/* Cuts */ /datum/wound/slash sound_effect = 'sound/weapons/slice.ogg' processes = TRUE wound_type = WOUND_SLASH treatable_by = list(/obj/item/stack/medical/suture) treatable_by_grabbed = list(/obj/item/gun/energy/laser) treatable_tool = TOOL_CAUTERY base_treat_time = 3 SECONDS wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE) /// How much blood we start losing when this wound is first applied var/initial_flow /// When we have less than this amount of flow, either from treatment or clotting, we demote to a lower cut or are healed of the wound var/minimum_flow /// How fast our blood flow will naturally decrease per tick, not only do larger cuts bleed more faster, they clot slower var/clot_rate /// Once the blood flow drops below minimum_flow, we demote it to this type of wound. If there's none, we're all better var/demotes_to /// How much staunching per type (cautery, suturing, bandaging) you can have before that type is no longer effective for this cut NOT IMPLEMENTED var/max_per_type /// The maximum flow we've had so far var/highest_flow /// A bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate)) var/datum/scar/highest_scar /datum/wound/slash/wound_injury(datum/wound/slash/old_wound = null) blood_flow = initial_flow if(old_wound) blood_flow = max(old_wound.blood_flow, initial_flow) if(old_wound.severity > severity && old_wound.highest_scar) highest_scar = old_wound.highest_scar old_wound.highest_scar = null if(!highest_scar) highest_scar = new highest_scar.generate(limb, src, add_to_scars=FALSE) /datum/wound/slash/remove_wound(ignore_limb, replaced) if(!replaced && highest_scar) already_scarred = TRUE highest_scar.lazy_attach(limb) return ..() /datum/wound/slash/get_examine_description(mob/user) if(!limb.current_gauze) return ..() var/list/msg = list("The cuts on [victim.p_their()] [limb.name] are wrapped with") // how much life we have left in these bandages switch(limb.current_gauze.absorption_capacity) if(0 to 1.25) msg += "nearly ruined " if(1.25 to 2.75) msg += "badly worn " if(2.75 to 4) msg += "slightly bloodied " if(4 to INFINITY) msg += "clean " msg += "[limb.current_gauze.name]!" return "[msg.Join()]" /datum/wound/slash/receive_damage(wounding_type, wounding_dmg, wound_bonus) if(victim.stat != DEAD && wounding_type == WOUND_SLASH) // can't stab dead bodies to make it bleed faster this way blood_flow += 0.05 * wounding_dmg /datum/wound/slash/drag_bleed_amount() // say we have 3 severe cuts with 3 blood flow each, pretty reasonable // compare with being at 100 brute damage before, where you bled (brute/100 * 2), = 2 blood per tile var/bleed_amt = min(blood_flow * 0.1, 1) // 3 * 3 * 0.1 = 0.9 blood total, less than before! the share here is .3 blood of course. if(limb.current_gauze) // gauze stops all bleeding from dragging on this limb, but wears the gauze out quicker limb.seep_gauze(bleed_amt * 0.33) return return bleed_amt /datum/wound/slash/handle_process() if(victim.stat == DEAD) blood_flow -= max(clot_rate, WOUND_SLASH_DEAD_CLOT_MIN) if(blood_flow < minimum_flow) if(demotes_to) replace_wound(demotes_to) return qdel(src) return blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW) if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin)) blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first if(limb.current_gauze) if(clot_rate > 0) blood_flow -= clot_rate blood_flow -= limb.current_gauze.absorption_rate limb.seep_gauze(limb.current_gauze.absorption_rate) else blood_flow -= clot_rate if(blood_flow > highest_flow) highest_flow = blood_flow if(blood_flow < minimum_flow) if(demotes_to) replace_wound(demotes_to) else to_chat(victim, "The cut on your [limb.name] has stopped bleeding!") qdel(src) /datum/wound/slash/on_stasis() if(blood_flow >= minimum_flow) return if(demotes_to) replace_wound(demotes_to) return qdel(src) /* BEWARE, THE BELOW NONSENSE IS MADNESS. bones.dm looks more like what I have in mind and is sufficiently clean, don't pay attention to this messiness */ /datum/wound/slash/check_grab_treatments(obj/item/I, mob/user) if(istype(I, /obj/item/gun/energy/laser)) return TRUE /datum/wound/slash/treat(obj/item/I, mob/user) if(istype(I, /obj/item/gun/energy/laser)) las_cauterize(I, user) else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300) tool_cauterize(I, user) else if(istype(I, /obj/item/stack/medical/suture)) suture(I, user) /datum/wound/slash/try_handling(mob/living/carbon/human/user) if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB) return FALSE if(!iscatperson(user)) return FALSE lick_wounds(user) return TRUE /// if a felinid is licking this cut to reduce bleeding /datum/wound/slash/proc/lick_wounds(mob/living/carbon/human/user) if(INTERACTING_WITH(user, victim)) to_chat(user, "You're already interacting with [victim]!") return if(user.is_mouth_covered()) to_chat(user, "Your mouth is covered, you can't lick [victim]'s wounds!") return if(!user.getorganslot(ORGAN_SLOT_TONGUE)) to_chat(user, "You can't lick wounds without a tongue!") // f in chat return // transmission is one way patient -> felinid since google said cat saliva is antiseptic or whatever, and also because felinids are already risking getting beaten for this even without people suspecting they're spreading a deathvirus for(var/datum/disease/D in victim.diseases) user.ForceContractDisease(D) user.visible_message("[user] begins licking the wounds on [victim]'s [limb.name].", "You begin licking the wounds on [victim]'s [limb.name]...", ignored_mobs=victim) to_chat(victim, "[user] begins to lick the wounds on your [limb.name].[user] licks the wounds on [victim]'s [limb.name].", "You lick some of the wounds on [victim]'s [limb.name]", ignored_mobs=victim) to_chat(victim, "[user] licks the wounds on your [limb.name]! minimum_flow) try_handling(user) else if(demotes_to) to_chat(user, "You successfully lower the severity of [victim]'s cuts.") /datum/wound/slash/on_xadone(power) . = ..() blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort /datum/wound/slash/on_synthflesh(power) . = ..() blood_flow -= 0.075 * power // 20u * 0.075 = -1.5 blood flow, pretty good for how little effort it is /// If someone's putting a laser gun up to our cut to cauterize it /datum/wound/slash/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user) var/self_penalty_mult = (user == victim ? 1.25 : 1) user.visible_message("[user] begins aiming [lasgun] directly at [victim]'s [limb.name]...", "You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.name]...") if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return var/damage = lasgun.chambered.BB.damage lasgun.chambered.BB.wound_bonus -= 30 lasgun.chambered.BB.damage *= self_penalty_mult if(!lasgun.process_fire(victim, victim, TRUE, null, limb.body_zone)) return victim.emote("scream") blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good victim.visible_message("The cuts on [victim]'s [limb.name] scar over!") /// If someone is using either a cautery tool or something with heat to cauterize this cut /datum/wound/slash/proc/tool_cauterize(obj/item/I, mob/user) var/self_penalty_mult = (user == victim ? 1.5 : 1) user.visible_message("[user] begins cauterizing [victim]'s [limb.name] with [I]...", "You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return user.visible_message("[user] cauterizes some of the bleeding on [victim].", "You cauterize some of the bleeding on [victim].") limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND) if(prob(30)) victim.emote("scream") var/blood_cauterized = (0.6 / self_penalty_mult) blood_flow -= blood_cauterized if(blood_flow > minimum_flow) try_treating(I, user) else if(demotes_to) to_chat(user, "You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.") /// If someone is using a suture to close this cut /datum/wound/slash/proc/suture(obj/item/stack/medical/suture/I, mob/user) var/self_penalty_mult = (user == victim ? 1.4 : 1) user.visible_message("[user] begins stitching [victim]'s [limb.name] with [I]...", "You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return user.visible_message("[user] stitches up some of the bleeding on [victim].", "You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].") var/blood_sutured = I.stop_bleeding / self_penalty_mult blood_flow -= blood_sutured limb.heal_damage(I.heal_brute, I.heal_burn) if(blood_flow > minimum_flow) try_treating(I, user) else if(demotes_to) to_chat(user, "You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.") /datum/wound/slash/moderate name = "Rough Abrasion" desc = "Patient's skin has been badly scraped, generating moderate blood loss." treat_text = "Application of clean bandages or first-aid grade sutures, followed by food and rest." examine_desc = "has an open cut" occur_text = "is cut open, slowly leaking blood" sound_effect = 'sound/effects/wounds/blood1.ogg' severity = WOUND_SEVERITY_MODERATE initial_flow = 1.25 minimum_flow = 0.375 max_per_type = 3 clot_rate = 0.12 threshold_minimum = 30 threshold_penalty = 10 status_effect_type = /datum/status_effect/wound/slash/moderate scar_keyword = "slashmoderate" /datum/wound/slash/severe name = "Open Laceration" desc = "Patient's skin is ripped clean open, allowing significant blood loss." treat_text = "Speedy application of first-aid grade sutures and clean bandages, followed by vitals monitoring to ensure recovery." examine_desc = "has a severe cut" occur_text = "is ripped open, veins spurting blood" sound_effect = 'sound/effects/wounds/blood2.ogg' severity = WOUND_SEVERITY_SEVERE initial_flow = 2 minimum_flow = 1.75 clot_rate = 0.07 max_per_type = 4 threshold_minimum = 60 threshold_penalty = 25 demotes_to = /datum/wound/slash/moderate status_effect_type = /datum/status_effect/wound/slash/severe scar_keyword = "slashsevere" /datum/wound/slash/critical name = "Weeping Avulsion" desc = "Patient's skin is completely torn open, along with significant loss of tissue. Extreme blood loss will lead to quick death without intervention." treat_text = "Immediate bandaging and either suturing or cauterization, followed by supervised resanguination." examine_desc = "is carved down to the bone, spraying blood wildly" occur_text = "is torn open, spraying blood wildly" sound_effect = 'sound/effects/wounds/blood3.ogg' severity = WOUND_SEVERITY_CRITICAL initial_flow = 2.75 minimum_flow = 2.5 clot_rate = -0.05 // critical cuts actively get worse instead of better max_per_type = 5 threshold_minimum = 90 threshold_penalty = 40 demotes_to = /datum/wound/slash/severe status_effect_type = /datum/status_effect/wound/slash/critical scar_keyword = "slashcritical" wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)