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Surgery Modifications
Semi-rewrites how surgery failure works. Using an improper surface will call the surgery step's fail proc instead of just doing a melee attack. Adds 'surgery odds' var to objs, which determines effectiveness. The numbers for operating tables/roller beds/tables remain unchanged from the previous version, however doing it this way makes it cleaner to add new surfaces in the future. Adds a proc to get a surgery surface. Also makes burn repair on FBPs more efficent, so that one scorched robot does not take literally all of robotic's wires.
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@@ -1157,12 +1157,22 @@ proc/is_hot(obj/item/W as obj)
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istype(W, /obj/item/weapon/surgical/bonesetter)
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)
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//check if mob is lying down on something we can operate him on.
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// check if mob is lying down on something we can operate him on.
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// The RNG with table/rollerbeds comes into play in do_surgery() so that fail_step() can be used instead.
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/proc/can_operate(mob/living/carbon/M)
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return (M.lying && \
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locate(/obj/machinery/optable, M.loc) || \
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(locate(/obj/structure/bed/roller, M.loc) && prob(75)) || \
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(locate(/obj/structure/table/, M.loc) && prob(66)))
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return M.lying
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// Returns an instance of a valid surgery surface.
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/mob/living/proc/get_surgery_surface()
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if(!lying)
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return null // Not lying down means no surface.
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var/obj/surface = null
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for(var/obj/O in loc) // Looks for the best surface.
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if(O.surgery_odds)
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if(!surface || surface.surgery_odds < O)
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surface = O
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if(surface)
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return surface
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/proc/reverse_direction(var/dir)
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switch(dir)
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@@ -8,6 +8,7 @@
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use_power = 1
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idle_power_usage = 1
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active_power_usage = 5
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surgery_odds = 100
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var/mob/living/carbon/human/victim = null
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var/strapped = 0.0
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var/obj/machinery/computer/operating/computer = null
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@@ -203,6 +203,7 @@
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "down"
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anchored = 0
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surgery_odds = 75
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/obj/structure/bed/roller/update_icon()
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return // Doesn't care about material or anything else.
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@@ -526,9 +526,9 @@ obj/structure/cable/proc/cableColor(var/colorC)
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if(!S || S.robotic < ORGAN_ROBOT || S.open == 3)
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return ..()
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var/use_amt = min(src.amount, ceil(S.burn_dam/3), 5)
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var/use_amt = min(src.amount, ceil(S.burn_dam/5), 5)
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if(can_use(use_amt))
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if(S.robo_repair(3*use_amt, BURN, "some damaged wiring", src, user))
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if(S.robo_repair(5*use_amt, BURN, "some damaged wiring", src, user))
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src.use(use_amt)
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else
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@@ -1,5 +1,8 @@
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/* SURGERY STEPS */
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/obj/
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var/surgery_odds = 0 // Used for tables/etc which can have surgery done of them.
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/datum/surgery_step
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var/priority = 0 //steps with higher priority would be attempted first
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@@ -111,13 +114,29 @@
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return 1
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M.op_stage.in_progress += zone
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S.begin_step(user, M, zone, src) //start on it
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//We had proper tools! (or RNG smiled.) and user did not move or change hands.
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if(prob(S.tool_quality(src)) && do_mob(user, M, rand(S.min_duration, S.max_duration)))
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S.end_step(user, M, zone, src) //finish successfully
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else if ((src in user.contents) && user.Adjacent(M)) //or
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S.fail_step(user, M, zone, src) //malpractice~
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else // This failing silently was a pain.
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user << "<span class='warning'>You must remain close to your patient to conduct surgery.</span>"
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var/success = TRUE
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// Bad tools make it less likely to succeed.
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if(!prob(S.tool_quality(src)))
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success = FALSE
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// Bad or no surface may mean failure as well.
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var/obj/surface = M.get_surgery_surface()
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if(!surface || !prob(surface.surgery_odds))
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success = FALSE
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// Not staying still fails you too.
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if(success)
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if(!do_mob(user, M, rand(S.min_duration, S.max_duration)))
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success = FALSE
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else
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to_chat(user, "<span class='warning'>You must remain close to your patient to conduct surgery.</span>")
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if(success)
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S.end_step(user, M, zone, src)
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else
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S.fail_step(user, M, zone, src)
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M.op_stage.in_progress -= zone // Clear the in-progress flag.
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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@@ -8,6 +8,7 @@
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climbable = 1
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layer = 2.8
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throwpass = 1
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surgery_odds = 66
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var/flipped = 0
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var/maxhealth = 10
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var/health = 10
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