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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>
187 lines
7.7 KiB
Plaintext
187 lines
7.7 KiB
Plaintext
//Procedures in this file: Fracture repair surgery
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//////////////////////////////////////////////////////////////////
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// BONE SURGERY //
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//////////////////////////////////////////////////////////////////
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///Surgery Datums
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/datum/surgery/bone_repair
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name = "Bone Repair"
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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/ib, // Only proxy IB here
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/datum/surgery_step/glue_bone,
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/datum/surgery_step/set_bone,
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/datum/surgery_step/finish_bone,
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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_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)
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/datum/surgery/bone_repair/skull
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name = "Skull Repair"
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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/ib,
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/datum/surgery_step/glue_bone,
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/datum/surgery_step/set_bone/mend_skull,
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/datum/surgery_step/finish_bone,
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/datum/surgery_step/generic/cauterize
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)
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possible_locs = list(BODY_ZONE_HEAD)
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/datum/surgery/bone_repair/can_start(mob/user, mob/living/carbon/target)
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var/obj/item/organ/external/affected = target.get_organ(user.zone_selected)
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if(affected.limb_flags & CANNOT_BREAK)
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return FALSE
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if(!(affected.status & ORGAN_BROKEN))
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return FALSE
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if(HAS_TRAIT(target, TRAIT_NO_BONES))
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return FALSE
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return TRUE
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//surgery steps
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/datum/surgery_step/glue_bone
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name = "mend bone"
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allowed_tools = list(
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TOOL_BONEGEL = 100,
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TOOL_SCREWDRIVER = 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 = 2.4 SECONDS
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/datum/surgery_step/glue_bone/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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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 applying medication to the damaged bones in [target]'s [affected.name] with \the [tool].",
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"You start applying medication to the damaged bones 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/glue_bone/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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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] applies some [tool] to [target]'s bone in [affected.name]</span>",
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"<span class='notice'> You apply some [tool] to [target]'s bone in [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/glue_bone/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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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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return SURGERY_STEP_RETRY
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/datum/surgery_step/set_bone
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name = "set bone"
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allowed_tools = list(
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TOOL_BONESET = 100,
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TOOL_WRENCH = 90
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)
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time = 3.2 SECONDS
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/datum/surgery_step/set_bone/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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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] is beginning to set the bone in [target]'s [affected.name] in place with \the [tool].",
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"You are beginning to set the bone in [target]'s [affected.name] in place with \the [tool]."
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)
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target.custom_pain("The pain in your [affected.name] is going to make you pass out!")
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return ..()
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/datum/surgery_step/set_bone/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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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] sets the bone in [target]'s [affected.name] in place with \the [tool].</span>",
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"<span class='notice'> You set the bone in [target]'s [affected.name] in place with \the [tool].</span>"
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)
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return SURGERY_STEP_CONTINUE
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/datum/surgery_step/set_bone/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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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, damaging the bone in [target]'s [affected.name] with \the [tool]!</span>",
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"<span class='warning'> Your hand slips, damaging the bone in [target]'s [affected.name] with \the [tool]!</span>"
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)
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affected.receive_damage(5)
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return SURGERY_STEP_RETRY
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/datum/surgery_step/set_bone/mend_skull
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name = "mend skull"
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/datum/surgery_step/set_bone/mend_skull/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message(
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"[user] is beginning piece together [target]'s skull with \the [tool].",
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"You are beginning piece together [target]'s skull with \the [tool]."
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)
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return ..()
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/datum/surgery_step/set_bone/mend_skull/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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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] sets [target]'s [affected.encased] with \the [tool].</span>",
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"<span class='notice'> You set [target]'s [affected.encased] with \the [tool].</span>"
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)
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return SURGERY_STEP_CONTINUE
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/datum/surgery_step/set_bone/mend_skull/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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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, damaging [target]'s face with \the [tool]!</span>",
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"<span class='warning'>Your hand slips, damaging [target]'s face with \the [tool]!</span>"
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)
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var/obj/item/organ/external/head/H = affected
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H.receive_damage(10)
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H.disfigure()
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return SURGERY_STEP_RETRY
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/datum/surgery_step/finish_bone
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name = "medicate bones"
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allowed_tools = list(
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TOOL_BONEGEL = 100,
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TOOL_SCREWDRIVER = 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 = 2.4 SECONDS
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/datum/surgery_step/finish_bone/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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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 to finish mending the damaged bones in [target]'s [affected.name] with \the [tool].",
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"You start to finish mending the damaged bones in [target]'s [affected.name] with \the [tool]."
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)
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return ..()
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/datum/surgery_step/finish_bone/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 mended the damaged bones in [target]'s [affected.name] with \the [tool].</span>",
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"<span class='notice'> You have mended the damaged bones in [target]'s [affected.name] with \the [tool].</span>"
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)
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affected.mend_fracture()
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return SURGERY_STEP_CONTINUE
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/datum/surgery_step/finish_bone/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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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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return SURGERY_STEP_RETRY
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