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https://github.com/Aurorastation/Aurora.3.git
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* 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
122 lines
4.5 KiB
Plaintext
122 lines
4.5 KiB
Plaintext
/* SURGERY STEPS */
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/datum/surgery_step
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var/priority = 0 //steps with higher priority would be attempted first
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// type path referencing tools that can be used for this step, and how well are they suited for it
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var/list/allowed_tools = null
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// type paths referencing races that this step applies to.
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var/list/allowed_species = null
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var/list/disallowed_species = null
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// duration of the step
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var/min_duration = 0
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var/max_duration = 0
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// evil infection stuff that will make everyone hate me
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var/can_infect = 0
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//How much blood this step can get on surgeon. 1 - hands, 2 - full body.
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var/blood_level = 0
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//returns how well tool is suited for this step
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proc/tool_quality(obj/item/tool)
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for (var/T in allowed_tools)
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if (istype(tool,T))
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return allowed_tools[T]
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return 0
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// Checks if this step applies to the user mob at all
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proc/is_valid_target(mob/living/carbon/human/target)
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if(!hasorgans(target))
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return 0
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if(allowed_species)
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for(var/species in allowed_species)
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if(target.species.get_bodytype() == species)
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return 1
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if(disallowed_species)
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for(var/species in disallowed_species)
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if(target.species.get_bodytype() == species)
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return 0
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return 1
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// checks whether this step can be applied with the given user and target
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proc/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return 0
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// does stuff to begin the step, usually just printing messages. Moved germs transfering and bloodying here too
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proc/begin_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 (can_infect && affected)
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spread_germs_to_organ(affected, user)
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if (ishuman(user) && prob(60))
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var/mob/living/carbon/human/H = user
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if (blood_level)
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H.bloody_hands(target,0)
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if (blood_level > 1)
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H.bloody_body(target,0)
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return
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// does stuff to end the step, which is normally print a message + do whatever this step changes
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proc/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return
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// stuff that happens when the step fails
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proc/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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return null
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proc/spread_germs_to_organ(var/obj/item/organ/external/E, var/mob/living/carbon/human/user)
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if(!istype(user) || !istype(E)) return
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var/germ_level = user.germ_level
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if(user.gloves)
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germ_level = user.gloves.germ_level
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E.germ_level = max(germ_level,E.germ_level) //as funny as scrubbing microbes out with clean gloves is - no.
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proc/do_surgery(mob/living/carbon/M, mob/living/user, obj/item/tool)
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if(!istype(M))
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return 0
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if (user.a_intent == I_HURT) //check for Hippocratic Oath
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return 0
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var/zone = user.zone_sel.selecting
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if(zone in M.op_stage.in_progress) //Can't operate on someone repeatedly.
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user << "<span class='warning'>You can't operate on this area while surgery is already in progress.</span>"
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return 1
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for(var/datum/surgery_step/S in surgery_steps)
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//check if tool is right or close enough and if this step is possible
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if(S.tool_quality(tool))
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var/step_is_valid = S.can_use(user, M, zone, tool)
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if(step_is_valid && S.is_valid_target(M))
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if(step_is_valid == SURGERY_FAILURE) // This is a failure that already has a message for failing.
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return 1
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M.op_stage.in_progress += zone
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S.begin_step(user, M, zone, tool) //start on it
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//We had proper tools! (or RNG smiled.) and user did not move or change hands.
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if(prob(S.tool_quality(tool)) && do_mob(user, M, rand(S.min_duration, S.max_duration)))
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S.end_step(user, M, zone, tool) //finish successfully
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else if ((tool in user.contents) && user.Adjacent(M)) //or
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S.fail_step(user, M, zone, tool) //malpractice~
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else // This failing silently was a pain.
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user << "<span class='warning'>You must remain close to your patient to conduct surgery.</span>"
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M.op_stage.in_progress -= zone // Clear the in-progress flag.
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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H.update_surgery()
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return 1 //don't want to do weapony things after surgery
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if (user.a_intent == I_HELP)
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user << "<span class='warning'>You can't see any useful way to use [tool] on [M].</span>"
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//not returning 1 so people and borgs can still use things, like syringes and hyposprays, while their patients are on the table
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return 0
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/datum/surgery_status/
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var/eyes = 0
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var/face = 0
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var/head_reattach = 0
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var/current_organ = "organ"
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var/list/in_progress = list()
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