Files
Bubberstation/code/modules/mining/equipment/mining_tools.dm
Lamb 3c0159b143 replaces surgical and coroner duffels with surgery trays and medical carts, resprites razor (#77975)
## About The Pull Request
replaces all instances of surgical duffels with surgery trays, and all
coroner duffels with morgue surgical trays.
they contain about the same items, with surgical trays/carts also having
bone gel and tape, since their list of holdable items is much more
limited.
the surgery tray is a diagetic storage unit that displays any surgery
tool it's holding in a small, almost world-state esque form on top of
it. it can be carried around by dragging it on to yourself, but it will
slow you down like an unzipped duffel would. it can also be deployed by
activating it, and pulled around, but it will roll noisily in the
process.
currently, all tool tiers are supported - from alien, to advanced, to
cruel, to normal.

![image](https://github.com/tgstation/tgstation/assets/110322848/5b31767e-de27-4352-b2bf-89cde06a7b5c)
here you can see just a few of the possible combinations of tools -
default, default morgue, advanced, and alien. but any combination of
these tools should work together somewhat cleanly, as you can see here:

![image](https://github.com/tgstation/tgstation/assets/110322848/12ae3501-44bc-41a5-b4f4-d01c05cc6038)
also adds a medical razor variant, because otherwise they wouldn't fit
with the look of the other tools on the tray, before and after here:

![image](https://github.com/tgstation/tgstation/assets/110322848/c71af9ed-e9bb-40ff-81b8-0395d8afdf5a)
## Why It's Good For The Game
having constantly visible tool storage like this means you don't have to
worry about the one tool you need from the bag being stolen - if it is,
you can see it before an operation starts, and plan around that! it also
gives a little flexibility to mappers - if they'd like a more mobile
cart for their medbay, or if they'd like the somewhat stationary tray.
it also plain looks cool, and isn't quite as clunky as a duffelbag would
be.
## Changelog
🆑
add: adds medical carts and surgery trays
image: gives the surgery razor a unique sprite
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-04 00:58:11 +02:00

380 lines
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/*****************Pickaxes & Drills & Shovels****************/
/obj/item/pickaxe
name = "pickaxe"
icon = 'icons/obj/mining.dmi'
icon_state = "pickaxe"
inhand_icon_state = "pickaxe"
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 15
throwforce = 10
demolition_mod = 1.15
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
tool_behaviour = TOOL_MINING
toolspeed = 1
usesound = list('sound/effects/picaxe1.ogg', 'sound/effects/picaxe2.ogg', 'sound/effects/picaxe3.ogg')
attack_verb_continuous = list("hits", "pierces", "slices", "attacks")
attack_verb_simple = list("hit", "pierce", "slice", "attack")
/obj/item/pickaxe/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] begins digging into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!"))
if(use_tool(user, user, 30, volume=50))
return BRUTELOSS
user.visible_message(span_suicide("[user] couldn't do it!"))
return SHAME
/obj/item/pickaxe/rusted
name = "rusty pickaxe"
desc = "A pickaxe that's been left to rust."
attack_verb_continuous = list("ineffectively hits")
attack_verb_simple = list("ineffectively hit")
force = 1
throwforce = 1
/obj/item/pickaxe/mini
name = "compact pickaxe"
desc = "A smaller, compact version of the standard pickaxe."
icon_state = "minipick"
worn_icon_state = "pickaxe"
force = 10
throwforce = 7
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT)
/obj/item/pickaxe/silver
name = "silver-plated pickaxe"
icon_state = "spickaxe"
inhand_icon_state = "spickaxe"
toolspeed = 0.5 //mines faster than a normal pickaxe, bought from mining vendor
desc = "A silver-plated pickaxe that mines slightly faster than standard-issue."
force = 17
/obj/item/pickaxe/diamond
name = "diamond-tipped pickaxe"
icon_state = "dpickaxe"
inhand_icon_state = "dpickaxe"
toolspeed = 0.3
desc = "A pickaxe with a diamond pick head. Extremely robust at cracking rock walls and digging up dirt."
force = 19
/obj/item/pickaxe/drill
name = "mining drill"
icon_state = "handdrill"
inhand_icon_state = "handdrill"
slot_flags = ITEM_SLOT_BELT
toolspeed = 0.6 //available from roundstart, faster than a pickaxe.
usesound = 'sound/weapons/drill.ogg'
hitsound = 'sound/weapons/drill.ogg'
desc = "An electric mining drill for the especially scrawny."
/obj/item/pickaxe/drill/cyborg
name = "cyborg mining drill"
desc = "An integrated electric mining drill."
flags_1 = NONE
/obj/item/pickaxe/drill/cyborg/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CYBORG_ITEM_TRAIT)
/obj/item/pickaxe/drill/diamonddrill
name = "diamond-tipped mining drill"
icon_state = "diamonddrill"
inhand_icon_state = "diamonddrill"
toolspeed = 0.2
desc = "Yours is the drill that will pierce the heavens!"
/obj/item/pickaxe/drill/cyborg/diamond //This is the BORG version!
name = "diamond-tipped cyborg mining drill" //To inherit the NODROP_1 flag, and easier to change borg specific drill mechanics.
icon_state = "diamonddrill"
inhand_icon_state = "diamonddrill"
toolspeed = 0.2
/obj/item/pickaxe/drill/jackhammer
name = "sonic jackhammer"
icon_state = "jackhammer"
inhand_icon_state = "jackhammer"
toolspeed = 0.1 //the epitome of powertools. extremely fast mining
usesound = 'sound/weapons/sonic_jackhammer.ogg'
hitsound = 'sound/weapons/sonic_jackhammer.ogg'
desc = "Cracks rocks with sonic blasts."
/obj/item/pickaxe/improvised
name = "improvised pickaxe"
desc = "A pickaxe made with a knife and crowbar taped together, how does it not break?"
icon_state = "ipickaxe"
inhand_icon_state = "ipickaxe"
worn_icon_state = "pickaxe"
force = 10
throwforce = 7
toolspeed = 3 //3 times slower than a normal pickaxe
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6) //This number used to be insane and I'm just going to save your sanity and not tell you what it was.
/obj/item/shovel
name = "shovel"
desc = "A large tool for digging and moving dirt."
icon = 'icons/obj/mining.dmi'
icon_state = "shovel"
inhand_icon_state = "shovel"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
force = 8
throwforce = 4
tool_behaviour = TOOL_SHOVEL
toolspeed = 1
usesound = 'sound/effects/shovel_dig.ogg'
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5)
attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
sharpness = SHARP_EDGED
/obj/item/shovel/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 15 SECONDS, \
effectiveness = 40, \
)
//it's sharp, so it works, but barely.
/obj/item/shovel/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] begins digging their own grave! It looks like [user.p_theyre()] trying to commit suicide!"))
if(use_tool(user, user, 30, volume=50))
return BRUTELOSS
user.visible_message(span_suicide("[user] couldn't do it!"))
return SHAME
/obj/item/shovel/spade
name = "spade"
desc = "A small tool for digging and moving dirt."
icon_state = "spade"
inhand_icon_state = "spade"
lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi'
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
/obj/item/shovel/serrated
name = "serrated bone shovel"
desc = "A wicked tool that cleaves through dirt just as easily as it does flesh. The design was styled after ancient lavaland tribal designs. \
It seems less capable of harming inorganic creatures. Who knows why."
icon_state = "shovel_bone"
worn_icon_state = "shovel_serr"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
force = 10
throwforce = 12
w_class = WEIGHT_CLASS_NORMAL
tool_behaviour = TOOL_SHOVEL // hey, it's serrated.
toolspeed = 0.3
attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
attack_verb_simple = list("slash", "impale", "stab", "slice")
sharpness = SHARP_EDGED
item_flags = CRUEL_IMPLEMENT
/obj/item/shovel/serrated/Initialize(mapload)
. = ..()
AddElement(/datum/element/bane, mob_biotypes = MOB_ORGANIC, damage_multiplier = 1) //You may be horridly cursed now, but at least you kill the living a whole lot more easily!
/obj/item/shovel/serrated/examine(mob/user)
. = ..()
if( !(user.mind && HAS_TRAIT(user.mind, TRAIT_MORBID)) )
return
. += span_deadsay("You feel an intense, strange craving to 'dig' straight through living flesh with this shovel. Why else would it be serrated? The thought is mesmerizing...")
// Coroner mail version
/obj/item/shovel/serrated/dull
name = "dull bone shovel"
desc = "An ancient, dull bone shovel with a strange design and markings. Visually, it seems pretty weak, but you get the feeling there's more to it than meets the eye..."
force = 8
throwforce = 10
toolspeed = 0.8
/obj/item/trench_tool
name = "entrenching tool"
desc = "The multi-purpose tool you always needed."
icon = 'icons/obj/mining.dmi'
icon_state = "trench_tool"
inhand_icon_state = "trench_tool"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
flags_1 = CONDUCT_1
force = 15
throwforce = 6
w_class = WEIGHT_CLASS_SMALL
tool_behaviour = TOOL_WRENCH
toolspeed = 0.75
usesound = 'sound/items/ratchet.ogg'
attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
wound_bonus = 10
/obj/item/trench_tool/get_all_tool_behaviours()
return list(TOOL_MINING, TOOL_SHOVEL, TOOL_WRENCH)
/obj/item/trench_tool/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/trench_tool/examine(mob/user)
. = ..()
. += span_notice("Use in hand to switch configuration.")
. += span_notice("It functions as a [tool_behaviour] tool.")
. += span_danger("<i>This weapon has no random critical hits.</i>")
/obj/item/trench_tool/update_icon_state()
. = ..()
switch(tool_behaviour)
if(TOOL_WRENCH)
icon_state = inhand_icon_state = initial(icon_state)
if(TOOL_SHOVEL)
icon_state = inhand_icon_state = "[initial(icon_state)]_shovel"
if(TOOL_MINING)
icon_state = inhand_icon_state = "[initial(icon_state)]_pick"
/obj/item/trench_tool/attack_self(mob/user, modifiers)
. = ..()
if(!user)
return
var/list/tool_list = list(
"Wrench" = image(icon = icon, icon_state = "trench_tool"),
"Shovel" = image(icon = icon, icon_state = "trench_tool_shovel"),
"Pick" = image(icon = icon, icon_state = "trench_tool_pick"),
)
var/tool_result = show_radial_menu(user, src, tool_list, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user) || !tool_result)
return
switch(tool_result)
if("Wrench")
tool_behaviour = TOOL_WRENCH
sharpness = NONE
toolspeed = 0.75
w_class = WEIGHT_CLASS_SMALL
usesound = 'sound/items/ratchet.ogg'
attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
if("Shovel")
tool_behaviour = TOOL_SHOVEL
sharpness = SHARP_EDGED
toolspeed = 0.25
w_class = WEIGHT_CLASS_NORMAL
usesound = 'sound/effects/shovel_dig.ogg'
attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
attack_verb_simple = list("slash", "impale", "stab", "slice")
if("Pick")
tool_behaviour = TOOL_MINING
sharpness = SHARP_POINTY
toolspeed = 0.5
w_class = WEIGHT_CLASS_NORMAL
usesound = 'sound/effects/picaxe1.ogg'
attack_verb_continuous = list("hits", "pierces", "slices", "attacks")
attack_verb_simple = list("hit", "pierce", "slice", "attack")
playsound(src, 'sound/items/ratchet.ogg', 50, vary = TRUE)
update_appearance(UPDATE_ICON)
/obj/item/trench_tool/proc/check_menu(mob/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/shovel/giant_wrench
name = "Big Slappy"
desc = "A gigantic wrench made illegal because of its many incidents involving this tool."
icon_state = "giant_wrench"
icon = 'icons/obj/weapons/giant_wrench.dmi'
inhand_icon_state = null
lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi'
righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
inhand_x_dimension = 64
inhand_y_dimension = 64
w_class = WEIGHT_CLASS_HUGE
slot_flags = NONE
toolspeed = 0.1
force = 30
throwforce = 20
block_chance = 30
throw_range = 2
demolition_mod = 2
armor_type = /datum/armor/giant_wrench
resistance_flags = FIRE_PROOF
wound_bonus = -10
attack_verb_continuous = list("bonks", "bludgeons", "pounds")
attack_verb_simple = list("bonk", "bludgeon", "pound")
drop_sound = 'sound/weapons/sonic_jackhammer.ogg'
pickup_sound = 'sound/items/handling/crowbar_pickup.ogg'
hitsound = 'sound/weapons/sonic_jackhammer.ogg'
block_sound = 'sound/weapons/sonic_jackhammer.ogg'
obj_flags = IMMUTABLE_SLOW
item_flags = SLOWS_WHILE_IN_HAND
slowdown = 3
attack_speed = 1.2 SECONDS
/// The factor at which the recoil becomes less.
var/recoil_factor = 3
/// Wether we knock down and launch away out enemies when we attack.
var/do_launch = TRUE
/obj/item/shovel/giant_wrench/get_all_tool_behaviours()
return list(TOOL_SHOVEL, TOOL_WRENCH)
/datum/armor/giant_wrench
acid = 30
bomb = 100
bullet = 30
fire = 100
laser = 30
melee = 30
/obj/item/shovel/giant_wrench/Initialize(mapload)
. = ..()
transform = transform.Translate(-16, -16)
AddComponent(/datum/component/two_handed, require_twohands=TRUE)
AddComponent( \
/datum/component/transforming, \
force_on = 40, \
throwforce_on = throwforce, \
hitsound_on = hitsound, \
w_class_on = w_class, \
sharpness_on = SHARP_POINTY, \
clumsy_check = TRUE, \
inhand_icon_change = TRUE, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/// Used when the tool is transformed through the transforming component.
/obj/item/shovel/giant_wrench/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
usesound = (active ? 'sound/items/ratchet.ogg' : initial(usesound))
block_chance = (active ? 0 : initial(block_chance))
recoil_factor = (active ? 2 : initial(recoil_factor))
do_launch = (active ? FALSE : initial(do_launch))
tool_behaviour = (active ? TOOL_WRENCH : initial(tool_behaviour))
armour_penetration = (active ? 30 : initial(armour_penetration))
if(user)
balloon_alert(user, "folded Big Slappy [active ? "open" : "closed"]")
playsound(src, 'sound/items/ratchet.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/shovel/giant_wrench/attack(mob/living/target_mob, mob/living/user)
..()
if(QDELETED(target_mob))
return
if(do_launch)
var/atom/throw_target = get_edge_target_turf(target_mob, get_dir(user, get_step_away(target_mob, user)))
target_mob.throw_at(throw_target, 2, 2, user, gentle = TRUE)
target_mob.Knockdown(2 SECONDS)
var/body_zone = pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)
user.apply_damage(force / recoil_factor, BRUTE, body_zone, user.run_armor_check(body_zone, MELEE))
to_chat(user, span_danger("The weight of the Big Slappy recoils!"))
log_combat(user, user, "recoiled Big Slappy into")