@@ -1,97 +1,97 @@
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/datum/surgery
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var/name = "surgery"
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var/status = 1
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var/list/steps = list() //Steps in a surgery
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var/step_in_progress = 0 //Actively performing a Surgery
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var/can_cancel = 1 //Can cancel this surgery after step 1 with cautery
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var/list/species = list(/mob/living/carbon/human) //Acceptable Species
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var/location = "chest" //Surgery location
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var/requires_organic_bodypart = 1 //Prevents you from performing an operation on robotic limbs
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var/list/possible_locs = list() //Multiple locations
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var/ignore_clothes = 0 //This surgery ignores clothes
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var/mob/living/carbon/target //Operation target mob
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var/obj/item/bodypart/operated_bodypart //Operable body part
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var/requires_bodypart = TRUE //Surgery available only when a bodypart is present, or only when it is missing.
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var/success_multiplier = 0 //Step success propability multiplier
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var/requires_real_bodypart = 0 //Some surgeries don't work on limbs that don't really exist
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/datum/surgery/New(surgery_target, surgery_location, surgery_bodypart)
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..()
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if(surgery_target)
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target = surgery_target
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target.surgeries += src
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if(surgery_location)
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location = surgery_location
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if(surgery_bodypart)
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operated_bodypart = surgery_bodypart
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/datum/surgery/Destroy()
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if(target)
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target.surgeries -= src
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target = null
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operated_bodypart = null
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return ..()
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/datum/surgery/proc/can_start(mob/user, mob/living/carbon/target)
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// if 0 surgery wont show up in list
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// put special restrictions here
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return 1
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/datum/surgery/proc/next_step(mob/user)
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if(step_in_progress)
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return 1
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var/datum/surgery_step/S = get_surgery_step()
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if(S)
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if(S.try_op(user, target, user.zone_selected, user.get_active_held_item(), src))
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return 1
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return 0
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/datum/surgery/proc/get_surgery_step()
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var/step_type = steps[status]
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return new step_type
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/datum/surgery/proc/complete()
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/datum/surgery
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var/name = "surgery"
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var/status = 1
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||||
var/list/steps = list() //Steps in a surgery
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||||
var/step_in_progress = 0 //Actively performing a Surgery
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||||
var/can_cancel = 1 //Can cancel this surgery after step 1 with cautery
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||||
var/list/species = list(/mob/living/carbon/human) //Acceptable Species
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||||
var/location = "chest" //Surgery location
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||||
var/requires_organic_bodypart = 1 //Prevents you from performing an operation on robotic limbs
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||||
var/list/possible_locs = list() //Multiple locations
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var/ignore_clothes = 0 //This surgery ignores clothes
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var/mob/living/carbon/target //Operation target mob
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var/obj/item/bodypart/operated_bodypart //Operable body part
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var/requires_bodypart = TRUE //Surgery available only when a bodypart is present, or only when it is missing.
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var/success_multiplier = 0 //Step success propability multiplier
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var/requires_real_bodypart = 0 //Some surgeries don't work on limbs that don't really exist
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/datum/surgery/New(surgery_target, surgery_location, surgery_bodypart)
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..()
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if(surgery_target)
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target = surgery_target
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target.surgeries += src
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if(surgery_location)
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location = surgery_location
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if(surgery_bodypart)
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operated_bodypart = surgery_bodypart
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/datum/surgery/Destroy()
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if(target)
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target.surgeries -= src
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target = null
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operated_bodypart = null
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return ..()
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/datum/surgery/proc/can_start(mob/user, mob/living/carbon/target)
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// if 0 surgery wont show up in list
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// put special restrictions here
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return 1
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/datum/surgery/proc/next_step(mob/user)
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if(step_in_progress)
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return 1
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var/datum/surgery_step/S = get_surgery_step()
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if(S)
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if(S.try_op(user, target, user.zone_selected, user.get_active_held_item(), src))
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return 1
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return 0
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/datum/surgery/proc/get_surgery_step()
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var/step_type = steps[status]
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return new step_type
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/datum/surgery/proc/complete()
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SSblackbox.add_details("surgeries_completed", "[type]")
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qdel(src)
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/datum/surgery/proc/get_propability_multiplier()
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var/propability = 0.5
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var/turf/T = get_turf(target)
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if(locate(/obj/structure/table/optable, T))
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propability = 1
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else if(locate(/obj/structure/table, T))
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propability = 0.8
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else if(locate(/obj/structure/bed, T))
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propability = 0.7
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return propability + success_multiplier
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//INFO
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//Check /mob/living/carbon/attackby for how surgery progresses, and also /mob/living/carbon/attack_hand.
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//As of Feb 21 2013 they are in code/modules/mob/living/carbon/carbon.dm, lines 459 and 51 respectively.
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//Other important variables are var/list/surgeries (/mob/living) and var/list/internal_organs (/mob/living/carbon)
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// var/list/bodyparts (/mob/living/carbon/human) is the LIMBS of a Mob.
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//Surgical procedures are initiated by attempt_initiate_surgery(), which is called by surgical drapes and bedsheets.
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//TODO
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//specific steps for some surgeries (fluff text)
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//R&D researching new surgeries (especially for non-humans)
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//more interesting failure options
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//randomised complications
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//more surgeries!
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//add a probability modifier for the state of the surgeon- health, twitching, etc. blindness, god forbid.
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//helper for converting a zone_sel.selecting to body part (for damage)
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//RESOLVED ISSUES //"Todo" jobs that have been completed
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//combine hands/feet into the arms - Hands/feet were removed - RR
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//surgeries (not steps) that can be initiated on any body part (corresponding with damage locations) - Call this one done, see possible_locs var - c0
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qdel(src)
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/datum/surgery/proc/get_propability_multiplier()
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var/propability = 0.5
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var/turf/T = get_turf(target)
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if(locate(/obj/structure/table/optable, T))
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propability = 1
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else if(locate(/obj/structure/table, T))
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propability = 0.8
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else if(locate(/obj/structure/bed, T))
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propability = 0.7
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return propability + success_multiplier
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//INFO
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//Check /mob/living/carbon/attackby for how surgery progresses, and also /mob/living/carbon/attack_hand.
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//As of Feb 21 2013 they are in code/modules/mob/living/carbon/carbon.dm, lines 459 and 51 respectively.
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//Other important variables are var/list/surgeries (/mob/living) and var/list/internal_organs (/mob/living/carbon)
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// var/list/bodyparts (/mob/living/carbon/human) is the LIMBS of a Mob.
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//Surgical procedures are initiated by attempt_initiate_surgery(), which is called by surgical drapes and bedsheets.
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|
||||
|
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//TODO
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//specific steps for some surgeries (fluff text)
|
||||
//R&D researching new surgeries (especially for non-humans)
|
||||
//more interesting failure options
|
||||
//randomised complications
|
||||
//more surgeries!
|
||||
//add a probability modifier for the state of the surgeon- health, twitching, etc. blindness, god forbid.
|
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//helper for converting a zone_sel.selecting to body part (for damage)
|
||||
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||||
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//RESOLVED ISSUES //"Todo" jobs that have been completed
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//combine hands/feet into the arms - Hands/feet were removed - RR
|
||||
//surgeries (not steps) that can be initiated on any body part (corresponding with damage locations) - Call this one done, see possible_locs var - c0
|
||||
|
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Reference in New Issue
Block a user