/
bone_mending.dm
268 lines (233 loc) · 10.3 KB
/
bone_mending.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
/////BONE FIXING SURGERIES//////
///// Repair Hairline Fracture (Severe)
/datum/surgery/repair_bone_hairline
name = "Repair bone fracture (hairline)"
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
targetable_wound = /datum/wound/blunt/bone/severe
possible_locs = list(
BODY_ZONE_R_ARM,
BODY_ZONE_L_ARM,
BODY_ZONE_R_LEG,
BODY_ZONE_L_LEG,
BODY_ZONE_CHEST,
BODY_ZONE_HEAD,
)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/repair_bone_hairline,
/datum/surgery_step/close,
)
///// Repair Compound Fracture (Critical)
/datum/surgery/repair_bone_compound
name = "Repair Compound Fracture"
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
targetable_wound = /datum/wound/blunt/bone/critical
possible_locs = list(
BODY_ZONE_R_ARM,
BODY_ZONE_L_ARM,
BODY_ZONE_R_LEG,
BODY_ZONE_L_LEG,
BODY_ZONE_CHEST,
BODY_ZONE_HEAD,
)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/reset_compound_fracture,
/datum/surgery_step/repair_bone_compound,
/datum/surgery_step/close,
)
//SURGERY STEPS
///// Repair Hairline Fracture (Severe)
/datum/surgery_step/repair_bone_hairline
name = "repair hairline fracture (bonesetter/bone gel/tape)"
implements = list(
/obj/item/bonesetter = 100,
/obj/item/stack/medical/bone_gel = 100,
/obj/item/stack/sticky_tape/surgical = 100,
/obj/item/stack/sticky_tape/super = 50,
/obj/item/stack/sticky_tape = 30)
time = 40
/datum/surgery_step/repair_bone_hairline/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(surgery.operated_wound)
display_results(
user,
target,
span_notice("You begin to repair the fracture in [target]'s [parse_zone(user.zone_selected)]..."),
span_notice("[user] begins to repair the fracture in [target]'s [parse_zone(user.zone_selected)] with [tool]."),
span_notice("[user] begins to repair the fracture in [target]'s [parse_zone(user.zone_selected)]."),
)
display_pain(target, "Your [parse_zone(user.zone_selected)] aches with pain!")
else
user.visible_message(span_notice("[user] looks for [target]'s [parse_zone(user.zone_selected)]."), span_notice("You look for [target]'s [parse_zone(user.zone_selected)]..."))
/datum/surgery_step/repair_bone_hairline/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
if(surgery.operated_wound)
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
display_results(
user,
target,
span_notice("You successfully repair the fracture in [target]'s [parse_zone(target_zone)]."),
span_notice("[user] successfully repairs the fracture in [target]'s [parse_zone(target_zone)] with [tool]!"),
span_notice("[user] successfully repairs the fracture in [target]'s [parse_zone(target_zone)]!"),
)
log_combat(user, target, "repaired a hairline fracture in", addition="COMBAT_MODE: [uppertext(user.combat_mode)]")
qdel(surgery.operated_wound)
else
to_chat(user, span_warning("[target] has no hairline fracture there!"))
return ..()
/datum/surgery_step/repair_bone_hairline/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
..()
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
///// Reset Compound Fracture (Crticial)
/datum/surgery_step/reset_compound_fracture
name = "reset bone (bonesetter)"
implements = list(
/obj/item/bonesetter = 100,
/obj/item/stack/sticky_tape/surgical = 60,
/obj/item/stack/sticky_tape/super = 40,
/obj/item/stack/sticky_tape = 20)
time = 40
/datum/surgery_step/reset_compound_fracture/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(surgery.operated_wound)
display_results(
user,
target,
span_notice("You begin to reset the bone in [target]'s [parse_zone(user.zone_selected)]..."),
span_notice("[user] begins to reset the bone in [target]'s [parse_zone(user.zone_selected)] with [tool]."),
span_notice("[user] begins to reset the bone in [target]'s [parse_zone(user.zone_selected)]."),
)
display_pain(target, "The aching pain in your [parse_zone(user.zone_selected)] is overwhelming!")
else
user.visible_message(span_notice("[user] looks for [target]'s [parse_zone(user.zone_selected)]."), span_notice("You look for [target]'s [parse_zone(user.zone_selected)]..."))
/datum/surgery_step/reset_compound_fracture/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
if(surgery.operated_wound)
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
display_results(
user,
target,
span_notice("You successfully reset the bone in [target]'s [parse_zone(target_zone)]."),
span_notice("[user] successfully resets the bone in [target]'s [parse_zone(target_zone)] with [tool]!"),
span_notice("[user] successfully resets the bone in [target]'s [parse_zone(target_zone)]!"),
)
log_combat(user, target, "reset a compound fracture in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
else
to_chat(user, span_warning("[target] has no compound fracture there!"))
return ..()
/datum/surgery_step/reset_compound_fracture/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
..()
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
#define IMPLEMENTS_THAT_FIX_BONES list( \
/obj/item/stack/medical/bone_gel = 100, \
/obj/item/stack/sticky_tape/surgical = 100, \
/obj/item/stack/sticky_tape/super = 50, \
/obj/item/stack/sticky_tape = 30, \
)
///// Repair Compound Fracture (Crticial)
/datum/surgery_step/repair_bone_compound
name = "repair compound fracture (bone gel/tape)"
implements = IMPLEMENTS_THAT_FIX_BONES
time = 40
/datum/surgery_step/repair_bone_compound/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(surgery.operated_wound)
display_results(
user,
target,
span_notice("You begin to repair the fracture in [target]'s [parse_zone(user.zone_selected)]..."),
span_notice("[user] begins to repair the fracture in [target]'s [parse_zone(user.zone_selected)] with [tool]."),
span_notice("[user] begins to repair the fracture in [target]'s [parse_zone(user.zone_selected)]."),
)
display_pain(target, "The aching pain in your [parse_zone(user.zone_selected)] is overwhelming!")
else
user.visible_message(span_notice("[user] looks for [target]'s [parse_zone(user.zone_selected)]."), span_notice("You look for [target]'s [parse_zone(user.zone_selected)]..."))
/datum/surgery_step/repair_bone_compound/success(mob/living/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
if(surgery.operated_wound)
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
display_results(
user,
target,
span_notice("You successfully repair the fracture in [target]'s [parse_zone(target_zone)]."),
span_notice("[user] successfully repairs the fracture in [target]'s [parse_zone(target_zone)] with [tool]!"),
span_notice("[user] successfully repairs the fracture in [target]'s [parse_zone(target_zone)]!"),
)
log_combat(user, target, "repaired a compound fracture in", addition="COMBAT MODE: [uppertext(user.combat_mode)]")
qdel(surgery.operated_wound)
else
to_chat(user, span_warning("[target] has no compound fracture there!"))
return ..()
/datum/surgery_step/repair_bone_compound/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, fail_prob = 0)
..()
if(isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
/// Surgery to repair cranial fissures
/datum/surgery/cranial_reconstruction
name = "Cranial reconstruction"
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_REQUIRES_REAL_LIMB
targetable_wound = /datum/wound/cranial_fissure
possible_locs = list(
BODY_ZONE_HEAD,
)
steps = list(
/datum/surgery_step/clamp_bleeders/discard_skull_debris,
/datum/surgery_step/repair_skull
)
/datum/surgery_step/clamp_bleeders/discard_skull_debris
name = "discard skull debris (hemostat)"
implements = list(
TOOL_HEMOSTAT = 100,
TOOL_WIRECUTTER = 40,
TOOL_SCREWDRIVER = 40,
)
time = 2.4 SECONDS
preop_sound = 'sound/surgery/hemostat1.ogg'
/datum/surgery_step/clamp_bleeders/discard_skull_debris/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to discard the smaller skull debris in [target]'s [parse_zone(target_zone)]..."),
span_notice("[user] begins to discard the smaller skull debris in [target]'s [parse_zone(target_zone)]..."),
span_notice("[user] begins to poke around in [target]'s [parse_zone(target_zone)]..."),
)
display_pain(target, "Your brain feels like it's getting stabbed by little shards of glass!")
/datum/surgery_step/repair_skull
name = "repair skull (bone gel/tape)"
implements = IMPLEMENTS_THAT_FIX_BONES
time = 4 SECONDS
/datum/surgery_step/repair_skull/preop(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery)
ASSERT(surgery.operated_wound, "Repairing skull without a wound")
display_results(
user,
target,
span_notice("You begin to repair [target]'s skull as best you can..."),
span_notice("[user] begins to repair [target]'s skull with [tool]."),
span_notice("[user] begins to repair [target]'s skull."),
)
display_pain(target, "You can feel pieces of your skull rubbing against your brain!")
/datum/surgery_step/repair_skull/success(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
if (isnull(surgery.operated_wound))
to_chat(user, span_warning("[target]'s skull is fine!"))
return ..()
if (isstack(tool))
var/obj/item/stack/used_stack = tool
used_stack.use(1)
display_results(
user,
target,
span_notice("You successfully repair [target]'s skull."),
span_notice("[user] successfully repairs [target]'s skull with [tool]."),
span_notice("[user] successfully repairs [target]'s skull.")
)
qdel(surgery.operated_wound)
return ..()
#undef IMPLEMENTS_THAT_FIX_BONES