8737e8cb80
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources. For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times. I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
178 lines
7.6 KiB
Plaintext
178 lines
7.6 KiB
Plaintext
/datum/surgery_step
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var/name
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var/list/implements = list() //format is path = probability of success. alternatively
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var/implement_type = null //the current type of implement used. This has to be stored, as the actual typepath of the tool may not match the list type.
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var/accept_hand = FALSE //does the surgery step require an open hand? If true, ignores implements. Compatible with accept_any_item.
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var/accept_any_item = FALSE //does the surgery step accept any item? If true, ignores implements. Compatible with require_hand.
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var/time = 10 //how long does the step take?
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var/repeatable = FALSE //can this step be repeated? Make shure it isn't last step, or it used in surgery with `can_cancel = 1`. Or surgion will be stuck in the loop
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var/list/chems_needed = list() //list of chems needed to complete the step. Even on success, the step will have no effect if there aren't the chems required in the mob.
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var/require_all_chems = TRUE //any on the list or all on the list?
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var/silicons_obey_prob = FALSE
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/datum/surgery_step/proc/try_op(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
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var/success = FALSE
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if(accept_hand)
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if(!tool)
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success = TRUE
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if(iscyborg(user))
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success = TRUE
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if(accept_any_item)
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if(tool && tool_check(user, tool))
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success = TRUE
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else if(tool)
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for(var/key in implements)
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var/match = FALSE
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if(ispath(key) && istype(tool, key))
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match = TRUE
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else if(tool.tool_behaviour == key)
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match = TRUE
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if(match)
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implement_type = key
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if(tool_check(user, tool))
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success = TRUE
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break
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if(success)
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if(target_zone == surgery.location)
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if(get_location_accessible(target, target_zone) || surgery.ignore_clothes)
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initiate(user, target, target_zone, tool, surgery, try_to_fail)
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else
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to_chat(user, "<span class='warning'>You need to expose [target]'s [parse_zone(target_zone)] to perform surgery on it!</span>")
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return TRUE //returns TRUE so we don't stab the guy in the dick or wherever.
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if(repeatable)
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var/datum/surgery_step/next_step = surgery.get_surgery_next_step()
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if(next_step)
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surgery.status++
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if(next_step.try_op(user, target, user.zone_selected, user.get_active_held_item(), surgery))
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return TRUE
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else
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surgery.status--
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return FALSE
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#define SURGERY_SLOWDOWN_CAP_MULTIPLIER 2 //increase to make surgery slower but fail less, and decrease to make surgery faster but fail more
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/datum/surgery_step/proc/initiate(mob/living/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, try_to_fail = FALSE)
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// Only followers of Asclepius have the ability to use Healing Touch and perform miracle feats of surgery.
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// Prevents people from performing multiple simultaneous surgeries unless they're holding a Rod of Asclepius.
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surgery.step_in_progress = TRUE
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var/speed_mod = 1
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var/fail_prob = 0//100 - fail_prob = success_prob
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var/advance = FALSE
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if(preop(user, target, target_zone, tool, surgery) == -1)
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surgery.step_in_progress = FALSE
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return FALSE
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if(tool)
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speed_mod = tool.toolspeed
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var/implement_speed_mod = 1
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if(implement_type) //this means it isn't a require hand or any item step.
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implement_speed_mod = implements[implement_type] / 100.0
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speed_mod /= (get_location_modifier(target) * (1 + surgery.speed_modifier) * implement_speed_mod)
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var/modded_time = time * speed_mod
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fail_prob = min(max(0, modded_time - (time * SURGERY_SLOWDOWN_CAP_MULTIPLIER)),99)//if modded_time > time * modifier, then fail_prob = modded_time - time*modifier. starts at 0, caps at 99
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modded_time = min(modded_time, time * SURGERY_SLOWDOWN_CAP_MULTIPLIER)//also if that, then cap modded_time at time*modifier
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if(iscyborg(user))//any immunities to surgery slowdown should go in this check.
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modded_time = time
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var/was_sleeping = (target.stat != DEAD && target.IsSleeping())
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if(do_after(user, modded_time, target = target, interaction_key = user.has_status_effect(STATUS_EFFECT_HIPPOCRATIC_OATH) ? target : DOAFTER_SOURCE_SURGERY)) //If we have the hippocratic oath, we can perform one surgery on each target, otherwise we can only do one surgery in total.
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var/chem_check_result = chem_check(target)
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if((prob(100-fail_prob) || (iscyborg(user) && !silicons_obey_prob)) && chem_check_result && !try_to_fail)
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if(success(user, target, target_zone, tool, surgery))
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advance = TRUE
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else
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if(failure(user, target, target_zone, tool, surgery, fail_prob))
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advance = TRUE
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if(chem_check_result)
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return .(user, target, target_zone, tool, surgery, try_to_fail) //automatically re-attempt if failed for reason other than lack of required chemical
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if(advance && !repeatable)
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surgery.status++
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if(surgery.status > surgery.steps.len)
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surgery.complete()
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if(target.stat == DEAD && was_sleeping && user.client)
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user.client.give_award(/datum/award/achievement/misc/sandman, user)
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surgery.step_in_progress = FALSE
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return advance
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/datum/surgery_step/proc/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, "<span class='notice'>You begin to perform surgery on [target]...</span>",
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"<span class='notice'>[user] begins to perform surgery on [target].</span>",
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"<span class='notice'>[user] begins to perform surgery on [target].</span>")
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/datum/surgery_step/proc/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = TRUE)
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if(default_display_results)
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display_results(user, target, "<span class='notice'>You succeed.</span>",
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"<span class='notice'>[user] succeeds!</span>",
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"<span class='notice'>[user] finishes.</span>")
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return TRUE
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/datum/surgery_step/proc/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
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var/screwedmessage = ""
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switch(fail_prob)
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if(0 to 24)
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screwedmessage = " You almost had it, though."
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if(50 to 74)//25 to 49 = no extra text
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screwedmessage = " This is hard to get right in these conditions..."
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if(75 to 99)
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screwedmessage = " This is practically impossible in these conditions..."
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display_results(user, target, "<span class='warning'>You screw up![screwedmessage]</span>",
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"<span class='warning'>[user] screws up!</span>",
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"<span class='notice'>[user] finishes.</span>", TRUE) //By default the patient will notice if the wrong thing has been cut
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return FALSE
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/datum/surgery_step/proc/tool_check(mob/user, obj/item/tool)
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return TRUE
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/datum/surgery_step/proc/chem_check(mob/living/target)
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if(!LAZYLEN(chems_needed))
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return TRUE
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if(require_all_chems)
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. = TRUE
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for(var/R in chems_needed)
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if(!target.reagents.has_reagent(R))
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return FALSE
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else
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. = FALSE
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for(var/R in chems_needed)
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if(target.reagents.has_reagent(R))
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return TRUE
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/datum/surgery_step/proc/get_chem_list()
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if(!LAZYLEN(chems_needed))
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return
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var/list/chems = list()
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for(var/R in chems_needed)
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var/datum/reagent/temp = GLOB.chemical_reagents_list[R]
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if(temp)
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var/chemname = temp.name
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chems += chemname
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return english_list(chems, and_text = require_all_chems ? " and " : " or ")
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//Replaces visible_message during operations so only people looking over the surgeon can see them.
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/datum/surgery_step/proc/display_results(mob/user, mob/living/carbon/target, self_message, detailed_message, vague_message, target_detailed = FALSE)
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user.visible_message(detailed_message, self_message, vision_distance = 1, ignored_mobs = target_detailed ? null : target)
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if(!target_detailed)
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var/you_feel = pick("a brief pain", "your body tense up", "an unnerving sensation")
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target.show_message(vague_message, MSG_VISUAL, "<span class='notice'>You feel [you_feel] as you are operated on.</span>")
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