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Surgery on napping people wakes them up. (#17661)
* Surgery on napping people wakes them up. * Fix a potential afreeze issue * Code review * has_status_effect now returns `null` if no status effect * move `voluntary` to be an arg to New * Update code/modules/surgery/helpers.dm Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com> * And this other IsSleeping call Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
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@@ -402,6 +402,13 @@
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id = "sleeping"
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tick_interval = 2 SECONDS
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needs_update_stat = TRUE
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/// Whether we decided to take a nap on our own.
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/// As opposed to being hard knocked out with N2O or similar.
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var/voluntary = FALSE
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/datum/status_effect/incapacitating/sleeping/on_creation(mob/living/new_owner, set_duration, voluntary = FALSE)
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..()
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src.voluntary = voluntary
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/datum/status_effect/incapacitating/sleeping/tick()
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if(!iscarbon(owner))
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@@ -105,8 +105,9 @@
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// HELPER PROCS //
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//////////////////
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/mob/living/proc/apply_status_effect(effect, ...) //applies a given status effect to this mob, returning the effect if it was successful
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. = FALSE
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/// Applies a given status effect to this mob, returning the effect if it was successful or null otherwise
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/mob/living/proc/apply_status_effect(effect, ...)
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. = null
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var/datum/status_effect/S1 = effect
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LAZYINITLIST(status_effects)
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for(var/datum/status_effect/S in status_effects)
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@@ -123,7 +124,8 @@
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S1 = new effect(arguments)
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. = S1
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/mob/living/proc/remove_status_effect(effect, ...) //removes all of a given status effect from this mob, returning TRUE if at least one was removed
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/// Removes all of a given status effect from this mob, returning TRUE if at least one was removed
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/mob/living/proc/remove_status_effect(effect, ...)
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. = FALSE
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var/list/arguments = args.Copy(2)
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if(status_effects)
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@@ -133,15 +135,17 @@
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qdel(S)
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. = TRUE
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/mob/living/proc/has_status_effect(effect) //returns the effect if the mob calling the proc owns the given status effect
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. = FALSE
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/// Returns the effect if the mob calling the proc owns the given status effect, or null otherwise
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/mob/living/proc/has_status_effect(effect)
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. = null
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if(status_effects)
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var/datum/status_effect/S1 = effect
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for(var/datum/status_effect/S in status_effects)
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if(initial(S1.id) == S.id)
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return S
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/mob/living/proc/has_status_effect_list(effect) //returns a list of effects with matching IDs that the mod owns; use for effects there can be multiple of
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/// Returns a list of effects with matching IDs that the mod owns; use for effects there can be multiple of
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/mob/living/proc/has_status_effect_list(effect)
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. = list()
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if(status_effects)
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var/datum/status_effect/S1 = effect
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@@ -382,7 +382,7 @@
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S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount)
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return S
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/mob/living/proc/SetSleeping(amount, ignore_canstun = FALSE)
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/mob/living/proc/SetSleeping(amount, ignore_canstun = FALSE, voluntary = FALSE)
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if(frozen) // If the mob has been admin frozen, sleeping should not be changeable
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return
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if(status_flags & GODMODE)
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@@ -393,13 +393,19 @@
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if(S)
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S.duration = amount + world.time
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else if(amount > 0)
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S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount)
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S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, voluntary)
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if(!voluntary && S)
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// Only set it one way (true => false)
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// Otherwise if we are hard knocked out, and then try to nap, we'd be
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// treated as "just lightly napping" and woken up by trivial stuff.
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S.voluntary = FALSE
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return S
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/mob/living/proc/PermaSleeping() /// used for admin freezing.
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var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
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if(S)
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S.duration = -1
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S.voluntary = FALSE
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else
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S = apply_status_effect(STATUS_EFFECT_SLEEPING, -1)
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return S
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@@ -460,9 +460,8 @@ GLOBAL_LIST_INIT(intents, list(INTENT_HELP,INTENT_DISARM,INTENT_GRAB,INTENT_HARM
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if(IsSleeping())
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to_chat(src, "<span class='notice'>You are already sleeping.</span>")
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return
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else
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if(alert(src, "You sure you want to sleep for a while?", "Sleep", "Yes", "No") == "Yes")
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SetSleeping(40 SECONDS) //Short nap
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if(alert(src, "You sure you want to sleep for a while?", "Sleep", "Yes", "No") == "Yes")
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SetSleeping(40 SECONDS, voluntary = TRUE) //Short nap
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/mob/living/verb/lay_down()
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set name = "Rest"
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@@ -118,7 +118,13 @@
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/proc/get_pain_modifier(mob/living/carbon/human/M) //returns modfier to make surgery harder if patient is conscious and feels pain
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if(M.stat) //stat=0 if CONSCIOUS, 1=UNCONSCIOUS and 2=DEAD. Operating on dead people is easy, too. Just sleeping won't work, though.
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if(M.stat == DEAD) // Operating on dead people is easy
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return 1
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var/datum/status_effect/incapacitating/sleeping/S = M.IsSleeping()
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if(M.stat == UNCONSCIOUS && !(S?.voluntary))
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// Either unconscious due to something other than sleep,
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// or "sleeping" due to being hard knocked out (N2O or similar), rather than just napping.
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// Either way, not easily woken up.
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return 1
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if(HAS_TRAIT(M, TRAIT_NOPAIN))//if you don't feel pain, you can hold still
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return 1
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@@ -114,7 +114,16 @@
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if(!ispath(surgery.steps[surgery.status], /datum/surgery_step/robotics))//Repairing robotic limbs doesn't hurt, and neither does cutting someone out of a rig
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if(ishuman(target))
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var/mob/living/carbon/human/H = target //typecast to human
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prob_chance *= get_pain_modifier(H)//operating on conscious people is hard.
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var/pain_mod = get_pain_modifier(H)
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var/datum/status_effect/incapacitating/sleeping/S = H.IsSleeping()
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if(S?.voluntary)
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H.SetSleeping(0) // wake up people who are napping through the surgery
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if(pain_mod < 0.95)
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to_chat(H, "<span class='danger'>The surgery on your [target_zone] is agonizingly painful, and wrecks you out of your shallow slumber!</span>")
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else
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// Still wake people up, but they shouldn't be as alarmed.
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to_chat(H, "<span class='warning'>The surgery being performed on your [target_zone] wakes you up.</span>")
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prob_chance *= pain_mod //operating on conscious people is hard.
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if(prob(prob_chance) || isrobot(user))
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if(end_step(user, target, target_zone, tool, surgery))
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