Files
Paradise/code/modules/surgery/remove_embedded_object.dm
Luc 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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/datum/surgery/embedded_removal
name = "Removal of Embedded Objects"
steps = list(
/datum/surgery_step/generic/cut_open,
/datum/surgery_step/generic/clamp_bleeders,
/datum/surgery_step/generic/retract_skin,
/datum/surgery_step/proxy/open_organ,
/datum/surgery_step/remove_object,
/datum/surgery_step/generic/cauterize
)
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)
/datum/surgery/embedded_removal/synth
steps = list(
/datum/surgery_step/robotics/external/unscrew_hatch,
/datum/surgery_step/robotics/external/open_hatch,
/datum/surgery_step/remove_object,
/datum/surgery_step/robotics/external/close_hatch
)
requires_organic_bodypart = FALSE
/datum/surgery/embedded_removal/can_start(mob/user, mob/living/carbon/human/target)
. = ..()
if(!.)
return FALSE
if(!istype(target))
return FALSE
var/obj/item/organ/external/affected = target.get_organ(user.zone_selected)
if(!affected)
return FALSE
if(affected.is_robotic())
return FALSE
return TRUE
/datum/surgery/embedded_removal/synth/can_start(mob/user, mob/living/carbon/human/target)
. = ..()
if(!.)
return FALSE
if(!istype(target))
return FALSE
var/obj/item/organ/external/affected = target.get_organ(user.zone_selected)
if(!affected)
return FALSE
if(!affected.is_robotic())
return FALSE
return TRUE
/datum/surgery_step/remove_object
name = "Remove Embedded Objects"
time = 3.2 SECONDS
accept_hand = TRUE
var/obj/item/organ/external/L = null
repeatable = TRUE
/datum/surgery_step/remove_object/begin_step(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
L = surgery.organ_to_manipulate
if(L)
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>")
else
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>")
return ..()
/datum/surgery_step/remove_object/end_step(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(L)
var/mob/living/carbon/human/H = target
var/objects = 0
for(var/obj/item/I in L.embedded_objects)
objects++
L.remove_embedded_object(I)
I.forceMove(get_turf(H))
if(!H.has_embedded_objects())
H.clear_alert("embeddedobject")
if(objects > 0)
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>")
else
to_chat(user, "<span class='warning'>You find no objects embedded in [H]'s [parse_zone(user.zone_selected)]!</span>")
else
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>")
return SURGERY_STEP_CONTINUE
// this could use a fail_step...