mirror of
https://github.com/ParadiseSS13/Paradise.git
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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>
270 lines
8.3 KiB
Plaintext
270 lines
8.3 KiB
Plaintext
/obj/item/retractor
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name = "retractor"
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desc = "Retracts stuff."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "retractor"
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materials = list(MAT_METAL=6000, MAT_GLASS=3000)
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flags = CONDUCT
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = "materials=1;biotech=1"
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tool_behaviour = TOOL_RETRACTOR
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/obj/item/retractor/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/retractor/augment
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desc = "Micro-mechanical manipulator for retracting stuff."
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w_class = WEIGHT_CLASS_TINY
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toolspeed = 0.5
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/obj/item/hemostat
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name = "hemostat"
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desc = "You think you have seen this before."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "hemostat"
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materials = list(MAT_METAL=5000, MAT_GLASS=2500)
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flags = CONDUCT
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w_class = WEIGHT_CLASS_TINY
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("attacked", "pinched")
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tool_behaviour = TOOL_HEMOSTAT
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/obj/item/hemostat/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/hemostat/augment
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desc = "Tiny servos power a pair of pincers to stop bleeding."
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toolspeed = 0.5
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/obj/item/cautery
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name = "cautery"
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desc = "This stops bleeding."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "cautery"
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materials = list(MAT_METAL=2500, MAT_GLASS=750)
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flags = CONDUCT
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w_class = WEIGHT_CLASS_TINY
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("burnt")
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tool_behaviour = TOOL_CAUTERY
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/obj/item/cautery/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/cautery/augment
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desc = "A heated element that cauterizes wounds."
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toolspeed = 0.5
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/obj/item/surgicaldrill
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name = "surgical drill"
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desc = "You can drill using this item. You dig?"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "drill"
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hitsound = 'sound/weapons/drill.ogg'
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materials = list(MAT_METAL=10000, MAT_GLASS=6000)
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flags = CONDUCT
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force = 15.0
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sharp = TRUE
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w_class = WEIGHT_CLASS_NORMAL
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("drilled")
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tool_behaviour = TOOL_DRILL
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/obj/item/surgicaldrill/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/surgicaldrill/suicide_act(mob/user)
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to_chat(viewers(user), pick("<span class='suicide'>[user] is pressing [src] to [user.p_their()] temple and activating it! It looks like [user.p_theyre()] trying to commit suicide.</span>",
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"<span class='suicide'>[user] is pressing [src] to [user.p_their()] chest and activating it! It looks like [user.p_theyre()] trying to commit suicide.</span>"))
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return BRUTELOSS
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/obj/item/surgicaldrill/augment
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desc = "Effectively a small power drill contained within your arm, edges dulled to prevent tissue damage. May or may not pierce the heavens."
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hitsound = 'sound/weapons/circsawhit.ogg'
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force = 10
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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/obj/item/scalpel
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name = "scalpel"
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desc = "Cut, cut, and once more cut."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "scalpel"
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item_state = "scalpel"
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flags = CONDUCT
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force = 10.0
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sharp = TRUE
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w_class = WEIGHT_CLASS_TINY
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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materials = list(MAT_METAL=4000, MAT_GLASS=1000)
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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tool_behaviour = TOOL_SCALPEL
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/obj/item/scalpel/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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AddComponent(/datum/component/surgery_initiator)
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/obj/item/scalpel/suicide_act(mob/user)
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to_chat(viewers(user), pick("<span class='suicide'>[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>",
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"<span class='suicide'>[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>",
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"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku.</span>"))
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return BRUTELOSS
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/obj/item/scalpel/augment
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desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
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toolspeed = 0.5
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/*
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* Researchable Scalpels
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*/
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/obj/item/scalpel/laser //parent type
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name = "laser scalpel"
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desc = "A scalpel augmented with a directed laser."
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icon_state = "scalpel_laser1_on"
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damtype = "fire"
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hitsound = 'sound/weapons/sear.ogg'
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/obj/item/scalpel/laser/laser1 //lasers also count as catuarys
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name = "laser scalpel"
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desc = "A scalpel augmented with a directed laser. This one looks basic and could be improved."
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icon_state = "scalpel_laser1_on"
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toolspeed = 0.8
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/obj/item/scalpel/laser/laser2
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name = "laser scalpel"
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desc = "A scalpel augmented with a directed laser. This one looks somewhat advanced."
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icon_state = "scalpel_laser2_on"
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toolspeed = 0.6
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/obj/item/scalpel/laser/laser3
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name = "laser scalpel"
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desc = "A scalpel augmented with a directed laser. This one looks to be the pinnacle of precision energy cutlery!"
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icon_state = "scalpel_laser3_on"
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toolspeed = 0.4
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/obj/item/scalpel/laser/manager //super tool! Retractor/hemostat
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name = "incision management system"
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desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps."
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icon_state = "scalpel_manager_on"
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toolspeed = 0.2
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/obj/item/scalpel/laser/manager/Initialize(mapload)
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. = ..()
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// this one can automatically retry its steps, too!
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ADD_TRAIT(src, TRAIT_ADVANCED_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/scalpel/laser/manager/debug
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name = "debug IMS"
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desc = "A wonder of modern medicine. This tool functions as any other sort of surgery tool, and finishes in only a fraction of the time. Hey, how'd you get your hands on this, anyway?"
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toolspeed = 0.01
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/obj/item/scalpel/laser/manager/debug/attack_self(mob/user)
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. = ..()
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toolspeed = toolspeed == 0.5 ? 0.01 : 0.5
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to_chat(user, "[src] is now set to toolspeed [toolspeed]")
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playsound(src, 'sound/effects/pop.ogg', 50, 0) //Change the mode
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/obj/item/circular_saw
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name = "circular saw"
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desc = "For heavy duty cutting."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "saw3"
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hitsound = 'sound/weapons/circsawhit.ogg'
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mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
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flags = CONDUCT
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force = 15.0
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sharp = TRUE
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 9.0
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throw_speed = 3
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throw_range = 5
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materials = list(MAT_METAL=10000, MAT_GLASS=6000)
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origin_tech = "biotech=1;combat=1"
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attack_verb = list("attacked", "slashed", "sawed", "cut")
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tool_behaviour = TOOL_SAW
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/obj/item/circular_saw/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/circular_saw/augment
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desc = "A small but very fast spinning saw. Edges dulled to prevent accidental cutting inside of the surgeon."
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force = 10
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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//misc, formerly from code/defines/weapons.dm
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/obj/item/bonegel
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name = "bone gel"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "bone-gel"
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force = 0
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w_class = WEIGHT_CLASS_SMALL
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throwforce = 1.0
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origin_tech = "materials=1;biotech=1"
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tool_behaviour = TOOL_BONEGEL
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/obj/item/bonegel/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/bonegel/augment
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toolspeed = 0.5
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/obj/item/FixOVein
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name = "FixOVein"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "fixovein"
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force = 0
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throwforce = 1.0
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origin_tech = "materials=1;biotech=1"
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w_class = WEIGHT_CLASS_SMALL
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tool_behaviour = TOOL_FIXOVEIN
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/obj/item/FixOVein/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/FixOVein/augment
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toolspeed = 0.5
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/obj/item/bonesetter
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name = "bone setter"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "bone setter"
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force = 8.0
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throwforce = 9.0
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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attack_verb = list("attacked", "hit", "bludgeoned")
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origin_tech = "materials=1;biotech=1"
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tool_behaviour = TOOL_BONESET
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/obj/item/bonesetter/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/bonesetter/augment
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toolspeed = 0.5
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/obj/item/surgical_drapes
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name = "surgical drapes"
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desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "surgical_drapes"
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = "biotech=1"
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attack_verb = list("slapped")
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