// 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_BURN processes = TRUE sound_effect = 'sound/effects/wounds/sizzle1.ogg' wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE) treatable_by = list(/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 /datum/wound/burn/handle_process() . = ..() if(strikes_to_lose_limb == 0) victim.adjustToxLoss(0.5) if(prob(1)) victim.visible_message("The infection on the remnants of [victim]'s [limb.name] shift and bubble nauseatingly!", "You can feel the infection on the remnants of your [limb.name] coursing through your veins!") return if(victim.reagents) if(victim.reagents.has_reagent(/datum/reagent/medicine/spaceacillin)) sanitization += 0.9 if(victim.reagents.has_reagent(/datum/reagent/space_cleaner/sterilizine/)) sanitization += 0.9 if(victim.reagents.has_reagent(/datum/reagent/medicine/mine_salve)) sanitization += 0.3 flesh_healing += 0.5 if(limb.current_gauze) limb.seep_gauze(WOUND_BURN_SANITIZATION_RATE) if(flesh_healing > 0) var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1) flesh_damage = max(0, flesh_damage - 1) flesh_healing = max(0, flesh_healing - bandage_factor) // good bandages multiply the length of flesh healing // here's the check to see if we're cleared up if((flesh_damage <= 0) && (infestation <= 1)) to_chat(victim, "The burns on your [limb.name] have cleared up!") qdel(src) return // sanitization is checked after the clearing check but before the rest, because we freeze the effects of infection while we have sanitization if(sanitization > 0) var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1) infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE) sanitization = max(0, sanitization - (WOUND_BURN_SANITIZATION_RATE * bandage_factor)) return infestation += infestation_rate switch(infestation) if(0 to WOUND_INFECTION_MODERATE) if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE) if(prob(30)) victim.adjustToxLoss(0.2) if(prob(6)) to_chat(victim, "The blisters on your [limb.name] ooze a strange pus...") if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL) if(!disabling && prob(2)) to_chat(victim, "Your [limb.name] completely locks up, as you struggle for control against the infection!") disabling = TRUE else if(disabling && prob(8)) to_chat(victim, "You regain sensation in your [limb.name], but it's still in terrible shape!") disabling = FALSE else if(prob(20)) victim.adjustToxLoss(0.5) if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC) if(!disabling && prob(3)) to_chat(victim, "You suddenly lose all sensation of the festering infection in your [limb.name]!") disabling = TRUE else if(disabling && prob(3)) to_chat(victim, "You can barely feel your [limb.name] again, and you have to strain to retain motor control!") disabling = FALSE else if(prob(1)) to_chat(victim, "You contemplate life without your [limb.name]...") victim.adjustToxLoss(0.75) else if(prob(4)) victim.adjustToxLoss(1) if(WOUND_INFECTION_SEPTIC to INFINITY) if(prob(infestation)) switch(strikes_to_lose_limb) if(3 to INFINITY) to_chat(victim, "The skin on your [limb.name] is literally dripping off, you feel awful!") if(2) to_chat(victim, "The infection in your [limb.name] is literally dripping off, you feel horrible!") if(1) to_chat(victim, "Infection has just about completely claimed your [limb.name]!") if(0) to_chat(victim, "The last of the nerve endings in your [limb.name] wither away, as the infection completely paralyzes your joint connector.") threshold_penalty = 120 // piss easy to destroy var/datum/brain_trauma/severe/paralysis/sepsis = new (limb.body_zone) victim.gain_trauma(sepsis) strikes_to_lose_limb-- /datum/wound/burn/get_examine_description(mob/user) if(strikes_to_lose_limb <= 0) return "[victim.p_their(TRUE)] [limb.name] is completely dead and unrecognizable as organic." var/list/condition = list("[victim.p_their(TRUE)] [limb.name] [examine_desc]") if(limb.current_gauze) var/bandage_condition switch(limb.current_gauze.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] [limb.current_gauze.name]" else switch(infestation) if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE) condition += ", with small spots of discoloration along the nearby veins!" if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL) condition += ", with dark clouds spreading outwards under the skin!" if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC) condition += ", with streaks of rotten infection pulsating outward!" if(WOUND_INFECTION_SEPTIC to INFINITY) return "[victim.p_their(TRUE)] [limb.name] is a mess of char and rot, skin literally dripping off the bone with infection!" else condition += "!" return "[condition.Join()]" /datum/wound/burn/get_scanner_description(mob/user) if(strikes_to_lose_limb == 0) var/oopsie = "Type: [name]\nSeverity: [severity_text()]" oopsie += "
Infection Level: The infection is total. The bodypart is lost. Amputate or augment limb immediately.
" return oopsie . = ..() . += "
" if(infestation <= sanitization && flesh_damage <= flesh_healing) . += "No further treatment required: Burns will heal shortly." else switch(infestation) if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE) . += "Infection Level: Moderate\n" if(WOUND_INFECTION_SEVERE to WOUND_INFECTION_CRITICAL) . += "Infection Level: Severe\n" if(WOUND_INFECTION_CRITICAL to WOUND_INFECTION_SEPTIC) . += "Infection Level: CRITICAL\n" if(WOUND_INFECTION_SEPTIC to INFINITY) . += "Infection Level: LOSS IMMINENT\n" if(infestation > sanitization) . += "\tSurgical debridement, antiobiotics/sterilizers, or regenerative mesh will rid infection. Paramedic UV penlights are also effective.\n" if(flesh_damage > 0) . += "Flesh damage detected: Please apply ointment or regenerative mesh to allow recovery.\n" . += "
" /* new burn common procs */ /// if someone is using ointment on our burns /datum/wound/burn/proc/ointment(obj/item/stack/medical/ointment/I, mob/user) user.visible_message("[user] begins applying [I] to [victim]'s [limb.name]...", "You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...") if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), extra_checks = CALLBACK(src, .proc/still_exists))) return limb.heal_damage(I.heal_brute, I.heal_burn) user.visible_message("[user] applies [I] to [victim].", "You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].") I.use(1) sanitization += I.sanitization flesh_healing += I.flesh_regeneration if((infestation <= 0 || sanitization >= infestation) && (flesh_damage <= 0 || flesh_healing > flesh_damage)) to_chat(user, "You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.name] to recover.") else try_treating(I, user) /// if someone is using mesh on our burns /datum/wound/burn/proc/mesh(obj/item/stack/medical/mesh/I, mob/user) user.visible_message("[user] begins wrapping [victim]'s [limb.name] with [I]...", "You begin wrapping [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return limb.heal_damage(I.heal_brute, I.heal_burn) user.visible_message("[user] applies [I] to [victim].", "You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].") I.use(1) sanitization += I.sanitization flesh_healing += I.flesh_regeneration if(sanitization >= infestation && flesh_healing > flesh_damage) to_chat(user, "You've done all you can with [I], now you must wait for the flesh on [victim]'s [limb.name] to recover.") else try_treating(I, user) /// Paramedic UV penlights /datum/wound/burn/proc/uv(obj/item/flashlight/pen/paramedic/I, mob/user) if(!COOLDOWN_FINISHED(I, uv_cooldown)) to_chat(user, "[I] is still recharging!") return if(infestation <= 0 || infestation < sanitization) to_chat(user, "There's no infection to treat on [victim]'s [limb.name]!") return user.visible_message("[user] flashes the burns on [victim]'s [limb] with [I].", "You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I].", vision_distance=COMBAT_MESSAGE_RANGE) sanitization += I.uv_power COOLDOWN_START(I, uv_cooldown, I.uv_cooldown_length) /datum/wound/burn/treat(obj/item/I, mob/user) 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) // people complained about burns not healing on stasis beds, so in addition to checking if it's cured, they also get the special ability to very slowly heal on stasis beds if they have the healing effects stored /datum/wound/burn/on_stasis() . = ..() if(flesh_healing > 0) flesh_damage = max(0, flesh_damage - 0.2) if((flesh_damage <= 0) && (infestation <= 1)) to_chat(victim, "The burns on your [limb.name] have cleared up!") qdel(src) return if(sanitization > 0) infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE * 0.2) /datum/wound/burn/on_synthflesh(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 = 1.05 threshold_minimum = 50 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 scar_keyword = "burnmoderate" /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 = 1.1 threshold_minimum = 90 threshold_penalty = 40 status_effect_type = /datum/status_effect/wound/burn/severe treatable_by = list(/obj/item/flashlight/pen/paramedic, /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 scar_keyword = "burnsevere" /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 = 1.15 sound_effect = 'sound/effects/wounds/sizzle2.ogg' threshold_minimum = 150 threshold_penalty = 80 status_effect_type = /datum/status_effect/wound/burn/critical treatable_by = list(/obj/item/flashlight/pen/paramedic, /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 scar_keyword = "burncritical"