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https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2026-08-22 21:57:09 +01:00
135 lines
5.0 KiB
Plaintext
135 lines
5.0 KiB
Plaintext
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/*
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* Patches. A subtype of pills, in order to inherit the possible future produceability within chem-masters, and dissolving.
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*/
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/obj/item/reagent_containers/pill/patch
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name = "patch"
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desc = "A thin, sticky patch, capable of suffusing chemicals through the skin."
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icon = 'icons/obj/medical/chemical.dmi'
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icon_state = null
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base_icon_state = "patch"
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item_state = "pill"
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possible_transfer_amounts = null
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w_class = WEIGHT_CLASS_TINY
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slot_flags = SLOT_EARS
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volume = 60
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var/pierce_material = FALSE // If true, the patch can be used through thick material.
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//! Non-implemented Subtypes
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/*
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/obj/item/reagent_containers/pill/patch/libital
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name = "libital patch (brute)"
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desc = "A pain reliever. Does minor liver damage. Diluted with Granibitaluri."
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list_reagents = list(/datum/reagent/medicine/c2/libital = 2, /datum/reagent/medicine/granibitaluri = 8) //10 iterations
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icon_state = "bandaid_brute"
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/obj/item/reagent_containers/pill/patch/aiuri
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name = "aiuri patch (burn)"
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desc = "Helps with burn injuries. Does minor eye damage. Diluted with Granibitaluri."
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list_reagents = list(/datum/reagent/medicine/c2/aiuri = 2, /datum/reagent/medicine/granibitaluri = 8)
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icon_state = "bandaid_burn"
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/obj/item/reagent_containers/pill/patch/synthflesh
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name = "synthflesh patch"
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desc = "Helps with brute and burn injuries. Slightly toxic."
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list_reagents = list(/datum/reagent/medicine/c2/synthflesh = 20)
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icon_state = "bandaid_both"
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*/
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//! End ofNon-implemented Subtypes
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/obj/item/reagent_containers/pill/patch/legacy_mob_melee_hook(mob/target, mob/user, clickchain_flags, list/params, mult, target_zone, intent)
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var/mob/living/L = user
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if(target == L)
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if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = target
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var/obj/item/organ/external/affecting = H.get_organ(check_zone(L.zone_sel.selecting))
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if(!affecting)
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to_chat(user, SPAN_WARNING("The limb is missing!"))
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return
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if(affecting.robotic >= ORGAN_ROBOT)
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to_chat(user, SPAN_WARNING("\The [src] won't work on a robotic limb!"))
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return
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if(affecting.behaviour_flags & BODYPART_NO_PATCH)
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to_chat(user, SPAN_WARNING("\The [src] won't work on this limb!"))
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return
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if(!H.can_inject(user, FALSE, L.zone_sel.selecting, pierce_material))
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to_chat(user, SPAN_NOTICE("\The [src] can't be applied through such a thick material!"))
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return
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if(affecting.open)// you cant place Bandaids on open surgeries, why chemical patches.
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to_chat(user, SPAN_NOTICE("The [affecting.name] is cut open, you'll need more than a bandage!"))
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return
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to_chat(H, SPAN_NOTICE("\The [src] is placed on your [affecting]."))
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target.temporarily_remove_from_inventory(src, INV_OP_FORCE)
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if(reagents.total_volume)
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reagents.trans_to_mob(target, reagents.total_volume, CHEM_TOUCH)
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qdel(src)
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for(var/datum/wound/W as anything in affecting.wounds)
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if (W.internal)//ignore internal wounds and check the remaining
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continue
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if(W.bandaged)//already bandaged wounds dont need to be bandaged again
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continue
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W.bandage()
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break;//dont bandage more than one wound, its only one patch you can have in your stack
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affecting.update_damages()
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return TRUE
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else if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = target
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var/obj/item/organ/external/affecting = H.get_organ(check_zone(L.zone_sel.selecting))
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if(!affecting)
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to_chat(user, SPAN_WARNING("The limb is missing!"))
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return
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if(affecting.robotic >= ORGAN_ROBOT)
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to_chat(user, SPAN_NOTICE("\The [src] won't work on a robotic limb!"))
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return
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if(!H.can_inject(user, FALSE, L.zone_sel.selecting, pierce_material))
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to_chat(user, SPAN_NOTICE("\The [src] can't be applied through such a thick material!"))
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return
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if(affecting.open)// you cant place Bandaids on open surgeries, why chemical patches.
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to_chat(user, SPAN_NOTICE("The [affecting.name] is cut open, you'll need more than a bandage!"))
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return
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user.visible_message(SPAN_WARNING("[user] attempts to place \the [src] onto [H]`s [affecting]."))
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user.setClickCooldownLegacy(user.get_attack_speed_legacy(src))
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if(!do_mob(user, target))
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return
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user.temporarily_remove_from_inventory(src, INV_OP_FORCE)
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user.visible_message(SPAN_WARNING("[user] applies \the [src] to [H]."))
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user.visible_message(
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SPAN_NOTICE("[user] applies \the [src] to [H]."),
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SPAN_NOTICE("You apply \the [src] to [H]."),
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)
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var/contained = reagentlist()
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add_attack_logs(user, target, "Applied a patch containing [contained]")
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to_chat(H, SPAN_NOTICE("\The [src] is placed on your [affecting]."))
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target.temporarily_remove_from_inventory(src, INV_OP_FORCE)
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if(reagents.total_volume)
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reagents.trans_to_mob(target, reagents.total_volume, CHEM_TOUCH)
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qdel(src)
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for(var/datum/wound/W in affecting.wounds)
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if (W.internal) //ignore internal wounds and check the remaining
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continue
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if(W.bandaged) //already bandaged wounds dont need to be bandaged again
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continue
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W.bandage()
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break //dont bandage more than one wound, its only one patch you can have in your stack
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affecting.update_damages()
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