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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>
78 lines
3.0 KiB
Plaintext
78 lines
3.0 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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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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