* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync * sync part 1 - underscore folders in code * controllers folder * datums folder * game folder * cmon, work * modules - admin to awaymissions * cargo to events * fields to lighting * mapping > ruins * rest of the code folder * rest of the folders in the root directory * DME * fixes compiling errors. it compiles so it works * readds map changes * fixes dogborg module select * fixes typo in moduleselect_alternate_icon filepath
296 lines
8.9 KiB
Plaintext
296 lines
8.9 KiB
Plaintext
/****************************************************
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BLOOD SYSTEM
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****************************************************/
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/mob/living/carbon/human/proc/suppress_bloodloss(amount)
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if(bleedsuppress)
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return
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else
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bleedsuppress = TRUE
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addtimer(CALLBACK(src, .proc/resume_bleeding), amount)
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/mob/living/carbon/human/proc/resume_bleeding()
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bleedsuppress = 0
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if(stat != DEAD && bleed_rate)
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to_chat(src, "<span class='warning'>The blood soaks through your bandage.</span>")
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/mob/living/carbon/monkey/handle_blood()
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if(bodytemperature >= TCRYO && !(has_trait(TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood.
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//Blood regeneration if there is some space
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if(blood_volume < BLOOD_VOLUME_NORMAL)
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blood_volume += 0.1 // regenerate blood VERY slowly
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if(blood_volume < BLOOD_VOLUME_OKAY)
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
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// Takes care blood loss and regeneration
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/mob/living/carbon/human/handle_blood()
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if(NOBLOOD in dna.species.species_traits)
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bleed_rate = 0
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return
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if(bodytemperature >= TCRYO && !(has_trait(TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood.
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//Blood regeneration if there is some space
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if(blood_volume < BLOOD_VOLUME_NORMAL && !has_trait(TRAIT_NOHUNGER))
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var/nutrition_ratio = 0
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switch(nutrition)
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if(0 to NUTRITION_LEVEL_STARVING)
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nutrition_ratio = 0.2
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if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
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nutrition_ratio = 0.4
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if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
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nutrition_ratio = 0.6
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if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
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nutrition_ratio = 0.8
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else
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nutrition_ratio = 1
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if(satiety > 80)
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nutrition_ratio *= 1.25
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nutrition = max(0, nutrition - nutrition_ratio * HUNGER_FACTOR)
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blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio)
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//Effects of bloodloss
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var/word = pick("dizzy","woozy","faint")
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switch(blood_volume)
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if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
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if(prob(5))
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to_chat(src, "<span class='warning'>You feel [word].</span>")
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1))
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if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
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adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1))
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if(prob(5))
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blur_eyes(6)
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to_chat(src, "<span class='warning'>You feel very [word].</span>")
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if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
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adjustOxyLoss(5)
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if(prob(15))
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Unconscious(rand(20,60))
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to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
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if(-INFINITY to BLOOD_VOLUME_SURVIVE)
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if(!has_trait(TRAIT_NODEATH))
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death()
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var/temp_bleed = 0
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//Bleeding out
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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var/brutedamage = BP.brute_dam
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//We want an accurate reading of .len
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listclearnulls(BP.embedded_objects)
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temp_bleed += 0.5*BP.embedded_objects.len
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if(brutedamage >= 20)
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temp_bleed += (brutedamage * 0.013)
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bleed_rate = max(bleed_rate - 0.5, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases
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if(bleed_rate && !bleedsuppress && !(has_trait(TRAIT_FAKEDEATH)))
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bleed(bleed_rate)
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//Makes a blood drop, leaking amt units of blood from the mob
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/mob/living/carbon/proc/bleed(amt)
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if(blood_volume)
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blood_volume = max(blood_volume - amt, 0)
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if(isturf(src.loc)) //Blood loss still happens in locker, floor stays clean
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if(amt >= 10)
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add_splatter_floor(src.loc)
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else
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add_splatter_floor(src.loc, 1)
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/mob/living/carbon/human/bleed(amt)
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amt *= physiology.bleed_mod
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if(!(NOBLOOD in dna.species.species_traits))
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..()
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/mob/living/proc/restore_blood()
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blood_volume = initial(blood_volume)
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/mob/living/carbon/human/restore_blood()
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blood_volume = BLOOD_VOLUME_NORMAL
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bleed_rate = 0
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/****************************************************
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BLOOD TRANSFERS
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****************************************************/
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//Gets blood from mob to a container or other mob, preserving all data in it.
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/mob/living/proc/transfer_blood_to(atom/movable/AM, amount, forced)
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if(!blood_volume || !AM.reagents)
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return 0
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if(blood_volume < BLOOD_VOLUME_BAD && !forced)
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return 0
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if(blood_volume < amount)
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amount = blood_volume
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var/blood_id = get_blood_id()
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if(!blood_id)
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return 0
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blood_volume -= amount
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var/list/blood_data = get_blood_data(blood_id)
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if(iscarbon(AM))
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var/mob/living/carbon/C = AM
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if(blood_id == C.get_blood_id())//both mobs have the same blood substance
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if(blood_id == "blood") //normal blood
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if(blood_data["viruses"])
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for(var/thing in blood_data["viruses"])
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var/datum/disease/D = thing
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if((D.spread_flags & DISEASE_SPREAD_SPECIAL) || (D.spread_flags & DISEASE_SPREAD_NON_CONTAGIOUS))
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continue
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C.ForceContractDisease(D)
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if(!(blood_data["blood_type"] in get_safe_blood(C.dna.blood_type)))
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C.reagents.add_reagent("toxin", amount * 0.5)
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return 1
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C.blood_volume = min(C.blood_volume + round(amount, 0.1), BLOOD_VOLUME_MAXIMUM)
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return 1
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AM.reagents.add_reagent(blood_id, amount, blood_data, bodytemperature)
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return 1
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/mob/living/proc/get_blood_data(blood_id)
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return
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/mob/living/carbon/get_blood_data(blood_id)
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if(blood_id == "blood") //actual blood reagent
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var/blood_data = list()
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//set the blood data
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blood_data["donor"] = src
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blood_data["viruses"] = list()
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for(var/thing in diseases)
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var/datum/disease/D = thing
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blood_data["viruses"] += D.Copy()
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blood_data["blood_DNA"] = copytext(dna.unique_enzymes,1,0)
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if(disease_resistances && disease_resistances.len)
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blood_data["resistances"] = disease_resistances.Copy()
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var/list/temp_chem = list()
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for(var/datum/reagent/R in reagents.reagent_list)
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temp_chem[R.id] = R.volume
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blood_data["trace_chem"] = list2params(temp_chem)
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if(mind)
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blood_data["mind"] = mind
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else if(last_mind)
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blood_data["mind"] = last_mind
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if(ckey)
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blood_data["ckey"] = ckey
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else if(last_mind)
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blood_data["ckey"] = ckey(last_mind.key)
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if(!suiciding)
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blood_data["cloneable"] = 1
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blood_data["blood_type"] = copytext(dna.blood_type,1,0)
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blood_data["gender"] = gender
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blood_data["real_name"] = real_name
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blood_data["features"] = dna.features
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blood_data["factions"] = faction
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blood_data["quirks"] = list()
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for(var/V in roundstart_quirks)
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var/datum/quirk/T = V
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blood_data["quirks"] += T.type
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return blood_data
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//get the id of the substance this mob use as blood.
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/mob/proc/get_blood_id()
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return
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/mob/living/simple_animal/get_blood_id()
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if(blood_volume)
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return "blood"
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/mob/living/carbon/monkey/get_blood_id()
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if(!(has_trait(TRAIT_NOCLONE)))
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return "blood"
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/mob/living/carbon/human/get_blood_id()
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if(dna.species.exotic_blood)
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return dna.species.exotic_blood
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else if((NOBLOOD in dna.species.species_traits) || (has_trait(TRAIT_NOCLONE)))
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return
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return "blood"
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// This is has more potential uses, and is probably faster than the old proc.
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/proc/get_safe_blood(bloodtype)
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. = list()
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if(!bloodtype)
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return
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var/static/list/bloodtypes_safe = list(
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"A-" = list("A-", "O-"),
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"A+" = list("A-", "A+", "O-", "O+"),
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"B-" = list("B-", "O-"),
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"B+" = list("B-", "B+", "O-", "O+"),
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"AB-" = list("A-", "B-", "O-", "AB-"),
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"AB+" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+"),
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"O-" = list("O-"),
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"O+" = list("O-", "O+"),
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"L" = list("L"),
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"U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U")
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)
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var/safe = bloodtypes_safe[bloodtype]
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if(safe)
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. = safe
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//to add a splatter of blood or other mob liquid.
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/mob/living/proc/add_splatter_floor(turf/T, small_drip)
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if(get_blood_id() != "blood")
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return
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if(!T)
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T = get_turf(src)
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var/list/temp_blood_DNA
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if(small_drip)
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// Only a certain number of drips (or one large splatter) can be on a given turf.
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var/obj/effect/decal/cleanable/blood/drip/drop = locate() in T
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if(drop)
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if(drop.drips < 3)
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drop.drips++
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drop.add_overlay(pick(drop.random_icon_states))
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drop.transfer_mob_blood_dna(src)
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return
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else
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temp_blood_DNA = drop.return_blood_DNA() //we transfer the dna from the drip to the splatter
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qdel(drop)//the drip is replaced by a bigger splatter
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else
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drop = new(T, get_static_viruses())
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drop.transfer_mob_blood_dna(src)
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return
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// Find a blood decal or create a new one.
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var/obj/effect/decal/cleanable/blood/B = locate() in T
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if(!B)
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B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
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B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
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if(temp_blood_DNA)
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B.add_blood_DNA(temp_blood_DNA)
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/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
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if(!(NOBLOOD in dna.species.species_traits))
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..()
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/mob/living/carbon/alien/add_splatter_floor(turf/T, small_drip)
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if(!T)
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T = get_turf(src)
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var/obj/effect/decal/cleanable/xenoblood/B = locate() in T.contents
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if(!B)
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B = new(T)
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B.add_blood_DNA(list("UNKNOWN DNA" = "X*"))
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/mob/living/silicon/robot/add_splatter_floor(turf/T, small_drip)
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if(!T)
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T = get_turf(src)
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var/obj/effect/decal/cleanable/oil/B = locate() in T.contents
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if(!B)
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B = new(T)
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