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Paradise/code/modules/surgery/limb_reattach.dm
T
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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//Procedures in this file: Robotic limbs attachment, meat limbs attachment
//////////////////////////////////////////////////////////////////
// LIMB SURGERY //
//////////////////////////////////////////////////////////////////
/datum/surgery/amputation
name = "Amputation"
steps = list(/datum/surgery_step/generic/amputate)
possible_locs = list(BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_R_ARM, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_R_LEG, BODY_ZONE_PRECISE_R_FOOT, BODY_ZONE_L_LEG, BODY_ZONE_PRECISE_L_FOOT, BODY_ZONE_PRECISE_GROIN)
requires_organic_bodypart = TRUE
/datum/surgery/amputation/can_start(mob/user, mob/living/carbon/target)
. = ..()
if(!.)
return FALSE
var/obj/item/organ/external/affected = target.get_organ(user.zone_selected)
if(affected.limb_flags & CANNOT_DISMEMBER)
return FALSE
return TRUE
/datum/surgery/reattach
name = "Limb Reattachment"
requires_bodypart = FALSE
steps = list(
/datum/surgery_step/limb/attach,
/datum/surgery_step/limb/connect
)
possible_locs = list(BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_R_ARM, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_R_LEG, BODY_ZONE_PRECISE_R_FOOT, BODY_ZONE_L_LEG, BODY_ZONE_PRECISE_L_FOOT, BODY_ZONE_PRECISE_GROIN)
/datum/surgery/reattach/can_start(mob/user, mob/living/carbon/target)
. = ..()
if(!.)
return FALSE
if(ishuman(target))
var/mob/living/carbon/human/H = target
var/obj/item/organ/external/affected = H.get_organ(user.zone_selected)
if(ismachineperson(target))
// RIP bi-centennial man
return FALSE
if(!affected)
return TRUE
// make sure they can actually have this limb
var/list/organ_data = target.dna.species.has_limbs["[user.zone_selected]"]
return !isnull(organ_data)
return FALSE
/datum/surgery/reattach_synth
name = "Synthetic Limb Reattachment"
requires_bodypart = FALSE
steps = list(/datum/surgery_step/limb/attach/robo)
abstract = TRUE // these shouldn't show in the list; they'll be replaced by attach_robotic_limb
possible_locs = list(BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_R_ARM, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_R_LEG, BODY_ZONE_PRECISE_R_FOOT, BODY_ZONE_L_LEG, BODY_ZONE_PRECISE_L_FOOT, BODY_ZONE_PRECISE_GROIN)
/datum/surgery/robo_attach
name = "Apply Robotic Prosthetic"
requires_bodypart = FALSE
steps = list(/datum/surgery_step/limb/mechanize)
abstract = TRUE
possible_locs = list(BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_R_ARM, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_R_LEG, BODY_ZONE_PRECISE_R_FOOT, BODY_ZONE_L_LEG, BODY_ZONE_PRECISE_L_FOOT, BODY_ZONE_PRECISE_GROIN)
/datum/surgery_step/proxy/robo_limb_attach
name = "apply robotic limb (proxy)"
branches = list(
/datum/surgery/robo_attach,
/datum/surgery/reattach_synth
)
insert_self_after = FALSE
/datum/surgery/attach_robotic_limb
name = "Apply Robotic or Synthetic Limb"
requires_bodypart = FALSE
steps = list(
/datum/surgery_step/proxy/robo_limb_attach
)
possible_locs = list(BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_R_ARM, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_R_LEG, BODY_ZONE_PRECISE_R_FOOT, BODY_ZONE_L_LEG, BODY_ZONE_PRECISE_L_FOOT, BODY_ZONE_PRECISE_GROIN)
/datum/surgery_step/limb
can_infect = FALSE
/datum/surgery_step/limb/attach
name = "attach limb"
allowed_tools = list(/obj/item/organ/external = 100)
time = 3.2 SECONDS
/datum/surgery_step/limb/attach/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/organ/external/E = tool
if(target.get_organ(E.limb_name))
// This catches attaching an arm to a missing hand while the arm is still there
to_chat(user, "<span class='warning'>[target] already has an [E.name]!</span>")
return SURGERY_BEGINSTEP_ABORT
if(E.limb_name != target_zone)
// This ensures you must be aiming at the appropriate location to attach
// this limb. (Can't aim at a missing foot to re-attach a missing arm)
to_chat(user, "<span class='warning'>The [E.name] does not go there.</span>")
return SURGERY_BEGINSTEP_ABORT
if(!is_correct_limb(E))
to_chat(user, "<span class='warning'>This is not the correct limb type for this surgery!</span>")
return SURGERY_BEGINSTEP_ABORT
var/list/organ_data = target.dna.species.has_limbs["[user.zone_selected]"]
if(isnull(organ_data))
to_chat(user, "<span class='warning'>[target.dna.species] don't have the anatomy for [E.name]!")
return SURGERY_BEGINSTEP_ABORT
user.visible_message(
"[user] starts attaching [E.name] to [target]'s [E.amputation_point].",
"You start attaching [E.name] to [target]'s [E.amputation_point]."
)
return ..()
/datum/surgery_step/limb/attach/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/organ/external/E = tool
user.visible_message(
"<span class='notice'>[user] has attached [target]'s [E.name] to the [E.amputation_point].</span>",
"<span class='notice'>You have attached [target]'s [E.name] to the [E.amputation_point].</span>"
)
attach_limb(user, target, E)
return SURGERY_STEP_CONTINUE
/datum/surgery_step/limb/attach/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/organ/external/E = tool
user.visible_message(
"<span class='alert'>[user]'s hand slips, damaging [target]'s [E.amputation_point]!</span>",
"<span class='alert'>Your hand slips, damaging [target]'s [E.amputation_point]!</span>"
)
target.apply_damage(10, BRUTE, null, sharp = TRUE)
return SURGERY_STEP_RETRY
/datum/surgery_step/limb/attach/proc/is_correct_limb(obj/item/organ/external/E)
if(E.is_robotic())
return FALSE
return TRUE
/datum/surgery_step/limb/attach/proc/attach_limb(mob/living/user, mob/living/carbon/human/target, obj/item/organ/external/E)
user.unEquip(E)
E.replaced(target)
if(!E.is_robotic())
E.properly_attached = FALSE
target.update_body()
target.updatehealth()
target.UpdateDamageIcon()
// This is a step that handles robotic limb attachment while skipping the "connect" step
// THIS IS DISTINCT FROM USING A CYBORG LIMB TO CREATE A NEW LIMB ORGAN
/datum/surgery_step/limb/attach/robo
name = "attach robotic limb"
/datum/surgery_step/limb/attach/robo/is_correct_limb(obj/item/organ/external/E)
if(!E.is_robotic())
return FALSE
return TRUE
/datum/surgery_step/limb/attach/robo/attach_limb(mob/living/user, mob/living/carbon/human/target, obj/item/organ/external/E)
// Fixes fabricator IPC heads
if(!(E.dna) && E.is_robotic() && target.dna)
E.set_dna(target.dna)
..()
if(E.limb_name == BODY_ZONE_HEAD)
var/obj/item/organ/external/head/H = target.get_organ(BODY_ZONE_HEAD)
var/datum/robolimb/robohead = GLOB.all_robolimbs[H.model]
if(robohead.is_monitor) //Ensures that if an IPC gets a head that's got a human hair wig attached to their body, the hair won't wipe.
H.h_style = "Bald"
H.f_style = "Shaved"
target.m_styles["head"] = "None"
/datum/surgery_step/limb/connect
name = "connect limb"
allowed_tools = list(
TOOL_HEMOSTAT = 100,
/obj/item/stack/cable_coil = 90,
/obj/item/assembly/mousetrap = 25
)
can_infect = TRUE
time = 3.2 SECONDS
/datum/surgery_step/limb/connect/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/organ/external/E = target.get_organ(target_zone)
user.visible_message(
"[user] starts connecting tendons and muscles in [target]'s [E.amputation_point] with [tool].",
"You start connecting tendons and muscle in [target]'s [E.amputation_point]."
)
return ..()
/datum/surgery_step/limb/connect/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/organ/external/E = target.get_organ(target_zone)
user.visible_message(
"<span class='notice'>[user] has connected tendons and muscles in [target]'s [E.amputation_point] with [tool].</span>",
"<span class='notice'>You have connected tendons and muscles in [target]'s [E.amputation_point] with [tool].</span>"
)
E.properly_attached = TRUE
target.update_body()
target.updatehealth()
target.UpdateDamageIcon()
return SURGERY_STEP_CONTINUE
/datum/surgery_step/limb/connect/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/organ/external/E = target.get_organ(target_zone)
user.visible_message(
"<span class='alert'>[user]'s hand slips, damaging [target]'s [E.amputation_point]!</span>",
"<span class='alert'>Your hand slips, damaging [target]'s [E.amputation_point]!</span>"
)
target.apply_damage(10, BRUTE, null, sharp = TRUE)
return SURGERY_STEP_RETRY
/datum/surgery_step/limb/mechanize
name = "apply robotic prosthetic"
allowed_tools = list(/obj/item/robot_parts = 100)
time = 3.2 SECONDS
/datum/surgery_step/limb/mechanize/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/robot_parts/P = tool
if(P.part)
if(!(target_zone in P.part))
to_chat(user, "<span class='warning'>\The [tool] does not go there!</span>")
return SURGERY_BEGINSTEP_ABORT
user.visible_message(
"[user] starts attaching \the [tool] to [target].",
"You start attaching \the [tool] to [target]."
)
return ..()
/datum/surgery_step/limb/mechanize/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/robot_parts/L = tool
user.visible_message(
"<span class='notice'>[user] has attached \the [tool] to [target].</span>",
"<span class='notice'>You have attached \the [tool] to [target].</span>"
)
if(L.part)
for(var/part_name in L.part)
if(!isnull(target.get_organ(part_name)))
continue
var/list/organ_data = target.dna.species.has_limbs["[part_name]"]
if(!organ_data)
continue
// This will break if there's more than one stump ever
var/obj/item/organ/external/stump = target.bodyparts_by_name["limb stump"]
if(stump)
stump.remove(target)
var/new_limb_type = organ_data["path"]
var/obj/item/organ/external/new_limb = new new_limb_type(target)
new_limb.robotize(L.model_info)
if(L.sabotaged)
new_limb.sabotaged = TRUE
target.update_body()
target.updatehealth()
target.UpdateDamageIcon()
qdel(tool)
return SURGERY_STEP_CONTINUE
/datum/surgery_step/limb/mechanize/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message(
"<span class='alert'>[user]'s hand slips, damaging [target]'s flesh!</span>",
"<span class='alert'>Your hand slips, damaging [target]'s flesh!</span>"
)
target.apply_damage(10, BRUTE, null, sharp = TRUE)
return SURGERY_STEP_RETRY