Files
Paradise/code/modules/surgery/other.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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//Procedures in this file: Inernal wound patching, Implant removal.
//////////////////////////////////////////////////////////////////
// INTERNAL WOUND PATCHING //
//////////////////////////////////////////////////////////////////
/datum/surgery/infection
name = "External Infection Treatment"
steps = list(/datum/surgery_step/generic/cut_open, /datum/surgery_step/generic/cauterize)
possible_locs = list(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_PRECISE_GROIN, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_FOOT, BODY_ZONE_PRECISE_L_FOOT)
/datum/surgery/bleeding
name = "Internal Bleeding"
steps = list(
/datum/surgery_step/generic/cut_open,
/datum/surgery_step/generic/clamp_bleeders,
/datum/surgery_step/generic/retract_skin,
/datum/surgery_step/proxy/open_organ,
/datum/surgery_step/generic/cauterize
)
possible_locs = list(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_PRECISE_GROIN, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_FOOT, BODY_ZONE_PRECISE_L_FOOT)
/datum/surgery/debridement
name = "Debridement"
steps = list(
/datum/surgery_step/generic/cut_open,
/datum/surgery_step/generic/clamp_bleeders,
/datum/surgery_step/generic/retract_skin,
/datum/surgery_step/proxy/open_organ,
/datum/surgery_step/fix_dead_tissue,
/datum/surgery_step/treat_necrosis,
/datum/surgery_step/generic/cauterize
)
possible_locs = list(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_PRECISE_GROIN, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_FOOT, BODY_ZONE_PRECISE_L_FOOT)
requires_organic_bodypart = TRUE
/datum/surgery/bleeding/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.status & ORGAN_INT_BLEEDING)
return TRUE
return FALSE
/datum/surgery/debridement/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.status & ORGAN_DEAD))
return FALSE
return TRUE
/datum/surgery_step/fix_vein
name = "mend internal bleeding"
allowed_tools = list(
TOOL_FIXOVEIN = 100,
/obj/item/stack/cable_coil = 90
)
can_infect = TRUE
blood_level = SURGERY_BLOODSPREAD_HANDS
time = 3.2 SECONDS
/datum/surgery_step/fix_vein/begin_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/external/affected = target.get_organ(target_zone)
if(!(affected.status & ORGAN_INT_BLEEDING))
to_chat(user, "<span class='notice'>The veins in [affected] seem to be in perfect shape!</span>")
return SURGERY_BEGINSTEP_SKIP
user.visible_message(
"[user] starts patching the damaged vein in [target]'s [affected.name] with \the [tool].",
"You start patching the damaged vein in [target]'s [affected.name] with \the [tool]."
)
target.custom_pain("The pain in your [affected.name] is unbearable!")
return ..()
/datum/surgery_step/fix_vein/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/external/affected = target.get_organ(target_zone)
user.visible_message(
"<span class='notice'> [user] has patched the damaged vein in [target]'s [affected.name] with \the [tool].</span>",
"<span class='notice'> You have patched the damaged vein in [target]'s [affected.name] with \the [tool].</span>"
)
affected.fix_internal_bleeding()
if(ishuman(user) && prob(40))
var/mob/living/carbon/human/U = user
U.bloody_hands(target, 0)
return SURGERY_STEP_CONTINUE
/datum/surgery_step/fix_vein/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/external/affected = target.get_organ(target_zone)
user.visible_message(
"<span class='warning'> [user]'s hand slips, smearing [tool] in the incision in [target]'s [affected.name]!</span>",
"<span class='warning'> Your hand slips, smearing [tool] in the incision in [target]'s [affected.name]!</span>"
)
affected.receive_damage(5, 0)
return SURGERY_STEP_RETRY
/datum/surgery_step/fix_dead_tissue //Debridement
name = "remove dead tissue"
allowed_tools = list(
TOOL_SCALPEL = 100,
/obj/item/kitchen/knife = 90,
/obj/item/shard = 60
)
can_infect = TRUE
blood_level = SURGERY_BLOODSPREAD_HANDS
time = 1.6 SECONDS
/datum/surgery_step/fix_dead_tissue/begin_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/external/affected = target.get_organ(target_zone)
user.visible_message(
"[user] starts cutting away necrotic tissue in [target]'s [affected.name] with \the [tool].",
"You start cutting away necrotic tissue in [target]'s [affected.name] with \the [tool]."
)
target.custom_pain("The pain in [affected.name] is unbearable!")
return ..()
/datum/surgery_step/fix_dead_tissue/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/external/affected = target.get_organ(target_zone)
user.visible_message(
"<span class='notice'> [user] has cut away necrotic tissue in [target]'s [affected.name] with \the [tool].</span>",
"<span class='notice'> You have cut away necrotic tissue in [target]'s [affected.name] with \the [tool].</span>"
)
affected.open = ORGAN_ORGANIC_OPEN
return SURGERY_STEP_CONTINUE
/datum/surgery_step/fix_dead_tissue/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/external/affected = target.get_organ(target_zone)
user.visible_message(
"<span class='warning'> [user]'s hand slips, slicing an artery inside [target]'s [affected.name] with \the [tool]!</span>",
"<span class='warning'> Your hand slips, slicing an artery inside [target]'s [affected.name] with \the [tool]!</span>"
)
affected.receive_damage(20)
return SURGERY_STEP_RETRY
/datum/surgery_step/treat_necrosis
name = "treat necrosis"
allowed_tools = list(
/obj/item/reagent_containers/dropper = 100,
/obj/item/reagent_containers/glass/bottle = 90,
/obj/item/reagent_containers/food/drinks/drinkingglass = 85,
/obj/item/reagent_containers/food/drinks/bottle = 80,
/obj/item/reagent_containers/glass/beaker = 75,
/obj/item/reagent_containers/spray = 60,
/obj/item/reagent_containers/glass/bucket = 50
)
can_infect = FALSE
blood_level = SURGERY_BLOODSPREAD_NONE
time = 2.4 SECONDS
/datum/surgery_step/treat_necrosis/tool_check(mob/user, obj/item/tool)
. = ..()
var/obj/item/reagent_containers/container = tool
if(!container.reagents.has_reagent("mitocholide"))
user.visible_message(
"[user] looks at \the [tool] and ponders.",
"You are not sure if \the [tool] contains the mitocholide necessary to treat the necrosis.")
return FALSE
/datum/surgery_step/treat_necrosis/begin_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/external/affected = target.get_organ(target_zone)
if(!(affected.status & ORGAN_DEAD))
to_chat(user, "<span class='warning'>The [affected] seems to already be in fine condition!")
return SURGERY_BEGINSTEP_SKIP
user.visible_message(
"[user] starts applying medication to the affected tissue in [target]'s [affected.name] with \the [tool].",
"You start applying medication to the affected tissue in [target]'s [affected.name] with \the [tool]."
)
target.custom_pain("Something in your [affected.name] is causing you a lot of pain!")
return ..()
/datum/surgery_step/treat_necrosis/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/external/affected = target.get_organ(target_zone)
var/obj/item/reagent_containers/container = tool
var/mitocholide = FALSE
if(container.reagents.has_reagent("mitocholide"))
mitocholide = TRUE
var/trans = container.reagents.trans_to(target, container.amount_per_transfer_from_this)
if(trans > 0)
container.reagents.reaction(target, REAGENT_INGEST) //technically it's contact, but the reagents are being applied to internal tissue
if(mitocholide)
affected.status &= ~ORGAN_DEAD
affected.germ_level = 0
target.update_body()
user.visible_message(
"<span class='notice'> [user] applies [trans] units of the solution to affected tissue in [target]'s [affected.name]</span>",
"<span class='notice'> You apply [trans] units of the solution to affected tissue in [target]'s [affected.name] with \the [tool].</span>"
)
return SURGERY_STEP_CONTINUE
/datum/surgery_step/treat_necrosis/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/obj/item/organ/external/affected = target.get_organ(target_zone)
if(!istype(tool, /obj/item/reagent_containers))
return SURGERY_STEP_INCOMPLETE
var/obj/item/reagent_containers/container = tool
var/trans = container.reagents.trans_to(target, container.amount_per_transfer_from_this)
container.reagents.reaction(target, REAGENT_INGEST) //technically it's contact, but the reagents are being applied to internal tissue
user.visible_message(
"<span class='warning'> [user]'s hand slips, applying [trans] units of the solution to the wrong place in [target]'s [affected.name] with the [tool]!</span>",
"<span class='warning'> Your hand slips, applying [trans] units of the solution to the wrong place in [target]'s [affected.name] with the [tool]!</span>"
)
//no damage or anything, just wastes medicine
return SURGERY_STEP_RETRY