Merge pull request #12816 from timothyteakettle/wound-port
ports part 1 of tg wounds
This commit is contained in:
+15
-12
@@ -1,9 +1,9 @@
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#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]"
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#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]-[wound]"
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/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
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/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0)
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. = locate(ARMORID)
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if (!.)
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. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic)
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. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic, wound)
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/datum/armor
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datum_flags = DF_USE_TAG
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@@ -17,8 +17,9 @@
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var/fire
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var/acid
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var/magic
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var/wound
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/datum/armor/New(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
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/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)
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src.melee = melee
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src.bullet = bullet
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src.laser = laser
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@@ -29,15 +30,16 @@
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src.fire = fire
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src.acid = acid
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src.magic = magic
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src.wound = wound
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tag = ARMORID
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/datum/armor/proc/modifyRating(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
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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)
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/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)
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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)
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/datum/armor/proc/modifyAllRatings(modifier = 0)
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return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, rad+modifier, fire+modifier, acid+modifier, magic+modifier)
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return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, rad+modifier, fire+modifier, acid+modifier, magic+modifier, wound+modifier)
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/datum/armor/proc/setRating(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic)
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/datum/armor/proc/setRating(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic, wound)
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return getArmor((isnull(melee) ? src.melee : melee),\
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(isnull(bullet) ? src.bullet : bullet),\
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(isnull(laser) ? src.laser : laser),\
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@@ -47,19 +49,20 @@
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(isnull(rad) ? src.rad : rad),\
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(isnull(fire) ? src.fire : fire),\
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(isnull(acid) ? src.acid : acid),\
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(isnull(magic) ? src.magic : magic))
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(isnull(magic) ? src.magic : magic),\
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(isnull(wound) ? src.wound : wound))
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/datum/armor/proc/getRating(rating)
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return vars[rating]
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/datum/armor/proc/getList()
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return list("melee" = melee, "bullet" = bullet, "laser" = laser, "energy" = energy, "bomb" = bomb, "bio" = bio, "rad" = rad, "fire" = fire, "acid" = acid, "magic" = magic)
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return list("melee" = melee, "bullet" = bullet, "laser" = laser, "energy" = energy, "bomb" = bomb, "bio" = bio, "rad" = rad, "fire" = fire, "acid" = acid, "magic" = magic, "wound" = wound)
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/datum/armor/proc/attachArmor(datum/armor/AA)
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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)
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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)
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/datum/armor/proc/detachArmor(datum/armor/AA)
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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)
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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)
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/datum/armor/vv_edit_var(var_name, var_value)
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if (var_name == NAMEOF(src, tag))
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@@ -94,7 +94,7 @@
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if(get_dist(owner, stalker) <= 1)
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playsound(owner, 'sound/magic/demon_attack1.ogg', 50)
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owner.visible_message("<span class='warning'>[owner] is torn apart by invisible claws!</span>", "<span class='userdanger'>Ghostly claws tear your body apart!</span>")
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owner.take_bodypart_damage(rand(20, 45))
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owner.take_bodypart_damage(rand(20, 45), wound_bonus=CANT_WOUND)
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else if(prob(50))
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stalker.forceMove(get_step_towards(stalker, owner))
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if(get_dist(owner, stalker) <= 8)
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@@ -2,7 +2,7 @@
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var/speed = 80 //time in deciseconds taken to butcher something
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var/effectiveness = 100 //percentage effectiveness; numbers above 100 yield extra drops
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var/bonus_modifier = 0 //percentage increase to bonus item chance
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var/butcher_sound = 'sound/weapons/slice.ogg' //sound played when butchering
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var/butcher_sound = 'sound/effects/butcher.ogg' //sound played when butchering
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var/butchering_enabled = TRUE
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var/can_be_blunt = FALSE
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@@ -64,8 +64,11 @@
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H.visible_message("<span class='danger'>[user] slits [H]'s throat!</span>", \
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"<span class='userdanger'>[user] slits your throat...</span>")
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log_combat(user, H, "finishes slicing the throat of")
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H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD)
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H.bleed_rate = clamp(H.bleed_rate + 20, 0, 30)
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H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND) // easy tiger, we'll get to that in a sec
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var/obj/item/bodypart/slit_throat = H.get_bodypart(BODY_ZONE_HEAD)
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if(slit_throat)
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var/datum/wound/brute/cut/critical/screaming_through_a_slit_throat = new
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screaming_through_a_slit_throat.apply_wound(slit_throat)
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H.apply_status_effect(/datum/status_effect/neck_slice)
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/datum/component/butchering/proc/Butcher(mob/living/butcher, mob/living/meat)
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@@ -48,7 +48,7 @@
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var/damage = rand(min_damage, max_damage)
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if(HAS_TRAIT(H, TRAIT_LIGHT_STEP))
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damage *= 0.75
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H.apply_damage(damage, BRUTE, picked_def_zone)
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H.apply_damage(damage, BRUTE, picked_def_zone, wound_bonus = CANT_WOUND)
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if(cooldown < world.time - 10) //cooldown to avoid message spam.
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if(!H.incapacitated(ignore_restraints = TRUE))
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@@ -147,7 +147,7 @@
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playsound(victim,'sound/weapons/bladeslice.ogg', 40)
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weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
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var/damage = weapon.w_class * impact_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus=-30, sharpness = TRUE)
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SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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else
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victim.visible_message("<span class='danger'>[weapon] sticks itself to [victim]'s [limb.name]!</span>",ignored_mobs=victim)
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@@ -163,7 +163,7 @@
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if(harmful && prob(chance))
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var/damage = weapon.w_class * jostle_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
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@@ -173,7 +173,7 @@
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if(harmful)
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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victim.visible_message("<span class='danger'>[weapon] falls out of [victim.name]'s [limb.name]!</span>", ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[weapon] falls out of your [limb.name]!</span>")
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else
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@@ -199,7 +199,7 @@
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if(harmful)
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage) //It hurts to rip it out, get surgery you dingus.
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE) //It hurts to rip it out, get surgery you dingus.
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victim.emote("scream")
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victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
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else
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@@ -276,7 +276,7 @@
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damage *= 0.7
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if(harmful && prob(chance))
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] hurts!</span>")
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if(prob(fall_chance))
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@@ -62,6 +62,7 @@
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///Store the thrownthing datum for later use
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/datum/component/tackler/proc/registerTackle(mob/living/carbon/user, datum/thrownthing/TT)
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tackle = TT
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tackle.thrower = user
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///See if we can tackle or not. If we can, leap!
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/datum/component/tackler/proc/checkTackle(mob/living/carbon/user, atom/A, params)
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@@ -64,7 +64,8 @@ Bonus
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if(bleed)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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H.bleed_rate += 5 * power
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var/obj/item/bodypart/random_part = pick(H.bodyparts)
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random_part.generic_bleedstacks += 5 * power
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return 1
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/*
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@@ -44,7 +44,7 @@
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else
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playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
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log_combat(A, D, "strong punched (Sleeping Carp)")//so as to not double up on logging
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D.apply_damage((damage + 15) + crit_damage, BRUTE, affecting)
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D.apply_damage((damage + 15) + crit_damage, BRUTE, affecting, wound_bonus = CANT_WOUND)
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return TRUE
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///Crashing Wave Kick: Harm Disarm combo, throws people seven tiles backwards
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@@ -56,7 +56,7 @@
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playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
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var/atom/throw_target = get_edge_target_turf(D, A.dir)
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D.throw_at(throw_target, 7, 14, A)
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D.apply_damage(damage, BRUTE, BODY_ZONE_CHEST)
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D.apply_damage(damage, BRUTE, BODY_ZONE_CHEST, wound_bonus = CANT_WOUND, wound_bonus = CANT_WOUND)
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log_combat(A, D, "launchkicked (Sleeping Carp)")
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return TRUE
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@@ -66,14 +66,14 @@
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A.do_attack_animation(D, ATTACK_EFFECT_KICK)
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playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
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if((D.mobility_flags & MOBILITY_STAND))
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D.apply_damage(damage, BRUTE, BODY_ZONE_HEAD)
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D.apply_damage(damage, BRUTE, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND)
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D.DefaultCombatKnockdown(50, override_hardstun = 0.01, override_stamdmg = 0)
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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
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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
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D.visible_message("<span class='warning'>[A] kicks [D] in the head, sending them face first into the floor!</span>", \
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"<span class='userdanger'>You are kicked in the head by [A], sending you crashing to the floor!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
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else
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D.apply_damage(damage*0.5, BRUTE, BODY_ZONE_HEAD)
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D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD)
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D.apply_damage(damage*0.5, BRUTE, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND)
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D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND)
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D.drop_all_held_items()
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D.visible_message("<span class='warning'>[A] kicks [D] in the head!</span>", \
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"<span class='userdanger'>You are kicked in the head by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
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@@ -99,7 +99,7 @@
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D.visible_message("<span class='danger'>[A] [atk_verb]s [D]!</span>", \
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"<span class='userdanger'>[A] [atk_verb]s you!</span>", null, null, A)
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to_chat(A, "<span class='danger'>You [atk_verb] [D]!</span>")
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D.apply_damage(damage, BRUTE, affecting)
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D.apply_damage(damage, BRUTE, affecting, wound_bonus = CANT_WOUND)
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playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
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if(CHECK_MOBILITY(D, MOBILITY_STAND) && damage >= stunthreshold)
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to_chat(D, "<span class='danger'>You stumble and fall!</span>")
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@@ -66,6 +66,9 @@
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/// Our skill holder.
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var/datum/skill_holder/skill_holder
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///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
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var/mob/original_character
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/datum/mind/New(var/key)
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skill_holder = new(src)
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src.key = key
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@@ -77,10 +77,14 @@
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description = "<span class='boldwarning'>Pull it out!</span>\n"
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mood_change = -7
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/datum/mood_event/table
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description = "<span class='warning'>Someone threw me on a table!</span>\n"
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mood_change = -2
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timeout = 2 MINUTES
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/datum/mood_event/table_limbsmash
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description = "<span class='warning'>That fucking table, man that hurts...</span>\n"
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mood_change = -3
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timeout = 3 MINUTES
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/datum/mood_event/table_limbsmash/add_effects(obj/item/bodypart/banged_limb)
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if(banged_limb)
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description = "<span class='warning'>My fucking [banged_limb.name], man that hurts...</span>\n"
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/datum/mood_event/table/add_effects()
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if(ishuman(owner))
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@@ -441,6 +441,10 @@
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owner.adjustBruteLoss(-10, FALSE)
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owner.adjustFireLoss(-5, FALSE)
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owner.adjustOxyLoss(-10)
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if(!iscarbon(owner))
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return
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var/mob/living/carbon/C = owner
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QDEL_LIST(C.all_scars)
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/obj/screen/alert/status_effect/fleshmend
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name = "Fleshmend"
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@@ -430,10 +430,19 @@
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/datum/status_effect/neck_slice/tick()
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var/mob/living/carbon/human/H = owner
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if(H.stat == DEAD || H.bleed_rate <= 8)
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var/obj/item/bodypart/throat = H.get_bodypart(BODY_ZONE_HEAD)
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if(H.stat == DEAD || !throat)
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H.remove_status_effect(/datum/status_effect/neck_slice)
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if(prob(10))
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H.emote(pick("gasp", "gag", "choke"))
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var/still_bleeding = FALSE
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for(var/thing in throat.wounds)
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var/datum/wound/W = thing
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if(W.wound_type == WOUND_LIST_CUT && W.severity > WOUND_SEVERITY_MODERATE)
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still_bleeding = TRUE
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break
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if(!still_bleeding)
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H.remove_status_effect(/datum/status_effect/neck_slice)
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/mob/living/proc/apply_necropolis_curse(set_curse, duration = 10 MINUTES)
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var/datum/status_effect/necropolis_curse/C = has_status_effect(STATUS_EFFECT_NECROPOLIS_CURSE)
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@@ -279,3 +279,7 @@
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/datum/status_effect/grouped/before_remove(source)
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sources -= source
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return !length(sources)
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//do_after modifier!
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/datum/status_effect/proc/interact_speed_modifier()
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return 1
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@@ -0,0 +1,188 @@
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// The shattered remnants of your broken limbs fill you with determination!
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/obj/screen/alert/status_effect/determined
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name = "Determined"
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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!"
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icon_state = "regenerative_core"
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/datum/status_effect/determined
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id = "determined"
|
||||
alert_type = /obj/screen/alert/status_effect/determined
|
||||
|
||||
/datum/status_effect/determined/on_apply()
|
||||
. = ..()
|
||||
owner.visible_message("<span class='danger'>[owner] grits [owner.p_their()] teeth in pain!</span>", "<span class='notice'><b>Your senses sharpen as your body tenses up from the wounds you've sustained!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
|
||||
/datum/status_effect/determined/on_remove()
|
||||
owner.visible_message("<span class='danger'>[owner]'s body slackens noticeably!</span>", "<span class='warning'><b>Your adrenaline rush dies off, and the pain from your wounds come aching back in...</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/limp
|
||||
id = "limp"
|
||||
status_type = STATUS_EFFECT_REPLACE
|
||||
tick_interval = 10
|
||||
alert_type = /obj/screen/alert/status_effect/limp
|
||||
var/msg_stage = 0//so you dont get the most intense messages immediately
|
||||
/// The left leg of the limping person
|
||||
var/obj/item/bodypart/l_leg/left
|
||||
/// The right leg of the limping person
|
||||
var/obj/item/bodypart/r_leg/right
|
||||
/// Which leg we're limping with next
|
||||
var/obj/item/bodypart/next_leg
|
||||
/// How many deciseconds we limp for on the left leg
|
||||
var/slowdown_left = 0
|
||||
/// How many deciseconds we limp for on the right leg
|
||||
var/slowdown_right = 0
|
||||
|
||||
/datum/status_effect/limp/on_apply()
|
||||
if(!iscarbon(owner))
|
||||
return FALSE
|
||||
var/mob/living/carbon/C = owner
|
||||
left = C.get_bodypart(BODY_ZONE_L_LEG)
|
||||
right = C.get_bodypart(BODY_ZONE_R_LEG)
|
||||
update_limp()
|
||||
RegisterSignal(C, COMSIG_MOVABLE_MOVED, .proc/check_step)
|
||||
RegisterSignal(C, list(COMSIG_CARBON_GAIN_WOUND, COMSIG_CARBON_LOSE_WOUND, COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB), .proc/update_limp)
|
||||
return ..()
|
||||
|
||||
/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"
|
||||
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)
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/wound/on_apply()
|
||||
if(!iscarbon(owner))
|
||||
return FALSE
|
||||
RegisterSignal(owner, COMSIG_CARBON_LOSE_WOUND, .proc/check_remove)
|
||||
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)
|
||||
if(W == linked_wound)
|
||||
qdel(src)
|
||||
|
||||
|
||||
// bones
|
||||
/datum/status_effect/wound/bone
|
||||
|
||||
/datum/status_effect/wound/bone/interact_speed_modifier()
|
||||
var/mob/living/carbon/C = owner
|
||||
|
||||
if(C.get_active_hand() == linked_limb)
|
||||
to_chat(C, "<span class='warning'>The [lowertext(linked_wound)] in your [linked_limb.name] slows your progress!</span>")
|
||||
return linked_wound.interaction_efficiency_penalty
|
||||
|
||||
return 1
|
||||
|
||||
/datum/status_effect/wound/bone/nextmove_modifier()
|
||||
var/mob/living/carbon/C = owner
|
||||
|
||||
if(C.get_active_hand() == linked_limb)
|
||||
return linked_wound.interaction_efficiency_penalty
|
||||
|
||||
return 1
|
||||
|
||||
/datum/status_effect/wound/bone/moderate
|
||||
id = "disjoint"
|
||||
/datum/status_effect/wound/bone/severe
|
||||
id = "hairline"
|
||||
|
||||
/datum/status_effect/wound/bone/critical
|
||||
id = "compound"
|
||||
|
||||
// cuts
|
||||
/datum/status_effect/wound/cut/moderate
|
||||
id = "abrasion"
|
||||
|
||||
/datum/status_effect/wound/cut/severe
|
||||
id = "laceration"
|
||||
|
||||
/datum/status_effect/wound/cut/critical
|
||||
id = "avulsion"
|
||||
|
||||
// burns
|
||||
/datum/status_effect/wound/burn/moderate
|
||||
id = "seconddeg"
|
||||
|
||||
/datum/status_effect/wound/burn/severe
|
||||
id = "thirddeg"
|
||||
|
||||
/datum/status_effect/wound/burn/critical
|
||||
id = "fourthdeg"
|
||||
@@ -122,3 +122,19 @@
|
||||
if(H)
|
||||
var/datum/species/species = H.dna.species
|
||||
species.disliked_food &= ~ALCOHOL
|
||||
|
||||
/datum/quirk/longtimer
|
||||
name = "Longtimer"
|
||||
desc = "You've been around for a long time and seen more than your fair share of action, suffering some pretty nasty scars along the way. For whatever reason, you've declined to get them removed or augmented."
|
||||
value = 0
|
||||
gain_text = "<span class='notice'>Your body has seen better days.</span>"
|
||||
lose_text = "<span class='notice'>Your sins may wash away, but those scars are here to stay...</span>"
|
||||
medical_record_text = "Patient has withstood significant physical trauma and declined plastic surgery procedures to heal scarring."
|
||||
/// the minimum amount of scars we can generate
|
||||
var/min_scars = 3
|
||||
/// the maximum amount of scars we can generate
|
||||
var/max_scars = 7
|
||||
|
||||
/datum/quirk/longtimer/on_spawn()
|
||||
var/mob/living/carbon/C = quirk_holder
|
||||
C.generate_fake_scars(rand(min_scars, max_scars))
|
||||
|
||||
@@ -0,0 +1,134 @@
|
||||
/**
|
||||
* scars are cosmetic datums that are assigned to bodyparts once they recover from wounds. Each wound type and severity have their own descriptions for what the scars
|
||||
* look like, and then each body part has a list of "specific locations" like your elbow or wrist or wherever the scar can appear, to make it more interesting than "right arm"
|
||||
*
|
||||
*
|
||||
* Arguments:
|
||||
* *
|
||||
*/
|
||||
/datum/scar
|
||||
var/obj/item/bodypart/limb
|
||||
var/mob/living/carbon/victim
|
||||
var/severity
|
||||
var/description
|
||||
var/precise_location
|
||||
|
||||
/// Scars from the longtimer quirk are "fake" and won't be saved with persistent scarring, since it makes you spawn with a lot by default
|
||||
var/fake=FALSE
|
||||
|
||||
/// How many tiles away someone can see this scar, goes up with severity. Clothes covering this limb will decrease visibility by 1 each, except for the head/face which is a binary "is mask obscuring face" check
|
||||
var/visibility = 2
|
||||
/// Whether this scar can actually be covered up by clothing
|
||||
var/coverable = TRUE
|
||||
/// What zones this scar can be applied to
|
||||
var/list/applicable_zones = list(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_ARM, BODY_ZONE_R_LEG)
|
||||
|
||||
/datum/scar/Destroy(force, ...)
|
||||
if(limb)
|
||||
LAZYREMOVE(limb.scars, src)
|
||||
if(victim)
|
||||
LAZYREMOVE(victim.all_scars, src)
|
||||
. = ..()
|
||||
|
||||
/**
|
||||
* generate() is used to actually fill out the info for a scar, according to the limb and wound it is provided.
|
||||
*
|
||||
* After creating a scar, call this on it while targeting the scarred bodypart with a given wound to apply the scar.
|
||||
*
|
||||
* Arguments:
|
||||
* * BP- The bodypart being targeted
|
||||
* * W- The wound being used to generate the severity and description info
|
||||
* * add_to_scars- Should always be TRUE unless you're just storing a scar for later usage, like how cuts want to store a scar for the highest severity of cut, rather than the severity when the wound is fully healed (probably demoted to moderate)
|
||||
*/
|
||||
/datum/scar/proc/generate(obj/item/bodypart/BP, datum/wound/W, add_to_scars=TRUE)
|
||||
if(!(BP.body_zone in applicable_zones))
|
||||
qdel(src)
|
||||
return
|
||||
limb = BP
|
||||
severity = W.severity
|
||||
if(limb.owner)
|
||||
victim = limb.owner
|
||||
if(add_to_scars)
|
||||
LAZYADD(limb.scars, src)
|
||||
if(victim)
|
||||
LAZYADD(victim.all_scars, src)
|
||||
|
||||
description = pick(W.scarring_descriptions)
|
||||
precise_location = pick(limb.specific_locations)
|
||||
switch(W.severity)
|
||||
if(WOUND_SEVERITY_MODERATE)
|
||||
visibility = 2
|
||||
if(WOUND_SEVERITY_SEVERE)
|
||||
visibility = 3
|
||||
if(WOUND_SEVERITY_CRITICAL)
|
||||
visibility = 5
|
||||
|
||||
/// Used when we finalize a scar from a healing cut
|
||||
/datum/scar/proc/lazy_attach(obj/item/bodypart/BP, datum/wound/W)
|
||||
LAZYADD(BP.scars, src)
|
||||
if(BP.owner)
|
||||
victim = BP.owner
|
||||
LAZYADD(victim.all_scars, src)
|
||||
|
||||
/// Used to "load" a persistent scar
|
||||
/datum/scar/proc/load(obj/item/bodypart/BP, description, specific_location, severity=WOUND_SEVERITY_SEVERE)
|
||||
if(!(BP.body_zone in applicable_zones))
|
||||
qdel(src)
|
||||
return
|
||||
limb = BP
|
||||
src.severity = severity
|
||||
LAZYADD(limb.scars, src)
|
||||
if(BP.owner)
|
||||
victim = BP.owner
|
||||
LAZYADD(victim.all_scars, src)
|
||||
src.description = description
|
||||
precise_location = specific_location
|
||||
switch(severity)
|
||||
if(WOUND_SEVERITY_MODERATE)
|
||||
visibility = 2
|
||||
if(WOUND_SEVERITY_SEVERE)
|
||||
visibility = 3
|
||||
if(WOUND_SEVERITY_CRITICAL)
|
||||
visibility = 5
|
||||
return TRUE
|
||||
|
||||
/// What will show up in examine_more() if this scar is visible
|
||||
/datum/scar/proc/get_examine_description(mob/viewer)
|
||||
if(!victim || !is_visible(viewer))
|
||||
return
|
||||
|
||||
var/msg = "[victim.p_they(TRUE)] [victim.p_have()] [description] on [victim.p_their()] [precise_location]."
|
||||
switch(severity)
|
||||
if(WOUND_SEVERITY_MODERATE)
|
||||
msg = "<span class='tinynotice'>[msg]</span>"
|
||||
if(WOUND_SEVERITY_SEVERE)
|
||||
msg = "<span class='smallnotice'>[msg]</span>"
|
||||
if(WOUND_SEVERITY_CRITICAL)
|
||||
msg = "<span class='smallnotice'><b>[msg]</b></span>"
|
||||
return "\t[msg]"
|
||||
|
||||
/// Whether a scar can currently be seen by the viewer
|
||||
/datum/scar/proc/is_visible(mob/viewer)
|
||||
if(!victim || !viewer)
|
||||
return
|
||||
if(get_dist(viewer, victim) > visibility)
|
||||
return
|
||||
|
||||
if(!ishuman(victim) || isobserver(viewer) || victim == viewer)
|
||||
return TRUE
|
||||
|
||||
var/mob/living/carbon/human/H = victim
|
||||
if(istype(limb, /obj/item/bodypart/head))
|
||||
if((H.wear_mask && (H.wear_mask.flags_inv & HIDEFACE)) || (H.head && (H.head.flags_inv & HIDEFACE)))
|
||||
return FALSE
|
||||
else if(limb.scars_covered_by_clothes)
|
||||
var/num_covers = LAZYLEN(H.clothingonpart(limb))
|
||||
if(num_covers + get_dist(viewer, victim) >= visibility)
|
||||
return FALSE
|
||||
|
||||
return TRUE
|
||||
|
||||
/// Used to format a scar to safe in preferences for persistent scars
|
||||
/datum/scar/proc/format()
|
||||
if(!fake)
|
||||
return "[limb.body_zone]|[description]|[precise_location]|[severity]"
|
||||
@@ -0,0 +1,318 @@
|
||||
/*
|
||||
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 = "<span class='danger'>[victim]'s [limb.name] [occur_text]!</span>"
|
||||
var/vis_dist = COMBAT_MESSAGE_RANGE
|
||||
|
||||
if(severity != WOUND_SEVERITY_MODERATE)
|
||||
msg = "<b>[msg]</b>"
|
||||
vis_dist = DEFAULT_MESSAGE_RANGE
|
||||
|
||||
victim.visible_message(msg, "<span class='userdanger'>Your [limb.name] [occur_text]!</span>", vision_distance = vis_dist)
|
||||
if(sound_effect)
|
||||
playsound(L.owner, sound_effect, 60 + 20 * severity, TRUE)
|
||||
|
||||
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()
|
||||
|
||||
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, "<span class='warning'>You're already interacting with [victim]!</span>")
|
||||
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 "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc]!</B>"
|
||||
|
||||
/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"
|
||||
@@ -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("<span class='danger'>[victim] drops [I] in shock!</span>", "<span class='warning'><b>The force on your [limb.name] causes you to drop [I]!</b></span>", 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, "<span class='danger'>You feel a sharp pain in your body as your bones are reforming!</span>")
|
||||
|
||||
if(regen_points_current > regen_points_needed)
|
||||
if(!victim || !limb)
|
||||
qdel(src)
|
||||
return
|
||||
to_chat(victim, "<span class='green'>Your [limb.name] has recovered from your fracture!</span>")
|
||||
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, "<span class='userdanger'>The fracture in your [limb.name] shoots with pain as you strike [target]!</span>")
|
||||
limb.receive_damage(brute=rand(1,5))
|
||||
else
|
||||
victim.visible_message("<span class='danger'>[victim] weakly strikes [target] with [victim.p_their()] broken [limb.name], recoiling from pain!</span>", \
|
||||
"<span class='userdanger'>You fail to strike [target] as the fracture in your [limb.name] lights up in unbearable pain!</span>", 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("<span class='danger'>[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.</span>", "<span class='danger'>You cough up a bit of blood from the blow to your chest.</span>")
|
||||
victim.bleed(blood_bled, TRUE)
|
||||
if(14 to 19)
|
||||
victim.visible_message("<span class='danger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>")
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
||||
victim.bleed(blood_bled)
|
||||
if(20 to INFINITY)
|
||||
victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>")
|
||||
victim.bleed(blood_bled)
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
|
||||
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
|
||||
|
||||
if(!(wounding_type in list(WOUND_SHARP, WOUND_BURN)) || !splinted || wound_bonus == CANT_WOUND)
|
||||
return
|
||||
|
||||
splinted.take_damage(wounding_dmg, damage_type = (wounding_type == WOUND_SHARP ? BRUTE : BURN), sound_effect = FALSE)
|
||||
if(QDELETED(splinted))
|
||||
var/destroyed_verb = (wounding_type == WOUND_SHARP ? "torn" : "burned")
|
||||
victim.visible_message("<span class='danger'>The splint securing [victim]'s [limb.name] is [destroyed_verb] away!</span>", "<span class='danger'><b>The splint securing your [limb.name] is [destroyed_verb] away!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
splinted = null
|
||||
treat_priority = TRUE
|
||||
update_inefficiencies()
|
||||
|
||||
|
||||
/datum/wound/brute/bone/get_examine_description(mob/user)
|
||||
if(!splinted && !gelled && !taped)
|
||||
return ..()
|
||||
|
||||
var/msg = ""
|
||||
if(!splinted)
|
||||
msg = "<B>[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 = "<B>[victim.p_their(TRUE)] [limb.name] is [splint_condition] fastened in a splint of [splinted.name]</B>"
|
||||
|
||||
if(taped)
|
||||
msg += ", <span class='notice'>and appears to be reforming itself under some surgical tape!</span>"
|
||||
else if(gelled)
|
||||
msg += ", <span class='notice'>with fizzing flecks of blue bone gel sparking off the bone!</span>"
|
||||
else
|
||||
msg += "!"
|
||||
return "[msg]</B>"
|
||||
|
||||
/*
|
||||
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, "<span class='warning'>The splint already on [user == victim ? "your" : "[victim]'s"] [limb.name] is better than you can do with [I].</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='danger'>[user] begins splinting [victim]'s [limb.name] with [I].</span>", "<span class='warning'>You begin splinting [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
|
||||
if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] finishes splinting [victim]'s [limb.name]!</span>", "<span class='green'>You finish splinting [user == victim ? "your" : "[victim]'s"] [limb.name]!</span>")
|
||||
treat_priority = FALSE
|
||||
splinted = new I.type(limb)
|
||||
splinted.amount = 1
|
||||
I.use(1)
|
||||
update_inefficiencies()
|
||||
|
||||
/*
|
||||
Moderate (Joint Dislocation)
|
||||
*/
|
||||
|
||||
/datum/wound/brute/bone/moderate
|
||||
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("<span class='danger'>[victim]'s dislocated [limb.name] pops back into place!</span>", "<span class='userdanger'>Your dislocated [limb.name] pops back into place! Ow!</span>")
|
||||
remove_wound()
|
||||
|
||||
/datum/wound/brute/bone/moderate/try_handling(mob/living/carbon/human/user)
|
||||
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, "<span class='warning'>You must have [victim] in an aggressive grab to manipulate [victim.p_their()] [lowertext(name)]!</span>")
|
||||
return TRUE
|
||||
|
||||
if(user.grab_state >= GRAB_AGGRESSIVE)
|
||||
user.visible_message("<span class='danger'>[user] begins twisting and straining [victim]'s dislocated [limb.name]!</span>", "<span class='notice'>You begin twisting and straining [victim]'s dislocated [limb.name]...</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[user] begins twisting and straining your dislocated [limb.name]!</span>")
|
||||
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("<span class='danger'>[user] snaps [victim]'s dislocated [limb.name] back into place!</span>", "<span class='notice'>You snap [victim]'s dislocated [limb.name] back into place!</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[user] snaps your dislocated [limb.name] back into place!</span>")
|
||||
victim.emote("scream")
|
||||
limb.receive_damage(brute=20, wound_bonus=CANT_WOUND)
|
||||
qdel(src)
|
||||
else
|
||||
user.visible_message("<span class='danger'>[user] wrenches [victim]'s dislocated [limb.name] around painfully!</span>", "<span class='danger'>You wrench [victim]'s dislocated [limb.name] around painfully!</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[user] wrenches your dislocated [limb.name] around painfully!</span>")
|
||||
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("<span class='danger'>[user] snaps [victim]'s dislocated [limb.name] with a sickening crack!</span>", "<span class='danger'>You snap [victim]'s dislocated [limb.name] with a sickening crack!</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[user] snaps your dislocated [limb.name] with a sickening crack!</span>")
|
||||
victim.emote("scream")
|
||||
limb.receive_damage(brute=25, wound_bonus=30)
|
||||
else
|
||||
user.visible_message("<span class='danger'>[user] wrenches [victim]'s dislocated [limb.name] around painfully!</span>", "<span class='danger'>You wrench [victim]'s dislocated [limb.name] around painfully!</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[user] wrenches your dislocated [limb.name] around painfully!</span>")
|
||||
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("<span class='danger'>[user] begins resetting [victim.p_their()] [limb.name] with [I].</span>", "<span class='warning'>You begin resetting your [limb.name] with [I]...</span>")
|
||||
else
|
||||
user.visible_message("<span class='danger'>[user] begins resetting [victim]'s [limb.name] with [I].</span>", "<span class='notice'>You begin resetting [victim]'s [limb.name] with [I]...</span>")
|
||||
|
||||
if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
if(victim == user)
|
||||
limb.receive_damage(brute=15, wound_bonus=CANT_WOUND)
|
||||
victim.visible_message("<span class='danger'>[user] finishes resetting [victim.p_their()] [limb.name]!</span>", "<span class='userdanger'>You reset your [limb.name]!</span>")
|
||||
else
|
||||
limb.receive_damage(brute=10, wound_bonus=CANT_WOUND)
|
||||
user.visible_message("<span class='danger'>[user] finishes resetting [victim]'s [limb.name]!</span>", "<span class='nicegreen'>You finish resetting [victim]'s [limb.name]!</span>", victim)
|
||||
to_chat(victim, "<span class='userdanger'>[user] resets your [limb.name]!</span>")
|
||||
|
||||
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, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='danger'>[user] begins hastily applying [I] to [victim]'s' [limb.name]...</span>", "<span class='warning'>You begin hastily applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name], disregarding the warning label...</span>")
|
||||
|
||||
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("<span class='notice'>[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!</span>", "<span class='notice'>You finish applying [I] to [victim]'s [limb.name]!</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[user] finishes applying [I] to your [limb.name], and you can feel the bones exploding with pain as they begin melting and reforming!</span>")
|
||||
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("<span class='danger'>[victim] fails to finish applying [I] to [victim.p_their()] [limb.name], passing out from the pain!</span>", "<span class='notice'>You black out from the pain of applying [I] to your [limb.name] before you can finish!</span>")
|
||||
victim.AdjustUnconscious(5 SECONDS)
|
||||
return
|
||||
victim.visible_message("<span class='notice'>[victim] finishes applying [I] to [victim.p_their()] [limb.name], grimacing from the pain!</span>", "<span class='notice'>You finish applying [I] to your [limb.name], and your bones explode in pain!</span>")
|
||||
|
||||
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, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] must be coated with bone gel to perform this emergency operation!</span>")
|
||||
return
|
||||
if(taped)
|
||||
to_chat(user, "<span class='warning'>[user == victim ? "Your" : "[victim]'s"] [limb.name] is already wrapped in [I.name] and reforming!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='danger'>[user] begins applying [I] to [victim]'s' [limb.name]...</span>", "<span class='warning'>You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
|
||||
|
||||
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("<span class='notice'>[user] finishes applying [I] to [victim]'s [limb.name], emitting a fizzing noise!</span>", "<span class='notice'>You finish applying [I] to [victim]'s [limb.name]!</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='green'>[user] finishes applying [I] to your [limb.name], you immediately begin to feel your bones start to reform!</span>")
|
||||
else
|
||||
victim.visible_message("<span class='notice'>[victim] finishes applying [I] to [victim.p_their()] [limb.name], !</span>", "<span class='green'>You finish applying [I] to your [limb.name], and you immediately begin to feel your bones start to reform!</span>")
|
||||
|
||||
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)
|
||||
. = ..()
|
||||
|
||||
. += "<div class='ml-3'>"
|
||||
|
||||
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)
|
||||
. += "<span class='notice'>Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow.</span>\n"
|
||||
else
|
||||
. += "<span class='notice'>Note: Bone regeneration in effect. Bone is [round((regen_points_current*100)/regen_points_needed,0.1)]% regenerated.</span>\n"
|
||||
|
||||
if(limb.body_zone == BODY_ZONE_HEAD)
|
||||
. += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired."
|
||||
else if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume)
|
||||
. += "Ribcage Trauma Detected: Further trauma to chest is likely to worsen internal bleeding until bone is repaired."
|
||||
. += "</div>"
|
||||
@@ -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("<span class='danger'>The infection on the remnants of [victim]'s [limb.name] shift and bubble nauseatingly!</span>", "<span class='warning'>You can feel the infection on the remnants of your [limb.name] coursing through your veins!</span>")
|
||||
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("<span class='danger'>Pus soaks through \the [current_bandage] on [victim]'s [limb.name].</span>", "<span class='warning'>Pus soaks through \the [current_bandage] on your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
QDEL_NULL(current_bandage)
|
||||
treat_priority = TRUE
|
||||
|
||||
if(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, "<span class='green'>The burns on your [limb.name] have cleared up!</span>")
|
||||
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, "<span class='warning'>The blisters on your [limb.name] ooze a strange pus...</span>")
|
||||
if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL)
|
||||
if(!disabling && prob(2))
|
||||
to_chat(victim, "<span class='warning'><b>Your [limb.name] completely locks up, as you struggle for control against the infection!</b></span>")
|
||||
disabling = TRUE
|
||||
else if(disabling && prob(8))
|
||||
to_chat(victim, "<span class='notice'>You regain sensation in your [limb.name], but it's still in terrible shape!</span>")
|
||||
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, "<span class='warning'><b>You suddenly lose all sensation of the festering infection in your [limb.name]!</b></span>")
|
||||
disabling = TRUE
|
||||
else if(disabling && prob(3))
|
||||
to_chat(victim, "<span class='notice'>You can barely feel your [limb.name] again, and you have to strain to retain motor control!</span>")
|
||||
disabling = FALSE
|
||||
else if(prob(1))
|
||||
to_chat(victim, "<span class='warning'>You contemplate life without your [limb.name]...</span>")
|
||||
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, "<span class='deadsay'>The skin on your [limb.name] is literally dripping off, you feel awful!</span>")
|
||||
if(2)
|
||||
to_chat(victim, "<span class='deadsay'><b>The infection in your [limb.name] is literally dripping off, you feel horrible!</b></span>")
|
||||
if(1)
|
||||
to_chat(victim, "<span class='deadsay'><b>Infection has just about completely claimed your [limb.name]!</b></span>")
|
||||
if(0)
|
||||
to_chat(victim, "<span class='deadsay'><b>The last of the nerve endings in your [limb.name] wither away, as the infection completely paralyzes your joint connector.</b></span>")
|
||||
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 "<span class='deadsay'><B>[victim.p_their(TRUE)] [limb.name] is completely dead and unrecognizable as organic.</B></span>"
|
||||
|
||||
var/condition = ""
|
||||
if(current_bandage)
|
||||
var/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 += ", <span class='deadsay'>with small spots of discoloration along the nearby veins!</span>"
|
||||
if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL)
|
||||
condition += ", <span class='deadsay'>with dark clouds spreading outwards under the skin!</span>"
|
||||
if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC)
|
||||
condition += ", <span class='deadsay'>with streaks of rotten infection pulsating outward!</span>"
|
||||
if(WOUND_INFECTION_SEPTIC to INFINITY)
|
||||
return "<span class='deadsay'><B>[victim.p_their(TRUE)] [limb.name] is a mess of char and rot, skin literally dripping off the bone with infection!</B></span>"
|
||||
else
|
||||
condition += "!"
|
||||
|
||||
return "<B>[victim.p_their(TRUE)] [limb.name] [examine_desc][condition]</B>"
|
||||
|
||||
/datum/wound/burn/get_scanner_description(mob/user)
|
||||
if(strikes_to_lose_limb == 0)
|
||||
var/oopsie = "Type: [name]\nSeverity: [severity_text()]"
|
||||
oopsie += "<div class='ml-3'>Infection Level: <span class='deadsay'>The infection is total. The bodypart is lost. Amputate or augment limb immediately.</span></div>"
|
||||
return oopsie
|
||||
|
||||
. = ..()
|
||||
. += "<div class='ml-3'>"
|
||||
|
||||
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: <span class='deadsay'>CRITICAL</span>\n"
|
||||
if(WOUND_INFECTION_SEPTIC to INFINITY)
|
||||
. += "Infection Level: <span class='deadsay'>LOSS IMMINENT</span>\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"
|
||||
. += "</div>"
|
||||
|
||||
/*
|
||||
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("<span class='notice'>[user] begins applying [I] to [victim]'s [limb.name]...</span>", "<span class='notice'>You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
|
||||
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target = victim))
|
||||
return
|
||||
|
||||
limb.heal_damage(I.heal_brute, I.heal_burn)
|
||||
user.visible_message("<span class='green'>[user] applies [I] to [victim].</span>", "<span class='green'>You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
|
||||
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, "<span class='notice'>You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.name] to recover.</span>")
|
||||
else
|
||||
try_treating(I, user)
|
||||
|
||||
/// for use in the burn dressing surgery since we don't want to make them do another do_after obviously
|
||||
/datum/wound/burn/proc/force_bandage(obj/item/stack/medical/gauze/I, mob/user)
|
||||
QDEL_NULL(current_bandage)
|
||||
current_bandage = new I.type(limb)
|
||||
current_bandage.amount = 1
|
||||
treat_priority = FALSE
|
||||
sanitization += I.sanitization
|
||||
I.use(1)
|
||||
|
||||
/// if someone is wrapping gauze on our burns
|
||||
/datum/wound/burn/proc/bandage(obj/item/stack/medical/gauze/I, mob/user)
|
||||
if(current_bandage)
|
||||
if(current_bandage.absorption_capacity > I.absorption_capacity + 1)
|
||||
to_chat(user, "<span class='warning'>The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!</span>")
|
||||
return
|
||||
user.visible_message("<span class='warning'>[user] begins to redress the burns on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin redressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
else
|
||||
user.visible_message("<span class='notice'>[user] begins to dress the burns on [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin dressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
|
||||
if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] applies [I] to [victim].</span>", "<span class='green'>You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
|
||||
QDEL_NULL(current_bandage)
|
||||
current_bandage = new I.type(limb)
|
||||
current_bandage.amount = 1
|
||||
treat_priority = FALSE
|
||||
sanitization += I.sanitization
|
||||
I.use(1)
|
||||
|
||||
/// if someone is using mesh on our burns
|
||||
/datum/wound/burn/proc/mesh(obj/item/stack/medical/mesh/I, mob/user)
|
||||
user.visible_message("<span class='notice'>[user] begins wrapping [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin wrapping [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
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("<span class='green'>[user] applies [I] to [victim].</span>", "<span class='green'>You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].</span>")
|
||||
I.use(1)
|
||||
sanitization += I.sanitization
|
||||
flesh_healing += I.flesh_regeneration
|
||||
|
||||
if(sanitization >= infestation && flesh_healing > flesh_damage)
|
||||
to_chat(user, "<span class='notice'>You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.name] to recover.</span>")
|
||||
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, "<span class='notice'>[I] is still recharging!</span>")
|
||||
return
|
||||
if(infestation <= 0 || infestation < sanitization)
|
||||
to_chat(user, "<span class='notice'>There's no infection to treat on [victim]'s [limb.name]!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='notice'>[user] flashes the burns on [victim]'s [limb] with [I].</span>", "<span class='notice'>You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
sanitization += I.uv_power
|
||||
I.uv_cooldown = world.time + I.uv_cooldown_length
|
||||
|
||||
/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")
|
||||
@@ -0,0 +1,309 @@
|
||||
|
||||
/*
|
||||
Cuts
|
||||
*/
|
||||
|
||||
/datum/wound/brute/cut
|
||||
sound_effect = 'sound/weapons/slice.ogg'
|
||||
processes = TRUE
|
||||
wound_type = WOUND_LIST_CUT
|
||||
treatable_by = list(/obj/item/stack/medical/suture, /obj/item/stack/medical/gauze)
|
||||
treatable_by_grabbed = list(/obj/item/gun/energy/laser)
|
||||
treatable_tool = TOOL_CAUTERY
|
||||
treat_priority = TRUE
|
||||
base_treat_time = 3 SECONDS
|
||||
|
||||
/// How much blood we start losing when this wound is first applied
|
||||
var/initial_flow
|
||||
/// When we have less than this amount of flow, either from treatment or clotting, we demote to a lower cut or are healed of the wound
|
||||
var/minimum_flow
|
||||
/// How fast our blood flow will naturally decrease per tick, not only do larger cuts bleed more faster, they clot slower
|
||||
var/clot_rate
|
||||
|
||||
/// Once the blood flow drops below minimum_flow, we demote it to this type of wound. If there's none, we're all better
|
||||
var/demotes_to
|
||||
|
||||
/// How much staunching per type (cautery, suturing, bandaging) you can have before that type is no longer effective for this cut NOT IMPLEMENTED
|
||||
var/max_per_type
|
||||
/// The maximum flow we've had so far
|
||||
var/highest_flow
|
||||
/// How much flow we've already cauterized
|
||||
var/cauterized
|
||||
/// How much flow we've already sutured
|
||||
var/sutured
|
||||
|
||||
/// The current bandage we have for this wound (maybe move bandages to the limb?)
|
||||
var/obj/item/stack/current_bandage
|
||||
/// A bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate))
|
||||
var/datum/scar/highest_scar
|
||||
|
||||
/datum/wound/brute/cut/wound_injury(datum/wound/brute/cut/old_wound = null)
|
||||
blood_flow = initial_flow
|
||||
if(old_wound)
|
||||
blood_flow = max(old_wound.blood_flow, initial_flow)
|
||||
if(old_wound.severity > severity && old_wound.highest_scar)
|
||||
highest_scar = old_wound.highest_scar
|
||||
old_wound.highest_scar = null
|
||||
if(old_wound.current_bandage)
|
||||
current_bandage = old_wound.current_bandage
|
||||
old_wound.current_bandage = null
|
||||
|
||||
if(!highest_scar)
|
||||
highest_scar = new
|
||||
highest_scar.generate(limb, src, add_to_scars=FALSE)
|
||||
|
||||
/datum/wound/brute/cut/remove_wound(ignore_limb, replaced)
|
||||
if(!replaced && highest_scar)
|
||||
already_scarred = TRUE
|
||||
highest_scar.lazy_attach(limb)
|
||||
return ..()
|
||||
|
||||
/datum/wound/brute/cut/get_examine_description(mob/user)
|
||||
if(!current_bandage)
|
||||
return ..()
|
||||
|
||||
var/bandage_condition = ""
|
||||
// how much life we have left in these bandages
|
||||
switch(current_bandage.absorption_capacity)
|
||||
if(0 to 1.25)
|
||||
bandage_condition = "nearly ruined "
|
||||
if(1.25 to 2.75)
|
||||
bandage_condition = "badly worn "
|
||||
if(2.75 to 4)
|
||||
bandage_condition = "slightly bloodied "
|
||||
if(4 to INFINITY)
|
||||
bandage_condition = "clean "
|
||||
return "<B>The cuts on [victim.p_their()] [limb.name] are wrapped with [bandage_condition] [current_bandage.name]!</B>"
|
||||
|
||||
/datum/wound/brute/cut/receive_damage(wounding_type, wounding_dmg, wound_bonus)
|
||||
if(victim.stat != DEAD && wounding_type == WOUND_SHARP) // can't stab dead bodies to make it bleed faster this way
|
||||
blood_flow += 0.05 * wounding_dmg
|
||||
|
||||
/datum/wound/brute/cut/handle_process()
|
||||
blood_flow = min(blood_flow, WOUND_CUT_MAX_BLOODFLOW)
|
||||
|
||||
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/toxin/heparin))
|
||||
blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
|
||||
else if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/coagulant))
|
||||
blood_flow -= 0.25
|
||||
|
||||
if(current_bandage)
|
||||
if(clot_rate > 0)
|
||||
blood_flow -= clot_rate
|
||||
blood_flow -= current_bandage.absorption_rate
|
||||
current_bandage.absorption_capacity -= current_bandage.absorption_rate
|
||||
if(current_bandage.absorption_capacity < 0)
|
||||
victim.visible_message("<span class='danger'>Blood soaks through \the [current_bandage] on [victim]'s [limb.name].</span>", "<span class='warning'>Blood soaks through \the [current_bandage] on your [limb.name].</span>", vision_distance=COMBAT_MESSAGE_RANGE)
|
||||
QDEL_NULL(current_bandage)
|
||||
treat_priority = TRUE
|
||||
else
|
||||
blood_flow -= clot_rate
|
||||
|
||||
if(blood_flow > highest_flow)
|
||||
highest_flow = blood_flow
|
||||
|
||||
if(blood_flow < minimum_flow)
|
||||
if(demotes_to)
|
||||
replace_wound(demotes_to)
|
||||
else
|
||||
to_chat(victim, "<span class='green'>The cut on your [limb.name] has stopped bleeding!</span>")
|
||||
qdel(src)
|
||||
|
||||
/* BEWARE, THE BELOW NONSENSE IS MADNESS. bones.dm looks more like what I have in mind and is sufficiently clean, don't pay attention to this messiness */
|
||||
|
||||
/datum/wound/brute/cut/check_grab_treatments(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/gun/energy/laser))
|
||||
return TRUE
|
||||
|
||||
/datum/wound/brute/cut/treat(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/gun/energy/laser))
|
||||
las_cauterize(I, user)
|
||||
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
|
||||
tool_cauterize(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/gauze))
|
||||
bandage(I, user)
|
||||
else if(istype(I, /obj/item/stack/medical/suture))
|
||||
suture(I, user)
|
||||
|
||||
/datum/wound/brute/cut/try_handling(mob/living/carbon/human/user)
|
||||
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
|
||||
return FALSE
|
||||
|
||||
if(!iscatperson(user))
|
||||
return FALSE
|
||||
|
||||
if(!(user.client?.prefs.vore_flags & LICKABLE))
|
||||
return FALSE
|
||||
|
||||
lick_wounds(user)
|
||||
return TRUE
|
||||
|
||||
/// if a felinid is licking this cut to reduce bleeding
|
||||
/datum/wound/brute/cut/proc/lick_wounds(mob/living/carbon/human/user)
|
||||
if(INTERACTING_WITH(user, victim))
|
||||
to_chat(user, "<span class='warning'>You're already interacting with [victim]!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='notice'>[user] begins licking the wounds on [victim]'s [limb.name].</span>", "<span class='notice'>You begin licking the wounds on [victim]'s [limb.name]...</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='notice'>[user] begins to lick the wounds on your [limb.name].</span")
|
||||
if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='notice'>[user] licks the wounds on [victim]'s [limb.name].</span>", "<span class='notice'>You lick some of the wounds on [victim]'s [limb.name]</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='green'>[user] licks the wounds on your [limb.name]!</span")
|
||||
blood_flow -= 0.5
|
||||
|
||||
if(blood_flow > minimum_flow)
|
||||
try_handling(user)
|
||||
else if(demotes_to)
|
||||
to_chat(user, "<span class='green'>You successfully lower the severity of [victim]'s cuts.</span>")
|
||||
|
||||
/datum/wound/brute/cut/on_xadone(power)
|
||||
. = ..()
|
||||
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
|
||||
|
||||
/// If someone's putting a laser gun up to our cut to cauterize it
|
||||
/datum/wound/brute/cut/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.25 : 1)
|
||||
user.visible_message("<span class='warning'>[user] begins aiming [lasgun] directly at [victim]'s [limb.name]...</span>", "<span class='userdanger'>You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.name]...</span>")
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
var/damage = lasgun.chambered.BB.damage
|
||||
lasgun.chambered.BB.wound_bonus -= 30
|
||||
lasgun.chambered.BB.damage *= self_penalty_mult
|
||||
if(!lasgun.process_fire(victim, victim, TRUE, null, limb.body_zone))
|
||||
return
|
||||
victim.emote("scream")
|
||||
blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good
|
||||
cauterized += damage / (5 * self_penalty_mult)
|
||||
victim.visible_message("<span class='warning'>The cuts on [victim]'s [limb.name] scar over!</span>")
|
||||
|
||||
/// If someone is using either a cautery tool or something with heat to cauterize this cut
|
||||
/datum/wound/brute/cut/proc/tool_cauterize(obj/item/I, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.5 : 1)
|
||||
user.visible_message("<span class='danger'>[user] begins cauterizing [victim]'s [limb.name] with [I]...</span>", "<span class='danger'>You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] cauterizes some of the bleeding on [victim].</span>", "<span class='green'>You cauterize some of the bleeding on [victim].</span>")
|
||||
limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND)
|
||||
if(prob(30))
|
||||
victim.emote("scream")
|
||||
var/blood_cauterized = (0.6 / self_penalty_mult)
|
||||
blood_flow -= blood_cauterized
|
||||
cauterized += blood_cauterized
|
||||
|
||||
if(blood_flow > minimum_flow)
|
||||
try_treating(I, user)
|
||||
else if(demotes_to)
|
||||
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
|
||||
|
||||
/// If someone is using a suture to close this cut
|
||||
/datum/wound/brute/cut/proc/suture(obj/item/stack/medical/suture/I, mob/user)
|
||||
var/self_penalty_mult = (user == victim ? 1.4 : 1)
|
||||
user.visible_message("<span class='notice'>[user] begins stitching [victim]'s [limb.name] with [I]...</span>", "<span class='notice'>You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
user.visible_message("<span class='green'>[user] stitches up some of the bleeding on [victim].</span>", "<span class='green'>You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
|
||||
var/blood_sutured = I.stop_bleeding / self_penalty_mult
|
||||
blood_flow -= blood_sutured
|
||||
sutured += blood_sutured
|
||||
limb.heal_damage(I.heal_brute, I.heal_burn)
|
||||
|
||||
if(blood_flow > minimum_flow)
|
||||
try_treating(I, user)
|
||||
else if(demotes_to)
|
||||
to_chat(user, "<span class='green'>You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.</span>")
|
||||
|
||||
/// If someone is using gauze on this cut
|
||||
/datum/wound/brute/cut/proc/bandage(obj/item/stack/I, mob/user)
|
||||
if(current_bandage)
|
||||
if(current_bandage.absorption_capacity > I.absorption_capacity + 1)
|
||||
to_chat(user, "<span class='warning'>The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!</span>")
|
||||
return
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] begins rewrapping the cuts on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin rewrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] begins wrapping the cuts on [victim]'s [limb.name] with [I]...</span>", "<span class='warning'>You begin wrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...</span>")
|
||||
if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
|
||||
return
|
||||
|
||||
user.visible_message("<span class='green'>[user] applies [I] to [victim]'s [limb.name].</span>", "<span class='green'>You bandage some of the bleeding on [user == victim ? "yourself" : "[victim]"].</span>")
|
||||
QDEL_NULL(current_bandage)
|
||||
current_bandage = new I.type(limb)
|
||||
current_bandage.amount = 1
|
||||
treat_priority = FALSE
|
||||
I.use(1)
|
||||
|
||||
|
||||
/datum/wound/brute/cut/moderate
|
||||
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)
|
||||
Reference in New Issue
Block a user