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* Implements a macro for checking mind traits (#76548)  Seeing this pattern repeated over various sections of code was starting to piss me off Lessens chance to cause errors with mind traits, ensures consistent behavior, makes it easier to change how mind traits work if necessary. hopefully not player facing --------- Co-authored-by: san7890 <the@san7890.com> * modular stuff --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com>
296 lines
12 KiB
Plaintext
296 lines
12 KiB
Plaintext
/datum/surgery_step
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var/name
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var/list/implements = list() //format is path = probability of success. alternatively
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var/implement_type = null //the current type of implement used. This has to be stored, as the actual typepath of the tool may not match the list type.
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var/accept_hand = FALSE //does the surgery step require an open hand? If true, ignores implements. Compatible with accept_any_item.
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var/accept_any_item = FALSE //does the surgery step accept any item? If true, ignores implements. Compatible with require_hand.
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var/time = 10 //how long does the step take?
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var/repeatable = FALSE //can this step be repeated? Make shure it isn't last step, or else the surgeon will be stuck in the loop
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var/list/chems_needed = list() //list of chems needed to complete the step. Even on success, the step will have no effect if there aren't the chems required in the mob.
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var/require_all_chems = TRUE //any on the list or all on the list?
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var/silicons_obey_prob = FALSE
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var/preop_sound //Sound played when the step is started
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var/success_sound //Sound played if the step succeeded
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var/failure_sound //Sound played if the step fails
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/datum/surgery_step/proc/try_op(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
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var/success = FALSE
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if(surgery.organ_to_manipulate && !target.get_organ_slot(surgery.organ_to_manipulate))
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to_chat(user, span_warning("[target] seems to be missing the organ necessary to complete this surgery!"))
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return FALSE
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if(accept_hand)
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if(!tool)
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success = TRUE
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if(iscyborg(user))
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success = TRUE
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if(accept_any_item)
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if(tool && tool_check(user, tool))
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success = TRUE
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else if(tool)
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for(var/key in implements)
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var/match = FALSE
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if(ispath(key) && istype(tool, key))
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match = TRUE
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else if(tool.tool_behaviour == key)
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match = TRUE
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if(match)
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implement_type = key
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if(tool_check(user, tool))
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success = TRUE
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break
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if(success)
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if(target_zone == surgery.location)
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if(get_location_accessible(target, target_zone) || (surgery.surgery_flags & SURGERY_IGNORE_CLOTHES))
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initiate(user, target, target_zone, tool, surgery, try_to_fail)
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else
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to_chat(user, span_warning("You need to expose [target]'s [parse_zone(target_zone)] to perform surgery on it!"))
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return TRUE //returns TRUE so we don't stab the guy in the dick or wherever.
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if(repeatable)
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var/datum/surgery_step/next_step = surgery.get_surgery_next_step()
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if(next_step)
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surgery.status++
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if(next_step.try_op(user, target, user.zone_selected, user.get_active_held_item(), surgery))
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return TRUE
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else
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surgery.status--
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return FALSE
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#define SURGERY_SLOWDOWN_CAP_MULTIPLIER 2 //increase to make surgery slower but fail less, and decrease to make surgery faster but fail more
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#define SURGERY_SPEEDUP_AREA 0.5 // Skyrat Edit Addition - reward for doing surgery in surgery
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///Modifier given to surgery speed for dissected bodies.
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#define SURGERY_SPEED_DISSECTION_MODIFIER 0.8
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///Modifier given to users with TRAIT_MORBID on certain surgeries
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#define SURGERY_SPEED_MORBID_CURIOSITY 0.7
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/datum/surgery_step/proc/initiate(mob/living/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
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// Only followers of Asclepius have the ability to use Healing Touch and perform miracle feats of surgery.
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// Prevents people from performing multiple simultaneous surgeries unless they're holding a Rod of Asclepius.
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surgery.step_in_progress = TRUE
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var/speed_mod = 1
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var/fail_prob = 0//100 - fail_prob = success_prob
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var/advance = FALSE
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if(preop(user, target, target_zone, tool, surgery) == SURGERY_STEP_FAIL)
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surgery.step_in_progress = FALSE
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return FALSE
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play_preop_sound(user, target, target_zone, tool, surgery) // Here because most steps overwrite preop
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if(tool)
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speed_mod = tool.toolspeed
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if(HAS_TRAIT(target, TRAIT_DISSECTED))
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speed_mod *= SURGERY_SPEED_DISSECTION_MODIFIER
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if(check_morbid_curiosity(user, tool, surgery))
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speed_mod *= SURGERY_SPEED_MORBID_CURIOSITY
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var/implement_speed_mod = 1
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if(implement_type) //this means it isn't a require hand or any item step.
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implement_speed_mod = implements[implement_type] / 100.0
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speed_mod /= (get_location_modifier(target) * (1 + surgery.speed_modifier) * implement_speed_mod) * target.mob_surgery_speed_mod
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var/modded_time = time * speed_mod
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fail_prob = min(max(0, modded_time - (time * SURGERY_SLOWDOWN_CAP_MULTIPLIER)),99)//if modded_time > time * modifier, then fail_prob = modded_time - time*modifier. starts at 0, caps at 99
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modded_time = min(modded_time, time * SURGERY_SLOWDOWN_CAP_MULTIPLIER)//also if that, then cap modded_time at time*modifier
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var/was_sleeping = (target.stat != DEAD && target.IsSleeping())
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// Skyrat Edit Addition - reward for doing surgery on calm patients, and for using surgery rooms(ie. surgerying alone)
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if(was_sleeping || HAS_TRAIT(target, TRAIT_NUMBED) || target.stat == DEAD)
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modded_time *= SURGERY_SPEEDUP_AREA
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to_chat(user, span_notice("You are able to work faster due to the patient's calm attitude!"))
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var/quiet_enviromnent = TRUE
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for(var/mob/living/carbon/human/loud_people in view(3, target))
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if(loud_people != user && loud_people != target)
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quiet_enviromnent = FALSE
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break
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if(quiet_enviromnent)
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modded_time *= SURGERY_SPEEDUP_AREA
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to_chat(user, span_notice("You are able to work faster due to the quiet environment!"))
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// Skyrat Edit End
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// Skyrat Edit: Cyborgs are no longer immune to surgery speedups.
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//if(iscyborg(user))//any immunities to surgery slowdown should go in this check.
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//modded_time = time
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// Skyrat Edit End
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if(do_after(user, modded_time, target = target, interaction_key = user.has_status_effect(/datum/status_effect/hippocratic_oath) ? target : DOAFTER_SOURCE_SURGERY)) //If we have the hippocratic oath, we can perform one surgery on each target, otherwise we can only do one surgery in total.
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var/chem_check_result = chem_check(target)
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if((prob(100-fail_prob) || (iscyborg(user) && !silicons_obey_prob)) && chem_check_result && !try_to_fail)
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if(success(user, target, target_zone, tool, surgery))
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play_success_sound(user, target, target_zone, tool, surgery)
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advance = TRUE
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else
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if(failure(user, target, target_zone, tool, surgery, fail_prob))
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play_failure_sound(user, target, target_zone, tool, surgery)
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advance = TRUE
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if(chem_check_result)
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return .(user, target, target_zone, tool, surgery, try_to_fail) //automatically re-attempt if failed for reason other than lack of required chemical
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if(advance && !repeatable)
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surgery.status++
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if(surgery.status > surgery.steps.len)
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surgery.complete(user)
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if(target.stat == DEAD && was_sleeping && user.client)
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user.client.give_award(/datum/award/achievement/misc/sandman, user)
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surgery.step_in_progress = FALSE
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return advance
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#undef SURGERY_SPEEDUP_AREA // SKYRAT EDIT ADDITION
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/datum/surgery_step/proc/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(
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user,
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target,
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span_notice("You begin to perform surgery on [target]..."),
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span_notice("[user] begins to perform surgery on [target]."),
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span_notice("[user] begins to perform surgery on [target]."),
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)
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/datum/surgery_step/proc/play_preop_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(!preop_sound)
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return
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var/sound_file_use
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if(islist(preop_sound))
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for(var/typepath in preop_sound)//iterate and assign subtype to a list, works best if list is arranged from subtype first and parent last
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if(istype(tool, typepath))
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sound_file_use = preop_sound[typepath]
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break
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else
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sound_file_use = preop_sound
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playsound(get_turf(target), sound_file_use, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
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/datum/surgery_step/proc/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = TRUE)
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SEND_SIGNAL(user, COMSIG_MOB_SURGERY_STEP_SUCCESS, src, target, target_zone, tool, surgery, default_display_results)
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if(default_display_results)
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display_results(
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user,
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target,
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span_notice("You succeed."),
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span_notice("[user] succeeds!"),
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span_notice("[user] finishes."),
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)
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return TRUE
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/datum/surgery_step/proc/play_success_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(!success_sound)
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return
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playsound(get_turf(target), success_sound, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
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/datum/surgery_step/proc/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
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var/screwedmessage = ""
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switch(fail_prob)
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if(0 to 24)
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screwedmessage = " You almost had it, though."
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if(50 to 74)//25 to 49 = no extra text
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screwedmessage = " This is hard to get right in these conditions..."
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if(75 to 99)
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screwedmessage = " This is practically impossible in these conditions..."
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display_results(
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user,
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target,
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span_warning("You screw up![screwedmessage]"),
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span_warning("[user] screws up!"),
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span_notice("[user] finishes."), TRUE) //By default the patient will notice if the wrong thing has been cut
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return FALSE
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/datum/surgery_step/proc/play_failure_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(!failure_sound)
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return
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playsound(get_turf(target), failure_sound, 75, TRUE, falloff_exponent = 12, falloff_distance = 1)
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/datum/surgery_step/proc/tool_check(mob/user, obj/item/tool)
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return TRUE
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/datum/surgery_step/proc/chem_check(mob/living/target)
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if(!LAZYLEN(chems_needed))
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return TRUE
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if(require_all_chems)
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. = TRUE
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for(var/reagent in chems_needed)
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if(!target.reagents.has_reagent(reagent))
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return FALSE
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else
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. = FALSE
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for(var/reagent in chems_needed)
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if(target.reagents.has_reagent(reagent))
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return TRUE
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/datum/surgery_step/proc/get_chem_list()
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if(!LAZYLEN(chems_needed))
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return
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var/list/chems = list()
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for(var/reagent in chems_needed)
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var/datum/reagent/temp = GLOB.chemical_reagents_list[reagent]
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if(temp)
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var/chemname = temp.name
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chems += chemname
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return english_list(chems, and_text = require_all_chems ? " and " : " or ")
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// Check if we are entitled to morbid bonuses
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/datum/surgery_step/proc/check_morbid_curiosity(mob/user, obj/item/tool, datum/surgery/surgery)
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if(!(surgery.surgery_flags & SURGERY_MORBID_CURIOSITY))
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return FALSE
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if(tool && !(tool.item_flags & CRUEL_IMPLEMENT))
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return FALSE
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if(!HAS_MIND_TRAIT(user, TRAIT_MORBID))
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return FALSE
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return TRUE
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//Replaces visible_message during operations so only people looking over the surgeon can see them.
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/datum/surgery_step/proc/display_results(mob/user, mob/living/target, self_message, detailed_message, vague_message, target_detailed = FALSE)
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user.visible_message(detailed_message, self_message, vision_distance = 1, ignored_mobs = target_detailed ? null : target)
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if(!target_detailed)
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var/you_feel = pick("a brief pain", "your body tense up", "an unnerving sensation")
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if(!vague_message)
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if(detailed_message)
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stack_trace("DIDN'T GET PASSED A VAGUE MESSAGE.")
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vague_message = detailed_message
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else
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stack_trace("NO MESSAGES TO SEND TO TARGET!")
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vague_message = span_notice("You feel [you_feel] as you are operated on.")
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target.show_message(vague_message, MSG_VISUAL, span_notice("You feel [you_feel] as you are operated on."))
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/**
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* Sends a pain message to the target, including a chance of screaming.
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*
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* Arguments:
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* * target - Who the message will be sent to
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* * pain_message - The message to be displayed
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* * mechanical_surgery - Boolean flag that represents if a surgery step is done on a mechanical limb (therefore does not force scream)
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*/
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//SKYRAT EDIT START: Fixes painkillers not actually stopping pain. Adds mood effects to painful surgeries.
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/datum/surgery_step/proc/display_pain(mob/living/target, pain_message, mechanical_surgery = FALSE)
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if(target.stat >= UNCONSCIOUS) //the unconscious do not worry about pain
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return
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if(HAS_TRAIT(target, TRAIT_NUMBED)) //numbing helps but is not perfect - this is the tradeoff for being awake
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target.add_mood_event("mild_surgery", /datum/mood_event/mild_surgery)
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return
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if(mechanical_surgery == TRUE) //robots can't benefit from numbing agents like most but have no reason not to sleep - their debuff falls in-between
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target.add_mood_event("robot_surgery", /datum/mood_event/robot_surgery)
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return
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to_chat(target, span_userdanger(pain_message))
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target.add_mood_event("severe_surgery", /datum/mood_event/severe_surgery)
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if(prob(30))
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target.emote("scream")
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//SKYRAT EDIT END
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#undef SURGERY_SPEED_DISSECTION_MODIFIER
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#undef SURGERY_SPEED_MORBID_CURIOSITY
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#undef SURGERY_SLOWDOWN_CAP_MULTIPLIER
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