Files
Aurora.3/code/modules/surgery/generic.dm
VMSolidus 260f744906 Skills System Revival: The Things She Remembered Had Never Been Her Own (#21853)
This PR is a revisit to the previously derelict PR #20159 that has been
unfinished for sometime now. More details about it in general can be
found here:
https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153

For awhile I've been talking about "Things I've been doing but it would
be really nice to do them with a skills system", or "And here's how I
would put this into the skills system when it's done". The main thing
that was stopping me from building it myself was having poor real life
skills in UI code and in DB code. However, I've gotten permission to
resume this PR, which has already completed the steps I would not have
been able to do myself. The rest of the PR fits well into my skillset as
a dev.

I'm opening this PR as a draft so as to enable my dev environment to
locally track all the previously modified files. I'll take this PR out
of draft and give this a full writeup when I have more work to show for
the PR this weekend.

### TODO

- [x] Rework a decent chunk of the currently existing skills to no
longer require hardcoded inserts into other systems. EG, converting from
classical ss13 methods, to modern /tg/-style ECS coding methods that
work off of component-signal patterns.
- [x] Make sure all of the existing skills have actual game
functionality (I won't PR a 2016 Baystation12 situation where 90% of the
skills are fluff only)
- [x] Add the various skills not yet made but are necessary for
completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers).
- [x] Examine each existing job in the game and assess whether it should
have a skill made with it in mind, or if it's covered by an existing
skill.
- [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not
currently in the pre-existing TODO list, proposing subcategories.
- [x] Ensure that the previous TODO list is completed.

### Current Skills
The current list of skills, checkmarked for if I've completed them/they
have actual game mechanics. Or if we're just relegating them to separate
PRs. Originally this list was going to be forced to visit for a bare
minimum "does at least one thing" requirement, but now that is being
forgone due to this PR ballooning out of control and in complexity, as
well as development time overruns.

- [x] Bartending
- [x] Cooking
- [x] Gardening
- [x] Entertaining
- [x] Electrical Engineering
- [x] Mechanical Engineering
- [x] Atmospherics Systems
- [x] Reactor Systems
- [x] Medicine
- [x] Surgery
- [x] Pharmacology
- [x] Anatomy
- [x] Forensics
- [x] Robotics
- [x] Pilot: Spacecraft
- [x] Pilot: Exosuits
- [x] Research
- [x] Xenobotany
- [x] Xenoarchaeology
- [x] Xenobiology
- [x] Unarmed Combat
- [x] Armed Combat
- [x] Firearms
- [x] Leadership

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-04-18 14:33:48 +00:00

352 lines
18 KiB
Plaintext

//Procedures in this file: Gneric surgery steps
//////////////////////////////////////////////////////////////////
// COMMON STEPS //
//////////////////////////////////////////////////////////////////
/singleton/surgery_step/generic
can_infect = TRUE
/singleton/surgery_step/generic/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
if(isslime(target))
return FALSE
if(target_zone == BP_EYES) //there are specific steps for eye surgery
return FALSE
if(!..())
return FALSE
var/obj/item/organ/external/affected = target.get_organ(target_zone)
if(affected == null)
return FALSE
if(affected.is_stump())
return FALSE
if(BP_IS_ROBOTIC(affected))
return FALSE
return TRUE
/singleton/surgery_step/generic/cut_with_laser
name = "Make Laser Incision"
allowed_tools = list(
/obj/item/surgery/scalpel/laser = 100
)
priority = 2
min_duration = 50
max_duration = 70
// Basic procedure any novice can do
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_FAMILIAR)
/singleton/surgery_step/generic/cut_with_laser/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.open == ORGAN_CLOSED && target_zone != BP_MOUTH
/singleton/surgery_step/generic/cut_with_laser/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 the bloodless incision on [target]'s [affected.name] with \the [tool].", \
"You start the bloodless incision on [target]'s [affected.name] with \the [tool].")
target.custom_pain("You feel a horrible, searing pain in your [affected.name]!", 135)
..()
/singleton/surgery_step/generic/cut_with_laser/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("<b>[user]</b> has made a bloodless incision on [target]'s [affected.name] with \the [tool].", \
SPAN_NOTICE("You have made a bloodless incision on [target]'s [affected.name] with \the [tool]."))
affected.open = ORGAN_OPEN_INCISION
if(istype(target) && !(target.species.flags & NO_BLOOD))
affected.status |= ORGAN_BLEEDING
playsound(target.loc, 'sound/weapons/bladeslice.ogg', 50, 1)
target.apply_damage(1, DAMAGE_BRUTE, target_zone, 0)
affected.clamp_organ()
spread_germs_to_organ(affected, user)
/singleton/surgery_step/generic/cut_with_laser/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 as the blade sputters, searing a long gash in [target]'s [affected.name] with \the [tool]!"), \
SPAN_WARNING("Your hand slips as the blade sputters, searing a long gash in [target]'s [affected.name] with \the [tool]!"))
target.apply_damage(7.5, DAMAGE_BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags())
target.apply_damage(12.5, DAMAGE_BURN, target_zone, 0, tool)
/singleton/surgery_step/generic/incision_manager
name = "Make Managed Incision"
allowed_tools = list(
/obj/item/surgery/scalpel/manager = 100
)
priority = 2
min_duration = 60
max_duration = 80
// Automated tool that requires no skill
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_UNFAMILIAR)
/singleton/surgery_step/generic/incision_manager/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.open == ORGAN_CLOSED && target_zone != BP_MOUTH
/singleton/surgery_step/generic/incision_manager/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 to construct a prepared incision on and within [target]'s [affected.name] with \the [tool].", \
"You start to construct a prepared incision on and within [target]'s [affected.name] with \the [tool].")
target.custom_pain("You feel a horrible, searing pain in your [affected.name] as it is pushed apart!", 135)
..()
/singleton/surgery_step/generic/incision_manager/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("<b>[user]</b> constructs a prepared incision on and within [target]'s [affected.name] with \the [tool].", \
SPAN_NOTICE("You have constructed a prepared incision on and within [target]'s [affected.name] with \the [tool]."),)
affected.open = ORGAN_OPEN_INCISION
if(istype(target) && !(target.species.flags & NO_BLOOD))
affected.status |= ORGAN_BLEEDING
target.apply_damage(1, DAMAGE_BRUTE, target_zone, 0)
affected.clamp_organ()
affected.open = ORGAN_OPEN_RETRACTED
/singleton/surgery_step/generic/incision_manager/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 jolts as the system sparks, ripping a gruesome hole in [target]'s [affected.name] with \the [tool]!"), \
SPAN_WARNING("Your hand jolts as the system sparks, ripping a gruesome hole in [target]'s [affected.name] with \the [tool]!"))
target.apply_damage(20, DAMAGE_BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags())
target.apply_damage(15, DAMAGE_BURN, target_zone, 0, tool)
/singleton/surgery_step/generic/cut_open
name = "Make Incision"
allowed_tools = list(
TOOL_SCALPEL = 100,
/obj/item/material/knife = 75,
/obj/item/material/shard = 50
)
min_duration = 60
max_duration = 80
// Basic surgery any novice surgeon can do
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_FAMILIAR)
/singleton/surgery_step/generic/cut_open/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
if(!..())
return FALSE
if(isvaurca(target))
return FALSE
else
var/obj/item/organ/external/affected = target.get_organ(target_zone)
return affected && affected.open == ORGAN_CLOSED && target_zone != BP_MOUTH
/singleton/surgery_step/generic/cut_open/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("<b>[user]</b> starts the incision on [target]'s [affected.name] with \the [tool].", \
SPAN_NOTICE("You start the incision on [target]'s [affected.name] with \the [tool]."))
target.custom_pain("You feel a horrible pain as if from a sharp knife in your [affected.name]!", 145)
..()
/singleton/surgery_step/generic/cut_open/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("<b>[user]</b> has made an incision on [target]'s [affected.name] with \the [tool].", \
SPAN_NOTICE("You have made an incision on [target]'s [affected.name] with \the [tool]."),)
affected.open = ORGAN_OPEN_INCISION
if(istype(target) && !(target.species.flags & NO_BLOOD))
affected.status |= ORGAN_BLEEDING
target.apply_damage(1, DAMAGE_BRUTE, target_zone, 0)
playsound(target.loc, 'sound/weapons/bladeslice.ogg', 15, 1)
/singleton/surgery_step/generic/cut_open/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 open [target]'s [affected.name] in the wrong place with \the [tool]!"), \
SPAN_WARNING("Your hand slips, slicing open [target]'s [affected.name] in the wrong place with \the [tool]!"))
target.apply_damage(10, DAMAGE_BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags())
/singleton/surgery_step/generic/cut_open_vaurca
name = "Cut Open Vaurca"
allowed_tools = list(
TOOL_DRILL = 100,
/obj/item/pickaxe/ = 15
)
min_duration = 80
max_duration = 100
// Basic surgery any novice surgeon can do
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_FAMILIAR)
/singleton/surgery_step/generic/cut_open_vaurca/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
if(!..())
return FALSE
if(!(isvaurca(target)))
return FALSE
else
var/obj/item/organ/external/affected = target.get_organ(target_zone)
return affected && affected.open == ORGAN_CLOSED && target_zone != BP_MOUTH
/singleton/surgery_step/generic/cut_open_vaurca/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 drilling into [target]'s [affected.name] carapace with \the [tool].", \
"You start drilling into [target]'s [affected.name] carapace with \the [tool].")
target.custom_pain("You feel a horrible pain as if from a jackhammer in your [affected.name]!", 145)
..()
/singleton/surgery_step/generic/cut_open_vaurca/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("<b>[user]</b> has drilled into [target]'s [affected.name] carapace with \the [tool].", \
SPAN_NOTICE("You have drilled into [target]'s [affected.name] carapace with \the [tool]."),)
affected.open = ORGAN_OPEN_INCISION
if(istype(target) && !(target.species.flags & NO_BLOOD))
affected.status |= ORGAN_BLEEDING
target.apply_damage(1, DAMAGE_BRUTE, target_zone, 0)
/singleton/surgery_step/generic/cut_open_vaurca/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, cracking [target]'s [affected.name] carapace in the wrong place with \the [tool]!"), \
SPAN_WARNING("Your hand slips, cracking [target]'s [affected.name] carapace in the wrong place with \the [tool]!"))
target.apply_damage(15, DAMAGE_BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags())
/singleton/surgery_step/generic/clamp_bleeders
name = "Clamp Bleeders"
allowed_tools = list(
TOOL_HEMOSTAT = 100, \
TOOL_CABLECOIL = 75, \
/obj/item/assembly/mousetrap = 20
)
min_duration = 20
max_duration = 30
// Basic surgery any novice surgeon can do
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_FAMILIAR)
/singleton/surgery_step/generic/clamp_bleeders/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.open > ORGAN_CLOSED && (affected.status & ORGAN_BLEEDING)
/singleton/surgery_step/generic/clamp_bleeders/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("<b>[user]</b> starts clamping bleeders in [target]'s [affected.name] with \the [tool].", \
"You start clamping bleeders in [target]'s [affected.name] with \the [tool].")
target.custom_pain("The pain in your [affected.name] is maddening!", 120)
..()
/singleton/surgery_step/generic/clamp_bleeders/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("<b>[user]</b> clamps bleeders in [target]'s [affected.name] with \the [tool].", \
SPAN_NOTICE("You clamp bleeders in [target]'s [affected.name] with \the [tool]."))
affected.clamp_organ()
spread_germs_to_organ(affected, user)
playsound(target.loc, 'sound/items/Welder.ogg', 15, 1)
/singleton/surgery_step/generic/clamp_bleeders/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, tearing blood vessels and causing massive bleeding in [target]'s [affected.name] with \the [tool]!"), \
SPAN_WARNING("Your hand slips, tearing blood vessels and causing massive bleeding in [target]'s [affected.name] with \the [tool]!"),)
affected.sever_artery()
/singleton/surgery_step/generic/retract_skin
name = "Widen Incision"
allowed_tools = list(
TOOL_RETRACTOR = 100, \
TOOL_CROWBAR = 75, \
/obj/item/material/kitchen/utensil/fork = 50
)
min_duration = 20
max_duration = 30
// Basic surgery any novice surgeon can do
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_FAMILIAR)
/singleton/surgery_step/generic/retract_skin/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.open == ORGAN_OPEN_INCISION
/singleton/surgery_step/generic/retract_skin/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/msg = "<b>[user]</b> starts to pry open the incision on [target]'s [affected.name] with \the [tool]."
var/self_msg = "You start to pry open the incision on [target]'s [affected.name] with \the [tool]."
if(target_zone == BP_CHEST)
msg = "<b>[user]</b> starts to separate the ribcage and rearrange the organs in [target]'s torso with \the [tool]."
self_msg = "You start to separate the ribcage and rearrange the organs in [target]'s torso with \the [tool]."
if(target_zone == BP_GROIN)
msg = "<b>[user]</b> starts to pry open the incision and rearrange the organs in [target]'s lower abdomen with \the [tool]."
self_msg = "You start to pry open the incision and rearrange the organs in [target]'s lower abdomen with \the [tool]."
user.visible_message(msg, SPAN_NOTICE(self_msg))
target.custom_pain("It feels like the skin on your [affected.name] is on fire!", 175)
..()
/singleton/surgery_step/generic/retract_skin/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)
var/msg = "<b>[user]</b> keeps the incision open on [target]'s [affected.name] with \the [tool]."
var/self_msg = SPAN_NOTICE("You keep the incision open on [target]'s [affected.name] with \the [tool].")
if(target_zone == BP_CHEST)
msg = "<b>[user]</b> keeps the ribcage open on [target]'s torso with \the [tool]."
self_msg = SPAN_NOTICE("You keep the ribcage open on [target]'s torso with \the [tool].")
if(target_zone == BP_GROIN)
msg = "<b>[user]</b> keeps the incision open on [target]'s lower abdomen with \the [tool]."
self_msg = SPAN_NOTICE("You keep the incision open on [target]'s lower abdomen with \the [tool].")
user.visible_message(msg, self_msg)
affected.open = ORGAN_OPEN_RETRACTED
if(!affected.encased)
for(var/obj/item/implant/I in affected.implants)
I.exposed()
/singleton/surgery_step/generic/retract_skin/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)
var/msg = SPAN_WARNING("[user]'s hand slips, tearing the edges of the incision on [target]'s [affected.name] with \the [tool]!")
var/self_msg = SPAN_WARNING("Your hand slips, tearing the edges of the incision on [target]'s [affected.name] with \the [tool]!")
if (target_zone == BP_CHEST)
msg = SPAN_WARNING("[user]'s hand slips, damaging several organs in [target]'s torso with \the [tool]!")
self_msg = SPAN_WARNING("Your hand slips, damaging several organs in [target]'s torso with \the [tool]!")
if (target_zone == BP_GROIN)
msg = SPAN_WARNING("[user]'s hand slips, damaging several organs in [target]'s lower abdomen with \the [tool]")
self_msg = SPAN_WARNING("Your hand slips, damaging several organs in [target]'s lower abdomen with \the [tool]!")
user.visible_message(msg, self_msg)
target.apply_damage(12, DAMAGE_BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags())
/singleton/surgery_step/generic/cauterize
name = "Cauterize Incision"
allowed_tools = list(
TOOL_CAUTERY = 100,
/obj/item/clothing/mask/smokable/cigarette = 25,
/obj/item/flame/lighter = 50,
/obj/item/weldingtool = 75
)
min_duration = 40
max_duration = 70
// Basic surgery any novice surgeon can do
skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_FAMILIAR)
/singleton/surgery_step/generic/cauterize/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.open > ORGAN_CLOSED && target_zone != BP_MOUTH
/singleton/surgery_step/generic/cauterize/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("<b>[user]</b> is beginning to cauterize the incision on [target]'s [affected.name] with \the [tool]." , \
SPAN_NOTICE("You are beginning to cauterize the incision on [target]'s [affected.name] with \the [tool]."))
target.custom_pain("Your [affected.name] is being burned!", 120)
..()
/singleton/surgery_step/generic/cauterize/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("<b>[user]</b> cauterizes the incision on [target]'s [affected.name] with \the [tool].", \
SPAN_NOTICE("You cauterize the incision on [target]'s [affected.name] with \the [tool]."))
affected.open = ORGAN_CLOSED
affected.germ_level = 0
affected.status &= ~ORGAN_BLEEDING
/singleton/surgery_step/generic/cauterize/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, leaving a small burn on [target]'s [affected.name] with \the [tool]!"), \
SPAN_WARNING("Your hand slips, leaving a small burn on [target]'s [affected.name] with \the [tool]!"))
target.apply_damage(5, DAMAGE_BURN, affected, tool)