Merge pull request #2411 from comma/bleeding-edge-freeze

Surgery fixes & rest
This commit is contained in:
Christian Bielert
2013-02-22 14:40:44 -08:00
19 changed files with 370 additions and 149 deletions
+1
View File
@@ -1175,6 +1175,7 @@
#include "code\modules\surgery\eye.dm"
#include "code\modules\surgery\face.dm"
#include "code\modules\surgery\generic.dm"
#include "code\modules\surgery\implant.dm"
#include "code\modules\surgery\other.dm"
#include "code\modules\surgery\ribcage.dm"
#include "code\modules\surgery\robolimbs.dm"
+1
View File
@@ -66,6 +66,7 @@ var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Al
for(var/T in paths)
var/datum/surgery_step/S = new T
surgery_steps += S
sort_surgeries()
/* // Uncomment to debug chemical reaction list.
/client/verb/debug_chemical_list()
+49 -10
View File
@@ -31,6 +31,7 @@
var/status = 0
var/open = 0
var/stage = 0
var/cavity = 0
var/obj/item/hidden = null
var/list/implants = list()
@@ -239,25 +240,65 @@
// process wounds, doing healing etc., only do this every 4 ticks to save processing power
if(owner.life_tick % wound_update_accuracy == 0)
update_wounds()
//Dismemberment
if(status & ORGAN_DESTROYED)
if(!destspawn && config.limbs_can_break)
droplimb()
return
if(!(status & ORGAN_BROKEN))
perma_injury = 0
if(parent)
if(parent.status & ORGAN_DESTROYED)
status |= ORGAN_DESTROYED
owner.update_body(1)
return
//Bone fracurtes
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
src.fracture()
if(germ_level > 0)
for(var/datum/wound/W in wounds) if(!W.bandaged && !W.salved)
W.germ_level = max(W.germ_level, germ_level)
if(!(status & ORGAN_BROKEN))
perma_injury = 0
update_germs()
update_icon()
return
//Updating germ levels. Handles organ germ levels and necrosis.
#define GANGREN_LEVEL_ONE 100
#define GANGREN_LEVEL_TWO 1000
#define GANGREN_LEVEL_TERMINAL 2500
#define GERM_TRANSFER_AMOUNT germ_level/500
/datum/organ/external/proc/update_germs()
if(germ_level > 0 && owner.bodytemperature >= 170) //cryo stops germs from moving and doing their bad stuffs
//Syncing germ levels with external wounds
for(var/datum/wound/W in wounds)
if(!W.bandaged && !W.salved)
W.germ_level = max(W.germ_level, germ_level) //Wounds get all the germs
if (W.germ_level > germ_level) //Badly infected wounds raise internal germ levels
germ_level++
if(germ_level > GANGREN_LEVEL_ONE && prob(round(germ_level/100)))
germ_level++
owner.adjustToxLoss(1)
if(germ_level > GANGREN_LEVEL_TWO)
germ_level++
owner.adjustToxLoss(1)
/*
if(germ_level > GANGREN_LEVEL_TERMINAL)
if (!(status & ORGAN_DEAD))
status |= ORGAN_DEAD
owner << "<span class='notice'>You can't feel your [display_name] anymore...</span>"
owner.update_body(1)
if (prob(10)) //Spreading the fun
if (children) //To child organs
for (var/datum/organ/external/child in children)
if (!(child.status & (ORGAN_DEAD|ORGAN_DESTROYED|ORGAN_ROBOT)))
child.germ_level += round(GERM_TRANSFER_AMOUNT)
if (parent)
if (!(parent.status & (ORGAN_DEAD|ORGAN_DESTROYED|ORGAN_ROBOT)))
parent.germ_level += round(GERM_TRANSFER_AMOUNT)
*/
//Updating wounds. Handles wound natural healing, internal bleedings and infections
/datum/organ/external/proc/update_wounds()
for(var/datum/wound/W in wounds)
@@ -281,14 +322,12 @@
// amount of healing is spread over all the wounds
W.heal_damage((wound_update_accuracy * amount * W.amount * config.organ_regeneration_multiplier) / (20*owner.number_wounds+1))
if(W.germ_level > 100 && prob(10))
owner.adjustToxLoss(1 * wound_update_accuracy)
if(W.germ_level > 1000)
owner.adjustToxLoss(1 * wound_update_accuracy)
// Salving also helps against infection
if(W.germ_level > 0 && W.salved && prob(2))
W.germ_level = 0
W.disinfected = 1
// sync the organ's damage with its wounds
src.update_damages()
+17
View File
@@ -96,6 +96,23 @@
else if(damage_type == BURN)
return salved
// checks if wound is considered open for external infections
// untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger
proc/can_infect()
if (is_treated() && damage < 10)
return 0
if (disinfected)
return 0
var/dam_coef = round(damage/10)
switch (damage_type)
if (BRUISE)
return prob(dam_coef*5) && bleeding() //bruises only infectable if bleeding
if (BURN)
return prob(dam_coef*10)
if (CUT)
return prob(dam_coef*20)
return 0
// heal the given amount of damage, and if the given amount of damage was more
// than what needed to be healed, return how much heal was left
// set @heals_internal to also heal internal organ damage
@@ -180,33 +180,39 @@ Implant Specifics:<BR>"}
switch (severity)
if (2.0) //Weak EMP will make implant tear limbs off.
if (prob(50))
if (ishuman(imp_in) && part)
imp_in.visible_message("\red Something beeps inside [imp_in][part ? "'s [part.display_name]" : ""]!")
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
spawn(25)
if (ishuman(imp_in) && part)
//No tearing off these parts since it's pretty much killing
//and you can't replace groins
if (istype(part,/datum/organ/external/chest) || \
istype(part,/datum/organ/external/groin) || \
istype(part,/datum/organ/external/head))
part.createwound(BRUISE, 60) //mangle them instead
else
part.droplimb(1)
explosion(get_turf(imp_in), -1, -1, 2, 3, 3)
del(src)
small_boom()
if (1.0) //strong EMP will melt implant either making it go off, or disarming it
if (prob(50))
activate() //50% chance of bye bye
else
meltdown() //50% chance of implant disarming
if (prob(70))
if (prob(50))
small_boom()
else
if (prob(50))
activate() //50% chance of bye bye
else
meltdown() //50% chance of implant disarming
spawn (20)
malfunction--
islegal()
return 0
proc/small_boom()
if (ishuman(imp_in) && part)
imp_in.visible_message("\red Something beeps inside [imp_in][part ? "'s [part.display_name]" : ""]!")
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
spawn(25)
if (ishuman(imp_in) && part)
//No tearing off these parts since it's pretty much killing
//and you can't replace groins
if (istype(part,/datum/organ/external/chest) || \
istype(part,/datum/organ/external/groin) || \
istype(part,/datum/organ/external/head))
part.createwound(BRUISE, 60) //mangle them instead
else
part.droplimb(1)
explosion(get_turf(imp_in), -1, -1, 2, 3, 3)
del(src)
/obj/item/weapon/implant/chem
name = "chem"
desc = "Injects things."
+9 -1
View File
@@ -70,29 +70,37 @@
turfs += F
var/list/spawn_types = list()
var/max_number
vermin = rand(0,2)
switch(vermin)
if(VERM_MICE)
spawn_types = list(/mob/living/simple_animal/mouse/gray, /mob/living/simple_animal/mouse/brown, /mob/living/simple_animal/mouse/white)
max_number = 12
vermstring = "mice"
if(VERM_LIZARDS)
spawn_types = list(/mob/living/simple_animal/lizard)
max_number = 6
vermstring = "lizards"
if(VERM_SPIDERS)
spawn_types = list(/obj/effect/spider/spiderling)
vermstring = "spiders"
spawn(0)
var/num = rand(1, 3)
var/num = rand(2,max_number)
while(turfs.len > 0 && num > 0)
var/turf/simulated/floor/T = pick(turfs)
turfs.Remove(T)
num--
if(vermin == VERM_SPIDERS)
var/obj/effect/spider/spiderling/S = new(T)
S.amount_grown = -1
else
var/spawn_type = pick(spawn_types)
new spawn_type(T)
/datum/event/infestation/announce()
command_alert("Bioscans indicate that [vermstring] have been breeding in [locstring]. Clear them out, before this starts to affect productivity.", "Vermin infestation")
@@ -919,4 +919,33 @@
src.custom_pain("You feel a stabbing pain in your chest!", 1)
E.ruptured_lungs = 1
/*
/mob/living/carbon/human/verb/simulate()
set name = "sim"
set background = 1
var/damage = input("Wound damage","Wound damage") as num
var/germs = 0
var/tdamage = 0
var/ticks = 0
while (germs < 2501 && ticks < 100000 && round(damage/10)*20)
diary << "VIRUS TESTING: [ticks] : germs [germs] tdamage [tdamage] prob [round(damage/10)*20]"
ticks++
if (prob(round(damage/10)*20))
germs++
if (germs == 100)
world << "Reached stage 1 in [ticks] ticks"
if (germs > 100)
if (prob(10))
damage++
germs++
if (germs == 1000)
world << "Reached stage 2 in [ticks] ticks"
if (germs > 1000)
damage++
germs++
if (germs == 2500)
world << "Reached stage 3 in [ticks] ticks"
world << "Mob took [tdamage] tox damage"
*/
@@ -222,6 +222,7 @@ proc/get_damage_icon_part(damage_state, body_part)
var/husk_color_mod = rgb(96,88,80)
var/hulk_color_mod = rgb(48,224,40)
var/plant_color_mod = rgb(144,224,144)
var/necrosis_color_mod = rgb(10,50,0)
var/husk = (HUSK in src.mutations) //100% unnecessary -Agouri //nope, do you really want to iterate through src.mutations repeatedly? -Pete
var/fat = (FAT in src.mutations)
@@ -283,6 +284,9 @@ proc/get_damage_icon_part(damage_state, body_part)
temp = new /icon(icobase, "[part.icon_name]")
if(part.status & ORGAN_ROBOT)
temp.GrayScale()
if(part.status & ORGAN_DEAD)
temp.ColorTone(necrosis_color_mod)
temp.SetIntensity(0.7)
else if(!skeleton)
if(husk)
temp.ColorTone(husk_color_mod)
+1
View File
@@ -4,6 +4,7 @@
//////////////////////////////////////////////////////////////////
/datum/surgery_step/appendectomy/
priority = 2
can_infect = 1
blood_level = 1
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
+1
View File
@@ -4,6 +4,7 @@
//////////////////////////////////////////////////////////////////
/datum/surgery_step/glue_bone
priority = 2
required_tool = /obj/item/weapon/bonegel
allowed_tools = list(/obj/item/weapon/screwdriver)
can_infect = 1
+1
View File
@@ -4,6 +4,7 @@
//////////////////////////////////////////////////////////////////
/datum/surgery_step/brain/
priority = 2
blood_level = 1
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return target_zone == "head" && hasorgans(target)
+1
View File
@@ -4,6 +4,7 @@
//////////////////////////////////////////////////////////////////
/datum/surgery_step/eye
priority = 2
can_infect = 1
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
if (!hasorgans(target))
+1
View File
@@ -4,6 +4,7 @@
//////////////////////////////////////////////////////////////////
/datum/surgery_step/face
priority = 2
can_infect = 0
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
if (!hasorgans(target))
+200
View File
@@ -0,0 +1,200 @@
//Procedures in this file: Putting items in body cavity. Implant removal. Items removal.
//////////////////////////////////////////////////////////////////
// ITEM PLACEMENT SURGERY //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/cavity
priority = 1
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
return affected.open == 2 && !(affected.status & ORGAN_BLEEDING) && (target_zone != "chest" || target.op_stage.ribcage == 2)
proc/get_max_wclass(datum/organ/external/affected)
switch (affected.name)
if ("head")
return 1
if ("chest")
return 3
if ("groin")
return 2
return 0
proc/get_cavity(datum/organ/external/affected)
switch (affected.name)
if ("head")
return "cranial"
if ("chest")
return "thoracic"
if ("groin")
return "abdominal"
return ""
/datum/surgery_step/cavity/make_space
required_tool = /obj/item/weapon/surgicaldrill
allowed_tools = list(/obj/item/weapon/pen,/obj/item/stack/rods)
min_duration = 60
max_duration = 80
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
return ..() && !affected.cavity && !affected.hidden
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("[user] starts making some space inside [target]'s [get_cavity(affected)] cavity with \the [tool].", \
"You start making some space inside [target]'s [get_cavity(affected)] cavity with \the [tool]." )
target.custom_pain("The pain in your chest is living hell!",1)
affected.cavity = 1
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
user.visible_message("\blue [user] makes some space inside [target]'s [get_cavity(affected)] cavity with \the [tool].", \
"\blue You make some space inside [target]'s [get_cavity(affected)] cavity with \the [tool]." )
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!", \
"\red Your hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!")
affected.createwound(CUT, 20)
/datum/surgery_step/cavity/close_space
priority = 2
required_tool = /obj/item/weapon/cautery
allowed_tools = list(/obj/item/weapon/weldingtool, /obj/item/clothing/mask/cigarette, /obj/item/weapon/lighter)
min_duration = 60
max_duration = 80
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
return ..() && affected.cavity
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("[user] starts mending [target]'s [get_cavity(affected)] cavity wall with \the [tool].", \
"You start mending [target]'s [get_cavity(affected)] cavity wall with \the [tool]." )
target.custom_pain("The pain in your chest is living hell!",1)
affected.cavity = 0
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
user.visible_message("\blue [user] mends [target]'s [get_cavity(affected)] cavity walls with \the [tool].", \
"\blue You mend [target]'s [get_cavity(affected)] cavity walls with \the [tool]." )
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!", \
"\red Your hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!")
affected.createwound(CUT, 20)
/datum/surgery_step/cavity/place_item
priority = 0
required_tool = /obj/item
min_duration = 80
max_duration = 100
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
var/can_fit = !affected.hidden && affected.cavity && tool.w_class <= get_max_wclass(affected)
return ..() && can_fit
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("[user] starts putting \the [tool] inside [target]'s [get_cavity(affected)] cavity.", \
"You start putting \the [tool] inside [target]'s [get_cavity(affected)] cavity." )
target.custom_pain("The pain in your chest is living hell!",1)
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
user.visible_message("\blue [user] puts \the [tool] inside [target]'s [get_cavity(affected)] cavity.", \
"\blue You put \the [tool] inside [target]'s [get_cavity(affected)] cavity." )
if (tool.w_class > get_max_wclass(affected)/2 && prob(50))
user << "\red You tear some vessels trying to fit such big object in this cavity."
var/datum/wound/internal_bleeding/I = new (15)
affected.wounds += I
affected.owner.custom_pain("You feel something rip in your [affected.display_name]!", 1)
user.drop_item()
affected.hidden = tool
tool.loc = target
affected.cavity = 0
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!", \
"\red Your hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!")
affected.createwound(CUT, 20)
//////////////////////////////////////////////////////////////////
// IMPLANT/ITEM REMOVAL SURGERY //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/cavity/implant_removal
required_tool = /obj/item/weapon/hemostat
allowed_tools = list(/obj/item/weapon/wirecutters, /obj/item/weapon/kitchen/utensil/fork)
min_duration = 80
max_duration = 100
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("[user] starts poking around inside the incision on [target]'s [affected.display_name] with \the [tool].", \
"You start poking around inside the incision on [target]'s [affected.display_name] with \the [tool]" )
target.custom_pain("The pain in your chest is living hell!",1)
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
var/find_prob = 0
if (affected.implants.len)
var/obj/item/weapon/implant/imp = affected.implants[1]
if (imp.islegal())
find_prob +=60
else
find_prob +=40
if (isright(tool))
find_prob +=20
if (prob(find_prob))
user.visible_message("\blue [user] takes something out of incision on [target]'s [affected.display_name] with \the [tool].", \
"\blue You take something out of incision on [target]'s [affected.display_name]s with \the [tool]." )
affected.implants -= imp
imp.loc = get_turf(target)
imp.imp_in = null
imp.implanted = 0
else if (affected.hidden)
user.visible_message("\blue [user] takes something out of incision on [target]'s [affected.display_name] with \the [tool].", \
"\blue You take something out of incision on [target]'s [affected.display_name]s with \the [tool]." )
affected.hidden.loc = get_turf(target)
if(!affected.hidden.blood_DNA)
affected.hidden.blood_DNA = list()
affected.hidden.blood_DNA[target.dna.unique_enzymes] = target.dna.b_type
affected.hidden.update_icon()
affected.hidden = null
else
user.visible_message("\blue [user] could not find anything inside [target]'s [affected.display_name], and pulls \the [tool] out.", \
"\blue You could not find anything inside [target]'s [affected.display_name]." )
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!", \
"\red Your hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!")
affected.createwound(CUT, 20)
if (affected.implants.len)
var/fail_prob = 10
if (!isright(tool))
fail_prob += 30
if (prob(fail_prob))
var/obj/item/weapon/implant/imp = affected.implants[1]
user.visible_message("\red Something beeps inside [target]'s [affected.display_name]!")
playsound(imp.loc, 'sound/items/countdown.ogg', 75, 1, -3)
spawn(25)
imp.activate()
+1 -117
View File
@@ -5,6 +5,7 @@
/datum/surgery_step/fix_vein
priority = 2
required_tool = /obj/item/weapon/FixOVein
allowed_tools = list(/obj/item/weapon/cable_coil)
can_infect = 1
@@ -45,120 +46,3 @@
user.visible_message("\red [user]'s hand slips, smearing [tool] in the incision in [target]'s [affected.display_name]!" , \
"\red Your hand slips, smearing [tool] in the incision in [target]'s [affected.display_name]!")
affected.take_damage(5, 0)
//////////////////////////////////////////////////////////////////
// IMPLANT REMOVAL SURGERY //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/implant_removal
required_tool = /obj/item/weapon/hemostat
allowed_tools = list(/obj/item/weapon/wirecutters, /obj/item/weapon/kitchen/utensil/fork)
min_duration = 80
max_duration = 100
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
return affected.open == 2 && !(affected.status & ORGAN_BLEEDING)
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("[user] starts poking around inside the incision on [target]'s [affected.display_name] with \the [tool].", \
"You start poking around inside the incision on [target]'s [affected.display_name] with \the [tool]" )
target.custom_pain("The pain in your chest is living hell!",1)
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
var/find_prob = 0
if (affected.implants.len)
var/obj/item/weapon/implant/imp = affected.implants[1]
if (imp.islegal())
find_prob +=60
else
find_prob +=40
if (isright(tool))
find_prob +=20
if (prob(find_prob))
user.visible_message("\blue [user] takes something out of incision on [target]'s [affected.display_name] with \the [tool].", \
"\blue You take something out of incision on [target]'s [affected.display_name]s with \the [tool]." )
affected.implants -= imp
imp.loc = get_turf(target)
imp.imp_in = null
imp.implanted = 0
else if (affected.hidden)
user.visible_message("\blue [user] takes something out of incision on [target]'s [affected.display_name] with \the [tool].", \
"\blue You take something out of incision on [target]'s [affected.display_name]s with \the [tool]." )
affected.hidden.loc = get_turf(target)
if(!affected.hidden.blood_DNA)
affected.hidden.blood_DNA = list()
affected.hidden.blood_DNA[target.dna.unique_enzymes] = target.dna.b_type
affected.hidden.update_icon()
affected.hidden = null
else
user.visible_message("\blue [user] could not find anything inside [target]'s [affected.display_name], and pulls \the [tool] out.", \
"\blue You could not find anything inside [target]'s [affected.display_name]." )
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!", \
"\red Your hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!")
affected.createwound(CUT, 20)
if (affected.implants.len)
var/fail_prob = 10
if (!isright(tool))
fail_prob += 30
if (prob(fail_prob))
var/obj/item/weapon/implant/imp = affected.implants[1]
user.visible_message("\red Something beeps inside [target]'s [affected.display_name]!")
playsound(imp.loc, 'sound/items/countdown.ogg', 75, 1, -3)
spawn(25)
imp.activate()
//////////////////////////////////////////////////////////////////
// ITEM PLACEMENT SURGERY //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/item_place
required_tool = /obj/item
min_duration = 80
max_duration = 100
var/max_size = 2 //maximum w_class of item that fits.
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
if (affected.name in list("chest","groin","head"))
max_size = 3
else
max_size = 2
return affected.open == 2 && !(affected.status & ORGAN_BLEEDING) && tool.w_class <= max_size && !affected.hidden
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("[user] starts putting [tool] inside the incision on [target]'s [affected.display_name].", \
"You start putting [tool] inside the incision on [target]'s [affected.display_name]." )
target.custom_pain("The pain in your chest is living hell!",1)
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
user.visible_message("\blue [user] puts [tool] inside [target]'s [affected.display_name].", \
"\blue You put [tool] inside [target]'s [affected.display_name]." )
if (tool.w_class > max_size/2 && prob(50))
user << "\red You tear some vessels trying to fit such big object in this cavity."
var/datum/wound/internal_bleeding/I = new (15)
affected.wounds += I
affected.owner.custom_pain("You feel something rip in your [affected.display_name]!", 1)
user.drop_item()
affected.hidden = tool
tool.loc = target
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!", \
"\red Your hand slips, scraping tissue inside [target]'s [affected.display_name] with \the [tool]!")
affected.createwound(CUT, 20)
+2 -1
View File
@@ -3,6 +3,7 @@
// GENERIC RIBCAGE SURGERY //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/ribcage
priority = 2
can_infect = 1
blood_level = 1
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
@@ -195,4 +196,4 @@
var/datum/organ/external/chest/affected = target.get_organ("chest")
user.visible_message("\red [user]'s hand slips, slicing an artery inside [target]'s chest with \the [tool]!", \
"\red Your hand slips, slicing an artery inside [target]'s chest with \the [tool]!")
affected.createwound(CUT, 20)
affected.createwound(CUT, 20)
+17
View File
@@ -1,6 +1,7 @@
/* SURGERY STEPS */
/datum/surgery_step
var/priority = 0 //steps with higher priority would be attempted first
// type path referencing the required tool for this step
var/required_tool = null
@@ -78,6 +79,22 @@ proc/do_surgery(mob/living/M, mob/living/user, obj/item/tool)
return 1 //don't want to do weapony things after surgery
return 0
proc/sort_surgeries()
var/gap = surgery_steps.len
var/swapped = 1
while (gap > 1 || swapped)
swapped = 0
if(gap > 1)
gap = round(gap / 1.247330950103979)
if(gap < 1)
gap = 1
for(var/i = 1; gap + i <= surgery_steps.len; i++)
var/datum/surgery_step/l = surgery_steps[i] //Fucking hate
var/datum/surgery_step/r = surgery_steps[gap+i] //how lists work here
if(l.priority < r.priority)
surgery_steps.Swap(i, gap + i)
swapped = 1
/datum/surgery_status/
var/eyes = 0
var/face = 0
+1
View File
@@ -580,6 +580,7 @@ var/list/TAGGERLOCATIONS = list("Disposals",
#define ORGAN_ROBOT 128
#define ORGAN_SPLINTED 256
#define SALVED 512
#define ORGAN_DEAD 1024
#define ROUNDSTART_LOGOUT_REPORT_TIME 6000 //Amount of time (in deciseconds) after the rounds starts, that the player disconnect report is issued.
+8
View File
@@ -58,6 +58,14 @@ Stuff which is in development and not yet visible to players or just code relate
should be listed in the changelog upon commit though. Thanks. -->
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
<div class="commit sansserif">
<h2 class="date">22/02/2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Change to body cavity surgery. Can only put items in chest, groind and head. Max size for item - 3 (chest), 2 (groin), 1 (head). For chest surgery ribs should be bent open, (lung surgery until second scalpel step). Surgery step needs preparation step, with drill. After that you can place item inside, or seal it with cautery to do other step instead.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">February 23rd 2013</h2>
<h3 class="author">Cael Aislinn updated:</h3>