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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>
88 lines
3.6 KiB
Plaintext
88 lines
3.6 KiB
Plaintext
/obj/item/whetstone
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name = "whetstone"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "whetstone"
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desc = "A block of stone used to sharpen things."
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w_class = WEIGHT_CLASS_SMALL
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usesound = 'sound/items/screwdriver.ogg'
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var/used = FALSE
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var/increment = 4
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var/max = 30
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var/prefix = "sharpened"
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var/requires_sharpness = TRUE
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var/claw_damage_increase = 2
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/obj/item/whetstone/attackby(obj/item/I, mob/user, params)
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if(used)
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to_chat(user, "<span class='warning'>The whetstone is too worn to use again!</span>")
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return
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if(I.force >= max || I.throwforce >= max)//no esword sharpening
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to_chat(user, "<span class='warning'>[I] is much too powerful to sharpen further!</span>")
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return
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if(requires_sharpness && !I.sharp)
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to_chat(user, "<span class='warning'>You can only sharpen items that are already sharp, such as knives!</span>")
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return
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if(istype(I, /obj/item/twohanded))//some twohanded items should still be sharpenable, but handle force differently. therefore i need this stuff
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var/obj/item/twohanded/TH = I
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if(TH.force_wielded >= max || TH.force_wielded > initial(TH.force_wielded))
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to_chat(user, "<span class='warning'>[TH] is much too powerful to sharpen further!</span>")
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return
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TH.force_wielded = clamp(TH.force_wielded + increment, 0, max)//wieldforce is increased since normal force wont stay
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TH.force_unwielded = clamp(TH.force_unwielded + increment, 0, max)
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if(istype(I, /obj/item/melee/energy))
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var/obj/item/melee/energy/E = I
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if(E.force_on > initial(E.force_on) || (E.force > initial(E.force)))
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to_chat(user, "<span class='warning'>[E] is much too powerful to sharpen further!</span>")
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return
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E.throwforce_on = clamp(E.throwforce_on + increment, 0, max)
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E.throwforce_off = clamp(E.throwforce_off + increment, 0, max)
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E.force_on = clamp(E.force_on + increment, 0, max)
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E.force_off = clamp(E.force_off + increment, 0, max)
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if(I.force > initial(I.force))
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to_chat(user, "<span class='warning'>[I] has already been refined before. It cannot be sharpened further!</span>")
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return
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user.visible_message("<span class='notice'>[user] sharpens [I] with [src]!</span>", "<span class='notice'>You sharpen [I], making it much more deadly than before.</span>")
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if(!requires_sharpness)
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set_sharpness(TRUE)
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I.force = clamp(I.force + increment, 0, max)
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I.throwforce = clamp(I.throwforce + increment, 0, max)
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I.name = "[prefix] [I.name]"
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playsound(get_turf(src), usesound, 50, 1)
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name = "worn out [name]"
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desc = "[desc] At least, it used to."
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used = TRUE
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update_icon()
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/obj/item/whetstone/attack_self(mob/user)
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if(used)
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to_chat(user, "<span class='warning'>The whetstone is too worn to use again!</span>")
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/datum/unarmed_attack/attack = H.dna.species.unarmed
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if(istype(attack, /datum/unarmed_attack/claws))
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var/datum/unarmed_attack/claws/C = attack
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if(!C.has_been_sharpened)
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C.has_been_sharpened = TRUE
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attack.damage += claw_damage_increase
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H.visible_message("<span class='notice'>[H] sharpens [H.p_their()] claws on [src]!</span>", "<span class='notice'>You sharpen your claws on [src].</span>")
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playsound(get_turf(H), usesound, 50, 1)
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name = "worn out [name]"
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desc = "[desc] At least, it used to."
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used = TRUE
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update_icon()
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else
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to_chat(user, "<span class='warning'>You can not sharpen your claws any further!</span>")
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/obj/item/whetstone/super
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name = "super whetstone block"
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desc = "A block of stone that will make your weapon sharper than Einstein on adderall."
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increment = 200
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max = 200
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prefix = "super-sharpened"
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requires_sharpness = FALSE
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claw_damage_increase = 200
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