Files
Bubberstation/code/modules/surgery/tools.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

538 lines
19 KiB
Plaintext

/obj/item/retractor
name = "retractor"
desc = "Retracts stuff."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "retractor"
inhand_icon_state = "retractor"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron = 6000, /datum/material/glass = 3000)
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_TINY
tool_behaviour = TOOL_RETRACTOR
toolspeed = 1
/obj/item/retractor/augment
desc = "Micro-mechanical manipulator for retracting stuff."
toolspeed = 0.5
/obj/item/hemostat
name = "hemostat"
desc = "You think you have seen this before."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "hemostat"
inhand_icon_state = "hemostat"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron = 5000, /datum/material/glass = 2500)
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("attacks", "pinches")
attack_verb_simple = list("attack", "pinch")
tool_behaviour = TOOL_HEMOSTAT
toolspeed = 1
/obj/item/hemostat/augment
desc = "Tiny servos power a pair of pincers to stop bleeding."
toolspeed = 0.5
/obj/item/cautery
name = "cautery"
desc = "This stops bleeding."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "cautery"
inhand_icon_state = "cautery"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron = 2500, /datum/material/glass = 750)
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("burns")
attack_verb_simple = list("burn")
tool_behaviour = TOOL_CAUTERY
toolspeed = 1
/obj/item/cautery/ignition_effect(atom/ignitable_atom, mob/user)
. = span_notice("[user] touches the end of [src] to \the [ignitable_atom], igniting it with a puff of smoke.")
/obj/item/cautery/augment
desc = "A heated element that cauterizes wounds."
toolspeed = 0.5
/obj/item/cautery/advanced
name = "searing tool"
desc = "It projects a high power laser used for medical applications."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "e_cautery"
inhand_icon_state = "e_cautery"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron = 4000, /datum/material/glass = 2000, /datum/material/plasma = 2000, /datum/material/uranium = 3000, /datum/material/titanium = 3000)
hitsound = 'sound/items/welder.ogg'
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
light_system = MOVABLE_LIGHT
light_range = 1
light_color = COLOR_SOFT_RED
/obj/item/cautery/advanced/Initialize(mapload)
. = ..()
AddComponent(/datum/component/transforming, \
force_on = force, \
throwforce_on = throwforce, \
hitsound_on = hitsound, \
w_class_on = w_class, \
clumsy_check = FALSE)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Toggles between drill and cautery and gives feedback to the user.
*/
/obj/item/cautery/advanced/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
tool_behaviour = (active ? TOOL_DRILL : TOOL_CAUTERY)
balloon_alert(user, "lenses set to [active ? "drill" : "mend"]")
playsound(user ? user : src, 'sound/weapons/tap.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/cautery/advanced/examine()
. = ..()
. += span_notice("It's set to [tool_behaviour == TOOL_CAUTERY ? "mending" : "drilling"] mode.")
/obj/item/surgicaldrill
name = "surgical drill"
desc = "You can drill using this item. You dig?"
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "drill"
inhand_icon_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
hitsound = 'sound/weapons/circsawhit.ogg'
custom_materials = list(/datum/material/iron = 10000, /datum/material/glass = 6000)
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
force = 15
demolition_mod = 0.5
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("drills")
attack_verb_simple = list("drill")
tool_behaviour = TOOL_DRILL
toolspeed = 1
sharpness = SHARP_POINTY
wound_bonus = 10
bare_wound_bonus = 10
/obj/item/surgicaldrill/Initialize(mapload)
. = ..()
AddElement(/datum/element/eyestab)
/obj/item/surgicaldrill/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] rams [src] into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!"))
addtimer(CALLBACK(user, TYPE_PROC_REF(/mob/living/carbon, gib), null, null, TRUE, TRUE), 25)
user.SpinAnimation(3, 10)
playsound(user, 'sound/machines/juicer.ogg', 20, TRUE)
return MANUAL_SUICIDE
/obj/item/surgicaldrill/augment
desc = "Effectively a small power drill contained within your arm. May or may not pierce the heavens."
hitsound = 'sound/weapons/circsawhit.ogg'
w_class = WEIGHT_CLASS_SMALL
toolspeed = 0.5
/obj/item/scalpel
name = "scalpel"
desc = "Cut, cut, and once more cut."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "scalpel"
inhand_icon_state = "scalpel"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
force = 10
demolition_mod = 0.25
w_class = WEIGHT_CLASS_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron = 4000, /datum/material/glass = 1000)
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
tool_behaviour = TOOL_SCALPEL
toolspeed = 1
wound_bonus = 10
bare_wound_bonus = 15
/obj/item/scalpel/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 8 SECONDS * toolspeed, \
effectiveness = 100, \
bonus_modifier = 0, \
)
AddElement(/datum/element/eyestab)
/obj/item/scalpel/augment
desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
toolspeed = 0.5
/obj/item/scalpel/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
/obj/item/circular_saw
name = "circular saw"
desc = "For heavy duty cutting."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "saw"
inhand_icon_state = "saw"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
hitsound = 'sound/weapons/circsawhit.ogg'
mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
force = 15
w_class = WEIGHT_CLASS_NORMAL
throwforce = 9
throw_speed = 2
throw_range = 5
custom_materials = list(/datum/material/iron = 10000, /datum/material/glass = 6000)
attack_verb_continuous = list("attacks", "slashes", "saws", "cuts")
attack_verb_simple = list("attack", "slash", "saw", "cut")
sharpness = SHARP_EDGED
tool_behaviour = TOOL_SAW
toolspeed = 1
wound_bonus = 15
bare_wound_bonus = 10
/obj/item/circular_saw/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 4 SECONDS * toolspeed, \
effectiveness = 100, \
bonus_modifier = 5, \
butcher_sound = 'sound/weapons/circsawhit.ogg', \
)
//saws are very accurate and fast at butchering
/obj/item/circular_saw/augment
desc = "A small but very fast spinning saw. It rips and tears until it is done."
w_class = WEIGHT_CLASS_SMALL
toolspeed = 0.5
/obj/item/surgical_drapes
name = "surgical drapes"
desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "surgical_drapes"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
inhand_icon_state = "drapes"
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("slaps")
attack_verb_simple = list("slap")
/obj/item/surgical_drapes/Initialize(mapload)
. = ..()
AddComponent(/datum/component/surgery_initiator)
/obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries
name = "surgical processor"
desc = "A device for scanning and initiating surgeries from a disk or operating computer."
icon = 'icons/obj/device.dmi'
icon_state = "spectrometer"
item_flags = NOBLUDGEON
var/list/loaded_surgeries = list()
/obj/item/surgical_processor/equipped(mob/user, slot, initial)
. = ..()
if(!(slot & ITEM_SLOT_HANDS))
UnregisterSignal(user, COMSIG_SURGERY_STARTING)
return
RegisterSignal(user, COMSIG_SURGERY_STARTING, PROC_REF(check_surgery))
/obj/item/surgical_processor/dropped(mob/user, silent)
. = ..()
UnregisterSignal(user, COMSIG_SURGERY_STARTING)
/obj/item/surgical_processor/cyborg_unequip(mob/user)
. = ..()
UnregisterSignal(user, COMSIG_SURGERY_STARTING)
/obj/item/surgical_processor/afterattack(atom/design_holder, mob/user, proximity)
if(!proximity)
return ..()
if(!istype(design_holder, /obj/item/disk/surgery) && !istype(design_holder, /obj/machinery/computer/operating))
return ..()
balloon_alert(user, "copying designs...")
playsound(src, 'sound/machines/terminal_processing.ogg', 25, TRUE)
if(do_after(user, 1 SECONDS, target = design_holder))
if(istype(design_holder, /obj/item/disk/surgery))
var/obj/item/disk/surgery/surgery_disk = design_holder
loaded_surgeries |= surgery_disk.surgeries
else
var/obj/machinery/computer/operating/surgery_computer = design_holder
loaded_surgeries |= surgery_computer.advanced_surgeries
playsound(src, 'sound/machines/terminal_success.ogg', 25, TRUE)
return TRUE
/obj/item/surgical_processor/proc/check_surgery(mob/user, datum/surgery/surgery, mob/patient)
SIGNAL_HANDLER
if(surgery.replaced_by in loaded_surgeries)
return COMPONENT_CANCEL_SURGERY
if(surgery.type in loaded_surgeries)
return COMPONENT_FORCE_SURGERY
/obj/item/scalpel/advanced
name = "laser scalpel"
desc = "An advanced scalpel which uses laser technology to cut."
icon_state = "e_scalpel"
inhand_icon_state = "e_scalpel"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron = 6000, /datum/material/glass = 1500, /datum/material/silver = 2000, /datum/material/gold = 1500, /datum/material/diamond = 200, /datum/material/titanium = 4000)
hitsound = 'sound/weapons/blade1.ogg'
force = 16
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
light_system = MOVABLE_LIGHT
light_range = 1
light_color = LIGHT_COLOR_BLUE
sharpness = SHARP_EDGED
/obj/item/scalpel/advanced/Initialize(mapload)
. = ..()
AddComponent(/datum/component/transforming, \
force_on = force + 1, \
throwforce_on = throwforce, \
throw_speed_on = throw_speed, \
sharpness_on = sharpness, \
hitsound_on = hitsound, \
w_class_on = w_class, \
clumsy_check = FALSE)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Toggles between saw and scalpel and updates the light / gives feedback to the user.
*/
/obj/item/scalpel/advanced/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
if(active)
tool_behaviour = TOOL_SAW
set_light_range(2)
else
tool_behaviour = TOOL_SCALPEL
set_light_range(1)
balloon_alert(user, "[active ? "enabled" : "disabled"] bone-cutting mode")
playsound(user ? user : src, 'sound/machines/click.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/scalpel/advanced/examine()
. = ..()
. += span_notice("It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode.")
/obj/item/retractor/advanced
name = "mechanical pinches"
desc = "An agglomerate of rods and gears."
icon = 'icons/obj/medical/surgery_tools.dmi'
custom_materials = list(/datum/material/iron = 12000, /datum/material/glass = 4000, /datum/material/silver = 4000, /datum/material/titanium = 5000)
icon_state = "adv_retractor"
inhand_icon_state = "adv_retractor"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
/obj/item/retractor/advanced/Initialize(mapload)
. = ..()
AddComponent(/datum/component/transforming, \
force_on = force, \
throwforce_on = throwforce, \
hitsound_on = hitsound, \
w_class_on = w_class, \
clumsy_check = FALSE)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Toggles between retractor and hemostat and gives feedback to the user.
*/
/obj/item/retractor/advanced/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
tool_behaviour = (active ? TOOL_HEMOSTAT : TOOL_RETRACTOR)
balloon_alert(user, "gears set to [active ? "clamp" : "retract"]")
playsound(user ? user : src, 'sound/items/change_drill.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/retractor/advanced/examine()
. = ..()
. += span_notice("It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"].")
/obj/item/shears
name = "amputation shears"
desc = "A type of heavy duty surgical shears used for achieving a clean separation between limb and patient. Keeping the patient still is imperative to be able to secure and align the shears."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "shears"
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
toolspeed = 1
force = 12
w_class = WEIGHT_CLASS_NORMAL
throwforce = 6
throw_speed = 2
throw_range = 5
custom_materials = list(/datum/material/iron=8000, /datum/material/titanium=6000)
attack_verb_continuous = list("shears", "snips")
attack_verb_simple = list("shear", "snip")
sharpness = SHARP_EDGED
custom_premium_price = PAYCHECK_CREW * 14
/obj/item/shears/attack(mob/living/amputee, mob/living/user)
if(!iscarbon(amputee) || user.combat_mode)
return ..()
if(user.zone_selected == BODY_ZONE_CHEST)
return ..()
var/mob/living/carbon/patient = amputee
if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
to_chat(user, span_warning("The patient's limbs look too sturdy to amputate."))
return
var/candidate_name
var/obj/item/organ/external/tail_snip_candidate
var/obj/item/bodypart/limb_snip_candidate
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN)
tail_snip_candidate = patient.getorganslot(ORGAN_SLOT_EXTERNAL_TAIL)
if(!tail_snip_candidate)
to_chat(user, span_warning("[patient] does not have a tail."))
return
candidate_name = tail_snip_candidate.name
else
limb_snip_candidate = patient.get_bodypart(check_zone(user.zone_selected))
if(!limb_snip_candidate)
to_chat(user, span_warning("[patient] is already missing that limb, what more do you want?"))
return
candidate_name = limb_snip_candidate.name
var/amputation_speed_mod = 1
patient.visible_message(span_danger("[user] begins to secure [src] around [patient]'s [candidate_name]."), span_userdanger("[user] begins to secure [src] around your [candidate_name]!"))
playsound(get_turf(patient), 'sound/items/ratchet.ogg', 20, TRUE)
if(patient.stat >= UNCONSCIOUS || HAS_TRAIT(patient, TRAIT_INCAPACITATED)) //if you're incapacitated (due to paralysis, a stun, being in staminacrit, etc.), critted, unconscious, or dead, it's much easier to properly line up a snip
amputation_speed_mod *= 0.5
if(patient.stat != DEAD && patient.has_status_effect(/datum/status_effect/jitter)) //jittering will make it harder to secure the shears, even if you can't otherwise move
amputation_speed_mod *= 1.5 //15*0.5*1.5=11.25, so staminacritting someone who's jittering (from, say, a stun baton) won't give you enough time to snip their head off, but staminacritting someone who isn't jittering will
if(do_after(user, toolspeed * 15 SECONDS * amputation_speed_mod, target = patient))
playsound(get_turf(patient), 'sound/weapons/bladeslice.ogg', 250, TRUE)
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN) //OwO
tail_snip_candidate.Remove(patient)
tail_snip_candidate.forceMove(get_turf(patient))
else
limb_snip_candidate.dismember()
user.visible_message(span_danger("[src] violently slams shut, amputating [patient]'s [candidate_name]."), span_notice("You amputate [patient]'s [candidate_name] with [src]."))
/obj/item/shears/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] is pinching [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
var/timer = 1 SECONDS
for(var/obj/item/bodypart/thing in user.bodyparts)
if(thing.body_part == CHEST)
continue
addtimer(CALLBACK(thing, TYPE_PROC_REF(/obj/item/bodypart/, dismember)), timer)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), user, 'sound/weapons/bladeslice.ogg', 70), timer)
timer += 1 SECONDS
sleep(timer)
return BRUTELOSS
/obj/item/bonesetter
name = "bonesetter"
desc = "For setting things right."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "bonesetter"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron = 5000, /datum/material/glass = 2500, /datum/material/silver = 2500)
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_SMALL
attack_verb_continuous = list("corrects", "properly sets")
attack_verb_simple = list("correct", "properly set")
tool_behaviour = TOOL_BONESET
toolspeed = 1
/obj/item/blood_filter
name = "blood filter"
desc = "For filtering the blood."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "bloodfilter"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron=2000, /datum/material/glass=1500, /datum/material/silver=500)
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("pumps", "siphons")
attack_verb_simple = list("pump", "siphon")
tool_behaviour = TOOL_BLOODFILTER
toolspeed = 1
/// Assoc list of chem ids to names, used for deciding which chems to filter when used for surgery
var/list/whitelist = list()
/obj/item/blood_filter/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "BloodFilter", name)
ui.open()
/obj/item/blood_filter/ui_data(mob/user)
var/list/data = list()
var/list/chem_names = list()
for(var/key in whitelist)
chem_names += whitelist[key]
data["whitelist"] = chem_names
return data
/obj/item/blood_filter/ui_act(action, params)
. = ..()
if(.)
return
. = TRUE
switch(action)
if("add")
var/new_chem_name = params["name"]
var/chem_id = get_chem_id(new_chem_name)
if(!chem_id || !new_chem_name)
to_chat(usr, span_warning("No such known reagent exists!"))
return
if(!(chem_id in whitelist))
whitelist[chem_id] = new_chem_name
if("remove")
var/chem_name = params["reagent"]
var/chem_id = get_chem_id(chem_name)
whitelist -= chem_id