//Procedures in this file: Inernal wound patching, Implant removal. ////////////////////////////////////////////////////////////////// // INTERNAL WOUND PATCHING // ////////////////////////////////////////////////////////////////// /decl/surgery_step/fix_vein name = "Repair arterial bleeding" priority = 3 allowed_tools = list( /obj/item/surgery/FixOVein = 100, \ /obj/item/stack/cable_coil = 75 ) can_infect = TRUE blood_level = 1 min_duration = 70 max_duration = 90 /decl/surgery_step/fix_vein/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) if(!..()) return FALSE var/obj/item/organ/external/affected = target.get_organ(target_zone) if(!affected) return return affected.open >= ORGAN_OPEN_RETRACTED && (affected.status & ORGAN_ARTERY_CUT) /decl/surgery_step/fix_vein/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) user.visible_message("[user] starts patching the damaged vein in [target]'s [affected.name] with \the [tool]." , \ "You start patching the damaged [affected.artery_name] in [target]'s [affected.name] with \the [tool].") target.custom_pain("The pain in your [affected.name] is unbearable!", 100) ..() /decl/surgery_step/fix_vein/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) user.visible_message(SPAN_NOTICE("[user] has patched the damaged [affected.artery_name] in [target]'s [affected.name] with \the [tool]."), \ SPAN_NOTICE("You have patched the damaged [affected.artery_name] in [target]'s [affected.name] with \the [tool].")) affected.status &= ~ORGAN_ARTERY_CUT affected.update_damages() if(ishuman(user) && prob(40)) user:bloody_hands(target, 0) /decl/surgery_step/fix_vein/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) user.visible_message(SPAN_WARNING("[user]'s hand slips, smearing [tool] in the incision in [target]'s [affected.name]!") , \ SPAN_WARNING("Your hand slips, smearing [tool] in the incision in [target]'s [affected.name]!")) affected.take_damage(5, 0) /decl/surgery_step/internal/fix_dead_tissue //Debridement name = "Debride damaged tissue" priority = 4 allowed_tools = list( /obj/item/surgery/scalpel = 100, /obj/item/material/knife = 75, /obj/item/material/shard = 50 ) can_infect = TRUE blood_level = 1 min_duration = 110 max_duration = 160 /decl/surgery_step/internal/fix_dead_tissue/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) if(!..()) return FALSE var/obj/item/organ/external/affected = target.get_organ(target_zone) var/obj/item/organ/internal/organ for(var/obj/item/organ/internal/I in affected.internal_organs) if((I.status & ORGAN_DEAD) && !BP_IS_ROBOTIC(I)) organ = I break if(!organ) return if(organ.damage > organ.max_damage) to_chat(user, SPAN_WARNING("\The [organ] is too damaged. Repair it first.")) return 0 return organ.status & ORGAN_DEAD /decl/surgery_step/internal/fix_dead_tissue/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) var/obj/item/organ/internal/organ for(var/obj/item/organ/internal/I in affected.internal_organs) if((I.status & ORGAN_DEAD) && !BP_IS_ROBOTIC(I)) organ = I break user.visible_message("[user] starts cutting away necrotic tissue from [target]'s [organ.name] with \the [tool]." , \ "You start cutting away necrotic tissue from [target]'s [organ.name] with \the [tool].[organ.max_damage > 15 ? " Some of it has to be cut away permanently." : ""]") target.custom_pain("The pain in your [affected.name] is unbearable!", 75) ..() /decl/surgery_step/internal/fix_dead_tissue/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/list/obj/item/organ/internal/dead_organs = list() var/obj/item/organ/external/affected = target.get_organ(target_zone) for(var/obj/item/organ/internal/I in affected.internal_organs) if(I && !(I.status & ORGAN_CUT_AWAY) && (I.status & ORGAN_DEAD) && !BP_IS_ROBOTIC(I)) dead_organs |= I var/obj/item/organ/internal/organ_to_fix = dead_organs[1] user.visible_message(SPAN_NOTICE("[user] has cut away necrotic tissue from [target]'s [organ_to_fix.name] with \the [tool]."), \ SPAN_NOTICE("You have cut away necrotic tissue in [target]'s [organ_to_fix.name] with \the [tool].")) organ_to_fix.status &= ~ORGAN_DEAD organ_to_fix.heal_damage(10) //so that they don't insta-die again /decl/surgery_step/internal/fix_dead_tissue/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) user.visible_message(SPAN_WARNING("[user]'s hand slips, slicing an artery inside [target]'s [affected.name] with \the [tool]!"), \ SPAN_WARNING("Your hand slips, slicing an artery inside [target]'s [affected.name] with \the [tool]!")) affected.sever_artery() /decl/surgery_step/treat_necrosis name = "Treat necrosis" priority = 4 allowed_tools = list( /obj/item/reagent_containers/dropper = 100, /obj/item/reagent_containers/glass/bottle = 75, /obj/item/reagent_containers/glass/beaker = 75, /obj/item/reagent_containers/spray = 50, /obj/item/reagent_containers/glass/bucket = 50 ) can_infect = FALSE blood_level = 0 min_duration = 100 max_duration = 110 /decl/surgery_step/treat_necrosis/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) if(!..()) return FALSE if(!istype(tool, /obj/item/reagent_containers)) return FALSE var/obj/item/reagent_containers/container = tool if(!container.reagents.has_reagent(/decl/reagent/peridaxon)) return FALSE if (target_zone == BP_MOUTH) return FALSE var/obj/item/organ/external/affected = target.get_organ(target_zone) return affected && IS_ORGAN_FULLY_OPEN && (affected.status & ORGAN_DEAD) /decl/surgery_step/treat_necrosis/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) user.visible_message("[user] starts applying medication to the affected tissue in [target]'s [affected.name] with \the [tool]." , \ "You start applying medication to the affected tissue in [target]'s [affected.name] with \the [tool].") target.custom_pain("Something in your [affected.name] is causing you a lot of pain!", 75) ..() /decl/surgery_step/treat_necrosis/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) if (!istype(tool, /obj/item/reagent_containers)) return var/obj/item/reagent_containers/container = tool var/trans = container.reagents.trans_to_mob(target, container.amount_per_transfer_from_this, CHEM_BLOOD) //technically it's contact, but the reagents are being applied to internal tissue if (trans > 0) if(container.reagents.has_reagent(/decl/reagent/peridaxon)) affected.status &= ~ORGAN_DEAD affected.owner.update_body(1) user.visible_message(SPAN_NOTICE("[user] applies [trans] units of the solution to affected tissue in [target]'s [affected.name]"), \ SPAN_NOTICE("You apply [trans] units of the solution to affected tissue in [target]'s [affected.name] with \the [tool].")) /decl/surgery_step/treat_necrosis/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) if (!istype(tool, /obj/item/reagent_containers)) return var/obj/item/reagent_containers/container = tool var/trans = container.reagents.trans_to_mob(target, container.amount_per_transfer_from_this, CHEM_BLOOD) user.visible_message(SPAN_WARNING("[user]'s hand slips, applying [trans] units of the solution to the wrong place in [target]'s [affected.name] with the [tool]!") , \ SPAN_WARNING("Your hand slips, applying [trans] units of the solution to the wrong place in [target]'s [affected.name] with the [tool]!")) //no damage or anything, just wastes medicine /decl/surgery_step/fix_tendon name = "Repair tendons" priority = 2 allowed_tools = list( /obj/item/surgery/FixOVein = 100, \ /obj/item/stack/cable_coil = 75 ) can_infect = TRUE blood_level = 1 min_duration = 70 max_duration = 90 /decl/surgery_step/fix_tendon/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) if(!..()) return FALSE var/obj/item/organ/external/affected = target.get_organ(target_zone) return affected && (affected.status & ORGAN_TENDON_CUT) && affected.open >= ORGAN_OPEN_RETRACTED /decl/surgery_step/fix_tendon/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) user.visible_message("[user] starts reattaching the damaged [affected.tendon_name] in [target]'s [affected.name] with \the [tool]." , \ "You start reattaching the damaged [affected.tendon_name] in [target]'s [affected.name] with \the [tool].") target.custom_pain("The pain in your [affected.name] is unbearable!", 100) ..() /decl/surgery_step/fix_tendon/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) user.visible_message(SPAN_NOTICE("[user] has reattached the [affected.tendon_name] in [target]'s [affected.name] with \the [tool]."), \ SPAN_NOTICE("You have reattached the [affected.tendon_name] in [target]'s [affected.name] with \the [tool].")) affected.status &= ~ORGAN_TENDON_CUT affected.update_damages() /decl/surgery_step/fix_tendon/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) user.visible_message(SPAN_WARNING("[user]'s hand slips, smearing [tool] in the incision in [target]'s [affected.name]!") , \ SPAN_WARNING("Your hand slips, smearing [tool] in the incision in [target]'s [affected.name]!")) target.apply_damage(15, PAIN) /decl/surgery_step/hardsuit name = "Remove hardsuit" allowed_tools = list( /obj/item/weldingtool = 80, /obj/item/surgery/circular_saw = 60, /obj/item/gun/energy/plasmacutter = 100 ) can_infect = FALSE blood_level = 0 min_duration = 120 max_duration = 180 /decl/surgery_step/hardsuit/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) if(!..()) return FALSE if(!istype(target)) return FALSE if(tool.iswelder()) var/obj/item/weldingtool/welder = tool if(!welder.isOn() || !welder.remove_fuel(1,user)) return FALSE return (target_zone == BP_CHEST) && istype(target.back, /obj/item/rig) && !(target.back.canremove) /decl/surgery_step/hardsuit/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool) user.visible_message("[user] starts cutting through the support systems of [target]'s [target.back] with \the [tool]." , \ "You start cutting through the support systems of [target]'s [target.back] with \the [tool].") ..() /decl/surgery_step/hardsuit/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/rig/rig = target.back if(!istype(rig)) return rig.reset() user.visible_message(SPAN_NOTICE("[user] has cut through the support systems of [target]'s [rig] with \the [tool]."), \ SPAN_NOTICE("You have cut through the support systems of [target]'s [rig] with \the [tool].")) /decl/surgery_step/amputate name = "Amputate limb" allowed_tools = list( /obj/item/surgery/circular_saw = 100, /obj/item/melee/energy = 100, /obj/item/melee/chainsword = 100, /obj/item/material/hatchet = 55 ) min_duration = 110 max_duration = 160 /decl/surgery_step/amputate/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) if(!..()) return FALSE if(target_zone == BP_EYES) //there are specific steps for eye surgery return FALSE var/obj/item/organ/external/affected = target.get_organ(target_zone) if(affected == null) return FALSE if(istype(tool, /obj/item/melee/energy)) var/obj/item/melee/energy/E = tool if(!E.active) to_chat(user, SPAN_WARNING("The energy blade is not turned on!")) return FALSE if(istype(tool, /obj/item/melee/chainsword)) var/obj/item/melee/chainsword/E = tool if(!E.active) to_chat(user, SPAN_WARNING("The blades aren't spinning, you can't cut anything!")) return FALSE return (affected.limb_flags & ORGAN_CAN_AMPUTATE) /decl/surgery_step/amputate/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) user.visible_message(SPAN_DANGER("[user] is beginning to amputate [target]'s [affected.name] with \the [tool].") , \ SPAN_DANGER("You begin to cut through [target]'s [affected.amputation_point] with \the [tool].")) target.custom_pain("Your [affected.amputation_point] is being ripped apart!", 75) ..() /decl/surgery_step/amputate/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) user.visible_message(SPAN_DANGER("[user] amputates [target]'s [affected.name] at the [affected.amputation_point] with \the [tool]."), \ SPAN_DANGER("You amputate [target]'s [affected.name] with \the [tool].")) var/clean = TRUE if(istype(tool, /obj/item/melee/chainsword))//Chainswords rip and tear, so the limb removal is not clean clean = FALSE var/obj/item/organ/external/parent = affected.parent//Cache the parent organ of the limb before we sever it affected.droplimb(clean,DROPLIMB_EDGE) if(istype(tool, /obj/item/melee/energy))//Code for energy weapons cauterising the cut affected = parent affected.open = ORGAN_CLOSED//Close open wounds for(var/datum/wound/lost_limb/W in affected.wounds) W.disinfected = TRUE//Cleanse the wound of any germs W.autoheal_cutoff = INFINITY//Allow the wound to auto-heal, regardless of damage W.max_bleeding_stage = 0//Stop bleeding /decl/surgery_step/amputate/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) user.visible_message(SPAN_WARNING("[user]'s hand slips, sawing through the bone in [target]'s [affected.name] with \the [tool]!"), \ SPAN_WARNING("Your hand slips, sawwing through the bone in [target]'s [affected.name] with \the [tool]!")) target.apply_damage(30, BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags()) affected.fracture()