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Bubberstation/code/modules/surgery/surgery_step.dm
T
carlarctg faae49e63d Fixes some nonhuman surgery oversights (#86749)
## About The Pull Request

Added a null check to mood, because it caused runtimes. Nonhumans have
mood, but they never initialize it, yet surgery mood assumes it is.

Removed unnecessary ishuman check in the organizer, allowing it to work
on xenomorphs and other theoretical carbons.
## Why It's Good For The Game

> Added a null check to mood, because it caused runtimes. Nonhumans have
mood, but they never initialize it, yet surgery mood assumes it is.

Bug bad

> Removed unnecessary ishuman check in the organizer, allowing it to
work on xenomorphs and other theoretical carbons.

Oversight bad
## Changelog
🆑
fix: Added a null check to mood, because it caused runtimes. Nonhumans
have mood, but they never initialize it, yet surgery mood assumes it is.
fix: Removed unnecessary ishuman check in the organizer, allowing it to
work on xenomorphs and other theoretical carbons.
/🆑
2024-09-19 16:48:26 +02:00

338 lines
14 KiB
Plaintext

#define SURGERY_STATE_STARTED "surgery_started"
#define SURGERY_STATE_FAILURE "surgery_failed"
#define SURGERY_STATE_SUCCESS "surgery_success"
#define SURGERY_MOOD_CATEGORY "surgery"
/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 = FALSE //does the surgery step require an open hand? If true, ignores implements. Compatible with accept_any_item.
var/accept_any_item = FALSE //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/repeatable = FALSE //can this step be repeated? Make shure it isn't last step, or else the surgeon will be stuck in the loop
var/list/chems_needed = list() //list of chems needed to complete the step. Even on success, the step will have no effect if there aren't the chems required in the mob.
var/require_all_chems = TRUE //any on the list or all on the list?
var/silicons_obey_prob = FALSE
var/preop_sound //Sound played when the step is started
var/success_sound //Sound played if the step succeeded
var/failure_sound //Sound played if the step fails
///If the surgery causes mood changes if the patient is conscious.
var/surgery_effects_mood = FALSE
///Which mood event to give the patient when surgery is starting while they're conscious. This should be permanent/not have a timer until the surgery either succeeds or fails, as those states will immediately replace it. Mostly just flavor text.
var/datum/mood_event/surgery/surgery_started_mood_event = /datum/mood_event/surgery
///Which mood event to give the conscious patient when surgery succeeds. Lasts far shorter than if it failed.
var/datum/mood_event/surgery/surgery_success_mood_event = /datum/mood_event/surgery/success
///Which mood event to give the consious patient when surgery fails. Lasts muuuuuch longer.
var/datum/mood_event/surgery/surgery_failure_mood_event = /datum/mood_event/surgery/failure
/datum/surgery_step/proc/try_op(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
var/success = FALSE
if(surgery.organ_to_manipulate && !target.get_organ_slot(surgery.organ_to_manipulate))
to_chat(user, span_warning("[target] seems to be missing the organ necessary to complete this surgery!"))
return FALSE
if(accept_hand)
if(!tool)
success = TRUE
if(iscyborg(user))
var/mob/living/silicon/robot/borg = user
if(istype(borg.module_active, /obj/item/borg/cyborghug))
success = TRUE
if(accept_any_item)
if(tool && tool_check(user, tool))
success = TRUE
else if(tool)
for(var/key in implements)
var/match = FALSE
if(ispath(key) && istype(tool, key))
match = TRUE
else if(tool.tool_behaviour == key)
match = TRUE
if(match)
implement_type = key
if(tool_check(user, tool))
success = TRUE
break
if(success)
if(target_zone == surgery.location)
if(get_location_accessible(target, target_zone) || (surgery.surgery_flags & SURGERY_IGNORE_CLOTHES))
initiate(user, target, target_zone, tool, surgery, try_to_fail)
else
to_chat(user, span_warning("You need to expose [target]'s [target.parse_zone_with_bodypart(target_zone)] to perform surgery on it!"))
return TRUE //returns TRUE so we don't stab the guy in the dick or wherever.
if(repeatable)
var/datum/surgery_step/next_step = surgery.get_surgery_next_step()
if(next_step)
surgery.status++
if(next_step.try_op(user, target, user.zone_selected, user.get_active_held_item(), surgery))
return TRUE
else
surgery.status--
return FALSE
#define SURGERY_SLOWDOWN_CAP_MULTIPLIER 2.5 //increase to make surgery slower but fail less, and decrease to make surgery faster but fail more
///Modifier given to surgery speed for dissected bodies.
#define SURGERY_SPEED_DISSECTION_MODIFIER 0.8
///Modifier given to users with TRAIT_MORBID on certain surgeries
#define SURGERY_SPEED_MORBID_CURIOSITY 0.7
///Modifier given to patients with TRAIT_ANALGESIA
#define SURGERY_SPEED_TRAIT_ANALGESIA 0.8
/datum/surgery_step/proc/initiate(mob/living/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
// Only followers of Asclepius have the ability to use Healing Touch and perform miracle feats of surgery.
// Prevents people from performing multiple simultaneous surgeries unless they're holding a Rod of Asclepius.
surgery.step_in_progress = TRUE
var/speed_mod = 1
var/fail_prob = 0//100 - fail_prob = success_prob
var/advance = FALSE
if(!chem_check(target))
user.balloon_alert(user, "missing [LOWER_TEXT(get_chem_list())]!")
to_chat(user, span_warning("[target] is missing the [LOWER_TEXT(get_chem_list())] required to perform this surgery step!"))
surgery.step_in_progress = FALSE
return FALSE
if(preop(user, target, target_zone, tool, surgery) == SURGERY_STEP_FAIL)
update_surgery_mood(target, SURGERY_STATE_FAILURE)
surgery.step_in_progress = FALSE
return FALSE
update_surgery_mood(target, SURGERY_STATE_STARTED)
play_preop_sound(user, target, target_zone, tool, surgery) // Here because most steps overwrite preop
if(tool)
speed_mod = tool.toolspeed
if(HAS_TRAIT(target, TRAIT_SURGICALLY_ANALYZED))
speed_mod *= SURGERY_SPEED_DISSECTION_MODIFIER
if(check_morbid_curiosity(user, tool, surgery))
speed_mod *= SURGERY_SPEED_MORBID_CURIOSITY
if(HAS_TRAIT(target, TRAIT_ANALGESIA))
speed_mod *= SURGERY_SPEED_TRAIT_ANALGESIA
var/implement_speed_mod = 1
if(implement_type) //this means it isn't a require hand or any item step.
implement_speed_mod = implements[implement_type] / 100.0
speed_mod /= (get_location_modifier(target) * (1 + surgery.speed_modifier) * implement_speed_mod) * target.mob_surgery_speed_mod
var/modded_time = time * speed_mod
fail_prob = min(max(0, modded_time - (time * SURGERY_SLOWDOWN_CAP_MULTIPLIER)),99)//if modded_time > time * modifier, then fail_prob = modded_time - time*modifier. starts at 0, caps at 99
modded_time = min(modded_time, time * SURGERY_SLOWDOWN_CAP_MULTIPLIER)//also if that, then cap modded_time at time*modifier
if(iscyborg(user))//any immunities to surgery slowdown should go in this check.
modded_time = time * tool.toolspeed
var/was_sleeping = (target.stat != DEAD && target.IsSleeping())
if(do_after(user, modded_time, target = target, interaction_key = user.has_status_effect(/datum/status_effect/hippocratic_oath) ? target : DOAFTER_SOURCE_SURGERY)) //If we have the hippocratic oath, we can perform one surgery on each target, otherwise we can only do one surgery in total.
if((prob(100-fail_prob) || (iscyborg(user) && !silicons_obey_prob)) && !try_to_fail)
if(success(user, target, target_zone, tool, surgery))
update_surgery_mood(target, SURGERY_STATE_SUCCESS)
play_success_sound(user, target, target_zone, tool, surgery)
advance = TRUE
else
if(failure(user, target, target_zone, tool, surgery, fail_prob))
play_failure_sound(user, target, target_zone, tool, surgery)
update_surgery_mood(target, SURGERY_STATE_FAILURE)
advance = TRUE
if(advance && !repeatable)
surgery.status++
if(surgery.status > surgery.steps.len)
surgery.complete(user)
else if(!QDELETED(target))
update_surgery_mood(target, SURGERY_STATE_FAILURE)
if(target.stat == DEAD && was_sleeping && user.client)
user.client.give_award(/datum/award/achievement/jobs/sandman, user)
surgery.step_in_progress = FALSE
return advance
/**
* Handles updating the mob's mood depending on the surgery states.
* * surgery_state = SURGERY_STATE_STARTED, SURGERY_STATE_FAILURE, SURGERY_STATE_SUCCESS
* * To prevent typos, the event category is defined as SURGERY_MOOD_CATEGORY ("surgery")
*/
/datum/surgery_step/proc/update_surgery_mood(mob/living/target, surgery_state)
if(!target)
CRASH("Not passed a target, how did we get here?")
if(!surgery_effects_mood)
return
if(HAS_TRAIT(target, TRAIT_ANALGESIA))
target.clear_mood_event(SURGERY_MOOD_CATEGORY) //incase they gained the trait mid-surgery. has the added side effect that if someone has a bad surgical memory/mood and gets drunk & goes back to surgery, they'll forget they hated it, which is kinda funny imo.
return
if(target.stat >= UNCONSCIOUS)
var/datum/mood_event/surgery/target_mood_event = target.mob_mood?.mood_events[SURGERY_MOOD_CATEGORY]
if(!target_mood_event || target_mood_event.surgery_completed) //don't give sleeping mobs trauma. that said, if they fell asleep mid-surgery after already getting the bad mood, lets make sure they wake up to a (hopefully) happy memory.
return
switch(surgery_state)
if(SURGERY_STATE_STARTED)
target.add_mood_event(SURGERY_MOOD_CATEGORY, surgery_started_mood_event)
if(SURGERY_STATE_SUCCESS)
target.add_mood_event(SURGERY_MOOD_CATEGORY, surgery_success_mood_event)
if(SURGERY_STATE_FAILURE)
target.add_mood_event(SURGERY_MOOD_CATEGORY, surgery_failure_mood_event)
else
CRASH("passed invalid surgery_state, \"[surgery_state]\".")
/datum/surgery_step/proc/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to perform surgery on [target]..."),
span_notice("[user] begins to perform surgery on [target]."),
span_notice("[user] begins to perform surgery on [target]."),
)
/datum/surgery_step/proc/play_preop_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(!preop_sound)
return
var/sound_file_use
if(islist(preop_sound))
for(var/typepath in preop_sound)//iterate and assign subtype to a list, works best if list is arranged from subtype first and parent last
if(istype(tool, typepath))
sound_file_use = preop_sound[typepath]
break
else
sound_file_use = preop_sound
playsound(get_turf(target), sound_file_use, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
/datum/surgery_step/proc/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = TRUE)
SEND_SIGNAL(user, COMSIG_MOB_SURGERY_STEP_SUCCESS, src, target, target_zone, tool, surgery, default_display_results)
if(default_display_results)
display_results(
user,
target,
span_notice("You succeed."),
span_notice("[user] succeeds!"),
span_notice("[user] finishes."),
)
return TRUE
/datum/surgery_step/proc/play_success_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(!success_sound)
return
playsound(get_turf(target), success_sound, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
/datum/surgery_step/proc/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
var/screwedmessage = ""
switch(fail_prob)
if(0 to 24)
screwedmessage = " You almost had it, though."
if(50 to 74)//25 to 49 = no extra text
screwedmessage = " This is hard to get right in these conditions..."
if(75 to 99)
screwedmessage = " This is practically impossible in these conditions..."
display_results(
user,
target,
span_warning("You screw up![screwedmessage]"),
span_warning("[user] screws up!"),
span_notice("[user] finishes."), TRUE) //By default the patient will notice if the wrong thing has been cut
return FALSE
/datum/surgery_step/proc/play_failure_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(!failure_sound)
return
playsound(get_turf(target), failure_sound, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
/datum/surgery_step/proc/tool_check(mob/user, obj/item/tool)
return TRUE
/datum/surgery_step/proc/chem_check(mob/living/target)
if(!LAZYLEN(chems_needed))
return TRUE
if(require_all_chems)
. = TRUE
for(var/reagent in chems_needed)
if(!target.reagents.has_reagent(reagent))
return FALSE
else
. = FALSE
for(var/reagent in chems_needed)
if(target.reagents.has_reagent(reagent))
return TRUE
/datum/surgery_step/proc/get_chem_list()
if(!LAZYLEN(chems_needed))
return
var/list/chems = list()
for(var/reagent in chems_needed)
var/datum/reagent/temp = GLOB.chemical_reagents_list[reagent]
if(temp)
var/chemname = temp.name
chems += chemname
return english_list(chems, and_text = require_all_chems ? " and " : " or ")
// Check if we are entitled to morbid bonuses
/datum/surgery_step/proc/check_morbid_curiosity(mob/user, obj/item/tool, datum/surgery/surgery)
if(!(surgery.surgery_flags & SURGERY_MORBID_CURIOSITY))
return FALSE
if(tool && !(tool.item_flags & CRUEL_IMPLEMENT))
return FALSE
if(!HAS_MIND_TRAIT(user, TRAIT_MORBID))
return FALSE
return TRUE
//Replaces visible_message during operations so only people looking over the surgeon can see them.
/datum/surgery_step/proc/display_results(mob/user, mob/living/target, self_message, detailed_message, vague_message, target_detailed = FALSE)
user.visible_message(detailed_message, self_message, vision_distance = 1, ignored_mobs = target_detailed ? null : target)
if(!target_detailed)
var/you_feel = pick("a brief pain", "your body tense up", "an unnerving sensation")
if(!vague_message)
if(detailed_message)
stack_trace("DIDN'T GET PASSED A VAGUE MESSAGE.")
vague_message = detailed_message
else
stack_trace("NO MESSAGES TO SEND TO TARGET!")
vague_message = span_notice("You feel [you_feel] as you are operated on.")
target.show_message(vague_message, MSG_VISUAL, span_notice("You feel [you_feel] as you are operated on."))
/**
* Sends a pain message to the target, including a chance of screaming.
*
* Arguments:
* * target - Who the message will be sent to
* * pain_message - The message to be displayed
* * mechanical_surgery - Boolean flag that represents if a surgery step is done on a mechanical limb (therefore does not force scream)
*/
/datum/surgery_step/proc/display_pain(mob/living/target, pain_message, mechanical_surgery = FALSE)
if(target.stat < UNCONSCIOUS)
if(HAS_TRAIT(target, TRAIT_ANALGESIA))
if(!pain_message)
return
to_chat(target, span_notice("You feel a dull, numb sensation as your body is surgically operated on."))
else
if(!pain_message)
return
to_chat(target, span_userdanger(pain_message))
if(prob(30) && !mechanical_surgery)
target.emote("scream")
#undef SURGERY_SPEED_TRAIT_ANALGESIA
#undef SURGERY_SPEED_DISSECTION_MODIFIER
#undef SURGERY_SPEED_MORBID_CURIOSITY
#undef SURGERY_SLOWDOWN_CAP_MULTIPLIER
#undef SURGERY_STATE_STARTED
#undef SURGERY_STATE_FAILURE
#undef SURGERY_STATE_SUCCESS
#undef SURGERY_MOOD_CATEGORY