Medical Expansion (#6465)

* Starts work on the Medical Expansion.

* Further Work

* Save Everything!

* Large volume of things.

* Log of Change

* I'm an idiot.

* Kidney assisted sprites. They didn't exist, for some reason.

* Fixfix

* Fixfix

* Update encased.dm

* Update glass.dm

* Update Chemistry-Reagents.dm

I am once more an idiot.

* Split augs.

* Fixfix
This commit is contained in:
Mechoid
2019-10-19 20:27:39 -07:00
committed by Atermonera
parent 5c849287c5
commit e2e870f2b4
80 changed files with 2581 additions and 167 deletions
@@ -13,6 +13,7 @@
var/implant_color = "b"
var/allow_reagents = 0
var/malfunction = 0
var/initialize_loc = BP_TORSO
show_messages = 1
/obj/item/weapon/implant/proc/trigger(emote, source as mob)
@@ -30,7 +31,7 @@
var/mob/living/carbon/human/H = source
var/obj/item/organ/external/affected = H.get_organ(target_zone)
if(affected)
affected.implants += src
affected.implants |= src
part = affected
if(part)
forceMove(part)
@@ -65,8 +66,9 @@
/obj/item/weapon/implant/proc/implant_loadout(var/mob/living/carbon/human/H)
if(H)
var/obj/item/organ/external/affected = H.organs_by_name[BP_HEAD]
var/obj/item/organ/external/affected = H.organs_by_name[initialize_loc]
if(handle_implant(H, affected))
invisibility = initial(invisibility)
post_implant(H)
/obj/item/weapon/implant/Destroy()
@@ -110,7 +112,7 @@ GLOBAL_LIST_BOILERPLATE(all_tracking_implants, /obj/item/weapon/implant/tracking
..()
/obj/item/weapon/implant/tracking/post_implant(var/mob/source)
START_PROCESSING(SSobj, src)
START_PROCESSING(SSobj, src)
/obj/item/weapon/implant/tracking/Destroy()
STOP_PROCESSING(SSobj, src)
@@ -563,7 +565,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
/obj/item/weapon/implant/death_alarm/post_implant(mob/source as mob)
mobname = source.real_name
START_PROCESSING(SSobj, src)
START_PROCESSING(SSobj, src)
//////////////////////////////
// Compressed Matter Implant
@@ -0,0 +1,196 @@
//////////////////////////////
// Nanite Organ Implant
//////////////////////////////
/obj/item/weapon/implant/organ
name = "nanite fabrication implant"
desc = "A buzzing implant covered in a writhing layer of metal insects."
icon_state = "implant_evil"
origin_tech = list(TECH_MATERIAL = 5, TECH_BIO = 2, TECH_ILLEGAL = 2)
var/organ_to_implant = /obj/item/organ/internal/augment/bioaugment/thermalshades
var/organ_display_name = "unknown organ"
/obj/item/weapon/implant/organ/get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> \"GreyDoctor\" Class Nanite Hive<BR>
<b>Life:</b> Activates upon implantation, destroying itself in the process.<BR>
<b>Important Notes:</b> Nanites will fail to complete their task if a suitable location cannot be found for the organ.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Nanites will fabricate: <span class='alien'>[organ_display_name]</span><BR>
<b>Special Features:</b> Organ identification protocols.<BR>
<b>Integrity:</b> N/A"}
return dat
/obj/item/weapon/implant/organ/post_implant(var/mob/M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/NewOrgan = new organ_to_implant()
var/obj/item/organ/external/E = H.get_organ(NewOrgan.parent_organ)
to_chat(H, "<span class='notice'>You feel a tingling sensation in your [part].</span>")
if(E && !(H.internal_organs_by_name[NewOrgan.organ_tag]))
spawn(rand(1 SECONDS, 30 SECONDS))
to_chat(H, "<span class='alien'>You feel a pressure in your [E] as the tingling fades, the lump caused by the implant now gone.</span>")
NewOrgan.forceMove(H)
NewOrgan.owner = H
if(E.internal_organs == null)
E.internal_organs = list()
E.internal_organs |= NewOrgan
H.internal_organs_by_name[NewOrgan.organ_tag] = NewOrgan
H.internal_organs |= NewOrgan
NewOrgan.handle_organ_mod_special()
spawn(1)
if(!QDELETED(src))
qdel(src)
else
qdel(NewOrgan)
to_chat(H, "<span class='warning'>You feel a pinching sensation in your [part]. The implant remains.</span>")
/obj/item/weapon/implant/organ/islegal()
return 0
/*
* Arm / leg mounted augments.
*/
/obj/item/weapon/implant/organ/limbaugment
name = "nanite implant"
organ_to_implant = /obj/item/organ/internal/augment/armmounted/taser
organ_display_name = "physiological augment"
var/list/possible_targets = list(O_AUG_L_FOREARM, O_AUG_R_FOREARM)
/obj/item/weapon/implant/organ/limbaugment/post_implant(var/mob/M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/NewOrgan = new organ_to_implant()
var/obj/item/organ/external/E = setup_augment_slots(H, NewOrgan)
to_chat(H, "<span class='notice'>You feel a tingling sensation in your [part].</span>")
if(E && istype(E) && !(H.internal_organs_by_name[NewOrgan.organ_tag]))
spawn(rand(1 SECONDS, 30 SECONDS))
to_chat(H, "<span class='alien'>You feel a pressure in your [E] as the tingling fades, the lump caused by the implant now gone.</span>")
NewOrgan.forceMove(H)
NewOrgan.owner = H
if(E.internal_organs == null)
E.internal_organs = list()
E.internal_organs |= NewOrgan
H.internal_organs_by_name[NewOrgan.organ_tag] = NewOrgan
H.internal_organs |= NewOrgan
NewOrgan.handle_organ_mod_special()
spawn(1)
if(!QDELETED(src))
qdel(src)
else
qdel(NewOrgan)
to_chat(H, "<span class='warning'>You feel a pinching sensation in your [part]. The implant remains.</span>")
/obj/item/weapon/implant/organ/limbaugment/proc/setup_augment_slots(var/mob/living/carbon/human/H, var/obj/item/organ/internal/augment/armmounted/I)
var/list/Choices = possible_targets.Copy()
for(var/targ in possible_targets)
if(H.internal_organs_by_name[targ])
Choices -= targ
var/target_choice = null
if(Choices && Choices.len)
if(Choices.len == 1)
target_choice = Choices[1]
else
target_choice = input("Choose augment location:") in Choices
else
return FALSE
if(target_choice)
switch(target_choice)
if(O_AUG_R_HAND)
I.organ_tag = O_AUG_R_HAND
I.parent_organ = BP_R_HAND
I.target_slot = slot_r_hand
if(O_AUG_L_HAND)
I.organ_tag = O_AUG_L_HAND
I.parent_organ = BP_L_HAND
I.target_slot = slot_l_hand
if(O_AUG_R_FOREARM)
I.organ_tag = O_AUG_R_FOREARM
I.parent_organ = BP_R_ARM
I.target_slot = slot_r_hand
if(O_AUG_L_FOREARM)
I.organ_tag = O_AUG_L_FOREARM
I.parent_organ = BP_L_ARM
I.target_slot = slot_l_hand
if(O_AUG_R_UPPERARM)
I.organ_tag = O_AUG_R_UPPERARM
I.parent_organ = BP_R_ARM
I.target_slot = slot_r_hand
if(O_AUG_L_UPPERARM)
I.organ_tag = O_AUG_L_UPPERARM
I.parent_organ = BP_L_ARM
I.target_slot = slot_l_hand
. = H.get_organ(I.parent_organ)
/*
* Limb implant primary subtypes.
*/
/obj/item/weapon/implant/organ/limbaugment/upperarm
organ_to_implant = /obj/item/organ/internal/augment/armmounted/shoulder/multiple
organ_display_name = "multi-use augment"
possible_targets = list(O_AUG_R_UPPERARM,O_AUG_L_UPPERARM)
/obj/item/weapon/implant/organ/limbaugment/wrist
organ_to_implant = /obj/item/organ/internal/augment/armmounted/hand
organ_display_name = "wrist augment"
possible_targets = list(O_AUG_R_HAND,O_AUG_L_HAND)
/*
* Limb implant general subtypes.
*/
// Wrist
/obj/item/weapon/implant/organ/limbaugment/wrist/sword
organ_to_implant = /obj/item/organ/internal/augment/armmounted/hand/sword
organ_display_name = "weapon augment"
// Fore-arm
/obj/item/weapon/implant/organ/limbaugment/laser
organ_to_implant = /obj/item/organ/internal/augment/armmounted
organ_display_name = "weapon augment"
/obj/item/weapon/implant/organ/limbaugment/dart
organ_to_implant = /obj/item/organ/internal/augment/armmounted/dartbow
organ_display_name = "weapon augment"
// Upper-arm.
/obj/item/weapon/implant/organ/limbaugment/upperarm/medkit
organ_to_implant = /obj/item/organ/internal/augment/armmounted/shoulder/multiple/medical
/obj/item/weapon/implant/organ/limbaugment/upperarm/surge
organ_to_implant = /obj/item/organ/internal/augment/armmounted/shoulder/surge
/*
* Others
*/
/obj/item/weapon/implant/organ/pelvic
name = "nanite fabrication implant"
organ_to_implant = /obj/item/organ/internal/augment/bioaugment/sprint_enhance
organ_display_name = "pelvic augment"
@@ -179,3 +179,103 @@
src.imp = new /obj/item/weapon/implant/language/eal( src )
..()
return
/obj/item/weapon/implantcase/shades
name = "glass case - 'Integrated Shades'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/shades/New()
src.imp = new /obj/item/weapon/implant/organ( src )
..()
return
/obj/item/weapon/implantcase/taser
name = "glass case - 'Taser'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/taser/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment( src )
..()
return
/obj/item/weapon/implantcase/laser
name = "glass case - 'Laser'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/laser/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/laser( src )
..()
return
/obj/item/weapon/implantcase/dart
name = "glass case - 'Dart'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/dart/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/dart( src )
..()
return
/obj/item/weapon/implantcase/toolkit
name = "glass case - 'Toolkit'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/toolkit/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm( src )
..()
return
/obj/item/weapon/implantcase/medkit
name = "glass case - 'Toolkit'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/medkit/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm/medkit( src )
..()
return
/obj/item/weapon/implantcase/surge
name = "glass case - 'Muscle Overclocker'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/surge/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm/surge( src )
..()
return
/obj/item/weapon/implantcase/analyzer
name = "glass case - 'Scanner'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/analyzer/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/wrist( src )
..()
return
/obj/item/weapon/implantcase/sword
name = "glass case - 'Scanner'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/sword/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/wrist/sword( src )
..()
return
/obj/item/weapon/implantcase/sprinter
name = "glass case - 'Sprinter'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/sprinter/New()
src.imp = new /obj/item/weapon/implant/organ/pelvic( src )
..()
return
@@ -0,0 +1,30 @@
/obj/item/weapon/implant/dud
name = "unknown implant"
desc = "A small device with small connector wires."
icon = 'icons/obj/device.dmi'
icon_state = "implant"
initialize_loc = BP_HEAD
var/roundstart = TRUE
/obj/item/weapon/implant/dud/torso
name = "unknown implant"
desc = "A small device with small connector wires."
icon = 'icons/obj/device.dmi'
icon_state = "implant"
initialize_loc = BP_TORSO
/obj/item/weapon/implant/dud/old
name = "old implant"
desc = "A small device with small connector wires."
icon = 'icons/obj/device.dmi'
icon_state = "implant"
roundstart = FALSE
/obj/item/weapon/implant/dud/Initialize()
..()
if(roundstart)
invisibility = 100
..()
spawn(3)
if(!ishuman(loc) && !QDELETED(src))
qdel(src)
@@ -1,6 +1,7 @@
/obj/item/weapon/implant/neural
name = "neural framework implant"
desc = "A small metal casing with numerous wires stemming off of it."
initialize_loc = BP_HEAD
var/obj/item/organ/internal/brain/my_brain = null
var/target_state = null
var/robotic_brain = FALSE
@@ -104,3 +105,10 @@ Implant Specifics:<BR>"}
my_brain.take_damage(15)
my_brain = null
return
/obj/item/weapon/implant/neural/roundstart/Initialize()
invisibility = 100
..()
spawn(3)
if(!ishuman(loc) && !QDELETED(src))
qdel(src)
@@ -185,6 +185,20 @@ MRE Stuff
/obj/random/mre/sauce/crayon
)
/obj/item/weapon/storage/mre/menu13
name = "medical MRE"
meal_desc = "This one is menu 13, vitamin paste & dessert. Only for emergencies."
icon_state = "crayonmre"
starts_with = list(
/obj/item/weapon/reagent_containers/food/snacks/liquidvitamin,
/obj/item/weapon/reagent_containers/food/snacks/liquidvitamin,
/obj/item/weapon/reagent_containers/food/snacks/liquidvitamin,
/obj/item/weapon/reagent_containers/food/snacks/liquidprotein,
/obj/random/mre/drink,
/obj/item/weapon/storage/mrebag/dessert,
/obj/item/weapon/material/kitchen/utensil/spoon/plastic
)
/obj/item/weapon/storage/mre/random
meal_desc = "The menu label is faded out."
starts_with = list(
@@ -93,6 +93,42 @@
O.update()
. = ..()
/obj/item/weapon/storage/box/syndie_kit/imp_aug
name = "boxed augment implant (with injector)"
var/case_type = /obj/item/weapon/implantcase/shades
/obj/item/weapon/storage/box/syndie_kit/imp_aug/Initialize()
new /obj/item/weapon/implanter(src)
new case_type(src)
. = ..()
/obj/item/weapon/storage/box/syndie_kit/imp_aug/taser
case_type = /obj/item/weapon/implantcase/taser
/obj/item/weapon/storage/box/syndie_kit/imp_aug/laser
case_type = /obj/item/weapon/implantcase/laser
/obj/item/weapon/storage/box/syndie_kit/imp_aug/dart
case_type = /obj/item/weapon/implantcase/dart
/obj/item/weapon/storage/box/syndie_kit/imp_aug/toolkit
case_type = /obj/item/weapon/implantcase/toolkit
/obj/item/weapon/storage/box/syndie_kit/imp_aug/medkit
case_type = /obj/item/weapon/implantcase/medkit
/obj/item/weapon/storage/box/syndie_kit/imp_aug/surge
case_type = /obj/item/weapon/implantcase/surge
/obj/item/weapon/storage/box/syndie_kit/imp_aug/analyzer
case_type = /obj/item/weapon/implantcase/analyzer
/obj/item/weapon/storage/box/syndie_kit/imp_aug/sword
case_type = /obj/item/weapon/implantcase/sword
/obj/item/weapon/storage/box/syndie_kit/imp_aug/sprinter
case_type = /obj/item/weapon/implantcase/sprinter
/obj/item/weapon/storage/box/syndie_kit/space
name = "boxed space suit and helmet"
starts_with = list(
@@ -128,6 +128,15 @@
icon_state = "scalpel_manager_on"
force = 7.5
/obj/item/weapon/surgical/scalpel/ripper
name = "organ pincers"
desc = "A horrifying bladed tool with a large metal spike in its center. The tool is used for rapidly removing organs from hopefully willing patients."
icon_state = "organ_ripper"
item_state = "bone_setter"
force = 15.0
toolspeed = 0.75
origin_tech = list(TECH_MATERIAL = 5, TECH_BIO = 3, TECH_ILLEGAL = 2)
/*
* Circular Saw
*/
@@ -147,6 +156,19 @@
sharp = 1
edge = 1
/obj/item/weapon/surgical/circular_saw/manager
name = "energetic bone diverter"
desc = "For heavy duty cutting (and sealing), with science!"
icon_state = "adv_saw"
item_state = "saw3"
hitsound = 'sound/weapons/emitter2.ogg'
damtype = SEARING
w_class = ITEMSIZE_LARGE
origin_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 6)
matter = list(DEFAULT_WALL_MATERIAL = 12500)
attack_verb = list("attacked", "slashed", "seared", "cut")
toolspeed = 0.75
//misc, formerly from code/defines/weapons.dm
/obj/item/weapon/surgical/bonegel
name = "bone gel"
@@ -245,4 +267,4 @@
/obj/item/weapon/surgical/bone_clamp/alien
icon = 'icons/obj/abductor.dmi'
toolspeed = 0.75
toolspeed = 0.75