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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>
73 lines
6.8 KiB
Plaintext
73 lines
6.8 KiB
Plaintext
// Tool tools
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#define TOOL_CROWBAR "crowbar"
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#define TOOL_MULTITOOL "multitool"
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#define TOOL_SCREWDRIVER "screwdriver"
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#define TOOL_WIRECUTTER "wirecutter"
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#define TOOL_WRENCH "wrench"
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#define TOOL_WELDER "welder"
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// Surgery tools
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#define TOOL_RETRACTOR "retractor"
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#define TOOL_HEMOSTAT "hemostat"
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#define TOOL_CAUTERY "cautery"
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#define TOOL_DRILL "drill"
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#define TOOL_SCALPEL "scalpel"
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#define TOOL_SAW "saw"
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#define TOOL_BONESET "bonesetter"
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#define TOOL_BONEGEL "bonegel"
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#define TOOL_FIXOVEIN "fixovein"
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GLOBAL_LIST_INIT(surgery_tool_behaviors, list(
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TOOL_RETRACTOR,
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TOOL_HEMOSTAT,
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TOOL_CAUTERY,
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TOOL_DRILL,
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TOOL_SCALPEL,
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TOOL_SAW,
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TOOL_BONESET,
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TOOL_BONEGEL,
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TOOL_FIXOVEIN
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))
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#define MIN_TOOL_SOUND_DELAY 20
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//Crowbar messages
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#define CROWBAR_ATTEMPT_PRY_CIRCUIT_MESSAGE user.visible_message("<span class='notice'>[user] begins removing the circuit board from [src]...</span>", "<span class='notice'>You begin removing the circuit board from [src]...</span>", "<span class='warning'>You hear prying noises.</span>")
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#define CROWBAR_PRY_CIRCUIT_SUCCESS_MESSAGE user.visible_message("<span class='notice'>[user] pries out the circuit board from [src]!</span>", "<span class='notice'>You pry out the circuit board from [src]!</span>", "<span class='warning'>You hear prying noises.</span>")
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//Screwdriver messages
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#define SCREWDRIVER_SCREW_MESSAGE user.visible_message("<span class='notice'>[user] tightens the screws on [src]!</span>", "<span class='notice'>You tighten the screws on [src]!</span>", "<span class='warning'>You hear a screwdriver.</span>")
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#define SCREWDRIVER_UNSCREW_MESSAGE user.visible_message("<span class='notice'>[user] loosens the screws on [src]!</span>", "<span class='notice'>You loosen the screws on [src]!</span>", "<span class='warning'>You hear a screwdriver.</span>")
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#define SCREWDRIVER_OPEN_PANEL_MESSAGE user.visible_message("<span class='notice'>[user] opens the panel on [src]!</span>", "<span class='notice'>You open the panel on [src]!</span>", "<span class='warning'>You hear a screwdriver.</span>")
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#define SCREWDRIVER_CLOSE_PANEL_MESSAGE user.visible_message("<span class='notice'>[user] closes the panel on [src]!</span>", "<span class='notice'>You close the panel on [src]!</span>", "<span class='warning'>You hear a screwdriver.</span>")
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//Wirecutter messages
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#define WIRECUTTER_SNIP_MESSAGE user.visible_message("<span class='notice'>[user] cuts the wires from [src]!</span>", "<span class='notice'>You cut the wires from [src]!</span>", "<span class='warning'>You hear snipping.</span>")
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#define WIRECUTTER_ATTEMPT_DISMANTLE_MESSAGE user.visible_message("<span class='notice'>[user] begins cutting [src] apart... </span>", "<span class='notice'>You begin cutting [src] apart...</span>", "<span class='warning'>You hear snipping.</span>")
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#define WIRECUTTER_DISMANTLE_SUCCESS_MESSAGE user.visible_message("<span class='notice'>[user] cuts [src] apart!</span>", "<span class='notice'>You cut [src] apart!</span>", "<span class='warning'>You hear snipping.</span>")
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//Welder messages and other stuff
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#define HEALPERWELD 15
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#define WELDER_ATTEMPT_WELD_MESSAGE user.visible_message("<span class='notice'>[user] begins welding [src]...</span>", "<span class='notice'>You begin welding [src]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_WELD_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You finish welding [src]!</span>")
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#define WELDER_ATTEMPT_REPAIR_MESSAGE user.visible_message("<span class='notice'>[user] begins repairing the damage on [src]...</span>", "<span class='notice'>You begin repairing [src]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_REPAIR_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You repair the damage on [src]!</span>")
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#define WELDER_ATTEMPT_SLICING_MESSAGE user.visible_message("<span class='notice'>[user] begins slicing through [src]...</span>", "<span class='notice'>You begin slicing through [src]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_SLICING_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You slice clean through [src]!</span>")
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#define WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE user.visible_message("<span class='notice'>[user] begins slicing [src] free from [get_turf(src)]...</span>", "<span class='notice'>You begin slicing [src] free from [get_turf(src)]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_FLOOR_SLICE_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You slice [src] clear of [get_turf(src)]!</span>")
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#define WELDER_ATTEMPT_FLOOR_WELD_MESSAGE user.visible_message("<span class='notice'>[user] begins welding [src] to [get_turf(src)]...</span>", "<span class='notice'>You begin welding [src] to [get_turf(src)]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_FLOOR_WELD_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You weld [src] to [get_turf(src)]!</span>")
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#define WELDER_ATTEMPT_UNWELD_MESSAGE user.visible_message("<span class='notice'>[user] begins cutting through the weld on [src]...</span>", "<span class='notice'>You begin cutting through the weld on [src]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_UNWELD_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You finish unwelding [src]!</span>")
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//Wrench messages
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#define WRENCH_ANCHOR_MESSAGE user.visible_message("<span class='notice'>[user] tightens the bolts on [src]!</span>", "<span class='notice'>You tighten the bolts on [src]!</span>", "<span class='warning'>You hear ratcheting.</span>")
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#define WRENCH_UNANCHOR_MESSAGE user.visible_message("<span class='notice'>[user] loosens the bolts on [src]!</span>", "<span class='notice'>You loosen the bolts on [src]!</span>", "<span class='warning'>You hear ratcheting.</span>")
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#define WRENCH_UNANCHOR_WALL_MESSAGE user.visible_message("<span class='notice'>[user] unwrenches [src] from the wall!</span>", "<span class='notice'>You unwrench [src] from the wall!</span>", "<span class='warning'>You hear ratcheting.</span>")
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#define WRENCH_ANCHOR_TO_WALL_MESSAGE user.visible_message("<span class='notice'>[user] affixes [src] to the wall!</span>", "<span class='notice'>You affix [src] to the wall!</span>", "<span class='warning'>You hear ratcheting.</span>")
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//Generic tool messages that don't correspond to any particular tool
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#define TOOL_ATTEMPT_DISMANTLE_MESSAGE user.visible_message("<span class='notice'>[user] begins to disassemble [src] with [I]...</span>", "<span class='notice'>You begin to disassemble [src] with [I]...</span>", "<span class='warning'>You hear someone using some kind of tool.</span>")
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#define TOOL_DISMANTLE_SUCCESS_MESSAGE user.visible_message("<span class='notice'>[user] dismantles [src]!</span>", "<span class='notice'>You dismantle [src]!</span>", "<span class='warning'>You hear someone using some kind of tool.</span>")
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