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* Fixes up a few notable bugs with surgery - Synthetic cavity implants now have a close step (oops!) - Fixes up logic for intermediate surgery steps * nah I'll deal with this later * oops this was unused
75 lines
3.4 KiB
Plaintext
75 lines
3.4 KiB
Plaintext
/// Defines for surgery and other stuff.
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// Used in surgery step to determine how blood should be spread to the doc
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/// Don't splash any blood.
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#define SURGERY_BLOODSPREAD_NONE 0
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/// Cover the surgeon's hands in blood.
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#define SURGERY_BLOODSPREAD_HANDS 1
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/// Cover the surgeon's body in blood.
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#define SURGERY_BLOODSPREAD_FULLBODY 2
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// The type of surgeries that an initiator can start.
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// Note that this doesn't apply for surgeries applied on missing organs.
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/// An initiator with this can start surgeries on organic organs. Make sure that anything that can be sharp gets this as well.
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#define SURGERY_INITIATOR_ORGANIC 1
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/// An initiator with this can start surgeries on robotic organs.
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#define SURGERY_INITIATOR_ROBOTIC 2
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// How "open" an organ is.
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/// Closed up.
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#define ORGAN_CLOSED 0
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// Different defines for different organ types, though both can still reference ORGAN_CLOSED
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/// An organic limb that's been opened, at least once.
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#define ORGAN_ORGANIC_OPEN 1
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/// An organ that's encased, probably with bone, where that casing has been cut through.
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#define ORGAN_ORGANIC_ENCASED_OPEN 2
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/// Synthetic organ that's been unscrewed.
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#define ORGAN_SYNTHETIC_LOOSENED 3
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/// Synthetic organ that's had its panel opened.
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#define ORGAN_SYNTHETIC_OPEN 4
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// Return defines for surgery steps
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/// Return this from begin_step() to abort the step and not try the surgery.
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#define SURGERY_BEGINSTEP_ABORT (-1)
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/// Return this from begin_step() to skip the current step entirely and proceed to the next one.
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/// Use this if you would end up leaving someone in an invalid state.
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#define SURGERY_BEGINSTEP_SKIP (1)
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// Return these from end_step/fail_step to indicate the next move
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/// The surgery step was not completed for some reason, and the next action will again be on this step.
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#define SURGERY_STEP_INCOMPLETE 0
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/// The surgery step was completed, and the surgery should continue to the next step.
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#define SURGERY_STEP_CONTINUE 1
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/// This step will automatically be retried without question as long as this is returned.
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/// Be very cautious with this one! Make sure that any flow where this is used has an exit condition where something else will be returned.
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/// Otherwise, the user will be stuck in a loop!
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#define SURGERY_STEP_RETRY_ALWAYS 2
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/// This surgery step will be conditionally retried, so long as the surgery step's can_repeat() proc returns TRUE.
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/// Otherwise, it'll behave just like SURGERY_STEP_INCOMPLETE.
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#define SURGERY_STEP_RETRY 3
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// Return values for surgery_step.initiate().
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// Before you ask, yes, we need another definition for surgery steps here, since these control how we will act on the attack-chain
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// side of things.
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// Unless you're changing the mechanics of the surgery attack chain, you almost surely don't want to use these, and should
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// instead be using the above SURGERY_STEP_X defines.
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/// The surgery initiation isn't even going to be started. If you're working with the attack chain, this is probably what you'll be using.
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#define SURGERY_INITIATE_CONTINUE_CHAIN 0
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/// The surgery initiaition was a success. We're advancing the current surgery.
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#define SURGERY_INITIATE_SUCCESS 1
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/// The surgery initiation was interrupted, or for some reason never completed. We don't want to return FALSE to the attack chain, though.
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#define SURGERY_INITIATE_FAILURE 2
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/// The surgery never reached (or finished) the do_after. Go back to the state we were in before this even happened.
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#define SURGERY_INITIATE_INTERRUPTED 3
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