Revert/replaces a lot of #8024 with bleed_rate
Wearing armor reduces the blood loss you incur, no longer are you instantly deleted on blood. Dripping blood WILL kill you if you don't solve that issue, medical gauze has been tripled as a QoL for medical staff as a result.
This commit is contained in:
@@ -492,6 +492,14 @@ Turf and target are separate in case you want to teleport some distance from a t
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assembled += A
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return assembled
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//Return a list of atoms in a location of a given type. Can be refined to look for pixel-shift.
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/proc/get_atoms_of_type(var/atom/here, var/type, var/check_shift, var/shift_x = 0, var/shift_y = 0)
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. = list()
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if(here)
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for(var/atom/thing in here)
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if(istype(thing, type) && (check_shift && thing.pixel_x == shift_x && thing.pixel_y == shift_y))
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. += thing
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//Step-towards method of determining whether one atom can see another. Similar to viewers()
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/proc/can_see(atom/source, atom/target, length=5) // I couldnt be arsed to do actual raycasting :I This is horribly inaccurate.
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var/turf/current = get_turf(source)
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@@ -756,6 +764,29 @@ Turf and target are separate in case you want to teleport some distance from a t
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loc = loc.loc
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return null
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/proc/pixel_shift_dir(var/dir, var/amount_x = 32, var/amount_y = 32) //Returns a list with pixel_shift values that will shift an object's icon one tile in the direction passed.
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amount_x = min(max(0, amount_x), 32) //No less than 0, no greater than 32.
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amount_y = min(max(0, amount_x), 32)
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var/list/shift = list("x" = 0, "y" = 0)
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switch(dir)
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if(NORTH)
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shift["y"] = amount_y
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if(SOUTH)
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shift["y"] = -amount_y
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if(EAST)
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shift["x"] = amount_x
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if(WEST)
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shift["x"] = -amount_x
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if(NORTHEAST)
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shift = list("x" = amount_x, "y" = amount_y)
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if(NORTHWEST)
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shift = list("x" = -amount_x, "y" = amount_y)
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if(SOUTHEAST)
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shift = list("x" = amount_x, "y" = -amount_y)
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if(SOUTHWEST)
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shift = list("x" = -amount_x, "y" = -amount_y)
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return shift
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//For objects that should embed, but make no sense being is_sharp or is_pointed()
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//e.g: rods
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@@ -126,8 +126,16 @@
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I.add_mob_blood(src)
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var/turf/location = get_turf(src)
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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C.bleed(totitemdamage)
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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var/armorsave = H.getarmor(H, "melee")
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if(armorsave >= 30) // armor is useful again!
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H.bleed_rate += round((totitemdamage * 0.15)) // internal bleeding, took it on the joint, what have you.
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else
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H.bleed_rate += round((totitemdamage * 0.50)) //it's not a 1:1 deletion of blood, but it's worrysome enough that you should get treated asap
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else
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var/mob/living/carbon/C = src
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C.bleed(totitemdamage)
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else
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add_splatter_floor(location)
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if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
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@@ -35,9 +35,12 @@
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icon_state += "-old"
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add_blood_DNA(list("Non-human DNA" = "A+"))
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/obj/effect/decal/cleanable/blood/splatter
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/obj/effect/decal/cleanable/blood/splats
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random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
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/obj/effect/decal/cleanable/blood/splatter
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random_icon_states = list("splatter1", "splatter2", "splatter3", "splatter4", "splatter5")
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/obj/effect/decal/cleanable/blood/tracks
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icon_state = "tracks"
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desc = "They look like tracks left by wheels."
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@@ -17,15 +17,15 @@
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var/self_delay = 50
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/obj/item/stack/medical/attack(mob/living/M, mob/user)
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if(M.stat == DEAD && !stop_bleeding)
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//Let's see if this isn't a horrid mistake. Removes death check from applying medical stack stuff. should help.
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/* if(M.stat == DEAD && !stop_bleeding)
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var/t_him = "it"
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if(M.gender == MALE)
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t_him = "him"
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else if(M.gender == FEMALE)
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t_him = "her"
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to_chat(user, "<span class='danger'>\The [M] is dead, you cannot help [t_him]!</span>")
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return
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return */
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if(!iscarbon(M) && !isanimal(M))
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to_chat(user, "<span class='danger'>You don't know how to apply \the [src] to [M]!</span>")
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@@ -125,7 +125,7 @@
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icon_state = "gauze"
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stop_bleeding = 1800
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self_delay = 20
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max_amount = 12
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max_amount = 36 //bleeding is a major issue now, let's be nice to our medical team
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/obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params)
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@@ -76,8 +76,13 @@
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L.forceMove(drop_location())
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L.emote("scream")
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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C.bleed(30)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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H.bleed_rate += 10
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H.bleed(10) //less instant blood damage because you're bleeding, and bleeding is bad news.
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else
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var/mob/living/carbon/C = L
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C.bleed(30)
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else
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L.add_splatter_floor()
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L.adjustBruteLoss(30)
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@@ -2,6 +2,9 @@
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BLOOD SYSTEM
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****************************************************/
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#define EXOTIC_BLEED_MULTIPLIER 4 //Multiplies the actually bled amount by this number for the purposes of turf reaction calculations.
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/mob/living/carbon/human/proc/suppress_bloodloss(amount)
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if(bleedsuppress)
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return
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@@ -80,6 +83,9 @@
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var/obj/item/bodypart/BP = X
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var/brutedamage = BP.brute_dam
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if(BP.status == BODYPART_ROBOTIC) //for the moment, synth limbs won't bleed, but soon, my pretty.
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continue
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//We want an accurate reading of .len
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listclearnulls(BP.embedded_objects)
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temp_bleed += 0.5*BP.embedded_objects.len
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@@ -105,9 +111,11 @@
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/mob/living/carbon/human/bleed(amt)
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amt *= physiology.bleed_mod
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if(!(NOBLOOD in dna.species.species_traits))
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..()
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.=..()
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if(dna.species.exotic_blood && .) // Do we have exotic blood, and have we left any on the ground?
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var/datum/reagent/R = GLOB.chemical_reagents_list[get_blood_id()]
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if(istype(R) && isturf(loc))
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R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER)
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/mob/living/proc/restore_blood()
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blood_volume = initial(blood_volume)
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@@ -259,7 +267,7 @@
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. = safe
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//to add a splatter of blood or other mob liquid.
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/mob/living/proc/add_splatter_floor(turf/T, small_drip)
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/mob/living/proc/add_splatter_floor(turf/T, small_drip, shift_x, shift_y)
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if(get_blood_id() == null)
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return
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if(!T)
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@@ -274,6 +282,8 @@
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drop.drips++
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drop.add_overlay(pick(drop.random_icon_states))
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drop.transfer_mob_blood_dna(src)
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src.transfer_blood_to(drop, 2)
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drop.update_icon()
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return
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else
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temp_blood_DNA = list()
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@@ -282,17 +292,30 @@
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else
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drop = new(T, get_static_viruses())
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drop.transfer_mob_blood_dna(src)
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src.transfer_blood_to(drop, 2)
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drop.update_icon()
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return
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// Find a blood decal or create a new one.
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var/obj/effect/decal/cleanable/blood/B = locate() in T
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var/obj/effect/decal/cleanable/blood/splats/B = locate() in T
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var/list/bloods = get_atoms_of_type(T, B, TRUE, 0, 0) //Get all the non-projectile-splattered blood on this turf (not pixel-shifted).
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if(shift_x || shift_y)
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bloods = get_atoms_of_type(T, B, TRUE, shift_x, shift_y) //Get all the projectile-splattered blood at these pixels on this turf (pixel-shifted).
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B = locate() in bloods
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if(!B)
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B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
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if (B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
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B = new /obj/effect/decal/cleanable/blood/splats(T, get_static_viruses())
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if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
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B.bloodiness += BLOOD_AMOUNT_PER_DECAL
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B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
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src.transfer_blood_to(B, 10) //very heavy bleeding, should logically leave larger pools
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if(temp_blood_DNA)
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B.blood_DNA |= temp_blood_DNA
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B.pixel_x = (shift_x)
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B.pixel_y = (shift_y)
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B.update_icon()
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if(shift_x || shift_y)
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B.layer = BELOW_MOB_LAYER //So the blood lands ontop of things like posters, windows, etc.
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/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
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if(!(NOBLOOD in dna.species.species_traits))
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@@ -313,6 +336,43 @@
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if(!B)
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B = new(T)
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/mob/living/proc/add_splash_floor(turf/T)
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if(get_blood_id() == null)
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return
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if(!T)
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T = get_turf(src)
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var/list/temp_blood_DNA
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// Find a blood decal or create a new one.
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var/obj/effect/decal/cleanable/blood/B = locate() in T
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if(!B)
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B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
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if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
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B.bloodiness += BLOOD_AMOUNT_PER_DECAL
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B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
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if(temp_blood_DNA)
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B.blood_DNA |= temp_blood_DNA
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/mob/living/carbon/human/add_splash_floor(turf/T)
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if(!(NOBLOOD in dna.species.species_traits))
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..()
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/mob/living/carbon/alien/add_splash_floor(turf/T)
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if(!T)
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T = get_turf(src)
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var/obj/effect/decal/cleanable/blood/splatter/B = locate() in T.contents
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if(!B)
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B = new(T)
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B.blood_DNA["UNKNOWN DNA"] = "X*"
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/mob/living/silicon/robot/add_splash_floor(turf/T)
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if(!T)
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T = get_turf(src)
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var/obj/effect/decal/cleanable/oil/B = locate() in T.contents
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if(!B)
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B = new(T)
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//This is a terrible way of handling it.
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/mob/living/proc/ResetBloodVol()
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if(ishuman(src))
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@@ -1687,7 +1687,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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bloody = 1
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var/turf/location = H.loc
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if(istype(location))
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H.bleed(totitemdamage)
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H.bleed_rate += 2 //This usually stacks pretty quickly, death by a thousand cuts, etc etc.
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if(get_dist(user, H) <= 1) //people with TK won't get smeared with blood
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user.add_mob_blood(H)
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@@ -174,11 +174,38 @@
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color(H.dna.blood_type))
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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C.bleed(damage)
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else
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L.add_splatter_floor(target_loca)
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if(ishuman(L)
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var/mob/living/carbon/human/H = L
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var/armorsave
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if(flag == "bullet")
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armorsave = H.getarmor(B, "bullet")
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else if(flag == "energy")
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armorsave = H.getarmor(B, "energy")
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else if(flag == "magic")
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armorsave = H.getarmor(B, "magic")
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if(armorsave >= 30) // armor is useful again, yay.
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H.bleed_rate += (damage * 0.15) // a tiny bit of shrapnel and internal bleeding, I guess.
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else
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H.bleed_rate += (damage * 0.50) //it's not a 1:1 deletion of blood, but it's worrysome enough that you should get treated asap
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else
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var/mob/living/carbon/C = L
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C.bleed(damage)
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if(prob(33))
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var/list/shift = list("x" = 0, "y" = 0)
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var/turf/step_over = get_step(target_loca, splatter_dir)
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if(get_splatter_blockage(step_over, target, splatter_dir, target_loca)) //If you can't cross the tile or any of its relevant obstacles...
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shift = pixel_shift_dir(splatter_dir) //Pixel shift the blood there instead (so you can't see wallsplatter through walls).
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else
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target_loca = step_over
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L.add_splatter_floor(target_loca, shift_x = shift["x"], shift_y = shift["y"])
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if(ishuman(L))
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for(var/mob/living/carbon/human/M in step_over) //Bloody the mobs who're infront of the spray.
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M.bloody_hands = rand(2, 4)
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else if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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@@ -213,6 +240,10 @@
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return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
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/obj/item/projectile/proc/get_splatter_blockage(var/turf/step_over, var/atom/target, var/splatter_dir, var/target_loca) //Check whether the place we want to splatter blood is blocked (i.e. by windows).
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if(step_over.density && !step_over.CanPass(target, step_over, 1)) //Preliminary simple check.
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return TRUE
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/obj/item/projectile/proc/vol_by_damage()
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if(src.damage)
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return CLAMP((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100
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@@ -27,6 +27,8 @@
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return 1
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add_mob_blood(C)
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C.bleed(40)
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var/mob/living/carbon/human/H = C
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H.bleed_rate += 40
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var/direction = pick(GLOB.cardinals)
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var/t_range = rand(2,max(throw_range/2, 2))
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var/turf/target_turf = get_turf(src)
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@@ -53,6 +55,8 @@
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var/organ_spilled = 0
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var/turf/T = get_turf(C)
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C.bleed(50)
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var/mob/living/carbon/human/H = C
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H.bleed_rate += 60
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playsound(get_turf(C), 'sound/misc/splort.ogg', 80, 1)
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for(var/X in C.internal_organs)
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var/obj/item/organ/O = X
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Reference in New Issue
Block a user