Files
Bubberstation/code/modules/surgery/surgery.dm
zxaber 70d26adf1c Cyborg Omnitool Refactor (#83880)
## 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>
2024-06-24 18:32:51 +00:00

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/datum/surgery
///The name of the surgery operation
var/name = "surgery"
///The description of the surgery, what it does.
var/desc
///From __DEFINES/surgery.dm
///Selection: SURGERY_IGNORE_CLOTHES | SURGERY_SELF_OPERABLE | SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB | SURGERY_MORBID_CURIOSITY
var/surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB
///The surgery step we're currently on, increases each time we do a step.
var/status = 1
///All steps the surgery has to do to complete.
var/list/steps = list()
///Boolean on whether a surgery step is currently being done, to prevent multi-surgery.
var/step_in_progress = FALSE
///The bodypart this specific surgery is being performed on.
var/location = BODY_ZONE_CHEST
///The possible bodyparts that the surgery can be started on.
var/list/possible_locs = list()
///Mobs that are valid to have surgery performed on them.
var/list/target_mobtypes = list(/mob/living/carbon/human)
///The person the surgery is being performed on. Funnily enough, it isn't always a carbon.
VAR_FINAL/mob/living/carbon/target
///The specific bodypart being operated on.
VAR_FINAL/obj/item/bodypart/operated_bodypart
///The wound datum that is being operated on.
VAR_FINAL/datum/wound/operated_wound
///Types of wounds this surgery can target.
var/targetable_wound
///The types of bodyparts that this surgery can have performed on it. Used for augmented surgeries.
var/requires_bodypart_type = BODYTYPE_ORGANIC
///The speed modifier given to the surgery through external means.
var/speed_modifier = 0
///Whether the surgery requires research to do. You need to add a design if using this!
var/requires_tech = FALSE
///typepath of a surgery that will, once researched, replace this surgery in the operating menu.
var/replaced_by
/// Organ being directly manipulated, used for checking if the organ is still in the body after surgery has begun
var/organ_to_manipulate
/datum/surgery/New(atom/surgery_target, surgery_location, surgery_bodypart)
. = ..()
if(!surgery_target)
return
target = surgery_target
target.surgeries += src
if(surgery_location)
location = surgery_location
if(!surgery_bodypart)
return
operated_bodypart = surgery_bodypart
if(targetable_wound)
operated_wound = operated_bodypart.get_wound_type(targetable_wound)
operated_wound.attached_surgery = src
SEND_SIGNAL(surgery_target, COMSIG_MOB_SURGERY_STARTED, src, surgery_location, surgery_bodypart)
/datum/surgery/Destroy()
if(operated_wound)
operated_wound.attached_surgery = null
operated_wound = 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
SHOULD_CALL_PARENT(TRUE)
. = TRUE
if(replaced_by == /datum/surgery)
return FALSE
// True surgeons (like abductor scientists) need no instructions
if(HAS_MIND_TRAIT(user, 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
var/surgery_signal = SEND_SIGNAL(user, COMSIG_SURGERY_STARTING, src, patient)
if(surgery_signal & COMPONENT_FORCE_SURGERY)
return TRUE
if(surgery_signal & COMPONENT_CANCEL_SURGERY)
return FALSE
var/turf/patient_turf = get_turf(patient)
//Get the relevant operating computer
var/obj/machinery/computer/operating/opcomputer = locate_operating_computer(patient_turf)
if (isnull(opcomputer))
return .
if(replaced_by in opcomputer.advanced_surgeries)
return FALSE
if(type in opcomputer.advanced_surgeries)
return TRUE
return .
/datum/surgery/proc/next_step(mob/living/user, modifiers)
if(location != user.zone_selected)
return FALSE
if(user.combat_mode)
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(isnull(step))
return FALSE
var/obj/item/tool = user.get_active_held_item()
if(istype(tool, /obj/item/borg/cyborg_omnitool)) //catches borg surgeries
var/obj/item/borg/cyborg_omnitool/toolarm = tool
if(toolarm.selected)
tool = toolarm.selected
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
return null
/datum/surgery/proc/complete(mob/surgeon)
SSblackbox.record_feedback("tally", "surgeries_completed", 1, type)
surgeon.add_mob_memory(/datum/memory/surgery, deuteragonist = surgeon, surgery_type = name)
qdel(src)
/// Returns a nearby operating computer linked to an operating table
/datum/surgery/proc/locate_operating_computer(turf/patient_turf)
if (isnull(patient_turf))
return null
var/obj/structure/table/optable/operating_table = locate(/obj/structure/table/optable, patient_turf)
var/obj/machinery/computer/operating/operating_computer = operating_table?.computer
if (isnull(operating_computer))
return null
if(operating_computer.machine_stat & (NOPOWER|BROKEN))
return null
return operating_computer
/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=SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass=SMALL_MATERIAL_AMOUNT)
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=SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass=SMALL_MATERIAL_AMOUNT)
/obj/item/disk/surgery/debug/Initialize(mapload)
. = ..()
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/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