Files
Paradise/code/game/objects/items/weapons/whetstone.dm
Luc 346a1b8142 Yet Another Surgery Refactor (#18325)
* 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>
2022-09-16 18:48:43 +01:00

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