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## About The Pull Request This PR changes how the speed boost from sterilizing agents is assigned and calculated. from: surgery_time /= (1 + sterilizer_bonus) to surgery_time *= sterilizer_bonus All sterilizing agents agents have their sterilizer values changed to 1 - "old value" ## Why It's Good For The Game There is a lot of confusion about how these reagents work. I've always been told sterilizine reduces surgery time by 20% and that honey reduces it by a whooping 60%. Recently a new inverse krokodil reagent was added that designed to reduce surgery times by 30%. Due to the way these modifiers were calculated none of these reagents actually offered these surgery do_after reductions, until now! They are now calculated by simple multiplication like toolspeed and other common modifiers. sterilizine 16.6% -> 20% honey 37,5% -> 60% permonid 23% -> 30% I haven't been able to track down what the intended time savings were when all of these reagents were added, but for some of these the low effciency seems to be unintentional. And I think it is nice to reward the doctors for putting in the work to get better gear, especially when it involved departmental cooperation like baccus and honey. ## Changelog 🆑 balance: sterilizing reagents like sterilizine, honey and alcohols now improve surgery speed more. /🆑
213 lines
7.4 KiB
Plaintext
213 lines
7.4 KiB
Plaintext
/datum/surgery
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///The name of the surgery operation
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var/name = "surgery"
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///The description of the surgery, what it does.
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var/desc
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///Bitfield for flags that determine different behaviors and requirement for the surgery. See __DEFINES/surgery.dm
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var/surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB
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///The surgery step we're currently on, increases each time we do a step.
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var/status = 1
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///All steps the surgery has to do to complete.
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var/list/steps = list()
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///Boolean on whether a surgery step is currently being done, to prevent multi-surgery.
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var/step_in_progress = FALSE
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///The bodypart this specific surgery is being performed on.
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var/location = BODY_ZONE_CHEST
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///The possible bodyparts that the surgery can be started on.
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var/list/possible_locs = list()
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///Mobs that are valid to have surgery performed on them.
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var/list/target_mobtypes = list(/mob/living/carbon/human)
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///The person the surgery is being performed on. Funnily enough, it isn't always a carbon.
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VAR_FINAL/mob/living/carbon/target
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///The specific bodypart being operated on.
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VAR_FINAL/obj/item/bodypart/operated_bodypart
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///The wound datum that is being operated on.
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VAR_FINAL/datum/wound/operated_wound
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///Types of wounds this surgery can target.
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var/targetable_wound
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///The types of bodyparts that this surgery can have performed on it. Used for augmented surgeries.
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var/requires_bodypart_type = BODYTYPE_ORGANIC
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///The speed modifier given to the surgery through external means.
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var/speed_modifier = 1
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///Whether the surgery requires research to do. You need to add a design if using this!
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var/requires_tech = FALSE
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///typepath of a surgery that will, once researched, replace this surgery in the operating menu.
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var/replaced_by
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/// Organ being directly manipulated, used for checking if the organ is still in the body after surgery has begun
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var/organ_to_manipulate
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/datum/surgery/New(atom/surgery_target, surgery_location, surgery_bodypart)
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. = ..()
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if(!surgery_target)
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return
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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_bodypart)
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return
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operated_bodypart = surgery_bodypart
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if(targetable_wound)
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operated_wound = operated_bodypart.get_wound_type(targetable_wound)
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operated_wound.attached_surgery = src
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SEND_SIGNAL(surgery_target, COMSIG_MOB_SURGERY_STARTED, src, surgery_location, surgery_bodypart)
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/datum/surgery/Destroy()
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if(operated_wound)
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operated_wound.attached_surgery = null
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operated_wound = null
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if(target)
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target.surgeries -= src
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if(!QDELING(target))
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SEND_SIGNAL(target, COMSIG_MOB_SURGERY_FINISHED, type, location, operated_bodypart)
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target = null
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operated_bodypart = null
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return ..()
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/datum/surgery/proc/can_start(mob/user, mob/living/patient) //FALSE to not show in list
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SHOULD_CALL_PARENT(TRUE)
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. = TRUE
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if(replaced_by == /datum/surgery)
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return FALSE
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// True surgeons (like abductor scientists) need no instructions
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if(HAS_MIND_TRAIT(user, TRAIT_SURGEON))
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if(replaced_by) // only show top-level surgeries
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return FALSE
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else
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return TRUE
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if(!requires_tech && !replaced_by)
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return TRUE
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if(requires_tech)
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. = FALSE
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var/surgery_signal = SEND_SIGNAL(user, COMSIG_SURGERY_STARTING, src, patient)
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if(surgery_signal & COMPONENT_FORCE_SURGERY)
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return TRUE
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if(surgery_signal & COMPONENT_CANCEL_SURGERY)
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return FALSE
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var/turf/patient_turf = get_turf(patient)
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//Get the relevant operating computer
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var/obj/machinery/computer/operating/opcomputer = locate_operating_computer(patient_turf)
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if (isnull(opcomputer))
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return .
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if(replaced_by in opcomputer.advanced_surgeries)
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return FALSE
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if(type in opcomputer.advanced_surgeries)
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return TRUE
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return .
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/datum/surgery/proc/next_step(mob/living/user, modifiers)
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if(location != user.zone_selected)
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return FALSE
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if(user.combat_mode)
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return FALSE
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if(step_in_progress)
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return TRUE
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var/try_to_fail = FALSE
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if(LAZYACCESS(modifiers, RIGHT_CLICK))
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try_to_fail = TRUE
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var/datum/surgery_step/surgery_step = GLOB.surgery_steps[steps[status]]
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if(isnull(surgery_step))
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return FALSE
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var/obj/item/tool = user.get_active_held_item()
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if(tool)
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tool = tool.get_proxy_attacker_for(target, user)
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if(surgery_step.try_op(user, target, user.zone_selected, tool, src, try_to_fail))
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return TRUE
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if(!tool)
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return FALSE
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//Just because you used the wrong tool it doesn't mean you meant to whack the patient with it
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if((surgery_flags & SURGERY_CHECK_TOOL_BEHAVIOUR) ? tool.tool_behaviour : (tool.item_flags & SURGICAL_TOOL))
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to_chat(user, span_warning("This step requires a different tool!"))
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return TRUE
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return FALSE
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/datum/surgery/proc/get_surgery_next_step()
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if(status < steps.len)
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var/step_type = steps[status + 1]
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return new step_type
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return null
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/datum/surgery/proc/complete(mob/surgeon)
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SSblackbox.record_feedback("tally", "surgeries_completed", 1, type)
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surgeon.add_mob_memory(/datum/memory/surgery, deuteragonist = surgeon, surgery_type = name)
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qdel(src)
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/// Returns a nearby operating computer linked to an operating table
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/datum/surgery/proc/locate_operating_computer(turf/patient_turf)
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if (isnull(patient_turf))
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return null
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var/obj/structure/table/optable/operating_table = locate(/obj/structure/table/optable, patient_turf)
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var/obj/machinery/computer/operating/operating_computer = operating_table?.computer
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if (isnull(operating_computer))
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return null
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if(operating_computer.machine_stat & (NOPOWER|BROKEN))
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return null
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return operating_computer
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/datum/surgery/advanced
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name = "advanced surgery"
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requires_tech = TRUE
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/obj/item/disk/surgery
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name = "Surgery Procedure Disk"
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desc = "A disk that contains advanced surgery procedures, must be loaded into an Operating Console."
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icon_state = "datadisk1"
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass=SMALL_MATERIAL_AMOUNT)
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var/list/surgeries
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/obj/item/disk/surgery/debug
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name = "Debug Surgery Disk"
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desc = "A disk that contains all existing surgery procedures."
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icon_state = "datadisk1"
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass=SMALL_MATERIAL_AMOUNT)
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/obj/item/disk/surgery/debug/Initialize(mapload)
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. = ..()
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surgeries = list()
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var/list/req_tech_surgeries = subtypesof(/datum/surgery)
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for(var/datum/surgery/beep as anything in req_tech_surgeries)
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if(initial(beep.requires_tech))
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surgeries += beep
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//INFO
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//Check /mob/living/carbon/attackby for how surgery progresses, and also /mob/living/carbon/attack_hand.
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//As of Feb 21 2013 they are in code/modules/mob/living/carbon/carbon.dm, lines 459 and 51 respectively.
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//Other important variables are var/list/surgeries (/mob/living) and var/list/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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//TODO
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//specific steps for some surgeries (fluff text)
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//more interesting failure options
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//randomised complications
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//more surgeries!
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//add a probability modifier for the state of the surgeon- health, twitching, etc. blindness, god forbid.
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//helper for converting a zone_sel.selecting to body part (for damage)
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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 possible_locs var - c0
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