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* Adds happiness * epic linter fail * epic comma fail * fuck i forgot to change the name * deconflict it PROPERLY * jimkil review
80 lines
3.1 KiB
Plaintext
80 lines
3.1 KiB
Plaintext
/proc/get_pain_modifier(mob/living/carbon/human/target) //returns modfier to make surgery harder if patient is conscious and feels pain
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if(target.stat == DEAD) // Operating on dead people is easy
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return 1
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var/datum/status_effect/incapacitating/sleeping/S = target.IsSleeping()
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if(target.stat == UNCONSCIOUS && !(S?.voluntary))
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// Either unconscious due to something other than sleep,
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// or "sleeping" due to being hard knocked out (N2O or similar), rather than just napping.
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// Either way, not easily woken up.
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return 1
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if(HAS_TRAIT(target, TRAIT_NOPAIN))//if you don't feel pain, you can hold still
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return 1
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if(target.reagents.has_reagent("hydrocodone"))//really good pain killer
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return 0.99
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if(target.reagents.has_reagent("morphine"))//Just as effective as Hydrocodone, but has an addiction chance
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return 0.99
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var/drunk = target.get_drunkenness()
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if(drunk >= 80)//really damn drunk
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return 0.95
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if(drunk >= 40)//pretty drunk
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return 0.9
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if(target.reagents.has_reagent("sal_acid")) //it's better than nothing, as far as painkillers go.
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return 0.85
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if(drunk >= 15)//a little drunk
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return 0.85
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if(target.reagents.has_reagent("happiness")) // fuck yeah
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return 0.81
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return 0.8 //20% failure chance
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/proc/get_location_modifier(mob/target)
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var/turf/T = get_turf(target)
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if(locate(/obj/machinery/optable, T))
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return 1
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if(locate(/obj/structure/bed/roller/holo, T))
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return 0.9
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if(locate(/obj/structure/table, T) || locate(/obj/structure/bed/roller, T))
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return 0.8
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if(locate(/obj/structure/bed, T))
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return 0.7
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return 0.5
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//check if mob is lying down on something we can operate on.
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/proc/on_operable_surface(mob/living/carbon/target)
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if(locate(/obj/machinery/optable, target.loc) && IS_HORIZONTAL(target))
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return TRUE
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if(locate(/obj/structure/bed, target.loc) && (IS_HORIZONTAL(target)))
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return TRUE
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if(locate(/obj/structure/table, target.loc) && (IS_HORIZONTAL(target)))
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return TRUE
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return FALSE
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// Called when a limb containing this object is placed back on a body
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/atom/movable/proc/attempt_become_organ(obj/item/organ/external/parent,mob/living/carbon/human/H)
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return 0
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/// Check to see if a surgical operation proposed on ourselves is valid or not. We are the target of the surgery
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/mob/living/proc/can_run_surgery(datum/surgery/surgery, mob/surgeon, obj/item/organ/external/affecting)
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if(!affecting)
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// try to pull it if it isn't passed in (it's a parameter mostly for optimization purposes)
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affecting = get_organ(check_zone(surgeon.zone_selected))
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if(!surgery.possible_locs.Find(surgeon.zone_selected))
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return
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if(affecting)
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if(!surgery.requires_bodypart)
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return
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if((surgery.requires_organic_bodypart && affecting.is_robotic()) || (!surgery.requires_organic_bodypart && !affecting.is_robotic()))
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return
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if(surgery.requires_real_bodypart && !affecting.is_primary_organ())
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return
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else if(surgery.requires_bodypart) //mob with no limb in surgery zone when we need a limb
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return
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if(surgery.lying_required && !IS_HORIZONTAL(src))
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return
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if(!surgery.self_operable && src == surgeon)
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return
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if(!surgery.can_start(surgeon, src))
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return
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return TRUE
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