This commit is contained in:
timothyteakettle
2020-07-18 02:29:12 +01:00
parent 8bb9b11922
commit e8fade4f7f
35 changed files with 861 additions and 76 deletions
+2 -1
View File
@@ -357,7 +357,7 @@
#define COMSIG_PROJECTILE_SELF_ON_HIT "projectile_self_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
#define COMSIG_PROJECTILE_ON_HIT "projectile_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
#define COMSIG_PROJECTILE_BEFORE_FIRE "projectile_before_fire" // from base of /obj/item/projectile/proc/fire(): (obj/item/projectile, atom/original_target)
#define COMSIG_PROJECTILE_FIRE "projectile_fire" ///from the base of /obj/projectile/proc/fire(): ()
#define COMSIG_PROJECTILE_FIRE "projectile_fire" ///from the base of /obj/item/projectile/proc/fire(): ()
#define COMSIG_PROJECTILE_RANGE_OUT "projectile_range_out" // sent to targets during the process_hit proc of projectiles
#define COMSIG_EMBED_TRY_FORCE "item_try_embed" // sent when trying to force an embed (mainly for projectiles, only used in the embed element)
#define COMSIG_PROJECTILE_PREHIT "com_proj_prehit" ///sent to targets during the process_hit proc of projectiles
@@ -367,6 +367,7 @@
// /mob/living/carbon/human signals
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACK "human_melee_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target)
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACKBY "human_melee_unarmed_attackby" //from mob/living/carbon/human/UnarmedAttack(): (mob/living/carbon/human/attacker)
#define COMSIG_HUMAN_EARLY_UNARMED_ATTACK "human_early_unarmed_attack"
#define COMSIG_HUMAN_DISARM_HIT "human_disarm_hit" //Hit by successful disarm attack (mob/living/carbon/human/attacker,zone_targeted)
#define COMSIG_HUMAN_PREFS_COPIED_TO "human_prefs_copied_to" //from datum/preferences/copy_to(): (datum/preferences, icon_updates, roundstart_checks)
#define COMSIG_HUMAN_HARDSET_DNA "human_hardset_dna" //from mob/living/carbon/human/hardset_dna(): (ui, list/mutation_index, newreal_name, newblood_type, datum/species, newfeatures)
+2
View File
@@ -12,6 +12,8 @@
#define MOVE_INTENT_RUN "run"
//Blood levels
#define BLOOD_VOLUME_MAX_LETHAL 2150
#define BLOOD_VOLUME_EXCESS 2100
#define BLOOD_VOLUME_MAXIMUM 2000
#define BLOOD_VOLUME_SLIME_SPLIT 1120
#define BLOOD_VOLUME_NORMAL 560
+23 -3
View File
@@ -166,6 +166,8 @@
var/target_loc = target.loc
LAZYADD(user.do_afters, target)
var/holding = user.get_active_held_item()
var/datum/progressbar/progbar
if (progress)
@@ -183,6 +185,9 @@
break
if(uninterruptible)
continue
if(!(target in user.do_afters))
. = FALSE
break
if(drifting && !user.inertia_dir)
drifting = 0
@@ -191,9 +196,10 @@
if((!drifting && user.loc != user_loc) || target.loc != target_loc || (!ignorehelditem && user.get_active_held_item() != holding) || user.incapacitated() || user.lying || (extra_checks && !extra_checks.Invoke()))
. = 0
break
if (progress)
if(progress)
qdel(progbar)
if(!QDELETED(target))
LAZYREMOVE(user.do_afters, target)
//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
@@ -216,6 +222,9 @@
if(target && !isturf(target))
Tloc = target.loc
if(target)
LAZYADD(user.do_afters, target)
var/atom/Uloc = user.loc
var/drifting = 0
@@ -260,6 +269,10 @@
. = 0
break
if(target && !(target in user.do_afters))
. = FALSE
break
if(needhand)
//This might seem like an odd check, but you can still need a hand even when it's empty
//i.e the hand is used to pull some item/tool out of the construction
@@ -270,8 +283,10 @@
if(user.get_active_held_item() != holding)
. = 0
break
if (progress)
if(progress)
qdel(progbar)
if(!QDELETED(target))
LAZYREMOVE(user.do_afters, target)
/mob/proc/do_after_coefficent() // This gets added to the delay on a do_after, default 1
. = 1
@@ -291,6 +306,7 @@
var/list/originalloc = list()
for(var/atom/target in targets)
originalloc[target] = target.loc
LAZYADD(user.do_afters, target)
var/holding = user.get_active_held_item()
var/datum/progressbar/progbar
@@ -321,3 +337,7 @@
break mainloop
if(progbar)
qdel(progbar)
for(var/thing in targets)
var/atom/target = thing
if(!QDELETED(target))
LAZYREMOVE(user.do_afters, target)
-1
View File
@@ -93,7 +93,6 @@
return language_holder
/datum/mind/proc/transfer_to(mob/new_character, var/force_key_move = 0)
var/original_character = null
var/old_character = current
var/signals = SEND_SIGNAL(new_character, COMSIG_MOB_PRE_PLAYER_CHANGE, new_character, old_character) | SEND_SIGNAL(src, COMSIG_PRE_MIND_TRANSFER, new_character, old_character)
if(signals & COMPONENT_STOP_MIND_TRANSFER)
-2
View File
@@ -206,8 +206,6 @@
/// Additional beneficial effects when the wound is gained, in case you want to give a temporary boost to allow the victim to try an escape or last stand
/datum/wound/proc/second_wind()
if(HAS_TRAIT(victim, TRAIT_NOMETABOLISM))
return
switch(severity)
if(WOUND_SEVERITY_MODERATE)
+453
View File
@@ -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/regen_points_needed)]% regenerated.</span>\n"
if(limb.body_zone == BODY_ZONE_HEAD)
. += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired."
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>"
+323
View File
@@ -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), 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((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")
+1 -1
View File
@@ -129,7 +129,7 @@
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
return FALSE
if(!isfelinid(user))
if(!iscatperson(user))
return FALSE
lick_wounds(user)
@@ -62,11 +62,11 @@
/obj/item/grenade/stingbang/breaker
name = "breakbang"
shrapnel_type = /obj/projectile/bullet/pellet/stingball/breaker
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/breaker
/obj/item/grenade/stingbang/shred
name = "shredbang"
shrapnel_type = /obj/projectile/bullet/pellet/stingball/shred
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/shred
/obj/item/grenade/stingbang/prime(mob/living/lanced_by)
if(iscarbon(loc))
+2 -2
View File
@@ -67,13 +67,13 @@
ricochets_max = 6
ricochet_chance = 110
/obj/projectile/bullet/pellet/stingball/breaker
/obj/item/projectile/bullet/pellet/stingball/breaker
name = "breakbang pellet"
damage = 10
wound_bonus = 40
sharpness = FALSE
/obj/projectile/bullet/pellet/stingball/shred
/obj/item/projectile/bullet/pellet/stingball/shred
name = "shredbang pellet"
damage = 10
wound_bonus = 30
+3 -3
View File
@@ -120,7 +120,7 @@
gender = PLURAL
singular_name = "medical gauze"
icon_state = "gauze"
var/heal_brute = 5
heal_brute = 5
self_delay = 50
other_delay = 20
amount = 6
@@ -241,7 +241,7 @@
heal_burn = 5
flesh_regeneration = 2.5
sanitization = 0.3
grind_results = list(/datum/reagent/medicine/C2/lenturi = 10)
grind_results = list(/datum/reagent/medicine/kelotane = 10)
/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
if(M.stat == DEAD)
@@ -336,7 +336,7 @@
amount = 4
self_delay = 20
grind_results = list(/datum/reagent/medicine/C2/libital = 10)
grind_results = list(/datum/reagent/medicine/bicaridine = 10)
novariants = TRUE
/obj/item/stack/medical/bone_gel/attack(mob/living/M, mob/user)
+1 -2
View File
@@ -57,8 +57,7 @@
/obj/item/stack/medical/gauze = 1,
/obj/item/stack/medical/suture/emergency = 1,
/obj/item/stack/medical/ointment = 1,
/obj/item/reagent_containers/hypospray/medipen/ekit = 2,
/obj/item/storage/pill_bottle/iron = 1)
/obj/item/reagent_containers/hypospray/medipen/ekit = 2)
generate_items_inside(items_inside,src)
/obj/item/storage/firstaid/ancient
-1
View File
@@ -143,7 +143,6 @@
if(prob(50))
step(W, pick(GLOB.alldirs))
ADD_TRAIT(H, TRAIT_DISFIGURED, TRAIT_GENERIC)
H.bleed_rate = 5
H.gib_animation()
sleep(3)
H.adjustBruteLoss(1000) //to make the body super-bloody
+3 -3
View File
@@ -541,7 +541,7 @@
change_construction_value(-2)
return ..()
/obj/structure/table/reinforced/brass/tablepush(mob/living/user, mob/living/pushed_mob)
/obj/structure/table/reinforced/brass/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
.= ..()
playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
@@ -565,7 +565,7 @@
buildstack = /obj/item/stack/tile/bronze
canSmoothWith = list(/obj/structure/table/reinforced/brass, /obj/structure/table/bronze)
/obj/structure/table/bronze/tablepush(mob/living/user, mob/living/pushed_mob)
/obj/structure/table/bronze/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
..()
playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
@@ -594,7 +594,7 @@
computer.table = src
break
/obj/structure/table/optable/tablepush(mob/living/user, mob/living/pushed_mob)
/obj/structure/table/optable/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
pushed_mob.forceMove(loc)
pushed_mob.set_resting(TRUE, TRUE)
visible_message("<span class='notice'>[user] has laid [pushed_mob] on [src].</span>")
@@ -226,7 +226,9 @@
playsound(get_turf(target), 'sound/effects/splat.ogg', 40, 1)
if(ishuman(target))
var/mob/living/carbon/human/H = target
H.bleed_rate += 5
var/obj/item/bodypart/head_part = H.get_bodypart(BODY_ZONE_HEAD)
if(head_part)
head_part.generic_bleedstacks += 5
target.add_splatter_floor(get_turf(target))
user.add_mob_blood(target) // Put target's blood on us. The donor goes in the ( )
target.add_mob_blood(target)
@@ -27,8 +27,9 @@
C.blood_volume -= 0.2
C.adjustStaminaLoss(-15)
// Stop Bleeding
if(istype(H) && H.bleed_rate > 0 && rand(20) == 0)
H.bleed_rate --
if(istype(H) && H.is_bleeding() && rand(20) == 0)
for(var/obj/item/bodypart/part in H.bodyparts)
part.generic_bleedstacks --
C.Jitter(5)
sleep(10)
// DONE!
+2 -2
View File
@@ -227,8 +227,8 @@
/obj/item/clothing/examine(mob/user)
. = ..()
if(damaged_clothes == CLOTHING_SHREDDED)
. += "<span class='warning'><b>It is completely shredded and requires mending before it can be worn again!</b></span>"
return
. += "<span class='warning'><b>It is completely shredded and requires mending before it can be worn again!</b></span>"
return
for(var/zone in damage_by_parts)
var/pct_damage_part = damage_by_parts[zone] / limb_integrity * 100
var/zone_name = parse_zone(zone)
+1 -1
View File
@@ -168,7 +168,7 @@
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"
armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50 "wound" = 20)
armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 20)
strip_delay = 70
equip_delay_other = 50
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
@@ -569,7 +569,7 @@
client.prefs.scars_list["[cur_scar_index]"] = valid_scars
client.prefs.save_character()
client.prefs.copy_to(H, antagonist = is_antag)
client.prefs.copy_to(H)
H.dna.update_dna_identity()
if(mind)
if(transfer_after)
+15 -21
View File
@@ -7,12 +7,7 @@
/mob/living/carbon/monkey/handle_blood()
if(bodytemperature <= TCRYO || (HAS_TRAIT(src, TRAIT_HUSK))) //cryosleep or husked people do not pump the blood.
var/temp_bleed = 0
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
temp_bleed += BP.get_bleed_rate()
BP.generic_bleedstacks = max(0, BP.generic_bleedstacks - 1)
bleed(temp_bleed)
return
var/temp_bleed = 0
for(var/X in bodyparts)
@@ -29,7 +24,7 @@
/mob/living/carbon/human/proc/resume_bleeding()
bleedsuppress = 0
if(stat != DEAD && bleed_rate)
if(stat != DEAD && is_bleeding())
to_chat(src, "<span class='warning'>The blood soaks through your bandage.</span>")
@@ -47,16 +42,10 @@
if(NOBLOOD in dna.species.species_traits || bleedsuppress || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
return
if(bleed_rate < 0)
bleed_rate = 0
if(HAS_TRAIT(src, TRAIT_NOMARROW)) //Bloodsuckers don't need to be here.
return
if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood.
if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_HUSK))) //cryosleep or husked people do not pump the blood.
//Blood regeneration if there is some space
if(blood_volume < (BLOOD_VOLUME_NORMAL * blood_ratio) && !HAS_TRAIT(src, TRAIT_NOHUNGER))
if(blood_volume < BLOOD_VOLUME_NORMAL && !HAS_TRAIT(src, TRAIT_NOHUNGER))
var/nutrition_ratio = 0
switch(nutrition)
if(0 to NUTRITION_LEVEL_STARVING)
@@ -69,22 +58,27 @@
nutrition_ratio = 0.8
else
nutrition_ratio = 1
if(HAS_TRAIT(src, TRAIT_HIGH_BLOOD))
nutrition_ratio *= 1.2
if(satiety > 80)
nutrition_ratio *= 1.25
adjust_nutrition(-nutrition_ratio * HUNGER_FACTOR)
blood_volume = min((BLOOD_VOLUME_NORMAL * blood_ratio), blood_volume + 0.5 * nutrition_ratio)
blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio)
//Effects of bloodloss
var/word = pick("dizzy","woozy","faint")
switch(blood_volume * INVERSE(blood_ratio))
switch(blood_volume)
if(BLOOD_VOLUME_EXCESS to BLOOD_VOLUME_MAX_LETHAL)
if(prob(15))
to_chat(src, "<span class='userdanger'>Blood starts to tear your skin apart. You're going to burst!</span>")
gib()
if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS)
if(prob(10))
to_chat(src, "<span class='warning'>You feel terribly bloated.</span>")
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(prob(5))
to_chat(src, "<span class='warning'>You feel [word].</span>")
adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.01, 1))
adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1))
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.02, 1))
adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
if(prob(5))
blur_eyes(6)
to_chat(src, "<span class='warning'>You feel very [word].</span>")
-1
View File
@@ -174,7 +174,6 @@
if(IS_STAMCRIT(src))
to_chat(src, "<span class='warning'>You're too exhausted.</span>")
return
var/random_turn = a_intent == INTENT_HARM
//END OF CIT CHANGES
var/obj/item/I = get_active_held_item()
@@ -133,8 +133,8 @@
return TRUE
for(var/datum/wound/W in all_wounds)
if(W.try_handling(user))
return 1
if(W.try_handling(user))
return 1
/mob/living/carbon/attack_paw(mob/living/carbon/monkey/M)
@@ -207,7 +207,7 @@
if(!parts.len)
return
var/obj/item/bodypart/picked = pick(parts)
if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? "melee" : burn ? "fire" : stamina ? "bullet" : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? "melee" : burn ? "fire" : stamina ? "bullet" : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
update_damage_overlays()
//Heal MANY bodyparts, in random order
@@ -235,12 +235,12 @@
update_damage_overlays()
update_stamina() //CIT CHANGE - makes sure update_stamina() always gets called after a health update
// damage MANY bodyparts, in random order
/mob/living/carbon/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
/// damage MANY bodyparts, in random order
/mob/living/carbon/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status)
if(status_flags & GODMODE)
return //godmode
var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
var/list/obj/item/bodypart/parts = get_damageable_bodyparts(required_status)
var/update = 0
while(parts.len && (brute > 0 || burn > 0 || stamina > 0))
var/obj/item/bodypart/picked = pick(parts)
@@ -640,7 +640,7 @@
msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!</b></span>"
if(WOUND_SEVERITY_CRITICAL)
msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!!</b></span>"
to_chat(src, msg)
to_chat(src, msg)
for(var/obj/item/I in LB.embedded_objects)
if(I.isEmbedHarmless())
+3
View File
@@ -123,6 +123,9 @@
var/list/progressbars = null //for stacking do_after bars
///For storing what do_after's someone has, in case we want to restrict them to only one of a certain do_after at a time
var/list/do_afters
var/list/mousemove_intercept_objects
var/datum/click_intercept
@@ -12,13 +12,13 @@ obj/item/ammo_casing/shotgun/executioner
name = "executioner slug"
desc = "A 12 gauge lead slug purpose built to annihilate flesh on impact."
icon_state = "stunshell"
projectile_type = /obj/projectile/bullet/shotgun_slug/executioner
projectile_type = /obj/item/projectile/bullet/shotgun_slug/executioner
/obj/item/ammo_casing/shotgun/pulverizer
name = "pulverizer slug"
desc = "A 12 gauge lead slug purpose built to annihilate bones on impact."
icon_state = "stunshell"
projectile_type = /obj/projectile/bullet/shotgun_slug/pulverizer
projectile_type = /obj/item/projectile/bullet/shotgun_slug/pulverizer
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag slug"
@@ -38,7 +38,7 @@
fire_sound = 'sound/weapons/lasercannonfire.ogg'
/obj/item/ammo_casing/energy/laser/hellfire
projectile_type = /obj/projectile/beam/laser/hellfire
projectile_type = /obj/item/projectile/beam/laser/hellfire
e_cost = 130
select_name = "maim"
+1 -1
View File
@@ -156,7 +156,7 @@
wound_bonus = CANT_WOUND
/// For telling whether we want to roll for bone breaking or lacerations if we're bothering with wounds
var/sharpness = FALSE
sharpness = FALSE
/obj/item/projectile/Initialize()
. = ..()
+2 -3
View File
@@ -25,13 +25,12 @@
bare_wound_bonus = 40
//overclocked laser, does a bit more damage but has much higher wound power (-0 vs -20)
/obj/projectile/beam/laser/hellfire
/obj/item/projectile/beam/laser/hellfire
name = "hellfire laser"
wound_bonus = 0
damage = 25
speed = 0.6 // higher power = faster, that's how light works right
/obj/projectile/beam/laser/hellfire/Initialize()
/obj/item/projectile/beam/laser/hellfire/Initialize()
. = ..()
transform *= 2
@@ -2,12 +2,12 @@
name = "12g shotgun slug"
damage = 60
/obj/projectile/bullet/shotgun_slug/executioner
/obj/item/projectile/bullet/shotgun_slug/executioner
name = "executioner slug" // admin only, can dismember limbs
sharpness = TRUE
wound_bonus = 0
/obj/projectile/bullet/shotgun_slug/pulverizer
/obj/item/projectile/bullet/shotgun_slug/pulverizer
name = "pulverizer slug" // admin only, can crush bones
sharpness = FALSE
wound_bonus = 0
-4
View File
@@ -66,8 +66,6 @@
max_stamina_damage = 50
body_zone = BODY_ZONE_L_ARM
body_part = ARM_LEFT
aux_zone = BODY_ZONE_PRECISE_L_HAND
aux_layer = HANDS_PART_LAYER
body_damage_coeff = 0.75
held_index = 1
px_x = -6
@@ -131,8 +129,6 @@
max_damage = 50
body_zone = BODY_ZONE_R_ARM
body_part = ARM_RIGHT
aux_zone = BODY_ZONE_PRECISE_R_HAND
aux_layer = HANDS_PART_LAYER
body_damage_coeff = 0.75
held_index = 2
px_x = 6
-3
View File
@@ -39,7 +39,6 @@
name = "repair hairline fracture (bonesetter/bone gel/tape)"
implements = list(/obj/item/bonesetter = 100, /obj/item/stack/medical/bone_gel = 100, /obj/item/stack/sticky_tape/surgical = 100, /obj/item/stack/sticky_tape/super = 50, /obj/item/stack/sticky_tape = 30)
time = 40
experience_given = MEDICAL_SKILL_MEDIUM
/datum/surgery_step/repair_bone_hairline/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(surgery.operated_wound)
@@ -76,7 +75,6 @@
name = "reset bone"
implements = list(/obj/item/bonesetter = 100, /obj/item/stack/sticky_tape/surgical = 60, /obj/item/stack/sticky_tape/super = 40, /obj/item/stack/sticky_tape = 20)
time = 40
experience_given = MEDICAL_SKILL_MEDIUM
/datum/surgery_step/reset_compound_fracture/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(surgery.operated_wound)
@@ -111,7 +109,6 @@
name = "repair compound fracture (bone gel/tape)"
implements = list(/obj/item/stack/medical/bone_gel = 100, /obj/item/stack/sticky_tape/surgical = 100, /obj/item/stack/sticky_tape/super = 50, /obj/item/stack/sticky_tape = 30)
time = 40
experience_given = MEDICAL_SKILL_MEDIUM
/datum/surgery_step/repair_bone_compound/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(surgery.operated_wound)
-2
View File
@@ -24,7 +24,6 @@
implements = list(TOOL_HEMOSTAT = 100, TOOL_SCALPEL = 85, TOOL_SAW = 60, TOOL_WIRECUTTER = 40)
time = 30
repeatable = TRUE
experience_given = MEDICAL_SKILL_MEDIUM
/datum/surgery_step/debride/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(surgery.operated_wound)
@@ -76,7 +75,6 @@
name = "bandage burns"
implements = list(/obj/item/stack/medical/gauze = 100, /obj/item/stack/sticky_tape/surgical = 100)
time = 40
experience_given = MEDICAL_SKILL_MEDIUM
/datum/surgery_step/dress/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/datum/wound/burn/burn_wound = surgery.operated_wound
+1 -1
View File
@@ -547,7 +547,7 @@ GLOBAL_LIST_EMPTY(vending_products)
qdel(O)
new /obj/effect/gibspawner/human/bodypartless(get_turf(C))
if(prob(30))
if(prob(30))
C.apply_damage(max(0, squish_damage - crit_rebate), forced=TRUE, spread_damage=TRUE) // the 30% chance to spread the damage means you escape breaking any bones
else
C.take_bodypart_damage((squish_damage - crit_rebate)*0.5, wound_bonus = 5) // otherwise, deal it to 2 random limbs (or the same one) which will likely shatter something
+2
View File
@@ -655,6 +655,8 @@
#include "code\datums\wires\vending.dm"
#include "code\datums\wounds\_scars.dm"
#include "code\datums\wounds\_wounds.dm"
#include "code\datums\wounds\bones.dm"
#include "code\datums\wounds\burns.dm"
#include "code\datums\wounds\cuts.dm"
#include "code\game\alternate_appearance.dm"
#include "code\game\atoms.dm"