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

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//Procedures in this file: Inernal wound patching, Implant removal.
//////////////////////////////////////////////////////////////////
// INTERNAL WOUND PATCHING //
//////////////////////////////////////////////////////////////////
/decl/surgery_step/fix_vein
name = "Repair arterial bleeding"
priority = 3
allowed_tools = list(
/obj/item/surgery/FixOVein = 100, \
/obj/item/stack/cable_coil = 75
)
can_infect = TRUE
blood_level = 1
min_duration = 70
max_duration = 90
/decl/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)
/decl/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)
..()
/decl/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))
user:bloody_hands(target, 0)
/decl/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)
/decl/surgery_step/internal/fix_dead_tissue //Debridement
name = "Debride damaged tissue"
priority = 3
allowed_tools = list(
/obj/item/surgery/scalpel = 100,
/obj/item/material/knife = 75,
/obj/item/material/shard = 50
)
can_infect = TRUE
blood_level = 1
min_duration = 110
max_duration = 160
/decl/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
/decl/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)
..()
/decl/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
/decl/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()
/decl/surgery_step/treat_necrosis
name = "Treat necrosis"
priority = 2
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 = 50
max_duration = 60
/decl/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(/datum/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)
/decl/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)
..()
/decl/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(/datum/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]."))
/decl/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
/decl/surgery_step/fix_tendon
name = "Repair tendons"
priority = 2
allowed_tools = list(
/obj/item/surgery/FixOVein = 100, \
/obj/item/stack/cable_coil = 75
)
can_infect = TRUE
blood_level = 1
min_duration = 70
max_duration = 90
/decl/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.status & ORGAN_TENDON_CUT) && affected.open >= ORGAN_OPEN_RETRACTED
/decl/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)
..()
/decl/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.status &= ~ORGAN_TENDON_CUT
affected.update_damages()
/decl/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, PAIN)
/decl/surgery_step/hardsuit
name = "Remove hardsuit"
allowed_tools = list(
/obj/item/weldingtool = 80,
/obj/item/surgery/circular_saw = 60,
/obj/item/gun/energy/plasmacutter = 100
)
can_infect = FALSE
blood_level = 0
min_duration = 120
max_duration = 180
/decl/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.iswelder())
var/obj/item/weldingtool/welder = tool
if(!welder.isOn() || !welder.remove_fuel(1,user))
return FALSE
return (target_zone == BP_CHEST) && istype(target.back, /obj/item/rig) && !(target.back.canremove)
/decl/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].")
..()
/decl/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]."))
/decl/surgery_step/amputate
name = "Amputate limb"
allowed_tools = list(
/obj/item/surgery/circular_saw = 100,
/obj/item/melee/energy = 100,
/obj/item/melee/chainsword = 100,
/obj/item/material/hatchet = 55
)
min_duration = 110
max_duration = 160
/decl/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
return (affected.limb_flags & ORGAN_CAN_AMPUTATE)
/decl/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)
..()
/decl/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
/decl/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, BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags())
affected.fracture()