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## About The Pull Request TRAIT_DISSECTED has had the surgical speed boost moved over to TRAIT_SURGICALLY_ANALYZED. TRAIT_DISSECTED now tracks if we can do an autopsy on the same body again, and blocks further autopsies if it is on the mob. A mob that comes back to life loses TRAIT_DISSECTED. This allows for mobs to be autopsied once again. Since it is completely redundant now (and was the whole time TBH), dissections have been removed in favour of just having the experiment track autopsies. Fixes https://github.com/tgstation/tgstation/issues/76775 ## Why It's Good For The Game Today I showed up to a round where someone autopsied all the bodies in the morgue, not realizing they were using the wrong surgery. Since I couldn't _redo_ the surgery, this rendered all these bodies useless. This was not out of maliciousness, they just didn't know better. There are two autopsies in the surgery list, but only one is valid for the experiment and doing the wrong one blocks _both surgeries_. Dissection is completely useless outside of experiments. This same issue also prevents additional autopsies on the same person, even if they had come back to life and died again after you had done the initial autopsy. Surely you would want to do more than one autopsy, right? That's two separate deaths! This resolves that by giving you a method of redoing any screwups on the same corpse if necessary. It only matters if the experiment is available anyway, so there isn't much reason to punish players unduly just because they weren't aware science hadn't hit a button on their side (especially since it isn't communicated to the coroner in any way to begin with). It also removes a completely useless surgery and ties in the experiment to what the coroner is already going to be doing. They can dissect their corpses to their hearts content without worrying about retribution from science for doing so. In addition, someone repeatedly dying can continue to have autopsies done on them over the course of the round. The surgery bonus only applies once, so the only reason to do autopsies after the first is to discover what might have killed someone. No reason this should block further surgeries, just block surgeries when the person remains a corpse. ## Changelog 🆑 fix: You can do autopsies on people who were revived and died again after they had already been dissected. qol: Autopsies have become the surgery needed to complete the dissection experiments. As a result, the dissection surgery has been removed as it is now redundant. qol: A coroner knows whether someone has been autopsied and recently dissected (and thus hasn't been revived) by examining them. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
616 lines
23 KiB
Plaintext
616 lines
23 KiB
Plaintext
/obj/item/retractor
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name = "retractor"
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desc = "Retracts stuff."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "retractor"
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inhand_icon_state = "retractor"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5)
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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tool_behaviour = TOOL_RETRACTOR
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toolspeed = 1
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/obj/item/retractor/augment
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desc = "Micro-mechanical manipulator for retracting stuff."
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toolspeed = 0.5
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/obj/item/hemostat
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name = "hemostat"
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desc = "You think you have seen this before."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "hemostat"
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inhand_icon_state = "hemostat"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25)
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("attacks", "pinches")
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attack_verb_simple = list("attack", "pinch")
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tool_behaviour = TOOL_HEMOSTAT
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toolspeed = 1
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/obj/item/hemostat/augment
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desc = "Tiny servos power a pair of pincers to stop bleeding."
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toolspeed = 0.5
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/obj/item/cautery
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name = "cautery"
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desc = "This stops bleeding."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "cautery"
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inhand_icon_state = "cautery"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/glass = SMALL_MATERIAL_AMOUNT*7.5)
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("burns")
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attack_verb_simple = list("burn")
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tool_behaviour = TOOL_CAUTERY
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toolspeed = 1
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/obj/item/cautery/ignition_effect(atom/ignitable_atom, mob/user)
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. = span_notice("[user] touches the end of [src] to \the [ignitable_atom], igniting it with a puff of smoke.")
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/obj/item/cautery/augment
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desc = "A heated element that cauterizes wounds."
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toolspeed = 0.5
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/obj/item/cautery/advanced
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name = "searing tool"
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desc = "It projects a high power laser used for medical applications."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "e_cautery"
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inhand_icon_state = "e_cautery"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/uranium = SHEET_MATERIAL_AMOUNT*1.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*1.5)
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hitsound = 'sound/items/welder.ogg'
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.7
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light_system = MOVABLE_LIGHT
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light_range = 1
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light_color = COLOR_SOFT_RED
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/obj/item/cautery/advanced/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/transforming, \
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force_on = force, \
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throwforce_on = throwforce, \
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hitsound_on = hitsound, \
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w_class_on = w_class, \
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clumsy_check = FALSE, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Toggles between drill and cautery and gives feedback to the user.
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*/
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/obj/item/cautery/advanced/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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tool_behaviour = (active ? TOOL_DRILL : TOOL_CAUTERY)
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balloon_alert(user, "lenses set to [active ? "drill" : "mend"]")
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playsound(user ? user : src, 'sound/weapons/tap.ogg', 50, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/cautery/advanced/examine()
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. = ..()
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. += span_notice("It's set to [tool_behaviour == TOOL_CAUTERY ? "mending" : "drilling"] mode.")
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/obj/item/surgicaldrill
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name = "surgical drill"
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desc = "You can drill using this item. You dig?"
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "drill"
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inhand_icon_state = "drill"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/weapons/circsawhit.ogg'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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force = 15
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demolition_mod = 0.5
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb_continuous = list("drills")
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attack_verb_simple = list("drill")
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tool_behaviour = TOOL_DRILL
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toolspeed = 1
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sharpness = SHARP_POINTY
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wound_bonus = 10
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bare_wound_bonus = 10
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/obj/item/surgicaldrill/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/eyestab)
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/obj/item/surgicaldrill/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] rams [src] into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!"))
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addtimer(CALLBACK(user, TYPE_PROC_REF(/mob/living/carbon, gib), null, null, TRUE, TRUE), 25)
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user.SpinAnimation(3, 10)
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playsound(user, 'sound/machines/juicer.ogg', 20, TRUE)
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return MANUAL_SUICIDE
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/obj/item/surgicaldrill/augment
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desc = "Effectively a small power drill contained within your arm. May or may not pierce the heavens."
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hitsound = 'sound/weapons/circsawhit.ogg'
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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/obj/item/scalpel
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name = "scalpel"
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desc = "Cut, cut, and once more cut."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "scalpel"
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inhand_icon_state = "scalpel"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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force = 10
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demolition_mod = 0.25
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w_class = WEIGHT_CLASS_TINY
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
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attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
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attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = SHARP_EDGED
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tool_behaviour = TOOL_SCALPEL
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toolspeed = 1
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wound_bonus = 10
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bare_wound_bonus = 15
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/obj/item/scalpel/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 8 SECONDS * toolspeed, \
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effectiveness = 100, \
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bonus_modifier = 0, \
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)
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AddElement(/datum/element/eyestab)
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/obj/item/scalpel/augment
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desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
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toolspeed = 0.5
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/obj/item/scalpel/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return BRUTELOSS
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/obj/item/circular_saw
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name = "circular saw"
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desc = "For heavy duty cutting."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "saw"
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inhand_icon_state = "saw"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/weapons/circsawhit.ogg'
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mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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force = 15
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 9
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throw_speed = 2
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throw_range = 5
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
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attack_verb_continuous = list("attacks", "slashes", "saws", "cuts")
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attack_verb_simple = list("attack", "slash", "saw", "cut")
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sharpness = SHARP_EDGED
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tool_behaviour = TOOL_SAW
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toolspeed = 1
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wound_bonus = 15
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bare_wound_bonus = 10
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/obj/item/circular_saw/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 4 SECONDS * toolspeed, \
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effectiveness = 100, \
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bonus_modifier = 5, \
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butcher_sound = 'sound/weapons/circsawhit.ogg', \
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)
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//saws are very accurate and fast at butchering
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/obj/item/circular_saw/augment
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desc = "A small but very fast spinning saw. It rips and tears until it is done."
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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/obj/item/surgical_drapes
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name = "surgical drapes"
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desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "surgical_drapes"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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inhand_icon_state = "drapes"
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("slaps")
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attack_verb_simple = list("slap")
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/obj/item/surgical_drapes/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/surgery_initiator)
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/obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries
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name = "surgical processor"
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desc = "A device for scanning and initiating surgeries from a disk or operating computer."
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icon = 'icons/obj/device.dmi'
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icon_state = "surgical_processor"
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item_flags = NOBLUDGEON
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// List of surgeries downloaded into the device.
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var/list/loaded_surgeries = list()
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// If a surgery has been downloaded in. Will cause the display to have a noticeable effect - helps to realize you forgot to load anything in.
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var/downloaded = TRUE
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/obj/item/surgical_processor/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/surgery_initiator)
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/obj/item/surgical_processor/examine(mob/user)
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. = ..()
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. += span_notice("Equip the processor in one of your active modules to access downloaded advanced surgeries.")
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. += span_boldnotice("Advanced surgeries available:")
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//list of downloaded surgeries' names
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var/list/surgeries_names = list()
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for(var/datum/surgery/downloaded_surgery as anything in loaded_surgeries)
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if(initial(downloaded_surgery.replaced_by) in loaded_surgeries) //if a surgery has a better version replacing it, we don't include it in the list
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continue
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surgeries_names += "[initial(downloaded_surgery.name)]"
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. += span_notice("[english_list(surgeries_names)]")
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/obj/item/surgical_processor/equipped(mob/user, slot, initial)
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. = ..()
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if(!(slot & ITEM_SLOT_HANDS))
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UnregisterSignal(user, COMSIG_SURGERY_STARTING)
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return
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RegisterSignal(user, COMSIG_SURGERY_STARTING, PROC_REF(check_surgery))
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/obj/item/surgical_processor/dropped(mob/user, silent)
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. = ..()
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UnregisterSignal(user, COMSIG_SURGERY_STARTING)
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/obj/item/surgical_processor/cyborg_unequip(mob/user)
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. = ..()
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UnregisterSignal(user, COMSIG_SURGERY_STARTING)
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/obj/item/surgical_processor/afterattack(atom/design_holder, mob/user, proximity)
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if(!proximity)
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return ..()
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if(!istype(design_holder, /obj/item/disk/surgery) && !istype(design_holder, /obj/machinery/computer/operating))
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return ..()
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balloon_alert(user, "copying designs...")
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playsound(src, 'sound/machines/terminal_processing.ogg', 25, TRUE)
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if(do_after(user, 1 SECONDS, target = design_holder))
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if(istype(design_holder, /obj/item/disk/surgery))
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var/obj/item/disk/surgery/surgery_disk = design_holder
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loaded_surgeries |= surgery_disk.surgeries
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else
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var/obj/machinery/computer/operating/surgery_computer = design_holder
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loaded_surgeries |= surgery_computer.advanced_surgeries
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playsound(src, 'sound/machines/terminal_success.ogg', 25, TRUE)
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downloaded = TRUE
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update_appearance(UPDATE_OVERLAYS)
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return TRUE
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/obj/item/surgical_processor/update_overlays()
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. = ..()
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if(downloaded)
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. += mutable_appearance(src.icon, "+downloaded")
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/obj/item/surgical_processor/proc/check_surgery(mob/user, datum/surgery/surgery, mob/patient)
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SIGNAL_HANDLER
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if(surgery.replaced_by in loaded_surgeries)
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return COMPONENT_CANCEL_SURGERY
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if(surgery.type in loaded_surgeries)
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return COMPONENT_FORCE_SURGERY
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/obj/item/scalpel/advanced
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name = "laser scalpel"
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desc = "An advanced scalpel which uses laser technology to cut."
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icon_state = "e_scalpel"
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inhand_icon_state = "e_scalpel"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =SMALL_MATERIAL_AMOUNT * 2, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*2)
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hitsound = 'sound/weapons/blade1.ogg'
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force = 16
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.7
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light_system = MOVABLE_LIGHT
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light_range = 1
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light_color = LIGHT_COLOR_BLUE
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sharpness = SHARP_EDGED
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/obj/item/scalpel/advanced/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/transforming, \
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force_on = force + 1, \
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throwforce_on = throwforce, \
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throw_speed_on = throw_speed, \
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sharpness_on = sharpness, \
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hitsound_on = hitsound, \
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w_class_on = w_class, \
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clumsy_check = FALSE, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Toggles between saw and scalpel and updates the light / gives feedback to the user.
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*/
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/obj/item/scalpel/advanced/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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if(active)
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tool_behaviour = TOOL_SAW
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set_light_range(2)
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else
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tool_behaviour = TOOL_SCALPEL
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set_light_range(1)
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balloon_alert(user, "[active ? "enabled" : "disabled"] bone-cutting mode")
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playsound(user ? user : src, 'sound/machines/click.ogg', 50, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/scalpel/advanced/examine()
|
|
. = ..()
|
|
. += span_notice("It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode.")
|
|
|
|
/obj/item/retractor/advanced
|
|
name = "mechanical pinches"
|
|
desc = "An agglomerate of rods and gears."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5)
|
|
icon_state = "adv_retractor"
|
|
inhand_icon_state = "adv_retractor"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
toolspeed = 0.7
|
|
|
|
/obj/item/retractor/advanced/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
force_on = force, \
|
|
throwforce_on = throwforce, \
|
|
hitsound_on = hitsound, \
|
|
w_class_on = w_class, \
|
|
clumsy_check = FALSE, \
|
|
)
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
|
|
|
|
/*
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*
|
|
* Toggles between retractor and hemostat and gives feedback to the user.
|
|
*/
|
|
/obj/item/retractor/advanced/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
tool_behaviour = (active ? TOOL_HEMOSTAT : TOOL_RETRACTOR)
|
|
balloon_alert(user, "gears set to [active ? "clamp" : "retract"]")
|
|
playsound(user ? user : src, 'sound/items/change_drill.ogg', 50, TRUE)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/retractor/advanced/examine()
|
|
. = ..()
|
|
. += span_notice("It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"].")
|
|
|
|
/obj/item/shears
|
|
name = "amputation shears"
|
|
desc = "A type of heavy duty surgical shears used for achieving a clean separation between limb and patient. Keeping the patient still is imperative to be able to secure and align the shears."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "shears"
|
|
flags_1 = CONDUCT_1
|
|
item_flags = SURGICAL_TOOL
|
|
toolspeed = 1
|
|
force = 12
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
throwforce = 6
|
|
throw_speed = 2
|
|
throw_range = 5
|
|
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*4, /datum/material/titanium=SHEET_MATERIAL_AMOUNT*3)
|
|
attack_verb_continuous = list("shears", "snips")
|
|
attack_verb_simple = list("shear", "snip")
|
|
sharpness = SHARP_EDGED
|
|
custom_premium_price = PAYCHECK_CREW * 14
|
|
|
|
/obj/item/shears/attack(mob/living/amputee, mob/living/user)
|
|
if(!iscarbon(amputee) || user.combat_mode)
|
|
return ..()
|
|
|
|
if(user.zone_selected == BODY_ZONE_CHEST)
|
|
return ..()
|
|
|
|
var/mob/living/carbon/patient = amputee
|
|
|
|
if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
|
|
to_chat(user, span_warning("The patient's limbs look too sturdy to amputate."))
|
|
return
|
|
|
|
var/candidate_name
|
|
var/obj/item/organ/external/tail_snip_candidate
|
|
var/obj/item/bodypart/limb_snip_candidate
|
|
|
|
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN)
|
|
tail_snip_candidate = patient.get_organ_slot(ORGAN_SLOT_EXTERNAL_TAIL)
|
|
if(!tail_snip_candidate)
|
|
to_chat(user, span_warning("[patient] does not have a tail."))
|
|
return
|
|
candidate_name = tail_snip_candidate.name
|
|
|
|
else
|
|
limb_snip_candidate = patient.get_bodypart(check_zone(user.zone_selected))
|
|
if(!limb_snip_candidate)
|
|
to_chat(user, span_warning("[patient] is already missing that limb, what more do you want?"))
|
|
return
|
|
candidate_name = limb_snip_candidate.name
|
|
|
|
var/amputation_speed_mod = 1
|
|
|
|
patient.visible_message(span_danger("[user] begins to secure [src] around [patient]'s [candidate_name]."), span_userdanger("[user] begins to secure [src] around your [candidate_name]!"))
|
|
playsound(get_turf(patient), 'sound/items/ratchet.ogg', 20, TRUE)
|
|
if(patient.stat >= UNCONSCIOUS || HAS_TRAIT(patient, TRAIT_INCAPACITATED)) //if you're incapacitated (due to paralysis, a stun, being in staminacrit, etc.), critted, unconscious, or dead, it's much easier to properly line up a snip
|
|
amputation_speed_mod *= 0.5
|
|
if(patient.stat != DEAD && patient.has_status_effect(/datum/status_effect/jitter)) //jittering will make it harder to secure the shears, even if you can't otherwise move
|
|
amputation_speed_mod *= 1.5 //15*0.5*1.5=11.25, so staminacritting someone who's jittering (from, say, a stun baton) won't give you enough time to snip their head off, but staminacritting someone who isn't jittering will
|
|
|
|
if(do_after(user, toolspeed * 15 SECONDS * amputation_speed_mod, target = patient))
|
|
playsound(get_turf(patient), 'sound/weapons/bladeslice.ogg', 250, TRUE)
|
|
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN) //OwO
|
|
tail_snip_candidate.Remove(patient)
|
|
tail_snip_candidate.forceMove(get_turf(patient))
|
|
else
|
|
limb_snip_candidate.dismember()
|
|
user.visible_message(span_danger("[src] violently slams shut, amputating [patient]'s [candidate_name]."), span_notice("You amputate [patient]'s [candidate_name] with [src]."))
|
|
|
|
if(HAS_MIND_TRAIT(user, TRAIT_MORBID)) //Freak
|
|
user.add_mood_event("morbid_dismemberment", /datum/mood_event/morbid_dismemberment)
|
|
|
|
/obj/item/shears/suicide_act(mob/living/carbon/user)
|
|
user.visible_message(span_suicide("[user] is pinching [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
var/timer = 1 SECONDS
|
|
for(var/obj/item/bodypart/thing in user.bodyparts)
|
|
if(thing.body_part == CHEST)
|
|
continue
|
|
addtimer(CALLBACK(thing, TYPE_PROC_REF(/obj/item/bodypart/, dismember)), timer)
|
|
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), user, 'sound/weapons/bladeslice.ogg', 70), timer)
|
|
timer += 1 SECONDS
|
|
sleep(timer)
|
|
return BRUTELOSS
|
|
|
|
/obj/item/bonesetter
|
|
name = "bonesetter"
|
|
desc = "For setting things right."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "bonesetter"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25)
|
|
flags_1 = CONDUCT_1
|
|
item_flags = SURGICAL_TOOL
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
attack_verb_continuous = list("corrects", "properly sets")
|
|
attack_verb_simple = list("correct", "properly set")
|
|
tool_behaviour = TOOL_BONESET
|
|
toolspeed = 1
|
|
|
|
/obj/item/blood_filter
|
|
name = "blood filter"
|
|
desc = "For filtering the blood."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "bloodfilter"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT, /datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5)
|
|
item_flags = SURGICAL_TOOL
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
attack_verb_continuous = list("pumps", "siphons")
|
|
attack_verb_simple = list("pump", "siphon")
|
|
tool_behaviour = TOOL_BLOODFILTER
|
|
toolspeed = 1
|
|
/// Assoc list of chem ids to names, used for deciding which chems to filter when used for surgery
|
|
var/list/whitelist = list()
|
|
|
|
/obj/item/blood_filter/ui_interact(mob/user, datum/tgui/ui)
|
|
ui = SStgui.try_update_ui(user, src, ui)
|
|
if(!ui)
|
|
ui = new(user, src, "BloodFilter", name)
|
|
ui.open()
|
|
|
|
/obj/item/blood_filter/ui_data(mob/user)
|
|
var/list/data = list()
|
|
var/list/chem_names = list()
|
|
for(var/key in whitelist)
|
|
chem_names += whitelist[key]
|
|
data["whitelist"] = chem_names
|
|
return data
|
|
|
|
/obj/item/blood_filter/ui_act(action, params)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
. = TRUE
|
|
switch(action)
|
|
if("add")
|
|
var/selected_reagent = tgui_input_list(usr, "Select reagent to filter", "Whitelist reagent", GLOB.chemical_name_list)
|
|
if(!selected_reagent)
|
|
return TRUE
|
|
|
|
var/chem_id = get_chem_id(selected_reagent)
|
|
if(!chem_id)
|
|
return TRUE
|
|
|
|
if(!(chem_id in whitelist))
|
|
whitelist[chem_id] = selected_reagent
|
|
|
|
|
|
|
|
if("remove")
|
|
var/chem_name = params["reagent"]
|
|
var/chem_id = get_chem_id(chem_name)
|
|
whitelist -= chem_id
|
|
|
|
/*
|
|
* Cruel Surgery Tools
|
|
*
|
|
* This variety of tool has the CRUEL_IMPLEMENT flag.
|
|
*
|
|
* Bonuses if the surgery is being done by a morbid user and it is of their interest.
|
|
*
|
|
* Morbid users are interested in; autospies, revival surgery, plastic surgery, organ/feature manipulations, amputations
|
|
*
|
|
* Otherwise, normal tool.
|
|
*/
|
|
|
|
/obj/item/retractor/cruel
|
|
name = "twisted retractor"
|
|
desc = "Helps reveal secrets that would rather stay buried."
|
|
icon_state = "cruelretractor"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/hemostat/cruel
|
|
name = "cruel hemostat"
|
|
desc = "Clamping bleeders, but not so good at fixing breathers."
|
|
icon_state = "cruelhemostat"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/cautery/cruel
|
|
name = "savage cautery"
|
|
desc = "Chalk this one up as another successful vivisection."
|
|
icon_state = "cruelcautery"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/scalpel/cruel
|
|
name = "hungry scalpel"
|
|
desc = "I remember every time I hold you. My born companion..."
|
|
icon_state = "cruelscalpel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/scalpel/cruel/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/bane, mob_biotypes = MOB_UNDEAD, damage_multiplier = 1) //Just in case one of the tennants get uppity
|