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Paradise/code/_onclick/other_mobs.dm
T
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

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/*
Humans:
Adds an exception for gloves, to allow special glove types like the ninja ones.
Otherwise pretty standard.
*/
/mob/living/carbon/human/UnarmedAttack(atom/A, proximity)
// Special glove functions:
// If the gloves do anything, have them return 1 to stop
// normal attack_hand() here.
var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
if(proximity && istype(G) && G.Touch(A, 1))
return
if(HAS_TRAIT(src, TRAIT_HULK))
if(proximity) //no telekinetic hulk attack
if(A.attack_hulk(src))
return
if(buckled && isstructure(buckled))
var/obj/structure/S = buckled
if(S.prevents_buckled_mobs_attacking())
return
A.attack_hand(src)
/atom/proc/attack_hand(mob/user as mob)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_HAND, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
/*
/mob/living/carbon/human/RestrainedClickOn(atom/A) -- Handled by carbons
return
*/
/mob/living/carbon/RestrainedClickOn(atom/A)
return 0
/mob/living/carbon/human/RangedAttack(atom/A, params)
. = ..()
if(gloves)
var/obj/item/clothing/gloves/G = gloves
if(istype(G) && G.Touch(A, 0)) // for magic gloves
return
if(HAS_TRAIT(src, TRAIT_LASEREYES) && a_intent == INTENT_HARM)
LaserEyes(A)
if(HAS_TRAIT(src, TRAIT_TELEKINESIS))
A.attack_tk(src)
if(isturf(A) && get_dist(src, A) <= 1)
Move_Pulled(A)
/*
Animals & All Unspecified
*/
/mob/living/UnarmedAttack(atom/A)
A.attack_animal(src)
/mob/living/simple_animal/hostile/UnarmedAttack(atom/A)
target = A
AttackingTarget()
/atom/proc/attack_animal(mob/user)
return
/mob/living/RestrainedClickOn(atom/A)
return
/*
Aliens
Defaults to same as monkey in most places
*/
/mob/living/carbon/alien/UnarmedAttack(atom/A)
A.attack_alien(src)
/atom/proc/attack_alien(mob/living/carbon/alien/user)
attack_hand(user)
/mob/living/carbon/alien/RestrainedClickOn(atom/A)
return
// Babby aliens
/mob/living/carbon/alien/larva/UnarmedAttack(atom/A)
A.attack_larva(src)
/atom/proc/attack_larva(mob/user)
return
/*
Slimes
Nothing happening here
*/
/mob/living/simple_animal/slime/UnarmedAttack(atom/A)
A.attack_slime(src)
/atom/proc/attack_slime(mob/user)
return
/mob/living/simple_animal/slime/RestrainedClickOn(atom/A)
return
/*
New Players:
Have no reason to click on anything at all.
*/
/mob/new_player/ClickOn()
return
// pAIs are not intended to interact with anything in the world
/mob/living/silicon/pai/UnarmedAttack(atom/A)
return