/* SURGERY STEPS */ /obj/ var/surgery_odds = 0 // Used for tables/etc which can have surgery done of them. /datum/surgery_step var/priority = 0 //steps with higher priority would be attempted first var/req_open = 1 //1 means the part must be cut open, 0 means it doesn't // type path referencing tools that can be used for this step, and how well are they suited for it var/list/allowed_tools = null // List of procs that can be called if allowed_tools fails var/list/allowed_procs = null // type paths referencing races that this step applies to. var/list/allowed_species = null var/list/disallowed_species = null // duration of the step var/min_duration = 0 var/max_duration = 0 // evil infection stuff that will make everyone hate me var/can_infect = 0 // How much blood this step can get on surgeon. 1 - hands, 2 - full body. var/blood_level = 0 // What the surgery will be called in the rare event of multiple surgery steps being shown to the user. var/surgery_name = "CONTACT A DEVELOPER TO NAME THIS STEP." // If the surgery stops you from being able to perform another surgery. var/list/excludes_steps = list() //returns how well tool is suited for this step /datum/surgery_step/proc/tool_quality(obj/item/tool) for (var/T in allowed_tools) if (istype(tool,T)) return allowed_tools[T] for(var/P in allowed_procs) switch(P) if(IS_SCREWDRIVER) if(tool.is_screwdriver()) return allowed_procs[P] if(IS_CROWBAR) if(tool.is_crowbar()) return allowed_procs[P] if(IS_WIRECUTTER) if(tool.is_wirecutter()) return allowed_procs[P] if(IS_WRENCH) if(tool.is_wrench()) return allowed_procs[P] return 0 // Checks if this step applies to the user mob at all /datum/surgery_step/proc/is_valid_target(mob/living/carbon/human/target) if(!hasorgans(target)) return 0 if(allowed_species) for(var/species in allowed_species) if(target.species.get_bodytype() == species) return 1 if(disallowed_species) for(var/species in disallowed_species) if(target.species.get_bodytype() == species) return 0 return 1 // Let's check if stuff blocks us from doing surgery on them // TODO: make it based on area coverage rather than just forbid spacesuits? // Returns true if target organ is covered /datum/surgery_step/proc/coverage_check(mob/living/user, mob/living/carbon/human/target, obj/item/organ/external/affected, obj/item/tool) if(!affected) return FALSE if(affected.organ_tag == BP_HEAD) if(target.head && istype(target.head,/obj/item/clothing/head/helmet/space)) return TRUE else if(target.wear_suit && istype(target.wear_suit,/obj/item/clothing/suit/space)) return TRUE return FALSE // checks whether this step can be applied with the given user and target /datum/surgery_step/proc/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) return 0 // does stuff to begin the step, usually just printing messages. Moved germs transfering and bloodying here too /datum/surgery_step/proc/begin_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) var/obj/item/organ/external/affected = target.get_organ(target_zone) if (can_infect && affected) spread_germs_to_organ(affected, user) if (ishuman(user) && prob(60)) var/mob/living/carbon/human/H = user if (blood_level) H.bloody_hands(target,0) if (blood_level > 1) H.bloody_body(target,0) return // does stuff to end the step, which is normally print a message + do whatever this step changes /datum/surgery_step/proc/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) return // stuff that happens when the step fails /datum/surgery_step/proc/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool) return null /proc/spread_germs_to_organ(var/obj/item/organ/external/E, var/mob/living/carbon/human/user) if(!istype(user) || !istype(E)) return var/germ_level = user.germ_level if(user.gloves) germ_level = user.gloves.germ_level E.germ_level = max(germ_level,E.germ_level) //as funny as scrubbing microbes out with clean gloves is - no. /obj/item/proc/can_do_surgery(mob/living/carbon/M, mob/living/user) // if(M == user) // return 0 if(!ishuman(M)) return 1 return 1 /obj/item/proc/do_surgery(mob/living/carbon/M, mob/living/user) if(!can_do_surgery(M, user)) return 0 if(!istype(M)) return 0 if (user.a_intent == I_HURT) //check for Hippocratic Oath //Insert intentional hurt medical code here. return 0 var/zone = user.zone_sel.selecting if(zone in M.op_stage.in_progress) //Can't operate on someone repeatedly. to_chat(user, "You can't operate on this area while surgery is already in progress.") return 1 var/obj/surface = M.get_surgery_surface(user) if(!surface || !surface.surgery_odds) // If the surface has a chance of 0% surgery odds (ground), don't even bother trying to do surgery. return 0 // This is meant to prevent the 'glass shard mouth 60 damage click' exploit. Also saves CPU by doing it here! var/list/datum/surgery_step/available_surgeries = list() for(var/datum/surgery_step/S in surgery_steps) //check if tool is right or close enough and if this step is possible if(S.tool_quality(src)) var/step_is_valid = S.can_use(user, M, zone, src) if(step_is_valid && S.is_valid_target(M)) if(step_is_valid == SURGERY_FAILURE) continue available_surgeries[S.surgery_name] = S //Adds the surgery name to the list and sets it equal to S. (Ex: "Cauterize" = surgery_step/cauterize) continue if(!available_surgeries.len) //No available surgeries. Failure. return 0 // Having trouble with an ASSOSCIATED LIST? or REMOVING SOMETHING FROM AN ASSOCIATED LIST? Look here for a quick guide, developed out of frustration. // Note: This is an ultra edge case. Like, what is being done here is horrible and is so rare this should never happen again in the code. // This block of code caused hours of suffering. for(var/surgical_check_name in available_surgeries) // Get the name from available_surgeries. available_surgeries = list("NAME" = DATUM) var/datum/surgery_step/surgical_check = available_surgeries[surgical_check_name] // We then get the datum. if(isnull(surgical_check)) // This is here so it doesn't try to keep searching if the thing we're about to check has been deleted. continue if(surgical_check.excludes_steps.len) // We check for it's 'excluded_steps' list and see if it has anything in it. for(var/removal_candidate_name in available_surgeries) // We then look in available_surgeries once again, grabbing the name. var/datum/surgery_step/removal_candidate = available_surgeries[removal_candidate_name] // We then get the datum while searching. if(is_path_in_list(removal_candidate.type, surgical_check.excludes_steps)) // We then check the datum and see if it's a path in the list that we want to remove. available_surgeries -= removal_candidate_name // We then, finally, remove the surgery step. // All of this just to make it so you are forced to do bloodless surgery with a laser scalpel. if(M == user) // Once we determine if we can actually do a step at all, give a slight delay to self-surgery to confirm attempts. to_chat(user, "You focus on attempting to perform surgery upon yourself.") if(!do_after(user, 3 SECONDS, M)) return 0 var/datum/surgery_step/selected_surgery if(available_surgeries.len > 1) //More than one possible? Ask them which one. selected_surgery = tgui_input_list(user, "Select which surgery step you wish to perform", "Surgery Select", available_surgeries) //Shows the name in the list. else selected_surgery = pick(available_surgeries) if(isnull(selected_surgery)) //They clicked 'cancel' return 1 selected_surgery = available_surgeries[selected_surgery] //Sets the name they selected to be the datum. M.op_stage.in_progress += zone selected_surgery.begin_step(user, M, zone, src) //start on it var/success = TRUE // Bad tools make it less likely to succeed. if(!prob(selected_surgery.tool_quality(src))) success = FALSE // Bad surface may mean failure as well. if(!prob(surface.surgery_odds)) success = FALSE // Not staying still fails you too. if(success) var/calc_duration = rand(selected_surgery.min_duration, selected_surgery.max_duration) if(!do_mob(user, M, calc_duration * toolspeed, zone, exclusive = TRUE)) success = FALSE to_chat(user, "You must remain close to and keep focused on your patient to conduct surgery.") if(success) selected_surgery.end_step(user, M, zone, src) else selected_surgery.fail_step(user, M, zone, src) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) //Gets rid of instakill mechanics. M.op_stage.in_progress -= zone // Clear the in-progress flag. if (ishuman(M)) var/mob/living/carbon/human/H = M H.update_surgery() return 1 //don't want to do weapony things after surgery /proc/sort_surgeries() var/gap = surgery_steps.len var/swapped = 1 while (gap > 1 || swapped) swapped = 0 if(gap > 1) gap = round(gap / 1.247330950103979) if(gap < 1) gap = 1 for(var/i = 1; gap + i <= surgery_steps.len; i++) var/datum/surgery_step/l = surgery_steps[i] //Fucking hate var/datum/surgery_step/r = surgery_steps[gap+i] //how lists work here if(l.priority < r.priority) surgery_steps.Swap(i, gap + i) swapped = 1 /datum/surgery_status/ var/eyes = 0 var/face = 0 var/brainstem = 0 var/head_reattach = 0 var/current_organ = "organ" var/list/in_progress = list()