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Bubberstation/code/modules/surgery/surgery_step.dm
Bloop a9c80a29a3 [MISSED MIRROR] Implements a macro for checking mind traits (#76548) (#22447)
* Implements a macro for checking mind traits (#76548)

![image](https://github.com/tgstation/tgstation/assets/82850673/f85d0556-1806-40bf-92b8-597e46ccb4af)
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>
2023-07-18 21:32:47 -04:00

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