Files
Bubberstation/code/modules/surgery/helpers.dm
phil235 9c79257aab Changes the paths of stools, beds and chairs. It is now obj/structure/bed/chair and obj/structure/bed/stool. It makes much more sense since stools barely have any code of their own.
Beds (and chairs) now have buildstacktype and buildstackamount vars to handle how many sheets of what they should drop on deconstruction.
They also have a foldabletype var to handle folding into item (currently only used by roller beds) so that people can add foldable chairs in the future.
Fixes swivel chairs not dropping the correct amount of metal sheets.
2015-10-10 13:35:00 +02:00

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/proc/attempt_initiate_surgery(obj/item/I, mob/living/M, mob/user)
if(istype(M))
var/mob/living/carbon/human/H
var/obj/item/organ/limb/affecting
var/selected_zone = user.zone_sel.selecting
if(istype(M, /mob/living/carbon/human))
H = M
affecting = H.get_organ(check_zone(selected_zone))
if(M.lying || isslime(M)) //if they're prone or a slime
var/datum/surgery/current_surgery
for(var/datum/surgery/S in M.surgeries)
if(S.location == selected_zone)
current_surgery = S
if(!current_surgery)
var/list/all_surgeries = surgeries_list.Copy()
var/list/available_surgeries = list()
for(var/datum/surgery/S in all_surgeries)
if(!S.possible_locs.Find(selected_zone))
continue
if(affecting && S.requires_organic_bodypart && affecting.status == ORGAN_ROBOTIC)
continue
if(!S.can_start(user, M))
continue
for(var/path in S.species)
if(istype(M, path))
available_surgeries[S.name] = S
break
var/P = input("Begin which procedure?", "Surgery", null, null) as null|anything in available_surgeries
if(P && user && user.Adjacent(M) && (I in user))
var/datum/surgery/S = available_surgeries[P]
var/datum/surgery/procedure = new S.type
if(procedure)
procedure.location = selected_zone
if(procedure.ignore_clothes || get_location_accessible(M, selected_zone))
M.surgeries += procedure
procedure.organ = affecting
user.visible_message("[user] drapes [I] over [M]'s [parse_zone(selected_zone)] to prepare for \an [procedure.name].", \
"<span class='notice'>You drape [I] over [M]'s [parse_zone(selected_zone)] to prepare for \an [procedure.name].</span>")
add_logs(user, M, "operated", addition="Operation type: [procedure.name], location: [selected_zone]")
else
user << "<span class='warning'>You need to expose [M]'s [parse_zone(selected_zone)] first!</span>"
else if(!current_surgery.step_in_progress)
if(current_surgery.status == 1)
M.surgeries -= current_surgery
user.visible_message("[user] removes the drapes from [M]'s [parse_zone(selected_zone)].", \
"<span class='notice'>You remove the drapes from [M]'s [parse_zone(selected_zone)].</span>")
qdel(current_surgery)
else if(istype(user.get_inactive_hand(), /obj/item/weapon/cautery) && current_surgery.can_cancel)
M.surgeries -= current_surgery
user.visible_message("[user] mends the incision and removes the drapes from [M]'s [parse_zone(selected_zone)].", \
"<span class='notice'>You mend the incision and remove the drapes from [M]'s [parse_zone(selected_zone)].</span>")
qdel(current_surgery)
else if(current_surgery.can_cancel)
user << "<span class='warning'>You need to hold a cautery in inactive hand to stop [M]'s surgery!</span>"
return 1
return 0
proc/get_location_modifier(mob/M)
var/turf/T = get_turf(M)
if(locate(/obj/structure/optable, T))
return 1
else if(locate(/obj/structure/table, T))
return 0.8
else if(locate(/obj/structure/bed, T))
return 0.7
else
return 0.5
/proc/get_location_accessible(mob/M, location)
var/covered_locations = 0 //based on body_parts_covered
var/face_covered = 0 //based on flags_inv
var/eyesmouth_covered = 0 //based on flags
if(iscarbon(M))
var/mob/living/carbon/C = M
for(var/obj/item/clothing/I in list(C.back, C.wear_mask, C.head))
covered_locations |= I.body_parts_covered
face_covered |= I.flags_inv
eyesmouth_covered |= I.flags_cover
if(ishuman(C))
var/mob/living/carbon/human/H = C
for(var/obj/item/I in list(H.wear_suit, H.w_uniform, H.shoes, H.belt, H.gloves, H.glasses, H.ears))
covered_locations |= I.body_parts_covered
face_covered |= I.flags_inv
eyesmouth_covered |= I.flags_cover
switch(location)
if("head")
if(covered_locations & HEAD)
return 0
if("eyes")
if(covered_locations & HEAD || face_covered & HIDEEYES || eyesmouth_covered & GLASSESCOVERSEYES)
return 0
if("mouth")
if(covered_locations & HEAD || face_covered & HIDEFACE || eyesmouth_covered & MASKCOVERSMOUTH || eyesmouth_covered & HEADCOVERSMOUTH)
return 0
if("chest")
if(covered_locations & CHEST)
return 0
if("groin")
if(covered_locations & GROIN)
return 0
if("l_arm")
if(covered_locations & ARM_LEFT)
return 0
if("r_arm")
if(covered_locations & ARM_RIGHT)
return 0
if("l_leg")
if(covered_locations & LEG_LEFT)
return 0
if("r_leg")
if(covered_locations & LEG_RIGHT)
return 0
if("l_hand")
if(covered_locations & HAND_LEFT)
return 0
if("r_hand")
if(covered_locations & HAND_RIGHT)
return 0
if("l_foot")
if(covered_locations & FOOT_LEFT)
return 0
if("r_foot")
if(covered_locations & FOOT_RIGHT)
return 0
return 1