mirror of
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* 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>
206 lines
5.4 KiB
Plaintext
206 lines
5.4 KiB
Plaintext
/* Pens!
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* Contains:
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* Pens
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* Sleepy Pens
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* Edaggers
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*/
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/*
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* Pens
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*/
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/obj/item/pen
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desc = "It's a normal black ink pen."
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name = "pen"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "pen"
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item_state = "pen"
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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materials = list(MAT_METAL=10)
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var/colour = "black" //what colour the ink is!
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pressure_resistance = 2
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/obj/item/pen/suicide_act(mob/user)
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to_chat(viewers(user), "<span class='suicide'>[user] starts scribbling numbers over [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit sudoku.</span>")
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return BRUTELOSS
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/obj/item/pen/blue
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name = "blue-ink pen"
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desc = "It's a normal blue ink pen."
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icon_state = "pen_blue"
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colour = "blue"
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/obj/item/pen/red
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name = "red-ink pen"
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desc = "It's a normal red ink pen."
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icon_state = "pen_red"
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colour = "red"
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/obj/item/pen/gray
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name = "gray-ink pen"
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desc = "It's a normal gray ink pen."
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colour = "gray"
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/obj/item/pen/invisible
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desc = "It's an invisble pen marker."
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icon_state = "pen"
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colour = "white"
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/obj/item/pen/multi
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name = "multicolor pen"
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desc = "It's a cool looking pen. Lots of colors!"
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// these values are for the overlay
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var/list/colour_choices = list(
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"black" = list(0.25, 0.25, 0.25),
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"red" = list(1, 0.25, 0.25),
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"green" = list(0, 1, 0),
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"blue" = list(0.5, 0.5, 1),
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"yellow" = list(1, 1, 0))
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var/pen_colour_iconstate = "pencolor"
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var/pen_colour_shift = 3
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/obj/item/pen/multi/Initialize(mapload)
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..()
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update_icon()
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/obj/item/pen/multi/proc/select_colour(mob/user as mob)
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var/newcolour = input(user, "Which colour would you like to use?", name, colour) as null|anything in colour_choices
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if(newcolour)
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colour = newcolour
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playsound(loc, 'sound/effects/pop.ogg', 50, 1)
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update_icon()
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/obj/item/pen/multi/attack_self(mob/living/user as mob)
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select_colour(user)
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/obj/item/pen/multi/update_overlays()
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. = ..()
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var/icon/colour_overlay = new(icon, pen_colour_iconstate)
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var/list/colours = colour_choices[colour]
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colour_overlay.SetIntensity(colours[1], colours[2], colours[3])
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if(pen_colour_shift)
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colour_overlay.Shift(SOUTH, pen_colour_shift)
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. += colour_overlay
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/obj/item/pen/fancy
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name = "fancy pen"
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desc = "A fancy metal pen. It uses blue ink. An inscription on one side reads,\"L.L. - L.R.\""
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icon_state = "fancypen"
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/obj/item/pen/multi/gold
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name = "Gilded Pen"
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desc = "A golden pen that is gilded with a meager amount of gold material. The word 'Nanotrasen' is etched on the clip of the pen."
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icon_state = "goldpen"
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pen_colour_shift = 0
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/obj/item/pen/multi/fountain
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name = "Engraved Fountain Pen"
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desc = "An expensive looking pen."
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icon_state = "fountainpen"
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pen_colour_shift = 0
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/*
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* Sleepypens
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*/
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/obj/item/pen/sleepy
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container_type = OPENCONTAINER
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origin_tech = "engineering=4;syndicate=2"
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/obj/item/pen/sleepy/attack(mob/living/M, mob/user)
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if(!istype(M))
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return
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if(!M.can_inject(user, TRUE))
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return
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var/transfered = 0
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var/contained = list()
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for(var/R in reagents.reagent_list)
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var/datum/reagent/reagent = R
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contained += "[round(reagent.volume, 0.01)]u [reagent]"
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if(reagents.total_volume && M.reagents)
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transfered = reagents.trans_to(M, 50)
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to_chat(user, "<span class='warning'>You sneakily stab [M] with the pen.</span>")
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add_attack_logs(user, M, "Stabbed with (sleepy) [src]. [transfered]u of reagents transfered from pen containing [english_list(contained)].")
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return TRUE
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/obj/item/pen/sleepy/Initialize(mapload)
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. = ..()
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create_reagents(100)
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reagents.add_reagent("ketamine", 100)
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/*
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* (Alan) Edaggers
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*/
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/obj/item/pen/edagger
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origin_tech = "combat=3;syndicate=1"
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var/on = FALSE
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var/brightness_on = 2
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light_color = LIGHT_COLOR_RED
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armour_penetration_flat = 20
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/obj/item/pen/edagger/attack_self(mob/living/user)
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if(on)
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on = FALSE
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force = initial(force)
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w_class = initial(w_class)
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name = initial(name)
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attack_verb = list()
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hitsound = initial(hitsound)
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embed_chance = initial(embed_chance)
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throwforce = initial(throwforce)
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playsound(user, 'sound/weapons/saberoff.ogg', 5, 1)
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to_chat(user, "<span class='warning'>[src] can now be concealed.</span>")
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set_light(0)
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else
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on = TRUE
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force = 18
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w_class = WEIGHT_CLASS_NORMAL
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name = "energy dagger"
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attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/blade1.ogg'
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embed_chance = 100 //rule of cool
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throwforce = 35
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playsound(user, 'sound/weapons/saberon.ogg', 5, 1)
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to_chat(user, "<span class='warning'>[src] is now active.</span>")
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set_light(brightness_on, 1)
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set_sharpness(on)
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update_icon()
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/obj/item/pen/edagger/update_icon_state()
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if(on)
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icon_state = "edagger"
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item_state = "edagger"
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else
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icon_state = initial(icon_state) //looks like a normal pen when off.
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item_state = initial(item_state)
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/obj/item/proc/on_write(obj/item/paper/P, mob/user)
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return
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/obj/item/pen/poison
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var/uses_left = 3
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/obj/item/pen/poison/on_write(obj/item/paper/P, mob/user)
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if(P.contact_poison_volume)
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to_chat(user, "<span class='warning'>[P] is already coated.</span>")
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else if(uses_left)
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uses_left--
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P.contact_poison = "amanitin"
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P.contact_poison_volume = 15
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P.contact_poison_poisoner = user.name
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add_attack_logs(user, P, "Poison pen'ed")
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to_chat(user, "<span class='warning'>You apply the poison to [P].</span>")
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else
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to_chat(user, "<span class='warning'>[src] clicks. It seems to be depleted.</span>")
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