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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
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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
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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/success_multiplier = 0 //Step success propability multiplier
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/datum/surgery/New(surgery_target, surgery_location, surgery_organ)
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..()
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if(surgery_target)
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target = surgery_target
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target.surgeries += src
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if(surgery_location)
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location = surgery_location
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if(surgery_organ)
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organ = surgery_organ
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/datum/surgery/Destroy()
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if(target)
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target.surgeries -= src
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target = null
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organ = null
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return ..()
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/datum/surgery/proc/can_start(mob/user, mob/living/carbon/target)
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// if 0 surgery wont show up in list
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@@ -18,9 +39,9 @@
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return 1
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/datum/surgery/proc/next_step(mob/user, mob/living/carbon/target)
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/datum/surgery/proc/next_step(mob/user)
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if(step_in_progress)
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return
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return 1
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var/datum/surgery_step/S = get_surgery_step()
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if(S)
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@@ -32,10 +53,23 @@
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var/step_type = steps[status]
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return new step_type
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/datum/surgery/proc/complete()
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qdel(src)
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/datum/surgery/proc/get_propability_multiplier()
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var/propability = 0.5
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var/turf/T = get_turf(target)
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if(locate(/obj/structure/table/optable, T))
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propability = 1
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else if(locate(/obj/structure/table, T))
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propability = 0.8
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else if(locate(/obj/structure/bed, T))
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propability = 0.7
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return propability + success_multiplier
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/datum/surgery/proc/complete(mob/living/carbon/human/target)
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target.surgeries -= src
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src = null
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@@ -45,7 +79,6 @@
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//Other important variables are var/list/surgeries (/mob/living) and var/list/internal_organs (/mob/living/carbon)
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// var/list/bodyparts (/mob/living/carbon/human) is the LIMBS of a Mob.
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//Surgical procedures are initiated by attempt_initiate_surgery(), which is called by surgical drapes and bedsheets.
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// /code/modules/surgery/multiple_location_example.dm contains steps to setup a multiple location operation.
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//TODO
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@@ -60,4 +93,4 @@
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//RESOLVED ISSUES //"Todo" jobs that have been completed
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//combine hands/feet into the arms - Hands/feet were removed - RR
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//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
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//surgeries (not steps) that can be initiated on any body part (corresponding with damage locations) - Call this one done, see possible_locs var - c0
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@@ -1,10 +1,10 @@
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/datum/surgery_step
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var/name
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var/list/implements = list() //format is path = probability of success. alternatively
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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.
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var/accept_hand = 0 //does the surgery step require an open hand? If true, ignores implements. Compatible with accept_any_item.
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var/accept_any_item = 0 //does the surgery step accept any item? If true, ignores implements. Compatible with require_hand.
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var/time = 10 //how long does the step take?
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var/name
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/datum/surgery_step/proc/try_op(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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@@ -48,7 +48,7 @@
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if(implement_type) //this means it isn't a require hand or any item step.
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prob_chance = implements[implement_type]
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prob_chance *= get_location_modifier(target)
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prob_chance *= surgery.get_propability_multiplier()
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if(prob(prob_chance) || isrobot(user))
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if(success(user, target, target_zone, tool, surgery))
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@@ -60,7 +60,7 @@
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if(advance)
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surgery.status++
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if(surgery.status > surgery.steps.len)
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surgery.complete(target)
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surgery.complete()
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surgery.step_in_progress = 0
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