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* The Great Species Dedatumming 2: Makes external organs operable * Fixes merge conflicts * Partly fixes taur bodies (makes them external and use the mob sprite as their icon) Co-authored-by: Time-Green <timkoster1@hotmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
259 lines
12 KiB
Plaintext
259 lines
12 KiB
Plaintext
/datum/surgery_step
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var/name
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var/list/implements = list() //format is path = probability of success. alternatively
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var/implement_type = null //the current type of implement used. This has to be stored, as the actual typepath of the tool may not match the list type.
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var/accept_hand = FALSE //does the surgery step require an open hand? If true, ignores implements. Compatible with accept_any_item.
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var/accept_any_item = FALSE //does the surgery step accept any item? If true, ignores implements. Compatible with require_hand.
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var/time = 10 //how long does the step take?
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var/repeatable = FALSE //can this step be repeated? Make shure it isn't last step, or it used in surgery with `can_cancel = 1`. Or surgion will be stuck in the loop
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var/list/chems_needed = list() //list of chems needed to complete the step. Even on success, the step will have no effect if there aren't the chems required in the mob.
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var/require_all_chems = TRUE //any on the list or all on the list?
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var/silicons_obey_prob = FALSE
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var/preop_sound //Sound played when the step is started
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var/success_sound //Sound played if the step succeeded
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var/failure_sound //Sound played if the step fails
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/datum/surgery_step/proc/try_op(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
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var/success = FALSE
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if(surgery.organ_to_manipulate && !target.getorganslot(surgery.organ_to_manipulate))
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to_chat(user, span_warning("[target] seems to be missing the organ necessary to complete this surgery!"))
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return FALSE
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if(accept_hand)
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if(!tool)
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success = TRUE
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if(iscyborg(user))
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success = TRUE
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if(accept_any_item)
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if(tool && tool_check(user, tool))
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success = TRUE
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else if(tool)
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for(var/key in implements)
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var/match = FALSE
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if(ispath(key) && istype(tool, key))
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match = TRUE
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else if(tool.tool_behaviour == key)
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match = TRUE
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if(match)
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implement_type = key
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if(tool_check(user, tool))
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success = TRUE
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break
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if(success)
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if(target_zone == surgery.location)
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if(get_location_accessible(target, target_zone) || surgery.ignore_clothes)
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initiate(user, target, target_zone, tool, surgery, try_to_fail)
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else
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to_chat(user, span_warning("You need to expose [target]'s [parse_zone(target_zone)] to perform surgery on it!"))
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return TRUE //returns TRUE so we don't stab the guy in the dick or wherever.
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if(repeatable)
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var/datum/surgery_step/next_step = surgery.get_surgery_next_step()
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if(next_step)
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surgery.status++
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if(next_step.try_op(user, target, user.zone_selected, user.get_active_held_item(), surgery))
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return TRUE
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else
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surgery.status--
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return FALSE
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#define SURGERY_SLOWDOWN_CAP_MULTIPLIER 2 //increase to make surgery slower but fail less, and decrease to make surgery faster but fail more
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#define SURGERY_SPEEDUP_AREA 0.5 // Skyrat Edit Addition - reward for doing surgery in surgery
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/datum/surgery_step/proc/initiate(mob/living/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
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// Only followers of Asclepius have the ability to use Healing Touch and perform miracle feats of surgery.
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// Prevents people from performing multiple simultaneous surgeries unless they're holding a Rod of Asclepius.
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surgery.step_in_progress = TRUE
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var/speed_mod = 1
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var/fail_prob = 0//100 - fail_prob = success_prob
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var/advance = FALSE
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if(preop(user, target, target_zone, tool, surgery) == SURGERY_STEP_FAIL)
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surgery.step_in_progress = FALSE
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return FALSE
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play_preop_sound(user, target, target_zone, tool, surgery) // Here because most steps overwrite preop
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if(tool)
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speed_mod = tool.toolspeed
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var/implement_speed_mod = 1
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if(implement_type) //this means it isn't a require hand or any item step.
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implement_speed_mod = implements[implement_type] / 100.0
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speed_mod /= (get_location_modifier(target) * (1 + surgery.speed_modifier) * implement_speed_mod) * target.mob_surgery_speed_mod
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var/modded_time = time * speed_mod
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fail_prob = min(max(0, modded_time - (time * SURGERY_SLOWDOWN_CAP_MULTIPLIER)),99)//if modded_time > time * modifier, then fail_prob = modded_time - time*modifier. starts at 0, caps at 99
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modded_time = min(modded_time, time * SURGERY_SLOWDOWN_CAP_MULTIPLIER)//also if that, then cap modded_time at time*modifier
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var/was_sleeping = (target.stat != DEAD && target.IsSleeping())
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// Skyrat Edit Addition - reward for doing surgery on calm patients, and for using surgery rooms(ie. surgerying alone)
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if(was_sleeping || HAS_TRAIT(target, TRAIT_NUMBED) || target.stat == DEAD)
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modded_time *= SURGERY_SPEEDUP_AREA
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to_chat(user, span_notice("You are able to work faster due to the patient's calm attitude!"))
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var/quiet_enviromnent = TRUE
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for(var/mob/living/carbon/human/loud_people in view(3, target))
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if(loud_people != user && loud_people != target)
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quiet_enviromnent = FALSE
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break
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if(quiet_enviromnent)
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modded_time *= SURGERY_SPEEDUP_AREA
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to_chat(user, span_notice("You are able to work faster due to the quiet environment!"))
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// Skyrat Edit End
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// Skyrat Edit: Cyborgs are no longer immune to surgery speedups.
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//if(iscyborg(user))//any immunities to surgery slowdown should go in this check.
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//modded_time = time
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// Skyrat Edit End
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if(do_after(user, modded_time, target = target, interaction_key = user.has_status_effect(/datum/status_effect/hippocratic_oath) ? target : DOAFTER_SOURCE_SURGERY)) //If we have the hippocratic oath, we can perform one surgery on each target, otherwise we can only do one surgery in total.
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var/chem_check_result = chem_check(target)
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if((prob(100-fail_prob) || (iscyborg(user) && !silicons_obey_prob)) && chem_check_result && !try_to_fail)
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if(success(user, target, target_zone, tool, surgery))
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play_success_sound(user, target, target_zone, tool, surgery)
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advance = TRUE
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else
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if(failure(user, target, target_zone, tool, surgery, fail_prob))
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play_failure_sound(user, target, target_zone, tool, surgery)
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advance = TRUE
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if(chem_check_result)
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return .(user, target, target_zone, tool, surgery, try_to_fail) //automatically re-attempt if failed for reason other than lack of required chemical
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if(advance && !repeatable)
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surgery.status++
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if(surgery.status > surgery.steps.len)
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surgery.complete(user)
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if(target.stat == DEAD && was_sleeping && user.client)
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user.client.give_award(/datum/award/achievement/misc/sandman, user)
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surgery.step_in_progress = FALSE
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return advance
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/datum/surgery_step/proc/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, span_notice("You begin to perform surgery on [target]..."),
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span_notice("[user] begins to perform surgery on [target]."),
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span_notice("[user] begins to perform surgery on [target]."))
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/datum/surgery_step/proc/play_preop_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(!preop_sound)
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return
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var/sound_file_use
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if(islist(preop_sound))
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for(var/typepath in preop_sound)//iterate and assign subtype to a list, works best if list is arranged from subtype first and parent last
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if(istype(tool, typepath))
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sound_file_use = preop_sound[typepath]
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break
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else
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sound_file_use = preop_sound
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playsound(get_turf(target), sound_file_use, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
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/datum/surgery_step/proc/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = TRUE)
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SEND_SIGNAL(user, COMSIG_MOB_SURGERY_STEP_SUCCESS, src, target, target_zone, tool, surgery, default_display_results)
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if(default_display_results)
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display_results(user, target, span_notice("You succeed."),
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span_notice("[user] succeeds!"),
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span_notice("[user] finishes."))
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return TRUE
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/datum/surgery_step/proc/play_success_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(!success_sound)
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return
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playsound(get_turf(target), success_sound, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
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/datum/surgery_step/proc/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
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var/screwedmessage = ""
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switch(fail_prob)
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if(0 to 24)
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screwedmessage = " You almost had it, though."
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if(50 to 74)//25 to 49 = no extra text
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screwedmessage = " This is hard to get right in these conditions..."
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if(75 to 99)
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screwedmessage = " This is practically impossible in these conditions..."
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display_results(user, target, span_warning("You screw up![screwedmessage]"),
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span_warning("[user] screws up!"),
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span_notice("[user] finishes."), TRUE) //By default the patient will notice if the wrong thing has been cut
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return FALSE
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/datum/surgery_step/proc/play_failure_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(!failure_sound)
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return
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playsound(get_turf(target), failure_sound, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
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/datum/surgery_step/proc/tool_check(mob/user, obj/item/tool)
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return TRUE
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/datum/surgery_step/proc/chem_check(mob/living/target)
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if(!LAZYLEN(chems_needed))
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return TRUE
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if(require_all_chems)
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. = TRUE
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for(var/reagent in chems_needed)
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if(!target.reagents.has_reagent(reagent))
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return FALSE
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else
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. = FALSE
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for(var/reagent in chems_needed)
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if(target.reagents.has_reagent(reagent))
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return TRUE
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/datum/surgery_step/proc/get_chem_list()
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if(!LAZYLEN(chems_needed))
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return
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var/list/chems = list()
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for(var/reagent in chems_needed)
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var/datum/reagent/temp = GLOB.chemical_reagents_list[reagent]
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if(temp)
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var/chemname = temp.name
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chems += chemname
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return english_list(chems, and_text = require_all_chems ? " and " : " or ")
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//Replaces visible_message during operations so only people looking over the surgeon can see them.
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/datum/surgery_step/proc/display_results(mob/user, mob/living/target, self_message, detailed_message, vague_message, target_detailed = FALSE)
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user.visible_message(detailed_message, self_message, vision_distance = 1, ignored_mobs = target_detailed ? null : target)
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if(!target_detailed)
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var/you_feel = pick("a brief pain", "your body tense up", "an unnerving sensation")
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if(!vague_message)
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if(detailed_message)
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stack_trace("DIDN'T GET PASSED A VAGUE MESSAGE.")
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vague_message = detailed_message
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else
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stack_trace("NO MESSAGES TO SEND TO TARGET!")
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vague_message = span_notice("You feel [you_feel] as you are operated on.")
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target.show_message(vague_message, MSG_VISUAL, span_notice("You feel [you_feel] as you are operated on."))
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/**
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* Sends a pain message to the target, including a chance of screaming.
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*
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* Arguments:
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* * target - Who the message will be sent to
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* * pain_message - The message to be displayed
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* * mechanical_surgery - Boolean flag that represents if a surgery step is done on a mechanical limb (therefore does not force scream)
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*/
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//SKYRAT EDIT START: Fixes painkillers not actually stopping pain. Adds mood effects to painful surgeries.
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/datum/surgery_step/proc/display_pain(mob/living/target, pain_message, mechanical_surgery = FALSE)
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if(target.stat >= UNCONSCIOUS) //the unconscious do not worry about pain
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return
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if(HAS_TRAIT(target, TRAIT_NUMBED)) //numbing helps but is not perfect - this is the tradeoff for being awake
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target.add_mood_event("mild_surgery", /datum/mood_event/mild_surgery)
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return
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if(mechanical_surgery == TRUE) //robots can't benefit from numbing agents like most but have no reason not to sleep - their debuff falls in-between
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target.add_mood_event("robot_surgery", /datum/mood_event/robot_surgery)
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return
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to_chat(target, span_userdanger(pain_message))
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target.add_mood_event("severe_surgery", /datum/mood_event/severe_surgery)
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if(prob(30))
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target.emote("scream")
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//SKYRAT EDIT END
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