/datum/surgery var/name = "surgery" var/status = 1 var/list/steps = list() //Steps in a surgery var/step_in_progress = 0 //Actively performing a Surgery var/can_cancel = 1 //Can cancel this surgery after step 1 with cautery var/list/species = list(/mob/living/carbon/human) //Acceptable Species var/location = "chest" //Surgery location var/requires_organic_bodypart = 1 //Prevents you from performing an operation on robotic limbs var/list/possible_locs = list() //Multiple locations var/ignore_clothes = 0 //This surgery ignores clothes var/mob/living/carbon/target //Operation target mob var/obj/item/bodypart/operated_bodypart //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 var/requires_real_bodypart = 0 //Some surgeries don't work on limbs that don't really exist /datum/surgery/New(surgery_target, surgery_location, surgery_bodypart) ..() if(surgery_target) target = surgery_target target.surgeries += src if(surgery_location) location = surgery_location if(surgery_bodypart) operated_bodypart = surgery_bodypart /datum/surgery/Destroy() if(target) target.surgeries -= src target = null operated_bodypart = null return ..() /datum/surgery/proc/can_start(mob/user, mob/living/carbon/target) // if 0 surgery wont show up in list // put special restrictions here return 1 /datum/surgery/proc/next_step(mob/user) if(step_in_progress) return 1 var/datum/surgery_step/S = get_surgery_step() if(S) if(S.try_op(user, target, user.zone_selected, user.get_active_held_item(), src)) return 1 return 0 /datum/surgery/proc/get_surgery_step() var/step_type = steps[status] return new step_type /datum/surgery/proc/complete() SSblackbox.add_details("surgeries_completed", "[type]") 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 //INFO //Check /mob/living/carbon/attackby for how surgery progresses, and also /mob/living/carbon/attack_hand. //As of Feb 21 2013 they are in code/modules/mob/living/carbon/carbon.dm, lines 459 and 51 respectively. //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. //TODO //specific steps for some surgeries (fluff text) //R&D researching new surgeries (especially for non-humans) //more interesting failure options //randomised complications //more surgeries! //add a probability modifier for the state of the surgeon- health, twitching, etc. blindness, god forbid. //helper for converting a zone_sel.selecting to body part (for damage) //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 possible_locs var - c0