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wound_effects.dm
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// The shattered remnants of your broken limbs fill you with determination!
/atom/movable/screen/alert/status_effect/determined
name = "Determined"
desc = "The serious wounds you've sustained have put your body into fight-or-flight mode! Now's the time to look for an exit!"
icon_state = "regenerative_core"
/datum/status_effect/determined
id = "determined"
alert_type = /atom/movable/screen/alert/status_effect/determined
/datum/status_effect/determined/on_apply()
. = ..()
owner.visible_message(span_danger("[owner]'s body tenses up noticeably, gritting against [owner.p_their()] pain!"), span_notice("<b>Your senses sharpen as your body tenses up from the wounds you've sustained!</b>"), \
vision_distance=COMBAT_MESSAGE_RANGE)
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
human_owner.physiology.bleed_mod *= WOUND_DETERMINATION_BLEED_MOD
/datum/status_effect/determined/on_remove()
owner.visible_message(span_danger("[owner]'s body slackens noticeably!"), span_warning("<b>Your adrenaline rush dies off, and the pain from your wounds come aching back in...</b>"), vision_distance=COMBAT_MESSAGE_RANGE)
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
human_owner.physiology.bleed_mod /= WOUND_DETERMINATION_BLEED_MOD
return ..()
/datum/status_effect/limp
id = "limp"
status_type = STATUS_EFFECT_REPLACE
tick_interval = 0
alert_type = /atom/movable/screen/alert/status_effect/limp
var/msg_stage = 0//so you dont get the most intense messages immediately
/// The left leg of the limping person
var/obj/item/bodypart/leg/left/left
/// The right leg of the limping person
var/obj/item/bodypart/leg/right/right
/// Which leg we're limping with next
var/obj/item/bodypart/next_leg
/// How many deciseconds we limp for on the left leg
var/slowdown_left = 0
/// How many deciseconds we limp for on the right leg
var/slowdown_right = 0
/// The chance we limp with the left leg each step it takes
var/limp_chance_left = 0
/// The chance we limp with the right leg each step it takes
var/limp_chance_right = 0
/// Keeps track of how many steps have been taken on the left leg
var/steps_left = 0
/// Keeps track of how many steps have been taken on the right leg.
var/steps_right = 0
/datum/status_effect/limp/on_apply()
if(!iscarbon(owner))
return FALSE
var/mob/living/carbon/C = owner
left = C.get_bodypart(BODY_ZONE_L_LEG)
right = C.get_bodypart(BODY_ZONE_R_LEG)
update_limp()
RegisterSignal(C, COMSIG_MOVABLE_MOVED, PROC_REF(check_step))
RegisterSignal(C, list(COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVED_LIMB), PROC_REF(update_limp))
if(left)
RegisterSignal(left, COMSIG_LIMB_UPDATE_INTERACTION_SPEED, PROC_REF(update_limp))
if(right)
RegisterSignal(right, COMSIG_LIMB_UPDATE_INTERACTION_SPEED, PROC_REF(update_limp))
return TRUE
/datum/status_effect/limp/on_remove()
UnregisterSignal(owner, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVED_LIMB))
if(left)
UnregisterSignal(left, COMSIG_LIMB_UPDATE_INTERACTION_SPEED)
if(right)
UnregisterSignal(right, COMSIG_LIMB_UPDATE_INTERACTION_SPEED)
/atom/movable/screen/alert/status_effect/limp
name = "Limping"
desc = "One or more of your legs has been wounded, slowing down steps with that leg! Get it fixed, or at least in a sling of gauze!"
/datum/status_effect/limp/proc/check_step(mob/whocares, OldLoc, Dir, forced)
SIGNAL_HANDLER
if(!owner.client || owner.body_position == LYING_DOWN || !owner.has_gravity() || (owner.movement_type & FLYING) || forced || owner.buckled)
return
// less limping while we have determination still
var/determined_mod = owner.has_status_effect(/datum/status_effect/determined) ? 0.5 : 1
if(next_leg == left)
// Apply slowdown, if there is any
if(prob(limp_chance_left * determined_mod))
owner.client.move_delay += slowdown_left * determined_mod
// Apply pain every 10 steps if the leg is broken.
steps_left++
if(steps_left %% 10 == 0)
steps_left = 0
if(steps_left == 0 && !left.splint && (left.bodypart_flags & BP_BROKEN_BONES))
pain(left)
if(right)
next_leg = right
else
// Apply slowdown, if there is any
if(prob(limp_chance_right * determined_mod))
owner.client.move_delay += slowdown_right * determined_mod
// Apply pain every 10 steps if the leg is broken.
steps_right++
if(steps_right %% 10 == 0)
steps_right = 0
if(steps_right == 0 && !right.splint && (right.bodypart_flags & BP_BROKEN_BONES))
pain(right)
if(left)
next_leg = left
/datum/status_effect/limp/proc/pain(obj/item/bodypart/leg/leg)
if(leg.bodypart_flags & BP_NO_PAIN)
return
owner.apply_pain(40, leg, "A terrible pain shoots through your [leg.plaintext_zone].", TRUE)
/datum/status_effect/limp/proc/update_limp()
SIGNAL_HANDLER
var/mob/living/carbon/C = owner
var/new_left = C.get_bodypart(BODY_ZONE_L_LEG)
var/new_right = C.get_bodypart(BODY_ZONE_R_LEG)
if(new_left != left)
if(left)
UnregisterSignal(left, COMSIG_LIMB_UPDATE_INTERACTION_SPEED)
left = null
if(new_left)
left = new_left
RegisterSignal(left, COMSIG_LIMB_UPDATE_INTERACTION_SPEED, PROC_REF(update_limp))
if(new_right != right)
if(right)
UnregisterSignal(right, COMSIG_LIMB_UPDATE_INTERACTION_SPEED)
right = null
if(new_right)
right = new_right
RegisterSignal(right, COMSIG_LIMB_UPDATE_INTERACTION_SPEED, PROC_REF(update_limp))
if(!left && !right)
C.remove_status_effect(src)
return
slowdown_left = 1
slowdown_right = 1
limp_chance_left = 0
limp_chance_right = 0
if(left)
slowdown_left = left.interaction_speed_modifier
limp_chance_left = 100
if(right)
slowdown_right = right.interaction_speed_modifier
limp_chance_right = 100
// this handles losing your leg with the limp and the other one being in good shape as well
if(slowdown_left + slowdown_right == 2)
C.remove_status_effect(src)
return
/atom/movable/screen/alert/status_effect/broken_arm
name = "Restricted Arm"
desc = "One or more of your arms is restricted or broken, it is difficult to use!"
/datum/status_effect/arm_slowdown
id = "arm_broke"
status_type = STATUS_EFFECT_UNIQUE
tick_interval = 0
alert_type = /atom/movable/screen/alert/status_effect/broken_arm
/// The left leg of the limping person
var/obj/item/bodypart/arm/left
var/obj/item/bodypart/arm/right
var/speed_left
var/speed_right
/datum/status_effect/arm_slowdown/on_remove()
. = ..()
var/mob/living/carbon/C = owner
C.remove_actionspeed_modifier(/datum/actionspeed_modifier/broken_arm)
/datum/status_effect/arm_slowdown/on_apply()
if(!iscarbon(owner))
return FALSE
var/mob/living/carbon/C = owner
left = C.get_bodypart(BODY_ZONE_L_ARM)
right = C.get_bodypart(BODY_ZONE_R_ARM)
RegisterSignal(owner, COMSIG_MOB_SWAP_HANDS, PROC_REF(on_hand_swap))
RegisterSignal(owner, list(COMSIG_CARBON_REMOVED_LIMB, COMSIG_CARBON_ATTACH_LIMB), PROC_REF(update_slow))
if(left)
speed_left = left.interaction_speed_modifier
RegisterSignal(left, COMSIG_LIMB_UPDATE_INTERACTION_SPEED, PROC_REF(update_slow))
if(right)
speed_right = right.interaction_speed_modifier
RegisterSignal(right, COMSIG_LIMB_UPDATE_INTERACTION_SPEED, PROC_REF(update_slow))
apply_to_mob()
return TRUE
/datum/status_effect/arm_slowdown/proc/update_slow()
SIGNAL_HANDLER
var/mob/living/carbon/C = owner
var/new_left = C.get_bodypart(BODY_ZONE_L_ARM)
var/new_right = C.get_bodypart(BODY_ZONE_R_ARM)
if(new_left != left)
if(left)
UnregisterSignal(left, COMSIG_LIMB_UPDATE_INTERACTION_SPEED)
left = null
if(new_left)
left = new_left
RegisterSignal(left, COMSIG_LIMB_UPDATE_INTERACTION_SPEED, PROC_REF(update_slow))
if(new_right != right)
if(right)
UnregisterSignal(right, COMSIG_LIMB_UPDATE_INTERACTION_SPEED)
right = null
if(new_right)
right = new_right
RegisterSignal(right, COMSIG_LIMB_UPDATE_INTERACTION_SPEED, PROC_REF(update_slow))
speed_left = left?.interaction_speed_modifier || 1
speed_right = right?.interaction_speed_modifier || 1
if((speed_left + speed_left) == 2) // 1 + 1 = 2
C.remove_status_effect(src)
return
apply_to_mob()
/datum/status_effect/arm_slowdown/proc/apply_to_mob()
SIGNAL_HANDLER
var/mob/living/carbon/C = owner
var/hand = C.get_active_hand()?.body_zone
if(hand == BODY_ZONE_R_ARM)
if(speed_right == 1)
C.remove_actionspeed_modifier(/datum/actionspeed_modifier/broken_arm)
else
C.add_or_update_variable_actionspeed_modifier(/datum/actionspeed_modifier/broken_arm, slowdown = speed_right)
else if(hand == BODY_ZONE_L_ARM)
if(speed_left == 1)
C.remove_actionspeed_modifier(/datum/actionspeed_modifier/broken_arm)
else
C.add_or_update_variable_actionspeed_modifier(/datum/actionspeed_modifier/broken_arm, slowdown = speed_left)
/datum/status_effect/arm_slowdown/proc/on_hand_swap()
SIGNAL_HANDLER
spawn(0) // The SWAP_HANDS comsig fires before we actually change our active hand.
apply_to_mob()
/datum/status_effect/arm_slowdown/nextmove_modifier()
var/mob/living/carbon/C = owner
var/hand = C.get_active_hand().body_zone
if(hand)
if(hand == BODY_ZONE_R_ARM)
return speed_right
else
return speed_left
return 1
/////////////////////////
//////// WOUNDS /////////
/////////////////////////
// wound alert
/atom/movable/screen/alert/status_effect/wound
name = "Wounded"
desc = "Your body has sustained serious damage, click here to inspect yourself."
/atom/movable/screen/alert/status_effect/wound/Click()
. = ..()
if(!.)
return
var/mob/living/carbon/carbon_owner = owner
carbon_owner.check_self_for_injuries()