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Yet Another Surgery Refactor (#18325)
* Initial commit Fixes up surgery.dm Adds some tool behavior * More basic changes * Checkpointing: this is a little gross right now * Add signal COMPONENT_CANCEL_ATTACK_CHAIN * Cleans up surgery initiator * Mostly gets surgery (and canceling it) working * Add abstract proxy surgery steps Also adds them to organ manipulation * Clean up most existing surgeries * Rework organ openness, adds define for aborting a beginstep * surgery works again, also implements retry defines * fix surgery computer * add limb repair to synth implant removal * retry implant checks * Clean up abductor surgeries as well as some other things * A lot - Reworks organ manipulation to use a series of surgery steps instead - Fixes some runtimes with open hands - Lets mito zero out the germ level while treating necrosis - Adds a debug surgery tool * add debug surgery tool, note some TODOs for later * Add conditional check for surgeries repeating * update surgery retry logic to make it more of a bonus * Lets abductors automatically retry any failed surgery steps * Rework robotic surgery to use abstract/proxy steps * Bunch of bugfixes and more! - Limb reattachment works properly now, you can just slap a limb onto a person - If the limb isn't robotic, it'll be useless until the surgery is finished with a hemostat, though it might be enough to get the patient out of the OR. * Remove more now-implicit checks * Slight reorganization * more fixes across the board * Remove unused variable * Trying not to lose my mind here - Does away with can_run() entirely - Cleans up visible messages in code - begin steps should now all have ..() afterwards - slime bone surgery should be fixed now - more docs * Robotic surgery is stoppable with a crowbar, all surgery can_start now checks parent * Fix some broken robotic typepaths * Typepath fixes, do away with some last TODOs * Forgor * Last cleanups before we go gold * jk lol * Make early surgery termination clearer * More "last" cleanups * Fixes tool flags, surgery initiation - Fixes surgery not being startable by sharp objects - Moves surgical tool flags to item traits * Clean up surgery cancellation, especially for borgos * I think this should GC better * Apply suggestions from code review Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> * Status is now step number * Add a 20% chance to find nothing during organ manipulation * Improve documentation, make forced_surgery a normal arg * Charlie's reviews * Why are abductors like this * Little more verification, ensuring limb augmentation and organ manip healing work properly * Fix torso organ manip being unfinishable * Fix cavity implants, open-hand/any item steps * Make sharp objects not try to start an operation with help intent * Comments, quick target fix * Re-order list so advanced bruise pack is pulled first * Make surgical gripper function like an open hand * Make mito only use one unit per organ for now * Check if user is on operable surface before trying to operate * Reduce admin logging * Fix some bugs that appeared during the testmerge - you can no longer start robotic surgeries with a scalpel (lol) - you can now cancel surgeries on the first step after I fixed some bugs that I introduced (woo hoo) - Synthetic limb attachment is now combined into a single startable surgery step, though still retains the fun flavor of both * Swats some more bugs - (hopefully) fixes a huge source of runtimes where we tried to check if we could run surgeries before checking if the surgery used an organ - In doing so, moves the logic for determining if a surgery can start to the mob-level - Fixes robotic reattachment surgery not working * multi-bug drifting??? - Fixes a bug where a branching surgery with an any tool option could possibly override a step with a matching tool - Fixes some intermediate surgeries failing due to not having specified possible_locs * A few more fixes - Fixes any surgery tool steps again - Fixes cavity surgery again * Hopefully fixes getting stuck in robotic organ manip * Remove extra parent call * Steel review * Steel review * Fix spacing for possible locs * Roundstart traits * Advanced surgical traits and other hal fixes Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
This commit is contained in:
@@ -154,7 +154,7 @@
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if(!istype(M))
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return
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if(!can_operate(M))
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if(!on_operable_surface(M))
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return
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if(target_UID != M.UID())
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@@ -23,6 +23,8 @@
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else
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name = "robot [initial(name)]"
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AddComponent(/datum/component/surgery_initiator/limb, forced_surgery = /datum/surgery/attach_robotic_limb)
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/obj/item/robot_parts/attack_self(mob/user)
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var/choice = input(user, "Select the company appearance for this limb.", "Limb Company Selection") as null|anything in GLOB.selectable_robolimbs
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if(!choice)
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@@ -145,7 +145,7 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
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if(affecting.open == FALSE)
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if(affecting.open == ORGAN_CLOSED)
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affecting.germ_level = 0
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if(stop_bleeding)
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@@ -204,7 +204,7 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
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if(affecting.open == FALSE)
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if(affecting.open == ORGAN_CLOSED)
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affecting.germ_level = 0
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heal(H, user)
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@@ -66,6 +66,7 @@
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/obj/item/crowbar/power
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name = "jaws of life"
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desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a prying head."
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flags = CONDUCT
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icon_state = "jaws_pry"
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item_state = "jawsoflife"
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belt_icon = "jaws"
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@@ -76,6 +77,10 @@
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toolspeed = 0.25
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var/airlock_open_time = 100 // Time required to open powered airlocks
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/obj/item/crowbar/power/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_ADVANCED_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/crowbar/power/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting [user.p_their()] head in [src]. It looks like [user.p_theyre()] trying to commit suicide!</span>")
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playsound(loc, 'sound/items/jaws_pry.ogg', 50, 1, -1)
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@@ -23,6 +23,10 @@
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tool_behaviour = TOOL_SCREWDRIVER
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var/random_color = TRUE //if the screwdriver uses random coloring
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/obj/item/screwdriver/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/surgery_initiator/robo)
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/obj/item/screwdriver/nuke
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name = "screwdriver"
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desc = "A screwdriver with an ultra thin tip."
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@@ -90,6 +94,10 @@
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toolspeed = 0.25
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random_color = FALSE
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/obj/item/screwdriver/power/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_ADVANCED_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/screwdriver/power/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting [src] to [user.p_their()] temple. It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return BRUTELOSS
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@@ -170,6 +170,7 @@
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item_color = null
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w_class = WEIGHT_CLASS_NORMAL
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light_color = LIGHT_COLOR_WHITE
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tool_behaviour = TOOL_SAW
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/obj/item/melee/energy/sword/cyborg/saw/New()
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..()
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@@ -36,7 +36,7 @@
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wielded = FALSE
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force = force_unwielded
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if(sharp_when_wielded)
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sharp = FALSE
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set_sharpness(FALSE)
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var/sf = findtext(name," (Wielded)")
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if(sf)
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name = copytext(name, 1, sf)
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@@ -75,7 +75,7 @@
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wielded = TRUE
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force = force_wielded
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if(sharp_when_wielded)
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sharp = TRUE
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set_sharpness(TRUE)
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name = "[name] (Wielded)"
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update_icon()
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if(user)
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@@ -46,7 +46,7 @@
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return
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user.visible_message("<span class='notice'>[user] sharpens [I] with [src]!</span>", "<span class='notice'>You sharpen [I], making it much more deadly than before.</span>")
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if(!requires_sharpness)
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I.sharp = TRUE
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set_sharpness(TRUE)
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I.force = clamp(I.force + increment, 0, max)
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I.throwforce = clamp(I.throwforce + increment, 0, max)
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I.name = "[prefix] [I.name]"
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@@ -54,6 +54,8 @@
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armor = getArmor()
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else if(!istype(armor, /datum/armor))
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stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
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if(sharp)
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AddComponent(/datum/component/surgery_initiator)
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/obj/Topic(href, href_list, nowindow = FALSE, datum/ui_state/state = GLOB.default_state)
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// Calling Topic without a corresponding window open causes runtime errors
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@@ -364,6 +366,15 @@ a {
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/obj/proc/cult_reveal() //Called by cult reveal spell and chaplain's bible
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return
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/// Set whether the item should be sharp or not
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/obj/proc/set_sharpness(new_sharp_val)
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if(sharp == new_sharp_val)
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return
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sharp = new_sharp_val
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SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_SHARPNESS)
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if(!sharp && new_sharp_val)
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AddComponent(/datum/component/surgery_initiator)
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/obj/proc/force_eject_occupant(mob/target)
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// This proc handles safely removing occupant mobs from the object if they must be teleported out (due to being SSD/AFK, by admin teleport, etc) or transformed.
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