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clDissectby add: Examining a dissected body will provide insight on the highest tier performed. fix: You can do ayy dissection now if you get the tech fix: FINALLY fixed the surgery logic correctly /cl
173 lines
6.3 KiB
Plaintext
173 lines
6.3 KiB
Plaintext
/datum/surgery
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var/name = "surgery"
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var/desc = "surgery description"
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var/status = 1
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var/list/steps = list() //Steps in a surgery
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var/step_in_progress = FALSE //Actively performing a Surgery
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var/can_cancel = TRUE //Can cancel this surgery after step 1 with cautery
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var/list/target_mobtypes = list(/mob/living/carbon/human) //Acceptable Species
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var/location = BODY_ZONE_CHEST //Surgery location
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var/requires_bodypart_type = BODYPART_ORGANIC //Prevents you from performing an operation on incorrect limbs. 0 for any limb type
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var/list/possible_locs = list() //Multiple locations
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var/ignore_clothes = FALSE //This surgery ignores clothes
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var/mob/living/carbon/target //Operation target mob
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var/obj/item/bodypart/operated_bodypart //Operable body part
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var/requires_bodypart = TRUE //Surgery available only when a bodypart is present, or only when it is missing.
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var/success_multiplier = 0 //Step success propability multiplier
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var/requires_real_bodypart = FALSE //Some surgeries don't work on limbs that don't really exist
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var/lying_required = TRUE //Does the vicitm needs to be lying down.
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var/self_operable = FALSE //Can the surgery be performed on yourself.
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var/requires_tech = FALSE //handles techweb-oriented surgeries, previously restricted to the /advanced subtype (You still need to add designs)
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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)
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/datum/surgery/New(surgery_target, surgery_location, surgery_bodypart)
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..()
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if(surgery_target)
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target = surgery_target
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target.surgeries += src
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if(surgery_location)
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location = surgery_location
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if(surgery_bodypart)
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operated_bodypart = surgery_bodypart
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/datum/surgery/Destroy()
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if(target)
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target.surgeries -= src
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target = null
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operated_bodypart = null
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return ..()
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/datum/surgery/proc/can_start(mob/user, mob/living/patient) //FALSE to not show in list
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. = TRUE
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if(replaced_by == /datum/surgery)
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return FALSE
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// True surgeons (like abductor scientists) need no instructions
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if(HAS_TRAIT(user, TRAIT_SURGEON) || HAS_TRAIT(user.mind, TRAIT_SURGEON))
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if(replaced_by) // only show top-level surgeries
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return FALSE
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else
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return TRUE
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if(!requires_tech && !replaced_by)
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return TRUE
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if(requires_tech)
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. = FALSE
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if(iscyborg(user))
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var/mob/living/silicon/robot/R = user
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var/obj/item/surgical_processor/SP = locate() in R.module.modules
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if(SP) //no early return for !SP since we want to check optable should this not exist.
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if(replaced_by in SP.advanced_surgeries)
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return FALSE
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if(type in SP.advanced_surgeries)
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return TRUE
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var/turf/T = get_turf(patient)
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var/obj/structure/table/optable/table = locate(/obj/structure/table/optable, T)
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if(table)
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if(table.computer.stat & (NOPOWER|BROKEN))
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return .
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if(replaced_by in table.computer.advanced_surgeries)
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return FALSE
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if(type in table.computer.advanced_surgeries)
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return TRUE
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/datum/surgery/proc/next_step(mob/user, intent)
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if(step_in_progress)
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return TRUE
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var/try_to_fail = FALSE
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if(intent == INTENT_DISARM)
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try_to_fail = TRUE
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var/datum/surgery_step/S = get_surgery_step()
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if(S)
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var/obj/item/tool = user.get_active_held_item()
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if(S.try_op(user, target, user.zone_selected, tool, src, try_to_fail))
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return TRUE
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if(tool?.item_flags & SURGICAL_TOOL) //Just because you used the wrong tool it doesn't mean you meant to whack the patient with it
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to_chat(user, "<span class='warning'>This step requires a different tool!</span>")
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return TRUE
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return FALSE
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/datum/surgery/proc/get_surgery_step()
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var/step_type = steps[status]
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return new step_type
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/datum/surgery/proc/get_surgery_next_step()
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if(status < steps.len)
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var/step_type = steps[status + 1]
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return new step_type
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else
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return null
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/datum/surgery/proc/complete()
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SSblackbox.record_feedback("tally", "surgeries_completed", 1, type)
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qdel(src)
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/datum/surgery/proc/get_propability_multiplier()
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var/propability = 0.5
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var/turf/T = get_turf(target)
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if(locate(/obj/structure/table/optable, T))
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propability = 1
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else if(locate(/obj/machinery/stasis, T))
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propability = 0.9
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else if(locate(/obj/structure/table, T))
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propability = 0.8
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else if(locate(/obj/structure/bed, T))
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propability = 0.7
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return propability + success_multiplier
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/datum/surgery/advanced
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name = "advanced surgery"
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requires_tech = TRUE
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/obj/item/disk/surgery
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name = "Surgery Procedure Disk"
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desc = "A disk that contains advanced surgery procedures, must be loaded into an Operating Console."
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icon_state = "datadisk1"
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materials = list(/datum/material/iron=300, /datum/material/glass=100)
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var/list/surgeries
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/obj/item/disk/surgery/debug
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name = "Debug Surgery Disk"
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desc = "A disk that contains all existing surgery procedures."
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icon_state = "datadisk1"
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materials = list(/datum/material/iron=300, /datum/material/glass=100)
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/obj/item/disk/surgery/debug/Initialize()
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. = ..()
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surgeries = list()
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var/list/req_tech_surgeries = subtypesof(/datum/surgery)
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for(var/i in req_tech_surgeries)
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var/datum/surgery/beep = i
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if(initial(beep.requires_tech))
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surgeries += beep
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//INFO
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//Check /mob/living/carbon/attackby for how surgery progresses, and also /mob/living/carbon/attack_hand.
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//As of Feb 21 2013 they are in code/modules/mob/living/carbon/carbon.dm, lines 459 and 51 respectively.
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//Other important variables are var/list/surgeries (/mob/living) and var/list/internal_organs (/mob/living/carbon)
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// var/list/bodyparts (/mob/living/carbon/human) is the LIMBS of a Mob.
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//Surgical procedures are initiated by attempt_initiate_surgery(), which is called by surgical drapes and bedsheets.
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//TODO
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//specific steps for some surgeries (fluff text)
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//more interesting failure options
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//randomised complications
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//more surgeries!
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//add a probability modifier for the state of the surgeon- health, twitching, etc. blindness, god forbid.
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//helper for converting a zone_sel.selecting to body part (for damage)
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//RESOLVED ISSUES //"Todo" jobs that have been completed
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//combine hands/feet into the arms - Hands/feet were removed - RR
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//surgeries (not steps) that can be initiated on any body part (corresponding with damage locations) - Call this one done, see possible_locs var - c0
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