mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-17 10:03:50 +01:00
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:
@@ -217,6 +217,8 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
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#define TRAIT_DODGE_ALL_OBJECTS "dodges_all_objects" /// Allows a mob to dodge all thrown objects
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#define TRAIT_BADASS "trait_badass"
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#define TRAIT_FORCED_STANDING "forced_standing" // The mob cannot be floored, or lie down
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#define TRAIT_IPC_JOINTS_MAG "ipc_joints_mag" // IPC has weaker limbs but can re-attach them with ease
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#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
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#define TRAIT_HAS_GPS "has_gps" // used for /Stat
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#define TRAIT_CAN_VIEW_HEALTH "can_view_health" // Also used for /Stat
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@@ -73,6 +73,8 @@ GLOBAL_LIST_INIT(traits_by_type, list(
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"TRAIT_UNREVIVABLE" = TRAIT_UNREVIVABLE,
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"TRAIT_CULT_IMMUNITY" = TRAIT_CULT_IMMUNITY,
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"TRAIT_SHOW_WIRE_INFO" = TRAIT_SHOW_WIRE_INFO,
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"TRAIT_IPC_JOINTS_MAG" = TRAIT_IPC_JOINTS_MAG,
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"TRAIT_IPC_JOINTS_SEALED" = TRAIT_IPC_JOINTS_SEALED,
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"TRAIT_CAN_BE_EATEN_BY_LIZARDS" = TRAIT_EDIBLE_BUG,
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"TRAIT_FLATTENED" = TRAIT_FLATTENED,
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"TRAIT_SM_HALLUCINATION_IMMUNE" = SM_HALLUCINATION_IMMUNE,
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@@ -25,45 +25,47 @@
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if(ishuman(M)) //Repairing robotic limbs and IPCs
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/S = H.get_organ(user.zone_selected)
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var/obj/item/organ/external/external_limb = H.get_organ(user.zone_selected)
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if(S && S.is_robotic())
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if(S.get_damage())
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use(1)
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var/remheal = 15
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var/nremheal = 0
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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
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var/childlist
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if(!isnull(S.children))
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childlist = S.children.Copy()
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var/parenthealed = FALSE
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while(remheal > 0)
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var/obj/item/organ/external/E
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if(S.get_damage())
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E = S
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else if(LAZYLEN(childlist))
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E = pick_n_take(childlist)
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if(!E.get_damage() || !E.is_robotic())
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continue
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else if(S.parent && !parenthealed)
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E = S.parent
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parenthealed = TRUE
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if(!E.get_damage() || !E.is_robotic())
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break
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else
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break
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nremheal = max(remheal - E.get_damage(), 0)
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E.heal_damage(remheal, 0, 0, 1) //Healing Brute
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E.heal_damage(0, remheal, 0, 1) //Healing Burn
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remheal = nremheal
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user.visible_message("<span class='notice'>\The [user] applies some nanite paste at \the [M]'s [E.name] with \the [src].</span>")
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if(H.bleed_rate && ismachineperson(H))
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H.bleed_rate = 0
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else
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to_chat(user, "<span class='notice'>Nothing to fix here.</span>")
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if(external_limb && external_limb.is_robotic())
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robotic_limb_repair(user, external_limb, H)
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else
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to_chat(user, "<span class='notice'>[src] won't work on that.</span>")
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/obj/item/stack/nanopaste/proc/robotic_limb_repair(mob/user, obj/item/organ/external/external_limb, mob/living/carbon/human/H)
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if(!external_limb.get_damage())
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to_chat(user, "<span class='notice'>Nothing to fix here.</span>")
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return
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use(1)
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var/remaining_heal = 15
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var/new_remaining_heal = 0
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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
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var/list/childlist
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if(!isnull(external_limb.children))
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childlist = external_limb.children.Copy()
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var/parenthealed = FALSE
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while(remaining_heal > 0)
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var/obj/item/organ/external/other_external_limb
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if(external_limb.get_damage())
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other_external_limb = external_limb
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else if(LAZYLEN(childlist))
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other_external_limb = pick_n_take(childlist)
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if(!other_external_limb.get_damage() || !other_external_limb.is_robotic())
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continue
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else if(external_limb.parent && !parenthealed)
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other_external_limb = external_limb.parent
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parenthealed = TRUE
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if(!other_external_limb.get_damage() || !other_external_limb.is_robotic())
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break
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else
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break
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new_remaining_heal = max(remaining_heal - other_external_limb.get_damage(), 0)
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other_external_limb.heal_damage(remaining_heal, remaining_heal, FALSE, TRUE)
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remaining_heal = new_remaining_heal
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user.visible_message("<span class='notice'>[user] applies some nanite paste at [H]'s [other_external_limb.name] with [src].</span>")
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if(H.bleed_rate && ismachineperson(H))
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H.bleed_rate = 0
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/obj/item/stack/nanopaste/cyborg
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energy_type = /datum/robot_energy_storage/medical/nanopaste
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is_cyborg = TRUE
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@@ -540,6 +540,39 @@
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build_path = /obj/item/organ/internal/cyberimp/brain/wire_interface
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category = list("Medical")
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/datum/design/raiden_implant
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name = "Reactive Repair Implant"
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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."
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id = "ci-raiden_implant"
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req_tech = list("materials" = 5, "programming" = 5, "biotech" = 5, "magnets" = 5, "engineering" = 5)
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build_type = PROTOLATHE | MECHFAB
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construction_time = 60
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materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
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build_path = /obj/item/organ/internal/cyberimp/chest/ipc_repair
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category = list("Medical")
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/datum/design/monsoon_implant
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name = "Magnetic Joints Implant"
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desc = "This implant modifies IPC joints to use magnets, allowing easy re-attachment and fluid movement."
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id = "ci-monsoon_implant"
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req_tech = list("materials" = 5, "programming" = 5, "biotech" = 5, "magnets" = 5, "engineering" = 5)
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build_type = PROTOLATHE | MECHFAB
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construction_time = 60
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materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
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build_path = /obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints
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category = list("Medical")
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/datum/design/sundown_implant
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name = "Sealed Joints Implant"
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desc = "This implant seals and reinforces IPC joints, securing the limbs better, though prone to locking up."
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id = "ci-sundown_implant"
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req_tech = list("materials" = 5, "programming" = 5, "biotech" = 5, "engineering" = 5, "combat" = 5)
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build_type = PROTOLATHE | MECHFAB
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construction_time = 60
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materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
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build_path = /obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed
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category = list("Medical")
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/////////////////////////////////////////
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////////////Regular Implants/////////////
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/////////////////////////////////////////
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@@ -317,7 +317,6 @@
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/obj/item/organ/internal/cyberimp/chest/nutriment
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name = "Nutriment pump implant"
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desc = "This implant will synthesize a small amount of nutriment and pumps it directly into your bloodstream when you are starving."
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icon_state = "chest_implant"
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implant_color = "#00AA00"
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var/hunger_threshold = NUTRITION_LEVEL_STARVING
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var/synthesizing = 0
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@@ -367,7 +366,6 @@
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/obj/item/organ/internal/cyberimp/chest/nutriment/plus
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name = "Nutriment pump implant PLUS"
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desc = "This implant will synthesize a small amount of nutriment and pumps it directly into your bloodstream when you are hungry."
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icon_state = "chest_implant"
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implant_color = "#006607"
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hunger_threshold = NUTRITION_LEVEL_HUNGRY
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poison_amount = 10
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@@ -384,7 +382,6 @@
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/obj/item/organ/internal/cyberimp/chest/reviver
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name = "Reviver implant"
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desc = "This implant will attempt to heal you out of critical condition. For the faint of heart!"
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icon_state = "chest_implant"
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implant_color = "#AD0000"
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origin_tech = "materials=5;programming=4;biotech=4"
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slot = "heartdrive"
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@@ -457,6 +454,87 @@
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if(H.stat == CONSCIOUS)
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to_chat(H, "<span class='notice'>You feel your heart beating again!</span>")
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/obj/item/organ/internal/cyberimp/chest/ipc_repair
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name = "Reactive Repair Implant"
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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."
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implant_color = "#0ac0d8"
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origin_tech = "materials=4;programming=4;biotech=4;magnets=4;engineering=4"
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slot = "stomach" //Can't have a nutriment pump with it.
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requires_machine_person = TRUE
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/obj/item/organ/internal/cyberimp/chest/ipc_repair/on_life()
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if(crit_fail)
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return
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if(owner.maxHealth == owner.health)
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owner.adjust_nutrition(-0.5)
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return //Passive damage scanning
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owner.adjustBruteLoss(-0.5, robotic = TRUE)
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owner.adjustFireLoss(-0.5, robotic = TRUE)
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owner.adjust_nutrition(-4) //Very power inefficent. Hope you got an APC nearby.
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/obj/item/organ/internal/cyberimp/chest/ipc_repair/emp_act(severity)
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if(!owner || emp_proof || crit_fail)
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return
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crit_fail = TRUE
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addtimer(VARSET_CALLBACK(src, crit_fail, FALSE), 30 SECONDS / severity)
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/obj/item/organ/internal/cyberimp/chest/ipc_joints
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name = "IPC ER-OR Joint Implant"
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desc = "This is a basetype. Notify a coder!"
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implant_color = "#eeff00"
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origin_tech = "materials=5;programming=4;biotech=4"
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slot = "joints"
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requires_machine_person = TRUE
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/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints
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name = "Magnetic Joints Implant"
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desc = "This implant modifies IPC joints to use magnets, allowing easy re-attachment and fluid movement."
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implant_color = "#670db1"
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origin_tech = "materials=4;programming=4;biotech=4;magnets=4;engineering=4"
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/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints/emp_act(severity)
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if(!owner || emp_proof)
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return
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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to_chat(H, "<span class='userdanger'>Your magnetic joints lose power!</span>")
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for(var/obj/item/organ/external/E in H.bodyparts)
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if(E.body_part != UPPER_TORSO && E.body_part != LOWER_TORSO)
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E.droplimb(TRUE) //lego disasemble sound
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/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints/insert(mob/living/carbon/M, special = FALSE)
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ADD_TRAIT(M, TRAIT_IPC_JOINTS_MAG, "ipc_joint[UID()]")
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return ..()
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/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints/remove(mob/living/carbon/M, special = FALSE)
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REMOVE_TRAIT(M, TRAIT_IPC_JOINTS_MAG, "ipc_joint[UID()]")
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return ..()
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/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed
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name = "Sealed Joints Implant"
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desc = "This implant seals and reinforces IPC joints, securing the limbs better for industrial work, though prone to locking up."
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implant_color = "#b10d0d"
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origin_tech = "materials=4;programming=4;biotech=4;engineering=4;combat=4;"
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/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed/emp_act(severity)
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if(!owner || emp_proof)
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return
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var/weaken_time = (10 + (severity - 1 ? 0 : 10)) SECONDS
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owner.Weaken(weaken_time) //Pop it and lock it
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to_chat(owner, "<span class='warning'>Your body seizes up!</span>")
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return weaken_time
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/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed/insert(mob/living/carbon/M, special = FALSE)
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ADD_TRAIT(M, TRAIT_IPC_JOINTS_SEALED, "ipc_joint[UID()]")
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owner.physiology.stamina_mod *= 1.15 //15% more stamina damage, representing extra friction in limbs. I guess.
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return ..()
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/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed/remove(mob/living/carbon/M, special = FALSE)
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REMOVE_TRAIT(M, TRAIT_IPC_JOINTS_SEALED, "ipc_joint[UID()]")
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owner.physiology.stamina_mod /= 1.15
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return ..()
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//BOX O' IMPLANTS
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/obj/item/storage/box/cyber_implants
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@@ -30,6 +30,8 @@
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var/emp_proof = FALSE //is the organ immune to EMPs?
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var/hidden_pain = FALSE //will it skip pain messages?
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var/requires_robotic_bodypart = FALSE
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/// When this variable is true, it can only be installed on the machine person species.
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var/requires_machine_person = FALSE
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///Should this organ be destroyed on removal?
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var/destroy_on_removal = FALSE
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@@ -164,6 +164,27 @@
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if(!HAS_TRAIT(owner, TRAIT_IB_IMMUNE))
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limb_flags &= ~CANNOT_INT_BLEED
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/obj/item/organ/external/attack(mob/M, mob/living/user)
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if(!ishuman(M))
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return ..()
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var/mob/living/carbon/human/C = M
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if(is_robotic() && HAS_TRAIT(C, TRAIT_IPC_JOINTS_MAG) && isnull(C.bodyparts_by_name[limb_name]))
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user.unEquip(src)
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replaced(C)
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C.update_body()
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C.updatehealth()
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C.UpdateDamageIcon()
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if(limb_name == BODY_ZONE_HEAD)
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var/obj/item/organ/external/head/H = C.get_organ(BODY_ZONE_HEAD)
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var/datum/robolimb/robohead = GLOB.all_robolimbs[H.model]
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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.
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H.h_style = "Bald"
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H.f_style = "Shaved"
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C.m_styles["head"] = "None"
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user.visible_message(
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"<span class='notice'>[user] has attached [C]'s [src] to the [amputation_point].</span>",
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"<span class='notice'>You have attached [C]'s [src] to the [amputation_point].</span>")
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return TRUE
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/obj/item/organ/external/replaced(mob/living/carbon/human/target)
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owner = target
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loc = null
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@@ -198,6 +219,7 @@
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****************************************************/
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/obj/item/organ/external/receive_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list(), ignore_resists = FALSE, updating_health = TRUE)
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var/max_limb_damage = max_damage - (HAS_TRAIT(owner, TRAIT_IPC_JOINTS_MAG) ? max_damage * 0.25 : 0)
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if(tough && !ignore_resists)
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brute = max(0, brute - 5)
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burn = max(0, burn - 4)
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@@ -226,7 +248,7 @@
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// Probability of taking internal damage from sufficient force, while otherwise healthy
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#define LIMB_DMG_PROB 5
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// High brute damage or sharp objects may damage internal organs
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if(internal_organs && (brute_dam >= max_damage || (((sharp && brute >= LIMB_SHARP_THRESH_INT_DMG) || brute >= LIMB_THRESH_INT_DMG) && prob(LIMB_DMG_PROB))))
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if(internal_organs && (brute_dam >= max_limb_damage || (((sharp && brute >= LIMB_SHARP_THRESH_INT_DMG) || brute >= LIMB_THRESH_INT_DMG) && prob(LIMB_DMG_PROB))))
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// Damage an internal organ
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if(internal_organs && internal_organs.len)
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var/obj/item/organ/internal/I = pick(internal_organs)
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@@ -244,14 +266,14 @@
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add_autopsy_data(null, brute + burn)
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// Make sure we don't exceed the maximum damage a limb can take before dismembering
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if((brute_dam + burn_dam + brute + burn) < max_damage)
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if((brute_dam + burn_dam + brute + burn) < max_limb_damage)
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brute_dam += brute
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burn_dam += burn
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check_for_internal_bleeding(brute)
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else
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//If we can't inflict the full amount of damage, spread the damage in other ways
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//How much damage can we actually cause?
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var/can_inflict = max_damage - (brute_dam + burn_dam)
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var/can_inflict = max_limb_damage - (brute_dam + burn_dam)
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if(can_inflict)
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if(brute > 0)
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//Inflict all burte damage we can
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@@ -285,7 +307,7 @@
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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.
|
||||
|
||||
@@ -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>")
|
||||
|
||||
Reference in New Issue
Block a user