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