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## About The Pull Request TRAIT_DISSECTED has had the surgical speed boost moved over to TRAIT_SURGICALLY_ANALYZED. TRAIT_DISSECTED now tracks if we can do an autopsy on the same body again, and blocks further autopsies if it is on the mob. A mob that comes back to life loses TRAIT_DISSECTED. This allows for mobs to be autopsied once again. Since it is completely redundant now (and was the whole time TBH), dissections have been removed in favour of just having the experiment track autopsies. Fixes https://github.com/tgstation/tgstation/issues/76775 ## Why It's Good For The Game Today I showed up to a round where someone autopsied all the bodies in the morgue, not realizing they were using the wrong surgery. Since I couldn't _redo_ the surgery, this rendered all these bodies useless. This was not out of maliciousness, they just didn't know better. There are two autopsies in the surgery list, but only one is valid for the experiment and doing the wrong one blocks _both surgeries_. Dissection is completely useless outside of experiments. This same issue also prevents additional autopsies on the same person, even if they had come back to life and died again after you had done the initial autopsy. Surely you would want to do more than one autopsy, right? That's two separate deaths! This resolves that by giving you a method of redoing any screwups on the same corpse if necessary. It only matters if the experiment is available anyway, so there isn't much reason to punish players unduly just because they weren't aware science hadn't hit a button on their side (especially since it isn't communicated to the coroner in any way to begin with). It also removes a completely useless surgery and ties in the experiment to what the coroner is already going to be doing. They can dissect their corpses to their hearts content without worrying about retribution from science for doing so. In addition, someone repeatedly dying can continue to have autopsies done on them over the course of the round. The surgery bonus only applies once, so the only reason to do autopsies after the first is to discover what might have killed someone. No reason this should block further surgeries, just block surgeries when the person remains a corpse. ## Changelog 🆑 fix: You can do autopsies on people who were revived and died again after they had already been dissected. qol: Autopsies have become the surgery needed to complete the dissection experiments. As a result, the dissection surgery has been removed as it is now redundant. qol: A coroner knows whether someone has been autopsied and recently dissected (and thus hasn't been revived) by examining them. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
268 lines
11 KiB
Plaintext
268 lines
11 KiB
Plaintext
/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 = FALSE //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 = FALSE //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/repeatable = FALSE //can this step be repeated? Make shure it isn't last step, or else the surgeon will be stuck in the loop
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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.
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var/require_all_chems = TRUE //any on the list or all on the list?
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var/silicons_obey_prob = FALSE
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var/preop_sound //Sound played when the step is started
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var/success_sound //Sound played if the step succeeded
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var/failure_sound //Sound played if the step fails
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/datum/surgery_step/proc/try_op(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
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var/success = FALSE
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if(surgery.organ_to_manipulate && !target.get_organ_slot(surgery.organ_to_manipulate))
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to_chat(user, span_warning("[target] seems to be missing the organ necessary to complete this surgery!"))
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return FALSE
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if(accept_hand)
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if(!tool)
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success = TRUE
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if(iscyborg(user))
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success = TRUE
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if(accept_any_item)
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if(tool && tool_check(user, tool))
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success = TRUE
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else if(tool)
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for(var/key in implements)
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var/match = FALSE
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if(ispath(key) && istype(tool, key))
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match = TRUE
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else if(tool.tool_behaviour == key)
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match = TRUE
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if(match)
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implement_type = key
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if(tool_check(user, tool))
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success = TRUE
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break
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if(success)
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if(target_zone == surgery.location)
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if(get_location_accessible(target, target_zone) || (surgery.surgery_flags & SURGERY_IGNORE_CLOTHES))
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initiate(user, target, target_zone, tool, surgery, try_to_fail)
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else
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to_chat(user, span_warning("You need to expose [target]'s [parse_zone(target_zone)] to perform surgery on it!"))
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return TRUE //returns TRUE so we don't stab the guy in the dick or wherever.
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if(repeatable)
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var/datum/surgery_step/next_step = surgery.get_surgery_next_step()
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if(next_step)
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surgery.status++
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if(next_step.try_op(user, target, user.zone_selected, user.get_active_held_item(), surgery))
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return TRUE
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else
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surgery.status--
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return FALSE
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#define SURGERY_SLOWDOWN_CAP_MULTIPLIER 2 //increase to make surgery slower but fail less, and decrease to make surgery faster but fail more
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///Modifier given to surgery speed for dissected bodies.
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#define SURGERY_SPEED_DISSECTION_MODIFIER 0.8
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///Modifier given to users with TRAIT_MORBID on certain surgeries
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#define SURGERY_SPEED_MORBID_CURIOSITY 0.7
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/datum/surgery_step/proc/initiate(mob/living/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
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// Only followers of Asclepius have the ability to use Healing Touch and perform miracle feats of surgery.
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// Prevents people from performing multiple simultaneous surgeries unless they're holding a Rod of Asclepius.
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surgery.step_in_progress = TRUE
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var/speed_mod = 1
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var/fail_prob = 0//100 - fail_prob = success_prob
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var/advance = FALSE
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if(preop(user, target, target_zone, tool, surgery) == SURGERY_STEP_FAIL)
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surgery.step_in_progress = FALSE
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return FALSE
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play_preop_sound(user, target, target_zone, tool, surgery) // Here because most steps overwrite preop
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if(tool)
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speed_mod = tool.toolspeed
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if(HAS_TRAIT(target, TRAIT_SURGICALLY_ANALYZED))
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speed_mod *= SURGERY_SPEED_DISSECTION_MODIFIER
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if(check_morbid_curiosity(user, tool, surgery))
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speed_mod *= SURGERY_SPEED_MORBID_CURIOSITY
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var/implement_speed_mod = 1
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if(implement_type) //this means it isn't a require hand or any item step.
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implement_speed_mod = implements[implement_type] / 100.0
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speed_mod /= (get_location_modifier(target) * (1 + surgery.speed_modifier) * implement_speed_mod) * target.mob_surgery_speed_mod
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var/modded_time = time * speed_mod
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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
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modded_time = min(modded_time, time * SURGERY_SLOWDOWN_CAP_MULTIPLIER)//also if that, then cap modded_time at time*modifier
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if(iscyborg(user))//any immunities to surgery slowdown should go in this check.
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modded_time = time
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var/was_sleeping = (target.stat != DEAD && target.IsSleeping())
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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.
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var/chem_check_result = chem_check(target)
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if((prob(100-fail_prob) || (iscyborg(user) && !silicons_obey_prob)) && chem_check_result && !try_to_fail)
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if(success(user, target, target_zone, tool, surgery))
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play_success_sound(user, target, target_zone, tool, surgery)
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advance = TRUE
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else
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if(failure(user, target, target_zone, tool, surgery, fail_prob))
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play_failure_sound(user, target, target_zone, tool, surgery)
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advance = TRUE
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if(chem_check_result)
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return .(user, target, target_zone, tool, surgery, try_to_fail) //automatically re-attempt if failed for reason other than lack of required chemical
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if(advance && !repeatable)
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surgery.status++
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if(surgery.status > surgery.steps.len)
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surgery.complete(user)
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if(target.stat == DEAD && was_sleeping && user.client)
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user.client.give_award(/datum/award/achievement/misc/sandman, user)
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surgery.step_in_progress = FALSE
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return advance
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/datum/surgery_step/proc/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(
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user,
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target,
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span_notice("You begin to perform surgery on [target]..."),
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span_notice("[user] begins to perform surgery on [target]."),
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span_notice("[user] begins to perform surgery on [target]."),
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)
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/datum/surgery_step/proc/play_preop_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(!preop_sound)
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return
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var/sound_file_use
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if(islist(preop_sound))
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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
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if(istype(tool, typepath))
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sound_file_use = preop_sound[typepath]
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break
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else
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sound_file_use = preop_sound
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playsound(get_turf(target), sound_file_use, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
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/datum/surgery_step/proc/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = TRUE)
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SEND_SIGNAL(user, COMSIG_MOB_SURGERY_STEP_SUCCESS, src, target, target_zone, tool, surgery, default_display_results)
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if(default_display_results)
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display_results(
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user,
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target,
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span_notice("You succeed."),
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span_notice("[user] succeeds!"),
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span_notice("[user] finishes."),
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)
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return TRUE
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/datum/surgery_step/proc/play_success_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(!success_sound)
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return
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playsound(get_turf(target), success_sound, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
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/datum/surgery_step/proc/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
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var/screwedmessage = ""
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switch(fail_prob)
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if(0 to 24)
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screwedmessage = " You almost had it, though."
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if(50 to 74)//25 to 49 = no extra text
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screwedmessage = " This is hard to get right in these conditions..."
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if(75 to 99)
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screwedmessage = " This is practically impossible in these conditions..."
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display_results(
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user,
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target,
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span_warning("You screw up![screwedmessage]"),
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span_warning("[user] screws up!"),
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span_notice("[user] finishes."), TRUE) //By default the patient will notice if the wrong thing has been cut
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return FALSE
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/datum/surgery_step/proc/play_failure_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(!failure_sound)
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return
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playsound(get_turf(target), failure_sound, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
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/datum/surgery_step/proc/tool_check(mob/user, obj/item/tool)
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return TRUE
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/datum/surgery_step/proc/chem_check(mob/living/target)
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if(!LAZYLEN(chems_needed))
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return TRUE
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if(require_all_chems)
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. = TRUE
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for(var/reagent in chems_needed)
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if(!target.reagents.has_reagent(reagent))
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return FALSE
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else
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. = FALSE
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for(var/reagent in chems_needed)
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if(target.reagents.has_reagent(reagent))
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return TRUE
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/datum/surgery_step/proc/get_chem_list()
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if(!LAZYLEN(chems_needed))
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return
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var/list/chems = list()
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for(var/reagent in chems_needed)
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var/datum/reagent/temp = GLOB.chemical_reagents_list[reagent]
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if(temp)
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var/chemname = temp.name
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chems += chemname
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return english_list(chems, and_text = require_all_chems ? " and " : " or ")
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// Check if we are entitled to morbid bonuses
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/datum/surgery_step/proc/check_morbid_curiosity(mob/user, obj/item/tool, datum/surgery/surgery)
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if(!(surgery.surgery_flags & SURGERY_MORBID_CURIOSITY))
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return FALSE
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if(tool && !(tool.item_flags & CRUEL_IMPLEMENT))
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return FALSE
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if(!HAS_MIND_TRAIT(user, TRAIT_MORBID))
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return FALSE
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return TRUE
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//Replaces visible_message during operations so only people looking over the surgeon can see them.
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/datum/surgery_step/proc/display_results(mob/user, mob/living/target, self_message, detailed_message, vague_message, target_detailed = FALSE)
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user.visible_message(detailed_message, self_message, vision_distance = 1, ignored_mobs = target_detailed ? null : target)
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if(!target_detailed)
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var/you_feel = pick("a brief pain", "your body tense up", "an unnerving sensation")
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if(!vague_message)
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if(detailed_message)
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stack_trace("DIDN'T GET PASSED A VAGUE MESSAGE.")
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vague_message = detailed_message
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else
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stack_trace("NO MESSAGES TO SEND TO TARGET!")
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vague_message = span_notice("You feel [you_feel] as you are operated on.")
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target.show_message(vague_message, MSG_VISUAL, span_notice("You feel [you_feel] as you are operated on."))
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/**
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* Sends a pain message to the target, including a chance of screaming.
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*
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* Arguments:
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* * target - Who the message will be sent to
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* * pain_message - The message to be displayed
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* * mechanical_surgery - Boolean flag that represents if a surgery step is done on a mechanical limb (therefore does not force scream)
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*/
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/datum/surgery_step/proc/display_pain(mob/living/target, pain_message, mechanical_surgery = FALSE)
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if(target.stat < UNCONSCIOUS)
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to_chat(target, span_userdanger(pain_message))
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if(prob(30) && !mechanical_surgery)
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target.emote("scream")
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#undef SURGERY_SPEED_DISSECTION_MODIFIER
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#undef SURGERY_SPEED_MORBID_CURIOSITY
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#undef SURGERY_SLOWDOWN_CAP_MULTIPLIER
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