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Bubberstation/code/modules/surgery/repair_puncture.dm
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6980bfd465 [MIRROR] Fixes surgeries runtiming constantly when having the surgery initator open, fixes some surgeries missing sounds (#26411)
* 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>
2024-02-08 21:54:06 +01:00

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6.7 KiB
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/////BURN FIXING SURGERIES//////
//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
#define REALIGN_INNARDS 1
#define WELD_VEINS 2
///// Repair puncture wounds
/datum/surgery/repair_puncture
name = "Repair puncture"
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
targetable_wound = /datum/wound/pierce/bleed
target_mobtypes = list(/mob/living/carbon)
possible_locs = list(
BODY_ZONE_R_ARM,
BODY_ZONE_L_ARM,
BODY_ZONE_R_LEG,
BODY_ZONE_L_LEG,
BODY_ZONE_CHEST,
BODY_ZONE_HEAD,
)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/repair_innards,
/datum/surgery_step/seal_veins,
/datum/surgery_step/close,
)
/datum/surgery/repair_puncture/can_start(mob/living/user, mob/living/carbon/target)
. = ..()
if(!.)
return .
var/datum/wound/pierce/bleed/pierce_wound = target.get_bodypart(user.zone_selected).get_wound_type(targetable_wound)
ASSERT(pierce_wound, "[type] on [target] has no pierce wound when it should have been guaranteed to have one by can_start")
return pierce_wound.blood_flow > 0
//SURGERY STEPS
///// realign the blood vessels so we can reweld them
/datum/surgery_step/repair_innards
name = "realign blood vessels (hemostat)"
implements = list(
TOOL_HEMOSTAT = 100,
TOOL_SCALPEL = 85,
TOOL_WIRECUTTER = 40)
time = 3 SECONDS
preop_sound = 'sound/surgery/hemostat1.ogg'
/datum/surgery_step/repair_innards/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/datum/wound/pierce/bleed/pierce_wound = surgery.operated_wound
if(!pierce_wound)
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)]..."))
return
if(pierce_wound.blood_flow <= 0)
to_chat(user, span_notice("[target]'s [parse_zone(user.zone_selected)] has no puncture to repair!"))
surgery.status++
return
display_results(
user,
target,
span_notice("You begin to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)]..."),
span_notice("[user] begins to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)] with [tool]."),
span_notice("[user] begins to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)]."),
)
display_pain(target, "You feel a horrible stabbing pain in your [parse_zone(user.zone_selected)]!")
/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)
var/datum/wound/pierce/bleed/pierce_wound = surgery.operated_wound
if(!pierce_wound)
to_chat(user, span_warning("[target] has no puncture wound there!"))
return ..()
display_results(
user,
target,
span_notice("You successfully realign some of the blood vessels in [target]'s [parse_zone(target_zone)]."),
span_notice("[user] successfully realigns some of the blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!"),
span_notice("[user] successfully realigns some of the blood vessels in [target]'s [parse_zone(target_zone)]!"),
)
log_combat(user, target, "excised infected flesh in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
surgery.operated_bodypart.receive_damage(brute=3, wound_bonus=CANT_WOUND)
pierce_wound.adjust_blood_flow(-0.25)
return ..()
/datum/surgery_step/repair_innards/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
. = ..()
display_results(
user,
target,
span_notice("You jerk apart some of the blood vessels in [target]'s [parse_zone(target_zone)]."),
span_notice("[user] jerks apart some of the blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!"),
span_notice("[user] jerk apart some of the blood vessels in [target]'s [parse_zone(target_zone)]!"),
)
surgery.operated_bodypart.receive_damage(brute=rand(4,8), sharpness=SHARP_EDGED, wound_bonus = 10)
///// Sealing the vessels back together
/datum/surgery_step/seal_veins
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
implements = list(
TOOL_CAUTERY = 100,
/obj/item/gun/energy/laser = 90,
TOOL_WELDER = 70,
/obj/item = 30)
time = 4 SECONDS
preop_sound = 'sound/surgery/cautery1.ogg'
success_sound = 'sound/surgery/cautery2.ogg'
/datum/surgery_step/seal_veins/tool_check(mob/user, obj/item/tool)
if(implement_type == TOOL_WELDER || implement_type == /obj/item)
return tool.get_temperature()
return TRUE
/datum/surgery_step/seal_veins/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/datum/wound/pierce/bleed/pierce_wound = surgery.operated_wound
if(!pierce_wound)
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)]..."))
return
display_results(
user,
target,
span_notice("You begin to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)]..."),
span_notice("[user] begins to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)] with [tool]."),
span_notice("[user] begins to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)]."),
)
display_pain(target, "You're being burned inside your [parse_zone(user.zone_selected)]!")
/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)
var/datum/wound/pierce/bleed/pierce_wound = surgery.operated_wound
if(!pierce_wound)
to_chat(user, span_warning("[target] has no puncture there!"))
return ..()
display_results(
user,
target,
span_notice("You successfully meld some of the split blood vessels in [target]'s [parse_zone(target_zone)] with [tool]."),
span_notice("[user] successfully melds some of the split blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!"),
span_notice("[user] successfully melds some of the split blood vessels in [target]'s [parse_zone(target_zone)]!"),
)
log_combat(user, target, "dressed burns in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
pierce_wound.adjust_blood_flow(-0.5)
if(pierce_wound.blood_flow > 0)
surgery.status = REALIGN_INNARDS
to_chat(user, span_notice("<i>There still seems to be misaligned blood vessels to finish...</i>"))
else
to_chat(user, span_green("You've repaired all the internal damage in [target]'s [parse_zone(target_zone)]!"))
return ..()
#undef REALIGN_INNARDS
#undef WELD_VEINS