Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into organ

Conflicts:
	html/changelog.html
This commit is contained in:
Chinsky
2013-06-01 18:48:09 +04:00
26 changed files with 443 additions and 225 deletions

View File

@@ -89,6 +89,6 @@ Bonus
if(brute_dam < 50)
M.adjustBruteLoss(3)
var/turf/pos = get_turf(M)
var/turf/simulated/pos = get_turf(M)
pos.add_blood_floor(M)
playsound(pos, 'sound/effects/splat.ogg', 50, 1)

View File

@@ -420,6 +420,7 @@ its easier to just keep the beam vertical.
//returns 1 if made bloody, returns 0 otherwise
/atom/proc/add_blood(mob/living/carbon/human/M as mob)
.=1
if (!( istype(M, /mob/living/carbon/human) ))
return 0
if (!istype(M.dna, /datum/dna))
@@ -431,55 +432,6 @@ its easier to just keep the beam vertical.
if(!blood_DNA || !istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
blood_DNA = list()
//adding blood to items
if (istype(src, /obj/item)&&!istype(src, /obj/item/weapon/melee/energy))//Only regular items. Energy melee weapon are not affected.
var/obj/item/O = src
//if we haven't made our blood_overlay already
if( !O.blood_overlay )
var/icon/I = new /icon(O.icon, O.icon_state)
I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD) //fills the icon_state with white (except where it's transparent)
I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
for(var/obj/item/A in world)
if(A.type == O.type && !A.blood_overlay)
A.blood_overlay = I
//apply the blood-splatter overlay if it isn't already in there
if(!blood_DNA.len)
O.overlays += O.blood_overlay
//if this blood isn't already in the list, add it
if(blood_DNA[M.dna.unique_enzymes])
return 0 //already bloodied with this blood. Cannot add more.
blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
return 1 //we applied blood to the item
//adding blood to turfs
else if (istype(src, /turf/simulated))
var/turf/simulated/T = src
//get one blood decal and infect it with virus from M.viruses
for(var/obj/effect/decal/cleanable/blood/B in T.contents)
if(!B.blood_DNA[M.dna.unique_enzymes])
B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
/*for(var/datum/disease/D in M.viruses)
var/datum/disease/newDisease = D.Copy(1)
B.viruses += newDisease
newDisease.holder = B*/
return 1 //we bloodied the floor
//if there isn't a blood decal already, make one.
var/obj/effect/decal/cleanable/blood/newblood = new /obj/effect/decal/cleanable/blood(T)
newblood.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
/*for(var/datum/disease/D in M.viruses)
var/datum/disease/newDisease = D.Copy(1)
newblood.viruses += newDisease
newDisease.holder = newblood*/
return 1 //we bloodied the floor
//adding blood to humans
else if (istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
@@ -499,37 +451,6 @@ its easier to just keep the beam vertical.
if(toxvomit)
this.icon_state = "vomittox_[pick(1,4)]"
/*for(var/datum/disease/D in M.viruses)
var/datum/disease/newDisease = D.Copy(1)
this.viruses += newDisease
newDisease.holder = this*/
// Only adds blood on the floor -- Skie
/atom/proc/add_blood_floor(mob/living/carbon/M as mob)
if( istype(M, /mob/living/carbon/monkey) || istype(M, /mob/living/carbon/human))
if( istype(src, /turf/simulated) )
var/turf/simulated/source1 = src
var/obj/effect/decal/cleanable/blood/this = new /obj/effect/decal/cleanable/blood(source1)
this.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
/*for(var/datum/disease/D in M.viruses)
var/datum/disease/newDisease = D.Copy(1)
this.viruses += newDisease
newDisease.holder = this*/
else if( istype(M, /mob/living/carbon/alien ))
if( istype(src, /turf/simulated) )
var/turf/simulated/source2 = src
var/obj/effect/decal/cleanable/xenoblood/this = new /obj/effect/decal/cleanable/xenoblood(source2)
this.blood_DNA["UNKNOWN BLOOD"] = "X*"
/*for(var/datum/disease/D in M.viruses)
var/datum/disease/newDisease = D.Copy(1)
this.viruses += newDisease
newDisease.holder = this*/
else if( istype(M, /mob/living/silicon/robot ))
if( istype(src, /turf/simulated) )
var/turf/simulated/source2 = src
new /obj/effect/decal/cleanable/oil(source2)
/atom/proc/clean_blood()
src.germ_level = 0

View File

@@ -1,3 +1,4 @@
#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
@@ -11,6 +12,7 @@
var/list/viruses = list()
blood_DNA = list()
var/datum/disease2/disease/virus2 = null
var/amount = 5
/obj/effect/decal/cleanable/blood/Del()
for(var/datum/disease/D in viruses)
@@ -25,16 +27,69 @@
if(src.loc && isturf(src.loc))
for(var/obj/effect/decal/cleanable/blood/B in src.loc)
if(B != src)
if (B.blood_DNA)
blood_DNA |= B.blood_DNA.Copy()
del(B)
spawn(DRYING_TIME * (amount+1))
dry()
/obj/effect/decal/cleanable/blood/HasEntered(mob/living/carbon/human/perp)
if (!istype(perp))
return
if(amount < 1)
return
if(perp.shoes)
perp.shoes:track_blood = max(amount,perp.shoes:track_blood) //Adding blood to shoes
if(!perp.shoes.blood_overlay)
perp.shoes.generate_blood_overlay()
if(!perp.shoes.blood_DNA)
perp.shoes.blood_DNA = list()
perp.shoes.overlays += perp.shoes.blood_overlay
perp.update_inv_shoes(1)
perp.shoes.blood_DNA |= blood_DNA.Copy()
else
perp.track_blood = max(amount,perp.track_blood) //Or feet
if(!perp.feet_blood_DNA)
perp.feet_blood_DNA = list()
perp.feet_blood_DNA |= blood_DNA.Copy()
amount--
/obj/effect/decal/cleanable/blood/proc/dry()
name = "dried [src]"
desc = "It's dark red and crusty. Someone is not doing their job."
var/icon/I = icon(icon,icon_state)
I.SetIntensity(0.7)
icon = I
amount = 0
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
amount = 2
/obj/effect/decal/cleanable/blood/footprints
name = "bloody footprints"
desc = "Whoops..."
icon='icons/effects/footprints.dmi'
icon_state = "blood1"
amount = 0
random_icon_states = null
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
desc = "They look like tracks left by wheels."
gender = PLURAL
random_icon_states = null
amount = 0
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
gender = PLURAL
icon = 'drip.dmi'
icon_state = "1"
amount = 0
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
@@ -89,4 +144,4 @@
icon = 'blood.dmi'
icon_state = "mucus"
random_icon_states = list("mucus")
var/datum/disease2/disease/virus2 = null
var/datum/disease2/disease/virus2 = null

View File

@@ -338,8 +338,8 @@
M.take_organ_damage(power)
if (prob(33)) // Added blood for whacking non-humans too
var/turf/location = M.loc
if (istype(location, /turf/simulated))
var/turf/simulated/location = M.loc
if (istype(location))
location.add_blood_floor(M)
if("fire")
if (!(COLD_RESISTANCE in M.mutations))
@@ -700,3 +700,39 @@
if(istype(src, /obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = src
G.transfer_blood = 0
/obj/item/add_blood(mob/living/carbon/human/M as mob)
if (!..())
return 0
if(istype(src, /obj/item/weapon/melee/energy))
return
//if we haven't made our blood_overlay already
if( !blood_overlay )
generate_blood_overlay()
//apply the blood-splatter overlay if it isn't already in there
if(!blood_DNA.len)
overlays += blood_overlay
//if this blood isn't already in the list, add it
if(blood_DNA[M.dna.unique_enzymes])
return 0 //already bloodied with this blood. Cannot add more.
blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
return 1 //we applied blood to the item
/obj/item/proc/generate_blood_overlay()
if(blood_overlay)
return
var/icon/I = new /icon(icon, icon_state)
I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD) //fills the icon_state with white (except where it's transparent)
I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
for(var/obj/item/A in world)
if(A.type == type && !A.blood_overlay)
A.blood_overlay = I

View File

@@ -0,0 +1,21 @@
/obj/item/device/hailer
name = "hailer"
desc = "Used by obese officers to save their breath for running."
icon_state = "voice0"
item_state = "flashbang" //looks exactly like a flash (and nothing like a flashbang)
w_class = 1.0
flags = FPRINT | TABLEPASS| CONDUCT
var/spamcheck = 0
/obj/item/device/hailer/attack_self(mob/living/carbon/user as mob)
if (spamcheck)
return
playsound(get_turf(src), 'sound/voice/halt.ogg', 100, 1, vary = 0)
user.visible_message("<span class='warning'>[user]'s [name] rasps, \"Halt! Security!\"</span>")
spamcheck = 1
spawn(20)
spamcheck = 0

View File

@@ -186,6 +186,7 @@
new /obj/item/weapon/gun/energy/taser(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/taperoll/police(src)
new /obj/item/device/hailer
return

View File

@@ -34,6 +34,31 @@
else
playsound(src, "clownstep", 20, 1)
var/list/bloodDNA = null
if(H.shoes)
var/obj/item/clothing/shoes/S = H.shoes
if(S.track_blood && S.blood_DNA)
bloodDNA = S.blood_DNA
S.track_blood--
else
if(H.track_blood && H.feet_blood_DNA)
bloodDNA = H.feet_blood_DNA
H.track_blood--
if (bloodDNA)
var/obj/effect/decal/cleanable/blood/footprints/here = new(src)
here.icon_state = "blood1"
here.dir = H.dir
here.blood_DNA |= bloodDNA.Copy()
var/turf/simulated/from = get_step(H,reverse_direction(H.dir))
if(from)
var/obj/effect/decal/cleanable/blood/footprints/there = new(from)
there.icon_state = "blood2"
there.dir = H.dir
there.blood_DNA |= bloodDNA.Copy()
bloodDNA = null
switch (src.wet)
if(1)
if(istype(M, /mob/living/carbon/human)) // Added check since monkeys don't have shoes
@@ -72,4 +97,33 @@
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
M.Weaken(10)
..()
..()
//returns 1 if made bloody, returns 0 otherwise
/turf/simulated/add_blood(mob/living/carbon/human/M as mob)
if (!..())
return 0
for(var/obj/effect/decal/cleanable/blood/B in contents)
if(!B.blood_DNA[M.dna.unique_enzymes])
B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
return 1 //we bloodied the floor
//if there isn't a blood decal already, make one.
var/obj/effect/decal/cleanable/blood/newblood = new /obj/effect/decal/cleanable/blood(src)
newblood.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
return 1 //we bloodied the floor
// Only adds blood on the floor -- Skie
/turf/simulated/proc/add_blood_floor(mob/living/carbon/M as mob)
if( istype(M, /mob/living/carbon/monkey) || istype(M, /mob/living/carbon/human))
var/obj/effect/decal/cleanable/blood/this = new /obj/effect/decal/cleanable/blood(src)
this.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
else if( istype(M, /mob/living/carbon/alien ))
var/obj/effect/decal/cleanable/xenoblood/this = new /obj/effect/decal/cleanable/xenoblood(src)
this.blood_DNA["UNKNOWN BLOOD"] = "X*"
else if( istype(M, /mob/living/silicon/robot ))
new /obj/effect/decal/cleanable/oil(src)

View File

@@ -1,33 +1,16 @@
/mob
var/bloody_hands = 0
var/mob/living/carbon/human/bloody_hands_mob
var/track_blood
var/mob/living/carbon/human/track_blood_mob
var/track_blood = 0
var/list/feet_blood_DNA
var/track_blood_type
/obj/item/clothing/gloves
var/transfer_blood = 0
var/mob/living/carbon/human/bloody_hands_mob
proc/blood_incompatible(donor,receiver)
if(!donor || !receiver) return 0
var
donor_antigen = copytext(donor,1,lentext(donor))
receiver_antigen = copytext(receiver,1,lentext(receiver))
donor_rh = (findtext(donor,"+")>0)
receiver_rh = (findtext(receiver,"+")>0)
if(donor_rh && !receiver_rh) return 1
switch(receiver_antigen)
if("A")
if(donor_antigen != "A" && donor_antigen != "O") return 1
if("B")
if(donor_antigen != "B" && donor_antigen != "O") return 1
if("O")
if(donor_antigen != "O") return 1
//AB is a universal receiver.
return 0
/obj/item/clothing/shoes/
var/track_blood = 0
/obj/item/weapon/reagent_containers/glass/rag
name = "damp rag"

View File

@@ -1084,4 +1084,21 @@
if (germs == 2500)
world << "Reached stage 3 in [ticks] ticks"
world << "Mob took [tdamage] tox damage"
*/
*/
//returns 1 if made bloody, returns 0 otherwise
/mob/living/carbon/human/add_blood(mob/living/carbon/human/M as mob)
if (!..())
return 0
//if this blood isn't already in the list, add it
if(blood_DNA[M.dna.unique_enzymes])
return 0 //already bloodied with this blood. Cannot add more.
blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
src.update_inv_gloves() //handles bloody hands overlays and updating
return 1 //we applied blood to the item
/mob/living/carbon/human/clean_blood()
.=..()
if(istype(feet_blood_DNA, /list) && feet_blood_DNA.len)
del(feet_blood_DNA)
return 1

View File

@@ -198,6 +198,15 @@
m_type = 2
else
src << "You are not THE LAW, pal."
if("halt")
if (istype(module,/obj/item/weapon/robot_module/security))
message = "<B>[src]</B>'s speakers skreech, \"Halt! Security!\"."
playsound(src.loc, 'sound/voice/halt.ogg', 50, 0)
m_type = 2
else
src << "You are not security."
else
src << text("Invalid Emote: []", act)
if ((message && src.stat == 0))

View File

@@ -218,4 +218,22 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
for(var/datum/reagent/blood/D in container.reagent_list)
if(D.data["donor"] == src)
return D
return res
return res
proc/blood_incompatible(donor,receiver)
if(!donor || !receiver) return 0
var
donor_antigen = copytext(donor,1,lentext(donor))
receiver_antigen = copytext(receiver,1,lentext(receiver))
donor_rh = (findtext(donor,"+")>0)
receiver_rh = (findtext(receiver,"+")>0)
if(donor_rh && !receiver_rh) return 1
switch(receiver_antigen)
if("A")
if(donor_antigen != "A" && donor_antigen != "O") return 1
if("B")
if(donor_antigen != "B" && donor_antigen != "O") return 1
if("O")
if(donor_antigen != "O") return 1
//AB is a universal receiver.
return 0

View File

@@ -1328,13 +1328,3 @@
dirs = alldirs.Copy()
src.streak(dirs)
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'drip.dmi'
icon_state = "1"

View File

@@ -18,8 +18,11 @@
return 1
/datum/surgery_step/appendectomy/cut_appendix
required_tool = /obj/item/weapon/scalpel
allowed_tools = list(/obj/item/weapon/shard, /obj/item/weapon/kitchenknife)
allowed_tools = list(
/obj/item/weapon/scalpel = 100, \
/obj/item/weapon/kitchenknife = 75, \
/obj/item/weapon/shard = 50, \
)
min_duration = 70
max_duration = 90
@@ -45,8 +48,11 @@
groin.createwound(CUT, 50, 1)
/datum/surgery_step/appendectomy/remove_appendix
required_tool = /obj/item/weapon/hemostat
allowed_tools = list(/obj/item/weapon/wirecutters)
allowed_tools = list(
/obj/item/weapon/hemostat = 100, \
/obj/item/weapon/wirecutters = 75, \
/obj/item/weapon/kitchen/utensil/fork = 20
)
min_duration = 60
max_duration = 80

View File

@@ -4,9 +4,10 @@
//////////////////////////////////////////////////////////////////
/datum/surgery_step/glue_bone
priority = 2
required_tool = /obj/item/weapon/bonegel
allowed_tools = list(/obj/item/weapon/screwdriver)
allowed_tools = list(
/obj/item/weapon/bonegel = 100, \
/obj/item/weapon/screwdriver = 75
)
can_infect = 1
blood_level = 1
@@ -37,8 +38,10 @@
"\red Your hand slips, smearing [tool] in the incision in [target]'s [affected.display_name]!")
/datum/surgery_step/set_bone
required_tool = /obj/item/weapon/bonesetter
allowed_tools = list(/obj/item/weapon/wrench)
allowed_tools = list(
/obj/item/weapon/bonesetter = 100, \
/obj/item/weapon/wrench = 75 \
)
min_duration = 60
max_duration = 70
@@ -72,8 +75,10 @@
affected.createwound(BRUISE, 5)
/datum/surgery_step/mend_skull
required_tool = /obj/item/weapon/bonesetter
allowed_tools = list(/obj/item/weapon/wrench)
allowed_tools = list(
/obj/item/weapon/bonesetter = 100, \
/obj/item/weapon/wrench = 75 \
)
min_duration = 60
max_duration = 70
@@ -102,8 +107,10 @@
h.disfigured = 1
/datum/surgery_step/finish_bone
required_tool = /obj/item/weapon/bonegel
allowed_tools = list(/obj/item/weapon/screwdriver)
allowed_tools = list(
/obj/item/weapon/bonegel = 100, \
/obj/item/weapon/screwdriver = 75
)
can_infect = 1
blood_level = 1

View File

@@ -10,7 +10,10 @@
return target_zone == "head" && hasorgans(target)
/datum/surgery_step/brain/saw_skull
required_tool = /obj/item/weapon/circular_saw
allowed_tools = list(
/obj/item/weapon/circular_saw = 100, \
/obj/item/weapon/hatchet = 75
)
min_duration = 50
max_duration = 70
@@ -31,11 +34,14 @@
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\red [user]'s hand slips, cracking [target]'s skull with \the [tool]!" , \
"\red Your hand slips, cracking [target]'s skull with \the [tool]!" )
target.apply_damage(10, BRUTE, "head")
target.apply_damage(max(10, tool.force), BRUTE, "head")
/datum/surgery_step/brain/cut_brain
required_tool = /obj/item/weapon/scalpel
allowed_tools = list(/obj/item/weapon/shard, /obj/item/weapon/kitchenknife)
allowed_tools = list(
/obj/item/weapon/scalpel = 100, \
/obj/item/weapon/kitchenknife = 75, \
/obj/item/weapon/shard = 50, \
)
min_duration = 80
max_duration = 100
@@ -59,7 +65,10 @@
target.apply_damage(50, BRUTE, "head", 1)
/datum/surgery_step/brain/saw_spine
required_tool = /obj/item/weapon/circular_saw
allowed_tools = list(
/obj/item/weapon/circular_saw = 100, \
/obj/item/weapon/hatchet = 75
)
min_duration = 50
max_duration = 70
@@ -103,8 +112,11 @@
//////////////////////////////////////////////////////////////////
/datum/surgery_step/brain/bone_chips
required_tool = /obj/item/weapon/hemostat
allowed_tools = list(/obj/item/weapon/wirecutters, /obj/item/weapon/kitchen/utensil/fork)
allowed_tools = list(
/obj/item/weapon/hemostat = 100, \
/obj/item/weapon/wirecutters = 75, \
/obj/item/weapon/kitchen/utensil/fork = 20
)
min_duration = 80
max_duration = 100
@@ -129,8 +141,10 @@
target.apply_damage(30, BRUTE, "head", 1)
/datum/surgery_step/brain/hematoma
required_tool = /obj/item/weapon/FixOVein
allowed_tools = list(/obj/item/weapon/cable_coil)
allowed_tools = list(
/obj/item/weapon/FixOVein , \
/obj/item/weapon/cable_coil
)
min_duration = 90
max_duration = 110
@@ -165,8 +179,11 @@
return istype(target, /mob/living/carbon/slime/) && target.stat == 2
/datum/surgery_step/slime/cut_flesh
required_tool = /obj/item/weapon/scalpel
allowed_tools = list(/obj/item/weapon/shard, /obj/item/weapon/kitchenknife)
allowed_tools = list(
/obj/item/weapon/scalpel = 100, \
/obj/item/weapon/kitchenknife = 75, \
/obj/item/weapon/shard = 50, \
)
min_duration = 30
max_duration = 50
@@ -188,8 +205,11 @@
"\red Your hand slips, tearing [target]'s flesh with \the [tool]!")
/datum/surgery_step/slime/cut_innards
required_tool = /obj/item/weapon/scalpel
allowed_tools = list(/obj/item/weapon/shard, /obj/item/weapon/kitchenknife)
allowed_tools = list(
/obj/item/weapon/scalpel = 100, \
/obj/item/weapon/kitchenknife = 75, \
/obj/item/weapon/shard = 50, \
)
min_duration = 30
max_duration = 50
@@ -211,7 +231,10 @@
"\red Your hand slips, tearing [target]'s innards with \the [tool]!")
/datum/surgery_step/slime/saw_core
required_tool = /obj/item/weapon/circular_saw
allowed_tools = list(
/obj/item/weapon/circular_saw = 100, \
/obj/item/weapon/hatchet = 75
)
min_duration = 50
max_duration = 70

View File

@@ -15,8 +15,11 @@
return target_zone == "eyes"
/datum/surgery_step/eye/cut_open
required_tool = /obj/item/weapon/scalpel
allowed_tools = list(/obj/item/weapon/shard, /obj/item/weapon/kitchenknife)
allowed_tools = list(
/obj/item/weapon/scalpel = 100, \
/obj/item/weapon/kitchenknife = 75, \
/obj/item/weapon/shard = 50, \
)
min_duration = 90
max_duration = 110
@@ -41,8 +44,10 @@
affected.createwound(CUT, 10)
/datum/surgery_step/eye/lift_eyes
required_tool = /obj/item/weapon/retractor
allowed_tools = list(/obj/item/weapon/kitchen/utensil/fork)
allowed_tools = list(
/obj/item/weapon/retractor = 100, \
/obj/item/weapon/kitchen/utensil/fork = 50
)
min_duration = 30
max_duration = 40
@@ -67,8 +72,11 @@
target.apply_damage(10, BRUTE, affected)
/datum/surgery_step/eye/mend_eyes
required_tool = /obj/item/weapon/hemostat
allowed_tools = list(/obj/item/weapon/cable_coil, /obj/item/device/assembly/mousetrap)
allowed_tools = list(
/obj/item/weapon/hemostat = 100, \
/obj/item/weapon/cable_coil = 75, \
/obj/item/device/assembly/mousetrap = 10 //I don't know. Don't ask me. But I'm leaving it because hilarity.
)
min_duration = 80
max_duration = 100
@@ -93,8 +101,12 @@
target.apply_damage(10, BRUTE, affected)
/datum/surgery_step/eye/cauterize
required_tool = /obj/item/weapon/cautery
allowed_tools = list(/obj/item/weapon/weldingtool, /obj/item/clothing/mask/cigarette, /obj/item/weapon/lighter)
allowed_tools = list(
/obj/item/weapon/cautery = 100, \
/obj/item/clothing/mask/cigarette = 75, \
/obj/item/weapon/lighter = 50, \
/obj/item/weapon/weldingtool = 25
)
min_duration = 70
max_duration = 100

View File

@@ -15,8 +15,11 @@
return target_zone == "mouth"
/datum/surgery_step/generic/cut_face
required_tool = /obj/item/weapon/scalpel
allowed_tools = list(/obj/item/weapon/shard, /obj/item/weapon/kitchenknife)
allowed_tools = list(
/obj/item/weapon/scalpel = 100, \
/obj/item/weapon/kitchenknife = 75, \
/obj/item/weapon/shard = 50, \
)
min_duration = 90
max_duration = 110
@@ -42,8 +45,11 @@
target.losebreath += 10
/datum/surgery_step/face/mend_vocal
required_tool = /obj/item/weapon/hemostat
allowed_tools = list(/obj/item/weapon/cable_coil, /obj/item/device/assembly/mousetrap)
allowed_tools = list(
/obj/item/weapon/hemostat = 100, \
/obj/item/weapon/cable_coil = 75, \
/obj/item/device/assembly/mousetrap = 10 //I don't know. Don't ask me. But I'm leaving it because hilarity.
)
min_duration = 70
max_duration = 90
@@ -67,8 +73,10 @@
target.losebreath += 10
/datum/surgery_step/face/fix_face
required_tool = /obj/item/weapon/retractor
allowed_tools = list(/obj/item/weapon/kitchen/utensil/fork)
allowed_tools = list(
/obj/item/weapon/retractor = 100, \
/obj/item/weapon/crowbar = 55, \
/obj/item/weapon/kitchen/utensil/fork = 75)
min_duration = 80
max_duration = 100
@@ -93,8 +101,12 @@
target.apply_damage(10, BRUTE, affected)
/datum/surgery_step/face/cauterize
required_tool = /obj/item/weapon/cautery
allowed_tools = list(/obj/item/weapon/weldingtool, /obj/item/clothing/mask/cigarette, /obj/item/weapon/lighter)
allowed_tools = list(
/obj/item/weapon/cautery = 100, \
/obj/item/clothing/mask/cigarette = 75, \
/obj/item/weapon/lighter = 50, \
/obj/item/weapon/weldingtool = 25
)
min_duration = 70
max_duration = 100

View File

@@ -20,8 +20,11 @@
return 1
/datum/surgery_step/generic/cut_open
required_tool = /obj/item/weapon/scalpel
allowed_tools = list(/obj/item/weapon/shard, /obj/item/weapon/kitchenknife)
allowed_tools = list(
/obj/item/weapon/scalpel = 100, \
/obj/item/weapon/kitchenknife = 75, \
/obj/item/weapon/shard = 50, \
)
min_duration = 90
max_duration = 110
@@ -42,6 +45,7 @@
user.visible_message("\blue [user] has made an incision on [target]'s [affected.display_name] with \the [tool].", \
"\blue You have made an incision on [target]'s [affected.display_name] with \the [tool].",)
affected.open = 1
affected.status |= ORGAN_BLEEDING
affected.createwound(CUT, 1)
if (target_zone == "head")
target.brain_op_stage = 1
@@ -53,8 +57,11 @@
affected.createwound(CUT, 10)
/datum/surgery_step/generic/clamp_bleeders
required_tool = /obj/item/weapon/hemostat
allowed_tools = list(/obj/item/weapon/cable_coil, /obj/item/device/assembly/mousetrap)
allowed_tools = list(
/obj/item/weapon/hemostat = 100, \
/obj/item/weapon/cable_coil = 75, \
/obj/item/device/assembly/mousetrap = 20
)
min_duration = 40
max_duration = 60
@@ -84,8 +91,11 @@
affected.createwound(CUT, 10)
/datum/surgery_step/generic/retract_skin
required_tool = /obj/item/weapon/retractor
allowed_tools = list(/obj/item/weapon/crowbar,/obj/item/weapon/kitchen/utensil/fork)
allowed_tools = list(
/obj/item/weapon/retractor = 100, \
/obj/item/weapon/crowbar = 75, \
/obj/item/weapon/kitchen/utensil/fork = 50
)
min_duration = 30
max_duration = 40
@@ -135,8 +145,12 @@
target.apply_damage(12, BRUTE, affected)
/datum/surgery_step/generic/cauterize
required_tool = /obj/item/weapon/cautery
allowed_tools = list(/obj/item/weapon/weldingtool, /obj/item/clothing/mask/cigarette, /obj/item/weapon/lighter)
allowed_tools = list(
/obj/item/weapon/cautery = 100, \
/obj/item/clothing/mask/cigarette = 75, \
/obj/item/weapon/lighter = 50, \
/obj/item/weapon/weldingtool = 25
)
min_duration = 70
max_duration = 100
@@ -167,7 +181,10 @@
target.apply_damage(3, BURN, affected)
/datum/surgery_step/generic/cut_limb
required_tool = /obj/item/weapon/circular_saw
allowed_tools = list(
/obj/item/weapon/circular_saw = 100, \
/obj/item/weapon/hatchet = 75
)
min_duration = 110
max_duration = 160

View File

@@ -31,8 +31,11 @@
return ""
/datum/surgery_step/cavity/make_space
required_tool = /obj/item/weapon/surgicaldrill
allowed_tools = list(/obj/item/weapon/pen,/obj/item/stack/rods)
allowed_tools = list(
/obj/item/weapon/surgicaldrill = 100, \
/obj/item/weapon/pen = 75, \
/obj/item/stack/rods = 50
)
min_duration = 60
max_duration = 80
@@ -62,8 +65,12 @@
/datum/surgery_step/cavity/close_space
priority = 2
required_tool = /obj/item/weapon/cautery
allowed_tools = list(/obj/item/weapon/weldingtool, /obj/item/clothing/mask/cigarette, /obj/item/weapon/lighter)
allowed_tools = list(
/obj/item/weapon/cautery = 100, \
/obj/item/clothing/mask/cigarette = 75, \
/obj/item/weapon/lighter = 50, \
/obj/item/weapon/weldingtool = 25
)
min_duration = 60
max_duration = 80
@@ -93,7 +100,7 @@
/datum/surgery_step/cavity/place_item
priority = 0
required_tool = /obj/item
allowed_tools = list(/obj/item = 100)
min_duration = 80
max_duration = 100
@@ -136,8 +143,11 @@
//////////////////////////////////////////////////////////////////
/datum/surgery_step/cavity/implant_removal
required_tool = /obj/item/weapon/hemostat
allowed_tools = list(/obj/item/weapon/wirecutters, /obj/item/weapon/kitchen/utensil/fork)
allowed_tools = list(
/obj/item/weapon/hemostat = 100, \
/obj/item/weapon/wirecutters = 75, \
/obj/item/weapon/kitchen/utensil/fork = 20
)
min_duration = 80
max_duration = 100
@@ -159,8 +169,6 @@
find_prob +=60
else
find_prob +=40
if (isright(tool))
find_prob +=20
if (prob(find_prob))
user.visible_message("\blue [user] takes something out of incision on [target]'s [affected.display_name] with \the [tool].", \
"\blue You take something out of incision on [target]'s [affected.display_name]s with \the [tool]." )
@@ -189,8 +197,7 @@
affected.createwound(CUT, 20)
if (affected.implants.len)
var/fail_prob = 10
if (!isright(tool))
fail_prob += 30
fail_prob += 100 - tool_quality(tool)
if (prob(fail_prob))
var/obj/item/weapon/implant/imp = affected.implants[1]
user.visible_message("\red Something beeps inside [target]'s [affected.display_name]!")

View File

@@ -6,8 +6,10 @@
/datum/surgery_step/fix_vein
priority = 2
required_tool = /obj/item/weapon/FixOVein
allowed_tools = list(/obj/item/weapon/cable_coil)
allowed_tools = list(
/obj/item/weapon/circular_saw = 100, \
/obj/item/weapon/hatchet = 75
)
can_infect = 1
blood_level = 1

View File

@@ -10,7 +10,10 @@
return target_zone == "chest"
/datum/surgery_step/ribcage/saw_ribcage
required_tool = /obj/item/weapon/circular_saw
allowed_tools = list(
/obj/item/weapon/circular_saw = 100, \
/obj/item/weapon/hatchet = 75
)
min_duration = 50
max_duration = 70
@@ -41,8 +44,11 @@
/datum/surgery_step/ribcage/retract_ribcage
required_tool = /obj/item/weapon/retractor
allowed_tools = list(/obj/item/weapon/crowbar)
allowed_tools = list(
/obj/item/weapon/retractor = 100, \
/obj/item/weapon/crowbar = 75, \
/obj/item/weapon/kitchen/utensil/fork = 20
)
min_duration = 30
max_duration = 40
@@ -77,8 +83,12 @@
affected.fracture()
/datum/surgery_step/ribcage/close_ribcage
required_tool = /obj/item/weapon/retractor
allowed_tools = list(/obj/item/weapon/crowbar)
allowed_tools = list(
/obj/item/weapon/retractor = 100, \
/obj/item/weapon/crowbar = 75, \
/obj/item/weapon/kitchen/utensil/fork = 20
)
min_duration = 20
max_duration = 40
@@ -112,7 +122,10 @@
target.rupture_lung()
/datum/surgery_step/ribcage/mend_ribcage
required_tool = /obj/item/weapon/bonegel
allowed_tools = list(
/obj/item/weapon/bonegel = 100, \
/obj/item/weapon/screwdriver = 75
)
min_duration = 20
max_duration = 40
@@ -127,7 +140,6 @@
target.custom_pain("Something hurts horribly in your chest!",1)
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/msg = "\blue [user] applied \the [tool] to [target]'s ribcage."
var/self_msg = "\blue You applied \the [tool] to [target]'s ribcage."
@@ -139,7 +151,11 @@
// ALIEN EMBRYO SURGERY //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/ribcage/remove_embryo
required_tool = /obj/item/weapon/hemostat
allowed_tools = list(
/obj/item/weapon/hemostat = 100, \
/obj/item/weapon/wirecutters = 75, \
/obj/item/weapon/kitchen/utensil/fork = 20
)
blood_level = 2
min_duration = 80
@@ -171,8 +187,11 @@
// CHEST INTERNAL ORGAN SURGERY //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/ribcage/fix_chest_internal
required_tool = /obj/item/weapon/scalpel
allowed_tools = list(/obj/item/weapon/shard, /obj/item/weapon/kitchenknife)
allowed_tools = list(
/obj/item/weapon/scalpel = 100, \
/obj/item/weapon/kitchenknife = 75, \
/obj/item/weapon/shard = 50, \
)
min_duration = 70
max_duration = 90

View File

@@ -20,8 +20,11 @@
/datum/surgery_step/limb/cut
required_tool = /obj/item/weapon/scalpel
allowed_tools = list(/obj/item/weapon/shard, /obj/item/weapon/kitchenknife)
allowed_tools = list(
/obj/item/weapon/scalpel = 100, \
/obj/item/weapon/kitchenknife = 75, \
/obj/item/weapon/shard = 50, \
)
min_duration = 80
max_duration = 100
@@ -48,8 +51,10 @@
/datum/surgery_step/limb/mend
required_tool = /obj/item/weapon/retractor
allowed_tools = list(/obj/item/weapon/kitchen/utensil/fork)
allowed_tools = list(
/obj/item/weapon/retractor = 100, \
/obj/item/weapon/crowbar = 75, \
/obj/item/weapon/kitchen/utensil/fork = 50)
min_duration = 80
max_duration = 100
@@ -80,8 +85,12 @@
/datum/surgery_step/limb/prepare
required_tool = /obj/item/weapon/cautery
allowed_tools = list(/obj/item/weapon/weldingtool, /obj/item/clothing/mask/cigarette, /obj/item/weapon/lighter)
allowed_tools = list(
/obj/item/weapon/cautery = 100, \
/obj/item/clothing/mask/cigarette = 75, \
/obj/item/weapon/lighter = 50, \
/obj/item/weapon/weldingtool = 25
)
min_duration = 60
max_duration = 70
@@ -115,7 +124,7 @@
/datum/surgery_step/limb/attach
required_tool = /obj/item/robot_parts
allowed_tools = list(/obj/item/robot_parts = 100)
can_infect = 0
min_duration = 80

View File

@@ -2,10 +2,8 @@
/datum/surgery_step
var/priority = 0 //steps with higher priority would be attempted first
// type path referencing the required tool for this step
var/required_tool = null
// type path referencing tools that can be used as substitude for this step
// type path referencing tools that can be used for this step, and how well are they suited for it
var/list/allowed_tools = null
// duration of the step
@@ -17,16 +15,11 @@
//How much blood this step can get on surgeon. 1 - hands, 2 - full body.
var/blood_level = 0
//is it is a required surgical tool for this step
proc/isright(obj/item/tool)
return (istype(tool,required_tool))
//is it is an accepted replacement tool for this step
proc/isacceptable(obj/item/tool)
if (allowed_tools)
for (var/T in allowed_tools)
if (istype(tool,T))
return 1
//returns how well tool is suited for this step
proc/tool_quality(obj/item/tool)
for (var/T in allowed_tools)
if (istype(tool,T))
return allowed_tools[T]
return 0
// checks whether this step can be applied with the given user and target
@@ -69,10 +62,11 @@ proc/do_surgery(mob/living/M, mob/living/user, obj/item/tool)
if (user.a_intent == "harm") //check for Hippocratic Oath
return 0
for(var/datum/surgery_step/S in surgery_steps)
if( (S.isright(tool) || S.isacceptable(tool)) && \
S.can_use(user, M, user.zone_sel.selecting, tool)) //check if tool is right or close enough and if this step is possible
S.begin_step(user, M, user.zone_sel.selecting, tool) //start on it
if(do_mob(user, M, rand(S.min_duration, S.max_duration))) //if user did nto move or changed hands
//check if tool is right or close enough and if this step is possible
if( S.tool_quality(tool) && S.can_use(user, M, user.zone_sel.selecting, tool))
S.begin_step(user, M, user.zone_sel.selecting, tool) //start on it
//We had proper tools! (or RNG smiled.) and User did not move or change hands.
if( prob(S.tool_quality(tool)) && do_mob(user, M, rand(S.min_duration, S.max_duration)))
S.end_step(user, M, user.zone_sel.selecting, tool) //finish successfully
else //or
S.fail_step(user, M, user.zone_sel.selecting, tool) //malpractice~