Files
Bubberstation/code/game/objects/items/devices/scanners.dm
phil235 443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00

424 lines
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Plaintext

/*
CONTAINS:
T-RAY
DETECTIVE SCANNER
HEALTH ANALYZER
GAS ANALYZER
MASS SPECTROMETER
*/
/obj/item/device/t_scanner
name = "\improper T-ray scanner"
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
icon_state = "t-ray0"
var/on = 0
slot_flags = SLOT_BELT
w_class = 2
item_state = "electronic"
materials = list(MAT_METAL=150)
origin_tech = "magnets=1;engineering=1"
/obj/item/device/t_scanner/attack_self(mob/user)
on = !on
icon_state = copytext(icon_state, 1, length(icon_state))+"[on]"
if(on)
START_PROCESSING(SSobj, src)
/obj/item/device/t_scanner/proc/flick_sonar(obj/pipe)
var/image/I = image('icons/effects/effects.dmi', pipe, "blip", pipe.layer+1)
I.alpha = 128
var/list/nearby = list()
for(var/mob/M in viewers(pipe))
if(M.client)
nearby |= M.client
flick_overlay(I,nearby,8)
/obj/item/device/t_scanner/process()
if(!on)
STOP_PROCESSING(SSobj, src)
return null
scan()
/obj/item/device/t_scanner/proc/scan()
for(var/turf/T in range(2, src.loc) )
for(var/obj/O in T.contents)
if(O.level != 1)
continue
var/mob/living/L = locate() in O
if(O.invisibility == INVISIBILITY_MAXIMUM)
O.invisibility = 0
if(L)
flick_sonar(O)
spawn(10)
if(O && O.loc)
var/turf/U = O.loc
if(U.intact)
O.invisibility = INVISIBILITY_MAXIMUM
else
if(L)
flick_sonar(O)
/obj/item/device/healthanalyzer
name = "health analyzer"
icon_state = "health"
item_state = "analyzer"
desc = "A hand-held body scanner able to distinguish vital signs of the subject."
flags = CONDUCT | NOBLUDGEON
slot_flags = SLOT_BELT
throwforce = 3
w_class = 1
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=200)
origin_tech = "magnets=1;biotech=1"
var/mode = 1
var/scanmode = 0
/obj/item/device/healthanalyzer/attack_self(mob/user)
if(!scanmode)
user << "<span class='notice'>You switch the health analyzer to scan chemical contents.</span>"
scanmode = 1
else
user << "<span class='notice'>You switch the health analyzer to check physical health.</span>"
scanmode = 0
/obj/item/device/healthanalyzer/attack(mob/living/M, mob/living/carbon/human/user)
// Clumsiness/brain damage check
if ((user.disabilities & CLUMSY || user.getBrainLoss() >= 60) && prob(50))
user << "<span class='notice'>You stupidly try to analyze the floor's vitals!</span>"
user.visible_message("<span class='warning'>[user] has analyzed the floor's vitals!</span>")
user << "<span class='info'>Analyzing results for The floor:\n\tOverall status: <b>Healthy</b>"
user << "<span class='info'>Key: <font color='blue'>Suffocation</font>/<font color='green'>Toxin</font>/<font color='#FF8000'>Burn</font>/<font color='red'>Brute</font></span>"
user << "<span class='info'>\tDamage specifics: <font color='blue'>0</font>-<font color='green'>0</font>-<font color='#FF8000'>0</font>-<font color='red'>0</font></span>"
user << "<span class='info'>Body temperature: ???</span>"
return
user.visible_message("<span class='notice'>[user] has analyzed [M]'s vitals.</span>")
if(scanmode == 0)
healthscan(user, M, mode)
else if(scanmode == 1)
chemscan(user, M)
add_fingerprint(user)
// Used by the PDA medical scanner too
/proc/healthscan(mob/living/user, mob/living/M, mode = 1)
if(user.incapacitated() || user.eye_blind)
return
//Damage specifics
var/oxy_loss = M.getOxyLoss()
var/tox_loss = M.getToxLoss()
var/fire_loss = M.getFireLoss()
var/brute_loss = M.getBruteLoss()
var/mob_status = (M.stat > 1 ? "<span class='alert'><b>Deceased</b></span>" : "<b>[round(M.health/M.maxHealth,0.01)*100] % healthy</b>")
if(M.status_flags & FAKEDEATH)
mob_status = "<span class='alert'>Deceased</span>"
oxy_loss = max(rand(1, 40), oxy_loss, (300 - (tox_loss + fire_loss + brute_loss))) // Random oxygen loss
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.heart_attack && H.stat != DEAD)
user << "<span class='danger'>Subject suffering from heart attack: Apply defibrillator immediately!</span>"
user << "<span class='info'>Analyzing results for [M]:\n\tOverall status: [mob_status]</span>"
// Damage descriptions
if(brute_loss > 10)
user << "\t<span class='alert'>[brute_loss > 50 ? "Severe" : "Minor"] tissue damage detected.</span>"
if(fire_loss > 10)
user << "\t<span class='alert'>[fire_loss > 50 ? "Severe" : "Minor"] burn damage detected.</span>"
if(oxy_loss > 10)
user << "\t<span class='info'><span class='alert'>[oxy_loss > 50 ? "Severe" : "Minor"] oxygen deprivation detected.</span>"
if(tox_loss > 10)
user << "\t<span class='alert'>[tox_loss > 50 ? "Critical" : "Dangerous"] amount of toxins detected.</span>"
if(M.getStaminaLoss())
user << "\t<span class='alert'>Subject appears to be suffering from fatigue.</span>"
if (M.getCloneLoss())
user << "\t<span class='alert'>Subject appears to have [M.getCloneLoss() > 30 ? "severe" : "minor"] cellular damage.</span>"
if (M.reagents && M.reagents.get_reagent_amount("epinephrine"))
user << "\t<span class='info'>Bloodstream analysis located [M.reagents:get_reagent_amount("epinephrine")] units of rejuvenation chemicals.</span>"
if (M.getBrainLoss() >= 100 || !M.getorgan(/obj/item/organ/brain))
user << "\t<span class='alert'>Subject brain function is non-existent.</span>"
else if (M.getBrainLoss() >= 60)
user << "\t<span class='alert'>Severe brain damage detected. Subject likely to have mental retardation.</span>"
else if (M.getBrainLoss() >= 10)
user << "\t<span class='alert'>Brain damage detected. Subject may have had a concussion.</span>"
// Organ damage report
if(iscarbon(M) && mode == 1)
var/mob/living/carbon/C = M
var/list/damaged = C.get_damaged_bodyparts(1,1)
if(length(damaged)>0 || oxy_loss>0 || tox_loss>0 || fire_loss>0)
user << "<span class='info'>\tDamage: <span class='info'><font color='red'>Brute</font></span>-<font color='#FF8000'>Burn</font>-<font color='green'>Toxin</font>-<font color='blue'>Suffocation</font>\n\t\tSpecifics: <font color='red'>[brute_loss]</font>-<font color='#FF8000'>[fire_loss]</font>-<font color='green'>[tox_loss]</font>-<font color='blue'>[oxy_loss]</font></span>"
for(var/obj/item/bodypart/org in damaged)
user << "\t\t<span class='info'>[capitalize(org.name)]: [(org.brute_dam > 0) ? "<font color='red'>[org.brute_dam]</font></span>" : "<font color='red'>0</font>"]-[(org.burn_dam > 0) ? "<font color='#FF8000'>[org.burn_dam]</font>" : "<font color='#FF8000'>0</font>"]"
// Species and body temperature
if(ishuman(M))
var/mob/living/carbon/human/H = M
user << "<span class='info'>Species: [H.dna.species.name]</span>"
user << "<span class='info'>Body temperature: [round(M.bodytemperature-T0C,0.1)] &deg;C ([round(M.bodytemperature*1.8-459.67,0.1)] &deg;F)</span>"
// Time of death
if(M.tod && (M.stat == DEAD || (M.status_flags & FAKEDEATH)))
user << "<span class='info'>Time of Death:</span> [M.tod]"
var/tdelta = round(world.time - M.timeofdeath)
if(tdelta < (DEFIB_TIME_LIMIT * 10))
user << "<span class='danger'>Subject died [tdelta / 10] seconds \
ago, defibrillation may be possible!</span>"
for(var/datum/disease/D in M.viruses)
if(!(D.visibility_flags & HIDDEN_SCANNER))
user << "<span class='alert'><b>Warning: [D.form] detected</b>\nName: [D.name].\nType: [D.spread_text].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure_text]</span>"
// Blood Level
if(M.has_dna())
var/mob/living/carbon/C = M
var/blood_id = C.get_blood_id()
if(blood_id)
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(H.bleed_rate)
user << "<span class='danger'>Subject is bleeding!</span>"
var/blood_percent = round((C.blood_volume / BLOOD_VOLUME_NORMAL)*100)
var/blood_type = C.dna.blood_type
if(blood_id != "blood")//special blood substance
blood_type = blood_id
if(C.blood_volume <= BLOOD_VOLUME_SAFE && C.blood_volume > BLOOD_VOLUME_OKAY)
user << "<span class='danger'>LOW blood level [blood_percent] %, [C.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>"
else if(C.blood_volume <= BLOOD_VOLUME_OKAY)
user << "<span class='danger'>CRITICAL blood level [blood_percent] %, [C.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>"
else
user << "<span class='info'>Blood level [blood_percent] %, [C.blood_volume] cl, type: [blood_type]</span>"
var/implant_detect
for(var/obj/item/organ/cyberimp/CI in C.internal_organs)
if(CI.status == ORGAN_ROBOTIC)
implant_detect += "[C.name] is modified with a [CI.name].<br>"
if(implant_detect)
user << "<span class='notice'>Detected cybernetic modifications:</span>"
user << "<span class='notice'>[implant_detect]</span>"
/proc/chemscan(mob/living/user, mob/living/M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.reagents)
if(H.reagents.reagent_list.len)
user << "<span class='notice'>Subject contains the following reagents:</span>"
for(var/datum/reagent/R in H.reagents.reagent_list)
user << "<span class='notice'>[R.volume] units of [R.name][R.overdosed == 1 ? "</span> - <span class='boldannounce'>OVERDOSING</span>" : ".</span>"]"
else
user << "<span class='notice'>Subject contains no reagents.</span>"
if(H.reagents.addiction_list.len)
user << "<span class='boldannounce'>Subject is addicted to the following reagents:</span>"
for(var/datum/reagent/R in H.reagents.addiction_list)
user << "<span class='danger'>[R.name]</span>"
else
user << "<span class='notice'>Subject is not addicted to any reagents.</span>"
/obj/item/device/healthanalyzer/verb/toggle_mode()
set name = "Switch Verbosity"
set category = "Object"
if(usr.stat || !usr.canmove || usr.restrained())
return
mode = !mode
switch (mode)
if(1)
usr << "The scanner now shows specific limb damage."
if(0)
usr << "The scanner no longer shows limb damage."
/obj/item/device/analyzer
desc = "A hand-held environmental scanner which reports current gas levels."
name = "analyzer"
icon_state = "atmos"
item_state = "analyzer"
w_class = 2
flags = CONDUCT | NOBLUDGEON
slot_flags = SLOT_BELT
throwforce = 0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=30, MAT_GLASS=20)
origin_tech = "magnets=1;engineering=1"
/obj/item/device/analyzer/attack_self(mob/user)
add_fingerprint(user)
if (user.stat || user.eye_blind)
return
var/turf/location = user.loc
if(!istype(location))
return
var/datum/gas_mixture/environment = location.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
user << "<span class='info'><B>Results:</B></span>"
if(abs(pressure - ONE_ATMOSPHERE) < 10)
user << "<span class='info'>Pressure: [round(pressure,0.1)] kPa</span>"
else
user << "<span class='alert'>Pressure: [round(pressure,0.1)] kPa</span>"
if(total_moles)
var/list/env_gases = environment.gases
environment.assert_gases(arglist(hardcoded_gases))
var/o2_concentration = env_gases["o2"][MOLES]/total_moles
var/n2_concentration = env_gases["n2"][MOLES]/total_moles
var/co2_concentration = env_gases["co2"][MOLES]/total_moles
var/plasma_concentration = env_gases["plasma"][MOLES]/total_moles
environment.garbage_collect()
if(abs(n2_concentration - N2STANDARD) < 20)
user << "<span class='info'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>"
else
user << "<span class='alert'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>"
if(abs(o2_concentration - O2STANDARD) < 2)
user << "<span class='info'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>"
else
user << "<span class='alert'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>"
if(co2_concentration > 0.01)
user << "<span class='alert'>CO2: [round(co2_concentration*100, 0.01)] %</span>"
else
user << "<span class='info'>CO2: [round(co2_concentration*100, 0.01)] %</span>"
if(plasma_concentration > 0.005)
user << "<span class='alert'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>"
else
user << "<span class='info'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>"
for(var/id in env_gases)
if(id in hardcoded_gases)
continue
var/gas_concentration = env_gases[id][MOLES]/total_moles
user << "<span class='alert'>[env_gases[id][GAS_META][META_GAS_NAME]]: [round(gas_concentration*100, 0.01)] %</span>"
user << "<span class='info'>Temperature: [round(environment.temperature-T0C)] &deg;C</span>"
/obj/item/device/mass_spectrometer
desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample."
name = "mass-spectrometer"
icon_state = "spectrometer"
item_state = "analyzer"
w_class = 2
flags = CONDUCT | OPENCONTAINER
slot_flags = SLOT_BELT
throwforce = 0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=150, MAT_GLASS=100)
origin_tech = "magnets=2;biotech=1;plasmatech=2"
var/details = 0
/obj/item/device/mass_spectrometer/New()
..()
create_reagents(5)
/obj/item/device/mass_spectrometer/on_reagent_change()
if(reagents.total_volume)
icon_state = initial(icon_state) + "_s"
else
icon_state = initial(icon_state)
/obj/item/device/mass_spectrometer/attack_self(mob/user)
if (user.stat || user.eye_blind)
return
if (!user.IsAdvancedToolUser())
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
if(reagents.total_volume)
var/list/blood_traces = list()
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id != "blood")
reagents.clear_reagents()
user << "<span class='warning'>The sample was contaminated! Please insert another sample.</span>"
return
else
blood_traces = params2list(R.data["trace_chem"])
break
var/dat = "<i><b>Trace Chemicals Found:</b>"
if(!blood_traces.len)
dat += "<br>None"
else
for(var/R in blood_traces)
dat += "<br>[chemical_reagents_list[R]]"
if(details)
dat += " ([blood_traces[R]] units)"
dat += "</i>"
user << dat
reagents.clear_reagents()
/obj/item/device/mass_spectrometer/adv
name = "advanced mass-spectrometer"
icon_state = "adv_spectrometer"
details = 1
origin_tech = "magnets=4;biotech=3;plasmatech=3"
/obj/item/device/slime_scanner
name = "slime scanner"
desc = "A device that analyzes a slime's internal composition and measures its stats."
icon_state = "adv_spectrometer"
item_state = "analyzer"
origin_tech = "biotech=2"
w_class = 2
flags = CONDUCT
throwforce = 0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=30, MAT_GLASS=20)
/obj/item/device/slime_scanner/attack(mob/living/M, mob/living/user)
if(user.stat || user.eye_blind)
return
if (!isslime(M))
user << "<span class='warning'>This device can only scan slimes!</span>"
return
var/mob/living/simple_animal/slime/T = M
user << "Slime scan results:"
user << "[T.colour] [T.is_adult ? "adult" : "baby"] slime"
user << "Nutrition: [T.nutrition]/[T.get_max_nutrition()]"
if (T.nutrition < T.get_starve_nutrition())
user << "<span class='warning'>Warning: slime is starving!</span>"
else if (T.nutrition < T.get_hunger_nutrition())
user << "<span class='warning'>Warning: slime is hungry</span>"
user << "Electric change strength: [T.powerlevel]"
user << "Health: [round(T.health/T.maxHealth,0.01)*100]"
if (T.slime_mutation[4] == T.colour)
user << "This slime does not evolve any further."
else
if (T.slime_mutation[3] == T.slime_mutation[4])
if (T.slime_mutation[2] == T.slime_mutation[1])
user << "Possible mutation: [T.slime_mutation[3]]"
user << "Genetic destability: [T.mutation_chance/2] % chance of mutation on splitting"
else
user << "Possible mutations: [T.slime_mutation[1]], [T.slime_mutation[2]], [T.slime_mutation[3]] (x2)"
user << "Genetic destability: [T.mutation_chance] % chance of mutation on splitting"
else
user << "Possible mutations: [T.slime_mutation[1]], [T.slime_mutation[2]], [T.slime_mutation[3]], [T.slime_mutation[4]]"
user << "Genetic destability: [T.mutation_chance] % chance of mutation on splitting"
if (T.cores > 1)
user << "Anomalious slime core amount detected"
user << "Growth progress: [T.amount_grown]/[SLIME_EVOLUTION_THRESHOLD]"