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Bubberstation/code/modules/surgery/tools.dm
Qustinnus 707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00

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Plaintext

/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. May or may not pierce the heavens."
hitsound = 'sound/weapons/circsawhit.ogg'
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. It rips and tears until it is done."
w_class = WEIGHT_CLASS_SMALL
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 = PAYCHECK_MEDIUM * 14
/obj/item/shears/attack(mob/living/M, mob/living/user)
if(!iscarbon(M) || user.combat_mode)
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/shears/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is pinching [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
var/timer = 1 SECONDS
for(var/obj/item/bodypart/thing in user.bodyparts)
if(thing.body_part == CHEST)
continue
addtimer(CALLBACK(thing, /obj/item/bodypart/.proc/dismember), timer)
addtimer(CALLBACK(GLOBAL_PROC, .proc/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/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