Files
Paradise/code/modules/surgery/tools.dm
PollardTheDragon cd7cb01a1f Meet the Smith - New Supply Role (#28273)
* Smith role, access, access helpers, spawn point, comms, and IDs

* Area defines

* Hammertime

* Cyberiad Smith's office

* Forgot some atmos stuff

* Autolathable Hammers

* Formatting

* Toolbelts can hold hammers

* Initial work on smith machines

* Farragus Smith Office

* Placeholder sprites, mapping

* Smart hopper points and console messages

* More work on smithing machines

* Fixed mapping, added qualities, added smithed items, fixed sizing, fixed access

* Smith components, new materials

* New ores, material datums, furnace, power hammer, kinetic assembler, hammer act, item creation

* Missed one

* Grrr map conflicts begone

* Dirt begone

* Casts and smelting

* Linters

* Attack chain linters!

* Better grip to throw people into your industrial machines

* Placeholder spots in the DMIs

* UpdatePaths - Space ruins now spawn new space ores in their rocks

* Small changes - removed excess tgui code from hopper

* Fixed a button on emerald

* Attaching inserts and lenses. Tool bits are pain.

* Tool bit initial implementation

* Merge conflict resolution

* Attack chain grrr

* Fixed a pair of minor mapping issues

* Tool bit implementation, efficiency, failure rate

* Hot things burn hands

* Points fix on hopper

* New mining rocks for space exploration

* Areas on asteroids

* Machinery icons 1

Adds basic icons for the new machinery

* Vendor iconstate update

* Crucible touchups

* Hammer touchups

* Crucible Input Animation

Adds an animation when you deposit ores

* Added scanning the crucible with multitool to get mineral count

* clothing sprites part 1

* locker sprite

* job icons

* garment bag

* Smith locker mapping

* Insert and Bit removal fix

* Job menu alignment fix, Allowed_items and small spriting path fixes

* Adds new asteroid ruins to config

* Ore Sprites

* Hammer Sprite

* Item Sprites 1

* Sheets, Wall Ores and Trim

* Sheet iconstate names

* species uniforms

* Tabs

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Lens spelling fix

* Signalizes attaching and detaching modifications, fixes inserting items into smith machines, fixes cast bugs

* Fixed type lists

* Smithing machine bug fixes.

* Fixed adding modifications to items

* Crucible Lava Idle

Adds an idle animation for the crucible, but it needs overlay code to work.

* Fixed eguns

* Magma Crucible overlays and animations

* Machine broken/Off states

Adds broken, wires exposed (and on/off where appropriate) states to machines.

* Castivend recolor and Hot Items

* Overlays for all machines, new sprites for hot items, new checks, fixes

* Woe, farragus merge conflict

* update_appearance linters

* I have fat fingers.

* Forgot one

* transfer_item_to and qdel null check

* Usr to User

* Modsuits should not have inserts.

* Adds casting lip overlay

* Balance pass on movement debuffs and buffs

* Material movespeed changes

* Config Adjustments - USED FOR TESTMERGING. REVERT BEFORE FULL MERGE

* Math fixes for lenses and bits.

* Mobility suit no longer speeds you up, but negates suit-based slowdown like an oil slick potion. Fixed movement mods in material datums

* Bad var. Bad.

* Various fixes to bugs revealed in initial TM

* TYPO

* Lavaland base turf fix

* Paths in examine fix

* Adds an intercom to the workshop.

* Stamina-hybrid damage oversight fix for det revolver, uion, etc.

* Currently Operating Message fix

* Allows glass to show different turfs beneath. Adds plasmaglass section to workshop.

* Armor and upgrade fixes

* RCD tool bit equip fix

* Adds smith access to a few lists in access.dm that were missed in an oversight

* Indent fixes

* Fixes vending machine, allows tool bit use on mining equipment

* CI, you make me mad sometimes

* Removed duplicate code

* Name fix for CI again

* ORM now can handle space ores

* Adds space ores to Vetus drop and to trader inventories

* Fixes runtime with open hand attacking a lava furnace with nothing in it

* Adds crewvend kit to Castivend

* Fixes not being able to see new ores

* Adds drill and RCS to smith locker

* Map changes. Added cargo pad. Expanded catwalk. Moved vendors. Added recharger.

* Plant fixes

* Fixes doubled-up catwalk

* Emerald cargo windoor fix, small lavaland adjustment

* Small oversight for overlay fix

* Missing lightswitches

* Fixed stock parts mismatch in casting basin recipe

* Better support for power tools, grrr attackchain

* Better attack chain handling. Better handling for bit insertion

* Fixes handling of inserts with storage suits (like labcoats)

* sprites for bomber + plasmeme outfit

* Adds missing adjacency checks

* Buffs speed boost from upgrade - max upgrade reduces cycle to 2 seconds.

* Fixed floating lights, brightened the explorer's new room, expanded smith workshop slightly.

* Small hallway adjustment

* Illuminates metastation smith office

* Removes excessive decimals in magma crucible scan output

* Berserker should not have inserts.

* Buffs bit durability significantly, nerfs amplifier lens and densifier lense slightly

* Adds smith bomber jacket to loadout panel

* Adds random spawners for smithed items, adds random low-quality items to maints loot

* Adds traitor version of bulldog shotgun

* Revert "Adds traitor version of bulldog shotgun"

This reverts commit 1d39c59f07.

* Added check to assembler, moved desc changes to examine()

* plasmaman suit fix

* Fixed hot check when removing items from hammer and furnace

* Remaps lavaland workshop, fixed deltastation light switch

* Improper's the smith office name

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Compacts extra ore drops from Vetus

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* better looping

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Better loop

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Multitools don't need tool bits.

* Better variable names, fixed missing parenthesis

* Recursive hammering, removed attack animations when inserting items or using multitool on smithing machines

* window

* Update deltastation.dmm

* Update deltastation.dmm

* Update deltastation.dmm

* Fixes small oversights

* Minor lavaland remap

* Reverts TM-required changes in preparation for full merge

* Begone, stray font!

* Damn you cable CI

---------

Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: ExusA <67055922+ExusA@users.noreply.github.com>
Co-authored-by: Christasmurf <25437893+Christasmurf@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Fordoxia <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2025-03-15 21:35:21 +00:00

364 lines
13 KiB
Plaintext

/obj/item/retractor
name = "retractor"
desc = "A sterilized tissue retractor used for holding open incisions."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
materials = list(MAT_METAL=6000, MAT_GLASS=3000)
flags = CONDUCT
w_class = WEIGHT_CLASS_SMALL
origin_tech = "materials=1;biotech=1"
tool_behaviour = TOOL_RETRACTOR
/obj/item/retractor/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/retractor/augment
desc = "Micro-mechanical manipulator for retracting stuff."
w_class = WEIGHT_CLASS_TINY
toolspeed = 0.5
/obj/item/hemostat
name = "hemostat"
desc = "A sterilized steel surgical clamp for sealing exposed blood vessels during surgery."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
materials = list(MAT_METAL=5000, MAT_GLASS=2500)
flags = CONDUCT
w_class = WEIGHT_CLASS_TINY
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "pinched")
tool_behaviour = TOOL_HEMOSTAT
/obj/item/hemostat/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/hemostat/augment
desc = "Tiny servos power a pair of pincers to stop bleeding."
toolspeed = 0.5
/obj/item/cautery
name = "cautery"
desc = "A unipolar electrocauter used to sear surgical incisions shut."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
materials = list(MAT_METAL=2500, MAT_GLASS=750)
flags = CONDUCT
w_class = WEIGHT_CLASS_TINY
damtype = BURN
origin_tech = "materials=1;biotech=1"
attack_verb = list("burnt")
tool_behaviour = TOOL_CAUTERY
/obj/item/cautery/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/cautery/attack__legacy__attackchain(mob/living/target, mob/living/user)
if(!cigarette_lighter_act(user, target))
return ..()
/obj/item/cautery/cigarette_lighter_act(mob/living/user, mob/living/target, obj/item/direct_attackby_item)
var/obj/item/clothing/mask/cigarette/cig = ..()
if(!cig)
return !isnull(cig)
if(target == user)
user.visible_message(
"<span class='notice'>[user] presses [src] against [cig], heating it until it lights.</span>",
"<span class='notice'>You press [src] against [cig], heating it until it lights.</span>"
)
else
user.visible_message(
"<span class='notice'>[user] presses [src] against [cig] for [target], heating it until it lights.</span>",
"<span class='notice'>You press [src] against [cig] for [target], heating it until it lights.</span>"
)
cig.light(user, target)
return TRUE
/obj/item/cautery/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/cautery/augment
desc = "A heated element that cauterizes wounds."
toolspeed = 0.5
/obj/item/surgicaldrill
name = "surgical drill"
desc = "A sterilized drill used to create holes in bone and teeth."
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
hitsound = 'sound/weapons/drill.ogg'
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
flags = CONDUCT
force = 15.0
sharp = TRUE
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "materials=1;biotech=1"
attack_verb = list("drilled")
tool_behaviour = TOOL_DRILL
/obj/item/surgicaldrill/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/surgicaldrill/suicide_act(mob/user)
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>",
"<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>"))
return BRUTELOSS
/obj/item/surgicaldrill/augment
desc = "Effectively a small power drill contained within your arm, edges dulled to prevent tissue damage. May or may not pierce the heavens."
hitsound = 'sound/weapons/circsawhit.ogg'
force = 10
w_class = WEIGHT_CLASS_SMALL
toolspeed = 0.5
/obj/item/scalpel
name = "scalpel"
desc = "A sterilized stainless steel cutting implement for making precise surgical incisions."
icon = 'icons/obj/surgery.dmi'
icon_state = "scalpel"
item_state = "scalpel"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
flags = CONDUCT
force = 10.0
sharp = TRUE
w_class = WEIGHT_CLASS_TINY
throwforce = 5.0
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=4000, MAT_GLASS=1000)
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
tool_behaviour = TOOL_SCALPEL
/obj/item/scalpel/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
AddComponent(/datum/component/surgery_initiator)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/scalpel/suicide_act(mob/user)
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>",
"<span class='suicide'>[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>",
"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>"))
return BRUTELOSS
/obj/item/scalpel/augment
desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
toolspeed = 0.5
/*
* Researchable Scalpels
*/
/// parent type
/obj/item/scalpel/laser
name = "laser scalpel"
desc = "A low-power laser emitter for creating and cauterizing precise surgical incisions."
icon_state = "scalpel_laser1_on"
damtype = "fire"
hitsound = 'sound/weapons/sear.ogg'
/obj/item/scalpel/laser/attack__legacy__attackchain(mob/living/carbon/target, mob/living/user)
if(!cigarette_lighter_act(user, target))
return ..()
/obj/item/scalpel/laser/cigarette_lighter_act(mob/living/user, mob/living/target, obj/item/direct_attackby_item)
var/obj/item/clothing/mask/cigarette/cig = ..()
if(!cig)
return !isnull(cig)
if(target == user)
user.visible_message(
"<span class='notice'>[user] presses [src] against [cig], heating it until it lights.</span>",
"<span class='notice'>You press [src] against [cig], heating it until it lights.</span>"
)
else
user.visible_message(
"<span class='notice'>[user] presses [src] against [cig] for [target], heating it until it lights.</span>",
"<span class='notice'>You press [src] against [cig] for [target], heating it until it lights.</span>"
)
cig.light(user, target)
return TRUE
/// lasers also count as catuarys
/obj/item/scalpel/laser/laser1
name = "laser scalpel"
desc = "A basic low-power laser emitter for creating and cauterizing precise surgical incisions."
icon_state = "scalpel_laser1_on"
toolspeed = 0.8
/obj/item/scalpel/laser/laser2
name = "laser scalpel"
desc = "An improved laser emitter for rapidly creating and cauterizing precise surgical incisions."
icon_state = "scalpel_laser2_on"
toolspeed = 0.6
/obj/item/scalpel/laser/laser3
name = "laser scalpel"
desc = "An advanced laser emitter for creating and cauterizing precise surgical incisions with extreme speed."
icon_state = "scalpel_laser3_on"
toolspeed = 0.4
/// super tool! Retractor/hemostat
/obj/item/scalpel/laser/manager
name = "incision management system"
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."
icon_state = "scalpel_manager_on"
toolspeed = 0.2
/obj/item/scalpel/laser/manager/Initialize(mapload)
. = ..()
// this one can automatically retry its steps, too!
ADD_TRAIT(src, TRAIT_ADVANCED_SURGICAL, ROUNDSTART_TRAIT)
/obj/item/circular_saw
name = "circular saw"
desc = "A sterilized medical saw for use in cutting through bone."
icon = 'icons/obj/surgery.dmi'
icon_state = "saw"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
hitsound = 'sound/weapons/circsawhit.ogg'
mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
flags = CONDUCT
force = 15.0
sharp = TRUE
w_class = WEIGHT_CLASS_NORMAL
throwforce = 9.0
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
origin_tech = "biotech=1;combat=1"
attack_verb = list("attacked", "slashed", "sawed", "cut")
tool_behaviour = TOOL_SAW
/obj/item/circular_saw/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/circular_saw/augment
desc = "A small but very fast spinning saw. Edges dulled to prevent accidental cutting inside of the surgeon."
force = 10
w_class = WEIGHT_CLASS_SMALL
toolspeed = 0.5
//misc, formerly from code/defines/weapons.dm
/obj/item/bonegel
name = "bone gel"
desc = "A large bottle of fast-setting medical adhesive. There's more than enough inside to last the shift."
icon = 'icons/obj/surgery.dmi'
icon_state = "bone-gel"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
force = 0
w_class = WEIGHT_CLASS_SMALL
throwforce = 1.0
origin_tech = "materials=1;biotech=1"
tool_behaviour = TOOL_BONEGEL
/obj/item/bonegel/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/bonegel/augment
toolspeed = 0.5
/obj/item/fix_o_vein
name = "FixOVein"
desc = "An advanced medical device which uses an array of manipulators to reconnect and repair ruptured blood vessels."
icon = 'icons/obj/surgery.dmi'
icon_state = "fixovein"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
force = 0
throwforce = 1.0
origin_tech = "materials=1;biotech=1"
w_class = WEIGHT_CLASS_SMALL
tool_behaviour = TOOL_FIXOVEIN
/obj/item/fix_o_vein/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/fix_o_vein/augment
toolspeed = 0.5
/obj/item/bonesetter
name = "bone setter"
desc = "A stainless steel medical clamp used to reconnect fractured bones."
icon = 'icons/obj/surgery.dmi'
icon_state = "bonesetter"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
force = 8.0
throwforce = 9.0
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("attacked", "hit", "bludgeoned")
origin_tech = "materials=1;biotech=1"
tool_behaviour = TOOL_BONESET
/obj/item/bonesetter/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/bonesetter/augment
toolspeed = 0.5
/obj/item/surgical_drapes
name = "surgical drapes"
desc = "Apearature brand surgical drapes providing privacy and infection control. Built from durathread."
icon = 'icons/obj/surgery.dmi'
icon_state = "surgical_drapes"
w_class = WEIGHT_CLASS_SMALL
origin_tech = "biotech=1"
attack_verb = list("slapped")
/// How effective this is at preventing infections during surgeries.
var/surgery_effectiveness = 0.9
/obj/item/surgical_drapes/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
AddComponent(/datum/component/surgery_initiator/cloth, null, surgery_effectiveness)
/obj/item/surgical_drapes/improvised
name = "improvised drapes"
desc = "Hastily-sliced fabric that seems like it'd be useful for surgery. Probably better than the shirt off your back."
icon = 'icons/obj/stacks/miscellaneous.dmi'
icon_state = "empty-sandbags"
origin_tech = null
surgery_effectiveness = 0.67