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## About The Pull Request - Complete rewrite of borg omnitool code; - - Borgs that use omnitools now have a "Omni Toolbox" that holds whatever tools the Omnitool would cover. The toolbox keeps track of Omnitool "Arms" in a list, as well as when to upgrade (or downgrade) tool speed. The toolbox is not seen by the player directly. - - Omnitool "Arms" will display available tools based on the Omni Toolbox's contents. Selecting one does not move the tool out of the toolbox, but instead simply overrides any following clicks with a melee attack chain of the selected item. This is reminiscent of how borg apparatus tools work. When selecting a tool, the Omnitool "arm" will also set its own icon state to match the tool selected. - - Because all Omnitool "arms" are using the same tools from the same toolbox, actions done with one can be seen from another. For example, using the first Omnitool to scan the Silo with the engineer borg's multitool will update the tool's buffer, and it can be used later, even if the multitool is selected by the second Omnitool. - Because we're now using real tools, rather than a single tool item faking tool usage via tool flags, almost all interactions with tools should properly carry over. - Added Cyborg versions of the medical toolset, for use with the Medical Cyborg omnitool, so that we can finally use the really nice borg-version medical tool sprites. ## Why It's Good For The Game Easier to read code. Fixes #83667 Fixes #83537 Fixes #83077 Fixes #82918 partially; Heating beakers works, but the tile quick-swap function will not function; the action is initiated by a click from the tile stack rather than the crowbar. ## Changelog 🆑 fix: Refactored borg omnitool code, fixing most of the unique interaction issues. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
215 lines
7.4 KiB
Plaintext
215 lines
7.4 KiB
Plaintext
/datum/surgery
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///The name of the surgery operation
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var/name = "surgery"
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///The description of the surgery, what it does.
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var/desc
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///From __DEFINES/surgery.dm
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///Selection: SURGERY_IGNORE_CLOTHES | SURGERY_SELF_OPERABLE | SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB | SURGERY_MORBID_CURIOSITY
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var/surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB
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///The surgery step we're currently on, increases each time we do a step.
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var/status = 1
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///All steps the surgery has to do to complete.
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var/list/steps = list()
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///Boolean on whether a surgery step is currently being done, to prevent multi-surgery.
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var/step_in_progress = FALSE
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///The bodypart this specific surgery is being performed on.
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var/location = BODY_ZONE_CHEST
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///The possible bodyparts that the surgery can be started on.
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var/list/possible_locs = list()
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///Mobs that are valid to have surgery performed on them.
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var/list/target_mobtypes = list(/mob/living/carbon/human)
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///The person the surgery is being performed on. Funnily enough, it isn't always a carbon.
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VAR_FINAL/mob/living/carbon/target
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///The specific bodypart being operated on.
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VAR_FINAL/obj/item/bodypart/operated_bodypart
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///The wound datum that is being operated on.
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VAR_FINAL/datum/wound/operated_wound
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///Types of wounds this surgery can target.
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var/targetable_wound
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///The types of bodyparts that this surgery can have performed on it. Used for augmented surgeries.
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var/requires_bodypart_type = BODYTYPE_ORGANIC
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///The speed modifier given to the surgery through external means.
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var/speed_modifier = 0
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///Whether the surgery requires research to do. You need to add a design if using this!
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var/requires_tech = FALSE
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///typepath of a surgery that will, once researched, replace this surgery in the operating menu.
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var/replaced_by
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/// Organ being directly manipulated, used for checking if the organ is still in the body after surgery has begun
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var/organ_to_manipulate
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/datum/surgery/New(atom/surgery_target, surgery_location, surgery_bodypart)
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. = ..()
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if(!surgery_target)
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return
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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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return
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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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SEND_SIGNAL(surgery_target, COMSIG_MOB_SURGERY_STARTED, src, surgery_location, surgery_bodypart)
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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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SHOULD_CALL_PARENT(TRUE)
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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_MIND_TRAIT(user, 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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var/surgery_signal = SEND_SIGNAL(user, COMSIG_SURGERY_STARTING, src, patient)
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if(surgery_signal & COMPONENT_FORCE_SURGERY)
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return TRUE
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if(surgery_signal & COMPONENT_CANCEL_SURGERY)
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return FALSE
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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 = locate_operating_computer(patient_turf)
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if (isnull(opcomputer))
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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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return .
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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(user.combat_mode)
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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(isnull(step))
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return FALSE
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var/obj/item/tool = user.get_active_held_item()
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if(istype(tool, /obj/item/borg/cyborg_omnitool)) //catches borg surgeries
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var/obj/item/borg/cyborg_omnitool/toolarm = tool
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if(toolarm.selected)
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tool = toolarm.selected
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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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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.add_mob_memory(/datum/memory/surgery, deuteragonist = surgeon, surgery_type = name)
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qdel(src)
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/// Returns a nearby operating computer linked to an operating table
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/datum/surgery/proc/locate_operating_computer(turf/patient_turf)
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if (isnull(patient_turf))
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return null
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var/obj/structure/table/optable/operating_table = locate(/obj/structure/table/optable, patient_turf)
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var/obj/machinery/computer/operating/operating_computer = operating_table?.computer
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if (isnull(operating_computer))
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return null
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if(operating_computer.machine_stat & (NOPOWER|BROKEN))
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return null
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return operating_computer
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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=SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass=SMALL_MATERIAL_AMOUNT)
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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=SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass=SMALL_MATERIAL_AMOUNT)
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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/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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