged +/obj/item/clothing/proc/bristle(mob/living/L) + if(!istype(L)) + return + if(prob(0.2)) + to_chat(L, "The damaged threads on your [src.name] chafe!") diff --git a/code/modules/clothing/gloves/_gloves.dm b/code/modules/clothing/gloves/_gloves.dm index ddf5e4b584..a206b9adc7 100644 --- a/code/modules/clothing/gloves/_gloves.dm +++ b/code/modules/clothing/gloves/_gloves.dm @@ -34,7 +34,7 @@ if(blood_DNA) . += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color()) -/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE) +/obj/item/clothing/gloves/update_clothes_damaged_state() ..() if(ismob(loc)) var/mob/M = loc diff --git a/code/modules/clothing/head/_head.dm b/code/modules/clothing/head/_head.dm index 475e7a4e51..9682787de5 100644 --- a/code/modules/clothing/head/_head.dm +++ b/code/modules/clothing/head/_head.dm @@ -56,7 +56,7 @@ if(blood_DNA) . += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color()) -/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE) +/obj/item/clothing/head/update_clothes_damaged_state() ..() if(ismob(loc)) var/mob/M = loc diff --git a/code/modules/clothing/masks/_masks.dm b/code/modules/clothing/masks/_masks.dm index 7df38661e5..7a5a031e79 100644 --- a/code/modules/clothing/masks/_masks.dm +++ b/code/modules/clothing/masks/_masks.dm @@ -37,7 +37,7 @@ if(blood_DNA) . += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color()) -/obj/item/clothing/mask/update_clothes_damaged_state(damaging = TRUE) +/obj/item/clothing/mask/update_clothes_damaged_state() ..() if(ismob(loc)) var/mob/M = loc diff --git a/code/modules/clothing/shoes/_shoes.dm b/code/modules/clothing/shoes/_shoes.dm index 447a531717..d67aea11a1 100644 --- a/code/modules/clothing/shoes/_shoes.dm +++ b/code/modules/clothing/shoes/_shoes.dm @@ -85,7 +85,7 @@ restore_offsets(user) . = ..() -/obj/item/clothing/shoes/update_clothes_damaged_state(damaging = TRUE) +/obj/item/clothing/shoes/update_clothes_damaged_state() ..() if(ismob(loc)) var/mob/M = loc diff --git a/code/modules/clothing/suits/_suits.dm b/code/modules/clothing/suits/_suits.dm index 8de49c63de..0d16f9bdfa 100644 --- a/code/modules/clothing/suits/_suits.dm +++ b/code/modules/clothing/suits/_suits.dm @@ -10,6 +10,7 @@ var/blood_overlay_type = "suit" var/togglename = null var/suittoggled = FALSE + limb_integrity = 0 // disabled for most exo-suits mutantrace_variation = STYLE_DIGITIGRADE /obj/item/clothing/suit/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE) @@ -28,7 +29,7 @@ if(A.above_suit) . += U.accessory_overlay -/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE) +/obj/item/clothing/suit/update_clothes_damaged_state() ..() if(ismob(loc)) var/mob/M = loc diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index 0ef1a83bf5..1c753b15df 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -8,7 +8,8 @@ equip_delay_other = 40 max_integrity = 250 resistance_flags = NONE - armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 15) + /obj/item/clothing/suit/armor/Initialize() . = ..() @@ -57,7 +58,7 @@ icon_state = "hos" item_state = "greatcoat" body_parts_covered = CHEST|GROIN|ARMS|LEGS - armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90) + armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 20) cold_protection = CHEST|GROIN|LEGS|ARMS heat_protection = CHEST|GROIN|LEGS|ARMS strip_delay = 80 @@ -123,7 +124,7 @@ icon_state = "capcarapace" item_state = "armor" body_parts_covered = CHEST|GROIN - armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90) + armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90, "wound" = 10) dog_fashion = null resistance_flags = FIRE_PROOF @@ -147,7 +148,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS - armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80) + armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80, "wound" = 30) blocks_shove_knockdown = TRUE strip_delay = 80 equip_delay_other = 60 @@ -158,7 +159,7 @@ icon_state = "bonearmor" item_state = "bonearmor" blood_overlay_type = "armor" - armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10) body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS /obj/item/clothing/suit/armor/bulletproof @@ -167,7 +168,7 @@ icon_state = "bulletproof" item_state = "armor" blood_overlay_type = "armor" - armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50 "wound" = 20) strip_delay = 70 equip_delay_other = 50 mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -285,7 +286,7 @@ desc = "A classic suit of armour, able to be made from many different materials." icon_state = "knight_greyscale" item_state = "knight_greyscale" - armor = list("melee" = 35, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40) + armor = list("melee" = 35, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40, "wound" = 15) material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix /obj/item/clothing/suit/armor/vest/durathread @@ -304,7 +305,7 @@ desc = "A bulletproof vest with forest camo. Good thing there's plenty of forests to hide in around here, right?" icon_state = "rus_armor" item_state = "rus_armor" - armor = list("melee" = 25, "bullet" = 30, "laser" = 0, "energy" = 15, "bomb" = 10, "bio" = 0, "rad" = 20, "fire" = 20, "acid" = 50) + armor = list("melee" = 25, "bullet" = 30, "laser" = 0, "energy" = 15, "bomb" = 10, "bio" = 0, "rad" = 20, "fire" = 20, "acid" = 50, "wound" = 10) /obj/item/clothing/suit/armor/vest/russian_coat name = "russian battle coat" @@ -315,4 +316,4 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT - armor = list("melee" = 25, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 50) + armor = list("melee" = 25, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 50, "wound" = 10) diff --git a/code/modules/clothing/suits/wiz_robe.dm b/code/modules/clothing/suits/wiz_robe.dm index 047dc7b7a3..fc783936da 100644 --- a/code/modules/clothing/suits/wiz_robe.dm +++ b/code/modules/clothing/suits/wiz_robe.dm @@ -73,7 +73,7 @@ gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 body_parts_covered = CHEST|GROIN|ARMS|LEGS - armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100) + armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 20) allowed = list(/obj/item/teleportation_scroll) flags_inv = HIDEJUMPSUIT strip_delay = 50 diff --git a/code/modules/clothing/under/_under.dm b/code/modules/clothing/under/_under.dm index e0ecf24204..23cb2b1c15 100644 --- a/code/modules/clothing/under/_under.dm +++ b/code/modules/clothing/under/_under.dm @@ -5,8 +5,9 @@ permeability_coefficient = 0.9 block_priority = BLOCK_PRIORITY_UNIFORM slot_flags = ITEM_SLOT_ICLOTHING - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK + limb_integrity = 30 var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women var/has_sensor = HAS_SENSORS // For the crew computer var/random_sensor = TRUE @@ -39,7 +40,7 @@ if(!attach_accessory(I, user)) return ..() -/obj/item/clothing/under/update_clothes_damaged_state(damaging = TRUE) +/obj/item/clothing/under/update_clothes_damaged_state() ..() if(ismob(loc)) var/mob/M = loc diff --git a/code/modules/clothing/under/jobs/cargo.dm b/code/modules/clothing/under/jobs/cargo.dm index aa4db2fd30..8fbc343598 100644 --- a/code/modules/clothing/under/jobs/cargo.dm +++ b/code/modules/clothing/under/jobs/cargo.dm @@ -34,8 +34,9 @@ mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/clothing/under/rank/cargo/miner - desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty." name = "shaft miner's jumpsuit" + desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty." + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 0, "wound" = 10) icon_state = "miner" item_state = "miner" diff --git a/code/modules/clothing/under/jobs/command.dm b/code/modules/clothing/under/jobs/command.dm index 1bc0f64373..8272c36cf3 100644 --- a/code/modules/clothing/under/jobs/command.dm +++ b/code/modules/clothing/under/jobs/command.dm @@ -19,6 +19,7 @@ /obj/item/clothing/under/rank/captain/suit name = "captain's suit" desc = "A green suit and yellow necktie. Exemplifies authority." + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 15) icon_state = "green_suit" item_state = "dg_suit" can_adjust = FALSE diff --git a/code/modules/clothing/under/jobs/security.dm b/code/modules/clothing/under/jobs/security.dm index 26fff7c8ed..7747d2e181 100644 --- a/code/modules/clothing/under/jobs/security.dm +++ b/code/modules/clothing/under/jobs/security.dm @@ -19,7 +19,7 @@ desc = "A tactical security jumpsuit for officers complete with Nanotrasen belt buckle." icon_state = "rsecurity" item_state = "r_suit" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10) /obj/item/clothing/under/rank/security/officer/grey name = "grey security jumpsuit" @@ -67,7 +67,7 @@ desc = "A formal security suit for officers complete with Nanotrasen belt buckle." icon_state = "rwarden" item_state = "r_suit" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10) /obj/item/clothing/under/rank/security/warden/grey name = "grey security suit" @@ -101,7 +101,7 @@ desc = "Someone who wears this means business." icon_state = "detective" item_state = "det" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10) /obj/item/clothing/under/rank/security/detective/skirt name = "detective's suitskirt" @@ -138,7 +138,7 @@ desc = "A security jumpsuit decorated for those few with the dedication to achieve the position of Head of Security." icon_state = "rhos" item_state = "r_suit" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10) strip_delay = 60 /obj/item/clothing/under/rank/security/head_of_security/skirt diff --git a/code/modules/goonchat/browserassets/css/browserOutput.css b/code/modules/goonchat/browserassets/css/browserOutput.css index 3455a97ba2..93c733391e 100644 --- a/code/modules/goonchat/browserassets/css/browserOutput.css +++ b/code/modules/goonchat/browserassets/css/browserOutput.css @@ -313,6 +313,8 @@ h1.alert, h2.alert {color: #000000;} .rose {color: #ff5050;} .info {color: #0000CC;} .notice {color: #000099;} +.tinynotice {color: #6685f5; font-style: italic; font-size: 85%;} +.smallnotice {color: #6685f5; font-style: italic; font-size: 90%;} .boldnotice {color: #000099; font-weight: bold;} .adminnotice {color: #0000ff;} .adminhelp {color: #ff0000; font-weight: bold;} diff --git a/code/modules/hydroponics/grown/nettle.dm b/code/modules/hydroponics/grown/nettle.dm index 0979ea483f..cee7748c59 100644 --- a/code/modules/hydroponics/grown/nettle.dm +++ b/code/modules/hydroponics/grown/nettle.dm @@ -90,6 +90,7 @@ icon_state = "deathnettle" force = 30 throwforce = 15 + wound_bonus = CANT_WOUND /obj/item/reagent_containers/food/snacks/grown/nettle/death/add_juice() ..() diff --git a/code/modules/jobs/job_types/chief_medical_officer.dm b/code/modules/jobs/job_types/chief_medical_officer.dm index adee2856fa..9cbc15ca28 100644 --- a/code/modules/jobs/job_types/chief_medical_officer.dm +++ b/code/modules/jobs/job_types/chief_medical_officer.dm @@ -45,7 +45,7 @@ shoes = /obj/item/clothing/shoes/sneakers/brown suit = /obj/item/clothing/suit/toggle/labcoat/cmo l_hand = /obj/item/storage/firstaid/regular - suit_store = /obj/item/flashlight/pen + suit_store = /obj/item/flashlight/pen/paramedic backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1) backpack = /obj/item/storage/backpack/medic diff --git a/code/modules/jobs/job_types/paramedic.dm b/code/modules/jobs/job_types/paramedic.dm index 9bdfdfe279..c8188cae8a 100644 --- a/code/modules/jobs/job_types/paramedic.dm +++ b/code/modules/jobs/job_types/paramedic.dm @@ -36,7 +36,7 @@ suit = /obj/item/clothing/suit/toggle/labcoat/paramedic belt = /obj/item/storage/belt/medical l_hand = /obj/item/storage/firstaid/regular - suit_store = /obj/item/flashlight/pen + suit_store = /obj/item/flashlight/pen/paramedic id = /obj/item/card/id r_pocket = /obj/item/pinpointer/crew l_pocket = /obj/item/pda/medical diff --git a/code/modules/mining/equipment/explorer_gear.dm b/code/modules/mining/equipment/explorer_gear.dm index 39f8e296af..09562a2a52 100644 --- a/code/modules/mining/equipment/explorer_gear.dm +++ b/code/modules/mining/equipment/explorer_gear.dm @@ -26,7 +26,7 @@ cold_protection = HEAD max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT heat_protection = HEAD - armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50) + armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50, "wound" = 10) resistance_flags = FIRE_PROOF /obj/item/clothing/suit/hooded/explorer/standard @@ -50,7 +50,7 @@ visor_flags_inv = HIDEFACIALHAIR visor_flags_cover = MASKCOVERSMOUTH actions_types = list(/datum/action/item_action/adjust) - armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 5, "bio" = 50, "rad" = 0, "fire" = 20, "acid" = 40) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 5, "bio" = 50, "rad" = 0, "fire" = 20, "acid" = 40, "wound" = 5) resistance_flags = FIRE_PROOF /obj/item/clothing/mask/gas/explorer/attack_self(mob/user) diff --git a/code/modules/mob/dead/new_player/new_player.dm b/code/modules/mob/dead/new_player/new_player.dm index d3892cc282..323df097b2 100644 --- a/code/modules/mob/dead/new_player/new_player.dm +++ b/code/modules/mob/dead/new_player/new_player.dm @@ -558,12 +558,25 @@ client.prefs.random_character() client.prefs.real_name = client.prefs.pref_species.random_name(gender,1) client.prefs.copy_to(H) + var/cur_scar_index = client.prefs.scars_index + if(client.prefs.persistent_scars && client.prefs.scars_list["[cur_scar_index]"]) + var/scar_string = client.prefs.scars_list["[cur_scar_index]"] + var/valid_scars = "" + for(var/scar_line in splittext(scar_string, ";")) + if(H.load_scar(scar_line)) + valid_scars += "[scar_line];" + + client.prefs.scars_list["[cur_scar_index]"] = valid_scars + client.prefs.save_character() + + client.prefs.copy_to(H, antagonist = is_antag) H.dna.update_dna_identity() if(mind) if(transfer_after) mind.late_joiner = TRUE mind.active = 0 //we wish to transfer the key manually mind.transfer_to(H) //won't transfer key since the mind is not active + mind.original_character = H H.name = real_name diff --git a/code/modules/mob/living/blood.dm b/code/modules/mob/living/blood.dm index 8ca4e6a0e4..ee0b58f766 100644 --- a/code/modules/mob/living/blood.dm +++ b/code/modules/mob/living/blood.dm @@ -5,12 +5,27 @@ #define EXOTIC_BLEED_MULTIPLIER 4 //Multiplies the actually bled amount by this number for the purposes of turf reaction calculations. -/mob/living/carbon/human/proc/suppress_bloodloss(amount) - if(bleedsuppress) - return - else - bleedsuppress = TRUE - addtimer(CALLBACK(src, .proc/resume_bleeding), amount) +/mob/living/carbon/monkey/handle_blood() + if(bodytemperature <= TCRYO || (HAS_TRAIT(src, TRAIT_HUSK))) //cryosleep or husked people do not pump the blood. + var/temp_bleed = 0 + for(var/X in bodyparts) + var/obj/item/bodypart/BP = X + temp_bleed += BP.get_bleed_rate() + BP.generic_bleedstacks = max(0, BP.generic_bleedstacks - 1) + bleed(temp_bleed) + + var/temp_bleed = 0 + for(var/X in bodyparts) + var/obj/item/bodypart/BP = X + temp_bleed += BP.get_bleed_rate() + BP.generic_bleedstacks = max(0, BP.generic_bleedstacks - 1) + bleed(temp_bleed) + + //Blood regeneration if there is some space + if(blood_volume < BLOOD_VOLUME_NORMAL) + blood_volume += 0.1 // regenerate blood VERY slowly + if(blood_volume < BLOOD_VOLUME_OKAY) + adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1)) /mob/living/carbon/human/proc/resume_bleeding() bleedsuppress = 0 @@ -29,8 +44,7 @@ // Takes care blood loss and regeneration /mob/living/carbon/human/handle_blood() - if(NOBLOOD in dna.species.species_traits) - bleed_rate = 0 + if(NOBLOOD in dna.species.species_traits || bleedsuppress || (HAS_TRAIT(src, TRAIT_FAKEDEATH))) return if(bleed_rate < 0) @@ -87,24 +101,11 @@ //Bleeding out for(var/X in bodyparts) var/obj/item/bodypart/BP = X - var/brutedamage = BP.brute_dam + temp_bleed += BP.get_bleed_rate() + BP.generic_bleedstacks = max(0, BP.generic_bleedstacks - 1) - if(BP.status == BODYPART_ROBOTIC) //for the moment, synth limbs won't bleed, but soon, my pretty. - continue - - //We want an accurate reading of .len - listclearnulls(BP.embedded_objects) - for(var/obj/item/embeddies in BP.embedded_objects) - if(!embeddies.isEmbedHarmless()) - temp_bleed += 0.5 - - if(brutedamage >= 20) - temp_bleed += (brutedamage * 0.013) - - bleed_rate = max(bleed_rate - 0.5, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases - - if(bleed_rate && !bleedsuppress && !(HAS_TRAIT(src, TRAIT_FAKEDEATH))) - bleed(bleed_rate) + if(temp_bleed) + bleed(temp_bleed) //Makes a blood drop, leaking amt units of blood from the mob /mob/living/carbon/proc/bleed(amt) @@ -128,9 +129,11 @@ /mob/living/proc/restore_blood() blood_volume = initial(blood_volume) -/mob/living/carbon/human/restore_blood() +/mob/living/carbon/restore_blood() blood_volume = (BLOOD_VOLUME_NORMAL * blood_ratio) - bleed_rate = 0 + for(var/i in bodyparts) + var/obj/item/bodypart/BP = i + BP.generic_bleedstacks = 0 /**************************************************** BLOOD TRANSFERS diff --git a/code/modules/mob/living/brain/brain_item.dm b/code/modules/mob/living/brain/brain_item.dm index 4fda02317e..b6f8dd349b 100644 --- a/code/modules/mob/living/brain/brain_item.dm +++ b/code/modules/mob/living/brain/brain_item.dm @@ -331,6 +331,8 @@ max_traumas = TRAUMA_LIMIT_BASIC if(TRAUMA_RESILIENCE_SURGERY) max_traumas = TRAUMA_LIMIT_SURGERY + if(TRAUMA_RESILIENCE_WOUND) + max_traumas = TRAUMA_LIMIT_WOUND if(TRAUMA_RESILIENCE_LOBOTOMY) max_traumas = TRAUMA_LIMIT_LOBOTOMY if(TRAUMA_RESILIENCE_MAGIC) @@ -389,7 +391,7 @@ return var/trauma_type = pick(possible_traumas) - gain_trauma(trauma_type, resilience) + return gain_trauma(trauma_type, resilience) //Cure a random trauma of a certain resilience level /obj/item/organ/brain/proc/cure_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience = TRAUMA_RESILIENCE_BASIC) diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 8472c8bdae..c8c5bba9f9 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -88,11 +88,32 @@ for(var/datum/surgery/S in surgeries) if(S.next_step(user,user.a_intent)) return 1 + + if(!all_wounds || !(user.a_intent == INTENT_HELP || user == src)) + return ..() + + // The following priority/nonpriority searching is so that if we have two wounds on a limb that use the same item for treatment (gauze can bandage cuts AND splint broken bones), + // we prefer whichever wound is not already treated (ignore the splinted broken bone for the open cut). If there's no priority wounds that this can treat, go through the + // non-priority ones randomly. + var/list/nonpriority_wounds = list() + for(var/datum/wound/W in shuffle(all_wounds)) + if(!W.treat_priority) + nonpriority_wounds += W + else if(W.treat_priority && W.try_treating(I, user)) + return 1 + + for(var/datum/wound/W in shuffle(nonpriority_wounds)) + if(W.try_treating(I, user)) + return 1 + return ..() /mob/living/carbon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) . = ..() var/hurt = TRUE + var/extra_speed = 0 + if(throwingdatum.thrower != src) + extra_speed = min(max(0, throwingdatum.speed - initial(throw_speed)), 3) if(GetComponent(/datum/component/tackler)) return if(throwingdatum?.thrower && iscyborg(throwingdatum.thrower)) @@ -102,18 +123,18 @@ if(hit_atom.density && isturf(hit_atom)) if(hurt) DefaultCombatKnockdown(20) - take_bodypart_damage(10) + take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed) if(iscarbon(hit_atom) && hit_atom != src) var/mob/living/carbon/victim = hit_atom if(victim.movement_type & FLYING) return if(hurt) - victim.take_bodypart_damage(10) - take_bodypart_damage(10) + victim.take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5) + take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5) victim.DefaultCombatKnockdown(20) DefaultCombatKnockdown(20) - visible_message("[src] crashes into [victim], knocking them both over!",\ - "You violently crash into [victim]!") + visible_message("[src] crashes into [victim] [extra_speed ? "really hard" : ""], knocking them both over!",\ + "You violently crash into [victim] [extra_speed ? "extra hard" : ""]!") playsound(src,'sound/weapons/punch1.ogg',50,1) @@ -196,12 +217,18 @@ adjustStaminaLossBuffered(I.getweight(src, STAM_COST_THROW_MULT, SKILL_THROW_STAM_COST)) if(thrown_thing) - visible_message("[src] has thrown [thrown_thing].") - log_message("has thrown [thrown_thing]", LOG_ATTACK) + var/power_throw = 0 + if(HAS_TRAIT(src, TRAIT_HULK)) + power_throw++ + if(pulling && grab_state >= GRAB_NECK) + power_throw++ + visible_message("[src] throws [thrown_thing][power_throw ? " really hard!" : "."]", \ + "You throw [thrown_thing][power_throw ? " really hard!" : "."]") + log_message("has thrown [thrown_thing] [power_throw ? "really hard" : ""]", LOG_ATTACK) do_attack_animation(target, no_effect = 1) playsound(loc, 'sound/weapons/punchmiss.ogg', 50, 1, -1) newtonian_move(get_dir(target, src)) - thrown_thing.safe_throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed, src, null, null, null, move_force, random_turn) + thrown_thing.safe_throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed + power_throw, src, null, null, null, move_force) /mob/living/carbon/restrained(ignore_grab) . = (handcuffed || (!ignore_grab && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE)) @@ -892,6 +919,9 @@ var/datum/disease/D = thing if(D.severity != DISEASE_SEVERITY_POSITIVE) D.cure(FALSE) + for(var/thing in all_wounds) + var/datum/wound/W = thing + W.remove_wound() if(admin_revive) regenerate_limbs() regenerate_organs() @@ -982,6 +1012,10 @@ if(SANITY_NEUTRAL to SANITY_GREAT) . *= 0.90 + for(var/i in status_effects) + var/datum/status_effect/S = i + . *= S.interact_speed_modifier() + /mob/living/carbon/proc/create_internal_organs() for(var/X in internal_organs) @@ -1170,3 +1204,47 @@ if(wear_mask) if(wear_mask.flags_inv & HIDEEYES) LAZYOR(., SLOT_GLASSES) + +// if any of our bodyparts are bleeding +/mob/living/carbon/proc/is_bleeding() + for(var/i in bodyparts) + var/obj/item/bodypart/BP = i + if(BP.get_bleed_rate()) + return TRUE + +// get our total bleedrate +/mob/living/carbon/proc/get_total_bleed_rate() + var/total_bleed_rate = 0 + for(var/i in bodyparts) + var/obj/item/bodypart/BP = i + total_bleed_rate += BP.get_bleed_rate() + + return total_bleed_rate + +/** + * generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake) + * + * If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_CUT to generate a random cut scar. + * + * Arguments: + * * num_scars- A number for how many scars you want to add + * * forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BONE, WOUND_LIST_CUT, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types + */ +/mob/living/carbon/proc/generate_fake_scars(num_scars, forced_type) + for(var/i in 1 to num_scars) + var/datum/scar/S = new + var/obj/item/bodypart/BP = pick(bodyparts) + + var/wound_type + if(forced_type) + if(islist(forced_type)) + wound_type = pick(forced_type) + else + wound_type = forced_type + else + wound_type = pick(WOUND_LIST_BONE + WOUND_LIST_CUT + WOUND_LIST_BURN) + + var/datum/wound/W = new wound_type + S.generate(BP, W) + S.fake = TRUE + QDEL_NULL(W) From 93b4570f8d4b6888d4a2a12d35b333c2cbcd7c8c Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Fri, 17 Jul 2020 23:23:47 +0100 Subject: [PATCH 03/26] more changes --- code/game/atoms.dm | 6 +++-- code/game/objects/items/devices/scanners.dm | 8 ++++-- code/modules/clothing/suits/wiz_robe.dm | 2 +- .../modules/mining/equipment/explorer_gear.dm | 6 +---- code/modules/mob/living/carbon/carbon.dm | 2 +- .../simple_animal/hostile/megafauna/drake.dm | 9 +++++-- .../nanites/nanite_programs/utility.dm | 4 ++- code/modules/surgery/tools.dm | 18 +++++++++++++ code/modules/vending/_vending.dm | 27 ++++++++++++++----- code/modules/vending/medical.dm | 7 ++++- code/modules/vending/medical_wall.dm | 2 ++ code/modules/zombie/items.dm | 3 +++ 12 files changed, 73 insertions(+), 21 deletions(-) diff --git a/code/game/atoms.dm b/code/game/atoms.dm index fd922729ab..9cf334e5f3 100644 --- a/code/game/atoms.dm +++ b/code/game/atoms.dm @@ -997,13 +997,15 @@ Proc for attack log creation, because really why not * * base_roll- Base wounding ability of an attack is a random number from 1 to (dealt_damage ** WOUND_DAMAGE_EXPONENT). This is the number that was rolled in there, before mods */ /proc/log_wound(atom/victim, datum/wound/suffered_wound, dealt_damage, dealt_wound_bonus, dealt_bare_wound_bonus, base_roll) - var/message = "has suffered: [suffered_wound] to [suffered_wound.limb.name]" // maybe indicate if it's a promote/demote? + if(QDELETED(victim) || !suffered_wound) + return + var/message = "has suffered: [suffered_wound][suffered_wound.limb ? " to [suffered_wound.limb.name]" : null]"// maybe indicate if it's a promote/demote? if(dealt_damage) message += " | Damage: [dealt_damage]" // The base roll is useful since it can show how lucky someone got with the given attack. For example, dealing a cut if(base_roll) - message += "(rolled [base_roll]/[dealt_damage ** WOUND_DAMAGE_EXPONENT])" + message += " (rolled [base_roll]/[dealt_damage ** WOUND_DAMAGE_EXPONENT])" if(dealt_wound_bonus) message += " | WB: [dealt_wound_bonus]" diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index 5f86320830..2011943bfb 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -542,8 +542,12 @@ GENETICS SCANNER render_list += "" if(render_list == "") - playsound(scanner, 'sound/machines/ping.ogg', 50, FALSE) - to_chat(user, "\The [scanner] makes a happy ping and briefly displays a smiley face with several exclamation points! It's really excited to report that [patient] has no wounds!") + if(istype(scanner)) + // Only emit the cheerful scanner message if this scan came from a scanner + playsound(scanner, 'sound/machines/ping.ogg', 50, FALSE) + to_chat(user, "\The [scanner] makes a happy ping and briefly displays a smiley face with several exclamation points! It's really excited to report that [patient] has no wounds!") + else + to_chat(user, "No wounds detected in subject.") else to_chat(user, jointext(render_list, "")) diff --git a/code/modules/clothing/suits/wiz_robe.dm b/code/modules/clothing/suits/wiz_robe.dm index fc783936da..94273d2c73 100644 --- a/code/modules/clothing/suits/wiz_robe.dm +++ b/code/modules/clothing/suits/wiz_robe.dm @@ -4,7 +4,7 @@ icon_state = "wizard" gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE permeability_coefficient = 0.01 - armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100) + armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 20) strip_delay = 50 equip_delay_other = 50 resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/code/modules/mining/equipment/explorer_gear.dm b/code/modules/mining/equipment/explorer_gear.dm index 09562a2a52..cda38033c2 100644 --- a/code/modules/mining/equipment/explorer_gear.dm +++ b/code/modules/mining/equipment/explorer_gear.dm @@ -5,10 +5,8 @@ icon_state = "explorer" item_state = "explorer" body_parts_covered = CHEST|GROIN|LEGS|ARMS - min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT cold_protection = CHEST|GROIN|LEGS|ARMS - max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT - heat_protection = CHEST|GROIN|LEGS|ARMS + min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT hoodtype = /obj/item/clothing/head/hooded/explorer armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50) flags_inv = HIDEJUMPSUIT|HIDETAUR @@ -24,8 +22,6 @@ flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT cold_protection = HEAD - max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT - heat_protection = HEAD armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50, "wound" = 10) resistance_flags = FIRE_PROOF diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index c8c5bba9f9..62c78fe007 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -123,7 +123,7 @@ if(hit_atom.density && isturf(hit_atom)) if(hurt) DefaultCombatKnockdown(20) - take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed) + take_bodypart_damage(10 + 5 * extra_speed, check_armor = TRUE, wound_bonus = extra_speed * 5) if(iscarbon(hit_atom) && hit_atom != src) var/mob/living/carbon/victim = hit_atom if(victim.movement_type & FLYING) diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm index 062a4c9a43..a1ecde40b8 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm @@ -4,6 +4,11 @@ #define SWOOP_DAMAGEABLE 1 #define SWOOP_INVULNERABLE 2 +///used whenever the drake generates a hotspot +#define DRAKE_FIRE_TEMP 500 +///used whenever the drake generates a hotspot +#define DRAKE_FIRE_EXPOSURE 50 + /* ASH DRAKE @@ -148,7 +153,7 @@ Difficulty: Medium break range-- new /obj/effect/hotspot(J) - J.hotspot_expose(700,50,1) + J.hotspot_expose(DRAKE_FIRE_TEMP, DRAKE_FIRE_EXPOSURE, 1) for(var/mob/living/L in J.contents - hit_things) if(istype(L, /mob/living/simple_animal/hostile/megafauna/dragon)) continue @@ -404,7 +409,7 @@ Difficulty: Medium if(istype(T, /turf/closed)) break new /obj/effect/hotspot(T) - T.hotspot_expose(700,50,1) + T.hotspot_expose(DRAKE_FIRE_TEMP,DRAKE_FIRE_EXPOSURE,1) for(var/mob/living/L in T.contents) if(L in hit_list || L == source) continue diff --git a/code/modules/research/nanites/nanite_programs/utility.dm b/code/modules/research/nanites/nanite_programs/utility.dm index ebe623d73d..f5372738db 100644 --- a/code/modules/research/nanites/nanite_programs/utility.dm +++ b/code/modules/research/nanites/nanite_programs/utility.dm @@ -51,7 +51,7 @@ rogue_types = list(/datum/nanite_program/toxic) /datum/nanite_program/self_scan/register_extra_settings() - extra_settings[NES_SCAN_TYPE] = new /datum/nanite_extra_setting/type("Medical", list("Medical", "Chemical", "Nanite")) + extra_settings[NES_SCAN_TYPE] = new /datum/nanite_extra_setting/type("Medical", list("Medical", "Chemical", "Wound", "Nanite")) /datum/nanite_program/self_scan/on_trigger(comm_message) if(host_mob.stat == DEAD) @@ -62,6 +62,8 @@ healthscan(host_mob, host_mob) if("Chemical") chemscan(host_mob, host_mob) + if("Wound") + woundscan(host_mob, host_mob) if("Nanite") SEND_SIGNAL(host_mob, COMSIG_NANITE_SCAN, host_mob, TRUE) diff --git a/code/modules/surgery/tools.dm b/code/modules/surgery/tools.dm index 584a0a189a..150016f570 100644 --- a/code/modules/surgery/tools.dm +++ b/code/modules/surgery/tools.dm @@ -166,6 +166,7 @@ sharpness = IS_SHARP_ACCURATE tool_behaviour = TOOL_SCALPEL toolspeed = 1 + bare_wound_bonus = 20 /obj/item/scalpel/Initialize() . = ..() @@ -247,6 +248,8 @@ sharpness = IS_SHARP tool_behaviour = TOOL_SAW toolspeed = 1 + wound_bonus = 10 + bare_wound_bonus = 15 /obj/item/circular_saw/Initialize() . = ..() @@ -374,3 +377,18 @@ advanced_surgeries |= OC.advanced_surgeries return TRUE return + +/obj/item/bonesetter + name = "bonesetter" + desc = "For setting things right." + icon = 'icons/obj/surgery.dmi' + icon_state = "bone setter" + lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' + righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' + custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2500) + flags_1 = CONDUCT_1 + item_flags = SURGICAL_TOOL + w_class = WEIGHT_CLASS_SMALL + attack_verb = list("corrected", "properly set") + tool_behaviour = TOOL_BONESET + toolspeed = 1 diff --git a/code/modules/vending/_vending.dm b/code/modules/vending/_vending.dm index 7adf0512de..2a8e8763a2 100644 --- a/code/modules/vending/_vending.dm +++ b/code/modules/vending/_vending.dm @@ -479,7 +479,7 @@ GLOBAL_LIST_EMPTY(vending_products) var/crit_case if(crit) - crit_case = rand(1,5) + crit_case = rand(1,6) if(forcecrit) crit_case = forcecrit @@ -491,7 +491,7 @@ GLOBAL_LIST_EMPTY(vending_products) if(istype(C)) var/crit_rebate = 0 // lessen the normal damage we deal for some of the crits - if(crit_case != 5) // the head asplode case has its own description + if(crit_case < 5) // the head asplode case has its own description C.visible_message("[C] is crushed by [src]!", \ "You are crushed by [src]!") @@ -501,10 +501,10 @@ GLOBAL_LIST_EMPTY(vending_products) C.bleed(150) var/obj/item/bodypart/l_leg/l = C.get_bodypart(BODY_ZONE_L_LEG) if(l) - l.receive_damage(brute=200, updating_health=TRUE) + l.receive_damage(brute=200) var/obj/item/bodypart/r_leg/r = C.get_bodypart(BODY_ZONE_R_LEG) if(r) - r.receive_damage(brute=200, updating_health=TRUE) + r.receive_damage(brute=200) if(l || r) C.visible_message("[C]'s legs shatter with a sickening crunch!", \ "Your legs shatter with a sickening crunch!") @@ -526,7 +526,18 @@ GLOBAL_LIST_EMPTY(vending_products) // the new paraplegic gets like 4 lines of losing their legs so skip them visible_message("[C]'s spinal cord is obliterated with a sickening crunch!", ignored_mobs = list(C)) C.gain_trauma(/datum/brain_trauma/severe/paralysis/spinesnapped) - if(5) // skull squish! + if(5) // limb squish! + for(var/i in C.bodyparts) + var/obj/item/bodypart/squish_part = i + if(squish_part.is_organic_limb()) + //var/type_wound = pick(WOUND_LIST_BONE) + var/type_wound = pick(list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate)) + squish_part.force_wound_upwards(type_wound) + else + squish_part.receive_damage(brute=30) + C.visible_message("[C]'s body is maimed underneath the mass of [src]!", \ + "Your body is maimed underneath the mass of [src]!") + if(6) // skull squish! var/obj/item/bodypart/head/O = C.get_bodypart(BODY_ZONE_HEAD) if(O) C.visible_message("[O] explodes in a shower of gore beneath [src]!", \ @@ -536,7 +547,11 @@ GLOBAL_LIST_EMPTY(vending_products) qdel(O) new /obj/effect/gibspawner/human/bodypartless(get_turf(C)) - C.apply_damage(max(0, squish_damage - crit_rebate), forced=TRUE, spread_damage=TRUE) + if(prob(30)) + C.apply_damage(max(0, squish_damage - crit_rebate), forced=TRUE, spread_damage=TRUE) // the 30% chance to spread the damage means you escape breaking any bones + else + C.take_bodypart_damage((squish_damage - crit_rebate)*0.5, wound_bonus = 5) // otherwise, deal it to 2 random limbs (or the same one) which will likely shatter something + C.take_bodypart_damage((squish_damage - crit_rebate)*0.5, wound_bonus = 5) C.AddElement(/datum/element/squish, 18 SECONDS) else L.visible_message("[L] is crushed by [src]!", \ diff --git a/code/modules/vending/medical.dm b/code/modules/vending/medical.dm index fbd9a10bf2..34de3b490c 100644 --- a/code/modules/vending/medical.dm +++ b/code/modules/vending/medical.dm @@ -29,7 +29,12 @@ /obj/item/storage/hypospraykit/brute = 2, /obj/item/storage/hypospraykit/enlarge = 2, /obj/item/reagent_containers/glass/bottle/vial/small = 5, - /obj/item/storage/briefcase/medical = 2) + /obj/item/storage/briefcase/medical = 2, + /obj/item/stack/sticky_tape/surgical = 3, + /obj/item/healthanalyzer/wound = 4, + /obj/item/stack/medical/ointment = 2, + /obj/item/stack/medical/suture = 2, + /obj/item/stack/medical/bone_gel = 4) contraband = list(/obj/item/reagent_containers/pill/tox = 3, /obj/item/reagent_containers/pill/morphine = 4, /obj/item/reagent_containers/pill/charcoal = 6) diff --git a/code/modules/vending/medical_wall.dm b/code/modules/vending/medical_wall.dm index 09719e1d56..31f3dc49f1 100644 --- a/code/modules/vending/medical_wall.dm +++ b/code/modules/vending/medical_wall.dm @@ -11,6 +11,8 @@ /obj/item/reagent_containers/medspray/silver_sulf = 2, /obj/item/reagent_containers/pill/charcoal = 2, /obj/item/reagent_containers/medspray/sterilizine = 1, + /obj/item/healthanalyzer/wound = 2, + /obj/item/stack/medical/bone_gel = 2, /obj/item/reagent_containers/syringe/dart = 10) contraband = list(/obj/item/reagent_containers/pill/tox = 2, /obj/item/reagent_containers/pill/morphine = 2) diff --git a/code/modules/zombie/items.dm b/code/modules/zombie/items.dm index d4d92f54c4..f98705872f 100644 --- a/code/modules/zombie/items.dm +++ b/code/modules/zombie/items.dm @@ -14,6 +14,9 @@ force = 21 // Just enough to break airlocks with melee attacks damtype = "brute" total_mass = TOTAL_MASS_HAND_REPLACEMENT + sharpness = IS_SHARP + wound_bonus = -30 + bare_wound_bonus = 15 /obj/item/zombie_hand/Initialize() . = ..() From 7714fcfaba441e0384b9785fd9b0a4ddf9950557 Mon Sep 17 00:00:00 2001 From: timothyteakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 01:26:38 +0100 Subject: [PATCH 04/26] more changes --- code/__DEFINES/mobs.dm | 1 + code/datums/wounds/_wounds.dm | 320 ++++++++++++ code/datums/wounds/cuts.dm | 9 +- code/game/objects/objs.dm | 5 + .../mob/living/carbon/carbon_defense.dm | 10 +- .../mob/living/carbon/carbon_defines.dm | 5 + .../modules/mob/living/carbon/damage_procs.dm | 21 +- code/modules/mob/living/carbon/examine.dm | 40 ++ .../mob/living/carbon/human/damage_procs.dm | 6 +- .../mob/living/carbon/human/examine.dm | 69 ++- code/modules/mob/living/carbon/human/human.dm | 11 + .../mob/living/carbon/human/human_defense.dm | 57 ++- .../mob/living/carbon/human/human_defines.dm | 1 - .../mob/living/carbon/human/human_helpers.dm | 19 + .../mob/living/carbon/human/species.dm | 16 +- .../carbon/human/species_types/humans.dm | 2 +- .../human/species_types/lizardpeople.dm | 2 +- .../carbon/human/species_types/mushpeople.dm | 2 +- .../carbon/human/species_types/podpeople.dm | 2 +- .../human/species_types/shadowpeople.dm | 2 +- .../carbon/human/species_types/zombies.dm | 8 +- code/modules/mob/living/carbon/life.dm | 6 + .../mob/living/carbon/monkey/punpun.dm | 2 + code/modules/mob/living/damage_procs.dm | 4 +- code/modules/mob/living/life.dm | 5 + code/modules/mob/living/living.dm | 2 +- code/modules/mob/living/living_defense.dm | 4 +- .../mob/living/silicon/damage_procs.dm | 2 +- .../mob/living/silicon/robot/robot_modules.dm | 2 + .../mob/living/simple_animal/hostile/bear.dm | 15 +- .../hostile/megafauna/hierophant.dm | 2 +- .../simple_animal/hostile/megafauna/legion.dm | 2 + .../hostile/megafauna/wendigo.dm | 2 +- .../living/simple_animal/hostile/syndicate.dm | 3 + .../mob/living/simple_animal/simple_animal.dm | 7 + .../ammunition/ballistic/shotgun.dm | 12 + .../projectiles/ammunition/energy/laser.dm | 5 + code/modules/projectiles/gun.dm | 5 + code/modules/projectiles/guns/energy/laser.dm | 6 + code/modules/projectiles/projectile.dm | 4 + code/modules/projectiles/projectile/beams.dm | 18 + .../modules/projectiles/projectile/bullets.dm | 1 + .../projectile/bullets/revolver.dm | 3 + .../projectiles/projectile/bullets/shotgun.dm | 15 +- .../chemistry/reagents/medicine_reagents.dm | 29 +- .../chemistry/reagents/other_reagents.dm | 33 ++ .../chemistry/reagents/toxin_reagents.dm | 16 +- .../reagents/reagent_containers/hypospray.dm | 13 +- ...utolathe_designs_medical_and_dinnerware.dm | 18 + .../research/techweb/nodes/medical_nodes.dm | 2 +- code/modules/spells/spell_types/bloodcrawl.dm | 5 + code/modules/spells/spell_types/shapeshift.dm | 4 +- .../bodyparts/{bodyparts.dm => _bodyparts.dm} | 484 +++++++----------- .../surgery/bodyparts/dismemberment.dm | 23 +- code/modules/surgery/bodyparts/head.dm | 4 + code/modules/surgery/bodyparts/helpers.dm | 10 + code/modules/surgery/bodyparts/parts.dm | 307 +++++++++++ code/modules/surgery/bone_mending.dm | 142 +++++ code/modules/surgery/burn_dressing.dm | 108 ++++ code/modules/surgery/coronary_bypass.dm | 9 +- .../surgery/experimental_dissection.dm | 4 +- code/modules/surgery/healing.dm | 2 +- code/modules/surgery/organic_steps.dm | 14 +- code/modules/surgery/organs/vocal_cords.dm | 5 +- code/modules/surgery/surgery.dm | 7 + tgstation.dme | 6 +- 66 files changed, 1587 insertions(+), 393 deletions(-) create mode 100644 code/datums/wounds/_wounds.dm rename code/modules/surgery/bodyparts/{bodyparts.dm => _bodyparts.dm} (72%) create mode 100644 code/modules/surgery/bodyparts/parts.dm create mode 100644 code/modules/surgery/bone_mending.dm create mode 100644 code/modules/surgery/burn_dressing.dm diff --git a/code/__DEFINES/mobs.dm b/code/__DEFINES/mobs.dm index b1f7cc84f8..ddb901f24c 100644 --- a/code/__DEFINES/mobs.dm +++ b/code/__DEFINES/mobs.dm @@ -308,6 +308,7 @@ #define GRAB_PIXEL_SHIFT_NECK 16 #define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return; +#define INTERACTING_WITH(X, Y) (Y in X.do_afters) /// Field of vision defines. #define FOV_90_DEGREES 90 diff --git a/code/datums/wounds/_wounds.dm b/code/datums/wounds/_wounds.dm new file mode 100644 index 0000000000..d70a4ebdb2 --- /dev/null +++ b/code/datums/wounds/_wounds.dm @@ -0,0 +1,320 @@ +/* + Wounds are specific medical complications that can arise and be applied to (currently) carbons, with a focus on humans. All of the code for and related to this is heavily WIP, + and the documentation will be slanted towards explaining what each part/piece is leading up to, until such a time as I finish the core implementations. The original design doc + can be found at https://hackmd.io/@Ryll/r1lb4SOwU + + Wounds are datums that operate like a mix of diseases, brain traumas, and components, and are applied to a /obj/item/bodypart (preferably attached to a carbon) when they take large spikes of damage + or under other certain conditions (thrown hard against a wall, sustained exposure to plasma fire, etc). Wounds are categorized by the three following criteria: + 1. Severity: Either MODERATE, SEVERE, or CRITICAL. See the hackmd for more details + 2. Viable zones: What body parts the wound is applicable to. Generic wounds like broken bones and severe burns can apply to every zone, but you may want to add special wounds for certain limbs + like a twisted ankle for legs only, or open air exposure of the organs for particularly gruesome chest wounds. Wounds should be able to function for every zone they are marked viable for. + 3. Damage type: Currently either BRUTE or BURN. Again, see the hackmd for a breakdown of my plans for each type. + + When a body part suffers enough damage to get a wound, the severity (determined by a roll or something, worse damage leading to worse wounds), affected limb, and damage type sustained are factored into + deciding what specific wound will be applied. I'd like to have a few different types of wounds for at least some of the choices, but I'm just doing rough generals for now. Expect polishing +*/ + +/datum/wound + /// What it's named + var/name = "ouchie" + /// The description shown on the scanners + var/desc = "" + /// The basic treatment suggested by health analyzers + var/treat_text = "" + /// What the limb looks like on a cursory examine + var/examine_desc = "is badly hurt" + + /// needed for "your arm has a compound fracture" vs "your arm has some third degree burns" + var/a_or_from = "a" + /// The visible message when this happens + var/occur_text = "" + /// This sound will be played upon the wound being applied + var/sound_effect + + /// 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 + 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 + + /// Specific items such as bandages or sutures that can try directly treating this wound + var/list/treatable_by + /// Specific items such as bandages or sutures that can try directly treating this wound only if the user has the victim in an aggressive grab or higher + 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 + + /// Using this limb in a do_after interaction will multiply the length by this duration (arms) + var/interaction_efficiency_penalty = 1 + /// Incoming damage on this limb will be multiplied by this, to simulate tenderness and vulnerability (mostly burns). + var/damage_mulitplier_penalty = 1 + /// If set and this wound is applied to a leg, we take this many deciseconds extra per step on this leg + var/limp_slowdown + /// 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 + 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 + + /// What status effect we assign on application + var/status_effect_type + /// The status effect we're linked to + var/datum/status_effect/linked_status_effect + /// If we're operating on this wound and it gets healed, we'll nix the surgery too + var/datum/surgery/attached_surgery + /// if you're a lazy git and just throw them in cryo, the wound will go away after accumulating severity * 25 power + var/cryo_progress + + /// What kind of scars this wound will create description wise once healed + var/list/scarring_descriptions = list("general disfigurement") + /// 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 + +/datum/wound/Destroy() + if(attached_surgery) + QDEL_NULL(attached_surgery) + if(limb?.wounds && (src in limb.wounds)) // destroy can call remove_wound() and remove_wound() calls qdel, so we check to make sure there's anything to remove first + remove_wound() + limb = null + victim = null + return ..() + +/** + * apply_wound() is used once a wound type is instantiated to assign it to a bodypart, and actually come into play. + * + * + * Arguments: + * * L: The bodypart we're wounding, we don't care about the person, we can get them through the limb + * * silent: Not actually necessary I don't think, was originally used for demoting wounds so they wouldn't make new messages, but I believe old_wound took over that, I may remove this shortly + * * old_wound: If our new wound is a replacement for one of the same time (promotion or demotion), we can reference the old one just before it's removed to copy over necessary vars + * * 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)) + 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())) + qdel(src) + return + + // we accept promotions and demotions, but no point in redundancy. This should have already been checked wherever the wound was rolled and applied for (see: bodypart damage code), but we do an extra check + // in case we ever directly add wounds + for(var/i in L.wounds) + var/datum/wound/preexisting_wound = i + if((preexisting_wound.type == type) && (preexisting_wound != old_wound)) + qdel(src) + return + + victim = L.owner + limb = L + LAZYADD(victim.all_wounds, src) + LAZYADD(limb.wounds, src) + limb.update_wounds() + if(status_effect_type) + linked_status_effect = victim.apply_status_effect(status_effect_type, src) + SEND_SIGNAL(victim, COMSIG_CARBON_GAIN_WOUND, src, limb) + if(!victim.alerts["wound"]) // only one alert is shared between all of the wounds + victim.throw_alert("wound", /obj/screen/alert/status_effect/wound) + + var/demoted + if(old_wound) + demoted = (severity <= old_wound.severity) + + if(severity == WOUND_SEVERITY_TRIVIAL) + return + + if(!(silent || demoted)) + var/msg = "[victim]'s [limb.name] [occur_text]!" + var/vis_dist = COMBAT_MESSAGE_RANGE + + if(severity != WOUND_SEVERITY_MODERATE) + msg = "[msg]" + vis_dist = DEFAULT_MESSAGE_RANGE + + victim.visible_message(msg, "Your [limb.name] [occur_text]!", vision_distance = vis_dist) + if(sound_effect) + playsound(L.owner, sound_effect, 60 + 20 * severity, TRUE) + + if(!demoted) + wound_injury(old_wound) + second_wind() + +/// Remove the wound from whatever it's afflicting, and cleans up whateverstatus effects it had or modifiers it had on interaction times. ignore_limb is used for detachments where we only want to forget the victim +/datum/wound/proc/remove_wound(ignore_limb, replaced = FALSE) + //TODO: have better way to tell if we're getting removed without replacement (full heal) scar stuff + if(limb && !already_scarred && !replaced) + already_scarred = TRUE + var/datum/scar/new_scar = new + new_scar.generate(limb, src) + if(victim) + LAZYREMOVE(victim.all_wounds, src) + if(!victim.all_wounds) + victim.clear_alert("wound") + SEND_SIGNAL(victim, COMSIG_CARBON_LOSE_WOUND, src, limb) + if(limb && !ignore_limb) + LAZYREMOVE(limb.wounds, src) + limb.update_wounds() + +/** + * 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) + * + * 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 + * * 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) + var/datum/wound/new_wound = new new_type + already_scarred = TRUE + remove_wound(replaced=TRUE) + new_wound.apply_wound(limb, old_wound = src, smited = smited) + qdel(src) + return new_wound + +/// The immediate negative effects faced as a result of the wound +/datum/wound/proc/wound_injury(datum/wound/old_wound = null) + return + +/// 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() + if(HAS_TRAIT(victim, TRAIT_NOMETABOLISM)) + return + + switch(severity) + if(WOUND_SEVERITY_MODERATE) + victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_MODERATE) + if(WOUND_SEVERITY_SEVERE) + victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_SEVERE) + if(WOUND_SEVERITY_CRITICAL) + victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_CRITICAL) + +/** + * 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. + * + * 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: + * * I: The item we're trying to use + * * user: The mob trying to use it on us + */ +/datum/wound/proc/try_treating(obj/item/I, mob/user) + // first we weed out if we're not dealing with our wound's bodypart, or if it might be an attack + if(!I || limb.body_zone != user.zone_selected || (I.force && user.a_intent != INTENT_HELP)) + return FALSE + + var/allowed = FALSE + + // check if we have a valid treatable tool (or, if cauteries are allowed, if we have something hot) + if((I.tool_behaviour == treatable_tool) || (treatable_tool == TOOL_CAUTERY && I.get_temperature())) + allowed = TRUE + // failing that, see if we're aggro grabbing them and if we have an item that works for aggro grabs only + else if(user.pulling == victim && user.grab_state >= GRAB_AGGRESSIVE && check_grab_treatments(I, user)) + allowed = TRUE + // failing THAT, we check if we have a generally allowed item + else + for(var/allowed_type in treatable_by) + if(istype(I, allowed_type)) + allowed = TRUE + break + + // if none of those apply, we return false to avoid interrupting + if(!allowed) + return FALSE + + // now that we've determined we have a valid attempt at treating, we can stomp on their dreams if we're already interacting with the patient + if(INTERACTING_WITH(user, victim)) + to_chat(user, "You're already interacting with [victim]!") + return TRUE + + // lastly, treat them + 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()] +/datum/wound/proc/check_grab_treatments(obj/item/I, mob/user) + return FALSE + +/// Like try_treating() but for unhanded interactions from humans, used by joint dislocations for manual bodypart chiropractice for example. +/datum/wound/proc/try_handling(mob/living/carbon/human/user) + return FALSE + +/// Someone is using something that might be used for treating the wound on this limb +/datum/wound/proc/treat(obj/item/I, mob/user) + return + +/// If var/processing is TRUE, this is run on each life tick +/datum/wound/proc/handle_process() + return + +/// For use in do_after callback checks +/datum/wound/proc/still_exists() + return (!QDELETED(src) && limb) + +/// When our parent bodypart is hurt +/datum/wound/proc/receive_damage(wounding_type, wounding_dmg, wound_bonus) + return + +/// Called from cryoxadone and pyroxadone when they're proc'ing. Wounds will slowly be fixed separately from other methods when these are in effect. crappy name but eh +/datum/wound/proc/on_xadone(power) + cryo_progress += power + if(cryo_progress > 33 * severity) + qdel(src) + +/// Called when we're crushed in an airlock or firedoor, for one of the improvised joint dislocation fixes +/datum/wound/proc/crush() + 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. + * + * Return the full string line you want to show, note that we're already dealing with the 'warning' span at this point, and that \n is already appended for you in the place this is called from + * + * Arguments: + * * mob/user: The user examining the wound's owner, if that matters + */ +/datum/wound/proc/get_examine_description(mob/user) + return "[victim.p_their(TRUE)] [limb.name] [examine_desc]!" + +/datum/wound/proc/get_scanner_description(mob/user) + return "Type: [name]\nSeverity: [severity_text()]\nDescription: [desc]\nRecommended Treatment: [treat_text]" + +/datum/wound/proc/severity_text() + switch(severity) + if(WOUND_SEVERITY_TRIVIAL) + return "Trivial" + if(WOUND_SEVERITY_MODERATE) + return "Moderate" + if(WOUND_SEVERITY_SEVERE) + return "Severe" + if(WOUND_SEVERITY_CRITICAL) + return "Critical" diff --git a/code/datums/wounds/cuts.dm b/code/datums/wounds/cuts.dm index 61a4b8a1ea..5f9d754238 100644 --- a/code/datums/wounds/cuts.dm +++ b/code/datums/wounds/cuts.dm @@ -179,8 +179,7 @@ /datum/wound/brute/cut/proc/tool_cauterize(obj/item/I, mob/user) var/self_penalty_mult = (user == victim ? 1.5 : 1) user.visible_message("[user] begins cauterizing [victim]'s [limb.name] with [I]...", "You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") - 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))) + if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return user.visible_message("[user] cauterizes some of the bleeding on [victim].", "You cauterize some of the bleeding on [victim].") @@ -200,8 +199,7 @@ /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("[user] begins stitching [victim]'s [limb.name] with [I]...", "You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") - 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))) + if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return user.visible_message("[user] stitches up some of the bleeding on [victim].", "You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].") var/blood_sutured = I.stop_bleeding / self_penalty_mult @@ -224,8 +222,7 @@ user.visible_message("[user] begins rewrapping the cuts on [victim]'s [limb.name] with [I]...", "You begin rewrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") else user.visible_message("[user] begins wrapping the cuts on [victim]'s [limb.name] with [I]...", "You begin wrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") - 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))) + if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return user.visible_message("[user] applies [I] to [victim]'s [limb.name].", "You bandage some of the bleeding on [user == victim ? "yourself" : "[victim]"].") diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index ba3eba9bd3..c54c49b7e5 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -10,6 +10,11 @@ var/damtype = BRUTE var/force = 0 + /// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds. + var/wound_bonus = 0 + /// If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh + var/bare_wound_bonus = 0 + var/datum/armor/armor var/obj_integrity //defaults to max_integrity var/max_integrity = 500 diff --git a/code/modules/mob/living/carbon/carbon_defense.dm b/code/modules/mob/living/carbon/carbon_defense.dm index bfa9c40a7c..ea42c4df2f 100644 --- a/code/modules/mob/living/carbon/carbon_defense.dm +++ b/code/modules/mob/living/carbon/carbon_defense.dm @@ -79,7 +79,7 @@ send_item_attack_message(I, user, affecting.name, totitemdamage) I.do_stagger_action(src, user, totitemdamage) if(I.force) - apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage + apply_damage(totitemdamage, I.damtype, affecting, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness()) //CIT CHANGE - replaces I.force with totitemdamage if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC) var/basebloodychance = affecting.brute_dam + totitemdamage if(prob(basebloodychance)) @@ -132,6 +132,9 @@ if(S.next_step(user, user.a_intent)) return TRUE + for(var/datum/wound/W in all_wounds) + if(W.try_handling(user)) + return 1 /mob/living/carbon/attack_paw(mob/living/carbon/monkey/M) @@ -467,3 +470,8 @@ if (BP.status < 2) amount += BP.burn_dam return amount + +/mob/living/carbon/proc/get_interaction_efficiency(zone) + var/obj/item/bodypart/limb = get_bodypart(zone) + if(!limb) + return diff --git a/code/modules/mob/living/carbon/carbon_defines.dm b/code/modules/mob/living/carbon/carbon_defines.dm index 15413f76d4..cce3fb6a9b 100644 --- a/code/modules/mob/living/carbon/carbon_defines.dm +++ b/code/modules/mob/living/carbon/carbon_defines.dm @@ -64,3 +64,8 @@ var/drunkenness = 0 //Overall drunkenness - check handle_alcohol() in life.dm for effects var/tackling = FALSE //Whether or not we are tackling, this will prevent the knock into effects for carbons + + /// All of the wounds a carbon has afflicted throughout their limbs + var/list/all_wounds + /// All of the scars a carbon has afflicted throughout their limbs + var/list/all_scars diff --git a/code/modules/mob/living/carbon/damage_procs.dm b/code/modules/mob/living/carbon/damage_procs.dm index becff250b9..61b14b2cce 100644 --- a/code/modules/mob/living/carbon/damage_procs.dm +++ b/code/modules/mob/living/carbon/damage_procs.dm @@ -1,6 +1,6 @@ -/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE) +/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone) var/hit_percent = (100-blocked)/100 if(!forced && hit_percent <= 0) @@ -21,13 +21,13 @@ switch(damagetype) if(BRUTE) if(BP) - if(damage > 0 ? BP.receive_damage(damage_amount) : BP.heal_damage(abs(damage_amount), 0)) + if(BP.receive_damage(damage_amount, 0, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness)) update_damage_overlays() else //no bodypart, we deal damage with a more general method. adjustBruteLoss(damage_amount, forced = forced) if(BURN) if(BP) - if(damage > 0 ? BP.receive_damage(0, damage_amount) : BP.heal_damage(0, abs(damage_amount))) + if(BP.receive_damage(0, damage_amount, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness)) update_damage_overlays() else adjustFireLoss(damage_amount, forced = forced) @@ -202,12 +202,12 @@ //Damages ONE bodypart randomly selected from damagable ones. //It automatically updates damage overlays if necessary //It automatically updates health status -/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0) +/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) var/list/obj/item/bodypart/parts = get_damageable_bodyparts() if(!parts.len) return var/obj/item/bodypart/picked = pick(parts) - if(picked.receive_damage(brute, burn, stamina)) + if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? "melee" : burn ? "fire" : stamina ? "bullet" : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness)) update_damage_overlays() //Heal MANY bodyparts, in random order @@ -253,7 +253,7 @@ var/stamina_was = picked.stamina_dam - update |= picked.receive_damage(brute_per_part, burn_per_part, stamina_per_part, FALSE) + update |= picked.receive_damage(brute_per_part, burn_per_part, stamina_per_part, FALSE, required_status, wound_bonus = CANT_WOUND) // disabling wounds from these for now cuz your entire body snapping cause your heart stopped would suck brute = round(brute - (picked.brute_dam - brute_was), DAMAGE_PRECISION) burn = round(burn - (picked.burn_dam - burn_was), DAMAGE_PRECISION) @@ -265,3 +265,12 @@ if(update) update_damage_overlays() update_stamina() + +///Returns a list of bodyparts with wounds (in case someone has a wound on an otherwise fully healed limb) +/mob/living/carbon/proc/get_wounded_bodyparts(brute = FALSE, burn = FALSE, stamina = FALSE, status) + var/list/obj/item/bodypart/parts = list() + for(var/X in bodyparts) + var/obj/item/bodypart/BP = X + if(LAZYLEN(BP.wounds)) + parts += BP + return parts diff --git a/code/modules/mob/living/carbon/examine.dm b/code/modules/mob/living/carbon/examine.dm index b07aab30d1..be046a3713 100644 --- a/code/modules/mob/living/carbon/examine.dm +++ b/code/modules/mob/living/carbon/examine.dm @@ -44,6 +44,8 @@ msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!\n" else msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!\n" + for(var/datum/wound/W in BP.wounds) + msg += "[W.get_examine_description(user)]\n" for(var/X in disabled) var/obj/item/bodypart/BP = X @@ -99,6 +101,22 @@ if(pulledby && pulledby.grab_state) msg += "[t_He] [t_is] restrained by [pulledby]'s grip.\n" + var/scar_severity = 0 + for(var/i in all_scars) + var/datum/scar/S = i + if(S.is_visible(user)) + scar_severity += S.severity + + switch(scar_severity) + if(1 to 2) + msg += "[t_He] [t_has] visible scarring, you can look again to take a closer look...\n" + if(3 to 4) + msg += "[t_He] [t_has] several bad scars, you can look again to take a closer look...\n" + if(5 to 6) + msg += "[t_He] [t_has] significantly disfiguring scarring, you can look again to take a closer look...\n" + if(7 to INFINITY) + msg += "[t_He] [t_is] just absolutely fucked up, you can look again to take a closer look...\n" + if(msg.len) . += "[msg.Join("")]" @@ -135,3 +153,25 @@ . += "[t_He] look[p_s()] ecstatic." SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, .) . += "*---------*
" + +/mob/living/carbon/examine_more(mob/user) + if(!all_scars) + return ..() + + var/list/visible_scars + for(var/i in all_scars) + var/datum/scar/S = i + if(S.is_visible(user)) + LAZYADD(visible_scars, S) + + if(!visible_scars) + return ..() + + var/msg = list("You examine [src] closer, and note the following...") + for(var/i in visible_scars) + var/datum/scar/S = i + var/scar_text = S.get_examine_description(user) + if(scar_text) + msg += "[scar_text]" + + return msg diff --git a/code/modules/mob/living/carbon/human/damage_procs.dm b/code/modules/mob/living/carbon/human/damage_procs.dm index 651fec8415..5cd00b7e6a 100644 --- a/code/modules/mob/living/carbon/human/damage_procs.dm +++ b/code/modules/mob/living/carbon/human/damage_procs.dm @@ -1,5 +1,5 @@ +// depending on the species, it will run the corresponding apply_damage code there +/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) + return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced, spread_damage, wound_bonus, bare_wound_bonus, sharpness) -/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage) - // depending on the species, it will run the corresponding apply_damage code there - return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced, spread_damage) diff --git a/code/modules/mob/living/carbon/human/examine.dm b/code/modules/mob/living/carbon/human/examine.dm index d32184edb5..77137c7239 100644 --- a/code/modules/mob/living/carbon/human/examine.dm +++ b/code/modules/mob/living/carbon/human/examine.dm @@ -163,16 +163,18 @@ msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!\n" else msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!\n" + for(var/datum/wound/W in BP.wounds) + msg += "[W.get_examine_description(user)]\n" for(var/X in disabled) var/obj/item/bodypart/BP = X var/damage_text - if(!(BP.get_damage(include_stamina = FALSE) >= BP.max_damage)) //Stamina is disabling the limb - damage_text = "limp and lifeless" - else - damage_text = (BP.brute_dam >= BP.burn_dam) ? BP.heavy_brute_msg : BP.heavy_burn_msg - msg += "[capitalize(t_his)] [BP.name] is [damage_text]!\n" - + if(BP.is_disabled() != BODYPART_DISABLED_WOUND) // skip if it's disabled by a wound (cuz we'll be able to see the bone sticking out!) + if(!(BP.get_damage(include_stamina = FALSE) >= BP.max_damage)) //we don't care if it's stamcritted + damage_text = "limp and lifeless" + else + damage_text = (BP.brute_dam >= BP.burn_dam) ? BP.heavy_brute_msg : BP.heavy_burn_msg + msg += "[capitalize(t_his)] [BP.name] is [damage_text]!\n" //stores missing limbs var/l_limbs_missing = 0 var/r_limbs_missing = 0 @@ -246,16 +248,40 @@ if(DISGUST_LEVEL_DISGUSTED to INFINITY) msg += "[t_He] look[p_s()] extremely disgusted.\n" - if(ShowAsPaleExamine()) - msg += "[t_He] [t_has] pale skin.\n" + var/apparent_blood_volume = blood_volume + if(skin_tone == "albino") + apparent_blood_volume -= 150 // enough to knock you down one tier + switch(apparent_blood_volume) + if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE) + msg += "[t_He] [t_has] pale skin.\n" + if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY) + msg += "[t_He] look[p_s()] like pale death.\n" + if(-INFINITY to BLOOD_VOLUME_BAD) + msg += "[t_He] resemble[p_s()] a crushed, empty juice pouch.\n" if(bleedsuppress) - msg += "[t_He] [t_is] bandaged with something.\n" - else if(bleed_rate) - if(bleed_rate >= 8) //8 is the rate at which heparin causes you to bleed - msg += "[t_He] [t_is] bleeding uncontrollably!\n" - else - msg += "[t_He] [t_is] bleeding!\n" + msg += "[t_He] [t_is] embued with a power that defies bleeding.\n" // only statues and highlander sword can cause this so whatever + else if(is_bleeding()) + var/list/obj/item/bodypart/bleeding_limbs = list() + + for(var/i in bodyparts) + var/obj/item/bodypart/BP = i + if(BP.get_bleed_rate()) + bleeding_limbs += BP + + var/num_bleeds = LAZYLEN(bleeding_limbs) + var/bleed_text = "[t_He] [t_is] bleeding from [t_his]" + switch(num_bleeds) + if(1 to 2) + bleed_text += " [bleeding_limbs[1].name][num_bleeds == 2 ? " and [bleeding_limbs[2].name]" : ""]" + if(3 to INFINITY) + for(var/i in 1 to (num_bleeds - 1)) + var/obj/item/bodypart/BP = bleeding_limbs[i] + bleed_text += " [BP.name]," + bleed_text += " and [bleeding_limbs[num_bleeds].name]" + + bleed_text += "!\n" + msg += bleed_text if(reagents.has_reagent(/datum/reagent/teslium)) msg += "[t_He] [t_is] emitting a gentle blue glow!\n" @@ -331,6 +357,21 @@ if(digitalcamo) msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n" + var/scar_severity = 0 + for(var/i in all_scars) + var/datum/scar/S = i + if(S.is_visible(user)) + scar_severity += S.severity + + switch(scar_severity) + if(1 to 2) + msg += "[t_He] [t_has] visible scarring, you can look again to take a closer look...\n" + if(3 to 4) + msg += "[t_He] [t_has] several bad scars, you can look again to take a closer look...\n" + if(5 to 6) + msg += "[t_He] [t_has] significantly disfiguring scarring, you can look again to take a closer look...\n" + if(7 to INFINITY) + msg += "[t_He] [t_is] just absolutely fucked up, you can look again to take a closer look...\n" if (length(msg)) . += "[msg.Join("")]" diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index a2d53f6f0a..033b3bf42e 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -1055,10 +1055,21 @@ remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown) remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown_flying) + /mob/living/carbon/human/do_after_coefficent() . = ..() . *= physiology.do_after_speed +/mob/living/carbon/human/is_bleeding() + if(NOBLOOD in dna.species.species_traits || bleedsuppress) + return FALSE + return ..() + +/mob/living/carbon/human/get_total_bleed_rate() + if(NOBLOOD in dna.species.species_traits) + return FALSE + return ..() + /mob/living/carbon/human/species var/race = null diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 63296021ff..c592301b96 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -34,6 +34,19 @@ protection += physiology.armor.getRating(d_type) return protection +///Get all the clothing on a specific body part +/mob/living/carbon/human/proc/clothingonpart(obj/item/bodypart/def_zone) + var/list/covering_part = list() + var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, back, gloves, shoes, belt, s_store, glasses, ears, wear_id, wear_neck) //Everything but pockets. Pockets are l_store and r_store. (if pockets were allowed, putting something armored, gloves or hats for example, would double up on the armor) + for(var/bp in body_parts) + if(!bp) + continue + if(bp && istype(bp , /obj/item/clothing)) + var/obj/item/clothing/C = bp + if(C.body_parts_covered & def_zone.body_part) + covering_part += C + return covering_part + /mob/living/carbon/human/on_hit(obj/item/projectile/P) if(dna && dna.species) dna.species.on_hit(P, src) @@ -106,7 +119,7 @@ visible_message("[user] [hulk_verb_continous] [src]!", \ "[user] [hulk_verb_continous] you!", null, COMBAT_MESSAGE_RANGE, null, user, "You [hulk_verb_simple] [src]!") - adjustBruteLoss(15) + apply_damage(15, BRUTE, wound_bonus=10) return 1 /mob/living/carbon/human/attack_hand(mob/user) @@ -217,16 +230,17 @@ if(!affecting) affecting = get_bodypart(BODY_ZONE_CHEST) var/armor = run_armor_check(affecting, "melee", armour_penetration = M.armour_penetration) - apply_damage(damage, M.melee_damage_type, affecting, armor) - + apply_damage(damage, M.melee_damage_type, affecting, armor, wound_bonus = M.wound_bonus, bare_wound_bonus = M.bare_wound_bonus, sharpness = M.sharpness) /mob/living/carbon/human/attack_slime(mob/living/simple_animal/slime/M) . = ..() if(!.) //unsuccessful slime attack return var/damage = rand(5, 25) + var/wound_mod = -45 // 25^1.4=90, 90-45=45 if(M.is_adult) damage = rand(10, 35) + wound_mod = -90 // 35^1.4=145, 145-90=55 var/dam_zone = dismembering_strike(M, pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)) if(!dam_zone) //Dismemberment successful @@ -236,7 +250,7 @@ if(!affecting) affecting = get_bodypart(BODY_ZONE_CHEST) var/armor_block = run_armor_check(affecting, "melee") - apply_damage(damage, BRUTE, affecting, armor_block) + apply_damage(damage, BRUTE, affecting, armor_block, wound_bonus=wound_mod) /mob/living/carbon/human/mech_melee_attack(obj/mecha/M) if(M.occupant.a_intent == INTENT_HARM) @@ -614,6 +628,20 @@ no_damage = TRUE to_send += "\t Your [LB.name] [HAS_TRAIT(src, TRAIT_SELF_AWARE) ? "has" : "is"] [status].\n" + for(var/thing in LB.wounds) + var/datum/wound/W = thing + var/msg + switch(W.severity) + if(WOUND_SEVERITY_TRIVIAL) + msg = "\t Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]." + if(WOUND_SEVERITY_MODERATE) + msg = "\t Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!" + if(WOUND_SEVERITY_SEVERE) + msg = "\t Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!" + if(WOUND_SEVERITY_CRITICAL) + msg = "\t Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!!" + to_chat(src, msg) + for(var/obj/item/I in LB.embedded_objects) if(I.isEmbedHarmless()) to_chat(src, "\t There is \a [I] stuck to your [LB.name]!") @@ -623,8 +651,25 @@ for(var/t in missing) to_send += "Your [parse_zone(t)] is missing!\n" - if(bleed_rate) - to_send += "You are bleeding!\n" + if(is_bleeding()) + var/list/obj/item/bodypart/bleeding_limbs = list() + for(var/i in bodyparts) + var/obj/item/bodypart/BP = i + if(BP.get_bleed_rate()) + bleeding_limbs += BP + + var/num_bleeds = LAZYLEN(bleeding_limbs) + var/bleed_text = "You are bleeding from your" + switch(num_bleeds) + if(1 to 2) + bleed_text += " [bleeding_limbs[1].name][num_bleeds == 2 ? " and [bleeding_limbs[2].name]" : ""]" + if(3 to INFINITY) + for(var/i in 1 to (num_bleeds - 1)) + var/obj/item/bodypart/BP = bleeding_limbs[i] + bleed_text += " [BP.name]," + bleed_text += " and [bleeding_limbs[num_bleeds].name]" + bleed_text += "!" + to_chat(src, bleed_text) if(getStaminaLoss()) if(getStaminaLoss() > 30) to_send += "You're completely exhausted.\n" diff --git a/code/modules/mob/living/carbon/human/human_defines.dm b/code/modules/mob/living/carbon/human/human_defines.dm index e7be540eb9..71005334f8 100644 --- a/code/modules/mob/living/carbon/human/human_defines.dm +++ b/code/modules/mob/living/carbon/human/human_defines.dm @@ -49,7 +49,6 @@ var/special_voice = "" // For changing our voice. Used by a symptom. - var/bleed_rate = 0 //how much are we bleeding var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding var/blood_state = BLOOD_STATE_NOT_BLOODY diff --git a/code/modules/mob/living/carbon/human/human_helpers.dm b/code/modules/mob/living/carbon/human/human_helpers.dm index 7c256f5367..8672c0e83d 100644 --- a/code/modules/mob/living/carbon/human/human_helpers.dm +++ b/code/modules/mob/living/carbon/human/human_helpers.dm @@ -151,3 +151,22 @@ if(blood_dna.len) last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works last_blood_DNA = blood_dna[blood_dna.len]*/ + +/// For use formatting all of the scars this human has for saving for persistent scarring +/mob/living/carbon/human/proc/format_scars() + if(!all_scars) + return + var/scars = "" + for(var/i in all_scars) + var/datum/scar/S = i + scars += "[S.format()];" + return scars + +/// Takes a single scar from the persistent scar loader and recreates it from the saved data +/mob/living/carbon/human/proc/load_scar(scar_line) + var/list/scar_data = splittext(scar_line, "|") + if(LAZYLEN(scar_data) != 4) + return // invalid, should delete + var/obj/item/bodypart/BP = get_bodypart("[scar_data[SCAR_SAVE_ZONE]]") + var/datum/scar/S = new + return S.load(BP, scar_data[SCAR_SAVE_DESC], scar_data[SCAR_SAVE_PRECISE_LOCATION], text2num(scar_data[SCAR_SAVE_SEVERITY])) diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index efff888c41..50f29a866f 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -1728,9 +1728,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) var/armor_block = H.run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened a hit to your [hit_area].",I.armour_penetration) armor_block = min(90,armor_block) //cap damage reduction at 90% var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords) + var/Iwound_bonus = I.wound_bonus + + // this way, you can't wound with a surgical tool on help intent if they have a surgery active and are laying down, so a misclick with a circular saw on the wrong limb doesn't bleed them dry (they still get hit tho) + if((I.item_flags & SURGICAL_TOOL) && user.a_intent == INTENT_HELP && (H.mobility_flags & ~MOBILITY_STAND) && (LAZYLEN(H.surgeries) > 0)) + Iwound_bonus = CANT_WOUND var/weakness = H.check_weakness(I, user) - apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H) //CIT CHANGE - replaces I.force with totitemdamage + apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H, wound_bonus = Iwound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness()) + H.send_item_attack_message(I, user, hit_area, totitemdamage) @@ -1945,8 +1951,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) append_message += ", causing them to drop [target_held_item]" log_combat(user, target, "shoved", append_message) -/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE) - SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone) +/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) + SEND_SIGNAL(H, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone, wound_bonus, bare_wound_bonus, sharpness) // make sure putting wound_bonus here doesn't screw up other signals or uses for this signal var/hit_percent = (100-(blocked+armor))/100 hit_percent = (hit_percent * (100-H.physiology.damage_resistance))/100 if(!forced && hit_percent <= 0) @@ -1973,7 +1979,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) H.damageoverlaytemp = 20 var/damage_amount = forced ? damage : damage * hit_percent * brutemod * H.physiology.brute_mod if(BP) - if(damage > 0 ? BP.receive_damage(damage_amount, 0) : BP.heal_damage(abs(damage_amount), 0)) + if(BP.receive_damage(damage_amount, 0, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness)) H.update_damage_overlays() if(HAS_TRAIT(H, TRAIT_MASO) && prob(damage_amount)) H.mob_climax(forced_climax=TRUE) @@ -1984,7 +1990,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) H.damageoverlaytemp = 20 var/damage_amount = forced ? damage : damage * hit_percent * burnmod * H.physiology.burn_mod if(BP) - if(damage > 0 ? BP.receive_damage(0, damage_amount) : BP.heal_damage(0, abs(damage_amount))) + if(BP.receive_damage(0, damage_amount, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness)) H.update_damage_overlays() else H.adjustFireLoss(damage_amount) diff --git a/code/modules/mob/living/carbon/human/species_types/humans.dm b/code/modules/mob/living/carbon/human/species_types/humans.dm index 606b7a8bfd..1868bd22df 100644 --- a/code/modules/mob/living/carbon/human/species_types/humans.dm +++ b/code/modules/mob/living/carbon/human/species_types/humans.dm @@ -3,7 +3,7 @@ id = "human" default_color = "FFFFFF" - species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR) + species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR,CAN_SCAR) mutant_bodyparts = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF","tail_human" = "None", "ears" = "None", "taur" = "None", "deco_wings" = "None") use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM skinned_type = /obj/item/stack/sheet/animalhide/human diff --git a/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm b/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm index c42e0bf175..a424969175 100644 --- a/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm @@ -4,7 +4,7 @@ id = "lizard" say_mod = "hisses" default_color = "00FF00" - species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR) + species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR,CAN_SCAR) mutant_bodyparts = list("tail_lizard", "snout", "spines", "horns", "frills", "body_markings", "legs", "taur", "deco_wings") inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_REPTILE mutanttongue = /obj/item/organ/tongue/lizard diff --git a/code/modules/mob/living/carbon/human/species_types/mushpeople.dm b/code/modules/mob/living/carbon/human/species_types/mushpeople.dm index dcb6d868fc..8e8c65b15e 100644 --- a/code/modules/mob/living/carbon/human/species_types/mushpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/mushpeople.dm @@ -8,7 +8,7 @@ nojumpsuit = TRUE say_mod = "poofs" //what does a mushroom sound like - species_traits = list(MUTCOLORS, NOEYES, NO_UNDERWEAR,NOGENITALS,NOAROUSAL) + species_traits = list(MUTCOLORS, NOEYES, NO_UNDERWEAR,NOGENITALS,NOAROUSAL,CAN_SCAR) inherent_traits = list(TRAIT_NOBREATH) speedmod = 1.5 //faster than golems but not by much diff --git a/code/modules/mob/living/carbon/human/species_types/podpeople.dm b/code/modules/mob/living/carbon/human/species_types/podpeople.dm index e79160da06..36a1d52cba 100644 --- a/code/modules/mob/living/carbon/human/species_types/podpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/podpeople.dm @@ -3,7 +3,7 @@ name = "Anthromorphic Plant" id = "pod" default_color = "59CE00" - species_traits = list(MUTCOLORS,EYECOLOR) + species_traits = list(MUTCOLORS,EYECOLOR,CAN_SCAR) attack_verb = "slash" attack_sound = 'sound/weapons/slice.ogg' miss_sound = 'sound/weapons/slashmiss.ogg' diff --git a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm index fede67b47a..da03340ff9 100644 --- a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm @@ -10,7 +10,7 @@ ignored_by = list(/mob/living/simple_animal/hostile/faithless) meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/shadow species_traits = list(NOBLOOD,NOEYES) - inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH) + inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH,CAN_SCAR) dangerous_existence = 1 mutanteyes = /obj/item/organ/eyes/night_vision diff --git a/code/modules/mob/living/carbon/human/species_types/zombies.dm b/code/modules/mob/living/carbon/human/species_types/zombies.dm index 26a99dbc2b..c0369e7711 100644 --- a/code/modules/mob/living/carbon/human/species_types/zombies.dm +++ b/code/modules/mob/living/carbon/human/species_types/zombies.dm @@ -8,7 +8,7 @@ sexes = 0 blacklisted = 1 meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie - species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING) + species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING,CAN_SCAR) inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_FAKEDEATH) inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID mutanttongue = /obj/item/organ/tongue/zombie @@ -45,7 +45,7 @@ /datum/species/zombie/infectious/spec_stun(mob/living/carbon/human/H,amount) . = min(20, amount) -/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE) +/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) . = ..() if(.) regen_cooldown = world.time + REGENERATION_DELAY @@ -62,6 +62,10 @@ heal_amt *= 2 C.heal_overall_damage(heal_amt,heal_amt) C.adjustToxLoss(-heal_amt) + for(var/i in C.all_wounds) + var/datum/wound/W = i + if(prob(4-W.severity)) + W.remove_wound() if(!C.InCritical() && prob(4)) playsound(C, pick(spooks), 50, TRUE, 10) diff --git a/code/modules/mob/living/carbon/life.dm b/code/modules/mob/living/carbon/life.dm index b40d87a68a..725feb214c 100644 --- a/code/modules/mob/living/carbon/life.dm +++ b/code/modules/mob/living/carbon/life.dm @@ -404,6 +404,12 @@ if(stat != DEAD || D.process_dead) D.stage_act() +/mob/living/carbon/handle_wounds() + for(var/thing in all_wounds) + var/datum/wound/W = thing + if(W.processes) // meh + W.handle_process() + //todo generalize this and move hud out /mob/living/carbon/proc/handle_changeling() if(mind && hud_used && hud_used.lingchemdisplay) diff --git a/code/modules/mob/living/carbon/monkey/punpun.dm b/code/modules/mob/living/carbon/monkey/punpun.dm index c5cb4dc713..c59218a8a3 100644 --- a/code/modules/mob/living/carbon/monkey/punpun.dm +++ b/code/modules/mob/living/carbon/monkey/punpun.dm @@ -26,6 +26,8 @@ //These have to be after the parent new to ensure that the monkey //bodyparts are actually created before we try to equip things to //those slots + if(ancestor_chain > 1) + generate_fake_scars(rand(ancestor_chain, ancestor_chain * 4)) if(relic_hat) equip_to_slot_or_del(new relic_hat, SLOT_HEAD) if(relic_mask) diff --git a/code/modules/mob/living/damage_procs.dm b/code/modules/mob/living/damage_procs.dm index 0c049ab5c1..012808647e 100644 --- a/code/modules/mob/living/damage_procs.dm +++ b/code/modules/mob/living/damage_procs.dm @@ -14,7 +14,7 @@ * * Returns TRUE if damage applied */ -/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE) +/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) var/hit_percent = (100-blocked)/100 if(!damage || (hit_percent <= 0)) return 0 @@ -245,7 +245,7 @@ update_stamina() // damage ONE external organ, organ gets randomly selected from damaged ones. -/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE) +/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update adjustFireLoss(burn, FALSE) adjustStaminaLoss(stamina, FALSE) diff --git a/code/modules/mob/living/life.dm b/code/modules/mob/living/life.dm index 1993d86b74..e20567121e 100644 --- a/code/modules/mob/living/life.dm +++ b/code/modules/mob/living/life.dm @@ -45,6 +45,8 @@ /mob/living/proc/BiologicalLife(seconds, times_fired) handle_diseases()// DEAD check is in the proc itself; we want it to spread even if the mob is dead, but to handle its disease-y properties only if you're not. + handle_wounds() + // Everything after this shouldn't process while dead (as of the time of writing) if(stat == DEAD) return FALSE @@ -109,6 +111,9 @@ /mob/living/proc/handle_diseases() return +/mob/living/proc/handle_wounds() + return + /mob/living/proc/handle_diginvis() if(!digitaldisguise) src.digitaldisguise = image(loc = src) diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index c7ed6e743d..7fe96b0af7 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -636,7 +636,7 @@ TH.transfer_mob_blood_dna(src) /mob/living/carbon/human/makeTrail(turf/T) - if((NOBLOOD in dna.species.species_traits) || !bleed_rate || bleedsuppress) + if((NOBLOOD in dna.species.species_traits) || !is_bleeding() || bleedsuppress) return ..() diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index 07252b4c45..d3afad23aa 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -85,7 +85,7 @@ totaldamage = block_calculate_resultant_damage(totaldamage, returnlist) var/armor = run_armor_check(def_zone, P.flag, null, null, P.armour_penetration, null) if(!P.nodamage) - apply_damage(totaldamage, P.damage_type, def_zone, armor) + apply_damage(P.damage, P.damage_type, def_zone, armor, wound_bonus=P.wound_bonus, bare_wound_bonus=P.bare_wound_bonus, sharpness=P.sharpness) if(P.dismemberment) check_projectile_dismemberment(P, def_zone) var/missing = 100 - final_percent @@ -138,7 +138,7 @@ visible_message("[src] has been hit by [I].", \ "You have been hit by [I].") var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration) - apply_damage(total_damage, dtype, impacting_zone, armor) + apply_damage(total_damage, dtype, impacting_zone, armor, sharpness=I.sharpness) if(I.thrownby) log_combat(I.thrownby, src, "threw and hit", I) else diff --git a/code/modules/mob/living/silicon/damage_procs.dm b/code/modules/mob/living/silicon/damage_procs.dm index 2a03afb61a..b89f249c80 100644 --- a/code/modules/mob/living/silicon/damage_procs.dm +++ b/code/modules/mob/living/silicon/damage_procs.dm @@ -1,5 +1,5 @@ -/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE) +/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) var/hit_percent = (100-blocked)/100 if(!damage || (!forced && hit_percent <= 0)) return 0 diff --git a/code/modules/mob/living/silicon/robot/robot_modules.dm b/code/modules/mob/living/silicon/robot/robot_modules.dm index 8f103c496e..d50808c92a 100644 --- a/code/modules/mob/living/silicon/robot/robot_modules.dm +++ b/code/modules/mob/living/silicon/robot/robot_modules.dm @@ -334,9 +334,11 @@ /obj/item/surgicaldrill, /obj/item/scalpel, /obj/item/circular_saw, + /obj/item/bonesetter, /obj/item/roller/robo, /obj/item/borg/cyborghug/medical, /obj/item/stack/medical/gauze/cyborg, + /obj/item/stack/medical/bone_gel/cyborg, /obj/item/organ_storage, /obj/item/borg/lollipop, /obj/item/sensor_device, diff --git a/code/modules/mob/living/simple_animal/hostile/bear.dm b/code/modules/mob/living/simple_animal/hostile/bear.dm index 5dbf3e8e3b..dc3c90cc64 100644 --- a/code/modules/mob/living/simple_animal/hostile/bear.dm +++ b/code/modules/mob/living/simple_animal/hostile/bear.dm @@ -29,8 +29,11 @@ var/armored = FALSE obj_damage = 60 - melee_damage_lower = 20 - melee_damage_upper = 30 + melee_damage_lower = 15 // i know it's like half what it used to be, but bears cause bleeding like crazy now so it works out + melee_damage_upper = 15 + wound_bonus = -5 + bare_wound_bonus = 10 // BEAR wound bonus am i right + sharpness = TRUE attack_verb_continuous = "claws" attack_verb_simple = "claw" attack_sound = 'sound/weapons/bladeslice.ogg' @@ -69,8 +72,9 @@ icon_dead = "combatbear_dead" faction = list("russian") butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/bear = 5, /obj/item/clothing/head/bearpelt = 1, /obj/item/bear_armor = 1) - melee_damage_lower = 25 - melee_damage_upper = 35 + melee_damage_lower = 18 + melee_damage_upper = 20 + wound_bonus = 0 armour_penetration = 20 health = 120 maxHealth = 120 @@ -99,8 +103,9 @@ A.maxHealth += 60 A.health += 60 A.armour_penetration += 20 - A.melee_damage_lower += 5 + A.melee_damage_lower += 3 A.melee_damage_upper += 5 + A.wound_bonus += 5 A.update_icons() to_chat(user, "You strap the armor plating to [A] and sharpen [A.p_their()] claws with the nail filer. This was a great idea.") qdel(src) diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm index a66ee7b1de..c00d7c3130 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm @@ -643,7 +643,7 @@ Difficulty: Normal to_chat(L, "You're struck by a [name]!") var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)) var/armor = L.run_armor_check(limb_to_hit, "melee", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 50, "Your armor was penetrated by [src]!") - L.apply_damage(damage, BURN, limb_to_hit, armor) + L.apply_damage(damage, BURN, limb_to_hit, armor, wound_bonus=CANT_WOUND) if(ishostile(L)) var/mob/living/simple_animal/hostile/H = L //mobs find and damage you... if(H.stat == CONSCIOUS && !H.target && H.AIStatus != AI_OFF && !H.client) diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm index 4da8a90b23..78c02fb7a7 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm @@ -52,6 +52,8 @@ Difficulty: Medium elimination = 1 appearance_flags = 0 mouse_opacity = MOUSE_OPACITY_ICON + wound_bonus = -40 + bare_wound_bonus = 20 /mob/living/simple_animal/hostile/megafauna/legion/Initialize() . = ..() diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/wendigo.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/wendigo.dm index ed189f052d..869f29951b 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/wendigo.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/wendigo.dm @@ -129,7 +129,7 @@ Difficulty: Hard to_chat(L, "[src]'s ground slam shockwave sends you flying!") var/turf/thrownat = get_ranged_target_turf_direct(src, L, 8, rand(-10, 10)) L.throw_at(thrownat, 8, 2, src, TRUE) //, force = MOVE_FORCE_OVERPOWERING, gentle = TRUE) - L.apply_damage(20, BRUTE) + L.apply_damage(20, BRUTE, wound_bonus=CANT_WOUND) shake_camera(L, 2, 1) all_turfs -= T sleep(delay) diff --git a/code/modules/mob/living/simple_animal/hostile/syndicate.dm b/code/modules/mob/living/simple_animal/hostile/syndicate.dm index 9a362b680d..4ea8a3c5dc 100644 --- a/code/modules/mob/living/simple_animal/hostile/syndicate.dm +++ b/code/modules/mob/living/simple_animal/hostile/syndicate.dm @@ -77,6 +77,9 @@ /mob/living/simple_animal/hostile/syndicate/melee melee_damage_lower = 15 melee_damage_upper = 15 + wound_bonus = -10 + bare_wound_bonus = 20 + sharpness = TRUE icon_state = "syndicate_knife" icon_living = "syndicate_knife" loot = list(/obj/effect/gibspawner/human) diff --git a/code/modules/mob/living/simple_animal/simple_animal.dm b/code/modules/mob/living/simple_animal/simple_animal.dm index 1a646ea73e..1102559aca 100644 --- a/code/modules/mob/living/simple_animal/simple_animal.dm +++ b/code/modules/mob/living/simple_animal/simple_animal.dm @@ -140,6 +140,13 @@ ///What kind of footstep this mob should have. Null if it shouldn't have any. var/footstep_type + //How much wounding power it has + var/wound_bonus = CANT_WOUND + //How much bare wounding power it has + var/bare_wound_bonus = 0 + //If the attacks from this are sharp + var/sharpness = FALSE + /mob/living/simple_animal/Initialize() . = ..() GLOB.simple_animals[AIStatus] += src diff --git a/code/modules/projectiles/ammunition/ballistic/shotgun.dm b/code/modules/projectiles/ammunition/ballistic/shotgun.dm index ea84e23d01..db2914e620 100644 --- a/code/modules/projectiles/ammunition/ballistic/shotgun.dm +++ b/code/modules/projectiles/ammunition/ballistic/shotgun.dm @@ -8,6 +8,18 @@ projectile_type = /obj/item/projectile/bullet/shotgun_slug custom_materials = list(/datum/material/iron=4000) +obj/item/ammo_casing/shotgun/executioner + name = "executioner slug" + desc = "A 12 gauge lead slug purpose built to annihilate flesh on impact." + icon_state = "stunshell" + projectile_type = /obj/projectile/bullet/shotgun_slug/executioner + +/obj/item/ammo_casing/shotgun/pulverizer + name = "pulverizer slug" + desc = "A 12 gauge lead slug purpose built to annihilate bones on impact." + icon_state = "stunshell" + projectile_type = /obj/projectile/bullet/shotgun_slug/pulverizer + /obj/item/ammo_casing/shotgun/beanbag name = "beanbag slug" desc = "A weak beanbag slug for riot control." diff --git a/code/modules/projectiles/ammunition/energy/laser.dm b/code/modules/projectiles/ammunition/energy/laser.dm index 174645dd11..5c19edc012 100644 --- a/code/modules/projectiles/ammunition/energy/laser.dm +++ b/code/modules/projectiles/ammunition/energy/laser.dm @@ -37,6 +37,11 @@ select_name = "anti-vehicle" fire_sound = 'sound/weapons/lasercannonfire.ogg' +/obj/item/ammo_casing/energy/laser/hellfire + projectile_type = /obj/projectile/beam/laser/hellfire + e_cost = 130 + select_name = "maim" + /obj/item/ammo_casing/energy/laser/pulse projectile_type = /obj/item/projectile/beam/pulse e_cost = 200 diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index b90f0aee0d..f34343debd 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -184,6 +184,11 @@ return if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected) return + if(iscarbon(target)) + var/mob/living/carbon/C = target + for(var/datum/wound/W in C.all_wounds) + if(W.try_treating(src, user)) + return // another coward cured! if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can. var/mob/living/L = user diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 72ac9620b5..8e61221cc8 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -44,6 +44,12 @@ ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old) ammo_x_offset = 3 +/obj/item/gun/energy/laser/hellgun + name ="hellfire laser gun" + desc = "A relic of a weapon, built before NT began installing regulators on its laser weaponry. This pattern of laser gun became infamous for the gruesome burn wounds it caused, and was quietly discontinued once it began to affect NT's reputation." + icon_state = "hellgun" + ammo_type = list(/obj/item/ammo_casing/energy/laser/hellfire) + /obj/item/gun/energy/laser/captain name = "antique laser gun" icon_state = "caplaser" diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 7c988ca730..69e3991e39 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -154,6 +154,10 @@ ///If TRUE, hit mobs even if they're on the floor and not our target var/hit_stunned_targets = FALSE + wound_bonus = CANT_WOUND + /// For telling whether we want to roll for bone breaking or lacerations if we're bothering with wounds + var/sharpness = FALSE + /obj/item/projectile/Initialize() . = ..() permutated = list() diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index 2f12f0f69b..7147754211 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -14,11 +14,26 @@ ricochets_max = 50 //Honk! ricochet_chance = 80 is_reflectable = TRUE + wound_bonus = -20 + bare_wound_bonus = 10 /obj/item/projectile/beam/laser tracer_type = /obj/effect/projectile/tracer/laser muzzle_type = /obj/effect/projectile/muzzle/laser impact_type = /obj/effect/projectile/impact/laser + wound_bonus = -30 + bare_wound_bonus = 40 + +//overclocked laser, does a bit more damage but has much higher wound power (-0 vs -20) +/obj/projectile/beam/laser/hellfire + name = "hellfire laser" + wound_bonus = 0 + damage = 25 + speed = 0.6 // higher power = faster, that's how light works right + +/obj/projectile/beam/laser/hellfire/Initialize() + . = ..() + transform *= 2 /obj/item/projectile/beam/laser/heavylaser name = "heavy laser" @@ -90,6 +105,7 @@ tracer_type = /obj/effect/projectile/tracer/pulse muzzle_type = /obj/effect/projectile/muzzle/pulse impact_type = /obj/effect/projectile/impact/pulse + wound_bonus = 10 /obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = FALSE) . = ..() @@ -116,6 +132,8 @@ damage = 30 impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser light_color = LIGHT_COLOR_GREEN + wound_bonus = -40 + bare_wound_bonus = 70 /obj/item/projectile/beam/emitter/singularity_pull() return diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm index 6d03012315..6a081f9b03 100644 --- a/code/modules/projectiles/projectile/bullets.dm +++ b/code/modules/projectiles/projectile/bullets.dm @@ -8,3 +8,4 @@ flag = "bullet" hitsound_wall = "ricochet" impact_effect_type = /obj/effect/temp_visual/impact_effect + sharpness = TRUE \ No newline at end of file diff --git a/code/modules/projectiles/projectile/bullets/revolver.dm b/code/modules/projectiles/projectile/bullets/revolver.dm index 5643804ac1..c793e9f95e 100644 --- a/code/modules/projectiles/projectile/bullets/revolver.dm +++ b/code/modules/projectiles/projectile/bullets/revolver.dm @@ -19,6 +19,8 @@ ricochet_chance = 50 ricochet_auto_aim_angle = 10 ricochet_auto_aim_range = 3 + wound_bonus = -35 + sharpness = TRUE /obj/item/projectile/bullet/c38/match name = ".38 Match bullet" @@ -29,6 +31,7 @@ ricochet_incidence_leeway = 50 ricochet_decay_chance = 1 ricochet_decay_damage = 1 + wound_bonus = 0 /obj/item/projectile/bullet/c38/match/bouncy name = ".38 Rubber bullet" diff --git a/code/modules/projectiles/projectile/bullets/shotgun.dm b/code/modules/projectiles/projectile/bullets/shotgun.dm index 264df22c76..b268877451 100644 --- a/code/modules/projectiles/projectile/bullets/shotgun.dm +++ b/code/modules/projectiles/projectile/bullets/shotgun.dm @@ -2,10 +2,22 @@ name = "12g shotgun slug" damage = 60 +/obj/projectile/bullet/shotgun_slug/executioner + name = "executioner slug" // admin only, can dismember limbs + sharpness = TRUE + wound_bonus = 0 + +/obj/projectile/bullet/shotgun_slug/pulverizer + name = "pulverizer slug" // admin only, can crush bones + sharpness = FALSE + wound_bonus = 0 + /obj/item/projectile/bullet/shotgun_beanbag name = "beanbag slug" - damage = 5 + damage = 10 stamina = 70 + wound_bonus = 20 + sharpness = FALSE /obj/item/projectile/bullet/incendiary/shotgun name = "incendiary slug" @@ -77,6 +89,7 @@ /obj/item/projectile/bullet/pellet/shotgun_buckshot name = "buckshot pellet" damage = 12.5 + wound_bonus = -10 /obj/item/projectile/bullet/pellet/shotgun_rubbershot name = "rubbershot pellet" diff --git a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm index b9da8271ab..050b1f29b5 100644 --- a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm @@ -144,6 +144,9 @@ M.adjustFireLoss(-power, 0) M.adjustToxLoss(-power, 0, TRUE) //heals TOXINLOVERs M.adjustCloneLoss(-power, 0) + for(var/i in M.all_wounds) + var/datum/wound/W = i + W.on_xadone(power) REMOVE_TRAIT(M, TRAIT_DISFIGURED, TRAIT_GENERIC) //fixes common causes for disfiguration . = 1 metabolization_rate = REAGENTS_METABOLISM * (0.00001 * (M.bodytemperature ** 2) + 0.5) @@ -192,6 +195,9 @@ M.adjustFireLoss(-1.5 * power, 0) M.adjustToxLoss(-power, 0, TRUE) M.adjustCloneLoss(-power, 0) + for(var/i in M.all_wounds) + var/datum/wound/W = i + W.on_xadone(power) REMOVE_TRAIT(M, TRAIT_DISFIGURED, TRAIT_GENERIC) . = 1 ..() @@ -231,7 +237,7 @@ /datum/reagent/medicine/spaceacillin name = "Spaceacillin" - description = "Spaceacillin will prevent a patient from conventionally spreading any diseases they are currently infected with." + description = "Spaceacillin will prevent a patient from conventionally spreading any diseases they are currently infected with. Also reduces infection in serious burns." color = "#f2f2f2" metabolization_rate = 0.1 * REAGENTS_METABOLISM pH = 8.1 @@ -403,7 +409,7 @@ /datum/reagent/medicine/mine_salve name = "Miner's Salve" - description = "A powerful painkiller. Restores bruising and burns in addition to making the patient believe they are fully healed." + description = "A powerful painkiller. Restores bruising and burns in addition to making the patient believe they are fully healed. Also great for treating severe burn wounds in a pinch." reagent_state = LIQUID color = "#6D6374" metabolization_rate = 0.4 * REAGENTS_METABOLISM @@ -432,7 +438,7 @@ // +10% success propability on each step, useful while operating in less-than-perfect conditions if(show_message) - to_chat(M, "You feel your wounds fade away to nothing!" ) + to_chat(M, "You feel your injuries fade away to nothing!" ) ..() /datum/reagent/medicine/mine_salve/on_mob_end_metabolize(mob/living/M) @@ -453,10 +459,10 @@ /datum/reagent/medicine/synthflesh/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message = 1) if(iscarbon(M)) - if (M.stat == DEAD) + var/mob/living/carbon/C = M + if(M.stat == DEAD) show_message = 0 if(method in list(INGEST, VAPOR)) - var/mob/living/carbon/C = M C.losebreath++ C.emote("cough") to_chat(M, "You feel your throat closing up!") @@ -465,6 +471,8 @@ else if(method in list(PATCH, TOUCH)) M.adjustBruteLoss(-1 * reac_volume) M.adjustFireLoss(-1 * reac_volume) + for(var/datum/wound/burn/burn_wound in C.all_wounds) + burn_wound.regenerate_flesh(reac_volume) if(show_message) to_chat(M, "You feel your burns and bruises healing! It stings like hell!") SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "painful_medicine", /datum/mood_event/painful_medicine) @@ -1552,10 +1560,6 @@ /datum/reagent/medicine/polypyr/on_mob_life(mob/living/carbon/M) //I wanted a collection of small positive effects, this is as hard to obtain as coniine after all. M.adjustOrganLoss(ORGAN_SLOT_LUNGS, -0.25) M.adjustBruteLoss(-0.35, 0) - if(prob(50)) - if(ishuman(M)) - var/mob/living/carbon/human/H = M - H.bleed_rate = max(H.bleed_rate - 1, 0) ..() . = 1 @@ -1588,3 +1592,10 @@ to_chat(C, "[pick(GLOB.wisdoms)]") //give them a random wisdom ..() +// handled in cut wounds process +/datum/reagent/medicine/coagulant + name = "Sanguirite" + description = "A coagulant used to help open cuts clot faster." + reagent_state = LIQUID + color = "#bb2424" + metabolization_rate = 0.25 * REAGENTS_METABOLISM diff --git a/code/modules/reagents/chemistry/reagents/other_reagents.dm b/code/modules/reagents/chemistry/reagents/other_reagents.dm index 988441fa2b..9dc091b2eb 100644 --- a/code/modules/reagents/chemistry/reagents/other_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/other_reagents.dm @@ -2296,3 +2296,36 @@ if(data["blood_DNA"]) S.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"])) +/datum/reagent/determination + name = "Determination" + description = "For when you need to push on a little more. Do NOT allow near plants." + reagent_state = LIQUID + color = "#D2FFFA" + metabolization_rate = 0.75 * REAGENTS_METABOLISM // 5u (WOUND_DETERMINATION_CRITICAL) will last for ~17 ticks + /// Whether we've had at least WOUND_DETERMINATION_SEVERE (2.5u) of determination at any given time. No damage slowdown immunity or indication we're having a second wind if it's just a single moderate wound + var/significant = FALSE + +/datum/reagent/determination/on_mob_end_metabolize(mob/living/carbon/M) + if(significant) + var/stam_crash = 0 + for(var/thing in M.all_wounds) + var/datum/wound/W = thing + stam_crash += (W.severity + 1) * 3 // spike of 3 stam damage per wound severity (moderate = 6, severe = 9, critical = 12) when the determination wears off if it was a combat rush + M.adjustStaminaLoss(stam_crash) + M.remove_status_effect(STATUS_EFFECT_DETERMINED) + ..() + +/datum/reagent/determination/on_mob_life(mob/living/carbon/M) + if(!significant && volume >= WOUND_DETERMINATION_SEVERE) + significant = TRUE + M.apply_status_effect(STATUS_EFFECT_DETERMINED) // in addition to the slight healing, limping cooldowns are divided by 4 during the combat high + + volume = min(volume, WOUND_DETERMINATION_MAX) + + for(var/thing in M.all_wounds) + var/datum/wound/W = thing + var/obj/item/bodypart/wounded_part = W.limb + if(wounded_part) + wounded_part.heal_damage(0.25, 0.25) + M.adjustStaminaLoss(-0.25*REM) // the more wounds, the more stamina regen + ..() diff --git a/code/modules/reagents/chemistry/reagents/toxin_reagents.dm b/code/modules/reagents/chemistry/reagents/toxin_reagents.dm index 02e4a89e1d..a763376caa 100644 --- a/code/modules/reagents/chemistry/reagents/toxin_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/toxin_reagents.dm @@ -154,6 +154,11 @@ pH = 12 value = REAGENT_VALUE_RARE +/datum/reagent/toxin/carpotoxin/on_mob_life(mob/living/carbon/M) + . = ..() + for(var/i in M.all_scars) + qdel(i) + /datum/reagent/toxin/zombiepowder name = "Zombie Powder" description = "A strong neurotoxin that puts the subject into a death-like state." @@ -736,22 +741,13 @@ /datum/reagent/toxin/heparin //Based on a real-life anticoagulant. I'm not a doctor, so this won't be realistic. name = "Heparin" - description = "A powerful anticoagulant. Victims will bleed uncontrollably and suffer scaling bruising." + description = "A powerful anticoagulant. All open cut wounds on the victim will open up and bleed much faster" reagent_state = LIQUID color = "#C8C8C8" //RGB: 200, 200, 200 metabolization_rate = 0.2 * REAGENTS_METABOLISM toxpwr = 0 value = REAGENT_VALUE_VERY_RARE -/datum/reagent/toxin/heparin/on_mob_life(mob/living/carbon/M) - if(ishuman(M)) - var/mob/living/carbon/human/H = M - H.bleed_rate = min(H.bleed_rate + 2, 8) - H.adjustBruteLoss(1, 0) //Brute damage increases with the amount they're bleeding - . = 1 - return ..() || . - - /datum/reagent/toxin/rotatium //Rotatium. Fucks up your rotation and is hilarious name = "Rotatium" description = "A constantly swirling, oddly colourful fluid. Causes the consumer's sense of direction and hand-eye coordination to become wild." diff --git a/code/modules/reagents/reagent_containers/hypospray.dm b/code/modules/reagents/reagent_containers/hypospray.dm index 799a6db9f5..35f5ebd46e 100644 --- a/code/modules/reagents/reagent_containers/hypospray.dm +++ b/code/modules/reagents/reagent_containers/hypospray.dm @@ -90,12 +90,12 @@ item_state = "medipen" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' - amount_per_transfer_from_this = 13 - volume = 13 + amount_per_transfer_from_this = 15 + volume = 15 ignore_flags = 1 //so you can medipen through hardsuits reagent_flags = DRAWABLE flags_1 = null - list_reagents = list(/datum/reagent/medicine/epinephrine = 10, /datum/reagent/preservahyde = 3) + list_reagents = list(/datum/reagent/medicine/epinephrine = 10, /datum/reagent/preservahyde = 3, /datum/reagent/medicine/coagulant = 2) custom_premium_price = PRICE_ALMOST_EXPENSIVE /obj/item/reagent_containers/hypospray/medipen/suicide_act(mob/living/carbon/user) @@ -133,6 +133,13 @@ else . += "It is spent." +/obj/item/reagent_containers/hypospray/medipen/ekit + name = "emergency first-aid autoinjector" + desc = "An epinephrine medipen with trace amounts of coagulants and antibiotics to help stabilize bad cuts and burns." + volume = 15 + amount_per_transfer_from_this = 15 + list_reagents = list(/datum/reagent/medicine/epinephrine = 12, /datum/reagent/medicine/coagulant = 2.5, /datum/reagent/medicine/spaceacillin = 0.5) + /obj/item/reagent_containers/hypospray/medipen/stimulants name = "illegal stimpack medipen" desc = "A highly illegal medipen due to its load and small injections, allow for five uses before being drained" diff --git a/code/modules/research/designs/autolathe_desings/autolathe_designs_medical_and_dinnerware.dm b/code/modules/research/designs/autolathe_desings/autolathe_designs_medical_and_dinnerware.dm index 76ec6224b8..574c7c9282 100644 --- a/code/modules/research/designs/autolathe_desings/autolathe_designs_medical_and_dinnerware.dm +++ b/code/modules/research/designs/autolathe_desings/autolathe_designs_medical_and_dinnerware.dm @@ -119,6 +119,24 @@ category = list("initial", "Medical","Tool Designs") departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE +/datum/design/bonesetter + name = "Bonesetter" + id = "bonesetter" + build_type = AUTOLATHE | PROTOLATHE + materials = list(/datum/material/iron = 1000) + build_path = /obj/item/bonesetter + category = list("initial", "Medical", "Tool Designs") + departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE + +/datum/design/sticky_tape/surgical + name = "Surgical Tape" + id = "surgical_tape" + build_type = PROTOLATHE + materials = list(/datum/material/plastic = 500) + build_path = /obj/item/stack/sticky_tape/surgical + category = list("initial", "Medical") + departmental_flags = DEPARTMENTAL_FLAG_MEDICAL + /datum/design/beaker name = "Beaker" id = "beaker" diff --git a/code/modules/research/techweb/nodes/medical_nodes.dm b/code/modules/research/techweb/nodes/medical_nodes.dm index 71dd7c943c..3a9e654b81 100644 --- a/code/modules/research/techweb/nodes/medical_nodes.dm +++ b/code/modules/research/techweb/nodes/medical_nodes.dm @@ -104,7 +104,7 @@ display_name = "Advanced Surgery Tools" description = "Refined and improved redesigns for the run-of-the-mill medical utensils." prereq_ids = list("adv_biotech", "adv_surgery") - design_ids = list("drapes", "retractor_adv", "surgicaldrill_adv", "scalpel_adv") + design_ids = list("drapes", "retractor_adv", "surgicaldrill_adv", "scalpel_adv", "bonesetter", "surgical_tape") research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500) /datum/techweb_node/adv_surgery diff --git a/code/modules/spells/spell_types/bloodcrawl.dm b/code/modules/spells/spell_types/bloodcrawl.dm index e59fc2049d..39b0f1709e 100644 --- a/code/modules/spells/spell_types/bloodcrawl.dm +++ b/code/modules/spells/spell_types/bloodcrawl.dm @@ -25,6 +25,11 @@ /obj/effect/proc_holder/spell/bloodcrawl/perform(obj/effect/decal/cleanable/target, recharge = 1, mob/living/user = usr) if(istype(user)) + if(istype(user, /mob/living/simple_animal/slaughter)) + var/mob/living/simple_animal/slaughter/slaught = user + slaught.current_hitstreak = 0 + slaught.wound_bonus = initial(slaught.wound_bonus) + slaught.bare_wound_bonus = initial(slaught.bare_wound_bonus) if(phased) if(user.phasein(target)) phased = 0 diff --git a/code/modules/spells/spell_types/shapeshift.dm b/code/modules/spells/spell_types/shapeshift.dm index a8f9c8bce5..e513865246 100644 --- a/code/modules/spells/spell_types/shapeshift.dm +++ b/code/modules/spells/spell_types/shapeshift.dm @@ -105,7 +105,7 @@ var/damage_percent = (stored.maxHealth - stored.health)/stored.maxHealth; var/damapply = damage_percent * shape.maxHealth; - shape.apply_damage(damapply, source.convert_damage_type, forced = TRUE); + shape.apply_damage(damapply, source.convert_damage_type, forced = TRUE, wound_bonus=CANT_WOUND); slink = soullink(/datum/soullink/shapeshift, stored , shape) slink.source = src @@ -158,7 +158,7 @@ var/damage_percent = (shape.maxHealth - shape.health)/shape.maxHealth; var/damapply = stored.maxHealth * damage_percent - stored.apply_damage(damapply, source.convert_damage_type, forced = TRUE) + stored.apply_damage(damapply, source.convert_damage_type, forced = TRUE, wound_bonus=CANT_WOUND) qdel(shape) qdel(src) diff --git a/code/modules/surgery/bodyparts/bodyparts.dm b/code/modules/surgery/bodyparts/_bodyparts.dm similarity index 72% rename from code/modules/surgery/bodyparts/bodyparts.dm rename to code/modules/surgery/bodyparts/_bodyparts.dm index fcdb07ca17..711f90a629 100644 --- a/code/modules/surgery/bodyparts/bodyparts.dm +++ b/code/modules/surgery/bodyparts/_bodyparts.dm @@ -71,6 +71,28 @@ var/medium_burn_msg = "blistered" var/heavy_burn_msg = "peeling away" + /// The wounds currently afflicting this body part + var/list/wounds + + /// The scars currently afflicting this body part + var/list/scars + /// Our current stored wound damage multiplier + var/wound_damage_multiplier = 1 + + /// This number is subtracted from all wound rolls on this bodypart, higher numbers mean more defense, negative means easier to wound + var/wound_resistance = 0 + /// When this bodypart hits max damage, this number is added to all wound rolls. Obviously only relevant for bodyparts that have damage caps. + var/disabled_wound_penalty = 15 + + /// A hat won't cover your face, but a shirt covering your chest will cover your... you know, chest + var/scars_covered_by_clothes = TRUE + /// Descriptions for the locations on the limb for scars to be assigned, just cosmetic + var/list/specific_locations = list("general area") + /// So we know if we need to scream if this limb hits max damage + var/last_maxed + /// How much generic bleedstacks we have on this bodypart + var/generic_bleedstacks + /obj/item/bodypart/examine(mob/user) . = ..() if(brute_dam > DAMAGE_PRECISION) @@ -149,7 +171,7 @@ //Applies brute and burn damage to the organ. Returns 1 if the damage-icon states changed at all. //Damage will not exceed max_damage using this proc //Cannot apply negative damage -/obj/item/bodypart/proc/receive_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE) +/obj/item/bodypart/proc/receive_damage(brute = 0, burn = 0, stamina = 0, blocked = 0, updating_health = TRUE, required_status = null, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) // maybe separate BRUTE_SHARP and BRUTE_OTHER eventually somehow hmm if(owner && (owner.status_flags & GODMODE)) return FALSE //godmode var/dmg_mlt = CONFIG_GET(number/damage_multiplier) @@ -163,20 +185,38 @@ if(!brute && !burn && !stamina) return FALSE + brute *= wound_damage_multiplier + burn *= wound_damage_multiplier + switch(animal_origin) if(ALIEN_BODYPART,LARVA_BODYPART) //aliens take some additional burn //nothing can burn with so much snowflake code around burn *= 1.2 + var/wounding_type = (brute > burn ? WOUND_BRUTE : WOUND_BURN) + var/wounding_dmg = max(brute, burn) + if(wounding_type == WOUND_BRUTE && sharpness) + wounding_type = WOUND_SHARP + // i know this is effectively the same check as above but i don't know if those can null the damage by rounding and want to be safe + if(owner && wounding_dmg > 4 && wound_bonus != CANT_WOUND) + // if you want to make tox wounds or some other type, this will need to be expanded and made more modular + // handle all our wounding stuff + check_wounding(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus) + var/can_inflict = max_damage - get_damage() - if(can_inflict <= 0) - return FALSE var/total_damage = brute + burn - if(total_damage > can_inflict) + if(total_damage > can_inflict && total_damage > 0) // TODO: the second part of this check should be removed once disabling is all done brute = round(brute * (max_damage / total_damage),DAMAGE_PRECISION) burn = round(burn * (max_damage / total_damage),DAMAGE_PRECISION) + if(can_inflict <= 0) + return FALSE + + for(var/i in wounds) + var/datum/wound/W = i + W.receive_damage(wounding_type, wounding_dmg, wound_bonus) + brute_dam += brute burn_dam += burn @@ -196,6 +236,107 @@ update_disabled() return update_bodypart_damage_state() +/** + * check_wounding() is where we handle rolling for, selecting, and applying a wound if we meet the criteria + * + * We generate a "score" for how woundable the attack was based on the damage and other factors discussed in [check_wounding_mods()], then go down the list from most severe to least severe wounds in that category. + * We can promote a wound from a lesser to a higher severity this way, but we give up if we have a wound of the given type and fail to roll a higher severity, so no sidegrades/downgrades + * + * Arguments: + * * woundtype- Either WOUND_SHARP, WOUND_BRUTE, or WOUND_BURN based on the attack type. + * * damage- How much damage is tied to this attack, since wounding potential scales with damage in an attack (see: WOUND_DAMAGE_EXPONENT) + * * wound_bonus- The wound_bonus of an attack + * * bare_wound_bonus- The bare_wound_bonus of an attack + */ +/obj/item/bodypart/proc/check_wounding(woundtype, damage, wound_bonus, bare_wound_bonus) + // actually roll wounds if applicable + if(HAS_TRAIT(owner, TRAIT_EASYLIMBDISABLE)) + damage *= 1.5 + + var/base_roll = rand(1, round(damage ** WOUND_DAMAGE_EXPONENT)) + var/injury_roll = base_roll + injury_roll += check_woundings_mods(woundtype, damage, wound_bonus, bare_wound_bonus) + var/list/wounds_checking + + switch(woundtype) + if(WOUND_SHARP) + wounds_checking = WOUND_LIST_CUT + if(WOUND_BRUTE) + wounds_checking = WOUND_LIST_BONE + if(WOUND_BURN) + wounds_checking = WOUND_LIST_BURN + + //cycle through the wounds of the relevant category from the most severe down + for(var/PW in wounds_checking) + var/datum/wound/possible_wound = PW + var/datum/wound/replaced_wound + for(var/i in wounds) + var/datum/wound/existing_wound = i + if(existing_wound.type in wounds_checking) + if(existing_wound.severity >= initial(possible_wound.severity)) + return + else + replaced_wound = existing_wound + + if(initial(possible_wound.threshold_minimum) < injury_roll) + if(replaced_wound) + var/datum/wound/new_wound = replaced_wound.replace_wound(possible_wound) + log_wound(owner, new_wound, damage, wound_bonus, bare_wound_bonus, base_roll) + else + var/datum/wound/new_wound = new possible_wound + new_wound.apply_wound(src) + log_wound(owner, new_wound, damage, wound_bonus, bare_wound_bonus, base_roll) + return + +// try forcing a specific wound, but only if there isn't already a wound of that severity or greater for that type on this bodypart +/obj/item/bodypart/proc/force_wound_upwards(specific_woundtype, smited = FALSE) + var/datum/wound/potential_wound = specific_woundtype + for(var/i in wounds) + var/datum/wound/existing_wound = i + if(existing_wound.type in (initial(potential_wound.wound_type))) + if(existing_wound.severity < initial(potential_wound.severity)) // we only try if the existing one is inferior to the one we're trying to force + existing_wound.replace_wound(potential_wound, smited) + return + + var/datum/wound/new_wound = new potential_wound + new_wound.apply_wound(src, smited = smited) + +/obj/item/bodypart/proc/check_woundings_mods(wounding_type, damage, wound_bonus, bare_wound_bonus) + var/armor_ablation = 0 + var/injury_mod = 0 + + //var/bwb = 0 + + if(owner && ishuman(owner)) + var/mob/living/carbon/human/H = owner + var/list/clothing = H.clothingonpart(src) + for(var/c in clothing) + var/obj/item/clothing/C = c + // unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary + armor_ablation += C.armor.getRating("wound") + if(wounding_type == WOUND_SHARP) + C.take_damage_zone(body_zone, damage, BRUTE, armour_penetration) + else if(wounding_type == WOUND_BURN && damage >= 10) // lazy way to block freezing from shredding clothes without adding another var onto apply_damage() + C.take_damage_zone(body_zone, damage, BURN, armour_penetration) + + if(!armor_ablation) + injury_mod += bare_wound_bonus + + injury_mod -= armor_ablation + injury_mod += wound_bonus + + for(var/thing in wounds) + var/datum/wound/W = thing + injury_mod += W.threshold_penalty + + var/part_mod = -wound_resistance + if(is_disabled()) + part_mod += disabled_wound_penalty + + injury_mod += part_mod + + return injury_mod + //Heals brute and burn damage for the organ. Returns 1 if the damage-icon states changed at all. //Damage cannot go below zero. //Cannot remove negative damage (i.e. apply damage) @@ -227,16 +368,29 @@ //Checks disabled status thresholds /obj/item/bodypart/proc/update_disabled() + if(!owner) + return set_disabled(is_disabled()) /obj/item/bodypart/proc/is_disabled() + if(!owner) + return if(HAS_TRAIT(owner, TRAIT_PARALYSIS)) return BODYPART_DISABLED_PARALYSIS + for(var/i in wounds) + var/datum/wound/W = i + if(W.disabling) + return BODYPART_DISABLED_WOUND if(can_dismember() && !HAS_TRAIT(owner, TRAIT_NODISMEMBER)) . = disabled //inertia, to avoid limbs healing 0.1 damage and being re-enabled if((get_damage(TRUE) >= max_damage) || (HAS_TRAIT(owner, TRAIT_EASYLIMBDISABLE) && (get_damage(TRUE) >= (max_damage * 0.6)))) //Easy limb disable disables the limb at 40% health instead of 0% - return BODYPART_DISABLED_DAMAGE - if(disabled && (get_damage(TRUE) <= (max_damage * 0.5))) + if(!last_maxed) + owner.emote("scream") + last_maxed = TRUE + if(!is_organic_limb()) + return BODYPART_DISABLED_DAMAGE + else if(disabled && (get_damage(TRUE) <= (max_damage * 0.8))) // reenabled at 80% now instead of 50% as of wounds update + last_maxed = FALSE return BODYPART_NOT_DISABLED else return BODYPART_NOT_DISABLED @@ -251,9 +405,11 @@ /obj/item/bodypart/proc/set_disabled(new_disabled) - if(disabled == new_disabled) + if(disabled == new_disabled || !owner) return FALSE disabled = new_disabled + if(disabled && owner.get_item_for_held_index(held_index)) + owner.dropItemToGround(owner.get_item_for_held_index(held_index)) owner.update_health_hud() //update the healthdoll owner.update_body() owner.update_mobility() @@ -581,293 +737,41 @@ drop_organs() qdel(src) -/obj/item/bodypart/chest - name = BODY_ZONE_CHEST - desc = "It's impolite to stare at a person's chest." - icon_state = "default_human_chest" - max_damage = 200 - body_zone = BODY_ZONE_CHEST - body_part = CHEST - px_x = 0 - px_y = 0 - stam_damage_coeff = 1 - max_stamina_damage = 200 - var/obj/item/cavity_item - -/obj/item/bodypart/chest/can_dismember(obj/item/I) - if(!((owner.stat == DEAD) || owner.InFullCritical())) - return FALSE - return ..() - -/obj/item/bodypart/chest/Destroy() - if(cavity_item) - qdel(cavity_item) - return ..() - -/obj/item/bodypart/chest/drop_organs(mob/user) - if(cavity_item) - cavity_item.forceMove(user.loc) - cavity_item = null - ..() - -/obj/item/bodypart/chest/monkey - icon = 'icons/mob/animal_parts.dmi' - icon_state = "default_monkey_chest" - animal_origin = MONKEY_BODYPART - -/obj/item/bodypart/chest/alien - icon = 'icons/mob/animal_parts.dmi' - icon_state = "alien_chest" - dismemberable = 0 - max_damage = 500 - animal_origin = ALIEN_BODYPART - -/obj/item/bodypart/chest/devil - dismemberable = 0 - max_damage = 5000 - animal_origin = DEVIL_BODYPART - -/obj/item/bodypart/chest/larva - icon = 'icons/mob/animal_parts.dmi' - icon_state = "larva_chest" - dismemberable = 0 - max_damage = 50 - animal_origin = LARVA_BODYPART - -/obj/item/bodypart/l_arm - name = "left arm" - desc = "Did you know that the word 'sinister' stems originally from the \ - Latin 'sinestra' (left hand), because the left hand was supposed to \ - be possessed by the devil? This arm appears to be possessed by no \ - one though." - icon_state = "default_human_l_arm" - attack_verb = list("slapped", "punched") - max_damage = 50 - max_stamina_damage = 50 - body_zone = BODY_ZONE_L_ARM - body_part = ARM_LEFT - aux_icons = list(BODY_ZONE_PRECISE_L_HAND = HANDS_PART_LAYER, "l_hand_behind" = BODY_BEHIND_LAYER) - body_damage_coeff = 0.75 - held_index = 1 - px_x = -6 - px_y = 0 - stam_heal_tick = STAM_RECOVERY_LIMB - -/obj/item/bodypart/l_arm/is_disabled() - if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_ARM)) - return BODYPART_DISABLED_PARALYSIS - return ..() - -/obj/item/bodypart/l_arm/set_disabled(new_disabled) - . = ..() - if(!.) +/// Get whatever wound of the given type is currently attached to this limb, if any +/obj/item/bodypart/proc/get_wound_type(checking_type) + if(isnull(wounds)) return - if(owner.stat < UNCONSCIOUS) - switch(disabled) - if(BODYPART_DISABLED_DAMAGE) - owner.emote("scream") - to_chat(owner, "Your [name] is too damaged to function!") - if(BODYPART_DISABLED_PARALYSIS) - to_chat(owner, "You can't feel your [name]!") - if(held_index) - owner.dropItemToGround(owner.get_item_for_held_index(held_index)) - if(owner.hud_used) - var/obj/screen/inventory/hand/L = owner.hud_used.hand_slots["[held_index]"] - if(L) - L.update_icon() + for(var/thing in wounds) + var/datum/wound/W = thing + if(istype(W, checking_type)) + return W -/obj/item/bodypart/l_arm/monkey - icon = 'icons/mob/animal_parts.dmi' - icon_state = "default_monkey_l_arm" - animal_origin = MONKEY_BODYPART - px_x = -5 - px_y = -3 +/// very rough start for updating efficiency and other stats on a body part whenever a wound is gained/lost +/obj/item/bodypart/proc/update_wounds() + var/dam_mul = 1 //initial(wound_damage_multiplier) + // we can only have one wound per type, but remember there's multiple types + for(var/datum/wound/W in wounds) + dam_mul *= W.damage_mulitplier_penalty + wound_damage_multiplier = dam_mul + update_disabled() -/obj/item/bodypart/l_arm/alien - icon = 'icons/mob/animal_parts.dmi' - icon_state = "alien_l_arm" - px_x = 0 - px_y = 0 - dismemberable = 0 - max_damage = 100 - animal_origin = ALIEN_BODYPART - -/obj/item/bodypart/l_arm/devil - dismemberable = 0 - max_damage = 5000 - animal_origin = DEVIL_BODYPART - -/obj/item/bodypart/r_arm - name = "right arm" - desc = "Over 87% of humans are right handed. That figure is much lower \ - among humans missing their right arm." - icon_state = "default_human_r_arm" - attack_verb = list("slapped", "punched") - max_damage = 50 - body_zone = BODY_ZONE_R_ARM - body_part = ARM_RIGHT - aux_icons = list(BODY_ZONE_PRECISE_R_HAND = HANDS_PART_LAYER, "r_hand_behind" = BODY_BEHIND_LAYER) - body_damage_coeff = 0.75 - held_index = 2 - px_x = 6 - px_y = 0 - stam_heal_tick = STAM_RECOVERY_LIMB - max_stamina_damage = 50 - -/obj/item/bodypart/r_arm/is_disabled() - if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_ARM)) - return BODYPART_DISABLED_PARALYSIS - return ..() - -/obj/item/bodypart/r_arm/set_disabled(new_disabled) - . = ..() - if(!.) +/obj/item/bodypart/proc/get_bleed_rate() + if(status != BODYPART_ORGANIC) // maybe in the future we can bleed oil from aug parts, but not now return - if(owner.stat < UNCONSCIOUS) - switch(disabled) - if(BODYPART_DISABLED_DAMAGE) - owner.emote("scream") - to_chat(owner, "Your [name] is too damaged to function!") - if(BODYPART_DISABLED_PARALYSIS) - to_chat(owner, "You can't feel your [name]!") - if(held_index) - owner.dropItemToGround(owner.get_item_for_held_index(held_index)) - if(owner.hud_used) - var/obj/screen/inventory/hand/R = owner.hud_used.hand_slots["[held_index]"] - if(R) - R.update_icon() + var/bleed_rate = 0 + if(generic_bleedstacks > 0) + bleed_rate++ + if(brute_dam >= 40) + bleed_rate += (brute_dam * 0.008) + //We want an accurate reading of .len + listclearnulls(embedded_objects) + for(var/obj/item/embeddies in embedded_objects) + if(!embeddies.isEmbedHarmless()) + bleed_rate += 0.5 -/obj/item/bodypart/r_arm/monkey - icon = 'icons/mob/animal_parts.dmi' - icon_state = "default_monkey_r_arm" - animal_origin = MONKEY_BODYPART - px_x = 5 - px_y = -3 + for(var/thing in wounds) + var/datum/wound/W = thing + bleed_rate += W.blood_flow -/obj/item/bodypart/r_arm/alien - icon = 'icons/mob/animal_parts.dmi' - icon_state = "alien_r_arm" - px_x = 0 - px_y = 0 - dismemberable = 0 - max_damage = 100 - animal_origin = ALIEN_BODYPART - -/obj/item/bodypart/r_arm/devil - dismemberable = 0 - max_damage = 5000 - animal_origin = DEVIL_BODYPART - -/obj/item/bodypart/l_leg - name = "left leg" - desc = "Some athletes prefer to tie their left shoelaces first for good \ - luck. In this instance, it probably would not have helped." - icon_state = "default_human_l_leg" - attack_verb = list("kicked", "stomped") - max_damage = 50 - body_zone = BODY_ZONE_L_LEG - body_part = LEG_LEFT - body_damage_coeff = 0.75 - px_x = -2 - px_y = 12 - stam_heal_tick = STAM_RECOVERY_LIMB - max_stamina_damage = 50 - -/obj/item/bodypart/l_leg/is_disabled() - if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_LEG)) - return BODYPART_DISABLED_PARALYSIS - return ..() - -/obj/item/bodypart/l_leg/set_disabled(new_disabled) - . = ..() - if(!. || owner.stat >= UNCONSCIOUS) - return - switch(disabled) - if(BODYPART_DISABLED_DAMAGE) - owner.emote("scream") - to_chat(owner, "Your [name] is too damaged to function!") - if(BODYPART_DISABLED_PARALYSIS) - to_chat(owner, "You can't feel your [name]!") - - -/obj/item/bodypart/l_leg/digitigrade - name = "left digitigrade leg" - use_digitigrade = FULL_DIGITIGRADE - -/obj/item/bodypart/l_leg/monkey - icon = 'icons/mob/animal_parts.dmi' - icon_state = "default_monkey_l_leg" - animal_origin = MONKEY_BODYPART - px_y = 4 - -/obj/item/bodypart/l_leg/alien - icon = 'icons/mob/animal_parts.dmi' - icon_state = "alien_l_leg" - px_x = 0 - px_y = 0 - dismemberable = 0 - max_damage = 100 - animal_origin = ALIEN_BODYPART - -/obj/item/bodypart/l_leg/devil - dismemberable = 0 - max_damage = 5000 - animal_origin = DEVIL_BODYPART - -/obj/item/bodypart/r_leg - name = "right leg" - desc = "You put your right leg in, your right leg out. In, out, in, out, \ - shake it all about. And apparently then it detaches.\n\ - The hokey pokey has certainly changed a lot since space colonisation." - // alternative spellings of 'pokey' are availible - icon_state = "default_human_r_leg" - attack_verb = list("kicked", "stomped") - max_damage = 50 - body_zone = BODY_ZONE_R_LEG - body_part = LEG_RIGHT - body_damage_coeff = 0.75 - px_x = 2 - px_y = 12 - max_stamina_damage = 50 - stam_heal_tick = STAM_RECOVERY_LIMB - -/obj/item/bodypart/r_leg/is_disabled() - if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_LEG)) - return BODYPART_DISABLED_PARALYSIS - return ..() - -/obj/item/bodypart/r_leg/set_disabled(new_disabled) - . = ..() - if(!. || owner.stat >= UNCONSCIOUS) - return - switch(disabled) - if(BODYPART_DISABLED_DAMAGE) - owner.emote("scream") - to_chat(owner, "Your [name] is too damaged to function!") - if(BODYPART_DISABLED_PARALYSIS) - to_chat(owner, "You can't feel your [name]!") - -/obj/item/bodypart/r_leg/digitigrade - name = "right digitigrade leg" - use_digitigrade = FULL_DIGITIGRADE - -/obj/item/bodypart/r_leg/monkey - icon = 'icons/mob/animal_parts.dmi' - icon_state = "default_monkey_r_leg" - animal_origin = MONKEY_BODYPART - px_y = 4 - -/obj/item/bodypart/r_leg/alien - icon = 'icons/mob/animal_parts.dmi' - icon_state = "alien_r_leg" - px_x = 0 - px_y = 0 - dismemberable = 0 - max_damage = 100 - animal_origin = ALIEN_BODYPART - -/obj/item/bodypart/r_leg/devil - dismemberable = 0 - max_damage = 5000 - animal_origin = DEVIL_BODYPART + return bleed_rate diff --git a/code/modules/surgery/bodyparts/dismemberment.dm b/code/modules/surgery/bodyparts/dismemberment.dm index f654270df7..2ce6ca8862 100644 --- a/code/modules/surgery/bodyparts/dismemberment.dm +++ b/code/modules/surgery/bodyparts/dismemberment.dm @@ -15,7 +15,7 @@ if(HAS_TRAIT(C, TRAIT_NODISMEMBER)) return FALSE var/obj/item/bodypart/affecting = C.get_bodypart(BODY_ZONE_CHEST) - affecting.receive_damage(clamp(brute_dam/2 * affecting.body_damage_coeff, 15, 50), clamp(burn_dam/2 * affecting.body_damage_coeff, 0, 50)) //Damage the chest based on limb's existing damage + affecting.receive_damage(clamp(brute_dam/2 * affecting.body_damage_coeff, 15, 50), clamp(burn_dam/2 * affecting.body_damage_coeff, 0, 50), wound_bonus=CANT_WOUND) //Damage the chest based on limb's existing damage C.visible_message("[C]'s [src.name] has been violently dismembered!") C.emote("scream") SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "dismembered", /datum/mood_event/dismembered) @@ -83,11 +83,12 @@ //limb removal. The "special" argument is used for swapping a limb with a new one without the effects of losing a limb kicking in. -/obj/item/bodypart/proc/drop_limb(special) +/obj/item/bodypart/proc/drop_limb(special, dismembered) if(!owner) return var/atom/Tsec = owner.drop_location() var/mob/living/carbon/C = owner + SEND_SIGNAL(C, COMSIG_CARBON_REMOVE_LIMB, src, dismembered) update_limb(1) C.bodyparts -= src @@ -95,6 +96,15 @@ C.dropItemToGround(owner.get_item_for_held_index(held_index), 1) C.hand_bodyparts[held_index] = null + for(var/thing in scars) + var/datum/scar/S = thing + S.victim = null + LAZYREMOVE(owner.all_scars, S) + + for(var/thing in wounds) + var/datum/wound/W = thing + W.remove_wound(TRUE) + owner = null for(var/X in C.surgeries) //if we had an ongoing surgery on that limb, we stop it. @@ -298,6 +308,15 @@ for(var/obj/item/organ/O in contents) O.Insert(C) + for(var/thing in scars) + var/datum/scar/S = thing + S.victim = C + LAZYADD(C.all_scars, thing) + + for(var/i in wounds) + var/datum/wound/W = i + W.apply_wound(src, TRUE) + update_bodypart_damage_state() update_disabled() diff --git a/code/modules/surgery/bodyparts/head.dm b/code/modules/surgery/bodyparts/head.dm index a74b1dad28..a67f16b934 100644 --- a/code/modules/surgery/bodyparts/head.dm +++ b/code/modules/surgery/bodyparts/head.dm @@ -35,6 +35,10 @@ //If the head is a special sprite var/custom_head + wound_resistance = 10 + specific_locations = list("left eyebrow", "cheekbone", "neck", "throat", "jawline", "entire face") + scars_covered_by_clothes = FALSE + /obj/item/bodypart/head/can_dismember(obj/item/I) if(!((owner.stat == DEAD) || owner.InFullCritical())) return FALSE diff --git a/code/modules/surgery/bodyparts/helpers.dm b/code/modules/surgery/bodyparts/helpers.dm index 29aca7166f..3161419449 100644 --- a/code/modules/surgery/bodyparts/helpers.dm +++ b/code/modules/surgery/bodyparts/helpers.dm @@ -10,6 +10,16 @@ if(L.body_zone == zone) return L +///Get the bodypart for whatever hand we have active, Only relevant for carbons +/mob/proc/get_active_hand() + return FALSE + +/mob/living/carbon/get_active_hand() + var/which_hand = BODY_ZONE_PRECISE_L_HAND + if(!(active_hand_index % 2)) + which_hand = BODY_ZONE_PRECISE_R_HAND + return get_bodypart(check_zone(which_hand)) + /mob/living/carbon/has_hand_for_held_index(i) if(i) var/obj/item/bodypart/L = hand_bodyparts[i] diff --git a/code/modules/surgery/bodyparts/parts.dm b/code/modules/surgery/bodyparts/parts.dm new file mode 100644 index 0000000000..bd4abaa765 --- /dev/null +++ b/code/modules/surgery/bodyparts/parts.dm @@ -0,0 +1,307 @@ + +/obj/item/bodypart/chest + name = BODY_ZONE_CHEST + desc = "It's impolite to stare at a person's chest." + icon_state = "default_human_chest" + max_damage = 200 + body_zone = BODY_ZONE_CHEST + body_part = CHEST + px_x = 0 + px_y = 0 + stam_damage_coeff = 1 + max_stamina_damage = 120 + var/obj/item/cavity_item + specific_locations = list("upper chest", "lower abdomen", "midsection", "collarbone", "lower back") + wound_resistance = 10 + +/obj/item/bodypart/chest/can_dismember(obj/item/I) + if(!((owner.stat == DEAD) || owner.InFullCritical())) + return FALSE + return ..() + +/obj/item/bodypart/chest/Destroy() + QDEL_NULL(cavity_item) + return ..() + +/obj/item/bodypart/chest/drop_organs(mob/user, violent_removal) + if(cavity_item) + cavity_item.forceMove(drop_location()) + cavity_item = null + ..() + +/obj/item/bodypart/chest/monkey + icon = 'icons/mob/animal_parts.dmi' + icon_state = "default_monkey_chest" + animal_origin = MONKEY_BODYPART + wound_resistance = -10 + +/obj/item/bodypart/chest/alien + icon = 'icons/mob/animal_parts.dmi' + icon_state = "alien_chest" + dismemberable = 0 + max_damage = 500 + animal_origin = ALIEN_BODYPART + +/obj/item/bodypart/chest/devil + dismemberable = 0 + max_damage = 5000 + animal_origin = DEVIL_BODYPART + +/obj/item/bodypart/chest/larva + icon = 'icons/mob/animal_parts.dmi' + icon_state = "larva_chest" + dismemberable = 0 + max_damage = 50 + animal_origin = LARVA_BODYPART + +/obj/item/bodypart/l_arm + name = "left arm" + desc = "Did you know that the word 'sinister' stems originally from the \ + Latin 'sinestra' (left hand), because the left hand was supposed to \ + be possessed by the devil? This arm appears to be possessed by no \ + one though." + icon_state = "default_human_l_arm" + attack_verb = list("slapped", "punched") + max_damage = 50 + max_stamina_damage = 50 + body_zone = BODY_ZONE_L_ARM + body_part = ARM_LEFT + aux_zone = BODY_ZONE_PRECISE_L_HAND + aux_layer = HANDS_PART_LAYER + body_damage_coeff = 0.75 + held_index = 1 + px_x = -6 + px_y = 0 + specific_locations = list("outer left forearm", "inner left wrist", "left elbow", "left bicep", "left shoulder") + +/obj/item/bodypart/l_arm/is_disabled() + if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_ARM)) + return BODYPART_DISABLED_PARALYSIS + return ..() + +/obj/item/bodypart/l_arm/set_disabled(new_disabled) + . = ..() + if(!.) + return + if(disabled == BODYPART_DISABLED_DAMAGE) + if(owner.stat < UNCONSCIOUS) + owner.emote("scream") + if(owner.stat < DEAD) + to_chat(owner, "Your [name] is too damaged to function!") + if(held_index) + owner.dropItemToGround(owner.get_item_for_held_index(held_index)) + else if(disabled == BODYPART_DISABLED_PARALYSIS) + if(owner.stat < DEAD) + to_chat(owner, "You can't feel your [name]!") + if(held_index) + owner.dropItemToGround(owner.get_item_for_held_index(held_index)) + if(owner.hud_used) + var/obj/screen/inventory/hand/L = owner.hud_used.hand_slots["[held_index]"] + if(L) + L.update_icon() + +/obj/item/bodypart/l_arm/monkey + icon = 'icons/mob/animal_parts.dmi' + icon_state = "default_monkey_l_arm" + animal_origin = MONKEY_BODYPART + wound_resistance = -10 + px_x = -5 + px_y = -3 + +/obj/item/bodypart/l_arm/alien + icon = 'icons/mob/animal_parts.dmi' + icon_state = "alien_l_arm" + px_x = 0 + px_y = 0 + dismemberable = 0 + max_damage = 100 + animal_origin = ALIEN_BODYPART + +/obj/item/bodypart/l_arm/devil + dismemberable = 0 + max_damage = 5000 + animal_origin = DEVIL_BODYPART + +/obj/item/bodypart/r_arm + name = "right arm" + desc = "Over 87% of humans are right handed. That figure is much lower \ + among humans missing their right arm." + icon_state = "default_human_r_arm" + attack_verb = list("slapped", "punched") + max_damage = 50 + body_zone = BODY_ZONE_R_ARM + body_part = ARM_RIGHT + aux_zone = BODY_ZONE_PRECISE_R_HAND + aux_layer = HANDS_PART_LAYER + body_damage_coeff = 0.75 + held_index = 2 + px_x = 6 + px_y = 0 + max_stamina_damage = 50 + specific_locations = list("outer right forearm", "inner right wrist", "right elbow", "right bicep", "right shoulder") + +/obj/item/bodypart/r_arm/is_disabled() + if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_ARM)) + return BODYPART_DISABLED_PARALYSIS + return ..() + +/obj/item/bodypart/r_arm/set_disabled(new_disabled) + . = ..() + if(!.) + return + if(disabled == BODYPART_DISABLED_DAMAGE) + if(owner.stat < UNCONSCIOUS) + owner.emote("scream") + if(owner.stat < DEAD) + to_chat(owner, "Your [name] is too damaged to function!") + if(held_index) + owner.dropItemToGround(owner.get_item_for_held_index(held_index)) + else if(disabled == BODYPART_DISABLED_PARALYSIS) + if(owner.stat < DEAD) + to_chat(owner, "You can't feel your [name]!") + if(held_index) + owner.dropItemToGround(owner.get_item_for_held_index(held_index)) + if(owner.hud_used) + var/obj/screen/inventory/hand/R = owner.hud_used.hand_slots["[held_index]"] + if(R) + R.update_icon() + +/obj/item/bodypart/r_arm/monkey + icon = 'icons/mob/animal_parts.dmi' + icon_state = "default_monkey_r_arm" + animal_origin = MONKEY_BODYPART + wound_resistance = -10 + px_x = 5 + px_y = -3 + +/obj/item/bodypart/r_arm/alien + icon = 'icons/mob/animal_parts.dmi' + icon_state = "alien_r_arm" + px_x = 0 + px_y = 0 + dismemberable = 0 + max_damage = 100 + animal_origin = ALIEN_BODYPART + +/obj/item/bodypart/r_arm/devil + dismemberable = 0 + max_damage = 5000 + animal_origin = DEVIL_BODYPART + +/obj/item/bodypart/l_leg + name = "left leg" + desc = "Some athletes prefer to tie their left shoelaces first for good \ + luck. In this instance, it probably would not have helped." + icon_state = "default_human_l_leg" + attack_verb = list("kicked", "stomped") + max_damage = 50 + body_zone = BODY_ZONE_L_LEG + body_part = LEG_LEFT + body_damage_coeff = 0.75 + px_x = -2 + px_y = 12 + max_stamina_damage = 50 + specific_locations = list("inner left thigh", "outer left calf", "outer left hip", " left kneecap", "lower left shin") + +/obj/item/bodypart/l_leg/is_disabled() + if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_LEG)) + return BODYPART_DISABLED_PARALYSIS + return ..() + +/obj/item/bodypart/l_leg/set_disabled(new_disabled) + . = ..() + if(!.) + return + if(disabled == BODYPART_DISABLED_DAMAGE) + if(owner.stat < UNCONSCIOUS) + owner.emote("scream") + if(owner.stat < DEAD) + to_chat(owner, "Your [name] is too damaged to function!") + else if(disabled == BODYPART_DISABLED_PARALYSIS) + if(owner.stat < DEAD) + to_chat(owner, "You can't feel your [name]!") + +/obj/item/bodypart/l_leg/digitigrade + name = "left digitigrade leg" + use_digitigrade = FULL_DIGITIGRADE + +/obj/item/bodypart/l_leg/monkey + icon = 'icons/mob/animal_parts.dmi' + icon_state = "default_monkey_l_leg" + animal_origin = MONKEY_BODYPART + wound_resistance = -10 + px_y = 4 + +/obj/item/bodypart/l_leg/alien + icon = 'icons/mob/animal_parts.dmi' + icon_state = "alien_l_leg" + px_x = 0 + px_y = 0 + dismemberable = 0 + max_damage = 100 + animal_origin = ALIEN_BODYPART + +/obj/item/bodypart/l_leg/devil + dismemberable = 0 + max_damage = 5000 + animal_origin = DEVIL_BODYPART + +/obj/item/bodypart/r_leg + name = "right leg" + desc = "You put your right leg in, your right leg out. In, out, in, out, \ + shake it all about. And apparently then it detaches.\n\ + The hokey pokey has certainly changed a lot since space colonisation." + // alternative spellings of 'pokey' are availible + icon_state = "default_human_r_leg" + attack_verb = list("kicked", "stomped") + max_damage = 50 + body_zone = BODY_ZONE_R_LEG + body_part = LEG_RIGHT + body_damage_coeff = 0.75 + px_x = 2 + px_y = 12 + max_stamina_damage = 50 + specific_locations = list("inner right thigh", "outer right calf", "outer right hip", "right kneecap", "lower right shin") + +/obj/item/bodypart/r_leg/is_disabled() + if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_LEG)) + return BODYPART_DISABLED_PARALYSIS + return ..() + +/obj/item/bodypart/r_leg/set_disabled(new_disabled) + . = ..() + if(!.) + return + if(disabled == BODYPART_DISABLED_DAMAGE) + if(owner.stat < UNCONSCIOUS) + owner.emote("scream") + if(owner.stat < DEAD) + to_chat(owner, "Your [name] is too damaged to function!") + else if(disabled == BODYPART_DISABLED_PARALYSIS) + if(owner.stat < DEAD) + to_chat(owner, "You can't feel your [name]!") + +/obj/item/bodypart/r_leg/digitigrade + name = "right digitigrade leg" + use_digitigrade = FULL_DIGITIGRADE + +/obj/item/bodypart/r_leg/monkey + icon = 'icons/mob/animal_parts.dmi' + icon_state = "default_monkey_r_leg" + animal_origin = MONKEY_BODYPART + wound_resistance = -10 + px_y = 4 + +/obj/item/bodypart/r_leg/alien + icon = 'icons/mob/animal_parts.dmi' + icon_state = "alien_r_leg" + px_x = 0 + px_y = 0 + dismemberable = 0 + max_damage = 100 + animal_origin = ALIEN_BODYPART + +/obj/item/bodypart/r_leg/devil + dismemberable = 0 + max_damage = 5000 + animal_origin = DEVIL_BODYPART diff --git a/code/modules/surgery/bone_mending.dm b/code/modules/surgery/bone_mending.dm new file mode 100644 index 0000000000..6afe494105 --- /dev/null +++ b/code/modules/surgery/bone_mending.dm @@ -0,0 +1,142 @@ + +/////BONE FIXING SURGERIES////// + +///// Repair Hairline Fracture (Severe) +/datum/surgery/repair_bone_hairline + name = "Repair bone fracture (hairline)" + steps = list(/datum/surgery_step/incise, /datum/surgery_step/repair_bone_hairline, /datum/surgery_step/close) + target_mobtypes = list(/mob/living/carbon/human) + possible_locs = list(BODY_ZONE_R_ARM,BODY_ZONE_L_ARM,BODY_ZONE_R_LEG,BODY_ZONE_L_LEG,BODY_ZONE_CHEST,BODY_ZONE_HEAD) + requires_real_bodypart = TRUE + targetable_wound = /datum/wound/brute/bone/severe + +/datum/surgery/repair_bone_hairline/can_start(mob/living/user, mob/living/carbon/target) + if(..()) + var/obj/item/bodypart/targeted_bodypart = target.get_bodypart(user.zone_selected) + return(targeted_bodypart.get_wound_type(targetable_wound)) + + +///// Repair Compound Fracture (Critical) +/datum/surgery/repair_bone_compound + name = "Repair Compound Fracture" + steps = list(/datum/surgery_step/incise, /datum/surgery_step/clamp_bleeders, /datum/surgery_step/retract_skin, /datum/surgery_step/reset_compound_fracture, /datum/surgery_step/repair_bone_compound, /datum/surgery_step/close) + target_mobtypes = list(/mob/living/carbon/human) + possible_locs = list(BODY_ZONE_R_ARM,BODY_ZONE_L_ARM,BODY_ZONE_R_LEG,BODY_ZONE_L_LEG,BODY_ZONE_CHEST,BODY_ZONE_HEAD) + requires_real_bodypart = TRUE + targetable_wound = /datum/wound/brute/bone/critical + +/datum/surgery/repair_bone_compound/can_start(mob/living/user, mob/living/carbon/target) + if(..()) + var/obj/item/bodypart/targeted_bodypart = target.get_bodypart(user.zone_selected) + return(targeted_bodypart.get_wound_type(targetable_wound)) + + + +//SURGERY STEPS + +///// Repair Hairline Fracture (Severe) +/datum/surgery_step/repair_bone_hairline + name = "repair hairline fracture (bonesetter/bone gel/tape)" + implements = list(/obj/item/bonesetter = 100, /obj/item/stack/medical/bone_gel = 100, /obj/item/stack/sticky_tape/surgical = 100, /obj/item/stack/sticky_tape/super = 50, /obj/item/stack/sticky_tape = 30) + time = 40 + experience_given = MEDICAL_SKILL_MEDIUM + +/datum/surgery_step/repair_bone_hairline/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) + if(surgery.operated_wound) + display_results(user, target, "You begin to repair the fracture in [target]'s [parse_zone(user.zone_selected)]...", + "[user] begins to repair the fracture in [target]'s [parse_zone(user.zone_selected)] with [tool].", + "[user] begins to repair the fracture in [target]'s [parse_zone(user.zone_selected)].") + else + user.visible_message("[user] looks for [target]'s [parse_zone(user.zone_selected)].", "You look for [target]'s [parse_zone(user.zone_selected)]...") + +/datum/surgery_step/repair_bone_hairline/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) + if(surgery.operated_wound) + if(istype(tool, /obj/item/stack)) + var/obj/item/stack/used_stack = tool + used_stack.use(1) + display_results(user, target, "You successfully repair the fracture in [target]'s [parse_zone(target_zone)].", + "[user] successfully repairs the fracture in [target]'s [parse_zone(target_zone)] with [tool]!", + "[user] successfully repairs the fracture in [target]'s [parse_zone(target_zone)]!") + log_combat(user, target, "repaired a hairline fracture in", addition="INTENT: [uppertext(user.a_intent)]") + qdel(surgery.operated_wound) + else + to_chat(user, "[target] has no hairline fracture there!") + return ..() + +/datum/surgery_step/repair_bone_hairline/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, var/fail_prob = 0) + ..() + if(istype(tool, /obj/item/stack)) + var/obj/item/stack/used_stack = tool + used_stack.use(1) + + + +///// Reset Compound Fracture (Crticial) +/datum/surgery_step/reset_compound_fracture + name = "reset bone" + implements = list(/obj/item/bonesetter = 100, /obj/item/stack/sticky_tape/surgical = 60, /obj/item/stack/sticky_tape/super = 40, /obj/item/stack/sticky_tape = 20) + time = 40 + experience_given = MEDICAL_SKILL_MEDIUM + +/datum/surgery_step/reset_compound_fracture/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) + if(surgery.operated_wound) + display_results(user, target, "You begin to reset the bone in [target]'s [parse_zone(user.zone_selected)]...", + "[user] begins to reset the bone in [target]'s [parse_zone(user.zone_selected)] with [tool].", + "[user] begins to reset the bone in [target]'s [parse_zone(user.zone_selected)].") + else + user.visible_message("[user] looks for [target]'s [parse_zone(user.zone_selected)].", "You look for [target]'s [parse_zone(user.zone_selected)]...") + +/datum/surgery_step/reset_compound_fracture/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) + if(surgery.operated_wound) + if(istype(tool, /obj/item/stack)) + var/obj/item/stack/used_stack = tool + used_stack.use(1) + display_results(user, target, "You successfully reset the bone in [target]'s [parse_zone(target_zone)].", + "[user] successfully resets the bone in [target]'s [parse_zone(target_zone)] with [tool]!", + "[user] successfully resets the bone in [target]'s [parse_zone(target_zone)]!") + log_combat(user, target, "reset a compound fracture in", addition="INTENT: [uppertext(user.a_intent)]") + else + to_chat(user, "[target] has no compound fracture there!") + return ..() + +/datum/surgery_step/reset_compound_fracture/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, var/fail_prob = 0) + ..() + if(istype(tool, /obj/item/stack)) + var/obj/item/stack/used_stack = tool + used_stack.use(1) + + +///// Repair Compound Fracture (Crticial) +/datum/surgery_step/repair_bone_compound + name = "repair compound fracture (bone gel/tape)" + implements = list(/obj/item/stack/medical/bone_gel = 100, /obj/item/stack/sticky_tape/surgical = 100, /obj/item/stack/sticky_tape/super = 50, /obj/item/stack/sticky_tape = 30) + time = 40 + experience_given = MEDICAL_SKILL_MEDIUM + +/datum/surgery_step/repair_bone_compound/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) + if(surgery.operated_wound) + display_results(user, target, "You begin to repair the fracture in [target]'s [parse_zone(user.zone_selected)]...", + "[user] begins to repair the fracture in [target]'s [parse_zone(user.zone_selected)] with [tool].", + "[user] begins to repair the fracture in [target]'s [parse_zone(user.zone_selected)].") + else + user.visible_message("[user] looks for [target]'s [parse_zone(user.zone_selected)].", "You look for [target]'s [parse_zone(user.zone_selected)]...") + +/datum/surgery_step/repair_bone_compound/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) + if(surgery.operated_wound) + if(istype(tool, /obj/item/stack)) + var/obj/item/stack/used_stack = tool + used_stack.use(1) + display_results(user, target, "You successfully repair the fracture in [target]'s [parse_zone(target_zone)].", + "[user] successfully repairs the fracture in [target]'s [parse_zone(target_zone)] with [tool]!", + "[user] successfully repairs the fracture in [target]'s [parse_zone(target_zone)]!") + log_combat(user, target, "repaired a compound fracture in", addition="INTENT: [uppertext(user.a_intent)]") + qdel(surgery.operated_wound) + else + to_chat(user, "[target] has no compound fracture there!") + return ..() + +/datum/surgery_step/repair_bone_compound/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, var/fail_prob = 0) + ..() + if(istype(tool, /obj/item/stack)) + var/obj/item/stack/used_stack = tool + used_stack.use(1) diff --git a/code/modules/surgery/burn_dressing.dm b/code/modules/surgery/burn_dressing.dm new file mode 100644 index 0000000000..1d64d29ff6 --- /dev/null +++ b/code/modules/surgery/burn_dressing.dm @@ -0,0 +1,108 @@ + +/////BURN FIXING SURGERIES////// + +///// Debride burnt flesh +/datum/surgery/debride + name = "Debride infected flesh" + steps = list(/datum/surgery_step/debride, /datum/surgery_step/dress) + target_mobtypes = list(/mob/living/carbon/human) + possible_locs = list(BODY_ZONE_R_ARM,BODY_ZONE_L_ARM,BODY_ZONE_R_LEG,BODY_ZONE_L_LEG,BODY_ZONE_CHEST,BODY_ZONE_HEAD) + requires_real_bodypart = TRUE + targetable_wound = /datum/wound/burn + +/datum/surgery/debride/can_start(mob/living/user, mob/living/carbon/target) + if(..()) + var/obj/item/bodypart/targeted_bodypart = target.get_bodypart(user.zone_selected) + var/datum/wound/burn/burn_wound = targeted_bodypart.get_wound_type(targetable_wound) + return(burn_wound && burn_wound.infestation > 0) + +//SURGERY STEPS + +///// Debride +/datum/surgery_step/debride + name = "excise infection" + implements = list(TOOL_HEMOSTAT = 100, TOOL_SCALPEL = 85, TOOL_SAW = 60, TOOL_WIRECUTTER = 40) + time = 30 + repeatable = TRUE + experience_given = MEDICAL_SKILL_MEDIUM + +/datum/surgery_step/debride/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) + if(surgery.operated_wound) + var/datum/wound/burn/burn_wound = surgery.operated_wound + if(burn_wound.infestation <= 0) + to_chat(user, "[target]'s [parse_zone(user.zone_selected)] has no infected flesh to remove!") + surgery.status++ + repeatable = FALSE + return + display_results(user, target, "You begin to excise infected flesh from [target]'s [parse_zone(user.zone_selected)]...", + "[user] begins to excise infected flesh from [target]'s [parse_zone(user.zone_selected)] with [tool].", + "[user] begins to excise infected flesh from [target]'s [parse_zone(user.zone_selected)].") + else + user.visible_message("[user] looks for [target]'s [parse_zone(user.zone_selected)].", "You look for [target]'s [parse_zone(user.zone_selected)]...") + +/datum/surgery_step/debride/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) + var/datum/wound/burn/burn_wound = surgery.operated_wound + if(burn_wound) + display_results(user, target, "You successfully excise some of the infected flesh from [target]'s [parse_zone(target_zone)].", + "[user] successfully excises some of the infected flesh from [target]'s [parse_zone(target_zone)] with [tool]!", + "[user] successfully excises some of the infected flesh from [target]'s [parse_zone(target_zone)]!") + log_combat(user, target, "excised infected flesh in", addition="INTENT: [uppertext(user.a_intent)]") + surgery.operated_bodypart.receive_damage(brute=3, wound_bonus=CANT_WOUND) + burn_wound.infestation -= 0.5 + burn_wound.sanitization += 0.5 + if(burn_wound.infestation <= 0) + repeatable = FALSE + else + to_chat(user, "[target] has no infected flesh there!") + return ..() + +/datum/surgery_step/debride/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, var/fail_prob = 0) + ..() + display_results(user, target, "You carve away some of the healthy flesh from [target]'s [parse_zone(target_zone)].", + "[user] carves away some of the healthy flesh from [target]'s [parse_zone(target_zone)] with [tool]!", + "[user] carves away some of the healthy flesh from [target]'s [parse_zone(target_zone)]!") + surgery.operated_bodypart.receive_damage(brute=rand(4,8), sharpness=TRUE) + +/datum/surgery_step/debride/initiate(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE) + if(!..()) + return + var/datum/wound/burn/burn_wound = surgery.operated_wound + while(burn_wound && burn_wound.infestation > 0.25) + if(!..()) + break + +///// Dressing burns +/datum/surgery_step/dress + name = "bandage burns" + implements = list(/obj/item/stack/medical/gauze = 100, /obj/item/stack/sticky_tape/surgical = 100) + time = 40 + experience_given = MEDICAL_SKILL_MEDIUM + +/datum/surgery_step/dress/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) + var/datum/wound/burn/burn_wound = surgery.operated_wound + if(burn_wound) + display_results(user, target, "You begin to dress the burns on [target]'s [parse_zone(user.zone_selected)]...", + "[user] begins to dress the burns on [target]'s [parse_zone(user.zone_selected)] with [tool].", + "[user] begins to dress the burns on [target]'s [parse_zone(user.zone_selected)].") + else + user.visible_message("[user] looks for [target]'s [parse_zone(user.zone_selected)].", "You look for [target]'s [parse_zone(user.zone_selected)]...") + +/datum/surgery_step/dress/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) + var/datum/wound/burn/burn_wound = surgery.operated_wound + if(burn_wound) + display_results(user, target, "You successfully wrap [target]'s [parse_zone(target_zone)] with [tool].", + "[user] successfully wraps [target]'s [parse_zone(target_zone)] with [tool]!", + "[user] successfully wraps [target]'s [parse_zone(target_zone)]!") + log_combat(user, target, "dressed burns in", addition="INTENT: [uppertext(user.a_intent)]") + burn_wound.sanitization += 3 + burn_wound.flesh_healing += 5 + burn_wound.force_bandage(tool) + else + to_chat(user, "[target] has no burns there!") + return ..() + +/datum/surgery_step/dress/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, var/fail_prob = 0) + ..() + if(istype(tool, /obj/item/stack)) + var/obj/item/stack/used_stack = tool + used_stack.use(1) diff --git a/code/modules/surgery/coronary_bypass.dm b/code/modules/surgery/coronary_bypass.dm index af736e393c..d1d478ddfe 100644 --- a/code/modules/surgery/coronary_bypass.dm +++ b/code/modules/surgery/coronary_bypass.dm @@ -31,7 +31,8 @@ display_results(user, target, "Blood pools around the incision in [H]'s heart.", "Blood pools around the incision in [H]'s heart.", "") - H.bleed_rate += 10 + var/obj/item/bodypart/BP = H.get_bodypart(target_zone) + BP.generic_bleedstacks += 10 H.adjustBruteLoss(10) return TRUE @@ -41,7 +42,8 @@ display_results(user, target, "You screw up, cutting too deeply into the heart!", "[user] screws up, causing blood to spurt out of [H]'s chest!", "[user] screws up, causing blood to spurt out of [H]'s chest!") - H.bleed_rate += 20 + var/obj/item/bodypart/BP = H.get_bodypart(target_zone) + BP.generic_bleedstacks += 10 H.adjustOrganLoss(ORGAN_SLOT_HEART, 10) H.adjustBruteLoss(10) @@ -73,5 +75,6 @@ "[user] screws up, causing blood to spurt out of [H]'s chest profusely!", "[user] screws up, causing blood to spurt out of [H]'s chest profusely!") H.adjustOrganLoss(ORGAN_SLOT_HEART, 20) - H.bleed_rate += 30 + var/obj/item/bodypart/BP = H.get_bodypart(target_zone) + BP.generic_bleedstacks += 30 return FALSE diff --git a/code/modules/surgery/experimental_dissection.dm b/code/modules/surgery/experimental_dissection.dm index 6110bb6202..b9d877d0c1 100644 --- a/code/modules/surgery/experimental_dissection.dm +++ b/code/modules/surgery/experimental_dissection.dm @@ -78,7 +78,7 @@ "[user] dissects [target]!") SSresearch.science_tech.add_point_list(list(TECHWEB_POINT_TYPE_GENERIC = points_earned)) var/obj/item/bodypart/L = target.get_bodypart(BODY_ZONE_CHEST) - target.apply_damage(80, BRUTE, L) + target.apply_damage(80, BRUTE, L, wound_bonus=CANT_WOUND) ADD_TRAIT(target, TRAIT_DISSECTED, "[surgery.name]") repeatable = FALSE return TRUE @@ -89,7 +89,7 @@ "[user] dissects [target], but looks a little dissapointed.") SSresearch.science_tech.add_point_list(list(TECHWEB_POINT_TYPE_GENERIC = (round(check_value(target, surgery) * 0.01)))) var/obj/item/bodypart/L = target.get_bodypart(BODY_ZONE_CHEST) - target.apply_damage(80, BRUTE, L) + target.apply_damage(80, BRUTE, L, wound_bonus=CANT_WOUND) return TRUE /datum/surgery/advanced/experimental_dissection/adv diff --git a/code/modules/surgery/healing.dm b/code/modules/surgery/healing.dm index 4069199864..0680dda404 100644 --- a/code/modules/surgery/healing.dm +++ b/code/modules/surgery/healing.dm @@ -87,7 +87,7 @@ urdamageamt_brute += round((target.getBruteLoss()/ (missinghpbonus*2)),0.1) urdamageamt_burn += round((target.getFireLoss()/ (missinghpbonus*2)),0.1) - target.take_bodypart_damage(urdamageamt_brute, urdamageamt_burn) + target.take_bodypart_damage(urdamageamt_brute, urdamageamt_burn, wound_bonus=CANT_WOUND) return FALSE /***************************BRUTE***************************/ diff --git a/code/modules/surgery/organic_steps.dm b/code/modules/surgery/organic_steps.dm index 0b38ecc2fe..8e893875a9 100644 --- a/code/modules/surgery/organic_steps.dm +++ b/code/modules/surgery/organic_steps.dm @@ -21,7 +21,9 @@ display_results(user, target, "Blood pools around the incision in [H]'s [parse_zone(target_zone)].", "Blood pools around the incision in [H]'s [parse_zone(target_zone)].", "") - H.bleed_rate += 3 + var/obj/item/bodypart/BP = target.get_bodypart(target_zone) + if(BP) + BP.generic_bleedstacks += 10 return TRUE /datum/surgery_step/incise/nobleed //silly friendly! @@ -50,7 +52,9 @@ target.heal_bodypart_damage(20,0) if (ishuman(target)) var/mob/living/carbon/human/H = target - H.bleed_rate = max( (H.bleed_rate - 3), 0) + var/obj/item/bodypart/BP = H.get_bodypart(target_zone) + if(BP) + BP.generic_bleedstacks -= 3 return ..() //retract skin /datum/surgery_step/retract_skin @@ -86,7 +90,9 @@ target.heal_bodypart_damage(45,0) if (ishuman(target)) var/mob/living/carbon/human/H = target - H.bleed_rate = max( (H.bleed_rate - 3), 0) + var/obj/item/bodypart/BP = H.get_bodypart(target_zone) + if(BP) + BP.generic_bleedstacks -= 3 return ..() //saw bone /datum/surgery_step/saw @@ -100,7 +106,7 @@ "[user] begins to saw through the bone in [target]'s [parse_zone(target_zone)].") /datum/surgery_step/saw/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) - target.apply_damage(50, BRUTE, "[target_zone]") + target.apply_damage(50, BRUTE, "[target_zone]", wound_bonus=CANT_WOUND) display_results(user, target, "You saw [target]'s [parse_zone(target_zone)] open.", "[user] saws [target]'s [parse_zone(target_zone)] open!", "[user] saws [target]'s [parse_zone(target_zone)] open!") diff --git a/code/modules/surgery/organs/vocal_cords.dm b/code/modules/surgery/organs/vocal_cords.dm index fa49e3eff5..b6b74efe32 100644 --- a/code/modules/surgery/organs/vocal_cords.dm +++ b/code/modules/surgery/organs/vocal_cords.dm @@ -318,13 +318,14 @@ cooldown = COOLDOWN_DAMAGE for(var/V in listeners) var/mob/living/L = V - L.apply_damage(15 * power_multiplier, def_zone = BODY_ZONE_CHEST) + L.apply_damage(15 * power_multiplier, def_zone = BODY_ZONE_CHEST, wound_bonus=CANT_WOUND) //BLEED else if((findtext(message, bleed_words))) cooldown = COOLDOWN_DAMAGE for(var/mob/living/carbon/human/H in listeners) - H.bleed_rate += (5 * power_multiplier) + var/obj/item/bodypart/BP = pick(H.bodyparts) + BP.generic_bleedstacks += 5 //FIRE else if((findtext(message, burn_words))) diff --git a/code/modules/surgery/surgery.dm b/code/modules/surgery/surgery.dm index 51ce2726b0..4d42cb6c23 100644 --- a/code/modules/surgery/surgery.dm +++ b/code/modules/surgery/surgery.dm @@ -18,6 +18,8 @@ var/lying_required = TRUE //Does the vicitm needs to be lying down. var/requires_tech = FALSE var/replaced_by + var/datum/wound/operated_wound //The actual wound datum instance we're targeting + var/datum/wound/targetable_wound //The wound type this surgery targets /datum/surgery/New(surgery_target, surgery_location, surgery_bodypart) ..() @@ -28,8 +30,13 @@ location = surgery_location if(surgery_bodypart) operated_bodypart = surgery_bodypart + if(targetable_wound) + operated_wound = operated_bodypart.get_wound_type(targetable_wound) + operated_wound.attached_surgery = src /datum/surgery/Destroy() + if(operated_wound) + operated_wound.attached_surgery = null if(target) target.surgeries -= src target = null diff --git a/tgstation.dme b/tgstation.dme index 9c1f8a2378..dd57ad97a2 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -654,6 +654,7 @@ #include "code\datums\wires\tesla_coil.dm" #include "code\datums\wires\vending.dm" #include "code\datums\wounds\_scars.dm" +#include "code\datums\wounds\_wounds.dm" #include "code\datums\wounds\cuts.dm" #include "code\game\alternate_appearance.dm" #include "code\game\atoms.dm" @@ -3256,7 +3257,9 @@ #include "code\modules\station_goals\shield.dm" #include "code\modules\station_goals\station_goal.dm" #include "code\modules\surgery\amputation.dm" +#include "code\modules\surgery\bone_mending.dm" #include "code\modules\surgery\brain_surgery.dm" +#include "code\modules\surgery\burn_dressing.dm" #include "code\modules\surgery\cavity_implant.dm" #include "code\modules\surgery\core_removal.dm" #include "code\modules\surgery\coronary_bypass.dm" @@ -3297,10 +3300,11 @@ #include "code\modules\surgery\advanced\bioware\nerve_grounding.dm" #include "code\modules\surgery\advanced\bioware\nerve_splicing.dm" #include "code\modules\surgery\advanced\bioware\vein_threading.dm" -#include "code\modules\surgery\bodyparts\bodyparts.dm" +#include "code\modules\surgery\bodyparts\_bodyparts.dm" #include "code\modules\surgery\bodyparts\dismemberment.dm" #include "code\modules\surgery\bodyparts\head.dm" #include "code\modules\surgery\bodyparts\helpers.dm" +#include "code\modules\surgery\bodyparts\parts.dm" #include "code\modules\surgery\bodyparts\robot_bodyparts.dm" #include "code\modules\surgery\organs\appendix.dm" #include "code\modules\surgery\organs\augments_arms.dm" From e8fade4f7fa8e9acaac1bcb2ea2ae53063aabadb Mon Sep 17 00:00:00 2001 From: timothyteakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 02:29:12 +0100 Subject: [PATCH 05/26] changes --- code/__DEFINES/dcs/signals.dm | 3 +- code/__DEFINES/mobs.dm | 2 + code/__HELPERS/do_after.dm | 26 +- code/datums/mind.dm | 1 - code/datums/wounds/_wounds.dm | 2 - code/datums/wounds/bones.dm | 453 ++++++++++++++++++ code/datums/wounds/burns.dm | 323 +++++++++++++ code/datums/wounds/cuts.dm | 2 +- code/game/objects/items/grenades/flashbang.dm | 4 +- code/game/objects/items/shrapnel.dm | 4 +- code/game/objects/items/stacks/medical.dm | 6 +- code/game/objects/items/storage/firstaid.dm | 3 +- code/game/objects/items/tanks/tanks.dm | 1 - code/game/objects/structures/tables_racks.dm | 6 +- .../antagonists/bloodsucker/powers/feed.dm | 4 +- .../bloodsucker/powers/recuperate.dm | 5 +- code/modules/clothing/clothing.dm | 4 +- code/modules/clothing/suits/armor.dm | 2 +- .../modules/mob/dead/new_player/new_player.dm | 2 +- code/modules/mob/living/blood.dm | 36 +- code/modules/mob/living/carbon/carbon.dm | 1 - .../mob/living/carbon/carbon_defense.dm | 4 +- .../modules/mob/living/carbon/damage_procs.dm | 8 +- .../mob/living/carbon/human/human_defense.dm | 2 +- code/modules/mob/mob_defines.dm | 3 + .../ammunition/ballistic/shotgun.dm | 4 +- .../projectiles/ammunition/energy/laser.dm | 2 +- code/modules/projectiles/projectile.dm | 2 +- code/modules/projectiles/projectile/beams.dm | 5 +- .../projectiles/projectile/bullets/shotgun.dm | 4 +- code/modules/surgery/bodyparts/parts.dm | 4 - code/modules/surgery/bone_mending.dm | 3 - code/modules/surgery/burn_dressing.dm | 2 - code/modules/vending/_vending.dm | 2 +- tgstation.dme | 2 + 35 files changed, 861 insertions(+), 76 deletions(-) create mode 100644 code/datums/wounds/bones.dm create mode 100644 code/datums/wounds/burns.dm diff --git a/code/__DEFINES/dcs/signals.dm b/code/__DEFINES/dcs/signals.dm index 7db67c3072..e9d62a3e1d 100644 --- a/code/__DEFINES/dcs/signals.dm +++ b/code/__DEFINES/dcs/signals.dm @@ -357,7 +357,7 @@ #define COMSIG_PROJECTILE_SELF_ON_HIT "projectile_self_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle) #define COMSIG_PROJECTILE_ON_HIT "projectile_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle) #define COMSIG_PROJECTILE_BEFORE_FIRE "projectile_before_fire" // from base of /obj/item/projectile/proc/fire(): (obj/item/projectile, atom/original_target) -#define COMSIG_PROJECTILE_FIRE "projectile_fire" ///from the base of /obj/projectile/proc/fire(): () +#define COMSIG_PROJECTILE_FIRE "projectile_fire" ///from the base of /obj/item/projectile/proc/fire(): () #define COMSIG_PROJECTILE_RANGE_OUT "projectile_range_out" // sent to targets during the process_hit proc of projectiles #define COMSIG_EMBED_TRY_FORCE "item_try_embed" // sent when trying to force an embed (mainly for projectiles, only used in the embed element) #define COMSIG_PROJECTILE_PREHIT "com_proj_prehit" ///sent to targets during the process_hit proc of projectiles @@ -367,6 +367,7 @@ // /mob/living/carbon/human signals #define COMSIG_HUMAN_MELEE_UNARMED_ATTACK "human_melee_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target) #define COMSIG_HUMAN_MELEE_UNARMED_ATTACKBY "human_melee_unarmed_attackby" //from mob/living/carbon/human/UnarmedAttack(): (mob/living/carbon/human/attacker) +#define COMSIG_HUMAN_EARLY_UNARMED_ATTACK "human_early_unarmed_attack" #define COMSIG_HUMAN_DISARM_HIT "human_disarm_hit" //Hit by successful disarm attack (mob/living/carbon/human/attacker,zone_targeted) #define COMSIG_HUMAN_PREFS_COPIED_TO "human_prefs_copied_to" //from datum/preferences/copy_to(): (datum/preferences, icon_updates, roundstart_checks) #define COMSIG_HUMAN_HARDSET_DNA "human_hardset_dna" //from mob/living/carbon/human/hardset_dna(): (ui, list/mutation_index, newreal_name, newblood_type, datum/species, newfeatures) diff --git a/code/__DEFINES/mobs.dm b/code/__DEFINES/mobs.dm index ddb901f24c..52657e9104 100644 --- a/code/__DEFINES/mobs.dm +++ b/code/__DEFINES/mobs.dm @@ -12,6 +12,8 @@ #define MOVE_INTENT_RUN "run" //Blood levels +#define BLOOD_VOLUME_MAX_LETHAL 2150 +#define BLOOD_VOLUME_EXCESS 2100 #define BLOOD_VOLUME_MAXIMUM 2000 #define BLOOD_VOLUME_SLIME_SPLIT 1120 #define BLOOD_VOLUME_NORMAL 560 diff --git a/code/__HELPERS/do_after.dm b/code/__HELPERS/do_after.dm index f1f483c345..614c3d73c4 100644 --- a/code/__HELPERS/do_after.dm +++ b/code/__HELPERS/do_after.dm @@ -166,6 +166,8 @@ var/target_loc = target.loc + LAZYADD(user.do_afters, target) + var/holding = user.get_active_held_item() var/datum/progressbar/progbar if (progress) @@ -183,6 +185,9 @@ break if(uninterruptible) continue + if(!(target in user.do_afters)) + . = FALSE + break if(drifting && !user.inertia_dir) drifting = 0 @@ -191,9 +196,10 @@ if((!drifting && user.loc != user_loc) || target.loc != target_loc || (!ignorehelditem && user.get_active_held_item() != holding) || user.incapacitated() || user.lying || (extra_checks && !extra_checks.Invoke())) . = 0 break - if (progress) + if(progress) qdel(progbar) - + if(!QDELETED(target)) + LAZYREMOVE(user.do_afters, target) //some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action /mob/proc/break_do_after_checks(list/checked_health, check_clicks) @@ -216,6 +222,9 @@ if(target && !isturf(target)) Tloc = target.loc + if(target) + LAZYADD(user.do_afters, target) + var/atom/Uloc = user.loc var/drifting = 0 @@ -260,6 +269,10 @@ . = 0 break + if(target && !(target in user.do_afters)) + . = FALSE + break + if(needhand) //This might seem like an odd check, but you can still need a hand even when it's empty //i.e the hand is used to pull some item/tool out of the construction @@ -270,8 +283,10 @@ if(user.get_active_held_item() != holding) . = 0 break - if (progress) + if(progress) qdel(progbar) + if(!QDELETED(target)) + LAZYREMOVE(user.do_afters, target) /mob/proc/do_after_coefficent() // This gets added to the delay on a do_after, default 1 . = 1 @@ -291,6 +306,7 @@ var/list/originalloc = list() for(var/atom/target in targets) originalloc[target] = target.loc + LAZYADD(user.do_afters, target) var/holding = user.get_active_held_item() var/datum/progressbar/progbar @@ -321,3 +337,7 @@ break mainloop if(progbar) qdel(progbar) + for(var/thing in targets) + var/atom/target = thing + if(!QDELETED(target)) + LAZYREMOVE(user.do_afters, target) diff --git a/code/datums/mind.dm b/code/datums/mind.dm index 9e426843e4..cb99fdc5a3 100644 --- a/code/datums/mind.dm +++ b/code/datums/mind.dm @@ -93,7 +93,6 @@ 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) diff --git a/code/datums/wounds/_wounds.dm b/code/datums/wounds/_wounds.dm index d70a4ebdb2..b1ba49b7ab 100644 --- a/code/datums/wounds/_wounds.dm +++ b/code/datums/wounds/_wounds.dm @@ -206,8 +206,6 @@ /// 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() - if(HAS_TRAIT(victim, TRAIT_NOMETABOLISM)) - return switch(severity) if(WOUND_SEVERITY_MODERATE) diff --git a/code/datums/wounds/bones.dm b/code/datums/wounds/bones.dm new file mode 100644 index 0000000000..93ca9c5b67 --- /dev/null +++ b/code/datums/wounds/bones.dm @@ -0,0 +1,453 @@ + +/* + Bones +*/ +// TODO: well, a lot really, but i'd kill to get overlays and a bonebreaking effect like Blitz: The League, similar to electric shock skeletons + +/* + 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 + + /// Have we been taped? + var/taped + /// Have we been bone gel'd? + var/gelled + /// If we did the gel + surgical tape healing method for fractures, how many regen points we need + var/regen_points_needed + /// Our current counter for gel + surgical tape regeneration + var/regen_points_current + /// If we suffer severe head booboos, we can get brain traumas tied to them + var/datum/brain_trauma/active_trauma + /// What brain trauma group, if any, we can draw from for head wounds + var/brain_trauma_group + /// If we deal brain traumas, when is the next one due? + var/next_trauma_cycle + /// 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 + +/* + Overwriting of base procs +*/ +/datum/wound/brute/bone/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) + next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown) + + RegisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, .proc/attack_with_hurt_hand) + if(limb.held_index && victim.get_item_for_held_index(limb.held_index) && (disabling || prob(30 * severity))) + var/obj/item/I = victim.get_item_for_held_index(limb.held_index) + if(istype(I, /obj/item/offhand)) + I = victim.get_inactive_held_item() + + if(I && victim.dropItemToGround(I)) + victim.visible_message("[victim] drops [I] in shock!", "The force on your [limb.name] causes you to drop [I]!", vision_distance=COMBAT_MESSAGE_RANGE) + + update_inefficiencies() + +/datum/wound/brute/bone/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() + . = ..() + if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group && world.time > next_trauma_cycle) + if(active_trauma) + QDEL_NULL(active_trauma) + else + active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND) + next_trauma_cycle = world.time + (rand(100-WOUND_BONE_HEAD_TIME_VARIANCE, 100+WOUND_BONE_HEAD_TIME_VARIANCE) * 0.01 * trauma_cycle_cooldown) + + if(!regen_points_needed) + return + + regen_points_current++ + if(prob(severity * 2)) + victim.take_bodypart_damage(rand(2, severity * 2), stamina=rand(2, severity * 2.5), wound_bonus=CANT_WOUND) + if(prob(33)) + to_chat(victim, "You feel a sharp pain in your body as your bones are reforming!") + + if(regen_points_current > regen_points_needed) + if(!victim || !limb) + qdel(src) + return + to_chat(victim, "Your [limb.name] has recovered from your fracture!") + 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) + if(victim.get_active_hand() != limb || victim.a_intent == INTENT_HELP || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE) + return + + // With a severe or critical wound, you have a 15% or 30% chance to proc pain on hit + if(prob((severity - 1) * 15)) + // And you have a 70% or 50% chance to actually land the blow, respectively + if(prob(70 - 20 * (severity - 1))) + to_chat(victim, "The fracture in your [limb.name] shoots with pain as you strike [target]!") + limb.receive_damage(brute=rand(1,5)) + else + victim.visible_message("[victim] weakly strikes [target] with [victim.p_their()] broken [limb.name], recoiling from pain!", \ + "You fail to strike [target] as the fracture in your [limb.name] lights up in unbearable pain!", vision_distance=COMBAT_MESSAGE_RANGE) + victim.emote("scream") + victim.Stun(0.5 SECONDS) + 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) + return + + if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(chance_internal_bleeding + 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("[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.", "You cough up a bit of blood from the blow to your chest.") + victim.bleed(blood_bled, TRUE) + if(14 to 19) + victim.visible_message("[victim] spits out a string of blood from the blow to [victim.p_their()] chest!", "You spit out a string of blood from the blow to your chest!") + new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir) + victim.bleed(blood_bled) + if(20 to INFINITY) + victim.visible_message("[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!", "You choke up on a spray of blood from the blow to your chest!") + 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("The splint securing [victim]'s [limb.name] is [destroyed_verb] away!", "The splint securing your [limb.name] is [destroyed_verb] away!", 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) + return ..() + + var/msg = "" + if(!splinted) + msg = "[victim.p_their(TRUE)] [limb.name] [examine_desc]" + else + var/splint_condition = "" + // how much life we have left in these bandages + switch(splinted.obj_integrity / splinted.max_integrity * 100) + if(0 to 25) + splint_condition = "just barely " + if(25 to 50) + splint_condition = "loosely " + if(50 to 75) + splint_condition = "mostly " + if(75 to INFINITY) + splint_condition = "tightly " + + msg = "[victim.p_their(TRUE)] [limb.name] is [splint_condition] fastened in a splint of [splinted.name]" + + if(taped) + msg += ", and appears to be reforming itself under some surgical tape!" + else if(gelled) + msg += ", with fizzing flecks of blue bone gel sparking off the bone!" + else + msg += "!" + return "[msg]" + +/* + New common procs for /datum/wound/brute/bone/ +*/ + +/datum/wound/brute/bone/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 + 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) + else + interaction_efficiency_penalty = interaction_efficiency_penalty + + if(initial(disabling) && splinted) + disabling = FALSE + else if(initial(disabling)) + disabling = TRUE + + 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, "The splint already on [user == victim ? "your" : "[victim]'s"] [limb.name] is better than you can do with [I].") + return + + user.visible_message("[user] begins splinting [victim]'s [limb.name] with [I].", "You begin splinting [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") + + 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("[user] finishes splinting [victim]'s [limb.name]!", "You finish splinting [user == victim ? "your" : "[victim]'s"] [limb.name]!") + treat_priority = FALSE + splinted = new I.type(limb) + splinted.amount = 1 + I.use(1) + update_inefficiencies() + +/* + Moderate (Joint Dislocation) +*/ + +/datum/wound/brute/bone/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." + examine_desc = "is awkwardly jammed out of place" + occur_text = "jerks violently and becomes unseated" + 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 + 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") + +/datum/wound/brute/bone/moderate/crush() + if(prob(33)) + victim.visible_message("[victim]'s dislocated [limb.name] pops back into place!", "Your dislocated [limb.name] pops back into place! Ow!") + remove_wound() + +/datum/wound/brute/bone/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 + + if(user.grab_state == GRAB_PASSIVE) + to_chat(user, "You must have [victim] in an aggressive grab to manipulate [victim.p_their()] [lowertext(name)]!") + return TRUE + + if(user.grab_state >= GRAB_AGGRESSIVE) + user.visible_message("[user] begins twisting and straining [victim]'s dislocated [limb.name]!", "You begin twisting and straining [victim]'s dislocated [limb.name]...", ignored_mobs=victim) + to_chat(victim, "[user] begins twisting and straining your dislocated [limb.name]!") + if(user.a_intent == INTENT_HELP) + chiropractice(user) + else + malpractice(user) + 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) + var/time = base_treat_time + + if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) + return + + if(prob(65)) + user.visible_message("[user] snaps [victim]'s dislocated [limb.name] back into place!", "You snap [victim]'s dislocated [limb.name] back into place!", ignored_mobs=victim) + to_chat(victim, "[user] snaps your dislocated [limb.name] back into place!") + victim.emote("scream") + limb.receive_damage(brute=20, wound_bonus=CANT_WOUND) + qdel(src) + else + user.visible_message("[user] wrenches [victim]'s dislocated [limb.name] around painfully!", "You wrench [victim]'s dislocated [limb.name] around painfully!", ignored_mobs=victim) + to_chat(victim, "[user] wrenches your dislocated [limb.name] around painfully!") + limb.receive_damage(brute=10, wound_bonus=CANT_WOUND) + 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) + var/time = base_treat_time + + if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) + return + + if(prob(65)) + user.visible_message("[user] snaps [victim]'s dislocated [limb.name] with a sickening crack!", "You snap [victim]'s dislocated [limb.name] with a sickening crack!", ignored_mobs=victim) + to_chat(victim, "[user] snaps your dislocated [limb.name] with a sickening crack!") + victim.emote("scream") + limb.receive_damage(brute=25, wound_bonus=30) + else + user.visible_message("[user] wrenches [victim]'s dislocated [limb.name] around painfully!", "You wrench [victim]'s dislocated [limb.name] around painfully!", ignored_mobs=victim) + to_chat(victim, "[user] wrenches your dislocated [limb.name] around painfully!") + limb.receive_damage(brute=10, wound_bonus=CANT_WOUND) + malpractice(user) + + +/datum/wound/brute/bone/moderate/treat(obj/item/I, mob/user) + if(victim == user) + victim.visible_message("[user] begins resetting [victim.p_their()] [limb.name] with [I].", "You begin resetting your [limb.name] with [I]...") + else + user.visible_message("[user] begins resetting [victim]'s [limb.name] with [I].", "You begin resetting [victim]'s [limb.name] with [I]...") + + if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) + return + + if(victim == user) + limb.receive_damage(brute=15, wound_bonus=CANT_WOUND) + victim.visible_message("[user] finishes resetting [victim.p_their()] [limb.name]!", "You reset your [limb.name]!") + else + limb.receive_damage(brute=10, wound_bonus=CANT_WOUND) + user.visible_message("[user] finishes resetting [victim]'s [limb.name]!", "You finish resetting [victim]'s [limb.name]!", victim) + to_chat(victim, "[user] resets your [limb.name]!") + + victim.emote("scream") + qdel(src) + +/* + Severe (Hairline Fracture) +*/ + +/datum/wound/brute/bone/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" + + 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 + 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") + brain_trauma_group = BRAIN_TRAUMA_MILD + trauma_cycle_cooldown = 1.5 MINUTES + chance_internal_bleeding = 40 + +/datum/wound/brute/bone/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" + 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 + 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") + brain_trauma_group = BRAIN_TRAUMA_SEVERE + trauma_cycle_cooldown = 2.5 MINUTES + chance_internal_bleeding = 60 + +// 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) + 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) + if(gelled) + to_chat(user, "[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!") + return + + user.visible_message("[user] begins hastily applying [I] to [victim]'s' [limb.name]...", "You begin hastily applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name], disregarding the warning label...") + + if(!do_after(user, base_treat_time * 1.5 * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) + return + + I.use(1) + victim.emote("scream") + if(user != victim) + user.visible_message("[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!", "You finish applying [I] to [victim]'s [limb.name]!", ignored_mobs=victim) + to_chat(victim, "[user] finishes applying [I] to your [limb.name], and you can feel the bones exploding with pain as they begin melting and reforming!") + else + var/painkiller_bonus = 0 + if(victim.drunkenness) + painkiller_bonus += 5 + if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/morphine)) + painkiller_bonus += 10 + if(victim.reagents && 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 + victim.visible_message("[victim] fails to finish applying [I] to [victim.p_their()] [limb.name], passing out from the pain!", "You black out from the pain of applying [I] to your [limb.name] before you can finish!") + victim.AdjustUnconscious(5 SECONDS) + return + victim.visible_message("[victim] finishes applying [I] to [victim.p_their()] [limb.name], grimacing from the pain!", "You finish applying [I] to your [limb.name], and your bones explode in pain!") + + limb.receive_damage(30, stamina=100, wound_bonus=CANT_WOUND) + if(!gelled) + 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) + if(!gelled) + to_chat(user, "[user == victim ? "Your" : "[victim]'s"] [limb.name] must be coated with bone gel to perform this emergency operation!") + return + if(taped) + to_chat(user, "[user == victim ? "Your" : "[victim]'s"] [limb.name] is already wrapped in [I.name] and reforming!") + return + + user.visible_message("[user] begins applying [I] to [victim]'s' [limb.name]...", "You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...") + + if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists))) + return + + regen_points_current = 0 + regen_points_needed = 30 SECONDS * (user == victim ? 1.5 : 1) * (severity - 1) + I.use(1) + if(user != victim) + user.visible_message("[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!", "You finish applying [I] to [victim]'s [limb.name]!", ignored_mobs=victim) + to_chat(victim, "[user] finishes applying [I] to your [limb.name], you immediately begin to feel your bones start to reform!") + else + victim.visible_message("[victim] finishes applying [I] to [victim.p_their()] [limb.name], !", "You finish applying [I] to your [limb.name], and you immediately begin to feel your bones start to reform!") + + taped = TRUE + processes = TRUE + +/datum/wound/brute/bone/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) + . = ..() + + . += "
" + + if(!gelled) + . += "Alternative Treatment: Apply bone gel directly to injured limb, then apply surgical tape to begin bone regeneration. This is both excruciatingly painful and slow, and only recommended in dire circumstances.\n" + else if(!taped) + . += "Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow.\n" + else + . += "Note: Bone regeneration in effect. Bone is [round(regen_points_current/regen_points_needed)]% regenerated.\n" + + if(limb.body_zone == BODY_ZONE_HEAD) + . += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired." + else if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume) + . += "Ribcage Trauma Detected: Further trauma to chest is likely to worsen internal bleeding until bone is repaired." + . += "
" diff --git a/code/datums/wounds/burns.dm b/code/datums/wounds/burns.dm new file mode 100644 index 0000000000..feff9bf4de --- /dev/null +++ b/code/datums/wounds/burns.dm @@ -0,0 +1,323 @@ + + + +// 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 + processes = TRUE + sound_effect = 'sound/effects/sizzle1.ogg' + + 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 + + // Flesh damage vars + /// How much damage to our flesh we currently have. Once both this and infestation reach 0, the wound is considered healed + var/flesh_damage = 5 + /// Our current counter for how much flesh regeneration we have stacked from regenerative mesh/synthflesh/whatever, decrements each tick and lowers flesh_damage + var/flesh_healing = 0 + + // Infestation vars (only for severe and critical) + /// How quickly infection breeds on this burn if we don't have disinfectant + var/infestation_rate = 0 + /// Our current level of infection + var/infestation = 0 + /// Our current level of sanitization/anti-infection, from disinfectants/alcohol/UV lights. While positive, totally pauses and slowly reverses infestation effects each tick + var/sanitization = 0 + + /// 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() + . = ..() + if(strikes_to_lose_limb == 0) + victim.adjustToxLoss(0.5) + if(prob(1)) + victim.visible_message("The infection on the remnants of [victim]'s [limb.name] shift and bubble nauseatingly!", "You can feel the infection on the remnants of your [limb.name] coursing through your veins!") + return + + if(victim.reagents) + if(victim.reagents.has_reagent(/datum/reagent/medicine/spaceacillin)) + sanitization += 0.9 + if(victim.reagents.has_reagent(/datum/reagent/space_cleaner/sterilizine/)) + sanitization += 0.9 + if(victim.reagents.has_reagent(/datum/reagent/medicine/mine_salve)) + 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("Pus soaks through \the [current_bandage] on [victim]'s [limb.name].", "Pus soaks through \the [current_bandage] on your [limb.name].", vision_distance=COMBAT_MESSAGE_RANGE) + QDEL_NULL(current_bandage) + treat_priority = TRUE + + if(flesh_healing > 0) + var/bandage_factor = (current_bandage ? current_bandage.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 + + // here's the check to see if we're cleared up + if((flesh_damage <= 0) && (infestation <= 1)) + to_chat(victim, "The burns on your [limb.name] have cleared up!") + qdel(src) + return + + // 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) + infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE) + sanitization = max(0, sanitization - (WOUND_BURN_SANITIZATION_RATE * bandage_factor)) + return + + infestation += infestation_rate + + switch(infestation) + if(0 to WOUND_INFECTION_MODERATE) + if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE) + if(prob(30)) + victim.adjustToxLoss(0.2) + if(prob(6)) + to_chat(victim, "The blisters on your [limb.name] ooze a strange pus...") + if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL) + if(!disabling && prob(2)) + to_chat(victim, "Your [limb.name] completely locks up, as you struggle for control against the infection!") + disabling = TRUE + else if(disabling && prob(8)) + to_chat(victim, "You regain sensation in your [limb.name], but it's still in terrible shape!") + disabling = FALSE + else if(prob(20)) + victim.adjustToxLoss(0.5) + if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC) + if(!disabling && prob(3)) + to_chat(victim, "You suddenly lose all sensation of the festering infection in your [limb.name]!") + disabling = TRUE + else if(disabling && prob(3)) + to_chat(victim, "You can barely feel your [limb.name] again, and you have to strain to retain motor control!") + disabling = FALSE + else if(prob(1)) + to_chat(victim, "You contemplate life without your [limb.name]...") + victim.adjustToxLoss(0.75) + else if(prob(4)) + victim.adjustToxLoss(1) + if(WOUND_INFECTION_SEPTIC to INFINITY) + if(prob(infestation)) + switch(strikes_to_lose_limb) + if(3 to INFINITY) + to_chat(victim, "The skin on your [limb.name] is literally dripping off, you feel awful!") + if(2) + to_chat(victim, "The infection in your [limb.name] is literally dripping off, you feel horrible!") + if(1) + to_chat(victim, "Infection has just about completely claimed your [limb.name]!") + if(0) + to_chat(victim, "The last of the nerve endings in your [limb.name] wither away, as the infection completely paralyzes your joint connector.") + threshold_penalty = 120 // piss easy to destroy + var/datum/brain_trauma/severe/paralysis/sepsis = new (limb.body_zone) + victim.gain_trauma(sepsis) + strikes_to_lose_limb-- + +/datum/wound/burn/get_examine_description(mob/user) + if(strikes_to_lose_limb <= 0) + return "[victim.p_their(TRUE)] [limb.name] is completely dead and unrecognizable as organic." + + var/condition = "" + if(current_bandage) + var/bandage_condition + 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 pus-stained " + if(4 to INFINITY) + bandage_condition = "clean " + + condition += " underneath a dressing of [bandage_condition] [current_bandage.name]" + else + switch(infestation) + if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE) + condition += ", with small spots of discoloration along the nearby veins!" + if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL) + condition += ", with dark clouds spreading outwards under the skin!" + if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC) + condition += ", with streaks of rotten infection pulsating outward!" + if(WOUND_INFECTION_SEPTIC to INFINITY) + return "[victim.p_their(TRUE)] [limb.name] is a mess of char and rot, skin literally dripping off the bone with infection!" + else + condition += "!" + + return "[victim.p_their(TRUE)] [limb.name] [examine_desc][condition]" + +/datum/wound/burn/get_scanner_description(mob/user) + if(strikes_to_lose_limb == 0) + var/oopsie = "Type: [name]\nSeverity: [severity_text()]" + oopsie += "
Infection Level: The infection is total. The bodypart is lost. Amputate or augment limb immediately.
" + return oopsie + + . = ..() + . += "
" + + if(infestation <= sanitization && flesh_damage <= flesh_healing) + . += "No further treatment required: Burns will heal shortly." + else + switch(infestation) + if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE) + . += "Infection Level: Moderate\n" + if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL) + . += "Infection Level: Severe\n" + if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC) + . += "Infection Level: CRITICAL\n" + if(WOUND_INFECTION_SEPTIC to INFINITY) + . += "Infection Level: LOSS IMMINENT\n" + if(infestation > sanitization) + . += "\tSurgical debridement, antiobiotics/sterilizers, or regenerative mesh will rid infection. Paramedic UV penlights are also effective.\n" + + if(flesh_damage > 0) + . += "Flesh damage detected: Please apply ointment or regenerative mesh to allow recovery.\n" + . += "
" + +/* + new burn common procs +*/ + +/// if someone is using ointment on our burns +/datum/wound/burn/proc/ointment(obj/item/stack/medical/ointment/I, mob/user) + user.visible_message("[user] begins applying [I] to [victim]'s [limb.name]...", "You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...") + 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) + user.visible_message("[user] applies [I] to [victim].", "You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].") + I.use(1) + sanitization += I.sanitization + flesh_healing += I.flesh_regeneration + + if((infestation <= 0 || sanitization >= infestation) && (flesh_damage <= 0 || flesh_healing > flesh_damage)) + to_chat(user, "You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.name] to recover.") + 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, "The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!") + return + user.visible_message("[user] begins to redress the burns on [victim]'s [limb.name] with [I]...", "You begin redressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") + else + user.visible_message("[user] begins to dress the burns on [victim]'s [limb.name] with [I]...", "You begin dressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") + + 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("[user] applies [I] to [victim].", "You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].") + 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("[user] begins wrapping [victim]'s [limb.name] with [I]...", "You begin wrapping [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") + if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) + return + + limb.heal_damage(I.heal_brute, I.heal_burn) + user.visible_message("[user] applies [I] to [victim].", "You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].") + I.use(1) + sanitization += I.sanitization + flesh_healing += I.flesh_regeneration + + if(sanitization >= infestation && flesh_healing > flesh_damage) + to_chat(user, "You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.name] to recover.") + else + try_treating(I, user) + +/// Paramedic UV penlights +/datum/wound/burn/proc/uv(obj/item/flashlight/pen/paramedic/I, mob/user) + if(I.uv_cooldown > world.time) + to_chat(user, "[I] is still recharging!") + return + if(infestation <= 0 || infestation < sanitization) + to_chat(user, "There's no infection to treat on [victim]'s [limb.name]!") + return + + user.visible_message("[user] flashes the burns on [victim]'s [limb] with [I].", "You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I].", vision_distance=COMBAT_MESSAGE_RANGE) + sanitization += I.uv_power + I.uv_cooldown = world.time + 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)) + 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) + flesh_healing += amount * 0.5 // 20u patch will heal 10 flesh standard + +// we don't even care about first degree burns, straight to second +/datum/wound/burn/moderate + name = "Second Degree Burns" + desc = "Patient is suffering considerable burns with mild skin penetration, weakening limb integrity and increased burning sensations." + treat_text = "Recommended application of topical ointment or regenerative mesh to affected region." + 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 + 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") + +/datum/wound/burn/severe + name = "Third Degree Burns" + desc = "Patient is suffering extreme burns with full skin penetration, creating serious risk of infection and greatly reduced limb integrity." + treat_text = "Recommended immediate disinfection and excision of any infected skin, followed by bandaging and ointment." + 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 + 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) + 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") + +/datum/wound/burn/critical + name = "Catastrophic Burns" + desc = "Patient is suffering near complete loss of tissue and significantly charred muscle and bone, creating life-threatening risk of infection and negligible limb integrity." + treat_text = "Immediate surgical debriding of any infected skin, followed by potent tissue regeneration formula and bandaging." + 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 + 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) + 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") diff --git a/code/datums/wounds/cuts.dm b/code/datums/wounds/cuts.dm index 5f9d754238..578c8b9ddf 100644 --- a/code/datums/wounds/cuts.dm +++ b/code/datums/wounds/cuts.dm @@ -129,7 +129,7 @@ if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB) return FALSE - if(!isfelinid(user)) + if(!iscatperson(user)) return FALSE lick_wounds(user) diff --git a/code/game/objects/items/grenades/flashbang.dm b/code/game/objects/items/grenades/flashbang.dm index 16e8046ee2..bd25169fe4 100644 --- a/code/game/objects/items/grenades/flashbang.dm +++ b/code/game/objects/items/grenades/flashbang.dm @@ -62,11 +62,11 @@ /obj/item/grenade/stingbang/breaker name = "breakbang" - shrapnel_type = /obj/projectile/bullet/pellet/stingball/breaker + shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/breaker /obj/item/grenade/stingbang/shred name = "shredbang" - shrapnel_type = /obj/projectile/bullet/pellet/stingball/shred + shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/shred /obj/item/grenade/stingbang/prime(mob/living/lanced_by) if(iscarbon(loc)) diff --git a/code/game/objects/items/shrapnel.dm b/code/game/objects/items/shrapnel.dm index de8bf9459d..b74b0563b7 100644 --- a/code/game/objects/items/shrapnel.dm +++ b/code/game/objects/items/shrapnel.dm @@ -67,13 +67,13 @@ ricochets_max = 6 ricochet_chance = 110 -/obj/projectile/bullet/pellet/stingball/breaker +/obj/item/projectile/bullet/pellet/stingball/breaker name = "breakbang pellet" damage = 10 wound_bonus = 40 sharpness = FALSE -/obj/projectile/bullet/pellet/stingball/shred +/obj/item/projectile/bullet/pellet/stingball/shred name = "shredbang pellet" damage = 10 wound_bonus = 30 diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index 8a0f4fe13a..1e70b4bd80 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -120,7 +120,7 @@ gender = PLURAL singular_name = "medical gauze" icon_state = "gauze" - var/heal_brute = 5 + heal_brute = 5 self_delay = 50 other_delay = 20 amount = 6 @@ -241,7 +241,7 @@ heal_burn = 5 flesh_regeneration = 2.5 sanitization = 0.3 - grind_results = list(/datum/reagent/medicine/C2/lenturi = 10) + grind_results = list(/datum/reagent/medicine/kelotane = 10) /obj/item/stack/medical/ointment/heal(mob/living/M, mob/user) if(M.stat == DEAD) @@ -336,7 +336,7 @@ amount = 4 self_delay = 20 - grind_results = list(/datum/reagent/medicine/C2/libital = 10) + grind_results = list(/datum/reagent/medicine/bicaridine = 10) novariants = TRUE /obj/item/stack/medical/bone_gel/attack(mob/living/M, mob/user) diff --git a/code/game/objects/items/storage/firstaid.dm b/code/game/objects/items/storage/firstaid.dm index fb1313fc70..0d3d2beb8b 100644 --- a/code/game/objects/items/storage/firstaid.dm +++ b/code/game/objects/items/storage/firstaid.dm @@ -57,8 +57,7 @@ /obj/item/stack/medical/gauze = 1, /obj/item/stack/medical/suture/emergency = 1, /obj/item/stack/medical/ointment = 1, - /obj/item/reagent_containers/hypospray/medipen/ekit = 2, - /obj/item/storage/pill_bottle/iron = 1) + /obj/item/reagent_containers/hypospray/medipen/ekit = 2) generate_items_inside(items_inside,src) /obj/item/storage/firstaid/ancient diff --git a/code/game/objects/items/tanks/tanks.dm b/code/game/objects/items/tanks/tanks.dm index e69b2b6272..a4cc2af838 100644 --- a/code/game/objects/items/tanks/tanks.dm +++ b/code/game/objects/items/tanks/tanks.dm @@ -143,7 +143,6 @@ if(prob(50)) step(W, pick(GLOB.alldirs)) ADD_TRAIT(H, TRAIT_DISFIGURED, TRAIT_GENERIC) - H.bleed_rate = 5 H.gib_animation() sleep(3) H.adjustBruteLoss(1000) //to make the body super-bloody diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index 50c58b0ade..c03fd53da3 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -541,7 +541,7 @@ change_construction_value(-2) return ..() -/obj/structure/table/reinforced/brass/tablepush(mob/living/user, mob/living/pushed_mob) +/obj/structure/table/reinforced/brass/tablelimbsmash(mob/living/user, mob/living/pushed_mob) .= ..() playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE) @@ -565,7 +565,7 @@ buildstack = /obj/item/stack/tile/bronze canSmoothWith = list(/obj/structure/table/reinforced/brass, /obj/structure/table/bronze) -/obj/structure/table/bronze/tablepush(mob/living/user, mob/living/pushed_mob) +/obj/structure/table/bronze/tablelimbsmash(mob/living/user, mob/living/pushed_mob) ..() playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE) @@ -594,7 +594,7 @@ computer.table = src break -/obj/structure/table/optable/tablepush(mob/living/user, mob/living/pushed_mob) +/obj/structure/table/optable/tablelimbsmash(mob/living/user, mob/living/pushed_mob) pushed_mob.forceMove(loc) pushed_mob.set_resting(TRUE, TRUE) visible_message("[user] has laid [pushed_mob] on [src].") diff --git a/code/modules/antagonists/bloodsucker/powers/feed.dm b/code/modules/antagonists/bloodsucker/powers/feed.dm index a113f9c083..caca020b32 100644 --- a/code/modules/antagonists/bloodsucker/powers/feed.dm +++ b/code/modules/antagonists/bloodsucker/powers/feed.dm @@ -226,7 +226,9 @@ playsound(get_turf(target), 'sound/effects/splat.ogg', 40, 1) if(ishuman(target)) var/mob/living/carbon/human/H = target - H.bleed_rate += 5 + var/obj/item/bodypart/head_part = H.get_bodypart(BODY_ZONE_HEAD) + if(head_part) + head_part.generic_bleedstacks += 5 target.add_splatter_floor(get_turf(target)) user.add_mob_blood(target) // Put target's blood on us. The donor goes in the ( ) target.add_mob_blood(target) diff --git a/code/modules/antagonists/bloodsucker/powers/recuperate.dm b/code/modules/antagonists/bloodsucker/powers/recuperate.dm index 6b8795ea02..90a2e3ff38 100644 --- a/code/modules/antagonists/bloodsucker/powers/recuperate.dm +++ b/code/modules/antagonists/bloodsucker/powers/recuperate.dm @@ -27,8 +27,9 @@ C.blood_volume -= 0.2 C.adjustStaminaLoss(-15) // Stop Bleeding - if(istype(H) && H.bleed_rate > 0 && rand(20) == 0) - H.bleed_rate -- + if(istype(H) && H.is_bleeding() && rand(20) == 0) + for(var/obj/item/bodypart/part in H.bodyparts) + part.generic_bleedstacks -- C.Jitter(5) sleep(10) // DONE! diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index e08886e71f..e12a8fb1e5 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -227,8 +227,8 @@ /obj/item/clothing/examine(mob/user) . = ..() if(damaged_clothes == CLOTHING_SHREDDED) - . += "It is completely shredded and requires mending before it can be worn again!" - return + . += "It is completely shredded and requires mending before it can be worn again!" + return for(var/zone in damage_by_parts) var/pct_damage_part = damage_by_parts[zone] / limb_integrity * 100 var/zone_name = parse_zone(zone) diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index 1c753b15df..b61743729f 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -168,7 +168,7 @@ icon_state = "bulletproof" item_state = "armor" blood_overlay_type = "armor" - armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50 "wound" = 20) + armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 20) strip_delay = 70 equip_delay_other = 50 mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON diff --git a/code/modules/mob/dead/new_player/new_player.dm b/code/modules/mob/dead/new_player/new_player.dm index 323df097b2..49a3bffd42 100644 --- a/code/modules/mob/dead/new_player/new_player.dm +++ b/code/modules/mob/dead/new_player/new_player.dm @@ -569,7 +569,7 @@ client.prefs.scars_list["[cur_scar_index]"] = valid_scars client.prefs.save_character() - client.prefs.copy_to(H, antagonist = is_antag) + client.prefs.copy_to(H) H.dna.update_dna_identity() if(mind) if(transfer_after) diff --git a/code/modules/mob/living/blood.dm b/code/modules/mob/living/blood.dm index ee0b58f766..478599e2c0 100644 --- a/code/modules/mob/living/blood.dm +++ b/code/modules/mob/living/blood.dm @@ -7,12 +7,7 @@ /mob/living/carbon/monkey/handle_blood() if(bodytemperature <= TCRYO || (HAS_TRAIT(src, TRAIT_HUSK))) //cryosleep or husked people do not pump the blood. - var/temp_bleed = 0 - for(var/X in bodyparts) - var/obj/item/bodypart/BP = X - temp_bleed += BP.get_bleed_rate() - BP.generic_bleedstacks = max(0, BP.generic_bleedstacks - 1) - bleed(temp_bleed) + return var/temp_bleed = 0 for(var/X in bodyparts) @@ -29,7 +24,7 @@ /mob/living/carbon/human/proc/resume_bleeding() bleedsuppress = 0 - if(stat != DEAD && bleed_rate) + if(stat != DEAD && is_bleeding()) to_chat(src, "The blood soaks through your bandage.") @@ -47,16 +42,10 @@ if(NOBLOOD in dna.species.species_traits || bleedsuppress || (HAS_TRAIT(src, TRAIT_FAKEDEATH))) return - if(bleed_rate < 0) - bleed_rate = 0 - - if(HAS_TRAIT(src, TRAIT_NOMARROW)) //Bloodsuckers don't need to be here. - return - - if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood. + if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_HUSK))) //cryosleep or husked people do not pump the blood. //Blood regeneration if there is some space - if(blood_volume < (BLOOD_VOLUME_NORMAL * blood_ratio) && !HAS_TRAIT(src, TRAIT_NOHUNGER)) + if(blood_volume < BLOOD_VOLUME_NORMAL && !HAS_TRAIT(src, TRAIT_NOHUNGER)) var/nutrition_ratio = 0 switch(nutrition) if(0 to NUTRITION_LEVEL_STARVING) @@ -69,22 +58,27 @@ nutrition_ratio = 0.8 else nutrition_ratio = 1 - if(HAS_TRAIT(src, TRAIT_HIGH_BLOOD)) - nutrition_ratio *= 1.2 if(satiety > 80) nutrition_ratio *= 1.25 adjust_nutrition(-nutrition_ratio * HUNGER_FACTOR) - blood_volume = min((BLOOD_VOLUME_NORMAL * blood_ratio), blood_volume + 0.5 * nutrition_ratio) + blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio) //Effects of bloodloss var/word = pick("dizzy","woozy","faint") - switch(blood_volume * INVERSE(blood_ratio)) + switch(blood_volume) + if(BLOOD_VOLUME_EXCESS to BLOOD_VOLUME_MAX_LETHAL) + if(prob(15)) + to_chat(src, "Blood starts to tear your skin apart. You're going to burst!") + gib() + if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS) + if(prob(10)) + to_chat(src, "You feel terribly bloated.") if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE) if(prob(5)) to_chat(src, "You feel [word].") - adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.01, 1)) + adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1)) if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY) - adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.02, 1)) + adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1)) if(prob(5)) blur_eyes(6) to_chat(src, "You feel very [word].") diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 62c78fe007..d3cfa71d9a 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -174,7 +174,6 @@ if(IS_STAMCRIT(src)) to_chat(src, "You're too exhausted.") return - var/random_turn = a_intent == INTENT_HARM //END OF CIT CHANGES var/obj/item/I = get_active_held_item() diff --git a/code/modules/mob/living/carbon/carbon_defense.dm b/code/modules/mob/living/carbon/carbon_defense.dm index ea42c4df2f..4aac8af0ac 100644 --- a/code/modules/mob/living/carbon/carbon_defense.dm +++ b/code/modules/mob/living/carbon/carbon_defense.dm @@ -133,8 +133,8 @@ return TRUE for(var/datum/wound/W in all_wounds) - if(W.try_handling(user)) - return 1 + if(W.try_handling(user)) + return 1 /mob/living/carbon/attack_paw(mob/living/carbon/monkey/M) diff --git a/code/modules/mob/living/carbon/damage_procs.dm b/code/modules/mob/living/carbon/damage_procs.dm index 61b14b2cce..ddf1019f2a 100644 --- a/code/modules/mob/living/carbon/damage_procs.dm +++ b/code/modules/mob/living/carbon/damage_procs.dm @@ -207,7 +207,7 @@ if(!parts.len) return var/obj/item/bodypart/picked = pick(parts) - if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? "melee" : burn ? "fire" : stamina ? "bullet" : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness)) + if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? "melee" : burn ? "fire" : stamina ? "bullet" : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness)) update_damage_overlays() //Heal MANY bodyparts, in random order @@ -235,12 +235,12 @@ update_damage_overlays() update_stamina() //CIT CHANGE - makes sure update_stamina() always gets called after a health update -// damage MANY bodyparts, in random order -/mob/living/carbon/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE) +/// damage MANY bodyparts, in random order +/mob/living/carbon/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status) if(status_flags & GODMODE) return //godmode - var/list/obj/item/bodypart/parts = get_damageable_bodyparts() + var/list/obj/item/bodypart/parts = get_damageable_bodyparts(required_status) var/update = 0 while(parts.len && (brute > 0 || burn > 0 || stamina > 0)) var/obj/item/bodypart/picked = pick(parts) diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index c592301b96..714932af80 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -640,7 +640,7 @@ msg = "\t Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!" if(WOUND_SEVERITY_CRITICAL) msg = "\t Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!!" - to_chat(src, msg) + to_chat(src, msg) for(var/obj/item/I in LB.embedded_objects) if(I.isEmbedHarmless()) diff --git a/code/modules/mob/mob_defines.dm b/code/modules/mob/mob_defines.dm index dbf7b7f350..0eff65fda3 100644 --- a/code/modules/mob/mob_defines.dm +++ b/code/modules/mob/mob_defines.dm @@ -123,6 +123,9 @@ var/list/progressbars = null //for stacking do_after bars + ///For storing what do_after's someone has, in case we want to restrict them to only one of a certain do_after at a time + var/list/do_afters + var/list/mousemove_intercept_objects var/datum/click_intercept diff --git a/code/modules/projectiles/ammunition/ballistic/shotgun.dm b/code/modules/projectiles/ammunition/ballistic/shotgun.dm index db2914e620..b6fdef69e2 100644 --- a/code/modules/projectiles/ammunition/ballistic/shotgun.dm +++ b/code/modules/projectiles/ammunition/ballistic/shotgun.dm @@ -12,13 +12,13 @@ obj/item/ammo_casing/shotgun/executioner name = "executioner slug" desc = "A 12 gauge lead slug purpose built to annihilate flesh on impact." icon_state = "stunshell" - projectile_type = /obj/projectile/bullet/shotgun_slug/executioner + projectile_type = /obj/item/projectile/bullet/shotgun_slug/executioner /obj/item/ammo_casing/shotgun/pulverizer name = "pulverizer slug" desc = "A 12 gauge lead slug purpose built to annihilate bones on impact." icon_state = "stunshell" - projectile_type = /obj/projectile/bullet/shotgun_slug/pulverizer + projectile_type = /obj/item/projectile/bullet/shotgun_slug/pulverizer /obj/item/ammo_casing/shotgun/beanbag name = "beanbag slug" diff --git a/code/modules/projectiles/ammunition/energy/laser.dm b/code/modules/projectiles/ammunition/energy/laser.dm index 5c19edc012..05c47fc3bb 100644 --- a/code/modules/projectiles/ammunition/energy/laser.dm +++ b/code/modules/projectiles/ammunition/energy/laser.dm @@ -38,7 +38,7 @@ fire_sound = 'sound/weapons/lasercannonfire.ogg' /obj/item/ammo_casing/energy/laser/hellfire - projectile_type = /obj/projectile/beam/laser/hellfire + projectile_type = /obj/item/projectile/beam/laser/hellfire e_cost = 130 select_name = "maim" diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 69e3991e39..221bd8a112 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -156,7 +156,7 @@ wound_bonus = CANT_WOUND /// For telling whether we want to roll for bone breaking or lacerations if we're bothering with wounds - var/sharpness = FALSE + sharpness = FALSE /obj/item/projectile/Initialize() . = ..() diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index 7147754211..4ba72a1935 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -25,13 +25,12 @@ bare_wound_bonus = 40 //overclocked laser, does a bit more damage but has much higher wound power (-0 vs -20) -/obj/projectile/beam/laser/hellfire +/obj/item/projectile/beam/laser/hellfire name = "hellfire laser" wound_bonus = 0 damage = 25 - speed = 0.6 // higher power = faster, that's how light works right -/obj/projectile/beam/laser/hellfire/Initialize() +/obj/item/projectile/beam/laser/hellfire/Initialize() . = ..() transform *= 2 diff --git a/code/modules/projectiles/projectile/bullets/shotgun.dm b/code/modules/projectiles/projectile/bullets/shotgun.dm index b268877451..6e4a72aff0 100644 --- a/code/modules/projectiles/projectile/bullets/shotgun.dm +++ b/code/modules/projectiles/projectile/bullets/shotgun.dm @@ -2,12 +2,12 @@ name = "12g shotgun slug" damage = 60 -/obj/projectile/bullet/shotgun_slug/executioner +/obj/item/projectile/bullet/shotgun_slug/executioner name = "executioner slug" // admin only, can dismember limbs sharpness = TRUE wound_bonus = 0 -/obj/projectile/bullet/shotgun_slug/pulverizer +/obj/item/projectile/bullet/shotgun_slug/pulverizer name = "pulverizer slug" // admin only, can crush bones sharpness = FALSE wound_bonus = 0 diff --git a/code/modules/surgery/bodyparts/parts.dm b/code/modules/surgery/bodyparts/parts.dm index bd4abaa765..1a7289b8cc 100644 --- a/code/modules/surgery/bodyparts/parts.dm +++ b/code/modules/surgery/bodyparts/parts.dm @@ -66,8 +66,6 @@ max_stamina_damage = 50 body_zone = BODY_ZONE_L_ARM body_part = ARM_LEFT - aux_zone = BODY_ZONE_PRECISE_L_HAND - aux_layer = HANDS_PART_LAYER body_damage_coeff = 0.75 held_index = 1 px_x = -6 @@ -131,8 +129,6 @@ max_damage = 50 body_zone = BODY_ZONE_R_ARM body_part = ARM_RIGHT - aux_zone = BODY_ZONE_PRECISE_R_HAND - aux_layer = HANDS_PART_LAYER body_damage_coeff = 0.75 held_index = 2 px_x = 6 diff --git a/code/modules/surgery/bone_mending.dm b/code/modules/surgery/bone_mending.dm index 6afe494105..81d9fa8d97 100644 --- a/code/modules/surgery/bone_mending.dm +++ b/code/modules/surgery/bone_mending.dm @@ -39,7 +39,6 @@ name = "repair hairline fracture (bonesetter/bone gel/tape)" implements = list(/obj/item/bonesetter = 100, /obj/item/stack/medical/bone_gel = 100, /obj/item/stack/sticky_tape/surgical = 100, /obj/item/stack/sticky_tape/super = 50, /obj/item/stack/sticky_tape = 30) time = 40 - experience_given = MEDICAL_SKILL_MEDIUM /datum/surgery_step/repair_bone_hairline/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) if(surgery.operated_wound) @@ -76,7 +75,6 @@ name = "reset bone" implements = list(/obj/item/bonesetter = 100, /obj/item/stack/sticky_tape/surgical = 60, /obj/item/stack/sticky_tape/super = 40, /obj/item/stack/sticky_tape = 20) time = 40 - experience_given = MEDICAL_SKILL_MEDIUM /datum/surgery_step/reset_compound_fracture/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) if(surgery.operated_wound) @@ -111,7 +109,6 @@ name = "repair compound fracture (bone gel/tape)" implements = list(/obj/item/stack/medical/bone_gel = 100, /obj/item/stack/sticky_tape/surgical = 100, /obj/item/stack/sticky_tape/super = 50, /obj/item/stack/sticky_tape = 30) time = 40 - experience_given = MEDICAL_SKILL_MEDIUM /datum/surgery_step/repair_bone_compound/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) if(surgery.operated_wound) diff --git a/code/modules/surgery/burn_dressing.dm b/code/modules/surgery/burn_dressing.dm index 1d64d29ff6..1688f7b5d1 100644 --- a/code/modules/surgery/burn_dressing.dm +++ b/code/modules/surgery/burn_dressing.dm @@ -24,7 +24,6 @@ implements = list(TOOL_HEMOSTAT = 100, TOOL_SCALPEL = 85, TOOL_SAW = 60, TOOL_WIRECUTTER = 40) time = 30 repeatable = TRUE - experience_given = MEDICAL_SKILL_MEDIUM /datum/surgery_step/debride/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) if(surgery.operated_wound) @@ -76,7 +75,6 @@ name = "bandage burns" implements = list(/obj/item/stack/medical/gauze = 100, /obj/item/stack/sticky_tape/surgical = 100) time = 40 - experience_given = MEDICAL_SKILL_MEDIUM /datum/surgery_step/dress/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) var/datum/wound/burn/burn_wound = surgery.operated_wound diff --git a/code/modules/vending/_vending.dm b/code/modules/vending/_vending.dm index 2a8e8763a2..64bc225d1f 100644 --- a/code/modules/vending/_vending.dm +++ b/code/modules/vending/_vending.dm @@ -547,7 +547,7 @@ GLOBAL_LIST_EMPTY(vending_products) qdel(O) new /obj/effect/gibspawner/human/bodypartless(get_turf(C)) - if(prob(30)) + if(prob(30)) C.apply_damage(max(0, squish_damage - crit_rebate), forced=TRUE, spread_damage=TRUE) // the 30% chance to spread the damage means you escape breaking any bones else C.take_bodypart_damage((squish_damage - crit_rebate)*0.5, wound_bonus = 5) // otherwise, deal it to 2 random limbs (or the same one) which will likely shatter something diff --git a/tgstation.dme b/tgstation.dme index dd57ad97a2..cc592a50cc 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -655,6 +655,8 @@ #include "code\datums\wires\vending.dm" #include "code\datums\wounds\_scars.dm" #include "code\datums\wounds\_wounds.dm" +#include "code\datums\wounds\bones.dm" +#include "code\datums\wounds\burns.dm" #include "code\datums\wounds\cuts.dm" #include "code\game\alternate_appearance.dm" #include "code\game\atoms.dm" From 6943462acc089433f6e1ea8d948703d8f6ae11da Mon Sep 17 00:00:00 2001 From: timothyteakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 02:41:30 +0100 Subject: [PATCH 06/26] changes --- sound/effects/blood1.ogg | Bin 0 -> 12388 bytes sound/effects/blood2.ogg | Bin 0 -> 20136 bytes sound/effects/blood3.ogg | Bin 0 -> 13657 bytes sound/effects/butcher.ogg | Bin 0 -> 9666 bytes sound/effects/crack1.ogg | Bin 0 -> 7950 bytes sound/effects/crack2.ogg | Bin 0 -> 15346 bytes sound/effects/dismember.ogg | Bin 0 -> 15382 bytes sound/effects/sizzle1.ogg | Bin 0 -> 52702 bytes sound/effects/sizzle2.ogg | Bin 0 -> 28436 bytes sound/weapons/guillotine.ogg | Bin 0 -> 27777 bytes 10 files changed, 0 insertions(+), 0 deletions(-) create mode 100644 sound/effects/blood1.ogg create mode 100644 sound/effects/blood2.ogg create mode 100644 sound/effects/blood3.ogg create mode 100644 sound/effects/butcher.ogg create mode 100644 sound/effects/crack1.ogg create mode 100644 sound/effects/crack2.ogg create mode 100644 sound/effects/dismember.ogg create mode 100644 sound/effects/sizzle1.ogg create mode 100644 sound/effects/sizzle2.ogg create mode 100644 sound/weapons/guillotine.ogg diff --git a/sound/effects/blood1.ogg 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Has radiation shielding." icon_state = "hardsuit0-engineering" item_state = "eng_helm" - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75, "wound" = 10) hardsuit_type = "engineering" resistance_flags = FIRE_PROOF @@ -176,7 +176,7 @@ desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding." icon_state = "hardsuit-engineering" item_state = "eng_hardsuit" - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75, "wound" = 10) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine resistance_flags = FIRE_PROOF mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC @@ -188,7 +188,7 @@ icon_state = "hardsuit0-atmospherics" item_state = "atmo_helm" hardsuit_type = "atmospherics" - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75, "wound" = 10) heat_protection = HEAD //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -197,7 +197,7 @@ desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding." icon_state = "hardsuit-atmospherics" item_state = "atmo_hardsuit" - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75, "wound" = 10) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos @@ -209,7 +209,7 @@ icon_state = "hardsuit0-white" item_state = "ce_helm" hardsuit_type = "white" - armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90) + armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90, "wound" = 10) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -218,7 +218,7 @@ name = "advanced hardsuit" desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish." item_state = "ce_hardsuit" - armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 95, "fire" = 100, "acid" = 90) + armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 95, "fire" = 100, "acid" = 90, "wound" = 10) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite @@ -234,7 +234,7 @@ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF heat_protection = HEAD - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75, "wound" = 15) brightness_on = 7 allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator) @@ -249,7 +249,7 @@ item_state = "mining_hardsuit" max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75, "wound" = 15) allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -267,7 +267,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_helm" hardsuit_type = "syndi" - armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90, "wound" = 25) on = FALSE var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null actions_types = list(/datum/action/item_action/toggle_helmet_mode) @@ -345,7 +345,7 @@ item_state = "syndie_hardsuit" hardsuit_type = "syndi" w_class = WEIGHT_CLASS_NORMAL - armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90, "wound" = 25) allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi jetpack = /obj/item/tank/jetpack/suit @@ -358,7 +358,7 @@ alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders." icon_state = "hardsuit0-syndielite" hardsuit_type = "syndielite" - armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100) + armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100, "wound" = 25) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -376,7 +376,7 @@ icon_state = "hardsuit0-syndielite" hardsuit_type = "syndielite" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite - armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100) + armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100, "wound" = 25) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -416,7 +416,7 @@ item_state = "wiz_helm" hardsuit_type = "wiz" resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles! - armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) + armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30) heat_protection = HEAD //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -431,7 +431,7 @@ item_state = "wiz_hardsuit" w_class = WEIGHT_CLASS_NORMAL resistance_flags = FIRE_PROOF | ACID_PROOF - armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) + armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30) allowed = list(/obj/item/teleportation_scroll, /obj/item/tank/internals) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -451,7 +451,7 @@ item_state = "medical_helm" hardsuit_type = "medical" flash_protect = 0 - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75, "wound" = 10) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SCAN_REAGENTS @@ -474,7 +474,7 @@ item_state = "medical_hardsuit" slowdown = 0.8 allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/firstaid, /obj/item/healthanalyzer, /obj/item/stack/medical) - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75, "wound" = 10) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC @@ -486,7 +486,7 @@ hardsuit_type = "rd" resistance_flags = ACID_PROOF | FIRE_PROOF max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80, "wound" = 15) var/obj/machinery/doppler_array/integrated/bomb_radar clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SCAN_REAGENTS actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_research_scanner) @@ -516,7 +516,7 @@ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure. allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector, /obj/item/hand_tele, /obj/item/aicard) - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80, "wound" = 15) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd //Security hardsuit @@ -526,14 +526,14 @@ icon_state = "hardsuit0-sec" item_state = "sec_helm" hardsuit_type = "sec" - armor = list("melee" = 35, "bullet" = 15, "laser" = 30,"energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75) + armor = list("melee" = 35, "bullet" = 15, "laser" = 30,"energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75, "wound" = 20) /obj/item/clothing/suit/space/hardsuit/security icon_state = "hardsuit-sec" name = "security hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor." item_state = "sec_hardsuit" - armor = list("melee" = 35, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75) + armor = list("melee" = 35, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75, "wound" = 20) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC @@ -547,13 +547,13 @@ desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." icon_state = "hardsuit0-hos" hardsuit_type = "hos" - armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95) + armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95, "wound" = 25) /obj/item/clothing/suit/space/hardsuit/security/hos icon_state = "hardsuit-hos" name = "head of security's hardsuit" desc = "A special bulky suit that protects against hazardous, low pressure environments. Has an additional layer of armor." - armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95) + armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95, "wound" = 25) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos jetpack = /obj/item/tank/jetpack/suit @@ -563,7 +563,7 @@ icon_state = "capspace" item_state = "capspacehelmet" desc = "A tactical SWAT helmet MK.II boasting better protection and a horrible fashion sense." - armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) + armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15) resistance_flags = FIRE_PROOF | ACID_PROOF flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR //we want to see the mask heat_protection = HEAD @@ -578,7 +578,7 @@ desc = "A MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat. The most advanced tactical armor available Usually reserved for heavy hitter corporate security, this one has a regal finish in Nanotrasen company colors. Better not let the assistants get a hold of it." icon_state = "caparmor" item_state = "capspacesuit" - armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) + armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15) resistance_flags = FIRE_PROOF | ACID_PROOF heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT //this needed to be added a long fucking time ago @@ -594,7 +594,7 @@ desc = "A special helmet designed for work in a hazardous, low-humor environment. Has radiation shielding." icon_state = "hardsuit0-clown" item_state = "hardsuit0-clown" - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30, "wound" = 10) hardsuit_type = "clown" /obj/item/clothing/suit/space/hardsuit/clown @@ -602,7 +602,7 @@ desc = "A special suit that protects against hazardous, low humor environments. Has radiation shielding. Only a true clown can wear it." icon_state = "hardsuit-clown" item_state = "clown_hardsuit" - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30, "wound" = 10) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/clown mutantrace_variation = STYLE_DIGITIGRADE @@ -620,7 +620,7 @@ desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability." icon_state = "hardsuit0-ancient" item_state = "anc_helm" - armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75, "wound" = 10) hardsuit_type = "ancient" resistance_flags = FIRE_PROOF @@ -629,7 +629,7 @@ desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however." icon_state = "hardsuit-ancient" item_state = "anc_hardsuit" - armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75, "wound" = 10) slowdown = 3 helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient resistance_flags = FIRE_PROOF @@ -642,7 +642,7 @@ desc = "The Multi-Augmented Severe Operations Networked Resource Integration Gear is an man-portable tank designed for extreme environmental situations. It is excessively bulky, but rated for all but the most atomic of hazards. The specialized armor is surprisingly weak to conventional weaponry. The exo slot can attach most storage bags on to the suit." icon_state = "hardsuit-ancient" item_state = "anc_hardsuit" - armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 10) slowdown = 6 //Slow allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage, /obj/item/construction/rcd, /obj/item/pipe_dispenser) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient/mason @@ -655,7 +655,7 @@ desc = "The M.A.S.O.N RIG helmet is complimentary to the rest of the armor. It features a very large, high powered flood lamp and robust flash protection." icon_state = "hardsuit0-ancient" item_state = "anc_helm" - armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 10) hardsuit_type = "ancient" brightness_on = 16 flash_protect = 5 //We will not be flash by bombs @@ -746,7 +746,7 @@ icon_state = "hardsuit-hos" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos allowed = null - armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) + armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15) resistance_flags = FIRE_PROOF | ACID_PROOF var/max_charges = 3 //How many charges total the shielding has var/current_charges //if null, will default to max_chargs @@ -826,7 +826,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_hardsuit" hardsuit_type = "syndi" - armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30) allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi slowdown = 0 @@ -842,7 +842,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_helm" hardsuit_type = "syndi" - armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30) ///SWAT version /obj/item/clothing/suit/space/hardsuit/shielded/swat @@ -853,7 +853,7 @@ hardsuit_type = "syndi" max_charges = 4 recharge_delay = 15 - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/swat @@ -865,7 +865,7 @@ icon_state = "deathsquad" item_state = "deathsquad" hardsuit_type = "syndi" - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT actions_types = list() diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index 7df91352ca..ee70f54ed0 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -22,7 +22,7 @@ Contains: desc = "An advanced tactical space helmet." icon_state = "deathsquad" item_state = "deathsquad" - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -37,7 +37,7 @@ Contains: icon_state = "deathsquad" item_state = "swat_suit" allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat) - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/code/modules/surgery/bodyparts/parts.dm b/code/modules/surgery/bodyparts/parts.dm index 1a7289b8cc..fde858b7a5 100644 --- a/code/modules/surgery/bodyparts/parts.dm +++ b/code/modules/surgery/bodyparts/parts.dm @@ -71,6 +71,7 @@ px_x = -6 px_y = 0 specific_locations = list("outer left forearm", "inner left wrist", "left elbow", "left bicep", "left shoulder") + aux_icons = list(BODY_ZONE_PRECISE_L_HAND = HANDS_PART_LAYER, "l_hand_behind" = BODY_BEHIND_LAYER) /obj/item/bodypart/l_arm/is_disabled() if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_ARM)) @@ -135,6 +136,7 @@ px_y = 0 max_stamina_damage = 50 specific_locations = list("outer right forearm", "inner right wrist", "right elbow", "right bicep", "right shoulder") + aux_icons = list(BODY_ZONE_PRECISE_R_HAND = HANDS_PART_LAYER, "r_hand_behind" = BODY_BEHIND_LAYER) /obj/item/bodypart/r_arm/is_disabled() if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_ARM)) diff --git a/icons/obj/guns/energy.dmi b/icons/obj/guns/energy.dmi index 33872719fed38d4860cb0c218ebe2eee994fc433..7e7e4a644b607733d27071d4eb12b8a07992b66b 100644 GIT binary patch literal 46197 zcmdqIby!qy+b+C@ZlnZBr9^3zZb>QWh9RZ98zdzq1O$|nkQhMe8bClnx*Mc(=!V&g 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zmoG2CB5(6(+Een^;E&lY{+Z{2OEAK6sjMM3c~1fGXvUMLteTvn$SK>1JAFO{ouWOa zN?+>hg0+#5n{5)ZS9ZzBD`2sGL3F`E-^ zNlIVAUrR$@fRa&}!qUMnCB0c-WVGA~pxiJ%KK>RIrOqB5%2vG62CJpZk<4p7hz<6< zHLuPbq^ zc;I2w={-l|?YJ6;zAl$~3TQLH5m*K4|DI{A9vc&DLw8Z$ad6B(FU$x z9`48`JU%lRe?`1P?!>z+Ip2xn|H&GP3!I|8AF{Ys-KZLR&WI7T!i(QBg*TC=?SCp* oz-Q>%|EmQb@Erb|^&%XPfM{*QO#yCx2>iRHp|4(b(>CJ&0L<(>4*&oF From fe79c53f04d03ad8796d91cb7a7252c643907f5c Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 21:40:19 +0100 Subject: [PATCH 08/26] bugfixes --- code/datums/wounds/burns.dm | 2 +- .../mob/living/carbon/human/human_defense.dm | 83 +++++++++++++++++++ 2 files changed, 84 insertions(+), 1 deletion(-) diff --git a/code/datums/wounds/burns.dm b/code/datums/wounds/burns.dm index feff9bf4de..6a6629a0c9 100644 --- a/code/datums/wounds/burns.dm +++ b/code/datums/wounds/burns.dm @@ -186,7 +186,7 @@ /// if someone is using ointment on our burns /datum/wound/burn/proc/ointment(obj/item/stack/medical/ointment/I, mob/user) user.visible_message("[user] begins applying [I] to [victim]'s [limb.name]...", "You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...") - if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), extra_checks = CALLBACK(src, .proc/still_exists))) + if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target = victim)) return limb.heal_damage(I.heal_brute, I.heal_burn) diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 714932af80..af1afb0f81 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -762,6 +762,89 @@ ..() +/mob/living/carbon/human/check_self_for_injuries() + if(stat == DEAD || stat == UNCONSCIOUS) + return + + visible_message("[src] examines [p_them()]self.", \ + "You check yourself for injuries.") + + var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) + + for(var/X in bodyparts) + var/obj/item/bodypart/LB = X + missing -= LB.body_zone + if(LB.is_pseudopart) //don't show injury text for fake bodyparts; ie chainsaw arms or synthetic armblades + continue + var/self_aware = FALSE + if(HAS_TRAIT(src, TRAIT_SELF_AWARE)) + self_aware = TRUE + var/limb_max_damage = LB.max_damage + var/status = "" + var/brutedamage = LB.brute_dam + var/burndamage = LB.burn_dam + if(hallucination) + if(prob(30)) + brutedamage += rand(30,40) + if(prob(30)) + burndamage += rand(30,40) + + if(HAS_TRAIT(src, TRAIT_SELF_AWARE)) + status = "[brutedamage] brute damage and [burndamage] burn damage" + if(!brutedamage && !burndamage) + status = "no damage" + + else + if(brutedamage > 0) + status = LB.light_brute_msg + if(brutedamage > (limb_max_damage*0.4)) + status = LB.medium_brute_msg + if(brutedamage > (limb_max_damage*0.8)) + status = LB.heavy_brute_msg + if(brutedamage > 0 && burndamage > 0) + status += " and " + + if(burndamage > (limb_max_damage*0.8)) + status += LB.heavy_burn_msg + else if(burndamage > (limb_max_damage*0.2)) + status += LB.medium_burn_msg + else if(burndamage > 0) + status += LB.light_burn_msg + + if(status == "") + status = "OK" + var/no_damage + if(status == "OK" || status == "no damage") + no_damage = TRUE + var/isdisabled = " " + if(LB.is_disabled()) + isdisabled = " is disabled " + if(no_damage) + isdisabled += " but otherwise " + else + isdisabled += " and " + to_chat(src, "\t Your [LB.name][isdisabled][self_aware ? " has " : " is "][status].") + + for(var/thing in LB.wounds) + var/datum/wound/W = thing + var/msg + switch(W.severity) + if(WOUND_SEVERITY_TRIVIAL) + msg = "\t Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]." + if(WOUND_SEVERITY_MODERATE) + msg = "\t Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!" + if(WOUND_SEVERITY_SEVERE) + msg = "\t Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!" + if(WOUND_SEVERITY_CRITICAL) + msg = "\t Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!!" + to_chat(src, msg) + + for(var/obj/item/I in LB.embedded_objects) + if(I.isEmbedHarmless()) + to_chat(src, "\t There is \a [I] stuck to your [LB.name]!") + else + to_chat(src, "\t There is \a [I] embedded in your [LB.name]!") + /mob/living/carbon/human/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone) if(damage_type != BRUTE && damage_type != BURN) From b184cfefc53cbf28998c238901313910f155d95f Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 22:00:28 +0100 Subject: [PATCH 09/26] imagine allowing wound healing --- code/modules/mob/living/carbon/carbon_defense.dm | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/code/modules/mob/living/carbon/carbon_defense.dm b/code/modules/mob/living/carbon/carbon_defense.dm index 4aac8af0ac..18e38ae44d 100644 --- a/code/modules/mob/living/carbon/carbon_defense.dm +++ b/code/modules/mob/living/carbon/carbon_defense.dm @@ -132,9 +132,9 @@ if(S.next_step(user, user.a_intent)) return TRUE - for(var/datum/wound/W in all_wounds) - if(W.try_handling(user)) - return 1 + for(var/datum/wound/W in all_wounds) + if(W.try_handling(user)) + return 1 /mob/living/carbon/attack_paw(mob/living/carbon/monkey/M) From de83bbee0bfe8ce54585ba4ce575723e3922c532 Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 22:02:07 +0100 Subject: [PATCH 10/26] woops --- code/game/objects/items/stacks/medical.dm | 1 - 1 file changed, 1 deletion(-) diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index 1e70b4bd80..32093a8d1c 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -221,7 +221,6 @@ return FALSE user.visible_message("[user] applies \the [src] on [M].", "You apply \the [src] on [M].") return heal_carbon(M, user, heal_brute, heal_burn) - return TRUE to_chat(user, "You can't heal [M] with \the [src]!") From c1ac3bae6e450d8dfb25fca83caedba4be37b38b Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 22:06:07 +0100 Subject: [PATCH 11/26] appease travis --- code/datums/status_effects/wound_effects.dm | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/code/datums/status_effects/wound_effects.dm b/code/datums/status_effects/wound_effects.dm index 751a3508a3..cb23258118 100644 --- a/code/datums/status_effects/wound_effects.dm +++ b/code/datums/status_effects/wound_effects.dm @@ -124,12 +124,13 @@ linked_wound = null linked_limb = null UnregisterSignal(owner, COMSIG_CARBON_LOSE_WOUND) + return ..() /datum/status_effect/wound/on_apply() if(!iscarbon(owner)) return FALSE RegisterSignal(owner, COMSIG_CARBON_LOSE_WOUND, .proc/check_remove) - return TRUE + return ..() /// 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) From b712538e6954760285649fc49f87462a8904c7e1 Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 22:10:08 +0100 Subject: [PATCH 12/26] travis please --- code/datums/status_effects/wound_effects.dm | 3 ++- tgstation.dme | 15 +++++---------- 2 files changed, 7 insertions(+), 11 deletions(-) diff --git a/code/datums/status_effects/wound_effects.dm b/code/datums/status_effects/wound_effects.dm index cb23258118..062c015052 100644 --- a/code/datums/status_effects/wound_effects.dm +++ b/code/datums/status_effects/wound_effects.dm @@ -43,10 +43,11 @@ 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 + return ..() /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" diff --git a/tgstation.dme b/tgstation.dme index 2d0fcd0063..cc592a50cc 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -240,7 +240,6 @@ #include "code\_onclick\hud\hud.dm" #include "code\_onclick\hud\human.dm" #include "code\_onclick\hud\lavaland_elite.dm" -#include "code\_onclick\hud\map_popups.dm" #include "code\_onclick\hud\monkey.dm" #include "code\_onclick\hud\movable_screen_objects.dm" #include "code\_onclick\hud\parallax.dm" @@ -458,7 +457,7 @@ #include "code\datums\components\virtual_reality.dm" #include "code\datums\components\wearertargeting.dm" #include "code\datums\components\wet_floor.dm" -#include "code\datums\components\crafting\crafting.dm" +#include "code\datums\components\crafting\craft.dm" #include "code\datums\components\crafting\guncrafting.dm" #include "code\datums\components\crafting\recipes.dm" #include "code\datums\components\crafting\glassware\glassware.dm" @@ -1130,7 +1129,6 @@ #include "code\game\objects\items\stacks\stack.dm" #include "code\game\objects\items\stacks\tape.dm" #include "code\game\objects\items\stacks\telecrystal.dm" -#include "code\game\objects\items\stacks\tickets.dm" #include "code\game\objects\items\stacks\wrap.dm" #include "code\game\objects\items\stacks\sheets\glass.dm" #include "code\game\objects\items\stacks\sheets\leather.dm" @@ -1359,7 +1357,6 @@ #include "code\modules\admin\verbs\pray.dm" #include "code\modules\admin\verbs\randomverbs.dm" #include "code\modules\admin\verbs\reestablish_db_connection.dm" -#include "code\modules\admin\verbs\shuttlepanel.dm" #include "code\modules\admin\verbs\spawnobjasmob.dm" #include "code\modules\admin\verbs\tripAI.dm" #include "code\modules\admin\verbs\SDQL2\SDQL_2.dm" @@ -2364,7 +2361,6 @@ #include "code\modules\mob\dead\observer\notificationprefs.dm" #include "code\modules\mob\dead\observer\observer.dm" #include "code\modules\mob\dead\observer\observer_movement.dm" -#include "code\modules\mob\dead\observer\orbit.dm" #include "code\modules\mob\dead\observer\say.dm" #include "code\modules\mob\living\blood.dm" #include "code\modules\mob\living\bloodcrawl.dm" @@ -2553,7 +2549,6 @@ #include "code\modules\mob\living\simple_animal\corpse.dm" #include "code\modules\mob\living\simple_animal\damage_procs.dm" #include "code\modules\mob\living\simple_animal\parrot.dm" -#include "code\modules\mob\living\simple_animal\pickle.dm" #include "code\modules\mob\living\simple_animal\shade.dm" #include "code\modules\mob\living\simple_animal\simple_animal.dm" #include "code\modules\mob\living\simple_animal\simple_animal_vr.dm" @@ -2711,7 +2706,6 @@ #include "code\modules\modular_computers\file_system\program_events.dm" #include "code\modules\modular_computers\file_system\programs\airestorer.dm" #include "code\modules\modular_computers\file_system\programs\alarm.dm" -#include "code\modules\modular_computers\file_system\programs\arcade.dm" #include "code\modules\modular_computers\file_system\programs\card.dm" #include "code\modules\modular_computers\file_system\programs\configurator.dm" #include "code\modules\modular_computers\file_system\programs\file_browser.dm" @@ -2720,8 +2714,6 @@ #include "code\modules\modular_computers\file_system\programs\ntnrc_client.dm" #include "code\modules\modular_computers\file_system\programs\nttransfer.dm" #include "code\modules\modular_computers\file_system\programs\powermonitor.dm" -#include "code\modules\modular_computers\file_system\programs\radar.dm" -#include "code\modules\modular_computers\file_system\programs\robocontrol.dm" #include "code\modules\modular_computers\file_system\programs\sm_monitor.dm" #include "code\modules\modular_computers\file_system\programs\antagonist\contract_uplink.dm" #include "code\modules\modular_computers\file_system\programs\antagonist\dos.dm" @@ -2780,6 +2772,10 @@ #include "code\modules\NTNet\network.dm" #include "code\modules\NTNet\relays.dm" #include "code\modules\NTNet\services\_service.dm" +#include "code\modules\oracle_ui\assets.dm" +#include "code\modules\oracle_ui\hookup_procs.dm" +#include "code\modules\oracle_ui\oracle_ui.dm" +#include "code\modules\oracle_ui\themed.dm" #include "code\modules\paperwork\clipboard.dm" #include "code\modules\paperwork\contract.dm" #include "code\modules\paperwork\filingcabinet.dm" @@ -3340,7 +3336,6 @@ #include "code\modules\tgui\states\contained.dm" #include "code\modules\tgui\states\deep_inventory.dm" #include "code\modules\tgui\states\default.dm" -#include "code\modules\tgui\states\default_contained.dm" #include "code\modules\tgui\states\hands.dm" #include "code\modules\tgui\states\human_adjacent.dm" #include "code\modules\tgui\states\inventory.dm" From 35b5c019a5ec99725371874a22d91671cdd935f1 Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 22:12:01 +0100 Subject: [PATCH 13/26] Revert "travis please" This reverts commit b712538e6954760285649fc49f87462a8904c7e1. --- code/datums/status_effects/wound_effects.dm | 3 +-- tgstation.dme | 15 ++++++++++----- 2 files changed, 11 insertions(+), 7 deletions(-) diff --git a/code/datums/status_effects/wound_effects.dm b/code/datums/status_effects/wound_effects.dm index 062c015052..cb23258118 100644 --- a/code/datums/status_effects/wound_effects.dm +++ b/code/datums/status_effects/wound_effects.dm @@ -43,11 +43,10 @@ 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 ..() + 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" diff --git a/tgstation.dme b/tgstation.dme index cc592a50cc..2d0fcd0063 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -240,6 +240,7 @@ #include "code\_onclick\hud\hud.dm" #include "code\_onclick\hud\human.dm" #include "code\_onclick\hud\lavaland_elite.dm" +#include "code\_onclick\hud\map_popups.dm" #include "code\_onclick\hud\monkey.dm" #include "code\_onclick\hud\movable_screen_objects.dm" #include "code\_onclick\hud\parallax.dm" @@ -457,7 +458,7 @@ #include "code\datums\components\virtual_reality.dm" #include "code\datums\components\wearertargeting.dm" #include "code\datums\components\wet_floor.dm" -#include "code\datums\components\crafting\craft.dm" +#include "code\datums\components\crafting\crafting.dm" #include "code\datums\components\crafting\guncrafting.dm" #include "code\datums\components\crafting\recipes.dm" #include "code\datums\components\crafting\glassware\glassware.dm" @@ -1129,6 +1130,7 @@ #include "code\game\objects\items\stacks\stack.dm" #include "code\game\objects\items\stacks\tape.dm" #include "code\game\objects\items\stacks\telecrystal.dm" +#include "code\game\objects\items\stacks\tickets.dm" #include "code\game\objects\items\stacks\wrap.dm" #include "code\game\objects\items\stacks\sheets\glass.dm" #include "code\game\objects\items\stacks\sheets\leather.dm" @@ -1357,6 +1359,7 @@ #include "code\modules\admin\verbs\pray.dm" #include "code\modules\admin\verbs\randomverbs.dm" #include "code\modules\admin\verbs\reestablish_db_connection.dm" +#include "code\modules\admin\verbs\shuttlepanel.dm" #include "code\modules\admin\verbs\spawnobjasmob.dm" #include "code\modules\admin\verbs\tripAI.dm" #include "code\modules\admin\verbs\SDQL2\SDQL_2.dm" @@ -2361,6 +2364,7 @@ #include "code\modules\mob\dead\observer\notificationprefs.dm" #include "code\modules\mob\dead\observer\observer.dm" #include "code\modules\mob\dead\observer\observer_movement.dm" +#include "code\modules\mob\dead\observer\orbit.dm" #include "code\modules\mob\dead\observer\say.dm" #include "code\modules\mob\living\blood.dm" #include "code\modules\mob\living\bloodcrawl.dm" @@ -2549,6 +2553,7 @@ #include "code\modules\mob\living\simple_animal\corpse.dm" #include "code\modules\mob\living\simple_animal\damage_procs.dm" #include "code\modules\mob\living\simple_animal\parrot.dm" +#include "code\modules\mob\living\simple_animal\pickle.dm" #include "code\modules\mob\living\simple_animal\shade.dm" #include "code\modules\mob\living\simple_animal\simple_animal.dm" #include "code\modules\mob\living\simple_animal\simple_animal_vr.dm" @@ -2706,6 +2711,7 @@ #include "code\modules\modular_computers\file_system\program_events.dm" #include "code\modules\modular_computers\file_system\programs\airestorer.dm" #include "code\modules\modular_computers\file_system\programs\alarm.dm" +#include "code\modules\modular_computers\file_system\programs\arcade.dm" #include "code\modules\modular_computers\file_system\programs\card.dm" #include "code\modules\modular_computers\file_system\programs\configurator.dm" #include "code\modules\modular_computers\file_system\programs\file_browser.dm" @@ -2714,6 +2720,8 @@ #include "code\modules\modular_computers\file_system\programs\ntnrc_client.dm" #include "code\modules\modular_computers\file_system\programs\nttransfer.dm" #include "code\modules\modular_computers\file_system\programs\powermonitor.dm" +#include "code\modules\modular_computers\file_system\programs\radar.dm" +#include "code\modules\modular_computers\file_system\programs\robocontrol.dm" #include "code\modules\modular_computers\file_system\programs\sm_monitor.dm" #include "code\modules\modular_computers\file_system\programs\antagonist\contract_uplink.dm" #include "code\modules\modular_computers\file_system\programs\antagonist\dos.dm" @@ -2772,10 +2780,6 @@ #include "code\modules\NTNet\network.dm" #include "code\modules\NTNet\relays.dm" #include "code\modules\NTNet\services\_service.dm" -#include "code\modules\oracle_ui\assets.dm" -#include "code\modules\oracle_ui\hookup_procs.dm" -#include "code\modules\oracle_ui\oracle_ui.dm" -#include "code\modules\oracle_ui\themed.dm" #include "code\modules\paperwork\clipboard.dm" #include "code\modules\paperwork\contract.dm" #include "code\modules\paperwork\filingcabinet.dm" @@ -3336,6 +3340,7 @@ #include "code\modules\tgui\states\contained.dm" #include "code\modules\tgui\states\deep_inventory.dm" #include "code\modules\tgui\states\default.dm" +#include "code\modules\tgui\states\default_contained.dm" #include "code\modules\tgui\states\hands.dm" #include "code\modules\tgui\states\human_adjacent.dm" #include "code\modules\tgui\states\inventory.dm" From 50b346355c6adacf74b01886d0648d5b7ce8d91e Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 22:13:15 +0100 Subject: [PATCH 14/26] fixes travis but without dm fucking up --- code/datums/status_effects/wound_effects.dm | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/code/datums/status_effects/wound_effects.dm b/code/datums/status_effects/wound_effects.dm index cb23258118..2c0c030425 100644 --- a/code/datums/status_effects/wound_effects.dm +++ b/code/datums/status_effects/wound_effects.dm @@ -43,10 +43,11 @@ 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 + return ..() /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)) + return ..() /obj/screen/alert/status_effect/limp name = "Limping" From 74eadcf9c2f259f13f0a8a241cdf2e0752ae5016 Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 22:25:42 +0100 Subject: [PATCH 15/26] removes a singular full stop --- code/modules/clothing/clothing.dm | 1 - 1 file changed, 1 deletion(-) diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index e12a8fb1e5..d2553c4d7c 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -58,7 +58,6 @@ var/limb_integrity = 0 // How many zones (body parts, not precise) we have disabled so far, for naming purposes var/zones_disabled - . /obj/item/clothing/Initialize() . = ..() From 345c5c593d6411ad55306ece848eab3df35dedca Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 22:31:52 +0100 Subject: [PATCH 16/26] everyone but slimes can scar basically --- code/modules/mob/living/carbon/human/species.dm | 2 +- code/modules/mob/living/carbon/human/species_types/abductors.dm | 2 +- code/modules/mob/living/carbon/human/species_types/angel.dm | 2 +- code/modules/mob/living/carbon/human/species_types/bugmen.dm | 2 +- code/modules/mob/living/carbon/human/species_types/dullahan.dm | 2 +- code/modules/mob/living/carbon/human/species_types/dwarves.dm | 2 +- code/modules/mob/living/carbon/human/species_types/flypeople.dm | 2 +- .../mob/living/carbon/human/species_types/furrypeople.dm | 2 +- .../mob/living/carbon/human/species_types/shadowpeople.dm | 2 +- 9 files changed, 9 insertions(+), 9 deletions(-) diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index cd83fc6f48..f2d9554054 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -73,7 +73,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) var/datum/outfit/outfit_important_for_life // A path to an outfit that is important for species life e.g. plasmaman outfit // species-only traits. Can be found in DNA.dm - var/list/species_traits = list() + var/list/species_traits = list(CAN_SCAR) //by default they can scar unless set to something else // generic traits tied to having the species var/list/inherent_traits = list() var/inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID diff --git a/code/modules/mob/living/carbon/human/species_types/abductors.dm b/code/modules/mob/living/carbon/human/species_types/abductors.dm index 0899038da4..409781efb2 100644 --- a/code/modules/mob/living/carbon/human/species_types/abductors.dm +++ b/code/modules/mob/living/carbon/human/species_types/abductors.dm @@ -3,7 +3,7 @@ id = "abductor" say_mod = "gibbers" sexes = FALSE - species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL) + species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL,CAN_SCAR) inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_CHUNKYFINGERS,TRAIT_NOHUNGER,TRAIT_NOBREATH) mutanttongue = /obj/item/organ/tongue/abductor diff --git a/code/modules/mob/living/carbon/human/species_types/angel.dm b/code/modules/mob/living/carbon/human/species_types/angel.dm index 1a92da3b0a..2d43c9964e 100644 --- a/code/modules/mob/living/carbon/human/species_types/angel.dm +++ b/code/modules/mob/living/carbon/human/species_types/angel.dm @@ -2,7 +2,7 @@ name = "Angel" id = "angel" default_color = "FFFFFF" - species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS) + species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,CAN_SCAR) mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "wings" = "Angel") use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM no_equip = list(SLOT_BACK) diff --git a/code/modules/mob/living/carbon/human/species_types/bugmen.dm b/code/modules/mob/living/carbon/human/species_types/bugmen.dm index a79f9e2392..6a9e9d0b13 100644 --- a/code/modules/mob/living/carbon/human/species_types/bugmen.dm +++ b/code/modules/mob/living/carbon/human/species_types/bugmen.dm @@ -3,7 +3,7 @@ id = "insect" say_mod = "chitters" default_color = "00FF00" - species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR) + species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR,CAN_SCAR) inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG mutant_bodyparts = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "insect_wings" = "None", "insect_fluff" = "None", "mam_snouts" = "None", "taur" = "None", "insect_markings" = "None") diff --git a/code/modules/mob/living/carbon/human/species_types/dullahan.dm b/code/modules/mob/living/carbon/human/species_types/dullahan.dm index 1d19f28aa8..4e5aa57b0a 100644 --- a/code/modules/mob/living/carbon/human/species_types/dullahan.dm +++ b/code/modules/mob/living/carbon/human/species_types/dullahan.dm @@ -3,7 +3,7 @@ id = "dullahan" default_color = "FFFFFF" species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS) - inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH) + inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH,CAN_SCAR) mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "deco_wings" = "None") use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM mutant_brain = /obj/item/organ/brain/dullahan diff --git a/code/modules/mob/living/carbon/human/species_types/dwarves.dm b/code/modules/mob/living/carbon/human/species_types/dwarves.dm index 7ca057711e..009dba7707 100644 --- a/code/modules/mob/living/carbon/human/species_types/dwarves.dm +++ b/code/modules/mob/living/carbon/human/species_types/dwarves.dm @@ -6,7 +6,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) // name = "Dwarf" id = "dwarf" //Also called Homo sapiens pumilionis default_color = "FFFFFF" - species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS) + species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,CAN_SCAR) inherent_traits = list(TRAIT_DWARF,TRAIT_SNOB) limbs_id = "human" use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM diff --git a/code/modules/mob/living/carbon/human/species_types/flypeople.dm b/code/modules/mob/living/carbon/human/species_types/flypeople.dm index dbf097196d..c3ec8b42ea 100644 --- a/code/modules/mob/living/carbon/human/species_types/flypeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/flypeople.dm @@ -2,7 +2,7 @@ name = "Anthromorphic Fly" id = "fly" say_mod = "buzzes" - species_traits = list(NOEYES) + species_traits = list(NOEYES,CAN_SCAR) inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG mutanttongue = /obj/item/organ/tongue/fly mutantliver = /obj/item/organ/liver/fly diff --git a/code/modules/mob/living/carbon/human/species_types/furrypeople.dm b/code/modules/mob/living/carbon/human/species_types/furrypeople.dm index b6d56b8e5d..9520d77015 100644 --- a/code/modules/mob/living/carbon/human/species_types/furrypeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/furrypeople.dm @@ -3,7 +3,7 @@ id = "mammal" default_color = "4B4B4B" icon_limbs = DEFAULT_BODYPART_ICON_CITADEL - species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR) + species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR,CAN_SCAR) inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BEAST mutant_bodyparts = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "deco_wings" = "None", "mam_body_markings" = "Husky", "taur" = "None", "horns" = "None", "legs" = "Plantigrade", "meat_type" = "Mammalian") diff --git a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm index da03340ff9..2776c6d919 100644 --- a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm @@ -9,7 +9,7 @@ blacklisted = 1 ignored_by = list(/mob/living/simple_animal/hostile/faithless) meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/shadow - species_traits = list(NOBLOOD,NOEYES) + species_traits = list(NOBLOOD,NOEYES,CAN_SCAR) inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH,CAN_SCAR) dangerous_existence = 1 From 3b78ac58bd5b5836ac85b43bf4cb341e22b7038c Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 22:46:07 +0100 Subject: [PATCH 17/26] make it clearer --- code/game/objects/items/stacks/medical.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index 32093a8d1c..0e1a87b81f 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -339,7 +339,7 @@ novariants = TRUE /obj/item/stack/medical/bone_gel/attack(mob/living/M, mob/user) - to_chat(user, "Bone gel can only be used on fractured limbs!") + to_chat(user, "Bone gel can only be used on fractured limbs while aggressively holding someone!") return /obj/item/stack/medical/bone_gel/suicide_act(mob/user) From a89a55a0cccdd13ab260464f581524b14d7e505d Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sat, 18 Jul 2020 23:23:25 +0100 Subject: [PATCH 18/26] indentation fix --- code/_onclick/other_mobs.dm | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/code/_onclick/other_mobs.dm b/code/_onclick/other_mobs.dm index c1459e02f1..48b652b6f3 100644 --- a/code/_onclick/other_mobs.dm +++ b/code/_onclick/other_mobs.dm @@ -10,11 +10,11 @@ if(!has_active_hand()) //can't attack without a hand. to_chat(src, "You look at your arm and sigh.") return - - var/obj/item/bodypart/check_arm = get_active_hand() - if(check_arm && check_arm.is_disabled() == BODYPART_DISABLED_WOUND) - to_chat(src, "The damage in your [check_arm.name] is preventing you from using it! Get it fixed, or at least splinted!") - return + + var/obj/item/bodypart/check_arm = get_active_hand() + if(check_arm && check_arm.is_disabled() == BODYPART_DISABLED_WOUND) + to_chat(src, "The damage in your [check_arm.name] is preventing you from using it! Get it fixed, or at least splinted!") + return // Special glove functions: // If the gloves do anything, have them return 1 to stop From ca6b289da63894ae6acb96d98a799005bacd63ec Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sun, 19 Jul 2020 17:49:22 +0100 Subject: [PATCH 19/26] fix tables and some minor thing --- code/game/objects/structures/tables_racks.dm | 40 ++++++++++++++++++-- code/modules/mob/living/living_defense.dm | 2 +- 2 files changed, 37 insertions(+), 5 deletions(-) diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index 9e7c3476dc..1a9064f556 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -60,7 +60,7 @@ /obj/structure/table/attack_paw(mob/user) return attack_hand(user) -/obj/structure/table/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags) +/obj/structure/table/attack_hand(mob/living/user) if(Adjacent(user) && user.pulling) if(isliving(user.pulling)) var/mob/living/pushed_mob = user.pulling @@ -71,7 +71,10 @@ if(user.grab_state < GRAB_AGGRESSIVE) to_chat(user, "You need a better grip to do that!") return - tablelimbsmash(user, pushed_mob) + if(user.grab_state >= GRAB_NECK) + tablelimbsmash(user, pushed_mob) + else + tablepush(user, pushed_mob) if(user.a_intent == INTENT_HELP) pushed_mob.visible_message("[user] begins to place [pushed_mob] onto [src]...", \ "[user] begins to place [pushed_mob] onto [src]...") @@ -114,10 +117,31 @@ "[user] places [pushed_mob] onto [src].") log_combat(user, pushed_mob, "placed") -/obj/structure/table/proc/tablelimbsmash(mob/living/user, mob/living/pushed_mob) - if(HAS_TRAIT(user, TRAIT_PACIFISM)) //this shouldnt even be possible anyway because you cant get them in an aggressive grab, but whatever +/obj/structure/table/proc/tablepush(mob/living/user, mob/living/pushed_mob) + if(HAS_TRAIT(user, TRAIT_PACIFISM)) to_chat(user, "Throwing [pushed_mob] onto the table might hurt them!") return + var/added_passtable = FALSE + if(!pushed_mob.pass_flags & PASSTABLE) + added_passtable = TRUE + pushed_mob.pass_flags |= PASSTABLE + pushed_mob.Move(src.loc) + if(added_passtable) + pushed_mob.pass_flags &= ~PASSTABLE + if(pushed_mob.loc != loc) //Something prevented the tabling + return + pushed_mob.Knockdown(30) + pushed_mob.apply_damage(10, BRUTE) + pushed_mob.apply_damage(40, STAMINA) + if(user.mind?.martial_art.smashes_tables && user.mind?.martial_art.can_use(user)) + deconstruct(FALSE) + playsound(pushed_mob, 'sound/effects/tableslam.ogg', 90, TRUE) + pushed_mob.visible_message("[user] slams [pushed_mob] onto \the [src]!", \ + "[user] slams you onto \the [src]!") + log_combat(user, pushed_mob, "tabled", null, "onto [src]") + SEND_SIGNAL(pushed_mob, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table) + +/obj/structure/table/proc/tablelimbsmash(mob/living/user, mob/living/pushed_mob) pushed_mob.Knockdown(30) var/obj/item/bodypart/banged_limb = pushed_mob.get_bodypart(user.zone_selected) || pushed_mob.get_bodypart(BODY_ZONE_HEAD) var/extra_wound = 0 @@ -125,6 +149,14 @@ extra_wound = 20 banged_limb.receive_damage(30, wound_bonus = extra_wound) pushed_mob.apply_damage(60, STAMINA) + take_damage(50) + if(user.mind?.martial_art.smashes_tables && user.mind?.martial_art.can_use(user)) + deconstruct(FALSE) + playsound(pushed_mob, 'sound/effects/bang.ogg', 90, TRUE) + pushed_mob.visible_message("[user] smashes [pushed_mob]'s [banged_limb.name] against \the [src]!", + "[user] smashes your [banged_limb.name] against \the [src]") + log_combat(user, pushed_mob, "head slammed", null, "against [src]") + SEND_SIGNAL(pushed_mob, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table_limbsmash, banged_limb) /obj/structure/table/shove_act(mob/living/target, mob/living/user) if(CHECK_MOBILITY(target, MOBILITY_STAND)) diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index 88de7477ea..e24e9641bf 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -85,7 +85,7 @@ totaldamage = block_calculate_resultant_damage(totaldamage, returnlist) var/armor = run_armor_check(def_zone, P.flag, null, null, P.armour_penetration, null) if(!P.nodamage) - apply_damage(P.damage, P.damage_type, def_zone, armor, wound_bonus=P.wound_bonus, bare_wound_bonus=P.bare_wound_bonus, sharpness=P.sharpness) + apply_damage(totaldamage, P.damage_type, def_zone, armor, wound_bonus=P.wound_bonus, bare_wound_bonus=P.bare_wound_bonus, sharpness=P.sharpness) if(P.dismemberment) check_projectile_dismemberment(P, def_zone) var/missing = 100 - final_percent From a8d2f558bcbb72a66017f47b198fed1d2eac5904 Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sun, 19 Jul 2020 17:53:25 +0100 Subject: [PATCH 20/26] use old table pushing --- code/game/objects/structures/tables_racks.dm | 21 ++++++++++---------- 1 file changed, 10 insertions(+), 11 deletions(-) diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index 1a9064f556..1b7eb25bb8 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -130,16 +130,16 @@ pushed_mob.pass_flags &= ~PASSTABLE if(pushed_mob.loc != loc) //Something prevented the tabling return - pushed_mob.Knockdown(30) - pushed_mob.apply_damage(10, BRUTE) - pushed_mob.apply_damage(40, STAMINA) - if(user.mind?.martial_art.smashes_tables && user.mind?.martial_art.can_use(user)) - deconstruct(FALSE) - playsound(pushed_mob, 'sound/effects/tableslam.ogg', 90, TRUE) - pushed_mob.visible_message("[user] slams [pushed_mob] onto \the [src]!", \ - "[user] slams you onto \the [src]!") + pushed_mob.DefaultCombatKnockdown(40) + pushed_mob.visible_message("[user] slams [pushed_mob] onto [src]!", \ + "[user] slams you onto [src]!") log_combat(user, pushed_mob, "tabled", null, "onto [src]") - SEND_SIGNAL(pushed_mob, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table) + if(!ishuman(pushed_mob)) + return + var/mob/living/carbon/human/H = pushed_mob + if(iscatperson(H)) + H.emote("nya") + SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table) /obj/structure/table/proc/tablelimbsmash(mob/living/user, mob/living/pushed_mob) pushed_mob.Knockdown(30) @@ -150,8 +150,7 @@ banged_limb.receive_damage(30, wound_bonus = extra_wound) pushed_mob.apply_damage(60, STAMINA) take_damage(50) - if(user.mind?.martial_art.smashes_tables && user.mind?.martial_art.can_use(user)) - deconstruct(FALSE) + playsound(pushed_mob, 'sound/effects/bang.ogg', 90, TRUE) pushed_mob.visible_message("[user] smashes [pushed_mob]'s [banged_limb.name] against \the [src]!", "[user] smashes your [banged_limb.name] against \the [src]") From fdfee756b7746792634265bc621f67e8e7b95f06 Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sun, 19 Jul 2020 18:18:22 +0100 Subject: [PATCH 21/26] you can enter stamcrit now --- code/modules/surgery/bodyparts/parts.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/modules/surgery/bodyparts/parts.dm b/code/modules/surgery/bodyparts/parts.dm index fde858b7a5..2a72adeb5f 100644 --- a/code/modules/surgery/bodyparts/parts.dm +++ b/code/modules/surgery/bodyparts/parts.dm @@ -9,7 +9,7 @@ px_x = 0 px_y = 0 stam_damage_coeff = 1 - max_stamina_damage = 120 + max_stamina_damage = 200 var/obj/item/cavity_item specific_locations = list("upper chest", "lower abdomen", "midsection", "collarbone", "lower back") wound_resistance = 10 From 1b99cb92017fc1f0daa6c204d0bb3d7b2ba51b35 Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sun, 19 Jul 2020 18:32:44 +0100 Subject: [PATCH 22/26] everything has the bonesetter --- code/game/objects/items/storage/backpack.dm | 1 + code/modules/cargo/exports/organs_robotics.dm | 2 +- code/modules/mob/living/silicon/robot/robot_modules.dm | 2 ++ 3 files changed, 4 insertions(+), 1 deletion(-) diff --git a/code/game/objects/items/storage/backpack.dm b/code/game/objects/items/storage/backpack.dm index 41561c0d51..23e8d4eaf1 100644 --- a/code/game/objects/items/storage/backpack.dm +++ b/code/game/objects/items/storage/backpack.dm @@ -504,6 +504,7 @@ new /obj/item/scalpel/advanced(src) new /obj/item/retractor/advanced(src) new /obj/item/surgicaldrill/advanced(src) + new /obj/item/bonesetter(src) new /obj/item/surgical_drapes(src) new /obj/item/storage/firstaid/tactical(src) new /obj/item/clothing/suit/straight_jacket(src) diff --git a/code/modules/cargo/exports/organs_robotics.dm b/code/modules/cargo/exports/organs_robotics.dm index a6c5ee93ca..7f54e675ca 100644 --- a/code/modules/cargo/exports/organs_robotics.dm +++ b/code/modules/cargo/exports/organs_robotics.dm @@ -144,7 +144,7 @@ /datum/export/robotics/surgery_gear_basic cost = 10 unit_name = "surgery tool" - export_types = list(/obj/item/retractor, /obj/item/hemostat, /obj/item/cautery, /obj/item/surgicaldrill, /obj/item/scalpel, /obj/item/circular_saw, /obj/item/surgical_drapes) + export_types = list(/obj/item/retractor, /obj/item/hemostat, /obj/item/cautery, /obj/item/surgicaldrill, /obj/item/scalpel, /obj/item/circular_saw, /obj/item/bonesetter, /obj/item/surgical_drapes) /datum/export/robotics/mech_weapon_laser cost = 300 //Sadly just metal and glass diff --git a/code/modules/mob/living/silicon/robot/robot_modules.dm b/code/modules/mob/living/silicon/robot/robot_modules.dm index fa4dbd820e..a2601aadfa 100644 --- a/code/modules/mob/living/silicon/robot/robot_modules.dm +++ b/code/modules/mob/living/silicon/robot/robot_modules.dm @@ -1053,6 +1053,8 @@ /obj/item/cautery, /obj/item/surgicaldrill, /obj/item/scalpel, + /obj/item/bonesetter, + /obj/item/stack/medical/bone_gel, /obj/item/melee/transforming/energy/sword/cyborg/saw, /obj/item/roller/robo, /obj/item/card/emag, From 037cec508eea1e8b97f52df61ac9600f33b6a350 Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Sun, 19 Jul 2020 21:43:17 +0100 Subject: [PATCH 23/26] fixes a math mistake --- code/datums/wounds/bones.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/datums/wounds/bones.dm b/code/datums/wounds/bones.dm index 93ca9c5b67..230fc6758f 100644 --- a/code/datums/wounds/bones.dm +++ b/code/datums/wounds/bones.dm @@ -390,7 +390,7 @@ if(victim.reagents && 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("[victim] fails to finish applying [I] to [victim.p_their()] [limb.name], passing out from the pain!", "You black out from the pain of applying [I] to your [limb.name] before you can finish!") victim.AdjustUnconscious(5 SECONDS) return From aea268548c87814a494db7b1c14f2401822f4be9 Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Tue, 21 Jul 2020 19:54:42 +0100 Subject: [PATCH 24/26] some fixes --- code/datums/wounds/bones.dm | 2 +- code/modules/mob/living/carbon/carbon.dm | 4 +++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/code/datums/wounds/bones.dm b/code/datums/wounds/bones.dm index 230fc6758f..80d922cba3 100644 --- a/code/datums/wounds/bones.dm +++ b/code/datums/wounds/bones.dm @@ -444,7 +444,7 @@ else if(!taped) . += "Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow.\n" else - . += "Note: Bone regeneration in effect. Bone is [round(regen_points_current/regen_points_needed)]% regenerated.\n" + . += "Note: Bone regeneration in effect. Bone is [round((regen_points_current*100)/regen_points_needed,0.1)]% regenerated.\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." diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index d3cfa71d9a..4b7e27656b 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -174,6 +174,8 @@ if(IS_STAMCRIT(src)) to_chat(src, "You're too exhausted.") return + + var/random_turn = a_intent == INTENT_HARM //END OF CIT CHANGES var/obj/item/I = get_active_held_item() @@ -227,7 +229,7 @@ do_attack_animation(target, no_effect = 1) playsound(loc, 'sound/weapons/punchmiss.ogg', 50, 1, -1) newtonian_move(get_dir(target, src)) - thrown_thing.safe_throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed + power_throw, src, null, null, null, move_force) + thrown_thing.safe_throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed + power_throw, src, null, null, null, move_force, random_turn) /mob/living/carbon/restrained(ignore_grab) . = (handcuffed || (!ignore_grab && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE)) From 0ccbe0b7939feacce75027e24db1133b94643ead Mon Sep 17 00:00:00 2001 From: timothyteakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Wed, 22 Jul 2020 14:49:22 +0100 Subject: [PATCH 25/26] it works --- code/modules/surgery/bodyparts/parts.dm | 90 ++++++++++--------------- 1 file changed, 37 insertions(+), 53 deletions(-) diff --git a/code/modules/surgery/bodyparts/parts.dm b/code/modules/surgery/bodyparts/parts.dm index 2a72adeb5f..a18b31e4c1 100644 --- a/code/modules/surgery/bodyparts/parts.dm +++ b/code/modules/surgery/bodyparts/parts.dm @@ -1,4 +1,3 @@ - /obj/item/bodypart/chest name = BODY_ZONE_CHEST desc = "It's impolite to stare at a person's chest." @@ -11,8 +10,6 @@ stam_damage_coeff = 1 max_stamina_damage = 200 var/obj/item/cavity_item - specific_locations = list("upper chest", "lower abdomen", "midsection", "collarbone", "lower back") - wound_resistance = 10 /obj/item/bodypart/chest/can_dismember(obj/item/I) if(!((owner.stat == DEAD) || owner.InFullCritical())) @@ -20,12 +17,13 @@ return ..() /obj/item/bodypart/chest/Destroy() - QDEL_NULL(cavity_item) + if(cavity_item) + qdel(cavity_item) return ..() -/obj/item/bodypart/chest/drop_organs(mob/user, violent_removal) +/obj/item/bodypart/chest/drop_organs(mob/user) if(cavity_item) - cavity_item.forceMove(drop_location()) + cavity_item.forceMove(user.loc) cavity_item = null ..() @@ -33,7 +31,6 @@ icon = 'icons/mob/animal_parts.dmi' icon_state = "default_monkey_chest" animal_origin = MONKEY_BODYPART - wound_resistance = -10 /obj/item/bodypart/chest/alien icon = 'icons/mob/animal_parts.dmi' @@ -66,12 +63,12 @@ max_stamina_damage = 50 body_zone = BODY_ZONE_L_ARM body_part = ARM_LEFT + aux_icons = list(BODY_ZONE_PRECISE_L_HAND = HANDS_PART_LAYER, "l_hand_behind" = BODY_BEHIND_LAYER) body_damage_coeff = 0.75 held_index = 1 px_x = -6 px_y = 0 - specific_locations = list("outer left forearm", "inner left wrist", "left elbow", "left bicep", "left shoulder") - aux_icons = list(BODY_ZONE_PRECISE_L_HAND = HANDS_PART_LAYER, "l_hand_behind" = BODY_BEHIND_LAYER) + stam_heal_tick = STAM_RECOVERY_LIMB /obj/item/bodypart/l_arm/is_disabled() if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_ARM)) @@ -82,18 +79,15 @@ . = ..() if(!.) return - if(disabled == BODYPART_DISABLED_DAMAGE) - if(owner.stat < UNCONSCIOUS) - owner.emote("scream") - if(owner.stat < DEAD) - to_chat(owner, "Your [name] is too damaged to function!") - if(held_index) - owner.dropItemToGround(owner.get_item_for_held_index(held_index)) - else if(disabled == BODYPART_DISABLED_PARALYSIS) - if(owner.stat < DEAD) - to_chat(owner, "You can't feel your [name]!") - if(held_index) - owner.dropItemToGround(owner.get_item_for_held_index(held_index)) + if(owner.stat < UNCONSCIOUS) + switch(disabled) + if(BODYPART_DISABLED_DAMAGE) + owner.emote("scream") + to_chat(owner, "Your [name] is too damaged to function!") + if(BODYPART_DISABLED_PARALYSIS) + to_chat(owner, "You can't feel your [name]!") + if(held_index) + owner.dropItemToGround(owner.get_item_for_held_index(held_index)) if(owner.hud_used) var/obj/screen/inventory/hand/L = owner.hud_used.hand_slots["[held_index]"] if(L) @@ -103,7 +97,6 @@ icon = 'icons/mob/animal_parts.dmi' icon_state = "default_monkey_l_arm" animal_origin = MONKEY_BODYPART - wound_resistance = -10 px_x = -5 px_y = -3 @@ -130,13 +123,13 @@ max_damage = 50 body_zone = BODY_ZONE_R_ARM body_part = ARM_RIGHT + aux_icons = list(BODY_ZONE_PRECISE_R_HAND = HANDS_PART_LAYER, "r_hand_behind" = BODY_BEHIND_LAYER) body_damage_coeff = 0.75 held_index = 2 px_x = 6 px_y = 0 + stam_heal_tick = STAM_RECOVERY_LIMB max_stamina_damage = 50 - specific_locations = list("outer right forearm", "inner right wrist", "right elbow", "right bicep", "right shoulder") - aux_icons = list(BODY_ZONE_PRECISE_R_HAND = HANDS_PART_LAYER, "r_hand_behind" = BODY_BEHIND_LAYER) /obj/item/bodypart/r_arm/is_disabled() if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_ARM)) @@ -147,28 +140,25 @@ . = ..() if(!.) return - if(disabled == BODYPART_DISABLED_DAMAGE) - if(owner.stat < UNCONSCIOUS) - owner.emote("scream") - if(owner.stat < DEAD) - to_chat(owner, "Your [name] is too damaged to function!") - if(held_index) - owner.dropItemToGround(owner.get_item_for_held_index(held_index)) - else if(disabled == BODYPART_DISABLED_PARALYSIS) - if(owner.stat < DEAD) - to_chat(owner, "You can't feel your [name]!") - if(held_index) - owner.dropItemToGround(owner.get_item_for_held_index(held_index)) + if(owner.stat < UNCONSCIOUS) + switch(disabled) + if(BODYPART_DISABLED_DAMAGE) + owner.emote("scream") + to_chat(owner, "Your [name] is too damaged to function!") + if(BODYPART_DISABLED_PARALYSIS) + to_chat(owner, "You can't feel your [name]!") + if(held_index) + owner.dropItemToGround(owner.get_item_for_held_index(held_index)) if(owner.hud_used) var/obj/screen/inventory/hand/R = owner.hud_used.hand_slots["[held_index]"] if(R) R.update_icon() + /obj/item/bodypart/r_arm/monkey icon = 'icons/mob/animal_parts.dmi' icon_state = "default_monkey_r_arm" animal_origin = MONKEY_BODYPART - wound_resistance = -10 px_x = 5 px_y = -3 @@ -198,8 +188,8 @@ body_damage_coeff = 0.75 px_x = -2 px_y = 12 + stam_heal_tick = STAM_RECOVERY_LIMB max_stamina_damage = 50 - specific_locations = list("inner left thigh", "outer left calf", "outer left hip", " left kneecap", "lower left shin") /obj/item/bodypart/l_leg/is_disabled() if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_LEG)) @@ -208,15 +198,13 @@ /obj/item/bodypart/l_leg/set_disabled(new_disabled) . = ..() - if(!.) + if(!. || owner.stat >= UNCONSCIOUS) return - if(disabled == BODYPART_DISABLED_DAMAGE) - if(owner.stat < UNCONSCIOUS) + switch(disabled) + if(BODYPART_DISABLED_DAMAGE) owner.emote("scream") - if(owner.stat < DEAD) to_chat(owner, "Your [name] is too damaged to function!") - else if(disabled == BODYPART_DISABLED_PARALYSIS) - if(owner.stat < DEAD) + if(BODYPART_DISABLED_PARALYSIS) to_chat(owner, "You can't feel your [name]!") /obj/item/bodypart/l_leg/digitigrade @@ -227,7 +215,6 @@ icon = 'icons/mob/animal_parts.dmi' icon_state = "default_monkey_l_leg" animal_origin = MONKEY_BODYPART - wound_resistance = -10 px_y = 4 /obj/item/bodypart/l_leg/alien @@ -259,7 +246,7 @@ px_x = 2 px_y = 12 max_stamina_damage = 50 - specific_locations = list("inner right thigh", "outer right calf", "outer right hip", "right kneecap", "lower right shin") + stam_heal_tick = STAM_RECOVERY_LIMB /obj/item/bodypart/r_leg/is_disabled() if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_LEG)) @@ -268,15 +255,13 @@ /obj/item/bodypart/r_leg/set_disabled(new_disabled) . = ..() - if(!.) + if(!. || owner.stat >= UNCONSCIOUS) return - if(disabled == BODYPART_DISABLED_DAMAGE) - if(owner.stat < UNCONSCIOUS) + switch(disabled) + if(BODYPART_DISABLED_DAMAGE) owner.emote("scream") - if(owner.stat < DEAD) to_chat(owner, "Your [name] is too damaged to function!") - else if(disabled == BODYPART_DISABLED_PARALYSIS) - if(owner.stat < DEAD) + if(BODYPART_DISABLED_PARALYSIS) to_chat(owner, "You can't feel your [name]!") /obj/item/bodypart/r_leg/digitigrade @@ -287,7 +272,6 @@ icon = 'icons/mob/animal_parts.dmi' icon_state = "default_monkey_r_leg" animal_origin = MONKEY_BODYPART - wound_resistance = -10 px_y = 4 /obj/item/bodypart/r_leg/alien From f5ac0b5762fb9cd4ce74694e9163d1675800391e Mon Sep 17 00:00:00 2001 From: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com> Date: Thu, 23 Jul 2020 18:10:46 +0100 Subject: [PATCH 26/26] some fixes --- code/datums/wounds/cuts.dm | 3 +++ code/modules/antagonists/slaughter/slaughter.dm | 4 ++-- .../mob/living/carbon/human/species_types/furrypeople.dm | 2 +- 3 files changed, 6 insertions(+), 3 deletions(-) diff --git a/code/datums/wounds/cuts.dm b/code/datums/wounds/cuts.dm index 578c8b9ddf..0ab3bbd5f8 100644 --- a/code/datums/wounds/cuts.dm +++ b/code/datums/wounds/cuts.dm @@ -132,6 +132,9 @@ if(!iscatperson(user)) return FALSE + if(!(user.client?.prefs.vore_flags & LICKABLE)) + return FALSE + lick_wounds(user) return TRUE diff --git a/code/modules/antagonists/slaughter/slaughter.dm b/code/modules/antagonists/slaughter/slaughter.dm index 0c51c65a6f..35a674fb0e 100644 --- a/code/modules/antagonists/slaughter/slaughter.dm +++ b/code/modules/antagonists/slaughter/slaughter.dm @@ -34,8 +34,8 @@ healable = 0 environment_smash = ENVIRONMENT_SMASH_STRUCTURES obj_damage = 50 - melee_damage_lower = 15 // reduced from 30 to 15 with wounds since they get big buffs to slicing wounds - melee_damage_upper = 15 + melee_damage_lower = 22.5 // reduced from 30 to 22.5 with wounds since they get big buffs to slicing wounds + melee_damage_upper = 22.5 wound_bonus = -10 bare_wound_bonus = 0 sharpness = TRUE diff --git a/code/modules/mob/living/carbon/human/species_types/furrypeople.dm b/code/modules/mob/living/carbon/human/species_types/furrypeople.dm index 9520d77015..203f8fa289 100644 --- a/code/modules/mob/living/carbon/human/species_types/furrypeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/furrypeople.dm @@ -55,7 +55,7 @@ say_mod = "hisses" default_color = "00FF00" icon_limbs = DEFAULT_BODYPART_ICON_CITADEL - species_traits = list(MUTCOLORS,EYECOLOR,LIPS) + species_traits = list(MUTCOLORS,EYECOLOR,LIPS,CAN_SCAR) mutant_bodyparts = list("xenotail"="Xenomorph Tail","xenohead"="Standard","xenodorsal"="Standard", "mam_body_markings" = "Xeno","mcolor" = "0F0","mcolor2" = "0F0","mcolor3" = "0F0","taur" = "None", "legs" = "Digitigrade") attack_verb = "slash" attack_sound = 'sound/weapons/slash.ogg'