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:
Luc
2022-09-16 18:48:43 +01:00
committed by GitHub
co-authored by Sirryan2002
parent 7ff1418ae4
commit 346a1b8142
53 changed files with 3575 additions and 2112 deletions
+1 -1
View File
@@ -154,7 +154,7 @@
if(!istype(M))
return
if(!can_operate(M))
if(!on_operable_surface(M))
return
if(target_UID != M.UID())
@@ -23,6 +23,8 @@
else
name = "robot [initial(name)]"
AddComponent(/datum/component/surgery_initiator/limb, forced_surgery = /datum/surgery/attach_robotic_limb)
/obj/item/robot_parts/attack_self(mob/user)
var/choice = input(user, "Select the company appearance for this limb.", "Limb Company Selection") as null|anything in GLOB.selectable_robolimbs
if(!choice)
+2 -2
View File
@@ -145,7 +145,7 @@
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
if(affecting.open == FALSE)
if(affecting.open == ORGAN_CLOSED)
affecting.germ_level = 0
if(stop_bleeding)
@@ -204,7 +204,7 @@
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
if(affecting.open == FALSE)
if(affecting.open == ORGAN_CLOSED)
affecting.germ_level = 0
heal(H, user)
+5
View File
@@ -66,6 +66,7 @@
/obj/item/crowbar/power
name = "jaws of life"
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."
flags = CONDUCT
icon_state = "jaws_pry"
item_state = "jawsoflife"
belt_icon = "jaws"
@@ -76,6 +77,10 @@
toolspeed = 0.25
var/airlock_open_time = 100 // Time required to open powered airlocks
/obj/item/crowbar/power/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_ADVANCED_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/crowbar/power/suicide_act(mob/user)
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>")
playsound(loc, 'sound/items/jaws_pry.ogg', 50, 1, -1)
@@ -23,6 +23,10 @@
tool_behaviour = TOOL_SCREWDRIVER
var/random_color = TRUE //if the screwdriver uses random coloring
/obj/item/screwdriver/Initialize(mapload)
. = ..()
AddComponent(/datum/component/surgery_initiator/robo)
/obj/item/screwdriver/nuke
name = "screwdriver"
desc = "A screwdriver with an ultra thin tip."
@@ -90,6 +94,10 @@
toolspeed = 0.25
random_color = FALSE
/obj/item/screwdriver/power/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_ADVANCED_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/screwdriver/power/suicide_act(mob/user)
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>")
return BRUTELOSS
@@ -170,6 +170,7 @@
item_color = null
w_class = WEIGHT_CLASS_NORMAL
light_color = LIGHT_COLOR_WHITE
tool_behaviour = TOOL_SAW
/obj/item/melee/energy/sword/cyborg/saw/New()
..()
+2 -2
View File
@@ -36,7 +36,7 @@
wielded = FALSE
force = force_unwielded
if(sharp_when_wielded)
sharp = FALSE
set_sharpness(FALSE)
var/sf = findtext(name," (Wielded)")
if(sf)
name = copytext(name, 1, sf)
@@ -75,7 +75,7 @@
wielded = TRUE
force = force_wielded
if(sharp_when_wielded)
sharp = TRUE
set_sharpness(TRUE)
name = "[name] (Wielded)"
update_icon()
if(user)
+1 -1
View File
@@ -46,7 +46,7 @@
return
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>")
if(!requires_sharpness)
I.sharp = TRUE
set_sharpness(TRUE)
I.force = clamp(I.force + increment, 0, max)
I.throwforce = clamp(I.throwforce + increment, 0, max)
I.name = "[prefix] [I.name]"
+11
View File
@@ -54,6 +54,8 @@
armor = getArmor()
else if(!istype(armor, /datum/armor))
stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
if(sharp)
AddComponent(/datum/component/surgery_initiator)
/obj/Topic(href, href_list, nowindow = FALSE, datum/ui_state/state = GLOB.default_state)
// Calling Topic without a corresponding window open causes runtime errors
@@ -364,6 +366,15 @@ a {
/obj/proc/cult_reveal() //Called by cult reveal spell and chaplain's bible
return
/// Set whether the item should be sharp or not
/obj/proc/set_sharpness(new_sharp_val)
if(sharp == new_sharp_val)
return
sharp = new_sharp_val
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_SHARPNESS)
if(!sharp && new_sharp_val)
AddComponent(/datum/component/surgery_initiator)
/obj/proc/force_eject_occupant(mob/target)
// 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.