Files
Bubberstation/code/modules/surgery/surgery.dm
phil235 443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00

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/datum/surgery
var/name = "surgery"
var/status = 1
var/list/steps = list() //Steps in a surgery
var/step_in_progress = 0 //Actively performing a Surgery
var/can_cancel = 1 //Can cancel this surgery after step 1 with cautery
var/list/species = list(/mob/living/carbon/human) //Acceptable Species
var/location = "chest" //Surgery location
var/requires_organic_bodypart = 1 //Prevents you from performing an operation on robotic limbs
var/list/possible_locs = list() //Multiple locations
var/ignore_clothes = 0 //This surgery ignores clothes
var/mob/living/carbon/target //Operation target mob
var/obj/item/bodypart/operated_bodypart //Operable body part
var/requires_bodypart = TRUE //Surgery available only when a bodypart is present, or only when it is missing.
var/success_multiplier = 0 //Step success propability multiplier
/datum/surgery/New(surgery_target, surgery_location, surgery_bodypart)
..()
if(surgery_target)
target = surgery_target
target.surgeries += src
if(surgery_location)
location = surgery_location
if(surgery_bodypart)
operated_bodypart = surgery_bodypart
/datum/surgery/Destroy()
if(target)
target.surgeries -= src
target = null
operated_bodypart = null
return ..()
/datum/surgery/proc/can_start(mob/user, mob/living/carbon/target)
// if 0 surgery wont show up in list
// put special restrictions here
return 1
/datum/surgery/proc/next_step(mob/user)
if(step_in_progress)
return 1
var/datum/surgery_step/S = get_surgery_step()
if(S)
if(S.try_op(user, target, user.zone_selected, user.get_active_held_item(), src))
return 1
return 0
/datum/surgery/proc/get_surgery_step()
var/step_type = steps[status]
return new step_type
/datum/surgery/proc/complete()
feedback_add_details("surgeries_completed", type)
qdel(src)
/datum/surgery/proc/get_propability_multiplier()
var/propability = 0.5
var/turf/T = get_turf(target)
if(locate(/obj/structure/table/optable, T))
propability = 1
else if(locate(/obj/structure/table, T))
propability = 0.8
else if(locate(/obj/structure/bed, T))
propability = 0.7
return propability + success_multiplier
//INFO
//Check /mob/living/carbon/attackby for how surgery progresses, and also /mob/living/carbon/attack_hand.
//As of Feb 21 2013 they are in code/modules/mob/living/carbon/carbon.dm, lines 459 and 51 respectively.
//Other important variables are var/list/surgeries (/mob/living) and var/list/internal_organs (/mob/living/carbon)
// var/list/bodyparts (/mob/living/carbon/human) is the LIMBS of a Mob.
//Surgical procedures are initiated by attempt_initiate_surgery(), which is called by surgical drapes and bedsheets.
//TODO
//specific steps for some surgeries (fluff text)
//R&D researching new surgeries (especially for non-humans)
//more interesting failure options
//randomised complications
//more surgeries!
//add a probability modifier for the state of the surgeon- health, twitching, etc. blindness, god forbid.
//helper for converting a zone_sel.selecting to body part (for damage)
//RESOLVED ISSUES //"Todo" jobs that have been completed
//combine hands/feet into the arms - Hands/feet were removed - RR
//surgeries (not steps) that can be initiated on any body part (corresponding with damage locations) - Call this one done, see possible_locs var - c0