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Paradise/code/modules/surgery/tools.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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/obj/item/retractor
name = "retractor"
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
materials = list(MAT_METAL=6000, MAT_GLASS=3000)
flags = CONDUCT
w_class = WEIGHT_CLASS_SMALL
origin_tech = "materials=1;biotech=1"
tool_behaviour = TOOL_RETRACTOR
/obj/item/retractor/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/retractor/augment
desc = "Micro-mechanical manipulator for retracting stuff."
w_class = WEIGHT_CLASS_TINY
toolspeed = 0.5
/obj/item/hemostat
name = "hemostat"
desc = "You think you have seen this before."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
materials = list(MAT_METAL=5000, MAT_GLASS=2500)
flags = CONDUCT
w_class = WEIGHT_CLASS_TINY
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "pinched")
tool_behaviour = TOOL_HEMOSTAT
/obj/item/hemostat/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/hemostat/augment
desc = "Tiny servos power a pair of pincers to stop bleeding."
toolspeed = 0.5
/obj/item/cautery
name = "cautery"
desc = "This stops bleeding."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
materials = list(MAT_METAL=2500, MAT_GLASS=750)
flags = CONDUCT
w_class = WEIGHT_CLASS_TINY
origin_tech = "materials=1;biotech=1"
attack_verb = list("burnt")
tool_behaviour = TOOL_CAUTERY
/obj/item/cautery/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/cautery/augment
desc = "A heated element that cauterizes wounds."
toolspeed = 0.5
/obj/item/surgicaldrill
name = "surgical drill"
desc = "You can drill using this item. You dig?"
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
hitsound = 'sound/weapons/drill.ogg'
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
flags = CONDUCT
force = 15.0
sharp = TRUE
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "materials=1;biotech=1"
attack_verb = list("drilled")
tool_behaviour = TOOL_DRILL
/obj/item/surgicaldrill/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/surgicaldrill/suicide_act(mob/user)
to_chat(viewers(user), pick("<span class='suicide'>[user] is pressing [src] to [user.p_their()] temple and activating it! It looks like [user.p_theyre()] trying to commit suicide.</span>",
"<span class='suicide'>[user] is pressing [src] to [user.p_their()] chest and activating it! It looks like [user.p_theyre()] trying to commit suicide.</span>"))
return BRUTELOSS
/obj/item/surgicaldrill/augment
desc = "Effectively a small power drill contained within your arm, edges dulled to prevent tissue damage. May or may not pierce the heavens."
hitsound = 'sound/weapons/circsawhit.ogg'
force = 10
w_class = WEIGHT_CLASS_SMALL
toolspeed = 0.5
/obj/item/scalpel
name = "scalpel"
desc = "Cut, cut, and once more cut."
icon = 'icons/obj/surgery.dmi'
icon_state = "scalpel"
item_state = "scalpel"
flags = CONDUCT
force = 10.0
sharp = TRUE
w_class = WEIGHT_CLASS_TINY
throwforce = 5.0
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=4000, MAT_GLASS=1000)
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
tool_behaviour = TOOL_SCALPEL
/obj/item/scalpel/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
AddComponent(/datum/component/surgery_initiator)
/obj/item/scalpel/suicide_act(mob/user)
to_chat(viewers(user), pick("<span class='suicide'>[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>",
"<span class='suicide'>[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>",
"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku.</span>"))
return BRUTELOSS
/obj/item/scalpel/augment
desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
toolspeed = 0.5
/*
* Researchable Scalpels
*/
/obj/item/scalpel/laser //parent type
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser."
icon_state = "scalpel_laser1_on"
damtype = "fire"
hitsound = 'sound/weapons/sear.ogg'
/obj/item/scalpel/laser/laser1 //lasers also count as catuarys
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser. This one looks basic and could be improved."
icon_state = "scalpel_laser1_on"
toolspeed = 0.8
/obj/item/scalpel/laser/laser2
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser. This one looks somewhat advanced."
icon_state = "scalpel_laser2_on"
toolspeed = 0.6
/obj/item/scalpel/laser/laser3
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser. This one looks to be the pinnacle of precision energy cutlery!"
icon_state = "scalpel_laser3_on"
toolspeed = 0.4
/obj/item/scalpel/laser/manager //super tool! Retractor/hemostat
name = "incision management system"
desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps."
icon_state = "scalpel_manager_on"
toolspeed = 0.2
/obj/item/scalpel/laser/manager/Initialize(mapload)
. = ..()
// this one can automatically retry its steps, too!
ADD_TRAIT(src, TRAIT_ADVANCED_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/scalpel/laser/manager/debug
name = "debug IMS"
desc = "A wonder of modern medicine. This tool functions as any other sort of surgery tool, and finishes in only a fraction of the time. Hey, how'd you get your hands on this, anyway?"
toolspeed = 0.01
/obj/item/scalpel/laser/manager/debug/attack_self(mob/user)
. = ..()
toolspeed = toolspeed == 0.5 ? 0.01 : 0.5
to_chat(user, "[src] is now set to toolspeed [toolspeed]")
playsound(src, 'sound/effects/pop.ogg', 50, 0) //Change the mode
/obj/item/circular_saw
name = "circular saw"
desc = "For heavy duty cutting."
icon = 'icons/obj/surgery.dmi'
icon_state = "saw3"
hitsound = 'sound/weapons/circsawhit.ogg'
mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
flags = CONDUCT
force = 15.0
sharp = TRUE
w_class = WEIGHT_CLASS_NORMAL
throwforce = 9.0
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
origin_tech = "biotech=1;combat=1"
attack_verb = list("attacked", "slashed", "sawed", "cut")
tool_behaviour = TOOL_SAW
/obj/item/circular_saw/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/circular_saw/augment
desc = "A small but very fast spinning saw. Edges dulled to prevent accidental cutting inside of the surgeon."
force = 10
w_class = WEIGHT_CLASS_SMALL
toolspeed = 0.5
//misc, formerly from code/defines/weapons.dm
/obj/item/bonegel
name = "bone gel"
icon = 'icons/obj/surgery.dmi'
icon_state = "bone-gel"
force = 0
w_class = WEIGHT_CLASS_SMALL
throwforce = 1.0
origin_tech = "materials=1;biotech=1"
tool_behaviour = TOOL_BONEGEL
/obj/item/bonegel/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/bonegel/augment
toolspeed = 0.5
/obj/item/FixOVein
name = "FixOVein"
icon = 'icons/obj/surgery.dmi'
icon_state = "fixovein"
force = 0
throwforce = 1.0
origin_tech = "materials=1;biotech=1"
w_class = WEIGHT_CLASS_SMALL
tool_behaviour = TOOL_FIXOVEIN
/obj/item/FixOVein/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/FixOVein/augment
toolspeed = 0.5
/obj/item/bonesetter
name = "bone setter"
icon = 'icons/obj/surgery.dmi'
icon_state = "bone setter"
force = 8.0
throwforce = 9.0
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("attacked", "hit", "bludgeoned")
origin_tech = "materials=1;biotech=1"
tool_behaviour = TOOL_BONESET
/obj/item/bonesetter/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/bonesetter/augment
toolspeed = 0.5
/obj/item/surgical_drapes
name = "surgical drapes"
desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control."
icon = 'icons/obj/surgery.dmi'
icon_state = "surgical_drapes"
w_class = WEIGHT_CLASS_SMALL
origin_tech = "biotech=1"
attack_verb = list("slapped")