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hazelratandGitHub c080d4b5fe Machinist workshop remap (#22898)
Remaps the machinist workshop to fulfil a few criteria missing from
https://github.com/Aurorastation/Aurora.3/pull/22718. Particularly aims
to make the workshop more functional for IPC medical gameplay.

- The surgical theatre has been expanded so two machinists can more
practically work in the same space at the same time. In the existing
design, this portion of the workshop is far too claustrophobic. It also
has a desk.
- The exosuit chargers no longer obstruct access from the garage door.
- Resolved a lot of awkward uses of decals and platforms, which should
also make for more useable space.
- Cleaned up the wiring - both rooms are now wired to the civilian
subgrid. Previously, the main workshop area was hooked via a very
awkward line to the operations subgrid, while the theatre was wired to
civilian.
- Shifted a lot of the clutter into the robotics vendor, such as the
empty first-aid kits for medbots.
- Shifted materials crates + the crate shelf to a central position, to
make them easier to track.

Things of note for maintainers:

- It's never ideal to remap something very soon after the original
implementation, but having given this remap a full month, I think it's
had a fair chance. Having played machinist in it, the layout is very
tough to work in. It's a very cluttered environment, which becomes much
harder to look at once there's a disassembled mech cluttering the centre
with a dozen or so objects. This aims to be more intuitive to play in
and less overwhelming for players.
- The surgical theatre contains one additional IV drip, one extra O-
bag, and one organ cooler for borgings, and there are now two roller
beds accessible by the front desk. I'd rather have a more unique
solution for this problem long-term, but in the short-term it very much
sucks to have to ask to borrow a roller from medical just so you can
move a damaged industrial, given you can no longer pick that industrial
up unless you're playing a huge species.
- Otherwise, the workshop has the same resources as before and will be
able to make the same things.

(screenshot taken after testing, and prior to further changes)
<img width="1081" height="1080" alt="image"
src="https://github.com/user-attachments/assets/a8eef0e3-630b-463d-b3c3-22769001b513"
/>
<img width="480" height="448" alt="image"
src="https://github.com/user-attachments/assets/535dc851-7bab-48f7-a916-a5a1f12bf650"
/>
2026-07-30 14:48:50 +00:00

359 lines
12 KiB
Plaintext

/* Surgery Tools
* Contains:
* * Retractor
* * Hemostat
* * Cautery
* * Surgical Drill
* * Scalpel
* * Circular Saw
* * Tray
*/
/obj/item/surgery
name = "surgery tool parent item"
desc = DESC_PARENT
icon = 'icons/obj/surgery.dmi'
contained_sprite = TRUE
w_class = WEIGHT_CLASS_SMALL
drop_sound = 'sound/items/drop/weldingtool.ogg'
pickup_sound = 'sound/items/pickup/weldingtool.ogg'
recyclable = TRUE
/obj/item/surgery/Initialize(mapload, ...)
. = ..()
item_flags |= ITEM_FLAG_SURGERY
/*
* Retractor
*/
/obj/item/surgery/retractor
name = "retractor"
desc = "A pair of retractor forceps. Allows careful opening of incisions to reach inside someone."
icon_state = "retractor"
item_state = "retractor"
surgerysound = 'sound/items/surgery/retractor.ogg'
matter = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 5000)
obj_flags = OBJ_FLAG_CONDUCTABLE
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
tool_behaviour = TOOL_RETRACTOR
/*
* Hemostat
*/
/obj/item/surgery/hemostat
name = "hemostat"
desc = "A pair of hemostatic forceps, able to clamp blood vessels shut to stop bleeding during surgery. Its narrow tip also lets it double as a tool for removing things from surgical sites."
icon_state = "hemostat"
item_state = "hemostat"
surgerysound = 'sound/items/surgery/hemostat.ogg'
matter = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 2500)
obj_flags = OBJ_FLAG_CONDUCTABLE
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("attacked", "pinched")
tool_behaviour = TOOL_HEMOSTAT
/*
* Cautery
*/
/obj/item/surgery/cautery
name = "cautery"
desc = "An electrocautery pen. Uses electrical currents to burn tissue closed, useful for quickly sealing wounds or incisions."
icon_state = "cautery"
item_state = "cautery"
surgerysound = 'sound/items/surgery/cautery.ogg'
matter = list(MATERIAL_STEEL = 5000, MATERIAL_GLASS = 2500)
obj_flags = OBJ_FLAG_CONDUCTABLE
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("burnt")
tool_behaviour = TOOL_CAUTERY
/*
* Surgical Drill
*/
/obj/item/surgery/surgicaldrill
name = "surgical drill"
desc = "A drill specialized for surgical use. Capable of creating surgical cavities and safely breaching through Vaurcae carapace for initial incisions."
icon_state = "drill"
item_state = "drill"
surgerysound = 'sound/items/surgery/surgicaldrill.ogg'
hitsound = SFX_DRILL_HIT
matter = list(MATERIAL_STEEL = 15000, MATERIAL_GLASS = 10000)
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 22
w_class = WEIGHT_CLASS_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("drilled")
drop_sound = 'sound/items/drop/accessory.ogg'
pickup_sound = 'sound/items/pickup/accessory.ogg'
tool_behaviour = TOOL_DRILL
/*
* Scalpel
*/
/obj/item/surgery/scalpel
name = "scalpel"
desc = "A surgical-grade scalpel with an incredibly sharp blade that keeps its edge. Used in a variety of surgical situations from incisions, to transplants, to debridements."
icon_state = "scalpel"
item_state = "scalpel"
surgerysound = 'sound/items/surgery/scalpel.ogg'
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 15
sharp = 1
edge = TRUE
w_class = WEIGHT_CLASS_TINY
slot_flags = SLOT_EARS
throwforce = 5
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(MATERIAL_STEEL = 10000, MATERIAL_GLASS = 5000)
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
drop_sound = 'sound/items/drop/knife.ogg'
pickup_sound = 'sound/items/pickup/knife.ogg'
tool_behaviour = TOOL_SCALPEL
/*
* Researchable Scalpels
*/
/obj/item/surgery/scalpel/laser
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field."
icon_state = "scalpel_laser"
surgerysound = 'sound/items/surgery/cautery.ogg'
matter = list(MATERIAL_STEEL = 12500, MATERIAL_GLASS = 7500)
damtype = "fire"
force = 18
tool_quality = STANDARD_TOOL_LEVEL + 1
/obj/item/surgery/scalpel/manager
name = "incision management system"
desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps."
icon_state = "scalpel_manager"
surgerysound = 'sound/items/surgery/cautery.ogg'
matter = list (MATERIAL_STEEL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 1500, MATERIAL_GOLD = 1500, MATERIAL_DIAMOND = 750)
force = 8
tool_quality = STANDARD_TOOL_LEVEL + 2
/*
* Circular Saw
*/
/obj/item/surgery/circular_saw
name = "surgical saw"
desc = "A reciprocating electric bonesaw. While designed to cut through bone, it's powerful enough to cut limbs and even hardsuits if necessary. Watch your fingers."
icon_state = "saw"
item_state = "saw"
surgerysound = 'sound/items/surgery/circularsaw.ogg'
hitsound = 'sound/weapons/saw/circsawhit.ogg'
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 22
w_class = WEIGHT_CLASS_NORMAL
throwforce = 9
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(MATERIAL_STEEL = 20000, MATERIAL_GLASS = 10000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharp = TRUE
edge = TRUE
drop_sound = 'sound/items/drop/accessory.ogg'
pickup_sound = 'sound/items/pickup/accessory.ogg'
tool_behaviour = TOOL_SAW
// Miscellanous
/obj/item/surgery/bone_gel
name = "bone gel"
desc = "A bottle-and-nozzle applicator containing a specialized gel. When applied to bone tissue, it can reinforce and repair breakages and act as a glue to keep bones in place while they heal."
icon_state = "bone-gel"
item_state = "bone-gel"
surgerysound = 'sound/items/surgery/bonegel.ogg'
force = 2
throwforce = 5
drop_sound = 'sound/items/drop/bottle.ogg'
pickup_sound = 'sound/items/pickup/bottle.ogg'
/obj/item/surgery/fix_o_vein
name = "vascular recoupler"
desc = "An advanced automatic surgical instrument that operates with extreme finesse. It can quickly and safely repair and recouple ruptured blood vessels and ligaments using highly elaborate, biodegradable microsutures. It can also be used for transplantations to attach organs to the body."
icon_state = "fixovein"
item_state = "fixovein"
surgerysound = 'sound/items/surgery/fixovein.ogg'
force = 2
throwforce = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 3)
var/usage_amount = 10
drop_sound = 'sound/items/drop/accessory.ogg'
pickup_sound = 'sound/items/pickup/accessory.ogg'
/obj/item/surgery/bonesetter
name = "bone setter"
desc = "A pair of forceps with a screw. It's designed to manipulate bones and hold them together, and is best paired with a bottle of bone gel for mending fractures."
icon_state = "bonesetter"
item_state = "bonesetter"
surgerysound = 'sound/items/surgery/bonesetter.ogg'
force = 18
throwforce = 9
throw_speed = 3
throw_range = 5
attack_verb = list("attacked", "hit", "bludgeoned")
tool_behaviour = TOOL_BONESET
/obj/item/storage/box/fancy/tray
name = "surgery tray"
desc = "A tray of surgical tools."
icon = 'icons/obj/surgery.dmi'
icon_state = "surgerytray"
use_sound = null
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
force = 2
w_class = WEIGHT_CLASS_HUGE
storage_slots = 10
attack_verb = list("slammed")
icon_type = "surgery tool"
storage_type = "tray"
can_hold = list(
/obj/item/surgery/bonesetter,
/obj/item/surgery/cautery,
/obj/item/surgery/circular_saw,
/obj/item/surgery/hemostat,
/obj/item/surgery/retractor,
/obj/item/surgery/scalpel,
/obj/item/surgery/surgicaldrill,
/obj/item/surgery/bone_gel,
/obj/item/surgery/fix_o_vein,
/obj/item/stack/medical/advanced/bruise_pack,
/obj/item/stack/nanopaste
)
starts_with = list(
/obj/item/surgery/bonesetter = 1,
/obj/item/surgery/cautery = 1,
/obj/item/surgery/circular_saw = 1,
/obj/item/surgery/hemostat = 1,
/obj/item/surgery/retractor = 1,
/obj/item/surgery/scalpel = 1,
/obj/item/surgery/surgicaldrill = 1,
/obj/item/surgery/bone_gel = 1,
/obj/item/surgery/fix_o_vein = 1,
/obj/item/stack/medical/advanced/bruise_pack = 1
)
/obj/item/storage/box/fancy/tray/update_icon()
ClearOverlays()
var/list/types_and_overlays = list(
/obj/item/surgery/bonesetter = "tray_bonesetter",
/obj/item/surgery/cautery = "tray_cautery",
/obj/item/surgery/circular_saw = "tray_saw",
/obj/item/surgery/hemostat = "tray_hemostat",
/obj/item/surgery/retractor = "tray_retractor",
/obj/item/surgery/scalpel = "tray_scalpel",
/obj/item/surgery/scalpel/laser = "tray_scalpel_laser",
/obj/item/surgery/scalpel/manager = "tray_scalpel_manager",
/obj/item/surgery/surgicaldrill = "tray_drill",
/obj/item/surgery/bone_gel = "tray_bone-gel",
/obj/item/surgery/fix_o_vein = "tray_fixovein",
/obj/item/stack/medical/advanced/bruise_pack = "tray_bruise_pack",
/obj/item/autopsy_scanner = "tray_autopsy_scanner",
/obj/item/mass_spectrometer = "tray_mass_spectrometer",
/obj/item/reagent_containers/glass/beaker/vial = "tray_vial",
/obj/item/reagent_containers/syringe = "tray_syringe"
)
for (var/obj/item/W in contents)
if (types_and_overlays[W.type])
AddOverlays(types_and_overlays[W.type])
types_and_overlays -= W.type
/obj/item/storage/box/fancy/tray/fill()
. = ..()
update_icon()
/obj/item/storage/box/fancy/tray/attackby(obj/item/attacking_item, mob/user)
..()
update_icon()
/obj/item/storage/box/fancy/tray/attack_hand(mob/user as mob)
if(ishuman(user))
src.open(user)
/obj/item/storage/box/fancy/tray/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
if((over && (!use_check(over))) && (over.contents.Find(src) || in_range(src, over)))
var/mob/dropped_onto_mob = over
if(ishuman(dropped_onto_mob) && !dropped_onto_mob.get_active_hand())
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name[H.hand?BP_L_HAND:BP_R_HAND]
if(temp && !temp.is_usable())
to_chat(H, SPAN_NOTICE("You try to move your [temp.name], but cannot!"))
return
to_chat(H, SPAN_NOTICE("You pick up the [src]."))
pixel_x = 0
pixel_y = 0
forceMove(get_turf(H))
H.put_in_hands(src)
return
/obj/item/storage/box/fancy/tray/attack(mob/living/target_mob, mob/living/user, target_zone)
if(..() && contents.len)
spill(3, get_turf(target_mob))
playsound(target_mob, SFX_TRAY_HIT, 50, 1) //sound playin' again
user.visible_message(SPAN_DANGER("[user] smashes \the [src] into [target_mob], causing it to spill its contents across the area!"))
/obj/item/storage/box/fancy/tray/throw_impact(atom/hit_atom)
..()
spill(3, src.loc)
/obj/item/storage/box/fancy/tray/autopsy
name = "autopsy tray"
starts_with = list(
/obj/item/surgery/circular_saw = 1,
/obj/item/surgery/hemostat = 1,
/obj/item/surgery/retractor = 1,
/obj/item/surgery/scalpel = 1,
/obj/item/surgery/surgicaldrill = 1,
/obj/item/surgery/cautery = 1,
/obj/item/autopsy_scanner = 1,
/obj/item/mass_spectrometer = 1,
/obj/item/reagent_containers/glass/beaker/vial = 1,
/obj/item/reagent_containers/syringe = 1
)
can_hold = list(
/obj/item/surgery/circular_saw,
/obj/item/surgery/hemostat,
/obj/item/surgery/retractor,
/obj/item/surgery/scalpel,
/obj/item/surgery/surgicaldrill,
/obj/item/surgery/cautery,
/obj/item/autopsy_scanner,
/obj/item/mass_spectrometer,
/obj/item/reagent_containers/glass/beaker/vial,
/obj/item/reagent_containers/syringe
)
/obj/item/storage/box/fancy/tray/machinist
name = "machinist operation tray"
desc = "A tray of various tools for use by machinists in repairing robots."
// So additional tools can be added.
max_storage_space = 23
can_hold = list(
/obj/item/surgery/cautery,
/obj/item/surgery/circular_saw,
/obj/item/surgery/hemostat,
/obj/item/surgery/retractor,
/obj/item/surgery/scalpel,
/obj/item/surgery/bone_gel,
/obj/item/stack/nanopaste
)
starts_with = list(
/obj/item/surgery/cautery = 1,
/obj/item/surgery/circular_saw = 1,
/obj/item/surgery/hemostat = 1,
/obj/item/surgery/retractor = 1,
/obj/item/surgery/scalpel = 1,
/obj/item/surgery/bone_gel = 1
)