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## About The Pull Request Tend Wounds seems to be intentionally written such that you would be able to perform it on arbitrary mobs, however this had two problems. - Most mobs can't rest and it requires a resting position, meaning the surgery can only be initiated on cats and mothroaches. - The code which picks up surgery steps existed on Carbon not Living, so after the game tells you that you've started doing surgery on Runtime, clicking on her with a scalpel will cause you to stab her to death. I noticed this after a tragic kitten incident. I have fixed both of these issues by moving surgery catching onto Living instead of Carbon, and having the resting check only run if you are capable of resting. You still can't operate on Beepsky because he is made of metal. ## Why It's Good For The Game It can actually quite hard to heal pets who were harmed by accident, this allows people to roleplay as veterinarians. ## Changelog 🆑 fix: You can now correctly Tend Wounds on most non-human animals. add: You can now Remove Implants from non-human animals, just in case Ian swallowed a macrobomb. /🆑
357 lines
12 KiB
Plaintext
357 lines
12 KiB
Plaintext
/// Allows an item to be used to initiate surgeries.
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/datum/component/surgery_initiator
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/// The currently selected target that the user is proposing a surgery on
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var/datum/weakref/surgery_target_ref
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/// The last user, as a weakref
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var/datum/weakref/last_user_ref
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/datum/component/surgery_initiator/Initialize()
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. = ..()
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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var/obj/item/surgery_tool = parent
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surgery_tool.item_flags |= ITEM_HAS_CONTEXTUAL_SCREENTIPS
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/datum/component/surgery_initiator/Destroy(force, silent)
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last_user_ref = null
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surgery_target_ref = null
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return ..()
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/datum/component/surgery_initiator/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ITEM_ATTACK, PROC_REF(initiate_surgery_moment))
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RegisterSignal(parent, COMSIG_ITEM_REQUESTING_CONTEXT_FOR_TARGET, PROC_REF(add_item_context))
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/datum/component/surgery_initiator/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_ITEM_ATTACK, COMSIG_ITEM_REQUESTING_CONTEXT_FOR_TARGET)
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unregister_signals()
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/datum/component/surgery_initiator/proc/unregister_signals()
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var/mob/living/last_user = last_user_ref?.resolve()
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if (!isnull(last_user_ref))
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UnregisterSignal(last_user, COMSIG_MOB_SELECTED_ZONE_SET)
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var/mob/living/surgery_target = surgery_target_ref?.resolve()
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if (!isnull(surgery_target_ref))
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UnregisterSignal(surgery_target, COMSIG_MOB_SURGERY_STARTED)
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/// Does the surgery initiation.
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/datum/component/surgery_initiator/proc/initiate_surgery_moment(datum/source, atom/target, mob/user)
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SIGNAL_HANDLER
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if(!isliving(target))
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return
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INVOKE_ASYNC(src, PROC_REF(do_initiate_surgery_moment), target, user)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/datum/component/surgery_initiator/proc/do_initiate_surgery_moment(mob/living/target, mob/user)
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var/datum/surgery/current_surgery
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for(var/i_one in target.surgeries)
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var/datum/surgery/surgeryloop = i_one
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if(surgeryloop.location == user.zone_selected)
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current_surgery = surgeryloop
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break
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if (!isnull(current_surgery) && !current_surgery.step_in_progress)
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attempt_cancel_surgery(current_surgery, target, user)
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return
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var/list/available_surgeries = get_available_surgeries(user, target)
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if(!length(available_surgeries))
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if (target.body_position == LYING_DOWN || !(target.mobility_flags & MOBILITY_LIEDOWN))
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target.balloon_alert(user, "no surgeries available!")
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else
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target.balloon_alert(user, "make them lie down!")
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return
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unregister_signals()
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last_user_ref = WEAKREF(user)
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surgery_target_ref = WEAKREF(target)
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RegisterSignal(user, COMSIG_MOB_SELECTED_ZONE_SET, PROC_REF(on_set_selected_zone))
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RegisterSignal(target, COMSIG_MOB_SURGERY_STARTED, PROC_REF(on_mob_surgery_started))
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ui_interact(user)
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/datum/component/surgery_initiator/proc/get_available_surgeries(mob/user, mob/living/target)
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var/list/available_surgeries = list()
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var/mob/living/carbon/carbon_target
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var/obj/item/bodypart/affecting
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if (iscarbon(target))
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carbon_target = target
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affecting = carbon_target.get_bodypart(check_zone(user.zone_selected))
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for(var/datum/surgery/surgery as anything in GLOB.surgeries_list)
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if(!surgery.possible_locs.Find(user.zone_selected))
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continue
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if(affecting)
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if(!(surgery.surgery_flags & SURGERY_REQUIRE_LIMB))
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continue
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if(surgery.requires_bodypart_type && !(affecting.bodytype & surgery.requires_bodypart_type))
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continue
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if((surgery.surgery_flags & SURGERY_REQUIRES_REAL_LIMB) && (affecting.bodypart_flags & BODYPART_PSEUDOPART))
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continue
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else if(carbon_target && (surgery.surgery_flags & SURGERY_REQUIRE_LIMB)) //mob with no limb in surgery zone when we need a limb
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continue
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if(IS_IN_INVALID_SURGICAL_POSITION(target, surgery))
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continue
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if(!surgery.can_start(user, target))
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continue
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for(var/path in surgery.target_mobtypes)
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if(istype(target, path))
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available_surgeries += surgery
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break
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return available_surgeries
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/// Does the surgery de-initiation.
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/datum/component/surgery_initiator/proc/attempt_cancel_surgery(datum/surgery/the_surgery, mob/living/patient, mob/user)
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var/selected_zone = user.zone_selected
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if(the_surgery.status == 1)
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patient.surgeries -= the_surgery
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REMOVE_TRAIT(patient, TRAIT_ALLOWED_HONORBOUND_ATTACK, type)
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user.visible_message(
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span_notice("[user] removes [parent] from [patient]'s [parse_zone(selected_zone)]."),
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span_notice("You remove [parent] from [patient]'s [parse_zone(selected_zone)]."),
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)
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patient.balloon_alert(user, "stopped work on [parse_zone(selected_zone)]")
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qdel(the_surgery)
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return
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var/required_tool_type = TOOL_CAUTERY
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var/obj/item/close_tool = user.get_inactive_held_item()
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var/is_robotic = the_surgery.requires_bodypart_type == BODYTYPE_ROBOTIC
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if(is_robotic)
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required_tool_type = TOOL_SCREWDRIVER
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if(iscyborg(user))
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close_tool = locate(/obj/item/cautery) in user.held_items
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if(!close_tool)
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patient.balloon_alert(user, "need a cautery in an inactive slot to stop the surgery!")
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return
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else if(!close_tool || close_tool.tool_behaviour != required_tool_type)
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patient.balloon_alert(user, "need a [is_robotic ? "screwdriver": "cautery"] in your inactive hand to stop the surgery!")
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return
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if(the_surgery.operated_bodypart)
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the_surgery.operated_bodypart.adjustBleedStacks(-5)
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patient.surgeries -= the_surgery
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REMOVE_TRAIT(patient, TRAIT_ALLOWED_HONORBOUND_ATTACK, ELEMENT_TRAIT(type))
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user.visible_message(
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span_notice("[user] closes [patient]'s [parse_zone(selected_zone)] with [close_tool] and removes [parent]."),
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span_notice("You close [patient]'s [parse_zone(selected_zone)] with [close_tool] and remove [parent]."),
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)
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patient.balloon_alert(user, "closed up [parse_zone(selected_zone)]")
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qdel(the_surgery)
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/datum/component/surgery_initiator/proc/on_mob_surgery_started(mob/source, datum/surgery/surgery, surgery_location)
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SIGNAL_HANDLER
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var/mob/living/last_user = last_user_ref.resolve()
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if (surgery_location != last_user.zone_selected)
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return
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if (!isnull(last_user))
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source.balloon_alert(last_user, "someone else started a surgery!")
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ui_close()
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/datum/component/surgery_initiator/proc/on_set_selected_zone(mob/source, new_zone)
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ui_interact(source)
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/datum/component/surgery_initiator/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if (!ui)
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ui = new(user, src, "SurgeryInitiator")
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ui.open()
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/datum/component/surgery_initiator/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if (.)
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return .
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var/mob/user = usr
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var/mob/living/surgery_target = surgery_target_ref.resolve()
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if (isnull(surgery_target))
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return TRUE
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switch (action)
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if ("change_zone")
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var/zone = params["new_zone"]
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if (!(zone in list(
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BODY_ZONE_HEAD,
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BODY_ZONE_CHEST,
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BODY_ZONE_L_ARM,
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BODY_ZONE_R_ARM,
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BODY_ZONE_L_LEG,
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BODY_ZONE_R_LEG,
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BODY_ZONE_PRECISE_EYES,
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BODY_ZONE_PRECISE_MOUTH,
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BODY_ZONE_PRECISE_GROIN,
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)))
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return TRUE
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var/atom/movable/screen/zone_sel/zone_selector = user.hud_used?.zone_select
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zone_selector?.set_selected_zone(zone, user, should_log = FALSE)
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return TRUE
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if ("start_surgery")
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for (var/datum/surgery/surgery as anything in get_available_surgeries(user, surgery_target))
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if (surgery.name == params["surgery_name"])
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try_choose_surgery(user, surgery_target, surgery)
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return TRUE
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/datum/component/surgery_initiator/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/simple/body_zones),
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)
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/datum/component/surgery_initiator/ui_data(mob/user)
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var/mob/living/surgery_target = surgery_target_ref.resolve()
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var/list/surgeries = list()
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if (!isnull(surgery_target))
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for (var/datum/surgery/surgery as anything in get_available_surgeries(user, surgery_target))
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var/list/surgery_info = list(
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"name" = surgery.name,
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)
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if (surgery_needs_exposure(surgery, surgery_target))
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surgery_info["blocked"] = TRUE
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surgeries += list(surgery_info)
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return list(
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"selected_zone" = user.zone_selected,
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"target_name" = surgery_target?.name,
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"surgeries" = surgeries,
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)
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/datum/component/surgery_initiator/ui_close(mob/user)
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unregister_signals()
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surgery_target_ref = null
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return ..()
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/datum/component/surgery_initiator/ui_status(mob/user, datum/ui_state/state)
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var/obj/item/item_parent = parent
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if (user != item_parent.loc)
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return UI_CLOSE
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var/mob/living/surgery_target = surgery_target_ref?.resolve()
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if (isnull(surgery_target))
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return UI_CLOSE
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if (!can_start_surgery(user, surgery_target))
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return UI_CLOSE
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return ..()
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/datum/component/surgery_initiator/proc/can_start_surgery(mob/user, mob/living/target)
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if (!user.Adjacent(target))
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return FALSE
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// The item was moved somewhere else
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if (!(parent in user))
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return FALSE
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// While we were choosing, another surgery was started at the same location
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for (var/datum/surgery/surgery in target.surgeries)
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if (surgery.location == user.zone_selected)
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return FALSE
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return TRUE
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/datum/component/surgery_initiator/proc/try_choose_surgery(mob/user, mob/living/target, datum/surgery/surgery)
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if (!can_start_surgery(user, target))
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// This could have a more detailed message, but the UI closes when this is true anyway, so
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// if it ever comes up, it'll be because of lag.
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target.balloon_alert(user, "can't start the surgery!")
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return
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var/obj/item/bodypart/affecting_limb
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var/selected_zone = user.zone_selected
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if (iscarbon(target))
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var/mob/living/carbon/carbon_target = target
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affecting_limb = carbon_target.get_bodypart(check_zone(selected_zone))
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if ((surgery.surgery_flags & SURGERY_REQUIRE_LIMB) == isnull(affecting_limb))
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if (surgery.surgery_flags & SURGERY_REQUIRE_LIMB)
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target.balloon_alert(user, "patient has no [parse_zone(selected_zone)]!")
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else
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target.balloon_alert(user, "patient has \a [parse_zone(selected_zone)]!")
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return
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if (!isnull(affecting_limb) && surgery.requires_bodypart_type && !(affecting_limb.bodytype & surgery.requires_bodypart_type))
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target.balloon_alert(user, "not the right type of limb!")
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return
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if (IS_IN_INVALID_SURGICAL_POSITION(target, surgery))
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target.balloon_alert(user, "patient is not lying down!")
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return
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if (!surgery.can_start(user, target))
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target.balloon_alert(user, "can't start the surgery!")
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return
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if (surgery_needs_exposure(surgery, target))
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target.balloon_alert(user, "expose [target.p_their()] [parse_zone(selected_zone)]!")
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return
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ui_close()
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var/datum/surgery/procedure = new surgery.type(target, selected_zone, affecting_limb)
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ADD_TRAIT(target, TRAIT_ALLOWED_HONORBOUND_ATTACK, type)
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target.balloon_alert(user, "starting \"[lowertext(procedure.name)]\"")
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user.visible_message(
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span_notice("[user] drapes [parent] over [target]'s [parse_zone(selected_zone)] to prepare for surgery."),
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span_notice("You drape [parent] over [target]'s [parse_zone(selected_zone)] to prepare for \an [procedure.name]."),
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)
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log_combat(user, target, "operated on", null, "(OPERATION TYPE: [procedure.name]) (TARGET AREA: [selected_zone])")
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/datum/component/surgery_initiator/proc/surgery_needs_exposure(datum/surgery/surgery, mob/living/target)
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var/mob/living/user = last_user_ref?.resolve()
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if (isnull(user))
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return FALSE
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if(surgery.surgery_flags & SURGERY_IGNORE_CLOTHES)
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return FALSE
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return !get_location_accessible(target, user.zone_selected)
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/**
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* Adds context sensitivy directly to the surgery initator file for screentips
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* Arguments:
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* * source - the surgery drapes, cloak, or bedsheet calling surgery initator
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* * context - Preparing Surgery, the component has a lot of ballon alerts to deal with most contexts
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* * target - the living target mob you are doing surgery on
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* * user - refers to user who will see the screentip when the drapes are on a living target
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*/
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/datum/component/surgery_initiator/proc/add_item_context(obj/item/source, list/context, atom/target, mob/living/user,)
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SIGNAL_HANDLER
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if(!isliving(target))
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return NONE
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context[SCREENTIP_CONTEXT_LMB] = "Prepare Surgery"
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return CONTEXTUAL_SCREENTIP_SET
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