Adds 3 ipc only implants. (#22798)

* FUCK fix drugs first

* done just wait for prs to be merged (sorry s34n)

* removes uneeded chest implant redifine, repair implant

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* !human, fluid

* guard variable lisst

* oops

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/surgery/organs/organ_external.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/game/objects/items/stacks/nanopaste.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* lewcs good to them?

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* not needed

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
This commit is contained in:
Qwertytoforty
2023-11-21 16:19:39 -05:00
committed by GitHub
parent 7e74694d6e
commit 207e35cddf
8 changed files with 191 additions and 43 deletions
+2
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@@ -217,6 +217,8 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
#define TRAIT_DODGE_ALL_OBJECTS "dodges_all_objects" /// Allows a mob to dodge all thrown objects
#define TRAIT_BADASS "trait_badass"
#define TRAIT_FORCED_STANDING "forced_standing" // The mob cannot be floored, or lie down
#define TRAIT_IPC_JOINTS_MAG "ipc_joints_mag" // IPC has weaker limbs but can re-attach them with ease
#define TRAIT_IPC_JOINTS_SEALED "ipc_joints_sealed" // The IPC's limbs will not pop off bar sharp damage (aka like a human), but will take slightly more stamina damage
#define TRAIT_HAS_GPS "has_gps" // used for /Stat
#define TRAIT_CAN_VIEW_HEALTH "can_view_health" // Also used for /Stat
+2
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@@ -73,6 +73,8 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_UNREVIVABLE" = TRAIT_UNREVIVABLE,
"TRAIT_CULT_IMMUNITY" = TRAIT_CULT_IMMUNITY,
"TRAIT_SHOW_WIRE_INFO" = TRAIT_SHOW_WIRE_INFO,
"TRAIT_IPC_JOINTS_MAG" = TRAIT_IPC_JOINTS_MAG,
"TRAIT_IPC_JOINTS_SEALED" = TRAIT_IPC_JOINTS_SEALED,
"TRAIT_CAN_BE_EATEN_BY_LIZARDS" = TRAIT_EDIBLE_BUG,
"TRAIT_FLATTENED" = TRAIT_FLATTENED,
"TRAIT_SM_HALLUCINATION_IMMUNE" = SM_HALLUCINATION_IMMUNE,
+37 -35
View File
@@ -25,45 +25,47 @@
if(ishuman(M)) //Repairing robotic limbs and IPCs
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/S = H.get_organ(user.zone_selected)
var/obj/item/organ/external/external_limb = H.get_organ(user.zone_selected)
if(S && S.is_robotic())
if(S.get_damage())
use(1)
var/remheal = 15
var/nremheal = 0
S.heal_damage(robo_repair = 1) //should in, theory, heal the robotic organs in just the targeted area with it being S instead of E
var/childlist
if(!isnull(S.children))
childlist = S.children.Copy()
var/parenthealed = FALSE
while(remheal > 0)
var/obj/item/organ/external/E
if(S.get_damage())
E = S
else if(LAZYLEN(childlist))
E = pick_n_take(childlist)
if(!E.get_damage() || !E.is_robotic())
continue
else if(S.parent && !parenthealed)
E = S.parent
parenthealed = TRUE
if(!E.get_damage() || !E.is_robotic())
break
else
break
nremheal = max(remheal - E.get_damage(), 0)
E.heal_damage(remheal, 0, 0, 1) //Healing Brute
E.heal_damage(0, remheal, 0, 1) //Healing Burn
remheal = nremheal
user.visible_message("<span class='notice'>\The [user] applies some nanite paste at \the [M]'s [E.name] with \the [src].</span>")
if(H.bleed_rate && ismachineperson(H))
H.bleed_rate = 0
else
to_chat(user, "<span class='notice'>Nothing to fix here.</span>")
if(external_limb && external_limb.is_robotic())
robotic_limb_repair(user, external_limb, H)
else
to_chat(user, "<span class='notice'>[src] won't work on that.</span>")
/obj/item/stack/nanopaste/proc/robotic_limb_repair(mob/user, obj/item/organ/external/external_limb, mob/living/carbon/human/H)
if(!external_limb.get_damage())
to_chat(user, "<span class='notice'>Nothing to fix here.</span>")
return
use(1)
var/remaining_heal = 15
var/new_remaining_heal = 0
external_limb.heal_damage(robo_repair = TRUE) //should in, theory, heal the robotic organs in just the targeted area with it being external_limb instead of other_external_limb
var/list/childlist
if(!isnull(external_limb.children))
childlist = external_limb.children.Copy()
var/parenthealed = FALSE
while(remaining_heal > 0)
var/obj/item/organ/external/other_external_limb
if(external_limb.get_damage())
other_external_limb = external_limb
else if(LAZYLEN(childlist))
other_external_limb = pick_n_take(childlist)
if(!other_external_limb.get_damage() || !other_external_limb.is_robotic())
continue
else if(external_limb.parent && !parenthealed)
other_external_limb = external_limb.parent
parenthealed = TRUE
if(!other_external_limb.get_damage() || !other_external_limb.is_robotic())
break
else
break
new_remaining_heal = max(remaining_heal - other_external_limb.get_damage(), 0)
other_external_limb.heal_damage(remaining_heal, remaining_heal, FALSE, TRUE)
remaining_heal = new_remaining_heal
user.visible_message("<span class='notice'>[user] applies some nanite paste at [H]'s [other_external_limb.name] with [src].</span>")
if(H.bleed_rate && ismachineperson(H))
H.bleed_rate = 0
/obj/item/stack/nanopaste/cyborg
energy_type = /datum/robot_energy_storage/medical/nanopaste
is_cyborg = TRUE
@@ -540,6 +540,39 @@
build_path = /obj/item/organ/internal/cyberimp/brain/wire_interface
category = list("Medical")
/datum/design/raiden_implant
name = "Reactive Repair Implant"
desc = "This implant reworks the IPC frame, in order to incorporate materials that return to their original shape after being damaged. Requires power to function."
id = "ci-raiden_implant"
req_tech = list("materials" = 5, "programming" = 5, "biotech" = 5, "magnets" = 5, "engineering" = 5)
build_type = PROTOLATHE | MECHFAB
construction_time = 60
materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
build_path = /obj/item/organ/internal/cyberimp/chest/ipc_repair
category = list("Medical")
/datum/design/monsoon_implant
name = "Magnetic Joints Implant"
desc = "This implant modifies IPC joints to use magnets, allowing easy re-attachment and fluid movement."
id = "ci-monsoon_implant"
req_tech = list("materials" = 5, "programming" = 5, "biotech" = 5, "magnets" = 5, "engineering" = 5)
build_type = PROTOLATHE | MECHFAB
construction_time = 60
materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
build_path = /obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints
category = list("Medical")
/datum/design/sundown_implant
name = "Sealed Joints Implant"
desc = "This implant seals and reinforces IPC joints, securing the limbs better, though prone to locking up."
id = "ci-sundown_implant"
req_tech = list("materials" = 5, "programming" = 5, "biotech" = 5, "engineering" = 5, "combat" = 5)
build_type = PROTOLATHE | MECHFAB
construction_time = 60
materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
build_path = /obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed
category = list("Medical")
/////////////////////////////////////////
////////////Regular Implants/////////////
/////////////////////////////////////////
@@ -317,7 +317,6 @@
/obj/item/organ/internal/cyberimp/chest/nutriment
name = "Nutriment pump implant"
desc = "This implant will synthesize a small amount of nutriment and pumps it directly into your bloodstream when you are starving."
icon_state = "chest_implant"
implant_color = "#00AA00"
var/hunger_threshold = NUTRITION_LEVEL_STARVING
var/synthesizing = 0
@@ -367,7 +366,6 @@
/obj/item/organ/internal/cyberimp/chest/nutriment/plus
name = "Nutriment pump implant PLUS"
desc = "This implant will synthesize a small amount of nutriment and pumps it directly into your bloodstream when you are hungry."
icon_state = "chest_implant"
implant_color = "#006607"
hunger_threshold = NUTRITION_LEVEL_HUNGRY
poison_amount = 10
@@ -384,7 +382,6 @@
/obj/item/organ/internal/cyberimp/chest/reviver
name = "Reviver implant"
desc = "This implant will attempt to heal you out of critical condition. For the faint of heart!"
icon_state = "chest_implant"
implant_color = "#AD0000"
origin_tech = "materials=5;programming=4;biotech=4"
slot = "heartdrive"
@@ -457,6 +454,87 @@
if(H.stat == CONSCIOUS)
to_chat(H, "<span class='notice'>You feel your heart beating again!</span>")
/obj/item/organ/internal/cyberimp/chest/ipc_repair
name = "Reactive Repair Implant"
desc = "This implant reworks the IPC frame, in order to incorporate materials that return to their original shape after being damaged. Requires power to function."
implant_color = "#0ac0d8"
origin_tech = "materials=4;programming=4;biotech=4;magnets=4;engineering=4"
slot = "stomach" //Can't have a nutriment pump with it.
requires_machine_person = TRUE
/obj/item/organ/internal/cyberimp/chest/ipc_repair/on_life()
if(crit_fail)
return
if(owner.maxHealth == owner.health)
owner.adjust_nutrition(-0.5)
return //Passive damage scanning
owner.adjustBruteLoss(-0.5, robotic = TRUE)
owner.adjustFireLoss(-0.5, robotic = TRUE)
owner.adjust_nutrition(-4) //Very power inefficent. Hope you got an APC nearby.
/obj/item/organ/internal/cyberimp/chest/ipc_repair/emp_act(severity)
if(!owner || emp_proof || crit_fail)
return
crit_fail = TRUE
addtimer(VARSET_CALLBACK(src, crit_fail, FALSE), 30 SECONDS / severity)
/obj/item/organ/internal/cyberimp/chest/ipc_joints
name = "IPC ER-OR Joint Implant"
desc = "This is a basetype. Notify a coder!"
implant_color = "#eeff00"
origin_tech = "materials=5;programming=4;biotech=4"
slot = "joints"
requires_machine_person = TRUE
/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints
name = "Magnetic Joints Implant"
desc = "This implant modifies IPC joints to use magnets, allowing easy re-attachment and fluid movement."
implant_color = "#670db1"
origin_tech = "materials=4;programming=4;biotech=4;magnets=4;engineering=4"
/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints/emp_act(severity)
if(!owner || emp_proof)
return
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
to_chat(H, "<span class='userdanger'>Your magnetic joints lose power!</span>")
for(var/obj/item/organ/external/E in H.bodyparts)
if(E.body_part != UPPER_TORSO && E.body_part != LOWER_TORSO)
E.droplimb(TRUE) //lego disasemble sound
/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints/insert(mob/living/carbon/M, special = FALSE)
ADD_TRAIT(M, TRAIT_IPC_JOINTS_MAG, "ipc_joint[UID()]")
return ..()
/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints/remove(mob/living/carbon/M, special = FALSE)
REMOVE_TRAIT(M, TRAIT_IPC_JOINTS_MAG, "ipc_joint[UID()]")
return ..()
/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed
name = "Sealed Joints Implant"
desc = "This implant seals and reinforces IPC joints, securing the limbs better for industrial work, though prone to locking up."
implant_color = "#b10d0d"
origin_tech = "materials=4;programming=4;biotech=4;engineering=4;combat=4;"
/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed/emp_act(severity)
if(!owner || emp_proof)
return
var/weaken_time = (10 + (severity - 1 ? 0 : 10)) SECONDS
owner.Weaken(weaken_time) //Pop it and lock it
to_chat(owner, "<span class='warning'>Your body seizes up!</span>")
return weaken_time
/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed/insert(mob/living/carbon/M, special = FALSE)
ADD_TRAIT(M, TRAIT_IPC_JOINTS_SEALED, "ipc_joint[UID()]")
owner.physiology.stamina_mod *= 1.15 //15% more stamina damage, representing extra friction in limbs. I guess.
return ..()
/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed/remove(mob/living/carbon/M, special = FALSE)
REMOVE_TRAIT(M, TRAIT_IPC_JOINTS_SEALED, "ipc_joint[UID()]")
owner.physiology.stamina_mod /= 1.15
return ..()
//BOX O' IMPLANTS
/obj/item/storage/box/cyber_implants
+2
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@@ -30,6 +30,8 @@
var/emp_proof = FALSE //is the organ immune to EMPs?
var/hidden_pain = FALSE //will it skip pain messages?
var/requires_robotic_bodypart = FALSE
/// When this variable is true, it can only be installed on the machine person species.
var/requires_machine_person = FALSE
///Should this organ be destroyed on removal?
var/destroy_on_removal = FALSE
+26 -4
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@@ -164,6 +164,27 @@
if(!HAS_TRAIT(owner, TRAIT_IB_IMMUNE))
limb_flags &= ~CANNOT_INT_BLEED
/obj/item/organ/external/attack(mob/M, mob/living/user)
if(!ishuman(M))
return ..()
var/mob/living/carbon/human/C = M
if(is_robotic() && HAS_TRAIT(C, TRAIT_IPC_JOINTS_MAG) && isnull(C.bodyparts_by_name[limb_name]))
user.unEquip(src)
replaced(C)
C.update_body()
C.updatehealth()
C.UpdateDamageIcon()
if(limb_name == BODY_ZONE_HEAD)
var/obj/item/organ/external/head/H = C.get_organ(BODY_ZONE_HEAD)
var/datum/robolimb/robohead = GLOB.all_robolimbs[H.model]
if(robohead.is_monitor) //Ensures that if an IPC gets a head that's got a human hair wig attached to their body, the hair won't wipe.
H.h_style = "Bald"
H.f_style = "Shaved"
C.m_styles["head"] = "None"
user.visible_message(
"<span class='notice'>[user] has attached [C]'s [src] to the [amputation_point].</span>",
"<span class='notice'>You have attached [C]'s [src] to the [amputation_point].</span>")
return TRUE
/obj/item/organ/external/replaced(mob/living/carbon/human/target)
owner = target
loc = null
@@ -198,6 +219,7 @@
****************************************************/
/obj/item/organ/external/receive_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list(), ignore_resists = FALSE, updating_health = TRUE)
var/max_limb_damage = max_damage - (HAS_TRAIT(owner, TRAIT_IPC_JOINTS_MAG) ? max_damage * 0.25 : 0)
if(tough && !ignore_resists)
brute = max(0, brute - 5)
burn = max(0, burn - 4)
@@ -226,7 +248,7 @@
// Probability of taking internal damage from sufficient force, while otherwise healthy
#define LIMB_DMG_PROB 5
// High brute damage or sharp objects may damage internal organs
if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= LIMB_SHARP_THRESH_INT_DMG) || brute >= LIMB_THRESH_INT_DMG) && prob(LIMB_DMG_PROB))))
if(internal_organs && (brute_dam >= max_limb_damage || (((sharp && brute >= LIMB_SHARP_THRESH_INT_DMG) || brute >= LIMB_THRESH_INT_DMG) && prob(LIMB_DMG_PROB))))
// Damage an internal organ
if(internal_organs && internal_organs.len)
var/obj/item/organ/internal/I = pick(internal_organs)
@@ -244,14 +266,14 @@
add_autopsy_data(null, brute + burn)
// Make sure we don't exceed the maximum damage a limb can take before dismembering
if((brute_dam + burn_dam + brute + burn) < max_damage)
if((brute_dam + burn_dam + brute + burn) < max_limb_damage)
brute_dam += brute
burn_dam += burn
check_for_internal_bleeding(brute)
else
//If we can't inflict the full amount of damage, spread the damage in other ways
//How much damage can we actually cause?
var/can_inflict = max_damage - (brute_dam + burn_dam)
var/can_inflict = max_limb_damage - (brute_dam + burn_dam)
if(can_inflict)
if(brute > 0)
//Inflict all burte damage we can
@@ -285,7 +307,7 @@
var/obj/item/organ/external/target = pick(possible_points)
target.receive_damage(brute, burn, sharp, used_weapon, forbidden_limbs + src, ignore_resists = TRUE) //If the damage was reduced before, don't reduce it again
if(dismember_at_max_damage && body_part != UPPER_TORSO && body_part != LOWER_TORSO) // We've ensured all damage to the mob is retained, now let's drop it, if necessary.
if(dismember_at_max_damage && body_part != UPPER_TORSO && body_part != LOWER_TORSO && !HAS_TRAIT(owner, TRAIT_IPC_JOINTS_SEALED)) // We've ensured all damage to the mob is retained, now let's drop it, if necessary.
droplimb(1) //Clean loss, just drop the limb and be done
var/mob/living/carbon/owner_old = owner //Need to update health, but need a reference in case the below check cuts off a limb.
+8 -1
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@@ -396,6 +396,10 @@
to_chat(user, "<span class='warning'>[I] is an organ that requires a robotic interface! [target]'s [parse_zone(target_zone)] does not have one.</span>")
return SURGERY_BEGINSTEP_SKIP
if(I.requires_machine_person && !ismachineperson(target))
to_chat(user, "<span class='warning'>[I] is an organ that requires an IPC interface! [target]'s [parse_zone(target_zone)] does not have one.</span>")
return SURGERY_BEGINSTEP_SKIP
if(target_zone != I.parent_organ || target.get_organ_slot(I.slot))
to_chat(user, "<span class='notice'>There is no room for [I] in [target]'s [parse_zone(target_zone)]!</span>")
return SURGERY_BEGINSTEP_SKIP
@@ -427,7 +431,10 @@
if(!istype(tool))
return SURGERY_STEP_INCOMPLETE
if(I.requires_robotic_bodypart)
to_chat(user, "<span class='warning'>[I] is an organ that requires a robotic interface[target].</span>")
to_chat(user, "<span class='warning'>[I] requires a robotic interface.</span>")
return SURGERY_STEP_INCOMPLETE
if(I.requires_machine_person && !ismachineperson(target))
to_chat(user, "<span class='warning'>[I] requires an IPC interface!</span>")
return SURGERY_STEP_INCOMPLETE
if(!user.drop_item())
to_chat(user, "<span class='warning'>[I] is stuck to your hand, you can't put it in [target]!</span>")