Sensors can now be printed, removed and installed on jumpsuits. HANDCRAFTED jumpsuits no longer have sensors by default (also mild crafting refactor) (#93121)

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
This commit is contained in:
Ghom
2025-10-18 11:43:38 +02:00
committed by GitHub
parent 45d7078120
commit e5be2d0f91
22 changed files with 296 additions and 79 deletions

View File

@@ -132,9 +132,6 @@
///cancel clean
#define COMSIG_ATOM_CANCEL_CLEAN (1<<0)
/// From /obj/item/stack/make_item()
#define COMSIG_ATOM_CONSTRUCTED "atom_constructed"
/// From /obj/effect/particle_effect/sparks/proc/sparks_touched(datum/source, atom/movable/singed)
#define COMSIG_ATOM_TOUCHED_SPARKS "atom_touched_sparks"
#define COMSIG_ATOM_TOUCHED_HAZARDOUS_SPARKS "atom_touched_hazardous_sparks"

View File

@@ -24,8 +24,8 @@
#define COMPONENT_BULLET_PIERCED (1<<2)
///from base of atom/bullet_act(): (/obj/proj, def_zone, piercing_hit, blocked)
#define COMSIG_ATOM_BULLET_ACT "atom_bullet_act"
///from base of atom/on_craft_completion(): (components, datum/crafting_recipe/current_recipe)
#define COMSIG_ATOM_ON_CRAFT "atom_checkparts"
///from base of atom/on_craft_completion(): (components, datum/crafting_recipe/current_recipe, atom/crafter)
#define COMSIG_ATOM_ON_CRAFT "atom_on_craft_completion"
///from base of atom/used_in_craft(): (atom/result)
#define COMSIG_ATOM_USED_IN_CRAFT "atom_used_in_craft"
///from base of atom/blob_act(): (/obj/structure/blob)

View File

@@ -229,6 +229,10 @@ GLOBAL_LIST_INIT(skin_tone_names, list(
var/holding = user.get_active_held_item()
#ifdef UNIT_TESTS
timed_action_flags &= ~IGNORE_SLOWDOWNS //it shouldn't stop unit test dummies from being fast as hell
#endif
if(!(timed_action_flags & IGNORE_SLOWDOWNS))
delay *= user.cached_multiplicative_actions_slowdown

View File

@@ -9,3 +9,11 @@ GLOBAL_LIST_INIT(backpacklist, list(
GMESSENGER,
LSATCHEL,
))
GLOBAL_LIST_INIT(suit_sensor_mode_to_defines, list(
"Off" = SENSOR_OFF,
"Binary vitals" = SENSOR_LIVING,
"Exact vitals" = SENSOR_VITALS,
"Tracking beacon" = SENSOR_COORDS,
))

View File

@@ -372,19 +372,17 @@
if(recipe.structures)
requirements += recipe.structures
var/list/surroundings = get_environment(atom, recipe.blacklist)
for(var/path_key in requirements)
var/list/surroundings
var/amount = recipe.reqs?[path_key] || recipe.machinery?[path_key] || recipe.structures?[path_key]
if(!amount)//since machinery & structures can have 0 aka CRAFTING_MACHINERY_USE - i.e. use it, don't consume it!
continue
surroundings = get_environment(atom, recipe.blacklist)
surroundings -= return_list
if(ispath(path_key, /datum/reagent))
if(!holder)
holder = new(INFINITY, NO_REACT) //an infinite volume holder than can store reagents without reacting
return_list += holder
while(amount > 0)
var/obj/item/reagent_containers/container = locate() in surroundings
var/obj/item/reagent_containers/container = (locate() in surroundings) || (locate() in return_list)
if(isnull(container)) //This would only happen if the previous checks for contents and tools were flawed.
stack_trace("couldn't fulfill the required amount for [path_key]. Dangit")
if(QDELING(container)) //it's deleting...
@@ -394,7 +392,6 @@
if(reagent_volume)
container.reagents.trans_to(holder, min(amount, reagent_volume), target_id = path_key, no_react = TRUE)
amount -= reagent_volume
surroundings -= container
container.update_appearance(UPDATE_ICON)
else if(ispath(path_key, /obj/item/stack))
var/obj/item/stack/tally_stack

View File

@@ -336,11 +336,12 @@
return FALSE
/**
* Ensure a list of atoms/reagents exists inside this atom
* Called whenever an item is crafted, either via stack recipes or crafting recipes from the crafting menu
*
* Cycles through the list of movables used up in the recipe and calls used_in_craft() for each of them
* then it either moves them inside the object or deletes
* them depending on whether they're in the list of parts for the recipe or not
* By default, it just cycles through the list of movables used in the recipe and calls used_in_craft() for each of them,
* then it either moves them inside the object if they're in the list of parts for the recipe
* or deletes them if they're not.
* The proc can be overriden by subtypes, as long as it always call parent.
*/
/atom/proc/on_craft_completion(list/components, datum/crafting_recipe/current_recipe, atom/crafter)
SHOULD_CALL_PARENT(TRUE)
@@ -349,17 +350,17 @@
var/list/parts_by_type = remaining_parts?.Copy()
for(var/parttype in parts_by_type) //necessary for our is_type_in_list() call with the zebra arg set to true
parts_by_type[parttype] = parttype
for(var/obj/item/item in components) // machinery or structure objects in the list are guaranteed to be used up. We only check items.
item.used_in_craft(src, current_recipe)
var/matched_type = is_type_in_list(item, parts_by_type, zebra = TRUE)
for(var/atom/movable/movable as anything in components) // machinery or structure objects in the list are guaranteed to be used up. We only check items.
movable.used_in_craft(src, current_recipe)
var/matched_type = is_type_in_list(movable, parts_by_type, zebra = TRUE)
if(!matched_type)
continue
if(isliving(item.loc))
var/mob/living/living = item.loc
living.transferItemToLoc(item, src)
if(isliving(movable.loc) && isitem(movable))
var/mob/living/living = movable.loc
living.transferItemToLoc(movable, src)
else
item.forceMove(src)
movable.forceMove(src)
if(matched_type)
remaining_parts[matched_type] -= 1

View File

@@ -594,7 +594,8 @@ GLOBAL_LIST_INIT(durathread_recipes, list ( \
. = ..()
. += GLOB.durathread_recipes
/obj/item/stack/sheet/durathread/on_item_crafted(mob/builder, atom/created)
/obj/item/stack/sheet/durathread/used_in_craft(atom/created, datum/crafting_recipe/recipe)
. = ..()
created.set_armor_rating(CONSUME, max(50, created.get_armor_rating(CONSUME)))
/obj/item/stack/sheet/cotton

View File

@@ -454,22 +454,22 @@
var/turf/covered_turf = builder.drop_location()
if(!isturf(covered_turf))
return
var/turf/created_turf = covered_turf.place_on_top(recipe.result_type, flags = CHANGETURF_INHERIT_AIR)
created = covered_turf.place_on_top(recipe.result_type, flags = CHANGETURF_INHERIT_AIR)
builder.balloon_alert(builder, "placed [ispath(recipe.result_type, /turf/open) ? "floor" : "wall"]")
if((recipe.crafting_flags & CRAFT_APPLIES_MATS) && LAZYLEN(mats_per_unit))
created_turf.set_custom_materials(mats_per_unit, recipe.req_amount / recipe.res_amount)
created.set_custom_materials(mats_per_unit, recipe.req_amount / recipe.res_amount)
else
created = new recipe.result_type(builder.drop_location())
builder.balloon_alert(builder, "built item")
if(created)
// split the material and use it for the craft
var/obj/item/stack/used_stack = split_stack(recipe.req_amount * multiplier)
if(ismovable(created))
created.setDir(builder.dir)
SEND_SIGNAL(created, COMSIG_ATOM_CONSTRUCTED, builder)
on_item_crafted(builder, created)
created.on_craft_completion(list(used_stack), null, builder)
qdel(used_stack) //you've outlived your purpose
// Use up the material
use(recipe.req_amount * multiplier)
builder.investigate_log("crafted [recipe.title]", INVESTIGATE_CRAFTING)
// Apply mat datums
@@ -497,10 +497,6 @@
return TRUE
/// Run special logic on created items after they've been successfully crafted.
/obj/item/stack/proc/on_item_crafted(mob/builder, atom/created)
return
/obj/item/stack/vv_edit_var(vname, vval)
if(vname == NAMEOF(src, amount))
add(clamp(vval, 1-amount, max_amount - amount)) //there must always be one.

View File

@@ -232,9 +232,12 @@
if(!flushing && cover_open)
. += "[base_icon_state]-water"
/obj/structure/toilet/atom_deconstruct(dissambled = TRUE)
for(var/obj/toilet_item in cistern_items)
/obj/structure/toilet/dump_contents()
for(var/obj/toilet_item in (cistern_items + fishes))
toilet_item.forceMove(drop_location())
/obj/structure/toilet/atom_deconstruct(dissambled = TRUE)
dump_contents()
if(buildstacktype)
new buildstacktype(loc,buildstackamount)
else
@@ -242,8 +245,6 @@
new M.sheet_type(loc, FLOOR(custom_materials[M] / SHEET_MATERIAL_AMOUNT, 1))
if(has_water_reclaimer)
new /obj/item/stock_parts/water_recycler(drop_location())
if(stuck_item)
stuck_item.forceMove(drop_location())
/obj/structure/toilet/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(user.combat_mode)

View File

@@ -19,12 +19,11 @@
cult_team = null
return ..()
/obj/structure/destructible/cult/Initialize(mapload)
/obj/structure/destructible/cult/on_craft_completion(list/components, datum/crafting_recipe/current_recipe, atom/crafter)
. = ..()
RegisterSignal(src, COMSIG_ATOM_CONSTRUCTED, PROC_REF(on_constructed))
/obj/structure/destructible/cult/proc/on_constructed(datum/source, mob/builder)
SIGNAL_HANDLER
if(!ismob(crafter))
return
var/mob/living/builder = crafter
var/datum/antagonist/cult/cultist = builder.mind?.has_antag_datum(/datum/antagonist/cult, TRUE)
cult_team = cultist?.get_team()

View File

@@ -0,0 +1,84 @@
///The item representing suit sensors when removed from a suit or dress (obj/item/clothing/under)
/obj/item/suit_sensor
name = "suit sensor"
desc = "That thingamabob medbay keeps telling you to set to 'Tracking Beacon'. It needs to be attached to a worn suit or dress to work."
icon = 'icons/obj/devices/tracker.dmi'
icon_state = "suit_sensor"
base_icon_state = "suit_sensor"
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT, /datum/material/glass= SMALL_MATERIAL_AMOUNT)
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
throwforce = 2
throw_speed = 3
throw_range = 7
///The current sensor mode, inherited from the clothing it's cut from. Can also be changed when using it in hand.
var/sensor_mode = SENSOR_OFF
///Suit sensors are busted when struck by a heavy electromagnetic pulse.
var/broken = FALSE
/obj/item/suit_sensor/examine(mob/user)
. = ..()
if(broken)
. += span_warning("It's currently broken. You can use a piece of [EXAMINE_HINT("cable")] to fix it.")
else
. += span_notice("It's currently set on '[GLOB.suit_sensor_mode_to_defines.Find(sensor_mode + 1)]'.")
/obj/item/suit_sensor/update_overlays()
. = ..()
if(broken)
return
switch(sensor_mode)
if(SENSOR_LIVING)
. += "suit_sensor_binary"
if(SENSOR_VITALS)
. += "suit_sensor_vitals"
if(SENSOR_COORDS)
. += "suit_sensor_tracking"
/obj/item/suit_sensor/proc/set_mode(new_mode)
if(sensor_mode == new_mode)
return FALSE
sensor_mode = new_mode
update_appearance(UPDATE_OVERLAYS)
return TRUE
/obj/item/suit_sensor/attack_self(mob/living/user)
. = ..()
if(!(user.mobility_flags & MOBILITY_USE) || !IsReachableBy(user))
return FALSE
if(broken)
balloon_alert(user, "fix it first!")
return
var/current_mode_text = GLOB.suit_sensor_mode_to_defines[sensor_mode + 1]
var/new_mode = tgui_input_list(user, "Select a sensor mode", "Suit Sensors", GLOB.suit_sensor_mode_to_defines, current_mode_text)
if(isnull(new_mode) || broken|| !(user.mobility_flags & MOBILITY_USE) || !IsReachableBy(user))
user.balloon_alert(user, "can't do that now!")
return
set_mode(GLOB.suit_sensor_mode_to_defines[new_mode])
balloon_alert(user, "sensor set to '[LOWER_TEXT(new_mode)]'")
/obj/item/suit_sensor/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF || broken)
return
if(severity <= EMP_HEAVY)
broken = TRUE
else
set_mode(pick(SENSOR_OFF, SENSOR_OFF, SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS))
playsound(source = src, soundin = 'sound/effects/sparks/sparks3.ogg', vol = 75, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
/obj/item/suit_sensor/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!istype(tool, /obj/item/stack/cable_coil))
return ..()
if(!broken)
balloon_alert(user, "not broken!")
return ITEM_INTERACT_BLOCKING
var/obj/item/stack/cable_coil/cabling = tool
cabling.use(1)
balloon_alert(user, "suit sensor repaired")
broken = FALSE
update_appearance(UPDATE_OVERLAYS)
return ITEM_INTERACT_SUCCESS

View File

@@ -34,7 +34,7 @@
/// Does this undersuit spawn with a random sensor value
var/random_sensor = TRUE
/// What is the active sensor mode of this udnersuit
var/sensor_mode = NO_SENSORS
var/sensor_mode = SENSOR_OFF
// Accessory handling (Can be componentized eventually)
/// The max number of accessories we can have on this suit.
@@ -60,6 +60,19 @@
register_context()
AddElement(/datum/element/update_icon_updates_onmob, flags = ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING|ITEM_SLOT_NECK, body = TRUE)
/obj/item/clothing/under/on_craft_completion(list/components, datum/crafting_recipe/current_recipe, atom/crafter)
. = ..()
var/obj/item/clothing/under/any_original = locate() in components
if(!any_original)
set_has_sensor(NO_SENSORS)
return
set_has_sensor(any_original.has_sensor)
set_sensor_mode(any_original.sensor_mode)
/obj/item/clothing/under/used_in_craft(atom/result, datum/crafting_recipe/current_recipe)
. = ..()
dump_attachments()
/obj/item/clothing/under/setup_reskinning()
if(!check_setup_reskinning())
return
@@ -72,7 +85,7 @@
var/changed = FALSE
if((isnull(held_item) || held_item == src) && has_sensor == HAS_SENSORS)
if(has_sensor == HAS_SENSORS && (isnull(held_item) || held_item == src))
context[SCREENTIP_CONTEXT_RMB] = "Toggle suit sensors"
context[SCREENTIP_CONTEXT_CTRL_LMB] = "Set suit sensors to tracking"
changed = TRUE
@@ -85,10 +98,18 @@
context[SCREENTIP_CONTEXT_ALT_RMB] = "Remove accessory"
changed = TRUE
if(istype(held_item, /obj/item/stack/cable_coil) && has_sensor == BROKEN_SENSORS)
if(has_sensor == BROKEN_SENSORS && istype(held_item, /obj/item/stack/cable_coil))
context[SCREENTIP_CONTEXT_LMB] = "Repair suit sensors"
changed = TRUE
if(has_sensor == NO_SENSORS)
if(istype(held_item, /obj/item/suit_sensor))
context[SCREENTIP_CONTEXT_LMB] = "Install suit sensors"
changed = TRUE
else if(held_item?.tool_behaviour == TOOL_WIRECUTTER)
context[SCREENTIP_CONTEXT_LMB] = "Cut suit sensors"
changed = TRUE
if(can_adjust && adjusted != DIGITIGRADE_STYLE)
context[SCREENTIP_CONTEXT_ALT_LMB] = "Wear [adjusted == ALT_STYLE ? "normally" : "casually"]"
changed = TRUE
@@ -114,15 +135,55 @@
if (blood_overlay)
. += blood_overlay
/obj/item/clothing/under/attackby(obj/item/attacking_item, mob/user, list/modifiers, list/attack_modifiers)
if(repair_sensors(attacking_item, user))
return TRUE
/obj/item/clothing/under/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(istype(tool, /obj/item/stack/cable_coil))
if(!repair_sensors(user))
return ITEM_INTERACT_BLOCKING
var/obj/item/stack/cable_coil/cabling = tool
cabling.use(1)
cabling.visible_message(span_notice("[user] repairs the suit sensors on [src] with [cabling]."))
return ITEM_INTERACT_SUCCESS
if(istype(attacking_item, /obj/item/clothing/accessory))
return attach_accessory(attacking_item, user)
if(istype(tool, /obj/item/clothing/accessory))
return attach_accessory(tool, user) ? ITEM_INTERACT_SUCCESS : ITEM_INTERACT_BLOCKING
if(istype(tool, /obj/item/suit_sensor))
if(has_sensor != NO_SENSORS)
balloon_alert(user, "already has sensors!")
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "installing sensors...")
if(!do_after(user, 5 SECONDS, target = src))
return ITEM_INTERACT_BLOCKING
var/obj/item/suit_sensor/sensor = tool
if(sensor.broken)
set_has_sensor(BROKEN_SENSORS)
else
set_has_sensor(HAS_SENSORS)
set_sensor_mode(sensor.sensor_mode)
qdel(tool)
balloon_alert(user, "sensors installed")
playsound(source = src, soundin = 'sound/effects/sparks/sparks4.ogg', vol = 50, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
return ITEM_INTERACT_SUCCESS
return ..()
/obj/item/clothing/under/wirecutter_act(mob/living/user, obj/item/tool)
if(has_sensor == NO_SENSORS)
balloon_alert(user, "doesn't have sensors!")
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "cutting out sensors...")
if(!do_after(user, 5 SECONDS, target = src))
return ITEM_INTERACT_BLOCKING
var/obj/item/suit_sensor/sensor = new (drop_location())
if(sensor.IsReachableBy(user))
user.put_in_hands(sensor)
if(has_sensor == BROKEN_SENSORS)
sensor.broken = TRUE
else
sensor.set_mode(sensor_mode)
set_has_sensor(NO_SENSORS)
return ITEM_INTERACT_SUCCESS
/obj/item/clothing/under/attack_hand_secondary(mob/user, params)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
@@ -144,7 +205,7 @@
if(damaged_state == CLOTHING_SHREDDED && has_sensor > NO_SENSORS)
break_sensors()
else if(damaged_state == CLOTHING_PRISTINE && has_sensor == BROKEN_SENSORS)
repair_sensors(cable_required = FALSE)
repair_sensors()
update_appearance()
/obj/item/clothing/under/visual_equipped(mob/user, slot)
@@ -189,23 +250,12 @@
/**
* Repair the suit sensors and update the mob's status on the global sensor list.
* Can be called either through player action such as repairing with coil, or as part of a general fixing proc
*
* Arguments:
* * attacking_item - the item being used for the repair, if any
* * user - mob that's doing the repair
* * cable_required - set to FALSE to bypass consuming cable coil
*/
/obj/item/clothing/under/proc/repair_sensors(obj/item/attacking_item, mob/user, cable_required = TRUE)
/obj/item/clothing/under/proc/repair_sensors(mob/user)
if(has_sensor != BROKEN_SENSORS)
return
if(cable_required)
if(!istype(attacking_item, /obj/item/stack/cable_coil))
return
var/obj/item/stack/cable_coil/cabling = attacking_item
if(!cabling.use(1))
return
cabling.visible_message(span_notice("[user] repairs the suit sensors on [src] with [cabling]."))
if(user)
balloon_alert(user, "sensors [has_sensor == NO_SENSORS ? "missing" : "not broken"]!")
return FALSE
playsound(source = src, soundin = 'sound/effects/sparks/sparks4.ogg', vol = 100, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE, ignore_walls = FALSE)
set_has_sensor(HAS_SENSORS)
@@ -393,6 +443,9 @@
. += "Its vital tracker appears to be enabled."
if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled."
else
. += span_tooltip("You can always get new suit sensors to install from a lathe.", "It isn't equipped with medical sensors.")
if(LAZYLEN(attached_accessories))
var/list/accessories = list_accessories_with_icon(user)
. += "It has [english_list(accessories)] attached."
@@ -414,14 +467,14 @@
if(!can_toggle_sensors(user_mob))
return
var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
var/switchMode = tgui_input_list(user_mob, "Select a sensor mode", "Suit Sensors", modes, modes[sensor_mode + 1])
if(isnull(switchMode))
var/current_mode_text = GLOB.suit_sensor_mode_to_defines[sensor_mode + 1]
var/new_mode = tgui_input_list(user_mob, "Select a sensor mode", "Suit Sensors", GLOB.suit_sensor_mode_to_defines, current_mode_text)
if(isnull(new_mode))
return
if(!can_toggle_sensors(user_mob))
return
set_sensor_mode(modes.Find(switchMode) - 1)
set_sensor_mode(GLOB.suit_sensor_mode_to_defines[new_mode])
if (loc == user_mob)
switch(sensor_mode)
if(SENSOR_OFF)

View File

@@ -157,6 +157,21 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
/mob/living/carbon/human/consistent/domutcheck()
return // We skipped adding any mutations so this runtimes
/mob/living/carbon/human/consistent/slow
#ifdef UNIT_TESTS
//unit test dummies should be very fast with actions
/mob/living/carbon/human/dummy/consistent/initialize_actionspeed()
add_or_update_variable_actionspeed_modifier(/datum/actionspeed_modifier/base, multiplicative_slowdown = -1)
/mob/living/carbon/human/consistent/initialize_actionspeed()
add_or_update_variable_actionspeed_modifier(/datum/actionspeed_modifier/base, multiplicative_slowdown = -1)
//this one gives us a small window of time for checks on asynced actions.
/mob/living/carbon/human/consistent/slow/initialize_actionspeed()
add_or_update_variable_actionspeed_modifier(/datum/actionspeed_modifier/base, multiplicative_slowdown = 0.1)
#endif
//Inefficient pooling/caching way.
GLOBAL_LIST_EMPTY(human_dummy_list)
GLOBAL_LIST_EMPTY(dummy_mob_list)

View File

@@ -495,6 +495,18 @@
)
departmental_flags = DEPARTMENT_BITFLAG_ENGINEERING | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/suit_sensor
name = "Suit Sensor"
id = "suit_sensor"
build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT)
build_path = /obj/item/suit_sensor
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_ASSEMBLIES,
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SECURITY
/datum/design/conveyor_belt
name = "Conveyor Belt"
id = "conveyor_belt"

View File

@@ -33,6 +33,7 @@
"jerrycan",
"reflex_hammer",
"blood_scanner",
"suit_sensor",
)
experiments_to_unlock = list(
/datum/experiment/autopsy/human,

View File

@@ -91,22 +91,25 @@
// Only followers of Asclepius have the ability to use Healing Touch and perform miracle feats of surgery.
// Prevents people from performing multiple simultaneous surgeries unless they're holding a Rod of Asclepius.
surgery.step_in_progress = TRUE
var/speed_mod = 1
var/fail_prob = 0//100 - fail_prob = success_prob
var/advance = FALSE
var/interaction_key = HAS_TRAIT(user, TRAIT_HIPPOCRATIC_OATH) ? target : DOAFTER_SOURCE_SURGERY
if(DOING_INTERACTION(user, interaction_key))
user.balloon_alert(user, "already doing surgery!")
return FALSE
if(!chem_check(target))
user.balloon_alert(user, "missing [LOWER_TEXT(get_chem_list())]!")
to_chat(user, span_warning("[target] is missing the [LOWER_TEXT(get_chem_list())] required to perform this surgery step!"))
surgery.step_in_progress = FALSE
return FALSE
if(preop(user, target, target_zone, tool, surgery) == SURGERY_STEP_FAIL)
update_surgery_mood(target, SURGERY_STATE_FAILURE)
surgery.step_in_progress = FALSE
return FALSE
surgery.step_in_progress = TRUE
var/speed_mod = 1
var/fail_prob = 0//100 - fail_prob = success_prob
var/advance = FALSE
update_surgery_mood(target, SURGERY_STATE_STARTED)
play_preop_sound(user, target, target_zone, tool, surgery) // Here because most steps overwrite preop
@@ -153,7 +156,7 @@
var/was_sleeping = (target.stat != DEAD && target.IsSleeping())
if(do_after(user, modded_time, target = target, interaction_key = user.has_status_effect(/datum/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.
if(do_after(user, modded_time, target = target, interaction_key = interaction_key)) //If we have the hippocratic oath, we can perform one surgery on each target, otherwise we can only do one surgery in total.
if((prob(100-fail_prob) || (iscyborg(user) && !silicons_obey_prob)) && !try_to_fail)
if(success(user, target, target_zone, tool, surgery))

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@@ -306,6 +306,7 @@
#include "stuns.dm"
#include "style_hotswapping.dm"
#include "subsystem_init.dm"
#include "suit_sensor.dm"
#include "suit_storage_icons.dm"
#include "surgeries.dm"
#include "syringe_gun.dm"

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@@ -57,4 +57,4 @@
butcher.put_in_active_hand(gun, forced = TRUE)
click_wrapper(butcher, meat, list(RIGHT_CLICK = TRUE, BUTTON = RIGHT_CLICK))
TEST_ASSERT(DOING_INTERACTION(butcher, meat), "The butcher did not start butchering the monkey when using a bayonetted weapon.")
TEST_ASSERT(QDELETED(meat), "The butcher did not butchering the monkey when using a bayonetted weapon.")

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@@ -0,0 +1,43 @@
///Test that ensures that basic functions and interactions around suit sensors are working
/datum/unit_test/suit_sensor
/datum/unit_test/suit_sensor/Run()
var/mob/living/carbon/human/consistent/dummy = allocate(__IMPLIED_TYPE__)
var/obj/item/clothing/under/sensor_test/under = allocate(__IMPLIED_TYPE__)
dummy.equip_to_slot_or_del(under, ITEM_SLOT_ICLOTHING)
TEST_ASSERT(under.set_sensor_mode(SENSOR_LIVING), "couldn't set the suit sensor mode to '[GLOB.suit_sensor_mode_to_defines[SENSOR_LIVING + 1]]'")
TEST_ASSERT((dummy in GLOB.suit_sensors_list), "couldn't find the dummy in the GLOB.suit_sensors_list")
var/obj/item/wirecutters/cutter = allocate(__IMPLIED_TYPE__)
dummy.put_in_active_hand(cutter, forced = TRUE)
click_wrapper(dummy, under) //cut sensor
TEST_ASSERT_EQUAL(under.has_sensor, NO_SENSORS, "couldn't properly cut suit sensor from the jumpsuit")
var/obj/item/suit_sensor/sensor = dummy.is_holding_item_of_type(__IMPLIED_TYPE__)
TEST_ASSERT(sensor, "dummy isn't holding the cut sensor")
//we set it to sensor_living before, remember?
TEST_ASSERT_EQUAL(sensor.sensor_mode, SENSOR_LIVING, "cut sensor isn't set to '[GLOB.suit_sensor_mode_to_defines[SENSOR_LIVING + 1]]'")
TEST_ASSERT(sensor.set_mode(SENSOR_OFF), "couldn't set cut sensor's mode to '[GLOB.suit_sensor_mode_to_defines[SENSOR_OFF + 1]]'")
sensor.emp_act(EMP_HEAVY)
TEST_ASSERT(sensor.broken, "cut sensor wasn't broken by EMP")
dummy.dropItemToGround(cutter) //thank you for your service, wirecutters o7
var/obj/item/stack/cable_coil/thirty/coil = allocate(__IMPLIED_TYPE__)
dummy.put_in_active_hand(coil, forced = TRUE)
click_wrapper(dummy, sensor) //fix sensor
TEST_ASSERT(!sensor.broken, "cut sensor couldn't be fixed by cable coil")
dummy.swap_hand(dummy.get_held_index_of_item(sensor))
click_wrapper(dummy, under) //install sensor
TEST_ASSERT_EQUAL(under.has_sensor, HAS_SENSORS, "couldn't properly install suit sensor on the jumpsuit")
under.emp_act(EMP_HEAVY)
TEST_ASSERT_EQUAL(under.has_sensor, BROKEN_SENSORS, "the jumpsuit sensor wasn't broken by EMP")
dummy.swap_hand(dummy.get_held_index_of_item(coil))
click_wrapper(dummy, under) //fix sensor, again
TEST_ASSERT_EQUAL(under.has_sensor, HAS_SENSORS, "couldn't fix the jumpsuit sensor with cable coil")
/obj/item/clothing/under/sensor_test
random_sensor = FALSE

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@@ -68,7 +68,7 @@
TEST_ASSERT_EQUAL(alice.facial_hair_color, COLOR_LIGHT_BROWN, "Bob's head was transplanted onto Alice's body, but their facial hair color is not COLOR_LIGHT_BROWN")
/datum/unit_test/multiple_surgeries/Run()
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent/slow)
var/mob/living/carbon/human/patient_zero = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/patient_one = allocate(/mob/living/carbon/human/consistent)

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@@ -4156,6 +4156,7 @@
#include "code\modules\clothing\suits\wetfloor.dm"
#include "code\modules\clothing\suits\wintercoats.dm"
#include "code\modules\clothing\suits\wiz_robe.dm"
#include "code\modules\clothing\under\_suit_sensor.dm"
#include "code\modules\clothing\under\_under.dm"
#include "code\modules\clothing\under\color.dm"
#include "code\modules\clothing\under\costume.dm"