Early Assets, Lateloaded Assets, and Debugging Tools (#4696)

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## About The Pull Request
Various asset systems I want in before more TGUI work. and also
byond-tracy support... and also light update debugging...
## Changelog
🆑
tweak: Chem Master UI has been reworked slightly.
This commit is contained in:
Zandario
2022-11-20 17:36:24 -07:00
committed by GitHub
parent d477ee4e43
commit 7bf4c2a34f
191 changed files with 2507 additions and 1591 deletions
@@ -6,12 +6,11 @@
/obj/item/reagent_containers/pill/patch
name = "patch"
desc = "A patch."
icon = 'icons/obj/chemical.dmi'
icon = 'icons/obj/medical/chemical.dmi'
icon_state = null
base_icon_state = "patch"
item_state = "pill"
base_state = "patch"
possible_transfer_amounts = null
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
@@ -19,6 +18,28 @@
var/pierce_material = FALSE // If true, the patch can be used through thick material.
//! Non-implemented Subtypes
/*
/obj/item/reagent_containers/pill/patch/libital
name = "libital patch (brute)"
desc = "A pain reliever. Does minor liver damage. Diluted with Granibitaluri."
list_reagents = list(/datum/reagent/medicine/c2/libital = 2, /datum/reagent/medicine/granibitaluri = 8) //10 iterations
icon_state = "bandaid_brute"
/obj/item/reagent_containers/pill/patch/aiuri
name = "aiuri patch (burn)"
desc = "Helps with burn injuries. Does minor eye damage. Diluted with Granibitaluri."
list_reagents = list(/datum/reagent/medicine/c2/aiuri = 2, /datum/reagent/medicine/granibitaluri = 8)
icon_state = "bandaid_burn"
/obj/item/reagent_containers/pill/patch/synthflesh
name = "synthflesh patch"
desc = "Helps with brute and burn injuries. Slightly toxic."
list_reagents = list(/datum/reagent/medicine/c2/synthflesh = 20)
icon_state = "bandaid_both"
*/
//! End ofNon-implemented Subtypes
/obj/item/reagent_containers/pill/patch/attack(mob/M as mob, mob/user as mob)
var/mob/living/L = user
@@ -27,22 +48,22 @@
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(check_zone(L.zone_sel.selecting))
if(!affecting)
to_chat(user, "<span class='warning'>The limb is missing!</span>")
to_chat(user, SPAN_WARNING("The limb is missing!"))
return
if(affecting.robotic >= ORGAN_ROBOT)
to_chat(user, "<span class='notice'>\The [src] won't work on a robotic limb!</span>")
to_chat(user, SPAN_WARNING("\The [src] won't work on a robotic limb!"))
return
if(!H.can_inject(user, FALSE, L.zone_sel.selecting, pierce_material))
to_chat(user, "<span class='notice'>\The [src] can't be applied through such a thick material!</span>")
to_chat(user, SPAN_NOTICE("\The [src] can't be applied through such a thick material!"))
return
if(affecting.open)// you cant place Bandaids on open surgeries, why chemical patches.
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
to_chat(user, SPAN_NOTICE("The [affecting.name] is cut open, you'll need more than a bandage!"))
return
to_chat(H, "<span class='notice'>\The [src] is placed on your [affecting].</span>")
to_chat(H, SPAN_NOTICE("\The [src] is placed on your [affecting]."))
M.temporarily_remove_from_inventory(src, INV_OP_FORCE)
if(reagents.total_volume)
reagents.trans_to_mob(M, reagents.total_volume, CHEM_TOUCH)
@@ -56,39 +77,43 @@
W.bandage()
break;//dont bandage more than one wound, its only one patch you can have in your stack
affecting.update_damages()
return 1
return TRUE
else if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(check_zone(L.zone_sel.selecting))
if(!affecting)
to_chat(user, "<span class='warning'>The limb is missing!</span>")
to_chat(user, SPAN_WARNING("The limb is missing!"))
return
if(affecting.robotic >= ORGAN_ROBOT)
to_chat(user, "<span class='notice'>\The [src] won't work on a robotic limb!</span>")
to_chat(user, SPAN_NOTICE("\The [src] won't work on a robotic limb!"))
return
if(!H.can_inject(user, FALSE, L.zone_sel.selecting, pierce_material))
to_chat(user, "<span class='notice'>\The [src] can't be applied through such a thick material!</span>")
to_chat(user, SPAN_NOTICE("\The [src] can't be applied through such a thick material!"))
return
if(affecting.open)// you cant place Bandaids on open surgeries, why chemical patches.
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
to_chat(user, SPAN_NOTICE("The [affecting.name] is cut open, you'll need more than a bandage!"))
return
user.visible_message("<span class='warning'>[user] attempts to place \the [src] onto [H]`s [affecting].</span>")
user.visible_message(SPAN_WARNING("[user] attempts to place \the [src] onto [H]`s [affecting]."))
user.setClickCooldown(user.get_attack_speed(src))
if(!do_mob(user, M))
return
user.temporarily_remove_from_inventory(src, INV_OP_FORCE)
user.visible_message("<span class='warning'>[user] applies \the [src] to [H].</span>")
user.visible_message(SPAN_WARNING("[user] applies \the [src] to [H]."))
user.visible_message(
SPAN_NOTICE("[user] applies \the [src] to [H]."),
SPAN_NOTICE("You apply \the [src] to [H]."),
)
var/contained = reagentlist()
add_attack_logs(user,M,"Applied a patch containing [contained]")
add_attack_logs(user, M, "Applied a patch containing [contained]")
to_chat(H, "<span class='notice'>\The [src] is placed on your [affecting].</span>")
to_chat(H, SPAN_NOTICE("\The [src] is placed on your [affecting]."))
M.temporarily_remove_from_inventory(src, INV_OP_FORCE)
if(reagents.total_volume)
@@ -96,14 +121,13 @@
qdel(src)
for(var/datum/wound/W in affecting.wounds)
if (W.internal)//ignore internal wounds and check the remaining
if (W.internal) //ignore internal wounds and check the remaining
continue
if(W.bandaged)//already bandaged wounds dont need to be bandaged again
if(W.bandaged) //already bandaged wounds dont need to be bandaged again
continue
W.bandage()
break;//dont bandage more than one wound, its only one patch you can have in your stack
break //dont bandage more than one wound, its only one patch you can have in your stack
affecting.update_damages()
return 1
return 0
return TRUE
return FALSE