mirror of
https://github.com/Bubberstation/Bubberstation.git
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Sterilizine now reduces surgery step failure prob (#19337)
* surgery refactor * Sterilizine now reduces surgery step failure prob * Adds steriliizne sprayer to medical vendors
This commit is contained in:
@@ -787,7 +787,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
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product_ads = "Go save some lives!;The best stuff for your medbay.;Only the finest tools.;Natural chemicals!;This stuff saves lives.;Don't you want some?;Ping!"
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req_access_txt = "5"
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products = list(/obj/item/weapon/reagent_containers/syringe = 12,/obj/item/weapon/reagent_containers/dropper = 3,/obj/item/stack/medical/gauze = 8,/obj/item/weapon/reagent_containers/pill/patch/styptic = 5, /obj/item/weapon/reagent_containers/pill/insulin = 10,
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/obj/item/weapon/reagent_containers/pill/patch/silver_sulf = 5,/obj/item/weapon/reagent_containers/glass/bottle/charcoal = 4,
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/obj/item/weapon/reagent_containers/pill/patch/silver_sulf = 5,/obj/item/weapon/reagent_containers/glass/bottle/charcoal = 4, /obj/item/weapon/reagent_containers/spray/medical/sterilizer = 1,
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/obj/item/weapon/reagent_containers/glass/bottle/epinephrine = 4,/obj/item/weapon/reagent_containers/glass/bottle/morphine = 4,/obj/item/weapon/reagent_containers/glass/bottle/salglu_solution = 3,
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/obj/item/weapon/reagent_containers/glass/bottle/toxin = 3,/obj/item/weapon/reagent_containers/syringe/antiviral = 6,/obj/item/weapon/reagent_containers/pill/salbutamol = 2,/obj/item/device/healthanalyzer = 4, /obj/item/device/sensor_device = 2)
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contraband = list(/obj/item/weapon/reagent_containers/pill/tox = 3,/obj/item/weapon/reagent_containers/pill/morphine = 4,/obj/item/weapon/reagent_containers/pill/charcoal = 6)
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@@ -809,7 +809,8 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
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icon_deny = "wallmed-deny"
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density = 0
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products = list(/obj/item/weapon/reagent_containers/syringe = 3,/obj/item/weapon/reagent_containers/pill/patch/styptic = 5,
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/obj/item/weapon/reagent_containers/pill/patch/silver_sulf = 5,/obj/item/weapon/reagent_containers/pill/charcoal = 2)
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/obj/item/weapon/reagent_containers/pill/patch/silver_sulf = 5,/obj/item/weapon/reagent_containers/pill/charcoal = 2,
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/obj/item/weapon/reagent_containers/spray/medical/sterilizer = 1)
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contraband = list(/obj/item/weapon/reagent_containers/pill/tox = 2,/obj/item/weapon/reagent_containers/pill/morphine = 2)
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/obj/machinery/vending/security
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@@ -18,12 +18,11 @@
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take_organ_damage(10)
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/mob/living/carbon/attackby(obj/item/I, mob/user, params)
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if(lying)
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if(surgeries.len)
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if(user != src && user.a_intent == "help")
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for(var/datum/surgery/S in surgeries)
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if(S.next_step(user, src))
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return 1
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if(lying && surgeries.len)
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if(user != src && user.a_intent == "help")
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for(var/datum/surgery/S in surgeries)
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if(S.next_step(user))
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return 1
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return ..()
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@@ -39,12 +38,11 @@
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if(D.IsSpreadByTouch())
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ContractDisease(D)
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if(lying)
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if(lying && surgeries.len)
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if(user.a_intent == "help")
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if(surgeries.len)
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for(var/datum/surgery/S in surgeries)
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if(S.next_step(user, src))
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return 1
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for(var/datum/surgery/S in surgeries)
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if(S.next_step(user))
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return 1
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return 0
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@@ -292,7 +292,7 @@ var/list/slime_colours = list("rainbow", "grey", "purple", "metal", "orange",
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if(stat == DEAD && surgeries.len)
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if(M.a_intent == "help")
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for(var/datum/surgery/S in surgeries)
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if(S.next_step(M, src))
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if(S.next_step(M))
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return 1
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if(..()) //successful attack
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attacked += 10
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@@ -307,7 +307,7 @@ var/list/slime_colours = list("rainbow", "grey", "purple", "metal", "orange",
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if(stat == DEAD && surgeries.len)
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if(user.a_intent == "help")
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for(var/datum/surgery/S in surgeries)
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if(S.next_step(user, src))
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if(S.next_step(user))
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return 1
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if(istype(W,/obj/item/stack/sheet/mineral/plasma) && !stat) //Let's you feed slimes plasma.
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if (user in Friends)
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@@ -56,8 +56,18 @@ All effects don't start immediately, but rather get worse over time; the rate is
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/datum/reagent/consumable/ethanol/reaction_mob(mob/living/M, method=TOUCH, reac_volume)//Splashing people with ethanol isn't quite as good as fuel.
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if(!istype(M, /mob/living))
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return
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if(method == TOUCH || method == VAPOR)
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if(method in list(TOUCH, VAPOR, PATCH))
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M.adjust_fire_stacks(reac_volume / 15)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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var/power_multiplier = boozepwr / 65 // Weak alcohol has less sterilizing power
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for(var/s in C.surgeries)
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var/datum/surgery/S = s
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S.success_multiplier = max(0.10*power_multiplier, S.success_multiplier)
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// +10% success propability on each step, useful while operating in less-than-perfect conditions
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return ..()
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/datum/reagent/consumable/ethanol/beer
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@@ -306,6 +306,12 @@
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if(show_message)
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M << "<span class='warning'>Your stomach agonizingly cramps!</span>"
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else
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var/mob/living/carbon/C = M
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for(var/s in C.surgeries)
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var/datum/surgery/S = s
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S.success_multiplier = max(0.10, S.success_multiplier)
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// +10% success propability on each step, useful while operating in less-than-perfect conditions
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if(show_message)
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M << "<span class='danger'>You feel your wounds fade away to nothing!</span>" //It's a painkiller, after all
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..()
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@@ -387,8 +387,10 @@
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if(initial(S.blacklisted))
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continue
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possible_morphs += S
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var/current_species = H.dna.species.type
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var/datum/species/mutation = pick(possible_morphs)
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if(prob(90) && mutation)
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if(mutation && mutation != current_species)
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H << "<span class='danger'>The pain subsides. You feel... different.</span>"
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H.set_species(mutation)
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else
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@@ -607,12 +609,21 @@
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GG = new/obj/effect/decal/cleanable/greenglow(T)
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GG.reagents.add_reagent("radium", reac_volume)
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/datum/reagent/sterilizine
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/datum/reagent/space_cleaner/sterilizine
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name = "Sterilizine"
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id = "sterilizine"
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description = "Sterilizes wounds in preparation for surgery."
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color = "#C8A5DC" // rgb: 200, 165, 220
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/datum/reagent/space_cleaner/sterilizine/reaction_mob(mob/living/M, method=TOUCH, reac_volume)
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if(iscarbon(M) && (method in list(TOUCH, VAPOR, PATCH)))
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var/mob/living/carbon/C = M
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for(var/s in C.surgeries)
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var/datum/surgery/S = s
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S.success_multiplier = max(0.20, S.success_multiplier)
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// +20% success propability on each step, useful while operating in less-than-perfect conditions
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..()
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/datum/reagent/iron
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name = "Iron"
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id = "iron"
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@@ -117,7 +117,6 @@
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user << "<span class='notice'>You switch the nozzle setting to [stream_mode ? "\"stream\"":"\"spray\""]. You'll now use [amount_per_transfer_from_this] units per use.</span>"
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/obj/item/weapon/reagent_containers/spray/verb/empty()
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set name = "Empty Spray Bottle"
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set category = "Object"
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set src in usr
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@@ -136,6 +135,7 @@
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desc = "BLAM!-brand non-foaming space cleaner!"
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list_reagents = list("cleaner" = 250)
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//spray tan
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/obj/item/weapon/reagent_containers/spray/spraytan
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name = "spray tan"
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volume = 50
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@@ -143,6 +143,19 @@
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list_reagents = list("spraytan" = 50)
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/obj/item/weapon/reagent_containers/spray/medical
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name = "medical spray"
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icon = 'icons/obj/chemical.dmi'
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icon_state = "medspray"
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volume = 100
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/obj/item/weapon/reagent_containers/spray/medical/sterilizer
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name = "sterilizer spray"
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desc = "Spray bottle loaded with non-toxic sterilizer. Useful in preparation for surgery."
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list_reagents = list("sterilizine" = 100)
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//pepperspray
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/obj/item/weapon/reagent_containers/spray/pepper
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name = "pepperspray"
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@@ -1,93 +1,90 @@
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/proc/attempt_initiate_surgery(obj/item/I, mob/living/M, mob/user)
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if(istype(M))
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var/mob/living/carbon/human/H
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var/obj/item/bodypart/affecting
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var/selected_zone = user.zone_selected
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if(!istype(M))
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return
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if(istype(M, /mob/living/carbon/human))
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H = M
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affecting = H.get_bodypart(check_zone(selected_zone))
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var/mob/living/carbon/human/H
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var/obj/item/bodypart/affecting
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var/selected_zone = user.zone_selected
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if(M.lying || isslime(M)) //if they're prone or a slime
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var/datum/surgery/current_surgery
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if(istype(M, /mob/living/carbon/human))
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H = M
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affecting = H.get_bodypart(check_zone(selected_zone))
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for(var/datum/surgery/S in M.surgeries)
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if(S.location == selected_zone)
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current_surgery = S
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if(!M.lying && !isslime(M)) //if they're prone or a slime
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return
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if(!current_surgery)
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var/list/all_surgeries = surgeries_list.Copy()
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var/list/available_surgeries = list()
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var/datum/surgery/current_surgery
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for(var/datum/surgery/S in all_surgeries)
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if(!S.possible_locs.Find(selected_zone))
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continue
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if(affecting)
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if(!S.requires_bodypart)
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continue
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if(S.requires_organic_bodypart && affecting.status == ORGAN_ROBOTIC)
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continue
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else if(H && S.requires_bodypart) //human with no limb in surgery zone when we need a limb
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continue
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if(!S.can_start(user, M))
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continue
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for(var/path in S.species)
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if(istype(M, path))
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available_surgeries[S.name] = S
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break
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for(var/datum/surgery/S in M.surgeries)
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if(S.location == selected_zone)
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current_surgery = S
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var/P = input("Begin which procedure?", "Surgery", null, null) as null|anything in available_surgeries
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if(P && user && user.Adjacent(M) && (I in user))
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var/datum/surgery/S = available_surgeries[P]
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if(!current_surgery)
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var/list/all_surgeries = surgeries_list.Copy()
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var/list/available_surgeries = list()
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for(var/datum/surgery/other in M.surgeries)
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if(other.location == S.location)
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return //during the input() another surgery was started at the same location.
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for(var/datum/surgery/S in all_surgeries)
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if(!S.possible_locs.Find(selected_zone))
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continue
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if(affecting)
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if(!S.requires_bodypart)
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continue
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if(S.requires_organic_bodypart && affecting.status == ORGAN_ROBOTIC)
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continue
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else if(H && S.requires_bodypart) //human with no limb in surgery zone when we need a limb
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continue
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if(!S.can_start(user, M))
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continue
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for(var/path in S.species)
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if(istype(M, path))
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available_surgeries[S.name] = S
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break
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var/datum/surgery/procedure = new S.type
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if(procedure)
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procedure.location = selected_zone
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var/P = input("Begin which procedure?", "Surgery", null, null) as null|anything in available_surgeries
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if(P && user && user.Adjacent(M) && (I in user))
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var/datum/surgery/S = available_surgeries[P]
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//we check that the surgery is still doable after the input() wait.
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if(H)
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affecting = H.get_bodypart(check_zone(selected_zone))
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if(affecting)
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if(!procedure.requires_bodypart)
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return
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if(procedure.requires_organic_bodypart && affecting.status == ORGAN_ROBOTIC)
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return
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else if(H && procedure.requires_bodypart)
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return
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if(!procedure.can_start(user, M))
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return
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for(var/datum/surgery/other in M.surgeries)
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if(other.location == S.location)
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return //during the input() another surgery was started at the same location.
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if(procedure.ignore_clothes || get_location_accessible(M, selected_zone))
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M.surgeries += procedure
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procedure.organ = affecting
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user.visible_message("[user] drapes [I] over [M]'s [parse_zone(selected_zone)] to prepare for \an [procedure.name].", \
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"<span class='notice'>You drape [I] over [M]'s [parse_zone(selected_zone)] to prepare for \an [procedure.name].</span>")
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//we check that the surgery is still doable after the input() wait.
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if(H)
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affecting = H.get_bodypart(check_zone(selected_zone))
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if(affecting)
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if(!S.requires_bodypart)
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return
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if(S.requires_organic_bodypart && affecting.status == ORGAN_ROBOTIC)
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return
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else if(H && S.requires_bodypart)
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return
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if(!S.can_start(user, M))
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return
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add_logs(user, M, "operated", addition="Operation type: [procedure.name], location: [selected_zone]")
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else
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user << "<span class='warning'>You need to expose [M]'s [parse_zone(selected_zone)] first!</span>"
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if(S.ignore_clothes || get_location_accessible(M, selected_zone))
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var/datum/surgery/procedure = new S.type(M, selected_zone, affecting)
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user.visible_message("[user] drapes [I] over [M]'s [parse_zone(selected_zone)] to prepare for \an [procedure.name].", \
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"<span class='notice'>You drape [I] over [M]'s [parse_zone(selected_zone)] to prepare for \an [procedure.name].</span>")
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else if(!current_surgery.step_in_progress)
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if(current_surgery.status == 1)
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M.surgeries -= current_surgery
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user.visible_message("[user] removes the drapes from [M]'s [parse_zone(selected_zone)].", \
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"<span class='notice'>You remove the drapes from [M]'s [parse_zone(selected_zone)].</span>")
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qdel(current_surgery)
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else if(istype(user.get_inactive_hand(), /obj/item/weapon/cautery) && current_surgery.can_cancel)
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M.surgeries -= current_surgery
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user.visible_message("[user] mends the incision and removes the drapes from [M]'s [parse_zone(selected_zone)].", \
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"<span class='notice'>You mend the incision and remove the drapes from [M]'s [parse_zone(selected_zone)].</span>")
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qdel(current_surgery)
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else if(current_surgery.can_cancel)
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user << "<span class='warning'>You need to hold a cautery in inactive hand to stop [M]'s surgery!</span>"
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add_logs(user, M, "operated", addition="Operation type: [procedure.name], location: [selected_zone]")
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else
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user << "<span class='warning'>You need to expose [M]'s [parse_zone(selected_zone)] first!</span>"
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else if(!current_surgery.step_in_progress)
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if(current_surgery.status == 1)
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M.surgeries -= current_surgery
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user.visible_message("[user] removes the drapes from [M]'s [parse_zone(selected_zone)].", \
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"<span class='notice'>You remove the drapes from [M]'s [parse_zone(selected_zone)].</span>")
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qdel(current_surgery)
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else if(istype(user.get_inactive_hand(), /obj/item/weapon/cautery) && current_surgery.can_cancel)
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M.surgeries -= current_surgery
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user.visible_message("[user] mends the incision and removes the drapes from [M]'s [parse_zone(selected_zone)].", \
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"<span class='notice'>You mend the incision and remove the drapes from [M]'s [parse_zone(selected_zone)].</span>")
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qdel(current_surgery)
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else if(current_surgery.can_cancel)
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user << "<span class='warning'>You need to hold a cautery in inactive hand to stop [M]'s surgery!</span>"
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return 1
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return 0
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return 1
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@@ -1,16 +1,37 @@
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/datum/surgery
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var/name = "surgery"
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var/status = 1
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var/list/steps = list() //Steps in a surgery
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var/step_in_progress = 0 //Actively performing a Surgery
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var/can_cancel = 1 //Can cancel this surgery after step 1 with cautery
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var/list/species = list(/mob/living/carbon/human) //Acceptable Species
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var/location = "chest" //Surgery location
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var/requires_organic_bodypart = 1 //Prevents you from performing an operation on robotic limbs
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var/list/possible_locs = list() //Multiple locations -- c0
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var/ignore_clothes = 0 //This surgery ignores clothes
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var/obj/item/organ/organ //Operable body part
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var/requires_bodypart = TRUE //Surgery available only when a bodypart is present, or only when it is missing.
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var/list/steps = list() //Steps in a surgery
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var/step_in_progress = 0 //Actively performing a Surgery
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var/can_cancel = 1 //Can cancel this surgery after step 1 with cautery
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var/list/species = list(/mob/living/carbon/human) //Acceptable Species
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var/location = "chest" //Surgery location
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var/requires_organic_bodypart = 1 //Prevents you from performing an operation on robotic limbs
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var/list/possible_locs = list() //Multiple locations
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var/ignore_clothes = 0 //This surgery ignores clothes
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var/mob/living/carbon/target //Operation target mob
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var/obj/item/organ/organ //Operable body part
|
||||
var/requires_bodypart = TRUE //Surgery available only when a bodypart is present, or only when it is missing.
|
||||
var/success_multiplier = 0 //Step success propability multiplier
|
||||
|
||||
|
||||
/datum/surgery/New(surgery_target, surgery_location, surgery_organ)
|
||||
..()
|
||||
if(surgery_target)
|
||||
target = surgery_target
|
||||
target.surgeries += src
|
||||
if(surgery_location)
|
||||
location = surgery_location
|
||||
if(surgery_organ)
|
||||
organ = surgery_organ
|
||||
|
||||
/datum/surgery/Destroy()
|
||||
if(target)
|
||||
target.surgeries -= src
|
||||
target = null
|
||||
organ = null
|
||||
return ..()
|
||||
|
||||
|
||||
/datum/surgery/proc/can_start(mob/user, mob/living/carbon/target)
|
||||
// if 0 surgery wont show up in list
|
||||
@@ -18,9 +39,9 @@
|
||||
return 1
|
||||
|
||||
|
||||
/datum/surgery/proc/next_step(mob/user, mob/living/carbon/target)
|
||||
/datum/surgery/proc/next_step(mob/user)
|
||||
if(step_in_progress)
|
||||
return
|
||||
return 1
|
||||
|
||||
var/datum/surgery_step/S = get_surgery_step()
|
||||
if(S)
|
||||
@@ -32,10 +53,23 @@
|
||||
var/step_type = steps[status]
|
||||
return new step_type
|
||||
|
||||
/datum/surgery/proc/complete()
|
||||
qdel(src)
|
||||
|
||||
|
||||
/datum/surgery/proc/get_propability_multiplier()
|
||||
var/propability = 0.5
|
||||
var/turf/T = get_turf(target)
|
||||
|
||||
if(locate(/obj/structure/table/optable, T))
|
||||
propability = 1
|
||||
else if(locate(/obj/structure/table, T))
|
||||
propability = 0.8
|
||||
else if(locate(/obj/structure/bed, T))
|
||||
propability = 0.7
|
||||
|
||||
return propability + success_multiplier
|
||||
|
||||
/datum/surgery/proc/complete(mob/living/carbon/human/target)
|
||||
target.surgeries -= src
|
||||
src = null
|
||||
|
||||
|
||||
|
||||
@@ -45,7 +79,6 @@
|
||||
//Other important variables are var/list/surgeries (/mob/living) and var/list/internal_organs (/mob/living/carbon)
|
||||
// var/list/bodyparts (/mob/living/carbon/human) is the LIMBS of a Mob.
|
||||
//Surgical procedures are initiated by attempt_initiate_surgery(), which is called by surgical drapes and bedsheets.
|
||||
// /code/modules/surgery/multiple_location_example.dm contains steps to setup a multiple location operation.
|
||||
|
||||
|
||||
//TODO
|
||||
@@ -60,4 +93,4 @@
|
||||
|
||||
//RESOLVED ISSUES //"Todo" jobs that have been completed
|
||||
//combine hands/feet into the arms - Hands/feet were removed - RR
|
||||
//surgeries (not steps) that can be initiated on any body part (corresponding with damage locations) - Call this one done, see multiple_location_example.dm - RR
|
||||
//surgeries (not steps) that can be initiated on any body part (corresponding with damage locations) - Call this one done, see possible_locs var - c0
|
||||
@@ -1,10 +1,10 @@
|
||||
/datum/surgery_step
|
||||
var/name
|
||||
var/list/implements = list() //format is path = probability of success. alternatively
|
||||
var/implement_type = null //the current type of implement used. This has to be stored, as the actual typepath of the tool may not match the list type.
|
||||
var/accept_hand = 0 //does the surgery step require an open hand? If true, ignores implements. Compatible with accept_any_item.
|
||||
var/accept_any_item = 0 //does the surgery step accept any item? If true, ignores implements. Compatible with require_hand.
|
||||
var/time = 10 //how long does the step take?
|
||||
var/name
|
||||
|
||||
|
||||
/datum/surgery_step/proc/try_op(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
|
||||
@@ -48,7 +48,7 @@
|
||||
|
||||
if(implement_type) //this means it isn't a require hand or any item step.
|
||||
prob_chance = implements[implement_type]
|
||||
prob_chance *= get_location_modifier(target)
|
||||
prob_chance *= surgery.get_propability_multiplier()
|
||||
|
||||
if(prob(prob_chance) || isrobot(user))
|
||||
if(success(user, target, target_zone, tool, surgery))
|
||||
@@ -60,7 +60,7 @@
|
||||
if(advance)
|
||||
surgery.status++
|
||||
if(surgery.status > surgery.steps.len)
|
||||
surgery.complete(target)
|
||||
surgery.complete()
|
||||
|
||||
surgery.step_in_progress = 0
|
||||
|
||||
|
||||
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Reference in New Issue
Block a user