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Bubberstation/code/modules/surgery/repair_puncture.dm
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John WillardandGitHub 3b0794eca9 Surgery code improvements (#71182)
## About The Pull Request

* Changes a lot of things about surgeries to hopefully bring it up to
more modern code standards.
* Removes a ton of single-letter vars used in checking surgeries on
people.
* Makes use of continue/break in for() loops.
* Properly documents the vars on surgeries
* Turns 'ignore clothes', 'self operating', 'lying required', 'require
limb' and 'require real limb' from vars into surgery flags
* Removes a lot re-defines of target_mobtype being set to human, as
that's the base anyways.
* Also tries to organize the vars on each surgery a bit.
* Makes the surgery initiator hopefully a little bit more sane
* Removes the surgery's can_cancel and stomach pump's
accumulated_experience vars, as they were entirely unused.

## Why It's Good For The Game

I looked at surgery code and couldn't stand it, this is hopefully
helping bring it to something we can stand.
This however doesn't touch the individual surgery steps.

## Changelog

im exhausted i don't know if this has in-game effects
2022-11-20 23:22:46 -08:00

152 lines
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/////BURN FIXING SURGERIES//////
//the step numbers of each of these two, we only currently use the first to switch back and forth due to advancing after finishing steps anyway
#define REALIGN_INNARDS 1
#define WELD_VEINS 2
///// Repair puncture wounds
/datum/surgery/repair_puncture
name = "Repair puncture"
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
targetable_wound = /datum/wound/pierce
target_mobtypes = list(/mob/living/carbon)
possible_locs = list(
BODY_ZONE_R_ARM,
BODY_ZONE_L_ARM,
BODY_ZONE_R_LEG,
BODY_ZONE_L_LEG,
BODY_ZONE_CHEST,
BODY_ZONE_HEAD,
)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/repair_innards,
/datum/surgery_step/seal_veins,
/datum/surgery_step/close,
)
/datum/surgery/repair_puncture/can_start(mob/living/user, mob/living/carbon/target)
if(!istype(target))
return FALSE
. = ..()
if(.)
var/obj/item/bodypart/targeted_bodypart = target.get_bodypart(user.zone_selected)
var/datum/wound/burn/pierce_wound = targeted_bodypart.get_wound_type(targetable_wound)
return(pierce_wound && pierce_wound.blood_flow > 0)
//SURGERY STEPS
///// realign the blood vessels so we can reweld them
/datum/surgery_step/repair_innards
name = "realign blood vessels (hemostat)"
implements = list(
TOOL_HEMOSTAT = 100,
TOOL_SCALPEL = 85,
TOOL_WIRECUTTER = 40)
time = 3 SECONDS
/datum/surgery_step/repair_innards/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/datum/wound/pierce/pierce_wound = surgery.operated_wound
if(!pierce_wound)
user.visible_message(span_notice("[user] looks for [target]'s [parse_zone(user.zone_selected)]."), span_notice("You look for [target]'s [parse_zone(user.zone_selected)]..."))
return
if(pierce_wound.blood_flow <= 0)
to_chat(user, span_notice("[target]'s [parse_zone(user.zone_selected)] has no puncture to repair!"))
surgery.status++
return
display_results(
user,
target,
span_notice("You begin to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)]..."),
span_notice("[user] begins to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)] with [tool]."),
span_notice("[user] begins to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)]."),
)
display_pain(target, "You feel a horrible stabbing pain in your [parse_zone(user.zone_selected)]!")
/datum/surgery_step/repair_innards/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
var/datum/wound/pierce/pierce_wound = surgery.operated_wound
if(!pierce_wound)
to_chat(user, span_warning("[target] has no puncture wound there!"))
return ..()
display_results(
user,
target,
span_notice("You successfully realign some of the blood vessels in [target]'s [parse_zone(target_zone)]."),
span_notice("[user] successfully realigns some of the blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!"),
span_notice("[user] successfully realigns some of the blood vessels in [target]'s [parse_zone(target_zone)]!"),
)
log_combat(user, target, "excised infected flesh in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
surgery.operated_bodypart.receive_damage(brute=3, wound_bonus=CANT_WOUND)
pierce_wound.adjust_blood_flow(-0.25)
return ..()
/datum/surgery_step/repair_innards/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
. = ..()
display_results(
user,
target,
span_notice("You jerk apart some of the blood vessels in [target]'s [parse_zone(target_zone)]."),
span_notice("[user] jerks apart some of the blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!"),
span_notice("[user] jerk apart some of the blood vessels in [target]'s [parse_zone(target_zone)]!"),
)
surgery.operated_bodypart.receive_damage(brute=rand(4,8), sharpness=SHARP_EDGED, wound_bonus = 10)
///// Sealing the vessels back together
/datum/surgery_step/seal_veins
name = "weld veins (cautery)" // if your doctor says they're going to weld your blood vessels back together, you're either A) on SS13, or B) in grave mortal peril
implements = list(
TOOL_CAUTERY = 100,
/obj/item/gun/energy/laser = 90,
TOOL_WELDER = 70,
/obj/item = 30)
time = 4 SECONDS
/datum/surgery_step/seal_veins/tool_check(mob/user, obj/item/tool)
if(implement_type == TOOL_WELDER || implement_type == /obj/item)
return tool.get_temperature()
return TRUE
/datum/surgery_step/seal_veins/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/datum/wound/pierce/pierce_wound = surgery.operated_wound
if(!pierce_wound)
user.visible_message(span_notice("[user] looks for [target]'s [parse_zone(user.zone_selected)]."), span_notice("You look for [target]'s [parse_zone(user.zone_selected)]..."))
return
display_results(
user,
target,
span_notice("You begin to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)]..."),
span_notice("[user] begins to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)] with [tool]."),
span_notice("[user] begins to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)]."),
)
display_pain(target, "You're being burned inside your [parse_zone(user.zone_selected)]!")
/datum/surgery_step/seal_veins/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
var/datum/wound/pierce/pierce_wound = surgery.operated_wound
if(!pierce_wound)
to_chat(user, span_warning("[target] has no puncture there!"))
return ..()
display_results(
user,
target,
span_notice("You successfully meld some of the split blood vessels in [target]'s [parse_zone(target_zone)] with [tool]."),
span_notice("[user] successfully melds some of the split blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!"),
span_notice("[user] successfully melds some of the split blood vessels in [target]'s [parse_zone(target_zone)]!"),
)
log_combat(user, target, "dressed burns in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
pierce_wound.adjust_blood_flow(-0.5)
if(pierce_wound.blood_flow > 0)
surgery.status = REALIGN_INNARDS
to_chat(user, span_notice("<i>There still seems to be misaligned blood vessels to finish...</i>"))
else
to_chat(user, span_green("You've repaired all the internal damage in [target]'s [parse_zone(target_zone)]!"))
return ..()
#undef REALIGN_INNARDS
#undef WELD_VEINS