* undo all of it
* flags
* back
* head/mask
* left
* right
* Cuffs
* other name changes
* ID and PDA
* idk about calling them SLOT_HUD now
* glasses, gloves, and shoes, oh my!
* the rest
* comment
* The Great Toolening
* oops all belts (incoming self conflict lul)
* defines shouldnt lie
* mini crowbar TODOs
* beeeeeeeeeg crowbar
* oops it needs a design
* purple kit + vendor fix
* add mini crowbar dmi
* oops forgot this
* i am an idiot sandwhich
* im bad at code
* scratch that, i cant read my VSC
* wrench undo + readd to boxes
* nukies too
* man i cant code
* power tools should logically follow
* formatting
* maybe im free?
* forgot inhands
* Update toolbox.dm
* bluespace belt buff (unironic)
* undo for now
* fixes bluespace/tot belts + adds w_class override
* adds small crowbar to e-toolboxes and tot tools
* power tool fix
* Rnd build path
Co-authored-by: Adrer <erwin@lombok.demon.nl>
* design fix
* merge conflict + small fix
* small name fixes
---------
Co-authored-by: Adrer <erwin@lombok.demon.nl>
* Initial commit
Fixes up surgery.dm
Adds some tool behavior
* More basic changes
* Checkpointing: this is a little gross right now
* Add signal COMPONENT_CANCEL_ATTACK_CHAIN
* Cleans up surgery initiator
* Mostly gets surgery (and canceling it) working
* Add abstract proxy surgery steps
Also adds them to organ manipulation
* Clean up most existing surgeries
* Rework organ openness, adds define for aborting a beginstep
* surgery works again, also implements retry defines
* fix surgery computer
* add limb repair to synth implant removal
* retry implant checks
* Clean up abductor surgeries as well as some other things
* A lot
- Reworks organ manipulation to use a series of surgery steps instead
- Fixes some runtimes with open hands
- Lets mito zero out the germ level while treating necrosis
- Adds a debug surgery tool
* add debug surgery tool, note some TODOs for later
* Add conditional check for surgeries repeating
* update surgery retry logic to make it more of a bonus
* Lets abductors automatically retry any failed surgery steps
* Rework robotic surgery to use abstract/proxy steps
* Bunch of bugfixes and more!
- Limb reattachment works properly now, you can just slap a limb onto a person
- If the limb isn't robotic, it'll be useless until the surgery is finished with a hemostat, though it might be enough to get the patient out of the OR.
* Remove more now-implicit checks
* Slight reorganization
* more fixes across the board
* Remove unused variable
* Trying not to lose my mind here
- Does away with can_run() entirely
- Cleans up visible messages in code
- begin steps should now all have ..() afterwards
- slime bone surgery should be fixed now
- more docs
* Robotic surgery is stoppable with a crowbar, all surgery can_start now checks parent
* Fix some broken robotic typepaths
* Typepath fixes, do away with some last TODOs
* Forgor
* Last cleanups before we go gold
* jk lol
* Make early surgery termination clearer
* More "last" cleanups
* Fixes tool flags, surgery initiation
- Fixes surgery not being startable by sharp objects
- Moves surgical tool flags to item traits
* Clean up surgery cancellation, especially for borgos
* I think this should GC better
* Apply suggestions from code review
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* Status is now step number
* Add a 20% chance to find nothing during organ manipulation
* Improve documentation, make forced_surgery a normal arg
* Charlie's reviews
* Why are abductors like this
* Little more verification, ensuring limb augmentation and organ manip healing work properly
* Fix torso organ manip being unfinishable
* Fix cavity implants, open-hand/any item steps
* Make sharp objects not try to start an operation with help intent
* Comments, quick target fix
* Re-order list so advanced bruise pack is pulled first
* Make surgical gripper function like an open hand
* Make mito only use one unit per organ for now
* Check if user is on operable surface before trying to operate
* Reduce admin logging
* Fix some bugs that appeared during the testmerge
- you can no longer start robotic surgeries with a scalpel (lol)
- you can now cancel surgeries on the first step after I fixed some bugs that I introduced (woo hoo)
- Synthetic limb attachment is now combined into a single startable surgery step, though still retains the fun flavor of both
* Swats some more bugs
- (hopefully) fixes a huge source of runtimes where we tried to check if we could run surgeries before checking if the surgery used an organ
- In doing so, moves the logic for determining if a surgery can start to the mob-level
- Fixes robotic reattachment surgery not working
* multi-bug drifting???
- Fixes a bug where a branching surgery with an any tool option could possibly override a step with a matching tool
- Fixes some intermediate surgeries failing due to not having specified possible_locs
* A few more fixes
- Fixes any surgery tool steps again
- Fixes cavity surgery again
* Hopefully fixes getting stuck in robotic organ manip
* Remove extra parent call
* Steel review
* Steel review
* Fix spacing for possible locs
* Roundstart traits
* Advanced surgical traits and other hal fixes
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* Refactors Mutations
* traits
* more work
* styling fix
* yet even more work
* oh hush
* almost there
* it continues yet further
* and that's genetics done
* and that's it folks
* last bit and golem fixup
* oof
* oops
* tweaks and fixes
* styling
* Adds support for self-filling reagent containers
* Sets tool_behaviour on the default set of tools
* Fixing merge conflicts
* Refactors welder to use tool behaviour
* The refactor: part I
* The refactor: part II
* Tool Refactor Part III: Revenge of the Maint
* Tool Refactor Part IV: A New Hope
* Tool Refactor Part V: The Oldcoder Strikes Back
* Tool Refactor Part VI: Return of the Coder
* VII
* Holy shit, it compiles?!
* Nannek I completed your TODO, you owe me ice cream
* Tool helpers; telepad is compliant
* Bugtest, Round 1: Fight
Fuck refactoring disposals
* Buggfixing, Round 2: Electric Boogaloo
* Personal crafting uses tool behaviours now
* Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing
* multitool_check_buffer change; removes some useless things in tool_helpers
* proc name change
* TRUE/FALSE changes
* Bugfixing, Round 3: A Good Day To Bugfix Hard
Fixes multiple issues raised by the testmerge
* Minor style changes