Files
Paradise/code/modules/surgery/bones.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

187 lines
7.7 KiB
Plaintext

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