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Aurora.3/code/modules/surgery/surgery.dm
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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

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/* SURGERY STEPS */
/singleton/surgery_step
var/name
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 = list("Nymph")
/// duration of the step
var/min_duration = 0
var/max_duration = 0
/// evil infection stuff that will make everyone hate me
var/can_infect = FALSE
/// How much blood this step can get on surgeon. 1 - hands, 2 - full body.
var/blood_level = 0
var/requires_surgery_compatibility = TRUE
/// The associative list of skills and their paired requirement levels to be able to perform a given surgery.
var/alist/skill_requirements
/// Returns how well tool is suited for this step.
/singleton/surgery_step/proc/tool_quality(obj/item/tool)
for(var/T in allowed_tools)
var/return_value = check_tool_quality(tool, T, allowed_tools[T], requires_surgery_compatibility)
if(return_value)
return return_value
if(istype(tool,T))
return allowed_tools[T]
return FALSE
/// Checks if this step applies to the user mob at all
/singleton/surgery_step/proc/is_valid_target(mob/living/carbon/human/target)
if(!ishuman(target))
return FALSE
if(allowed_species)
for(var/species in allowed_species)
if(target.species.get_bodytype() == species)
return TRUE
if(disallowed_species)
for(var/species in disallowed_species)
if(target.species.get_bodytype() == species)
return FALSE
return TRUE
/// Checks whether this step can be applied with the given user and target
/singleton/surgery_step/proc/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
if(!ishuman(target))
return FALSE
var/obj/item/organ/external/affected = target.get_organ(target_zone)
var/canceled = FALSE
SEND_SIGNAL(target, COMSIG_BEGIN_SURGERY, &canceled, affected, user, src)
if(canceled)
return FALSE
return TRUE
/// Does stuff to begin the step, usually just printing messages. Moved germs transfering and bloodying here too
/singleton/surgery_step/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)
playsound(target.loc, tool.surgerysound, 50, TRUE)
return TRUE
/// Does stuff to end the step, which is normally print a message + do whatever this step changes
/singleton/surgery_step/proc/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return FALSE
/// Stuff that happens when the step fails
/singleton/surgery_step/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 FALSE
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, var/autofail = FALSE)
// Check for the Hippocratic oath.
if(!istype(M) || user.a_intent == I_HURT)
return FALSE
// Check for multi-surgery drifting.
var/zone = user.zone_sel.selecting
if(zone in M.op_stage.in_progress)
to_chat(user, SPAN_WARNING("You can't operate on this area while surgery is already in progress."))
return TRUE
//Check that one surgeon is not doing multiple surgeries at once
for(var/surg in M.op_stage.in_progress)
var/current_surgeon = M.op_stage.in_progress[surg]
if(user == current_surgeon)
to_chat(user, SPAN_WARNING("You can only focus on one surgery at a time!"))
return TRUE
// What surgeries does our tool/target enable?
var/list/possible_surgeries
var/list/all_surgeries = GET_SINGLETON_SUBTYPE_MAP(/singleton/surgery_step)
for(var/decl in all_surgeries)
var/singleton/surgery_step/S = all_surgeries[decl]
if(S.tool_quality(tool) && S.can_use(user, M, zone, tool))
LAZYSET(possible_surgeries, S, TRUE)
// Which surgery, if any, do we actually want to do?
var/singleton/surgery_step/S
if(LAZYLEN(possible_surgeries) == 1)
S = possible_surgeries[1]
else if(LAZYLEN(possible_surgeries) >= 1)
if(user.client) // In case of future autodocs.
S = tgui_input_list(user, "Which surgery would you like to perform?", "Surgery", possible_surgeries)
// Check via skill components if the user knows how to perform the surgery.
for (var/skill_comp, required_level in S.skill_requirements)
var/skill_level = GET_SKILL_LEVEL(user, skill_comp)
// Null condition handles NPCs and Antags that won't have the skill setup.
if (!isnull(skill_level) && skill_level < required_level)
to_chat(user, SPAN_WARNING("You lack the skills needed to perform this surgical procedure."))
return TRUE
// We didn't find a surgery, or decided not to perform one.
if(!istype(S))
if(tool.item_flags & ITEM_FLAG_SURGERY) //Is this supposed to be used for surgery?
to_chat(user, SPAN_WARNING("You aren't sure what you could do to \the [M] with \the [tool]."))
return TRUE
return FALSE //Just do the normal use for the tool instead
// Otherwise we can make a start on surgery!
else if(istype(M) && !QDELETED(M) && tool)
// Double-check this in case it changed between initial check and now.
if(zone in M.op_stage.in_progress)
to_chat(user, SPAN_WARNING("You can't operate on this area while surgery is already in progress."))
else if(S.is_valid_target(M))
M.op_stage.in_progress += list(zone = user)
S.begin_step(user, M, zone, tool)
var/duration = rand(S.min_duration, S.max_duration)
if(prob(S.tool_quality(tool)) && do_mob(user, M, duration) && !autofail)
S.end_step(user, M, zone, tool)
else if ((tool in user.contents) && user.Adjacent(M))
S.fail_step(user, M, zone, tool)
else
to_chat(user, SPAN_WARNING("You must remain close to your patient to conduct surgery."))
if(!QDELETED(M))
M.op_stage.in_progress -= list(zone = user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
H.update_surgery()
return TRUE
return TRUE
/datum/surgery_status
var/eyes = 0
var/face = 0
var/head_reattach = 0
var/current_organ = "organ"
var/list/in_progress = list()
/datum/surgery_status/Destroy(force)
in_progress = null
. = ..()