mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-28 02:21:53 +00:00
* - 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.
97 lines
3.4 KiB
Plaintext
97 lines
3.4 KiB
Plaintext
/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 |