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Bubberstation/code/modules/surgery/tools.dm
SkyratBot f56e32ab97 [MIRROR] Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks (#676)
* Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks (#53349)

#53117 introduced a few minor bugs with the health system, in this case, zombies being un-decappable due to an oversight in the head/chest dismember requiring full death rather than either full crit or death. As zombies (or anything with TRAIT_NODEATH) can only reach hard crit and not death, this meant they couldn't be decapped/disemboweled. This fixes that. It also fixes krokodil addict zombies being unwoundable due to not having flesh or bone traits.

Next up, I originally set really high negative wound bonuses for high damage weapons like eswords and armblades since they already had high damage and dismember power by themselves. Now that dismembering is tied to wounding power (and I have a better sense of balance values), these harsh nerfs are no longer needed or wanted, and you can actually dismember people worth a damn with an esword again. I also punched up the wounding power of a few other weapons like saws and scalpels to less awful (but still not optimal) against armor.

Attacks currently have an 80% chance to hit the limb you're aiming at, which can make destroying a limb a complete pain even if the target is already down and out. As such, attacks against prone targets now have a 90% chance to hit the targeted limb, cutting the miss rate in half.

Lastly, trying to cauterize bleeding wounds with improvised tools (anything hot that isn't a cautery) is now slightly less efficient than a real cautery and requires an aggro grab on the patient to apply. No more trying to cauterize the person you just attacked with an esword because you were on help intent!

* Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-09-07 04:12:52 +02:00

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/obj/item/retractor
name = "retractor"
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
inhand_icon_state = "clamps"
custom_materials = list(/datum/material/iron=6000, /datum/material/glass=3000)
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_TINY
tool_behaviour = TOOL_RETRACTOR
toolspeed = 1
/obj/item/retractor/augment
desc = "Micro-mechanical manipulator for retracting stuff."
toolspeed = 0.5
/obj/item/hemostat
name = "hemostat"
desc = "You think you have seen this before."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
inhand_icon_state = "clamps"
custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2500)
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("attacks", "pinches")
attack_verb_simple = list("attack", "pinch")
tool_behaviour = TOOL_HEMOSTAT
toolspeed = 1
/obj/item/hemostat/augment
desc = "Tiny servos power a pair of pincers to stop bleeding."
toolspeed = 0.5
/obj/item/cautery
name = "cautery"
desc = "This stops bleeding."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
inhand_icon_state = "cautery"
custom_materials = list(/datum/material/iron=2500, /datum/material/glass=750)
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("burns")
attack_verb_simple = list("burn")
tool_behaviour = TOOL_CAUTERY
toolspeed = 1
/obj/item/cautery/augment
desc = "A heated element that cauterizes wounds."
toolspeed = 0.5
/obj/item/cautery/advanced
name = "searing tool"
desc = "It projects a high power laser used for medical applications."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery_a"
hitsound = 'sound/items/welder.ogg'
toolspeed = 0.7
light_system = MOVABLE_LIGHT
light_range = 1
light_color = COLOR_SOFT_RED
/obj/item/cautery/advanced/attack_self(mob/user)
playsound(get_turf(user), 'sound/weapons/tap.ogg', 50, TRUE)
if(tool_behaviour == TOOL_CAUTERY)
tool_behaviour = TOOL_DRILL
to_chat(user, "<span class='notice'>You dilate the lenses of [src], it is now in drilling mode.</span>")
icon_state = "surgicaldrill_a"
else
tool_behaviour = TOOL_CAUTERY
to_chat(user, "<span class='notice'>You focus the lenses of [src], it is now in mending mode.</span>")
icon_state = "cautery_a"
/obj/item/cautery/advanced/examine()
. = ..()
. += " It's set to [tool_behaviour == TOOL_CAUTERY ? "mending" : "drilling"] mode."
/obj/item/surgicaldrill
name = "surgical drill"
desc = "You can drill using this item. You dig?"
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
hitsound = 'sound/weapons/circsawhit.ogg'
custom_materials = list(/datum/material/iron=10000, /datum/material/glass=6000)
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL | EYE_STAB
force = 15
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("drills")
attack_verb_simple = list("drill")
tool_behaviour = TOOL_DRILL
toolspeed = 1
sharpness = SHARP_POINTY
wound_bonus = 10
bare_wound_bonus = 10
/obj/item/surgicaldrill/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] rams [src] into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!</span>")
addtimer(CALLBACK(user, /mob/living/carbon.proc/gib, null, null, TRUE, TRUE), 25)
user.SpinAnimation(3, 10)
playsound(user, 'sound/machines/juicer.ogg', 20, TRUE)
return (MANUAL_SUICIDE)
/obj/item/surgicaldrill/augment
desc = "Effectively a small power drill contained within your arm, edges dulled to prevent tissue damage. May or may not pierce the heavens."
hitsound = 'sound/weapons/circsawhit.ogg'
force = 10
w_class = WEIGHT_CLASS_SMALL
toolspeed = 0.5
/obj/item/scalpel
name = "scalpel"
desc = "Cut, cut, and once more cut."
icon = 'icons/obj/surgery.dmi'
icon_state = "scalpel"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
inhand_icon_state = "scalpel"
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL | EYE_STAB
force = 10
w_class = WEIGHT_CLASS_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron=4000, /datum/material/glass=1000)
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
tool_behaviour = TOOL_SCALPEL
toolspeed = 1
wound_bonus = 15
bare_wound_bonus = 15
/obj/item/scalpel/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 80 * toolspeed, 100, 0)
/obj/item/scalpel/augment
desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
toolspeed = 0.5
/obj/item/scalpel/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/circular_saw
name = "circular saw"
desc = "For heavy duty cutting."
icon = 'icons/obj/surgery.dmi'
icon_state = "saw"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
hitsound = 'sound/weapons/circsawhit.ogg'
mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
force = 15
w_class = WEIGHT_CLASS_NORMAL
throwforce = 9
throw_speed = 2
throw_range = 5
custom_materials = list(/datum/material/iron=1000)
attack_verb_continuous = list("attacks", "slashes", "saws", "cuts")
attack_verb_simple = list("attack", "slash", "saw", "cut")
sharpness = SHARP_EDGED
tool_behaviour = TOOL_SAW
toolspeed = 1
wound_bonus = 15
bare_wound_bonus = 10
/obj/item/circular_saw/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 40 * toolspeed, 100, 5, 'sound/weapons/circsawhit.ogg') //saws are very accurate and fast at butchering
/obj/item/circular_saw/augment
desc = "A small but very fast spinning saw. Edges dulled to prevent accidental cutting inside of the surgeon."
w_class = WEIGHT_CLASS_SMALL
force = 10
toolspeed = 0.5
/obj/item/surgical_drapes
name = "surgical drapes"
desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control."
icon = 'icons/obj/surgery.dmi'
icon_state = "surgical_drapes"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
inhand_icon_state = "drapes"
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("slaps")
attack_verb_simple = list("slap")
/obj/item/surgical_drapes/Initialize(mapload)
. = ..()
AddComponent(/datum/component/surgery_initiator, null)
/obj/item/organ_storage //allows medical cyborgs to manipulate organs without hands
name = "organ storage bag"
desc = "A container for holding body parts."
icon = 'icons/obj/storage.dmi'
icon_state = "evidenceobj"
item_flags = SURGICAL_TOOL
/obj/item/organ_storage/afterattack(obj/item/I, mob/user, proximity)
. = ..()
if(!proximity)
return
if(contents.len)
to_chat(user, "<span class='warning'>[src] already has something inside it!</span>")
return
if(!isorgan(I) && !isbodypart(I))
to_chat(user, "<span class='warning'>[src] can only hold body parts!</span>")
return
user.visible_message("<span class='notice'>[user] puts [I] into [src].</span>", "<span class='notice'>You put [I] inside [src].</span>")
icon_state = "evidence"
var/xx = I.pixel_x
var/yy = I.pixel_y
I.pixel_x = 0
I.pixel_y = 0
var/image/img = image("icon"=I, "layer"=FLOAT_LAYER)
img.plane = FLOAT_PLANE
I.pixel_x = xx
I.pixel_y = yy
add_overlay(img)
add_overlay("evidence")
desc = "An organ storage container holding [I]."
I.forceMove(src)
w_class = I.w_class
/obj/item/organ_storage/attack_self(mob/user)
if(contents.len)
var/obj/item/I = contents[1]
user.visible_message("<span class='notice'>[user] dumps [I] from [src].</span>", "<span class='notice'>You dump [I] from [src].</span>")
cut_overlays()
I.forceMove(get_turf(src))
icon_state = "evidenceobj"
desc = "A container for holding body parts."
else
to_chat(user, "<span class='notice'>[src] is empty.</span>")
return
/obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries
name = "\improper Surgical Processor"
desc = "A device for scanning and initiating surgeries from a disk or operating computer."
icon = 'icons/obj/device.dmi'
icon_state = "spectrometer"
item_flags = NOBLUDGEON
var/list/advanced_surgeries = list()
/obj/item/surgical_processor/afterattack(obj/item/O, mob/user, proximity)
. = ..()
if(!proximity)
return
if(istype(O, /obj/item/disk/surgery))
to_chat(user, "<span class='notice'>You load the surgery protocol from [O] into [src].</span>")
var/obj/item/disk/surgery/D = O
if(do_after(user, 10, target = O))
advanced_surgeries |= D.surgeries
return TRUE
if(istype(O, /obj/machinery/computer/operating))
to_chat(user, "<span class='notice'>You copy surgery protocols from [O] into [src].</span>")
var/obj/machinery/computer/operating/OC = O
if(do_after(user, 10, target = O))
advanced_surgeries |= OC.advanced_surgeries
return TRUE
return
/obj/item/scalpel/advanced
name = "laser scalpel"
desc = "An advanced scalpel which uses laser technology to cut."
icon = 'icons/obj/surgery.dmi'
icon_state = "scalpel_a"
hitsound = 'sound/weapons/blade1.ogg'
force = 16
toolspeed = 0.7
light_system = MOVABLE_LIGHT
light_range = 1
light_color = LIGHT_COLOR_GREEN
sharpness = SHARP_EDGED
/obj/item/scalpel/advanced/attack_self(mob/user)
playsound(get_turf(user), 'sound/machines/click.ogg', 50, TRUE)
if(tool_behaviour == TOOL_SCALPEL)
tool_behaviour = TOOL_SAW
to_chat(user, "<span class='notice'>You increase the power of [src], now it can cut bones.</span>")
set_light_range(2)
force += 1 //we don't want to ruin sharpened stuff
icon_state = "saw_a"
else
tool_behaviour = TOOL_SCALPEL
to_chat(user, "<span class='notice'>You lower the power of [src], it can no longer cut bones.</span>")
set_light_range(1)
force -= 1
icon_state = "scalpel_a"
/obj/item/scalpel/advanced/examine()
. = ..()
. += " 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/surgery.dmi'
icon_state = "retractor_a"
toolspeed = 0.7
/obj/item/retractor/advanced/attack_self(mob/user)
playsound(get_turf(user), 'sound/items/change_drill.ogg', 50, TRUE)
if(tool_behaviour == TOOL_RETRACTOR)
tool_behaviour = TOOL_HEMOSTAT
to_chat(user, "<span class='notice'>You configure the gears of [src], they are now in hemostat mode.</span>")
icon_state = "hemostat_a"
else
tool_behaviour = TOOL_RETRACTOR
to_chat(user, "<span class='notice'>You configure the gears of [src], they are now in retractor mode.</span>")
icon_state = "retractor_a"
/obj/item/retractor/advanced/examine()
. = ..()
. += " 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/surgery.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=8000, /datum/material/titanium=6000)
attack_verb_continuous = list("shears", "snips")
attack_verb_simple = list("shear", "snip")
sharpness = SHARP_EDGED
custom_premium_price = 1800
/obj/item/shears/attack(mob/living/M, mob/user)
if(!iscarbon(M) || user.a_intent != INTENT_HELP)
return ..()
if(user.zone_selected == BODY_ZONE_CHEST)
return ..()
var/mob/living/carbon/patient = M
if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
to_chat(user, "<span class='warning'>The patient's limbs look too sturdy to amputate.</span>")
return
var/candidate_name
var/obj/item/organ/tail_snip_candidate
var/obj/item/bodypart/limb_snip_candidate
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN)
tail_snip_candidate = patient.getorganslot(ORGAN_SLOT_TAIL)
if(!tail_snip_candidate)
to_chat(user, "<span class='warning'>[patient] does not have a tail.</span>")
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 class='warning'>[patient] is already missing that limb, what more do you want?</span>")
return
candidate_name = limb_snip_candidate.name
var/amputation_speed_mod
patient.visible_message("<span class='danger'>[user] begins to secure [src] around [patient]'s [candidate_name].</span>", "<span class='userdanger'>[user] begins to secure [src] around your [candidate_name]!</span>")
playsound(get_turf(patient), 'sound/items/ratchet.ogg', 20, TRUE)
if(patient.stat >= UNCONSCIOUS || patient.IsStun()) //Stun is used by paralytics like curare it should not be confused with the more common paralyze.
amputation_speed_mod = 0.5
else if(patient.jitteriness >= 1)
amputation_speed_mod = 1.5
else
amputation_speed_mod = 1
if(do_after(user, toolspeed * 150 * 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 class='danger'>[src] violently slams shut, amputating [patient]'s [candidate_name].</span>", "<span class='notice'>You amputate [patient]'s [candidate_name] with [src].</span>")
/obj/item/bonesetter
name = "bonesetter"
desc = "For setting things right."
icon = 'icons/obj/surgery.dmi'
icon_state = "bone setter"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2500)
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/surgery.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=2000, /datum/material/glass=1500, /datum/material/silver=500)
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("pumps", "siphons")
attack_verb_simple = list("pumps", "siphons")
tool_behaviour = TOOL_BLOODFILTER
toolspeed = 1