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0625b841c3
This PR "gently refactors" surgery doafter timers to be deterministic and variable. Instead of being simply a random number of seconds between an upper and lower bounds, surgeries now have a base amount of time they take to perform (in fractional seconds). This doafter time can then be modified via signal interactions, such as coming from components. The Morale component, Surgery skill, Anatomy skill, and Xenobiology skill all have had signal hooks for surgery speed added, while the latter two are uniquely conditional signal modifiers. Anatomy only provides its modifier if the target's species matches your own, while Xenobiology only applies its modifier if the target is an alien. Morale can situationally either give a bonus or a penalty depending on your current amount of morale points. So to offset that this is now significantly more variable and that 4 different sources of bonus surgical speed exist, I've actually made the base surgery times always on the upper end of what their previous doafter duration range was, so surgeries are in general slower if you aren't taking advantage of specializing in it. Signed-off-by: VMSolidus <evilexecutive@gmail.com>
153 lines
8.4 KiB
Plaintext
153 lines
8.4 KiB
Plaintext
//Procedures in this file: Fracture repair surgery
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//////////////////////////////////////////////////////////////////
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// BONE SURGERY //
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//////////////////////////////////////////////////////////////////
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/singleton/surgery_step/glue_bone
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name = "Repair Broken Bone"
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allowed_tools = list(
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/obj/item/surgery/bone_gel = 100, \
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/obj/item/tape_roll = 60
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)
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can_infect = TRUE
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blood_level = 1
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base_surgery_time = 4 SECONDS
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skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
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/singleton/surgery_step/glue_bone/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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if(!..())
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return FALSE
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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return affected && !BP_IS_ROBOTIC(affected) && affected.open >= ORGAN_OPEN_RETRACTED && affected.open < ORGAN_ENCASED_RETRACTED && affected.stage == BONE_PRE_OP && (affected.status & ORGAN_BROKEN)
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/singleton/surgery_step/glue_bone/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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if (affected.stage == BONE_PRE_OP)
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user.visible_message("<b>[user]</b> starts applying some of [tool] to the damaged bones in [target]'s [affected.name]." , \
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SPAN_NOTICE("You start applying some of [tool] to the damaged bones in [target]'s [affected.name]."))
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target.custom_pain("Something in your [affected.name] is causing you a lot of pain!",1)
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..()
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/singleton/surgery_step/glue_bone/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<b>[user]</b> applies some of [tool] to [target]'s bone in [affected.name].", \
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SPAN_NOTICE("You apply some of [tool] to [target]'s bone in [affected.name]."))
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affected.stage = BONE_GLUED
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/singleton/surgery_step/glue_bone/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message(SPAN_WARNING("[user]'s hand slips, smearing some of [tool] in the incision in [target]'s [affected.name]!") , \
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SPAN_WARNING("Your hand slips, smearing some of [tool] in the incision in [target]'s [affected.name]!"))
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target.apply_damage(15, DAMAGE_PAIN)
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/singleton/surgery_step/set_bone
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name = "Set Broken Bone"
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allowed_tools = list(
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TOOL_BONESET = 100, \
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TOOL_WRENCH = 75 \
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)
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base_surgery_time = 5 SECONDS
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skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
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/singleton/surgery_step/set_bone/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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if(!..())
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return FALSE
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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return affected && affected.name != BP_HEAD && !BP_IS_ROBOTIC(affected) && affected.open >= ORGAN_OPEN_RETRACTED && affected.stage == BONE_GLUED
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/singleton/surgery_step/set_bone/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("[user] is beginning to set the bone in [target]'s [affected.name] in place with \the [tool]." , \
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"You are beginning to set the bone in [target]'s [affected.name] in place with \the [tool].")
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target.custom_pain("The pain in your [affected.name] is going to make you pass out!",1)
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..()
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/singleton/surgery_step/set_bone/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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if(affected.status & ORGAN_BROKEN)
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user.visible_message("<b>[user]</b> sets the bone in [target]'s [affected.name] in place with \the [tool].", \
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SPAN_NOTICE("You set the bone in [target]'s [affected.name] in place with \the [tool]."))
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affected.stage = BONE_SET
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else
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user.visible_message(SPAN_NOTICE("[user] sets the bone in [target]'s [affected.name] [SPAN_WARNING("in the WRONG place with \the [tool].")]"), \
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SPAN_NOTICE("You set the bone in [target]'s [affected.name] [SPAN_WARNING("in the WRONG place with \the [tool].")]"))
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affected.fracture()
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/singleton/surgery_step/set_bone/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message(SPAN_WARNING("[user]'s hand slips, damaging the bone in [target]'s [affected.name] with \the [tool]!") , \
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SPAN_WARNING("Your hand slips, damaging the bone in [target]'s [affected.name] with \the [tool]!"))
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target.apply_damage(5, DAMAGE_BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags())
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/singleton/surgery_step/mend_skull
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name = "Repair Broken Skull"
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allowed_tools = list(
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TOOL_BONESET = 100, \
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TOOL_WRENCH = 75 \
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)
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base_surgery_time = 5 SECONDS
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skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
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/singleton/surgery_step/mend_skull/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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if(!..())
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return FALSE
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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return affected && affected.name == BP_HEAD && !BP_IS_ROBOTIC(affected) && affected.open >= ORGAN_OPEN_RETRACTED && affected.stage == BONE_GLUED
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/singleton/surgery_step/mend_skull/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("[user] is beginning to piece together [target]'s skull with \the [tool]." , \
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"You are beginning to piece together [target]'s skull with \the [tool].")
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..()
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/singleton/surgery_step/mend_skull/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<b>[user]</b> sets [target]'s skull with \the [tool]." , \
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SPAN_NOTICE("You set [target]'s skull with \the [tool]."))
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affected.stage = ORGAN_OPEN_RETRACTED
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/singleton/surgery_step/mend_skull/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message(SPAN_WARNING("[user]'s hand slips, damaging [target]'s face with \the [tool]!") , \
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SPAN_WARNING("Your hand slips, damaging [target]'s face with \the [tool]!"))
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var/obj/item/organ/external/head/h = affected
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target.apply_damage(10, DAMAGE_BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags())
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h.disfigured = 1
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/singleton/surgery_step/finish_bone
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name = "Finish Repairing Broken Bone"
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allowed_tools = list(
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/obj/item/surgery/bone_gel = 100, \
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/obj/item/tape_roll = 60
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)
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can_infect = TRUE
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blood_level = 1
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base_surgery_time = 4 SECONDS
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skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
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/singleton/surgery_step/finish_bone/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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if(!..())
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return FALSE
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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return affected && affected.open >= ORGAN_OPEN_RETRACTED && affected.open < ORGAN_ENCASED_RETRACTED && !BP_IS_ROBOTIC(affected) && affected.stage == BONE_SET
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/singleton/surgery_step/finish_bone/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("[user] starts to finish mending the damaged bones in [target]'s [affected.name] with \the [tool].", \
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"You start to finish mending the damaged bones in [target]'s [affected.name] with \the [tool].")
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..()
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/singleton/surgery_step/finish_bone/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<b>[user]</b> has mended the damaged bones in [target]'s [affected.name] with \the [tool]." , \
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SPAN_NOTICE("You have mended the damaged bones in [target]'s [affected.name] with \the [tool].") )
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affected.status &= ~ORGAN_BROKEN
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affected.status &= ~ORGAN_SPLINTED
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affected.stage = BONE_PRE_OP
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affected.perma_injury = 0
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/singleton/surgery_step/finish_bone/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message(SPAN_WARNING("[user]'s hand slips, smearing [tool] in the incision in [target]'s [affected.name]!") , \
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SPAN_WARNING("Your hand slips, smearing [tool] in the incision in [target]'s [affected.name]!"))
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target.apply_damage(15, DAMAGE_PAIN)
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