/* Cuts */ /datum/wound/brute/cut sound_effect = 'sound/weapons/slice.ogg' processes = TRUE wound_type = WOUND_LIST_CUT treatable_by = list(/obj/item/stack/medical/suture, /obj/item/stack/medical/gauze) treatable_by_grabbed = list(/obj/item/gun/energy/laser) treatable_tool = TOOL_CAUTERY treat_priority = TRUE base_treat_time = 3 SECONDS /// How much blood we start losing when this wound is first applied var/initial_flow /// When we have less than this amount of flow, either from treatment or clotting, we demote to a lower cut or are healed of the wound var/minimum_flow /// How fast our blood flow will naturally decrease per tick, not only do larger cuts bleed more faster, they clot slower var/clot_rate /// Once the blood flow drops below minimum_flow, we demote it to this type of wound. If there's none, we're all better var/demotes_to /// How much staunching per type (cautery, suturing, bandaging) you can have before that type is no longer effective for this cut NOT IMPLEMENTED var/max_per_type /// The maximum flow we've had so far var/highest_flow /// How much flow we've already cauterized var/cauterized /// How much flow we've already sutured var/sutured /// The current bandage we have for this wound (maybe move bandages to the limb?) var/obj/item/stack/current_bandage /// A bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate)) var/datum/scar/highest_scar /datum/wound/brute/cut/wound_injury(datum/wound/brute/cut/old_wound = null) blood_flow = initial_flow if(old_wound) blood_flow = max(old_wound.blood_flow, initial_flow) if(old_wound.severity > severity && old_wound.highest_scar) highest_scar = old_wound.highest_scar old_wound.highest_scar = null if(old_wound.current_bandage) current_bandage = old_wound.current_bandage old_wound.current_bandage = null if(!highest_scar) highest_scar = new highest_scar.generate(limb, src, add_to_scars=FALSE) /datum/wound/brute/cut/remove_wound(ignore_limb, replaced) if(!replaced && highest_scar) already_scarred = TRUE highest_scar.lazy_attach(limb) return ..() /datum/wound/brute/cut/get_examine_description(mob/user) if(!current_bandage) return ..() var/bandage_condition = "" // how much life we have left in these bandages switch(current_bandage.absorption_capacity) if(0 to 1.25) bandage_condition = "nearly ruined " if(1.25 to 2.75) bandage_condition = "badly worn " if(2.75 to 4) bandage_condition = "slightly bloodied " if(4 to INFINITY) bandage_condition = "clean " return "The cuts on [victim.p_their()] [limb.name] are wrapped with [bandage_condition] [current_bandage.name]!" /datum/wound/brute/cut/receive_damage(wounding_type, wounding_dmg, wound_bonus) if(victim.stat != DEAD && wounding_type == WOUND_SHARP) // can't stab dead bodies to make it bleed faster this way blood_flow += 0.05 * wounding_dmg /datum/wound/brute/cut/handle_process() blood_flow = min(blood_flow, WOUND_CUT_MAX_BLOODFLOW) if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/toxin/heparin)) blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first else if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/coagulant)) blood_flow -= 0.25 if(current_bandage) if(clot_rate > 0) blood_flow -= clot_rate blood_flow -= current_bandage.absorption_rate current_bandage.absorption_capacity -= current_bandage.absorption_rate if(current_bandage.absorption_capacity < 0) victim.visible_message("Blood soaks through \the [current_bandage] on [victim]'s [limb.name].", "Blood soaks through \the [current_bandage] on your [limb.name].", vision_distance=COMBAT_MESSAGE_RANGE) QDEL_NULL(current_bandage) treat_priority = TRUE else blood_flow -= clot_rate if(blood_flow > highest_flow) highest_flow = blood_flow if(blood_flow < minimum_flow) if(demotes_to) replace_wound(demotes_to) else to_chat(victim, "The cut on your [limb.name] has stopped bleeding!") qdel(src) /* BEWARE, THE BELOW NONSENSE IS MADNESS. bones.dm looks more like what I have in mind and is sufficiently clean, don't pay attention to this messiness */ /datum/wound/brute/cut/check_grab_treatments(obj/item/I, mob/user) if(istype(I, /obj/item/gun/energy/laser)) return TRUE /datum/wound/brute/cut/treat(obj/item/I, mob/user) if(istype(I, /obj/item/gun/energy/laser)) las_cauterize(I, user) else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300) tool_cauterize(I, user) else if(istype(I, /obj/item/stack/medical/gauze)) bandage(I, user) else if(istype(I, /obj/item/stack/medical/suture)) suture(I, user) /datum/wound/brute/cut/try_handling(mob/living/carbon/human/user) if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB) return FALSE if(!iscatperson(user)) return FALSE if(!(user.client?.prefs.vore_flags & LICKABLE)) return FALSE lick_wounds(user) return TRUE /// if a felinid is licking this cut to reduce bleeding /datum/wound/brute/cut/proc/lick_wounds(mob/living/carbon/human/user) if(INTERACTING_WITH(user, victim)) to_chat(user, "You're already interacting with [victim]!") return 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/brute/cut/on_xadone(power) . = ..() blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort /// If someone's putting a laser gun up to our cut to cauterize it /datum/wound/brute/cut/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user) var/self_penalty_mult = (user == victim ? 1.25 : 1) user.visible_message("[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 cauterized += damage / (5 * self_penalty_mult) 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/brute/cut/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 cauterized += 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/brute/cut/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 sutured += blood_sutured limb.heal_damage(I.heal_brute, I.heal_burn) if(blood_flow > minimum_flow) try_treating(I, user) else if(demotes_to) to_chat(user, "You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.") /// If someone is using gauze on this cut /datum/wound/brute/cut/proc/bandage(obj/item/stack/I, mob/user) if(current_bandage) if(current_bandage.absorption_capacity > I.absorption_capacity + 1) to_chat(user, "The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!") return else user.visible_message("[user] begins rewrapping the cuts on [victim]'s [limb.name] with [I]...", "You begin rewrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") else user.visible_message("[user] begins wrapping the cuts on [victim]'s [limb.name] with [I]...", "You begin wrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...") if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists))) return user.visible_message("[user] applies [I] to [victim]'s [limb.name].", "You bandage some of the bleeding on [user == victim ? "yourself" : "[victim]"].") QDEL_NULL(current_bandage) current_bandage = new I.type(limb) current_bandage.amount = 1 treat_priority = FALSE I.use(1) /datum/wound/brute/cut/moderate name = "Rough Abrasion" desc = "Patient's skin has been badly scraped, generating moderate blood loss." treat_text = "Application of clean bandages or first-aid grade sutures, followed by food and rest." examine_desc = "has an open cut" occur_text = "is cut open, slowly leaking blood" sound_effect = 'sound/effects/blood1.ogg' severity = WOUND_SEVERITY_MODERATE initial_flow = 2 minimum_flow = 0.5 max_per_type = 3 clot_rate = 0.15 threshold_minimum = 20 threshold_penalty = 10 status_effect_type = /datum/status_effect/wound/cut/moderate scarring_descriptions = list("light, faded lines", "minor cut marks", "a small faded slit", "a series of small scars") /datum/wound/brute/cut/severe name = "Open Laceration" desc = "Patient's skin is ripped clean open, allowing significant blood loss." treat_text = "Speedy application of first-aid grade sutures and clean bandages, followed by vitals monitoring to ensure recovery." examine_desc = "has a severe cut" occur_text = "is ripped open, veins spurting blood" sound_effect = 'sound/effects/blood2.ogg' severity = WOUND_SEVERITY_SEVERE initial_flow = 3.25 minimum_flow = 2.75 clot_rate = 0.07 max_per_type = 4 threshold_minimum = 50 threshold_penalty = 25 demotes_to = /datum/wound/brute/cut/moderate status_effect_type = /datum/status_effect/wound/cut/severe scarring_descriptions = list("a twisted line of faded gashes", "a gnarled sickle-shaped slice scar", "a long-faded puncture wound") /datum/wound/brute/cut/critical name = "Weeping Avulsion" desc = "Patient's skin is completely torn open, along with significant loss of tissue. Extreme blood loss will lead to quick death without intervention." treat_text = "Immediate bandaging and either suturing or cauterization, followed by supervised resanguination." examine_desc = "is spurting blood at an alarming rate" occur_text = "is torn open, spraying blood wildly" sound_effect = 'sound/effects/blood3.ogg' severity = WOUND_SEVERITY_CRITICAL initial_flow = 4.25 minimum_flow = 4 clot_rate = -0.05 // critical cuts actively get worse instead of better max_per_type = 5 threshold_minimum = 80 threshold_penalty = 40 demotes_to = /datum/wound/brute/cut/severe status_effect_type = /datum/status_effect/wound/cut/critical scarring_descriptions = list("a winding path of very badly healed scar tissue", "a series of peaks and valleys along a gruesome line of cut scar tissue", "a grotesque snake of indentations and stitching scars") // TODO: see about moving dismemberment over to this, i'll have to add judging dismembering power/wound potential wrt item size i guess /datum/wound/brute/cut/loss name = "Dismembered" desc = "oof ouch!!" occur_text = "is violently dismembered!" sound_effect = 'sound/effects/dismember.ogg' viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) severity = WOUND_SEVERITY_LOSS threshold_minimum = 180 status_effect_type = null /datum/wound/brute/cut/loss/apply_wound(obj/item/bodypart/L, silent, datum/wound/brute/cut/old_wound, smited = FALSE) if(!L.dismemberable) qdel(src) return L.dismember() qdel(src)