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* Fixes surgeries runtiming constantly when having the surgery initator open, fixes some surgeries missing sounds (#81307) ## About The Pull Request Fixes #79318 - See the issue for more information. I fixed the runtimes as expected, and then removed `SURGERY_REQUIRE_LIMB` from some surgeries which don't actually require a limb, such as implant removal, dissection, and living revival. I could've easily missed some, and as a result some surgeries are lost to the void and unselectable, but from what I could tell in testing it seems... fine. - Adds `SHOULD_CALL_PARENT` to surgery `can_start`. Cleans up some surgery `can_start` overrides. - Adds missing sounds to puncture repair surgery. ## Changelog 🆑 Melbert fix: Fixed Puncture Repair surgery not having surgical sounds fix: Fixed Surgery Initiator potentially showing invalid surgeries /🆑 * Fixes surgeries runtiming constantly when having the surgery initator open, fixes some surgeries missing sounds * Fixeed --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
155 lines
6.7 KiB
Plaintext
155 lines
6.7 KiB
Plaintext
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/////BURN FIXING SURGERIES//////
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//the step numbers of each of these two, we only currently use the first to switch back and forth due to advancing after finishing steps anyway
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#define REALIGN_INNARDS 1
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#define WELD_VEINS 2
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///// Repair puncture wounds
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/datum/surgery/repair_puncture
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name = "Repair puncture"
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surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
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targetable_wound = /datum/wound/pierce/bleed
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target_mobtypes = list(/mob/living/carbon)
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possible_locs = list(
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BODY_ZONE_R_ARM,
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BODY_ZONE_L_ARM,
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BODY_ZONE_R_LEG,
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BODY_ZONE_L_LEG,
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BODY_ZONE_CHEST,
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BODY_ZONE_HEAD,
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)
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steps = list(
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/datum/surgery_step/incise,
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/datum/surgery_step/repair_innards,
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/datum/surgery_step/seal_veins,
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/datum/surgery_step/close,
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)
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/datum/surgery/repair_puncture/can_start(mob/living/user, mob/living/carbon/target)
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. = ..()
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if(!.)
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return .
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var/datum/wound/pierce/bleed/pierce_wound = target.get_bodypart(user.zone_selected).get_wound_type(targetable_wound)
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ASSERT(pierce_wound, "[type] on [target] has no pierce wound when it should have been guaranteed to have one by can_start")
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return pierce_wound.blood_flow > 0
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//SURGERY STEPS
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///// realign the blood vessels so we can reweld them
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/datum/surgery_step/repair_innards
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name = "realign blood vessels (hemostat)"
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implements = list(
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TOOL_HEMOSTAT = 100,
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TOOL_SCALPEL = 85,
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TOOL_WIRECUTTER = 40)
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time = 3 SECONDS
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preop_sound = 'sound/surgery/hemostat1.ogg'
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/datum/surgery_step/repair_innards/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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var/datum/wound/pierce/bleed/pierce_wound = surgery.operated_wound
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if(!pierce_wound)
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user.visible_message(span_notice("[user] looks for [target]'s [parse_zone(user.zone_selected)]."), span_notice("You look for [target]'s [parse_zone(user.zone_selected)]..."))
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return
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if(pierce_wound.blood_flow <= 0)
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to_chat(user, span_notice("[target]'s [parse_zone(user.zone_selected)] has no puncture to repair!"))
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surgery.status++
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return
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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 realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)]..."),
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span_notice("[user] begins to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)] with [tool]."),
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span_notice("[user] begins to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)]."),
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)
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display_pain(target, "You feel a horrible stabbing pain in your [parse_zone(user.zone_selected)]!")
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/datum/surgery_step/repair_innards/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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var/datum/wound/pierce/bleed/pierce_wound = surgery.operated_wound
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if(!pierce_wound)
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to_chat(user, span_warning("[target] has no puncture wound there!"))
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return ..()
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display_results(
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user,
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target,
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span_notice("You successfully realign some of the blood vessels in [target]'s [parse_zone(target_zone)]."),
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span_notice("[user] successfully realigns some of the blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!"),
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span_notice("[user] successfully realigns some of the blood vessels in [target]'s [parse_zone(target_zone)]!"),
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)
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log_combat(user, target, "excised infected flesh in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
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surgery.operated_bodypart.receive_damage(brute=3, wound_bonus=CANT_WOUND)
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pierce_wound.adjust_blood_flow(-0.25)
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return ..()
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/datum/surgery_step/repair_innards/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
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. = ..()
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display_results(
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user,
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target,
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span_notice("You jerk apart some of the blood vessels in [target]'s [parse_zone(target_zone)]."),
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span_notice("[user] jerks apart some of the blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!"),
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span_notice("[user] jerk apart some of the blood vessels in [target]'s [parse_zone(target_zone)]!"),
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)
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surgery.operated_bodypart.receive_damage(brute=rand(4,8), sharpness=SHARP_EDGED, wound_bonus = 10)
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///// Sealing the vessels back together
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/datum/surgery_step/seal_veins
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name = "weld veins (cautery)" // if your doctor says they're going to weld your blood vessels back together, you're either A) on SS13, or B) in grave mortal peril
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implements = list(
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TOOL_CAUTERY = 100,
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/obj/item/gun/energy/laser = 90,
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TOOL_WELDER = 70,
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/obj/item = 30)
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time = 4 SECONDS
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preop_sound = 'sound/surgery/cautery1.ogg'
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success_sound = 'sound/surgery/cautery2.ogg'
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/datum/surgery_step/seal_veins/tool_check(mob/user, obj/item/tool)
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if(implement_type == TOOL_WELDER || implement_type == /obj/item)
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return tool.get_temperature()
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return TRUE
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/datum/surgery_step/seal_veins/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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var/datum/wound/pierce/bleed/pierce_wound = surgery.operated_wound
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if(!pierce_wound)
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user.visible_message(span_notice("[user] looks for [target]'s [parse_zone(user.zone_selected)]."), span_notice("You look for [target]'s [parse_zone(user.zone_selected)]..."))
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return
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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 meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)]..."),
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span_notice("[user] begins to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)] with [tool]."),
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span_notice("[user] begins to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)]."),
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)
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display_pain(target, "You're being burned inside your [parse_zone(user.zone_selected)]!")
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/datum/surgery_step/seal_veins/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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var/datum/wound/pierce/bleed/pierce_wound = surgery.operated_wound
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if(!pierce_wound)
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to_chat(user, span_warning("[target] has no puncture there!"))
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return ..()
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display_results(
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user,
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target,
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span_notice("You successfully meld some of the split blood vessels in [target]'s [parse_zone(target_zone)] with [tool]."),
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span_notice("[user] successfully melds some of the split blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!"),
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span_notice("[user] successfully melds some of the split blood vessels in [target]'s [parse_zone(target_zone)]!"),
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)
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log_combat(user, target, "dressed burns in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
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pierce_wound.adjust_blood_flow(-0.5)
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if(pierce_wound.blood_flow > 0)
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surgery.status = REALIGN_INNARDS
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to_chat(user, span_notice("<i>There still seems to be misaligned blood vessels to finish...</i>"))
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else
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to_chat(user, span_green("You've repaired all the internal damage in [target]'s [parse_zone(target_zone)]!"))
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return ..()
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#undef REALIGN_INNARDS
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#undef WELD_VEINS
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