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Bubberstation/code/modules/surgery/surgery.dm
SkyratBot 7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00

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/datum/surgery
var/name = "surgery"
var/desc = "surgery description"
var/status = 1
var/list/steps = list() //Steps in a surgery
var/step_in_progress = FALSE //Actively performing a Surgery
var/can_cancel = TRUE //Can cancel this surgery after step 1 with cautery
var/list/target_mobtypes = list(/mob/living/carbon/human) //Acceptable Species
var/location = BODY_ZONE_CHEST //Surgery location
var/requires_bodypart_type = BODYPART_ORGANIC //Prevents you from performing an operation on incorrect limbs. 0 for any limb type
var/list/possible_locs = list() //Multiple locations
var/ignore_clothes = FALSE //This surgery ignores clothes
var/mob/living/carbon/target //Operation target mob
var/obj/item/bodypart/operated_bodypart //Operable body part
var/datum/wound/operated_wound //The actual wound datum instance we're targeting
var/datum/wound/targetable_wound //The wound type this surgery targets
var/requires_bodypart = TRUE //Surgery available only when a bodypart is present, or only when it is missing.
var/speed_modifier = 0 //Step speed modifier
var/requires_real_bodypart = FALSE //Some surgeries don't work on limbs that don't really exist
var/lying_required = TRUE //Does the vicitm needs to be lying down.
var/self_operable = FALSE //Can the surgery be performed on yourself.
var/requires_tech = FALSE //handles techweb-oriented surgeries, previously restricted to the /advanced subtype (You still need to add designs)
var/replaced_by //type; doesn't show up if this type exists. Set to /datum/surgery if you want to hide a "base" surgery (useful for typing parents IE healing.dm just make sure to null it out again)
/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
if(targetable_wound)
operated_wound = operated_bodypart.get_wound_type(targetable_wound)
operated_wound.attached_surgery = src
/datum/surgery/Destroy()
if(operated_wound)
operated_wound.attached_surgery = null
if(target)
target.surgeries -= src
target = null
operated_bodypart = null
return ..()
/datum/surgery/proc/can_start(mob/user, mob/living/patient) //FALSE to not show in list
. = TRUE
if(replaced_by == /datum/surgery)
return FALSE
// True surgeons (like abductor scientists) need no instructions
if(HAS_TRAIT(user, TRAIT_SURGEON) || HAS_TRAIT(user.mind, TRAIT_SURGEON))
if(replaced_by) // only show top-level surgeries
return FALSE
else
return TRUE
if(!requires_tech && !replaced_by)
return TRUE
if(requires_tech)
. = FALSE
if(iscyborg(user))
var/mob/living/silicon/robot/robo_surgeon = user
var/obj/item/surgical_processor/surgical_processor = locate() in robo_surgeon.model.modules
if(surgical_processor) //no early return for !surgical_processor since we want to check optable should this not exist.
if(replaced_by in surgical_processor.advanced_surgeries)
return FALSE
if(type in surgical_processor.advanced_surgeries)
return TRUE
var/turf/patient_turf = get_turf(patient)
//Get the relevant operating computer
var/obj/machinery/computer/operating/opcomputer
var/obj/structure/table/optable/optable = locate(/obj/structure/table/optable, patient_turf)
if(optable?.computer)
opcomputer = optable.computer
if(!opcomputer)
return
if(opcomputer.machine_stat & (NOPOWER|BROKEN))
return .
if(replaced_by in opcomputer.advanced_surgeries)
return FALSE
if(type in opcomputer.advanced_surgeries)
return TRUE
/datum/surgery/proc/next_step(mob/living/user, modifiers)
if(location != user.zone_selected)
return FALSE
if(step_in_progress)
return TRUE
var/try_to_fail = FALSE
if(LAZYACCESS(modifiers, RIGHT_CLICK))
try_to_fail = TRUE
var/datum/surgery_step/step = get_surgery_step()
if(step)
var/obj/item/tool = user.get_active_held_item()
if(step.try_op(user, target, user.zone_selected, tool, src, try_to_fail))
return TRUE
if(tool && tool.item_flags & SURGICAL_TOOL) //Just because you used the wrong tool it doesn't mean you meant to whack the patient with it
to_chat(user, span_warning("This step requires a different tool!"))
return TRUE
return FALSE
/datum/surgery/proc/get_surgery_step()
var/step_type = steps[status]
return new step_type
/datum/surgery/proc/get_surgery_next_step()
if(status < steps.len)
var/step_type = steps[status + 1]
return new step_type
else
return null
/datum/surgery/proc/complete()
SSblackbox.record_feedback("tally", "surgeries_completed", 1, type)
qdel(src)
/datum/surgery/advanced
name = "advanced surgery"
requires_tech = TRUE
/obj/item/disk/surgery
name = "Surgery Procedure Disk"
desc = "A disk that contains advanced surgery procedures, must be loaded into an Operating Console."
icon_state = "datadisk1"
custom_materials = list(/datum/material/iron=300, /datum/material/glass=100)
var/list/surgeries
/obj/item/disk/surgery/debug
name = "Debug Surgery Disk"
desc = "A disk that contains all existing surgery procedures."
icon_state = "datadisk1"
custom_materials = list(/datum/material/iron=300, /datum/material/glass=100)
/obj/item/disk/surgery/debug/Initialize()
. = ..()
surgeries = list()
var/list/req_tech_surgeries = subtypesof(/datum/surgery)
for(var/datum/surgery/beep as anything in req_tech_surgeries)
if(initial(beep.requires_tech))
surgeries += beep
//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)
//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