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Nerfs to defibrillators, changes to heart damage & bloodloss (#4137)
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# About the pull request

Changes heart damage from three conditions to more of a smooth slider
Makes successful defibs guaranteed to deal heart damage, with a range of
damage

# Explain why it's good for the game

Makes death more punishing while also meaning a minor amount of heart
damage is less important

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

I really didn't test this

</details>


# Changelog

:cl:
balance: Defibrillators are guaranteed to deal heart damage on
successful revives
balance: Blood volume now scales with heart damage rather than being a
hardcoded multiplier
balance: Blood volume oxyloss now scales rather than being a hardcoded
loss amount
/:cl:
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BeagleGaming1 authored Aug 11, 2023
1 parent 76529f8 commit 589a1a6
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Showing 3 changed files with 37 additions and 25 deletions.
18 changes: 14 additions & 4 deletions code/game/objects/items/devices/defibrillator.dm
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,10 @@
w_class = SIZE_MEDIUM

var/blocked_by_suit = TRUE
var/heart_damage_to_deal = 5
/// Min damage defib deals to victims' heart
var/min_heart_damage_dealt = 3
/// Max damage defib deals to victims' heart
var/max_heart_damage_dealt = 5
var/ready = 0
var/damage_heal_threshold = 12 //This is the maximum non-oxy damage the defibrillator will heal to get a patient above -100, in all categories
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread
Expand Down Expand Up @@ -191,8 +194,11 @@
shock_cooldown = world.time + 10 //1 second cooldown before you can shock again

var/datum/internal_organ/heart/heart = H.internal_organs_by_name["heart"]
/// Has the defib already caused the chance of heart damage, to not potentially double up later
var/heart_already_damaged = FALSE
if(heart && prob(25))
heart.take_damage(heart_damage_to_deal, TRUE) //Allow the defibrillator to possibly worsen heart damage. Still rare enough to just be the "clone damage" of the defib
heart.take_damage(rand(min_heart_damage_dealt, max_heart_damage_dealt), TRUE) // Make death and revival leave lasting consequences
heart_already_damaged = TRUE

if(!H.is_revivable())
playsound(get_turf(src), 'sound/items/defib_failed.ogg', 25, 0)
Expand Down Expand Up @@ -230,6 +236,9 @@
user.track_life_saved(user.job)
user.life_revives_total++
H.handle_revive()
if(heart && !heart_already_damaged)
heart.take_damage(rand(min_heart_damage_dealt, max_heart_damage_dealt), TRUE) // Make death and revival leave lasting consequences

to_chat(H, SPAN_NOTICE("You suddenly feel a spark and your consciousness returns, dragging you back to the mortal plane."))
if(H.client?.prefs.toggles_flashing & FLASH_CORPSEREVIVE)
window_flash(H.client)
Expand All @@ -239,13 +248,14 @@

/obj/item/device/defibrillator/compact_adv
name = "advanced compact defibrillator"
desc = "An advanced compact defibrillator that trades capacity for strong immediate power. Ignores armor and heals strongly and quickly, at the cost of very low charge."
desc = "An advanced compact defibrillator that trades capacity for strong immediate power. Ignores armor and heals strongly and quickly, at the cost of very low charge. It does not damage the heart."
icon = 'icons/obj/items/experimental_tools.dmi'
icon_state = "compact_defib"
item_state = "defib"
w_class = SIZE_MEDIUM
blocked_by_suit = FALSE
heart_damage_to_deal = 0
min_heart_damage_dealt = 0
max_heart_damage_dealt = 0
damage_heal_threshold = 40
charge_cost = 198

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5 changes: 3 additions & 2 deletions code/modules/cm_tech/implements/medical_czsp.dm
Original file line number Diff line number Diff line change
Expand Up @@ -83,10 +83,11 @@
/obj/item/device/defibrillator/upgraded
name = "upgraded emergency defibrillator"
icon_state = "adv_defib"
desc = "An advanced rechargeable defibrillator using induction to deliver shocks through metallic objects, such as armor, and does so with much greater efficiency than the standard variant."
desc = "An advanced rechargeable defibrillator using induction to deliver shocks through metallic objects, such as armor, and does so with much greater efficiency than the standard variant, not damaging the heart."

blocked_by_suit = FALSE
heart_damage_to_deal = 0
min_heart_damage_dealt = 0
max_heart_damage_dealt = 0
damage_heal_threshold = 35

/obj/item/ammo_magazine/internal/pillgun
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39 changes: 20 additions & 19 deletions code/modules/mob/living/blood.dm
Original file line number Diff line number Diff line change
Expand Up @@ -29,35 +29,43 @@
b_volume = 0
else if(chem_effect_flags & CHEM_EFFECT_ORGAN_STASIS)
b_volume *= 1
else if(heart.damage > 1 && heart.damage < heart.min_bruised_damage)
b_volume *= 0.8
else if(heart.damage >= heart.min_bruised_damage && heart.damage < heart.min_broken_damage)
b_volume *= 0.6
else if(heart.damage >= heart.min_broken_damage && heart.damage < INFINITY)
b_volume *= 0.3
else if(heart.damage >= heart.organ_status >= ORGAN_BRUISED)
b_volume *= Clamp(100 - (2 * heart.damage), 30, 100) / 100

//Effects of bloodloss
if(b_volume <= BLOOD_VOLUME_SAFE)
/// The blood volume turned into a %, with BLOOD_VOLUME_NORMAL being 100%
var/blood_percentage = b_volume / (BLOOD_VOLUME_NORMAL / 100)
/// How much oxyloss will there be from the next time blood processes
var/additional_oxyloss = (100 - blood_percentage) / 5
/// The limit of the oxyloss gained, ignoring oxyloss from the switch statement
var/maximum_oxyloss = Clamp((100 - blood_percentage) / 2, oxyloss, 100)
if(oxyloss < maximum_oxyloss)
oxyloss += max(additional_oxyloss, 0)

//Bloodloss effects on nutrition
if(nutrition >= 300)
nutrition -= 10
else if(nutrition >= 200)
nutrition -= 3

switch(b_volume)
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(prob(1))
var/word = pick("dizzy","woozy","faint")
to_chat(src, SPAN_DANGER("You feel [word]."))
if(oxyloss < 20)
oxyloss += 3
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
if(eye_blurry < 50)
AdjustEyeBlur(6)
if(oxyloss < 50)
oxyloss += 10
oxyloss += 2
oxyloss += 3
if(prob(15))
apply_effect(rand(1,3), PARALYZE)
var/word = pick("dizzy","woozy","faint")
to_chat(src, SPAN_DANGER("You feel very [word]."))
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
if(eye_blurry < 50)
AdjustEyeBlur(6)
oxyloss += 5
oxyloss += 8
toxloss += 3
if(prob(15))
apply_effect(rand(1,3), PARALYZE)
Expand All @@ -66,13 +74,6 @@
if(0 to BLOOD_VOLUME_SURVIVE)
death(create_cause_data("blood loss"))

// Without enough blood you slowly go hungry.
if(blood_volume < BLOOD_VOLUME_SAFE)
if(nutrition >= 300)
nutrition -= 10
else if(nutrition >= 200)
nutrition -= 3

// Xeno blood regeneration
/mob/living/carbon/xenomorph/handle_blood()
if(stat != DEAD) //Only living xenos regenerate blood
Expand Down

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