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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Surgery trays now have a small chance to become medical toolboxes. Autopsy trays can become coroner toolboxes.  They work basically the same, just that they can't be rolled around and don't slow you down when walking around. Medical toolboxes are fairly weak, but coroner toolboxes are pretty strong. Added a 1 in 1.000.000 chance for a toolbox to have four latches. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game > Surgery trays now have a small chance to become medical toolboxes. Autopsy trays can become coroner toolboxes. > They work basically the same, just that they can't be rolled around and don't slow you down when walking around. The idea of going to the surgery room and finding a _medical toolbox_ instead of a surgery tray is inexplicably amusing to me. > Medical toolboxes are fairly weak, but coroner toolboxes are pretty strong. Healers and hurters! > Added a 1 in 1.000.000 chance for a toolbox to have four latches. peak absurdity is reached ~~next pr will include brown toolboxes, which clip to your belt~~ credit 2 @SmArtKar for sprites <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 carlarc, smartkar add: Surgery trays now have a small chance to become medical toolboxes. Autopsy trays can become coroner toolboxes. add: Added a 1 in 1.000.000 chance for a toolbox to have four latches. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
266 lines
8.7 KiB
Plaintext
266 lines
8.7 KiB
Plaintext
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/**
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* Surgery Trays
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* A storage object that displays tools in its contents based on tier, better tools are more visible.
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* Can be folded up and carried. Click it to draw a random tool.
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*/
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/obj/item/surgery_tray
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name = "surgery tray"
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desc = "A Deforest brand medical cart. It is a folding model, meaning the wheels on the bottom can be retracted and the body used as a tray."
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icon = 'icons/obj/medical/medicart.dmi'
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icon_state = "tray"
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w_class = WEIGHT_CLASS_BULKY
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slowdown = 1
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item_flags = SLOWS_WHILE_IN_HAND
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pass_flags = NONE
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/// If true we're currently portable
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var/is_portable = TRUE
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/// List of contents to populate with in populatecontents()
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var/list/starting_items = list()
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/// Fills the tray with items it should contain on creation
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/obj/item/surgery_tray/proc/populate_contents()
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for(var/obj in starting_items)
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new obj(src)
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update_appearance(UPDATE_ICON)
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return
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/obj/item/surgery_tray/Initialize(mapload, effect_spawner = FALSE)
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. = ..()
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AddElement(/datum/element/drag_pickup)
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create_storage(storage_type = /datum/storage/surgery_tray)
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populate_contents()
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register_context()
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set_tray_mode(is_portable)
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/obj/item/surgery_tray/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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context[SCREENTIP_CONTEXT_LMB] = "Take a random tool"
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context[SCREENTIP_CONTEXT_RMB] = "Take a specific tool"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/item/surgery_tray/update_icon_state()
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. = ..()
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icon_state = is_portable ? "tray" : "medicart"
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/obj/item/surgery_tray/update_desc()
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. = ..()
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if(is_portable)
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desc = "The wheels and bottom storage of this medical cart have been stowed away, \
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leaving a cumbersome tray in its place."
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else
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desc = initial(desc)
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/obj/item/surgery_tray/examine(mob/living/carbon/human/user)
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. = ..()
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. += is_portable \
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? span_notice("You can click and drag it to yourself to pick it up, then use it in your hand to make it a cart!") \
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: span_notice("You can click and drag it to yourself to turn it into a tray!")
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. += span_notice("The top is <b>screwed</b> on.")
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/obj/item/surgery_tray/update_overlays()
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. = ..()
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// assoc list of all overlays, key = the item generating the overlay, value = the overlay string
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var/list/surgery_overlays = list()
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// assoc list of tool behaviors to fastest toolspeed of that type we already have
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// easy way for us to check if there are any lower quality tools within
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var/list/recorded_tool_speeds = list()
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// handle drapes separately so they're always on the bottom
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if (locate(/obj/item/surgical_drapes) in contents)
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. += "drapes"
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// compile all the overlays from items inside us
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for(var/obj/item/surgery_tool in src)
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// the overlay we will use if we want to display this one
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var/actual_overlay = surgery_tool.get_surgery_tool_overlay(tray_extended = !is_portable)
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if (isnull(actual_overlay))
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continue // nothing to see here
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// if we don't have tool behaviour then just record the overlay
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if(!length(surgery_tool.get_all_tool_behaviours()))
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surgery_overlays[surgery_tool] = actual_overlay
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continue
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// if we have at least one tool behaviour, check if we already recorded a faster one
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for (var/surgery_tool_type in surgery_tool.get_all_tool_behaviours())
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var/highest_speed = LAZYACCESS(recorded_tool_speeds, surgery_tool_type) || INFINITY // bigger number = slower
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if(surgery_tool.toolspeed > highest_speed)
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continue
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// the existing tool was worse than us, ditch it
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surgery_overlays -= surgery_tool_type
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LAZYSET(recorded_tool_speeds, surgery_tool_type, surgery_tool.toolspeed)
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surgery_overlays[surgery_tool_type] = actual_overlay
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for(var/surgery_tool in surgery_overlays)
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. |= surgery_overlays[surgery_tool]
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///Sets the surgery tray's deployment state. Silent if user is null.
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/obj/item/surgery_tray/proc/set_tray_mode(new_mode, mob/user)
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is_portable = new_mode
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density = !is_portable
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if(user)
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user.visible_message(span_notice("[user] [is_portable ? "retracts" : "extends"] [src]'s wheels."), span_notice("You [is_portable ? "retract" : "extend"] [src]'s wheels."))
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if(is_portable)
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interaction_flags_item |= INTERACT_ITEM_ATTACK_HAND_PICKUP
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passtable_on(src, type)
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RemoveElement(/datum/element/noisy_movement)
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else
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interaction_flags_item &= ~INTERACT_ITEM_ATTACK_HAND_PICKUP
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passtable_off(src, type)
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AddElement(/datum/element/noisy_movement)
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update_appearance()
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/obj/item/surgery_tray/equipped(mob/user, slot, initial)
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. = ..()
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if(!is_portable)
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set_tray_mode(TRUE, user)
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/obj/item/surgery_tray/attack_self(mob/user, modifiers)
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. = ..()
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if(.)
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return
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var/turf/open/placement_turf = get_turf(user)
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if(isgroundlessturf(placement_turf) || isclosedturf(placement_turf))
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balloon_alert(user, "can't deploy!")
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return TRUE
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if(!user.transferItemToLoc(src, placement_turf))
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balloon_alert(user, "tray stuck!")
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return TRUE
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set_tray_mode(FALSE, user)
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return
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/obj/item/surgery_tray/attack_hand(mob/living/user)
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if(!user.can_perform_action(src, NEED_HANDS))
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return ..()
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if(!length(contents))
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balloon_alert(user, "empty!")
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else
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var/obj/item/grabbies = pick(contents)
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atom_storage.remove_single(user, grabbies, drop_location())
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user.put_in_hands(grabbies)
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return TRUE
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/obj/item/surgery_tray/screwdriver_act_secondary(mob/living/user, obj/item/tool)
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. = ..()
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tool.play_tool_sound(src)
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to_chat(user, span_notice("You begin taking apart [src]."))
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if(!tool.use_tool(src, user, 1 SECONDS))
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return
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deconstruct(TRUE)
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to_chat(user, span_notice("[src] has been taken apart."))
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/obj/item/surgery_tray/dump_contents()
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var/atom/drop_point = drop_location()
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for(var/atom/movable/tool as anything in contents)
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tool.forceMove(drop_point)
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/obj/item/surgery_tray/atom_deconstruct(disassembled = TRUE)
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dump_contents()
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new /obj/item/stack/rods(drop_location(), 2)
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new /obj/item/stack/sheet/mineral/silver(drop_location())
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/obj/item/surgery_tray/deployed
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is_portable = FALSE
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/obj/item/surgery_tray/full
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starting_items = list(
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/obj/item/blood_filter,
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/obj/item/bonesetter,
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/obj/item/cautery,
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/obj/item/circular_saw,
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/obj/item/clothing/mask/surgical,
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/obj/item/hemostat,
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/obj/item/razor/surgery,
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/obj/item/retractor,
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/obj/item/scalpel,
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/obj/item/stack/medical/bone_gel,
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/obj/item/stack/sticky_tape/surgical,
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/obj/item/surgical_drapes,
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/obj/item/surgicaldrill,
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)
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/obj/item/surgery_tray/full/deployed
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is_portable = FALSE
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/obj/item/surgery_tray/full/morgue
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name = "autopsy tray"
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desc = "A Deforest brand surgery tray, made for use in morgues. It is a folding model, \
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meaning the wheels on the bottom can be extended outwards, making it a cart."
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starting_items = list(
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/obj/item/blood_filter,
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/obj/item/bonesetter,
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/obj/item/cautery/cruel,
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/obj/item/circular_saw,
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/obj/item/clothing/mask/surgical,
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/obj/item/hemostat/cruel,
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/obj/item/razor/surgery,
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/obj/item/retractor/cruel,
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/obj/item/scalpel/cruel,
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/obj/item/stack/medical/bone_gel,
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/obj/item/stack/sticky_tape/surgical,
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/obj/item/surgical_drapes,
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/obj/item/surgicaldrill,
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)
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/obj/item/surgery_tray/full/morgue/deployed
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is_portable = FALSE
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/// Surgery tray with advanced tools for debug
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/obj/item/surgery_tray/full/advanced
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starting_items = list(
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/obj/item/scalpel/advanced,
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/obj/item/retractor/advanced,
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/obj/item/cautery/advanced,
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/obj/item/surgical_drapes,
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/obj/item/reagent_containers/medigel/sterilizine,
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/obj/item/bonesetter,
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/obj/item/blood_filter,
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/obj/item/stack/medical/bone_gel,
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/obj/item/stack/sticky_tape/surgical,
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/obj/item/clothing/mask/surgical,
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)
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/obj/effect/spawner/surgery_tray
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name = "surgery tray spawner"
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icon = 'icons/obj/medical/medicart.dmi'
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icon_state = "tray"
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/// Tray to usually spawn in.
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var/tray_to_spawn = /obj/item/surgery_tray
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/// Toolbox to sometimes replace the above tray with.
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var/rare_toolbox_replacement = /obj/item/storage/toolbox/medical
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/// Chance for replacement
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var/toolbox_chance = 1
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/obj/effect/spawner/surgery_tray/Initialize(mapload)
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. = ..()
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if(prob(toolbox_chance))
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new rare_toolbox_replacement(loc)
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return
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new tray_to_spawn(loc, TRUE)
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/obj/effect/spawner/surgery_tray/full
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name = "full surgery tray spawner"
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icon_state = "tray"
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tray_to_spawn = /obj/item/surgery_tray/full
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rare_toolbox_replacement = /obj/item/storage/toolbox/medical/full
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/obj/effect/spawner/surgery_tray/full/deployed
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name = "full deployed tray spawner"
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icon_state = "medicart"
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tray_to_spawn = /obj/item/surgery_tray/full
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/obj/effect/spawner/surgery_tray/full/morgue
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name = "full autopsy tray spawner"
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icon_state = "tray"
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tray_to_spawn = /obj/item/surgery_tray/full/morgue
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rare_toolbox_replacement = /obj/item/storage/toolbox/medical/coroner
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toolbox_chance = 3 // tray is rarer, so toolbox is more common
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/obj/effect/spawner/surgery_tray/full/morgue/deployed
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name = "full deployed autopsy tray spawner"
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icon_state = "medicart"
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tray_to_spawn = /obj/item/surgery_tray/full/morgue/deployed
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