Job Perks - True Professionals (#29478)

* ddsadsa

ddsadsa

* moderate again

* revert

* medical first steps

* more work

* lots more work done

* more progress

* finished up

* attack chain linter

* attack chain update

* attack chain work

* fixes + chemist update

* gives comments
This commit is contained in:
Kyani
2025-06-13 19:40:29 +00:00
committed by GitHub
parent 341058c682
commit 586e2e6c4d
31 changed files with 553 additions and 56 deletions
+3 -1
View File
@@ -166,7 +166,9 @@
return ", missing tool."
if(!check_pathtools(user, recipe, contents))
return ", missing tool."
var/craft_time = recipe.time
if(HAS_TRAIT(user.mind, TRAIT_CRAFTY))
craft_time /= 3
if(!do_after(user, recipe.time, target = user))
return "."
contents = get_surroundings(user)
@@ -936,6 +936,10 @@
update_state()
plant_hud_set_status()
plant_hud_set_health()
else if(user.mind && HAS_TRAIT(user.mind, TRAIT_GREEN_THUMB) && weedlevel > 0)
user.visible_message("[user] uproots the weeds.", "<span class='notice'>You pluck the weeds from [src] with your hands.</span>")
adjustWeeds(-10)
update_state()
else
examine(user)
+28 -14
View File
@@ -23,6 +23,7 @@
resistance_flags = FLAMMABLE
drop_sound = 'sound/items/handling/book_drop.ogg'
pickup_sound = 'sound/items/handling/book_pickup.ogg'
new_attack_chain = TRUE
///Title & Real name of the book
var/title
@@ -40,6 +41,8 @@
var/pages = list()
///What page is the book currently opened to? Page 0 - Intro Page | Page 1-5 - Content Pages
var/current_page = 0
///Is this item imaginary and not able to interact with anything else?
var/imaginary = FALSE
///Book UI Popup Height
var/book_height = 400
@@ -74,37 +77,48 @@
icon_state = "book[rand(1,8)]"
/obj/item/book/attack__legacy__attackchain(mob/M, mob/living/user)
/obj/item/book/attack(mob/M, mob/living/user)
if(imaginary)
return FINISH_ATTACK
if(user.a_intent == INTENT_HELP)
force = 0
attack_verb = list("educated")
else
force = initial(force)
attack_verb = list("bashed", "whacked")
..()
return ..()
/obj/item/book/attack_self__legacy__attackchain(mob/user)
/obj/item/book/activate_self(mob/user)
if(..())
return
if(imaginary)
read_book(user)
return FINISH_ATTACK
if(carved)
//Attempt to remove inserted object, if none found, remind user that someone vandalized their book (Bastards)!
if(!remove_stored_item(user, TRUE))
to_chat(user, "<span class='notice'>The pages of [title] have been cut out!</span>")
return
return FINISH_ATTACK
user.visible_message("<span class='notice'>[user] opens a book titled \"[title]\" and begins reading intently.</span>")
read_book(user)
return ..()
/obj/item/book/attackby__legacy__attackchain(obj/item/I, mob/user, params)
if(is_pen(I))
/obj/item/book/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(imaginary)
return ITEM_INTERACT_COMPLETE
if(is_pen(used))
edit_book(user)
else if(istype(I, /obj/item/barcodescanner))
var/obj/item/barcodescanner/scanner = I
else if(istype(used, /obj/item/barcodescanner))
var/obj/item/barcodescanner/scanner = used
scanner.scanBook(src, user) //abstraction and proper scoping ftw | did you know barcode scanner code used to be here?
return
else if(I.sharp && !carved) //don't use sharp objects on your books if you don't want to carve out all of its pages kids!
carve_book(user, I)
else if(store_item(I, user))
return
return ITEM_INTERACT_COMPLETE
else if(used.sharp && !carved) //don't use sharp objects on your books if you don't want to carve out all of its pages kids!
carve_book(user, used)
return ITEM_INTERACT_COMPLETE
else if(store_item(used, user))
return ITEM_INTERACT_COMPLETE
else
..()
return ..()
/obj/item/book/examine(mob/user)
. = ..()
@@ -109,20 +109,22 @@
for(var/mutation_type in active_mutations)
var/datum/mutation/mutation = GLOB.dna_mutations[mutation_type]
mutation.on_life(src)
if(!ignore_gene_stability && gene_stability < GENETIC_DAMAGE_STAGE_1)
var/gene_bonus
if(mind && HAS_TRAIT(mind, TRAIT_GENETIC_BUDGET))
gene_bonus = 5
if(!ignore_gene_stability && gene_stability < GENETIC_DAMAGE_STAGE_1 - gene_bonus)
var/instability = DEFAULT_GENE_STABILITY - gene_stability
if(prob(instability * 0.1))
adjustFireLoss(min(10, instability * 0.67))
to_chat(src, "<span class='danger'>You feel like your skin is burning and bubbling off!</span>")
if(gene_stability < GENETIC_DAMAGE_STAGE_2)
if(gene_stability < GENETIC_DAMAGE_STAGE_2 - gene_bonus)
if(prob(instability * 0.83))
adjustCloneLoss(min(8, instability * 0.05))
to_chat(src, "<span class='danger'>You feel as if your body is warping.</span>")
if(prob(instability * 0.1))
adjustToxLoss(min(10, instability * 0.67))
to_chat(src, "<span class='danger'>You feel weak and nauseous.</span>")
if(gene_stability < GENETIC_DAMAGE_STAGE_3 && prob(1))
if(gene_stability < (GENETIC_DAMAGE_STAGE_3 - gene_bonus) && prob(1))
to_chat(src, "<span class='biggerdanger'>You feel incredibly sick... Something isn't right!</span>")
spawn(300)
if(gene_stability < GENETIC_DAMAGE_STAGE_3)
@@ -895,8 +897,9 @@
if(HAS_TRAIT(H, TRAIT_NOBREATH))
continue //no puking if you can't smell!
// Humans can lack a mind datum, y'know
if(H.mind && (H.mind.assigned_role == "Detective" || H.mind.assigned_role == "Coroner"))
continue //too cool for puke
if(H.mind && HAS_TRAIT(H.mind, TRAIT_CORPSE_RESIST))
to_chat(H, "<span class='warning'>You smell something rotting nearby.</span>")
continue
to_chat(H, "<span class='warning'>You smell something foul...</span>")
H.fakevomit()
@@ -2174,3 +2174,45 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
return FALSE
return TRUE
/mob/living/carbon/human/AltClick(mob/user, modifiers)
. = ..()
if(user.stat || user.restrained() || (!in_range(src, user)))
return
if(user.mind && !HAS_TRAIT(user.mind, TRAIT_MED_EXAMINE))
return
user.visible_message("[user] begins to thoroughly examine [src].")
if(do_after_once(user, 12 SECONDS, target = src, allow_moving = FALSE, attempt_cancel_message = "You couldn't get a good look at [src]!"))
var/list/missing = list("head", "chest", "groin", "l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")
var/list/analysis = list()
for(var/obj/item/organ/external/E in src.bodyparts)
missing -= E.limb_name
if(E.status & ORGAN_DEAD)
analysis += "<span class='info'>You conclude [src]'s [E.name] is dead.</span>"
if(E.status & ORGAN_INT_BLEEDING)
analysis += "<span class='info'>You conclude [src]'s [E.name] has internal bleeding.</span>"
if(E.status & ORGAN_BURNT)
analysis += "<span class='info'>You conclude [src]'s [E.name] has been critically burned.</span>"
if(E.status & ORGAN_BROKEN)
if(!E.broken_description)
analysis += "<span class='info'>You conclude [src]'s [E.name] is broken.</span>"
else
analysis += "<span class='info'>You conclude [src]'s [E.name] has a [E.broken_description].</span>"
to_chat(user, chat_box_healthscan(analysis.Join("<br>")))
/mob/living/carbon/human/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = null
if(next_move >= world.time)
return
if(istype(A, /obj/effect/temp_visual/point) || istype(A, /atom/movable/emissive_blocker))
return FALSE
if(mind && HAS_TRAIT(mind, TRAIT_COFFEE_SNOB) && reagents.has_reagent("coffee"))
changeNext_move(CLICK_CD_POINT / 3)
else
changeNext_move(CLICK_CD_POINT)
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(run_pointed), A))
+6 -2
View File
@@ -941,8 +941,12 @@
if(user.a_intent == INTENT_HARM && stat == DEAD && butcher_results && I.sharp) //can we butcher it?
to_chat(user, "<span class='notice'>You begin to butcher [src]...</span>")
playsound(loc, 'sound/weapons/slice.ogg', 50, TRUE, -1)
if(do_mob(user, src, 8 SECONDS) && Adjacent(I))
harvest(user)
if(user.mind && HAS_TRAIT(user.mind, TRAIT_BUTCHER))
if(do_mob(user, src, 3 SECONDS) && Adjacent(I))
harvest(user)
else
if(do_mob(user, src, 8 SECONDS) && Adjacent(I))
harvest(user)
return TRUE
/mob/living/proc/harvest(mob/living/user)
@@ -104,6 +104,9 @@
/// Famous last words -- if succumbing, what the user's last words were
var/last_words
/// Does this mob talk with a BIG VOICE. 0 off, 1 single use, 2 multi-use
var/big_voice = 0
///This variable is the chance for a mob to automatically dodge a bullet. Useful for admins, and applied to some mobs by default, such as the malfunctioning drone mobs.
var/advanced_bullet_dodge_chance = 0
+4 -1
View File
@@ -105,7 +105,7 @@ GLOBAL_LIST_EMPTY(channel_to_radio_key)
return returns
/mob/living/say(message, verb = null, sanitize = TRUE, ignore_speech_problems = FALSE, ignore_atmospherics = FALSE, ignore_languages = FALSE, automatic = FALSE)
/mob/living/say(message, verb = null, sanitize = TRUE, ignore_speech_problems = FALSE, ignore_atmospherics = FALSE, ignore_languages = FALSE, automatic = FALSE, bigvoice = FALSE)
if(client)
if(check_mute(client.ckey, MUTE_IC))
to_chat(src, "<span class='danger'>You cannot speak in IC (Muted).</span>")
@@ -139,6 +139,9 @@ GLOBAL_LIST_EMPTY(channel_to_radio_key)
message = trim_left(message)
if(big_voice)
message = "<span class='reallybig'>[message]</span>"
//parse the language code and consume it
var/list/message_pieces = list()
if(ignore_languages)
@@ -130,6 +130,8 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
var/base_icon = ""
/// If set to TRUE, the robot's 3 module slots will progressively become unusable as they take damage.
var/modules_break = TRUE
/// Is the robot already being charged by a roboticist?
var/being_charged
/// Maximum brightness of a robot's headlamp. Set as a var for easy adjusting.
var/lamp_max = 10
@@ -923,6 +925,33 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
/mob/living/silicon/robot/item_interaction(mob/living/user, obj/item/W, list/modifiers)
// Check if the user is trying to insert another component like a radio, actuator, armor etc.
if(istype(W, /obj/item/stock_parts/cell) && user.mind && HAS_TRAIT(user.mind, TRAIT_CYBORG_SPECIALIST) && !opened && user.a_intent != INTENT_HARM)
var/obj/item/stock_parts/cell/donor = W
if(being_charged)
to_chat(user, "<span class='warning'>You are already charging [src]!")
return ITEM_INTERACT_COMPLETE
if(donor.charge == 0)
to_chat(user, "<span class='warning'>[donor] has no charge to donate!")
return ITEM_INTERACT_COMPLETE
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
being_charged = TRUE
while(do_after(user, 0.5 SECONDS, target = src))
var/cell_difference = cell.maxcharge - cell.charge
if(donor.charge >= 500 && cell_difference >= 500)
cell.charge += 500
donor.charge -= 500
else if(donor.charge <= cell_difference)
cell.charge += donor.charge
donor.charge = 0
else if(donor.charge > cell_difference)
cell.charge = cell.maxcharge
donor.charge -= cell_difference
if(donor.charge == 0 || cell.charge >= cell.maxcharge)
donor.update_icon(UPDATE_OVERLAYS)
break
cell.update_icon(UPDATE_OVERLAYS)
being_charged = FALSE
return ITEM_INTERACT_COMPLETE
if(istype(W, /obj/item/robot_parts/robot_component) && opened)
for(var/V in components)
var/datum/robot_component/C = components[V]
@@ -1129,10 +1158,6 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
C.uninstall()
thing.forceMove(loc)
/mob/living/silicon/robot/attacked_by(obj/item/I, mob/living/user, def_zone)
if(I.force && I.damtype != STAMINA && stat != DEAD) //only sparks if real damage is dealt.
spark_system.start()
+28 -3
View File
@@ -331,8 +331,33 @@
// Adding APC electronics.
if(istype(used, /obj/item/apc_electronics) && opened)
if(has_electronics())
to_chat(user, "<span class='warning'>[src] already contains APC electronics!</span>")
return ITEM_INTERACT_COMPLETE
if(user.mind && HAS_TRAIT(user.mind, TRAIT_ELECTRICAL_SPECIALIST))
if(stat & BROKEN)
to_chat(user, "<span class='warning'>[src] is damaged! You must repair the frame before you can install [used]!</span>")
return ITEM_INTERACT_COMPLETE
if(malfhack)
malfai = null
malfhack = FALSE
user.visible_message(\
"<span class='notice'>[name] has discarded the strangely programmed APC electronics from [src]!</span>",
"<span class='notice'>You discarded the strangely programmed board.</span>",
"<span class='warning'>You hear metallic levering.</span>"
)
else
user.visible_message(
"<span class='notice'>[user] exchanges out broken the APC electronics inside [src]!</span>",
"<span class='notice'>You carefully remove the charred electronics, replacing it with a functional board.</span>",
"<span class='warning'>You hear metallic levering and a crack, followed by a gentle click.</span>")
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
qdel(used)
electronics_state = APC_ELECTRONICS_INSTALLED
locked = FALSE
stat &= ~MAINT
update_icon()
return ITEM_INTERACT_COMPLETE
else
to_chat(user, "<span class='warning'>[src] already contains APC electronics!</span>")
return ITEM_INTERACT_COMPLETE
if(stat & BROKEN)
to_chat(user, "<span class='warning'>[src] is damaged! You must repair the frame before you can install [used]!</span>")
@@ -368,7 +393,7 @@
update_icon()
return ITEM_INTERACT_COMPLETE
if(has_electronics())
if(has_electronics() && user.mind && !HAS_TRAIT(user.mind, TRAIT_ELECTRICAL_SPECIALIST))
to_chat(user, "<span class='warning'>You cannot repair [src] until you remove the electronics!</span>")
return ITEM_INTERACT_COMPLETE
+7 -2
View File
@@ -231,8 +231,13 @@
if(amount < 3)
to_chat(user, "<span class='warning'>You need more paper.</span>")
return
if(!do_after_once(user, 1.5 SECONDS, target = C) || C.opened || !use(3)) // Checking these again since it's after a delay
return
// Checking these again since it's after a delay
if(user.mind && HAS_TRAIT(user.mind, TRAIT_PACK_RAT))
if(!do_after_once(user, 0.75 SECONDS, target = C) || C.opened || !use(3))
return
else
if(!do_after_once(user, 2 SECONDS, target = C) || C.opened || !use(3))
return
var/obj/structure/big_delivery/P = new(get_turf(C))
P.wrapped = C
C.loc = P
+5
View File
@@ -41,3 +41,8 @@
name = "[quality.name] " + name
return
name = "[quality.name] [material.name] [initial(name)]"
/obj/item/smithed_item/examine(mob/user)
. = ..()
if(HAS_TRAIT(user.mind, TRAIT_SMITH))
. += "<span class='notice'>You can use <b>ALT + Click</b> while in-hand to determine specific statistics of this item.</span>"
@@ -168,3 +168,20 @@
siemens_coeff = 1
quality = /datum/smith_quality/masterwork
material = /datum/smith_material/platinum
/obj/item/smithed_item/insert/AltClick(mob/user, modifiers)
if(!HAS_TRAIT(user.mind, TRAIT_SMITH))
return
if(do_after_once(user, 3 SECONDS, target = src, allow_moving = TRUE, must_be_held = TRUE))
var/compiled_message = "<span class='notice'>\
You determine the following properties on [src]: <br>\
Brute Armor mod: [brute_armor] <br>\
Burn Armor mod: [burn_armor] <br>\
Laser Armor mod: [laser_armor] <br>\
Explosive Resistance mod: [explosive_armor] <br>\
Movement Speed mod: [movement_speed_mod] <br>\
Heat Insulation mod: [heat_insulation] <br>\
Siemens Coefficient mod: [siemens_coeff] <br>\
Radiation Resistance mod: [radiation_armor] <br>\
</span>"
to_chat(user, compiled_message)
@@ -148,3 +148,21 @@
durability = 3000
quality = /datum/smith_quality/masterwork
material = /datum/smith_material/platinum
/obj/item/smithed_item/lens/AltClick(mob/user, modifiers)
if(!HAS_TRAIT(user.mind, TRAIT_SMITH))
return
if(do_after_once(user, 3 SECONDS, target = src, allow_moving = TRUE, must_be_held = TRUE))
var/compiled_message = "<span class='notice'>\
You determine the following properties on [src]: <br>\
Base Laser Speed mod: [base_laser_speed_mult] <br>\
Base Power Draw mod: [base_power_mult] <br>\
Base Damage mod: [base_damage_mult] <br>\
Base Fire Rate mod: [base_fire_rate_mult] <br>\
Laser Speed Multiplier: [laser_speed_mult] <br>\
Power Draw Multiplier: [power_mult] <br>\
Damage multiplier: [damage_mult] <br>\
Fire Rate Multiplier: [fire_rate_mult] <br>\
Durability: [durability] <br>\
</span>"
to_chat(user, compiled_message)
@@ -150,3 +150,21 @@
durability = 300
quality = /datum/smith_quality/masterwork
material = /datum/smith_material/platinum
/obj/item/smithed_item/tool_bit/AltClick(mob/user, modifiers)
if(!HAS_TRAIT(user.mind, TRAIT_SMITH))
return
if(do_after_once(user, 3 SECONDS, target = src, allow_moving = TRUE, must_be_held = TRUE))
var/compiled_message = "<span class='notice'>\
You determine the following properties on [src]: <br>\
Base Speed mod: [base_speed_mod] <br>\
Base Efficiency mod: [base_efficiency_mod] <br>\
Base Productivity mod: [base_productivity_mod] <br>\
Speed Multiplier: [speed_mod] <br>\
Efficiency Multiplier: [efficiency_mod] <br>\
Productivity Multiplier: [productivity_mod] <br>\
Failure Rate: [failure_rate] <br>\
Size Mod: [size_mod] <br>\
Durability: [durability] <br>\
</span>"
to_chat(user, compiled_message)
+48
View File
@@ -3,6 +3,7 @@
desc = "This is what the paramedic uses to run over people they need to take to medbay."
icon_state = "docwagon2"
key_type = /obj/item/key/ambulance
var/siren_on = FALSE
var/obj/structure/bed/amb_trolley/bed = null
var/datum/action/ambulance_alarm/AA
var/datum/looping_sound/ambulance_alarm/soundloop
@@ -41,9 +42,11 @@
cooldown = world.time
if(A.soundloop.muted)
A.siren_on = TRUE
A.soundloop.start()
A.set_light(4,3,"#F70027")
else
A.siren_on = FALSE
A.soundloop.stop()
A.set_light(0)
@@ -104,6 +107,51 @@
var/mob/living/buckled_mob = m
buckled_mob.setDir(Dir)
/obj/vehicle/ambulance/Bump(atom/movable/M)
if(has_buckled_mobs())
for(var/mob/living/L in buckled_mobs)
if(L.mind && HAS_TRAIT(L.mind, TRAIT_SPEED_DEMON))
if(isobj(M))
var/obj/O = M
if(!O.anchored)
step(M, dir)
else if(ismob(M) && siren_on)
run_over(M)
break
/obj/vehicle/ambulance/proc/run_over(mob/living/M)
var/directional_blocked = FALSE
var/turf/T = get_step(M.loc, turn(dir, 90))
if(check_density(T))
T = get_step(M.loc, turn(dir, -90))
if(check_density(T))
directional_blocked = TRUE
else
step(M, turn(dir, -90))
else
step(M, turn(dir, 90))
playsound(src, 'sound/weapons/punch4.ogg', 50, TRUE)
if(directional_blocked || (emagged == TRUE && installed_vtec == TRUE)) // GET OUT OF THE WAY, ASSHOLE!
M.KnockDown(2 SECONDS)
/obj/vehicle/ambulance/proc/check_density(turf/T)
if(T.density)
return TRUE
for(var/atom/movable/thing in T.contents)
if(thing.density)
return TRUE
return FALSE
/obj/vehicle/ambulance/emag_act(mob/user)
emagged = TRUE
visible_message("[src] sputters and fizzles as the safeties are shorted out!")
do_sparks(3, 0, src)
/obj/vehicle/ambulance/examine(mob/user)
. = ..()
if(emagged && in_range(src, user))
. += "<span class='danger'>The safeties seem to have been shorted out!</span>"
/obj/structure/bed/amb_trolley
name = "ambulance train trolley"
icon = 'icons/vehicles/CargoTrain.dmi'