* medical/security modsuit updates and modules (#69194)
tweaks the colors on the security modsuit to be lighter, i think i did that on the original pr but it got reverted due to merge conflicts
makes the standard quick carry module have nitrile level carrying instead of latex level
environmental bodybags are now always pressurized
adds medical and security hardlight bags, which are environmental bags you can use to move people through space, security ones can be sinched to prevent escape
adds a medical version of the prisoner capture module, for patient transport, prisoner capture and patient transport now use the medical/security holobags, medical one deploying them faster. when you move too far out of range the holobag dissipates
adds a defibrillator module, extends shock paddles
adds a thread ripper module, this module temporarily rips away the matter of clothing, to allow stuff like injections, surgery, defibrillation etc through it
adds a surgery processor module, essentially a portable surgery computer like borgs have
fixes a bug where you can unwield defibrillator paddles just after starting the do_after to defib onehanded
fixes a bug where the modsuit gps would have a broken name when renamed
* medical/security modsuit updates and modules
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Being in combat mode hits your target with the surgical tool during an ongoing surgery. (#69489)
This is how it worked at some point, I couldn't find what messed it up.
This makes sense, and kills the very odd strategy of starting any surgery on yourself in order to make yourself completely immune from people trying to attack you with scalpels, energy swords, knifes, glass shards, and in fact, any sharp item.
Also, this kills ai monkeys being able to preform surgery on people out of raw monkey spite. Surgery should also probably require IS_ADVANCED_TOOL_USER, but that's a PR for a different day.
* Being in combat mode hits your target with the surgical tool during an ongoing surgery.
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
* Add new surgery tgui (#64579)
* Move element to component, start UI, move assets into their own directory
* Complete UI
* Stop when another surgery is started
* Set your real zone since I forgot you actually need to start the surgery too
* Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore
* Remove unnecessary constructor I was using for something else
* Fix signal override
* Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* You can no longer continue a surgery if the organ in question is somehow removed whilst mid operation (#63459)
* You can no longer continue a surgery if the organ in question is somehow removed whilst mid operation
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Fixes tend wounds being inacessible without an operating table + computer (#63079)
* Fixes tend wounds being inacessible without an operating table + computer
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes (#61953)
Please don't try and send chat messages if you have nothing to say
Fixes a spurious runtime.
Fixes a runtime caused by my lack of understanding of huds. remove_hud_from is intended for hud watchers, remove_from_hud is intended for hud items. Doesn't really make sense most of the time, and just runtimes out the ass
Fixes a runtime in shapeshifting, restore should not run if the object is not restoring, or if it's deleting. it should run if it's not restoring, and it's not deleted. 4head
Fun fact, if there's two turret control boards they'll override each other. Use weakrefs. Oh also removes a var called cp, nothing good will come of that
Today in: Good lord the stacking machine is an afront to god, we discover that the labor claims console was attempting to act as a console, which of course fails when it comes time to clear it's improperly named var. Disgusting
Attempts to fix potential wound ref hangs in surgeries? maybe?
Fixes a runtime in luminescent stuff I created in my big harddel crusade. owner is a mob, not a species
Fixes a runtime related to headspikes deleting themselves twice. Pain
Fixes hard deletes sourced from the prophet trauma. Good fucking lord this is awful
Offhand item is somehow hard deleting. I have no idea how. Here's hoping signals fixes it, because if it doesn't I'm stumped. It's not a common scenario, but it does happen in spurts that suggest repeated usage
* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes
* Update turret_id_system.dm
* Update turret_id_system.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Operating computers no longer link to stasis beds. (#57306)
* Operating computers no longer link to stasis beds.
Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
* Pipe init runtime
* Modular computer explosion runtime.
* Waterbottle thrown by explosion runtime.
* Spark runtime. Should systems continue after deletion ?
* restore ghost appearance runtime
* parallax update timer runtime.
* borg unbuckling runtime
* surgery cancel runtime. FALSE is not a null.
* relic self deletion runtime.
* dog collar runtime
* Another part of that buckled_mobs robot runtime.
* Let's go over all of these
* free ()
Co-Authored-By: MrPerson <spamtaffic@gmail.com>
Co-authored-by: MrPerson <spamtaffic@gmail.com>
* Surgery failure removal
* implement speed scaling (again)
* removed wrong undef
* Removes outdated try_to_fail variable
* Remove outdated comments
* rolls back removals of surgery fails
* restores try_to_fail and failure proc
last important changes are in /initiate()
* meat of the PR
modded time now caps out
fail chance is reworked to be based on modded time
failing is possible again
* cap fail_prob at 100
just-in-case to avoid any byond weirdness with prob being >100
* messages for different fail probs
* fail chance caps at 99%
there is always a 1% chance to succeed
* borgs immune to slow, stasis bed check
* wake up, travis
* undoes mysterious floor surgery nerf
0.25 modifier -> 0.5 modifier, as originally
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)
this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.
also applies materials to everything, with fixes, which can close#46299
About The Pull Request
Operating Computers can now be built to support advanced surgeries to stasis beds. Unlike a table, these can be within LoS of the computer.
Do note it links them the same way it does a table (once when THE COMPUTER is built).
A minor change is now the surgery tab of the computer can be accessed to sync surgeries even if a table isn't linked.
Why It's Good For The Game
Stasis beds should be surgery hotspots, and this allows doctors to explore some of the unique pathways/surgeries without relying on a table.
Do note that some surgeries will still be better performed on the optable since the beds have a small penalty.
Changelog
cl Cobby
add: Operating computers can now be built to sync with all nearby stasis beds within it's LoS and provide them with advanced surgeries.
/cl
clDissectby
add: Examining a dissected body will provide insight on the highest tier performed.
fix: You can do ayy dissection now if you get the tech
fix: FINALLY fixed the surgery logic correctly
/cl
cl Cobby
balance: Tend Wounds is -2 Steps (Scalpel > Healing w Hemo > Cautery)
fix: Borgs can now perform Tend Wounds
add: Anti-spam on Tend Wounds (Starting Message only, Result Message untouched)
admin: The incise step for Tend Wounds does not cause damage, making it borg friendly.
/cl
Why
Tend wounds should be the baseline so let's make it easy to perform.
* fix meter work on un initialized pipe
* fix runtime in process_cell
whet it try to call to wrong type turf
* fix roundstart runtime in debug sungery disc
* fix return_air() runtime
Runtime in pipes.dm, line 52: Cannot read null.air
* s
* Update surgery.dm
* Update pipes.dm
* Update meter.dm
* Update LINDA_turf_tile.dm
* Disable atmos processing in outer border on load.
* Update map_template.dm
* Update map_template.dm
* Update map_template.dm
* Update pipes.dm
more runtimes for good of runtimes
About The Pull Request & Why
Dissection (Prev Experimental Dissection) Is Now Roundstart
Goal:give medbay a task they can do outside of normal healing on the off chance they're overstaffed and/or are in need of work.
Dissection (Prev Experimental Dissection) Is Now Tiered
Goal: I'm still not seeing competition in the medical tree that I'd like to see. Now that science benefits from going to this tree, I expect it to be a prominent if not the main pick.
Goal: Provide Medical bargaining power with Science. Want you cool gear bros? Better indulge us a bit if you want us to farm corpses.
NOTE: You will NOT be punished for doing low tiered surgeries then unlocking further tiers. It adjusts your rewards depending on if the body has been experimented on before and gives you the difference, it will not block you from doing the surgery entirely.
Repeatability
Goal: Make it less balanced around the all/nothing mechanic and more with rewarding constantly running the surgery.
Failing the surgery will give you a pity amount (1%, something slightly more than none in grand scheme) but more importantly will NOT add the trait that disables you from using that body for the surgery again.
Silicons can now perform dissection
Since It's not All/Nothing I decided to allow silicons to be able to help out. This is the first (and only) surgery that they can potentially fail.
Nerfs (yikes!)
Needed to nerf it to compensate for the fact that it was now roundstart. The hardest one was pointgain. I decided to mega nerf it so tiered would be desired. This was also a result in the shift of balance off the RNG and more on the repeatability.
Dissection Can Now Be Performed on ANY LIVING MOB
Goal: Cooperation between Mining (returning Mobs) and Medbay (turning these mobs into points)
The foundation is really lacking imo since I didn't want to dance around with numbers in this PR. Currently all mobs that aren't human and aren't explicitly listed in check_value are 300 points per surgery.
I hope you guys can add more mobs to the pool with better rewards (imagine dissecting the dragon for science!)
Dissection Surgery Minor Edits
Step Configuration Edit
Needed to change just for repeatability in the dissect step (didn't like the end step being the proceeding step).
I replaced the incision step with a post-dissection clamp step to keep the theme of scalpel > hemo (dissection uses scalpel)
Implement Changes / Probability Effects
Rewards using the researched tools (further integrates medsci coop), lowers standard gear to appropriately balance higher tiers.
MISC
Prices are Define Bound
Everything is relative to a single number via calculating off a define instead of independent values. Balance discussion shifts from "Is X number fair" to a more tangible "Is this mob worth X times the amount of a normal human". If everything is strong/low we can just edit a single number!
Let me know if there's any undoc'd changes!
Changelog
cl Cobby x Medbay
balance: (Experimental) Dissection is now roundstart.
balance: (Experimental) Dissection is now tiered and give higher point outputs than their predecessors.
add: All living mobs with corpses can be dissected.
code: Attention, all ss13 gamers! I need YOUR help adding mobs to the pool so they don't get the lame 60% of normal human pricing! You can dissect DRAGONS FOR CRY IT OUT LOUD!
balance: You are NOT punished for doing the lower tier surgeries then unlocking higher ones!
add: Borgs can perform dissection but they are not 100% successful.
tweak: Shifts balance of dissection surgery towards spammability vs. rng mechanic.
balance: All point rewards are severely nerfed to promote doing this multiple times (since it's now available from the getgo).
tweak: If you fail the dissection step, you get a pity reward (1% credits) and can repeat the step until you successfully dissect the being.
tweak: Lowered probabilty of success on default tools, increased probability for researched tools.
tweak: removed 2nd incision step, added clamp step post dissection (repeatability purposes).
/cl
Adds a modifier to probability for SBs, making them better than both
tables and beds but not as good as dedicated surgery tables.
It allows for a decision making process that previously would rarely
exist since a 0% bonus compared to a 100% bonus is pretty steep (if
you knew it didn't have one). Now you trade 10% for the perks of being
in stasis.
* beep
* fixes my mental lapse of trying to logic
* im not sure what sybtypes is
* Automation/Lowered Adv Surgery Node
* Update medical_designs.dm
* old var not needed
* Update code/modules/research/designs/medical_designs.dm
🆑 coiax
add: Abductor scientists, or people who have had training similar to an
abductor's scientist will be able to examine alien glands to determine
their scientific purpose.
/🆑
Had a lot of fun making up dumb sciencey sounding explanations for the
glands.
Removes the "scientist" var from the species datum, don't need that
anymore.
TRAIT_ABDUCTOR_TRAINING and TRAIT_ABDUCTOR_SCIENTIST_TRAINING are the
important key traits here, assigned in the antag datum. Being an
abductor doesn't give you experience with all their tools, after all.
TRAIT_SURGEON (another trait the ayy scientist has) gives you access to
all surgeries, rather than a more snowflake-style species check.
Adds the Surgical Processor upgrade for medical cyborgs, available from exosuit
fabricators after 'Cyborg Utilities: Medical' is researched. This upgrade
allows medical cyborgs to scan surgery disks, or copy procedures from an
operating computer. The cyborg can then initiate scanned procedures. Cyborgs
can also now perform surgery steps that have no instrument requirement.
Medical cyborgs were generally unable to perform any advanced surgeries outside
of some specific circumstances. This update allows cyborgs to make use of the
advanced surgeries. Some advanced surgeries have steps that require a hand
without any tools; this update allows cyborgs to perform these steps as well.
Note that surgeries must be obtained through research or a disk somehow before
the cyborgs can scan them.
Removes needless back-and-forth with surgery disks, making advanced surgery a
bit less annoying to set up. Disks still work to install surgeries locally,
although the only disk currently obtainable is the traitor brainwashing disk.