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* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes (#61953) Please don't try and send chat messages if you have nothing to say Fixes a spurious runtime. Fixes a runtime caused by my lack of understanding of huds. remove_hud_from is intended for hud watchers, remove_from_hud is intended for hud items. Doesn't really make sense most of the time, and just runtimes out the ass Fixes a runtime in shapeshifting, restore should not run if the object is not restoring, or if it's deleting. it should run if it's not restoring, and it's not deleted. 4head Fun fact, if there's two turret control boards they'll override each other. Use weakrefs. Oh also removes a var called cp, nothing good will come of that Today in: Good lord the stacking machine is an afront to god, we discover that the labor claims console was attempting to act as a console, which of course fails when it comes time to clear it's improperly named var. Disgusting Attempts to fix potential wound ref hangs in surgeries? maybe? Fixes a runtime in luminescent stuff I created in my big harddel crusade. owner is a mob, not a species Fixes a runtime related to headspikes deleting themselves twice. Pain Fixes hard deletes sourced from the prophet trauma. Good fucking lord this is awful Offhand item is somehow hard deleting. I have no idea how. Here's hoping signals fixes it, because if it doesn't I'm stumped. It's not a common scenario, but it does happen in spurts that suggest repeated usage * Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes * Update turret_id_system.dm * Update turret_id_system.dm Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
181 lines
6.7 KiB
Plaintext
181 lines
6.7 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/datum/wound/operated_wound //The actual wound datum instance we're targeting
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var/datum/wound/targetable_wound //The wound type this surgery targets
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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/speed_modifier = 0 //Step speed modifier
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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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if(targetable_wound)
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operated_wound = operated_bodypart.get_wound_type(targetable_wound)
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operated_wound.attached_surgery = src
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/datum/surgery/Destroy()
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if(operated_wound)
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operated_wound.attached_surgery = null
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operated_wound = null
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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/robo_surgeon = user
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var/obj/item/surgical_processor/surgical_processor = locate() in robo_surgeon.model.modules
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if(surgical_processor) //no early return for !surgical_processor since we want to check optable should this not exist.
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if(replaced_by in surgical_processor.advanced_surgeries)
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return FALSE
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if(type in surgical_processor.advanced_surgeries)
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return TRUE
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var/turf/patient_turf = get_turf(patient)
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//Get the relevant operating computer
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var/obj/machinery/computer/operating/opcomputer
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var/obj/structure/table/optable/optable = locate(/obj/structure/table/optable, patient_turf)
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if(optable?.computer)
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opcomputer = optable.computer
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if(!opcomputer)
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return
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if(opcomputer.machine_stat & (NOPOWER|BROKEN))
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return .
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if(replaced_by in opcomputer.advanced_surgeries)
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return FALSE
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if(type in opcomputer.advanced_surgeries)
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return TRUE
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/datum/surgery/proc/next_step(mob/living/user, modifiers)
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if(location != user.zone_selected)
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return FALSE
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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(LAZYACCESS(modifiers, RIGHT_CLICK))
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try_to_fail = TRUE
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var/datum/surgery_step/step = get_surgery_step()
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if(step)
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var/obj/item/tool = user.get_active_held_item()
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if(step.try_op(user, target, user.zone_selected, tool, src, try_to_fail))
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return TRUE
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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
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to_chat(user, span_warning("This step requires a different tool!"))
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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(mob/surgeon)
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SSblackbox.record_feedback("tally", "surgeries_completed", 1, type)
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surgeon.mind.add_memory(
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MEMORY_SUCCESSFUL_SURGERY,
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list(
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DETAIL_PROTAGONIST = surgeon,
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DETAIL_DEUTERAGONIST = target,
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DETAIL_SURGERY_TYPE = src,
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),
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story_value = STORY_VALUE_OKAY
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)
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qdel(src)
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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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custom_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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custom_materials = list(/datum/material/iron=300, /datum/material/glass=100)
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/obj/item/disk/surgery/debug/Initialize(mapload)
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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/datum/surgery/beep as anything in req_tech_surgeries)
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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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