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Paradise/code/modules/surgery/plastic_surgery.dm
Luc 346a1b8142 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>
2022-09-16 18:48:43 +01:00

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/datum/surgery/plastic_surgery
name = "Plastic Surgery"
steps = list(
/datum/surgery_step/generic/cut_open,
/datum/surgery_step/generic/clamp_bleeders,
/datum/surgery_step/generic/retract_skin,
/datum/surgery_step/reshape_face,
/datum/surgery_step/generic/cauterize
)
possible_locs = list(BODY_ZONE_HEAD)
requires_organic_bodypart = TRUE
/datum/surgery_step/reshape_face
name = "reshape face"
allowed_tools = list(TOOL_SCALPEL = 100, /obj/item/kitchen/knife = 50, /obj/item/wirecutters = 35)
time = 6.4 SECONDS
/datum/surgery_step/reshape_face/begin_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] begins to alter [target]'s appearance.", "<span class='notice'>You begin to alter [target]'s appearance...</span>")
return ..()
/datum/surgery_step/reshape_face/end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/external/head/head = target.get_organ(target_zone)
var/species_names = target.dna.species.name
if(head.status & ORGAN_DISFIGURED)
head.status &= ~ORGAN_DISFIGURED
user.visible_message("[user] successfully restores [target]'s appearance!", "<span class='notice'>You successfully restore [target]'s appearance.</span>")
else
var/list/names = list()
var/list_size = 10
var/obj/item/card/id/ID
//IDs in hand
if(istype(user, /mob/living/carbon/human)) //Only 'humans' can hold ID cards
var/mob/living/carbon/human/H = user
ID = H.get_id_from_hands()
if(ID)
names += ID.registered_name
list_size-- //To stop list bloat
//IDs on body
var/list/ID_list = list()
for(var/obj/item/I in range(0, target)) //Get ID cards
if(istype(I, /obj/item/card/id))
ID_list += I
else if(istype(I, /obj/item/pda))
var/obj/item/pda/PDA = I
if(PDA.id)
ID_list += PDA.id
else if(istype(I, /obj/item/storage/wallet))
var/obj/item/storage/wallet/W = I
if(W.front_id)
ID_list += W.front_id
for(var/I in ID_list) //Add card names to 'names'
var/obj/item/card/id/Card = I
ID = Card.registered_name
if(ID != target.real_name)
names += ID
list_size--
if(!isabductor(user))
for(var/i in 1 to list_size)
names += random_name(target.gender, species_names)
else //Abductors get to pick fancy names
list_size-- //One less cause they get a normal name too
for(var/i in 1 to list_size)
names += "Subject [target.gender == MALE ? "I" : "O"]-[pick("A", "B", "C", "D", "E")]-[rand(10000, 99999)]"
names += random_name(target.gender, species_names) //give one normal name in case they want to do regular plastic surgery
var/chosen_name = input(user, "Choose a new name to assign.", "Plastic Surgery") as null|anything in names
if(!chosen_name)
return
var/oldname = target.real_name
target.real_name = chosen_name
var/newname = target.real_name //something about how the code handles names required that I use this instead of target.real_name
user.visible_message("[user] alters [oldname]'s appearance completely, [target.p_they()] [target.p_are()] now [newname]!", "<span class='notice'>You alter [oldname]'s appearance completely, [target.p_they()] [target.p_are()] now [newname].</span>")
target.sec_hud_set_ID()
return SURGERY_STEP_CONTINUE
/datum/surgery_step/reshape_face/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/external/head/head = target.get_organ(target_zone)
user.visible_message(
"<span class='warning'> [user]'s hand slips, tearing skin on [target]'s face with [tool]!</span>",
"<span class='warning'> Your hand slips, tearing skin on [target]'s face with [tool]!</span>"
)
target.apply_damage(10, BRUTE, head, sharp = TRUE)
return SURGERY_STEP_RETRY