Files
VMSolidus 0625b841c3 Surgery Speed Modifiers (#22472)
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>
2026-06-19 16:47:29 +00:00

334 lines
16 KiB
Plaintext

//Procedures in this file: Inernal wound patching, Implant removal.
//////////////////////////////////////////////////////////////////
// INTERNAL WOUND PATCHING //
//////////////////////////////////////////////////////////////////
/singleton/surgery_step/fix_vein
name = "Repair Arterial Bleeding"
priority = 3
allowed_tools = list(
/obj/item/surgery/fix_o_vein = 100, \
TOOL_CABLECOIL = 75
)
can_infect = TRUE
blood_level = 1
base_surgery_time = 6 SECONDS
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_FAMILIAR)
skill_diff_fail_modifier = SURGERY_DIFFICULTY_HARD
/singleton/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)
/singleton/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)
..()
/singleton/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))
var/mob/living/carbon/human/H = user
H.bloody_hands(target, 0)
/singleton/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)
/singleton/surgery_step/internal/fix_dead_tissue //Debridement
name = "Debride Damaged Tissue"
priority = 4
allowed_tools = list(
TOOL_SCALPEL = 100,
/obj/item/material/knife = 75,
/obj/item/material/shard = 50
)
can_infect = TRUE
blood_level = 1
base_surgery_time = 13 SECONDS
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_PROFESSIONAL)
skill_diff_fail_modifier = SURGERY_DIFFICULTY_EXTREME
/singleton/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
/singleton/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)
..()
/singleton/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
/singleton/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()
/singleton/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
base_surgery_time = 9 SECONDS
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_PROFESSIONAL)
skill_diff_fail_modifier = SURGERY_DIFFICULTY_EXTREME
/singleton/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(/singleton/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)
/singleton/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)
..()
/singleton/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(/singleton/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]."))
/singleton/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
/singleton/surgery_step/fix_tendon
name = "Repair Tendons"
priority = 2
allowed_tools = list(
/obj/item/surgery/fix_o_vein = 100, \
TOOL_CABLECOIL = 75
)
can_infect = TRUE
blood_level = 1
base_surgery_time = 7 SECONDS
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
skill_diff_fail_modifier = SURGERY_DIFFICULTY_MEDIUM
/singleton/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.tendon_status() & TENDON_CUT) && affected.open >= ORGAN_OPEN_RETRACTED
/singleton/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)
..()
/singleton/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.tendon.rejuvenate()
affected.update_damages()
/singleton/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, DAMAGE_PAIN)
/singleton/surgery_step/hardsuit
name = "Remove Hardsuit"
allowed_tools = list(
TOOL_WELDER = 80,
TOOL_SAW = 60,
/obj/item/gun/energy/plasmacutter = 100
)
can_infect = FALSE
blood_level = 0
base_surgery_time = 16 SECONDS
skill_requirements = alist(ROBOTICS_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
skill_diff_fail_modifier = SURGERY_DIFFICULTY_TRIVIAL
/singleton/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.tool_behaviour == TOOL_WELDER)
var/obj/item/weldingtool/welder = tool
if(!welder.isOn() || !welder.use(1,user))
return FALSE
return (target_zone == BP_CHEST) && istype(target.back, /obj/item/rig) && !(target.back.canremove)
/singleton/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].")
..()
/singleton/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]."))
/singleton/surgery_step/amputate
name = "Amputate Limb"
allowed_tools = list(
TOOL_SAW = 100,
/obj/item/melee/energy = 100,
/obj/item/melee/chainsword = 100,
/obj/item/material/hatchet = 55
)
base_surgery_time = 14 SECONDS
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_FAMILIAR)
/singleton/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
if(affected.limb_flags & ORGAN_CAN_AMPUTATE)
var/confirmation = alert("You are about to amputate [target]'s [affected.name]! Are you sure you want to do that?", "Amputation confirmation", "Yes", "No")
return confirmation == "Yes"
/singleton/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)
..()
/singleton/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
/singleton/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, DAMAGE_BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags())
affected.fracture()