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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>
89 lines
3.2 KiB
Plaintext
89 lines
3.2 KiB
Plaintext
/datum/surgery/embedded_removal
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name = "Removal of Embedded Objects"
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steps = list(
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/datum/surgery_step/generic/cut_open,
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/datum/surgery_step/generic/clamp_bleeders,
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/datum/surgery_step/generic/retract_skin,
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/datum/surgery_step/proxy/open_organ,
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/datum/surgery_step/remove_object,
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/datum/surgery_step/generic/cauterize
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)
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possible_locs = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_R_ARM, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_R_LEG, BODY_ZONE_PRECISE_R_FOOT, BODY_ZONE_L_LEG, BODY_ZONE_PRECISE_L_FOOT, BODY_ZONE_PRECISE_GROIN)
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/datum/surgery/embedded_removal/synth
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steps = list(
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/datum/surgery_step/robotics/external/unscrew_hatch,
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/datum/surgery_step/robotics/external/open_hatch,
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/datum/surgery_step/remove_object,
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/datum/surgery_step/robotics/external/close_hatch
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)
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requires_organic_bodypart = FALSE
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/datum/surgery/embedded_removal/can_start(mob/user, mob/living/carbon/human/target)
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. = ..()
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if(!.)
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return FALSE
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if(!istype(target))
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return FALSE
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var/obj/item/organ/external/affected = target.get_organ(user.zone_selected)
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if(!affected)
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return FALSE
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if(affected.is_robotic())
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return FALSE
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return TRUE
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/datum/surgery/embedded_removal/synth/can_start(mob/user, mob/living/carbon/human/target)
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. = ..()
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if(!.)
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return FALSE
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if(!istype(target))
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return FALSE
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var/obj/item/organ/external/affected = target.get_organ(user.zone_selected)
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if(!affected)
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return FALSE
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if(!affected.is_robotic())
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return FALSE
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return TRUE
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/datum/surgery_step/remove_object
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name = "Remove Embedded Objects"
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time = 3.2 SECONDS
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accept_hand = TRUE
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var/obj/item/organ/external/L = null
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repeatable = TRUE
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/datum/surgery_step/remove_object/begin_step(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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L = surgery.organ_to_manipulate
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if(L)
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user.visible_message("[user] looks for objects embedded in [target]'s [parse_zone(user.zone_selected)].", "<span class='notice'>You look for objects embedded in [target]'s [parse_zone(user.zone_selected)]...</span>")
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else
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user.visible_message("[user] looks for [target]'s [parse_zone(user.zone_selected)].", "<span class='notice'>You look for [target]'s [parse_zone(user.zone_selected)]...</span>")
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return ..()
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/datum/surgery_step/remove_object/end_step(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(L)
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var/mob/living/carbon/human/H = target
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var/objects = 0
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for(var/obj/item/I in L.embedded_objects)
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objects++
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L.remove_embedded_object(I)
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I.forceMove(get_turf(H))
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if(!H.has_embedded_objects())
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H.clear_alert("embeddedobject")
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if(objects > 0)
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user.visible_message("[user] sucessfully removes [objects] object\s from [H]'s [parse_zone(user.zone_selected)]!", "<span class='notice'>You successfully remove [objects] object\s from [H]'s [L.name].</span>")
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else
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to_chat(user, "<span class='warning'>You find no objects embedded in [H]'s [parse_zone(user.zone_selected)]!</span>")
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else
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to_chat(user, "<span class='warning'>You can't find [target]'s [parse_zone(user.zone_selected)], let alone any objects embedded in it!</span>")
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return SURGERY_STEP_CONTINUE
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// this could use a fail_step...
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