Files
Aurora.3/code/modules/surgery/surgery.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00

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/* SURGERY STEPS */
/datum/surgery_step
var/priority = 0 //steps with higher priority would be attempted first
// type path referencing tools that can be used for this step, and how well are they suited for it
var/list/allowed_tools = null
// type paths referencing races that this step applies to.
var/list/allowed_species = null
var/list/disallowed_species = null
// duration of the step
var/min_duration = 0
var/max_duration = 0
// evil infection stuff that will make everyone hate me
var/can_infect = 0
//How much blood this step can get on surgeon. 1 - hands, 2 - full body.
var/blood_level = 0
//returns how well tool is suited for this step
proc/tool_quality(obj/item/tool)
for (var/T in allowed_tools)
if (istype(tool,T))
return allowed_tools[T]
return 0
// Checks if this step applies to the user mob at all
proc/is_valid_target(mob/living/carbon/human/target)
if(!hasorgans(target))
return 0
if(allowed_species)
for(var/species in allowed_species)
if(target.species.get_bodytype() == species)
return 1
if(disallowed_species)
for(var/species in disallowed_species)
if(target.species.get_bodytype() == species)
return 0
return 1
// checks whether this step can be applied with the given user and target
proc/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return 0
// does stuff to begin the step, usually just printing messages. Moved germs transfering and bloodying here too
proc/begin_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 (can_infect && affected)
spread_germs_to_organ(affected, user)
if (ishuman(user) && prob(60))
var/mob/living/carbon/human/H = user
if (blood_level)
H.bloody_hands(target,0)
if (blood_level > 1)
H.bloody_body(target,0)
return
// does stuff to end the step, which is normally print a message + do whatever this step changes
proc/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return
// stuff that happens when the step fails
proc/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return null
proc/spread_germs_to_organ(var/obj/item/organ/external/E, var/mob/living/carbon/human/user)
if(!istype(user) || !istype(E)) return
var/germ_level = user.germ_level
if(user.gloves)
germ_level = user.gloves.germ_level
E.germ_level = max(germ_level,E.germ_level) //as funny as scrubbing microbes out with clean gloves is - no.
proc/do_surgery(mob/living/carbon/M, mob/living/user, obj/item/tool)
if(!istype(M))
return 0
if (user.a_intent == I_HURT) //check for Hippocratic Oath
return 0
var/zone = user.zone_sel.selecting
if(zone in M.op_stage.in_progress) //Can't operate on someone repeatedly.
user << "<span class='warning'>You can't operate on this area while surgery is already in progress.</span>"
return 1
for(var/datum/surgery_step/S in surgery_steps)
//check if tool is right or close enough and if this step is possible
if(S.tool_quality(tool))
var/step_is_valid = S.can_use(user, M, zone, tool)
if(step_is_valid && S.is_valid_target(M))
if(step_is_valid == SURGERY_FAILURE) // This is a failure that already has a message for failing.
return 1
M.op_stage.in_progress += zone
S.begin_step(user, M, zone, tool) //start on it
//We had proper tools! (or RNG smiled.) and user did not move or change hands.
if(prob(S.tool_quality(tool)) && do_mob(user, M, rand(S.min_duration, S.max_duration)))
S.end_step(user, M, zone, tool) //finish successfully
else if ((tool in user.contents) && user.Adjacent(M)) //or
S.fail_step(user, M, zone, tool) //malpractice~
else // This failing silently was a pain.
user << "<span class='warning'>You must remain close to your patient to conduct surgery.</span>"
M.op_stage.in_progress -= zone // Clear the in-progress flag.
if (ishuman(M))
var/mob/living/carbon/human/H = M
H.update_surgery()
return 1 //don't want to do weapony things after surgery
if (user.a_intent == I_HELP)
user << "<span class='warning'>You can't see any useful way to use [tool] on [M].</span>"
//not returning 1 so people and borgs can still use things, like syringes and hyposprays, while their patients are on the table
return 0
/datum/surgery_status/
var/eyes = 0
var/face = 0
var/head_reattach = 0
var/current_organ = "organ"
var/list/in_progress = list()