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Aurora.3/code/modules/surgery/other.dm
VMSolidus 4379dd2c1b Surgery Soft Requirement Refactor (#22314)
Skills being based on "Hard Requirements" absolutely suck, and I wasn't
happy with the surgery code being essentially hardcoded around them. So
this PR refactors surgery to use soft requirement checks, based on
modifiers to the success rate probability. Surgeries still state what
skills (if any) they require and at what level, but rather than blocking
the surgery, it instead imposes a penalty(or bonus) on the success
chance based on how much the user's surgical skill differs from the
required level. This actually stacks with the penalties for "non ideal
tools", so if you're completely unskilled in surgery and you attempt to
make an incision with a shard of glass, you're going to have an
extremely hard time.

Individual surgeries also can define how much the success rate is
modified by "skill diff", with the more advanced "surgeon exclusive"
surgeries having extremely large potential modifiers.

I have also added a signal based check for modifiers, which the Morale
component now hooks into. This can also allow for other components,
implants, drugs, etc to modify the surgery chances in the future.

I have manually tested this PR and verified by examining debug
breakpoints in VSCode that the system correctly applies its modifiers.
2026-04-26 19:57:59 +00:00

348 lines
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//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
min_duration = 40
max_duration = 60
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
min_duration = 80
max_duration = 130
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
min_duration = 80
max_duration = 90
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
min_duration = 50
max_duration = 70
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
min_duration = 100
max_duration = 160
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
)
min_duration = 90
max_duration = 140
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()