Merge pull request #13528 from DeltaFire15/robotic-limbs-PT2

Robotic limbs 2 : Threshhold Boogaloo
This commit is contained in:
silicons
2020-10-11 17:33:00 -07:00
committed by GitHub
43 changed files with 208 additions and 109 deletions

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@@ -55,6 +55,10 @@
#define BODYPART_ORGANIC 1
#define BODYPART_ROBOTIC 2
#define BODYPART_HYBRID 3
#define HYBRID_BODYPART_DAMAGE_THRESHHOLD 25 //How much damage has to be suffered until the damage threshhold counts as passed
#define HYBRID_BODYPART_THESHHOLD_MINDAMAGE 15 //Which damage value this limb cannot be healed out of via easy nonsurgical means if the threshhold has been passed, state resets if damage value goes below mindamage.
#define BODYPART_NOT_DISABLED 0
#define BODYPART_DISABLED_DAMAGE 1

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@@ -34,7 +34,7 @@
var/obj/item/bodypart/O = H.get_bodypart(picked_def_zone)
if(!istype(O))
return
if(O.status == BODYPART_ROBOTIC)
if(O.is_robotic_limb())
return
var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET) || (H.shoes && (H.shoes.body_parts_covered & FEET)))

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@@ -49,7 +49,7 @@ BONUS
var/mob/living/carbon/M = A.affected_mob
var/picked_bodypart = pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)
var/obj/item/bodypart/bodypart = M.get_bodypart(picked_bodypart)
if(bodypart && bodypart.status == BODYPART_ORGANIC && !bodypart.is_pseudopart) //robotic limbs will mean less scratching overall
if(bodypart && bodypart.is_organic_limb() && !bodypart.is_pseudopart) //robotic limbs will mean less scratching overall
var/can_scratch = scratch && !M.incapacitated() && get_location_accessible(M, picked_bodypart)
M.visible_message("[can_scratch ? "<span class='warning'>[M] scratches [M.p_their()] [bodypart.name].</span>" : ""]", "<span class='warning'>Your [bodypart.name] itches. [can_scratch ? " You scratch it." : ""]</span>")
if(can_scratch)

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@@ -79,7 +79,7 @@
/// Used to "load" a persistent scar
/datum/scar/proc/load(obj/item/bodypart/BP, version, description, specific_location, severity=WOUND_SEVERITY_SEVERE)
if(!(BP.body_zone in applicable_zones) || !(BP.is_organic_limb() || BP.render_like_organic))
if(!(BP.body_zone in applicable_zones) || !BP.is_organic_limb())
qdel(src)
return

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@@ -110,7 +110,7 @@
* * smited- If this is a smite, we don't care about this wound for stat tracking purposes (not yet implemented)
*/
/datum/wound/proc/apply_wound(obj/item/bodypart/L, silent = FALSE, datum/wound/old_wound = null, smited = FALSE)
if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner) || !(L.is_organic_limb() || L.render_like_organic))
if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner) || !L.is_organic_limb())
qdel(src)
return

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@@ -59,7 +59,7 @@
else if(istype(O, /obj/item/bodypart))
var/obj/item/bodypart/B = O
if(B.status != BODYPART_ROBOTIC)
if(!B.is_robotic_limb(FALSE))
to_chat(user, "<span class='warning'>The machine only accepts cybernetics!</span>")
return
if(storedpart)

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@@ -59,7 +59,7 @@
if(!affecting) //Missing limb?
to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
return
if(affecting.status == BODYPART_ORGANIC) //Limb must be organic to be healed - RR
if(affecting.is_organic_limb(FALSE)) //Limb must be organic to be healed - RR
if(affecting.brute_dam && brute || affecting.burn_dam && burn)
user.visible_message("<span class='green'>[user] applies \the [src] on [C]'s [affecting.name].</span>", "<span class='green'>You apply \the [src] on [C]'s [affecting.name].</span>")
if(affecting.heal_damage(brute, burn))

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@@ -103,7 +103,7 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
/obj/item/storage/book/bible/proc/bless(mob/living/carbon/human/H, mob/living/user)
for(var/X in H.bodyparts)
var/obj/item/bodypart/BP = X
if(BP.status == BODYPART_ROBOTIC)
if(BP.is_robotic_limb())
to_chat(user, "<span class='warning'>[src.deity_name] refuses to heal this metallic taint!</span>")
return 0

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@@ -109,18 +109,25 @@
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && affecting.status == BODYPART_ROBOTIC && user.a_intent != INTENT_HARM)
//only heal to 25 if limb is damaged to or past 25 brute, otherwise heal normally
var/difference = affecting.brute_dam - 25
if(affecting && affecting.is_robotic_limb() && user.a_intent != INTENT_HARM)
//only heal to threshhold_passed_mindamage if limb is damaged to or past threshhold, otherwise heal normally
var/damage
var/heal_amount = 15
if(difference >= 0)
heal_amount = difference
if(src.use_tool(H, user, 0, volume=50, amount=1))
if(user == H)
user.visible_message("<span class='notice'>[user] starts to fix some of the dents on [H]'s [affecting.name].</span>",
"<span class='notice'>You start fixing some of the dents on [H]'s [affecting.name].</span>")
if(!do_mob(user, H, 50))
return
damage = affecting.brute_dam
affecting.update_threshhold_state(burn = FALSE)
if(affecting.threshhold_brute_passed)
heal_amount = min(heal_amount, damage - affecting.threshhold_passed_mindamage)
if(!heal_amount)
to_chat(user, "<span class='notice'>[user == H ? "Your" : "[H]'s"] [affecting.name] appears to have suffered severe internal damage and requires surgery to repair further.</span>")
return
item_heal_robotic(H, user, heal_amount, 0)
else
return ..()

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@@ -39,7 +39,7 @@
if(!limb)
replace_limb(zone)
return
if((limb.get_damage() >= (limb.max_damage / 2)) || (limb.status == BODYPART_ROBOTIC))
if((limb.get_damage() >= (limb.max_damage / 2)) || limb.is_robotic_limb(FALSE))
replace_limb(zone, limb)
return
@@ -58,7 +58,7 @@
return
var/obj/item/bodypart/chest/chest = owner.get_bodypart(BODY_ZONE_CHEST)
if((chest.get_damage() >= (chest.max_damage / 4)) || (chest.status == BODYPART_ROBOTIC))
if((chest.get_damage() >= (chest.max_damage / 4)) || chest.is_robotic_limb(FALSE))
replace_chest(chest)
return
@@ -158,7 +158,7 @@
addtimer(CALLBACK(src, .proc/keep_replacing_blood), 30)
/obj/item/organ/heart/gland/heal/proc/replace_chest(obj/item/bodypart/chest/chest)
if(chest.status == BODYPART_ROBOTIC)
if(chest.is_robotic_limb(FALSE))
owner.visible_message("<span class='warning'>[owner]'s [chest.name] rapidly expels its mechanical components, replacing them with flesh!</span>", "<span class='userdanger'>Your [chest.name] rapidly expels its mechanical components, replacing them with flesh!</span>")
playsound(owner, 'sound/magic/clockwork/anima_fragment_attack.ogg', 50, TRUE)
var/list/dirs = GLOB.alldirs.Copy()

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@@ -228,9 +228,9 @@
for(var/BP in PP.bodyparts)
var/obj/item/bodypart/NN = BP
if(NN.status == BODYPART_ORGANIC && NN.species_id != "plasmaman") //getting every organic, non-plasmaman limb (augments/androids are immune to this)
if(NN.is_organic_limb() && NN.species_id != "plasmaman") //getting every organic, non-plasmaman limb (augments/androids are immune to this)
plasma_parts += NN
if(NN.status == BODYPART_ROBOTIC)
if(NN.is_robotic_limb(FALSE))
robo_parts += NN
if(prob(35)) //checking if the delay is over & if the victim actually has any parts to nom

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@@ -2740,7 +2740,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if(initial_spawn)
//delete any existing prosthetic limbs to make sure no remnant prosthetics are left over - But DO NOT delete those that are species-related
for(var/obj/item/bodypart/part in character.bodyparts)
if(part.status == BODYPART_ROBOTIC && !part.render_like_organic)
if(part.is_robotic_limb(FALSE))
qdel(part)
character.regenerate_limbs() //regenerate limbs so now you only have normal limbs
for(var/modified_limb in modified_limbs)

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@@ -51,7 +51,7 @@
/datum/sprite_accessory/xeno_head/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
return (!H.dna.features["xenohead"] || H.dna.features["xenohead"] == "None" || H.head && (H.head.flags_inv & HIDEHAIR) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEHAIR)) || !HD || (HD.status == BODYPART_ROBOTIC && !HD.render_like_organic))
return (!H.dna.features["xenohead"] || H.dna.features["xenohead"] == "None" || H.head && (H.head.flags_inv & HIDEHAIR) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEHAIR)) || !HD || HD.is_robotic_limb(FALSE))
/datum/sprite_accessory/xeno_head/standard
name = "Standard"

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@@ -5,7 +5,7 @@
/datum/sprite_accessory/ears/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
return (!H.dna.features["ears"] || H.dna.features["ears"] == "None" || H.head && (H.head.flags_inv & HIDEEARS) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEEARS)) || !HD || (HD.status == BODYPART_ROBOTIC && !HD.render_like_organic))
return (!H.dna.features["ears"] || H.dna.features["ears"] == "None" || H.head && (H.head.flags_inv & HIDEEARS) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEEARS)) || !HD || HD.is_robotic_limb(FALSE))
/datum/sprite_accessory/ears/none
name = "None"
@@ -187,7 +187,7 @@
/datum/sprite_accessory/ears/mam_ears/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
return (!H.dna.features["mam_ears"] || H.dna.features["mam_ears"] == "None" || H.head && (H.head.flags_inv & HIDEEARS) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEEARS)) || !HD || (HD.status == BODYPART_ROBOTIC && !HD.render_like_organic))
return (!H.dna.features["mam_ears"] || H.dna.features["mam_ears"] == "None" || H.head && (H.head.flags_inv & HIDEEARS) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEEARS)) || !HD || HD.is_robotic_limb(FALSE))
/datum/sprite_accessory/ears/mam_ears/none
name = "None"

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@@ -4,7 +4,7 @@
/datum/sprite_accessory/frills/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
return (!H.dna.features["frills"] || H.dna.features["frills"] == "None" || H.head && (H.head.flags_inv & HIDEEARS) || !HD || HD.status == BODYPART_ROBOTIC)
return (!H.dna.features["frills"] || H.dna.features["frills"] == "None" || H.head && (H.head.flags_inv & HIDEEARS) || !HD || HD.is_robotic_limb(FALSE))
/datum/sprite_accessory/frills/none
name = "None"

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@@ -5,7 +5,7 @@
/datum/sprite_accessory/horns/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
return (!H.dna.features["horns"] || H.dna.features["horns"] == "None" || H.head && (H.head.flags_inv & HIDEHAIR) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEHAIR)) || !HD || (HD.status == BODYPART_ROBOTIC && !HD.render_like_organic))
return (!H.dna.features["horns"] || H.dna.features["horns"] == "None" || H.head && (H.head.flags_inv & HIDEHAIR) || (H.wear_mask && (H.wear_mask.flags_inv & HIDEHAIR)) || !HD || HD.is_robotic_limb(FALSE))
/datum/sprite_accessory/horns/none
name = "None"

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@@ -5,7 +5,7 @@
/datum/sprite_accessory/snouts/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
return ((H.wear_mask && (H.wear_mask.flags_inv & HIDESNOUT)) || (H.head && (H.head.flags_inv & HIDESNOUT)) || !HD || (HD.status == BODYPART_ROBOTIC && !HD.render_like_organic))
return ((H.wear_mask && (H.wear_mask.flags_inv & HIDESNOUT)) || (H.head && (H.head.flags_inv & HIDESNOUT)) || !HD || HD.is_robotic_limb(FALSE))
/datum/sprite_accessory/snout/guilmon
name = "Guilmon"
@@ -163,7 +163,7 @@
/datum/sprite_accessory/snouts/mam_snouts/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
return ((H.wear_mask && (H.wear_mask.flags_inv & HIDESNOUT)) || (H.head && (H.head.flags_inv & HIDESNOUT)) || !HD || (HD.status == BODYPART_ROBOTIC && !HD.render_like_organic))
return ((H.wear_mask && (H.wear_mask.flags_inv & HIDESNOUT)) || (H.head && (H.head.flags_inv & HIDESNOUT)) || !HD || HD.is_robotic_limb(FALSE))
/datum/sprite_accessory/snouts/mam_snouts/none
name = "None"

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@@ -212,7 +212,7 @@
icon_state = "[initial(icon_state)]_impregnated"
var/obj/item/bodypart/chest/LC = target.get_bodypart(BODY_ZONE_CHEST)
if((!LC || LC.status != BODYPART_ROBOTIC) && !target.getorgan(/obj/item/organ/body_egg/alien_embryo))
if((!LC || !LC.is_robotic_limb(FALSE)) && !target.getorgan(/obj/item/organ/body_egg/alien_embryo))
new /obj/item/organ/body_egg/alien_embryo(target)
else

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@@ -80,7 +80,7 @@
I.do_stagger_action(src, user, totitemdamage)
if(I.force)
apply_damage(totitemdamage, I.damtype, affecting, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness()) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
if(I.damtype == BRUTE && affecting.is_organic_limb(FALSE))
var/basebloodychance = affecting.brute_dam + totitemdamage
if(prob(basebloodychance))
I.add_mob_blood(src)

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@@ -169,11 +169,11 @@
////////////////////////////////////////////
//Returns a list of damaged bodyparts
/mob/living/carbon/proc/get_damaged_bodyparts(brute = FALSE, burn = FALSE, stamina = FALSE, status)
/mob/living/carbon/proc/get_damaged_bodyparts(brute = FALSE, burn = FALSE, stamina = FALSE, list/status)
var/list/obj/item/bodypart/parts = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(status && BP.status != status)
if(status && !status[BP.status])
continue
if((brute && BP.brute_dam) || (burn && BP.burn_dam) || (stamina && BP.stamina_dam))
parts += BP

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@@ -411,7 +411,7 @@
apply_status_effect(/datum/status_effect/no_combat_mode/robotic_emp, severity / 20)
severity *= 0.5
for(var/obj/item/bodypart/L in src.bodyparts)
if(L.status == BODYPART_ROBOTIC)
if(L.is_robotic_limb())
if(!informed)
to_chat(src, "<span class='userdanger'>You feel a sharp pain as your robotic limbs overload.</span>")
informed = TRUE

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@@ -372,8 +372,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(ROBOTIC_LIMBS in species_traits)
for(var/obj/item/bodypart/B in C.bodyparts)
B.change_bodypart_status(BODYPART_ROBOTIC, FALSE, TRUE) // Makes all Bodyparts robotic.
B.render_like_organic = TRUE
B.change_bodypart_status(BODYPART_HYBRID, FALSE, TRUE) // Makes all Bodyparts 'robotic'.
SEND_SIGNAL(C, COMSIG_SPECIES_GAIN, src, old_species)
@@ -418,8 +417,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(ROBOTIC_LIMBS in species_traits)
for(var/obj/item/bodypart/B in C.bodyparts)
B.change_bodypart_status(BODYPART_ORGANIC, FALSE, TRUE)
B.render_like_organic = FALSE
B.change_bodypart_status(initial(B.status), FALSE, TRUE)
SEND_SIGNAL(C, COMSIG_SPECIES_LOSS, src)
@@ -441,7 +439,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/dynamic_fhair_suffix = ""
//for augmented heads
if(HD.status == BODYPART_ROBOTIC && !HD.render_like_organic)
if(HD.is_robotic_limb(FALSE))
return
//we check if our hat or helmet hides our facial hair.
@@ -1034,7 +1032,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return FALSE
if(!CHECK_BITFIELD(I.item_flags, NO_UNIFORM_REQUIRED))
var/obj/item/bodypart/O = H.get_bodypart(BODY_ZONE_CHEST)
if(!H.w_uniform && !nojumpsuit && (!O || O.status != BODYPART_ROBOTIC))
if(!H.w_uniform && !nojumpsuit && (!O || !O.is_robotic_limb()))
if(return_warning)
return_warning[1] = "<span class='warning'>You need a jumpsuit before you can attach this [I.name]!</span>"
return FALSE
@@ -1076,7 +1074,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return FALSE
if(!CHECK_BITFIELD(I.item_flags, NO_UNIFORM_REQUIRED))
var/obj/item/bodypart/O = H.get_bodypart(BODY_ZONE_CHEST)
if(!H.w_uniform && !nojumpsuit && (!O || O.status != BODYPART_ROBOTIC))
if(!H.w_uniform && !nojumpsuit && (!O || !O.is_robotic_limb()))
if(return_warning)
return_warning[1] = "<span class='warning'>You need a jumpsuit before you can attach this [I.name]!</span>"
return FALSE
@@ -1091,7 +1089,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/obj/item/bodypart/O = H.get_bodypart(BODY_ZONE_L_LEG)
if(!H.w_uniform && !nojumpsuit && (!O || O.status != BODYPART_ROBOTIC))
if(!H.w_uniform && !nojumpsuit && (!O || !O.is_robotic_limb()))
if(return_warning)
return_warning[1] = "<span class='warning'>You need a jumpsuit before you can attach this [I.name]!</span>"
return FALSE
@@ -1107,7 +1105,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/obj/item/bodypart/O = H.get_bodypart(BODY_ZONE_R_LEG)
if(!H.w_uniform && !nojumpsuit && (!O || O.status != BODYPART_ROBOTIC))
if(!H.w_uniform && !nojumpsuit && (!O || !O.is_robotic_limb()))
if(return_warning)
return_warning[1] = "<span class='warning'>You need a jumpsuit before you can attach this [I.name]!</span>"
return FALSE
@@ -1677,7 +1675,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/bloody = 0
if(((I.damtype == BRUTE) && I.force && prob(25 + (I.force * 2))))
if(affecting.status == BODYPART_ORGANIC)
if(affecting.is_organic_limb(FALSE))
I.add_mob_blood(H) //Make the weapon bloody, not the person.
if(prob(I.force * 2)) //blood spatter!
bloody = 1

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@@ -12,15 +12,3 @@
species_language_holder = /datum/language_holder/synthetic
limbs_id = "synth"
species_category = SPECIES_CATEGORY_ROBOT
/datum/species/android/on_species_gain(mob/living/carbon/C)
. = ..()
for(var/X in C.bodyparts)
var/obj/item/bodypart/O = X
O.change_bodypart_status(BODYPART_ROBOTIC, FALSE, TRUE)
/datum/species/android/on_species_loss(mob/living/carbon/C)
. = ..()
for(var/X in C.bodyparts)
var/obj/item/bodypart/O = X
O.change_bodypart_status(BODYPART_ORGANIC,FALSE, TRUE)

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@@ -696,7 +696,7 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
continue
. += "-[BP.body_zone]"
if(BP.status == BODYPART_ORGANIC)
if(BP.is_organic_limb(FALSE))
. += "-organic"
else
. += "-robotic"

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@@ -259,7 +259,7 @@
. += "-digitigrade[BP.use_digitigrade]"
if(BP.animal_origin)
. += "-[BP.animal_origin]"
if(BP.status == BODYPART_ORGANIC)
if(BP.is_organic_limb(FALSE))
. += "-organic"
else
. += "-robotic"

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@@ -379,7 +379,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
/proc/item_heal_robotic(mob/living/carbon/human/H, mob/user, brute_heal, burn_heal)
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && affecting.status == BODYPART_ROBOTIC)
if(affecting && affecting.is_robotic_limb())
var/dam //changes repair text based on how much brute/burn was supplied
if(brute_heal > burn_heal)
dam = 1

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@@ -548,16 +548,23 @@ By design, d1 is the smallest direction and d2 is the highest
return ..()
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && affecting.status == BODYPART_ROBOTIC)
//only heal to 25 if limb is damaged to or past 25 burn, otherwise heal normally
var/difference = affecting.burn_dam - 25
if(affecting && affecting.is_robotic_limb())
//only heal to threshhold_passed_mindamage if limb is damaged to or past threshhold, otherwise heal normally
var/damage
var/heal_amount = 15
if(difference >= 0)
heal_amount = difference
if(user == H)
user.visible_message("<span class='notice'>[user] starts to fix some of the wires in [H]'s [affecting.name].</span>", "<span class='notice'>You start fixing some of the wires in [H]'s [affecting.name].</span>")
if(!do_mob(user, H, 50))
return
damage = affecting.burn_dam
affecting.update_threshhold_state(brute = FALSE)
if(affecting.threshhold_burn_passed)
heal_amount = min(heal_amount, damage - affecting.threshhold_passed_mindamage)
if(!heal_amount)
to_chat(user, "<span class='notice'>[user == H ? "Your" : "[H]'s"] [affecting.name] appears to have suffered severe internal damage and requires surgery to repair further.</span>")
return
if(item_heal_robotic(H, user, 0, heal_amount))
use(1)
return

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@@ -245,7 +245,7 @@
if(starting)
splatter_dir = get_dir(starting, target_loca)
var/obj/item/bodypart/B = L.get_bodypart(def_zone)
if(B && B.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters
if(B && B.is_robotic_limb()) // So if you hit a robotic, it sparks instead of bloodspatters - Hybrid limbs don't bleed from this as of now too, subject to balance.. probably.
do_sparks(2, FALSE, target.loc)
if(prob(25))
new /obj/effect/decal/cleanable/oil(target_loca)

View File

@@ -391,10 +391,12 @@
if(!affecting)
to_chat(user, "<span class='warning'>The limb is missing!</span>")
return
if(affecting.status != BODYPART_ORGANIC)
if(!affecting.is_organic_limb())
to_chat(user, "<span class='notice'>Medicine won't work on a robotic limb!</span>")
return
else if(!affecting.is_organic_limb(FALSE) && mode != HYPO_INJECT)
to_chat(user, "<span class='notice'>Biomechanical limbs can only be treated via their integrated injection port, not via spraying!</span>")
return
//Always log attemped injections for admins
var/contained = vial.reagents.log_list()
log_combat(user, L, "attemped to inject", src, addition="which had [contained]")

View File

@@ -46,9 +46,11 @@
return
if(!L.can_inject(user, TRUE, user.zone_selected, FALSE, TRUE)) //stopped by clothing, like patches
return
if(affecting.status != BODYPART_ORGANIC)
if(!affecting.is_organic_limb())
to_chat(user, "<span class='notice'>Medicine won't work on a robotic limb!</span>")
return
else if(!affecting.is_organic_limb(FALSE))
to_chat(user, "<span class='notice'>Medical sprays won't work on a biomechanical limb!</span>")
if(L == user)
L.visible_message("<span class='notice'>[user] attempts to [apply_method] [src] on [user.p_them()]self.</span>")

View File

@@ -19,8 +19,10 @@
return
if(!L.can_inject(user, TRUE, user.zone_selected, FALSE, TRUE)) //stopped by clothing, not by species immunity.
return
if(affecting.status != BODYPART_ORGANIC)
if(!affecting.is_organic_limb())
to_chat(user, "<span class='notice'>Medicine won't work on a robotic limb!</span>")
else if(!affecting.is_organic_limb(FALSE))
to_chat(user, "<span class='notice'>Medical patches won't work on a biomechanical limb!</span>")
return
..()

View File

@@ -121,7 +121,7 @@
if(iscarbon(host_mob))
var/mob/living/carbon/C = host_mob
var/list/parts = C.get_damaged_bodyparts(TRUE, TRUE, status = BODYPART_ROBOTIC)
var/list/parts = C.get_damaged_bodyparts(TRUE, TRUE, status = BODYPART_ROBOTIC | BODYPART_HYBRID)
if(!parts.len)
return FALSE
else
@@ -132,7 +132,7 @@
/datum/nanite_program/repairing/active_effect(mob/living/M)
if(iscarbon(host_mob))
var/mob/living/carbon/C = host_mob
var/list/parts = C.get_damaged_bodyparts(TRUE, TRUE, status = BODYPART_ROBOTIC)
var/list/parts = C.get_damaged_bodyparts(TRUE, TRUE, status = BODYPART_ROBOTIC | BODYPART_HYBRID)
if(!parts.len)
return
var/update = FALSE

View File

@@ -71,7 +71,12 @@
var/medium_burn_msg = "blistered"
var/heavy_burn_msg = "peeling away"
var/render_like_organic = FALSE // forces limb to render as if it were an organic limb
//Some special vars for robotic bodyparts, in the base type to prevent needing typecasting / fancy checks.
var/easy_heal_threshhold = -1 //If greater or equal to zero, if limb damage of a type passes this threshhold, it cannot be healed beyond threshhold_passed_mindamage. Only needed for robotic limbs, but is in the basetype to prevent needing spaghetti-checks.
var/threshhold_passed_mindamage = 0 //If the threshhold got passed, what is the minimum damage this limb can be healed to? Loses the threshhold-passed state healing is started while below mindamage.
var/threshhold_brute_passed = FALSE
var/threshhold_burn_passed = FALSE //Ugly but neccessary vars that might get replaced with a flag lateron maybe sometime.
/// The wounds currently afflicting this body part
var/list/wounds
@@ -143,7 +148,7 @@
/obj/item/bodypart/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
..()
if(status != BODYPART_ROBOTIC)
if(!is_robotic_limb())
playsound(get_turf(src), 'sound/misc/splort.ogg', 50, 1, -1)
pixel_x = rand(-3, 3)
pixel_y = rand(-3, 3)
@@ -151,7 +156,7 @@
//empties the bodypart from its organs and other things inside it
/obj/item/bodypart/proc/drop_organs(mob/user)
var/turf/T = get_turf(src)
if(status != BODYPART_ROBOTIC)
if(!is_robotic_limb())
playsound(T, 'sound/misc/splort.ogg', 50, 1, -1)
if(current_gauze)
QDEL_NULL(current_gauze)
@@ -458,10 +463,10 @@
//Cannot remove negative damage (i.e. apply damage)
/obj/item/bodypart/proc/heal_damage(brute, burn, stamina, only_robotic = FALSE, only_organic = TRUE, updating_health = TRUE)
if(only_robotic && status != BODYPART_ROBOTIC) //This makes organic limbs not heal when the proc is in Robotic mode.
if(only_robotic && !is_robotic_limb()) //This makes organic limbs not heal when the proc is in Robotic mode.
return
if(only_organic && status != BODYPART_ORGANIC) //This makes robolimbs not healable by chems.
if(only_organic && !is_organic_limb(FALSE)) //This makes robolimbs and hybridlimbs not healable by chems.
return
brute_dam = round(max(brute_dam - brute, 0), DAMAGE_PRECISION)
@@ -503,7 +508,7 @@
if(!last_maxed && !silent)
owner.emote("scream")
last_maxed = TRUE
if(!is_organic_limb() || stamina_dam >= max_damage)
if(!is_organic_limb(FALSE) || stamina_dam >= max_damage)
return BODYPART_DISABLED_DAMAGE
else if(disabled && (get_damage(TRUE) <= (max_damage * 0.8))) // reenabled at 80% now instead of 50% as of wounds update
last_maxed = FALSE
@@ -545,7 +550,8 @@
return FALSE
//Change organ status
/obj/item/bodypart/proc/change_bodypart_status(new_limb_status, heal_limb, change_icon_to_default)
/obj/item/bodypart/proc/change_bodypart_status(new_limb_status, heal_limb, change_icon_to_default, no_update = FALSE)
var/old_status = status
status = new_limb_status
if(heal_limb)
burn_dam = 0
@@ -553,20 +559,48 @@
brutestate = 0
burnstate = 0
if(status == BODYPART_HYBRID)
easy_heal_threshhold = HYBRID_BODYPART_DAMAGE_THRESHHOLD
threshhold_passed_mindamage = HYBRID_BODYPART_THESHHOLD_MINDAMAGE
else if(old_status == BODYPART_HYBRID)
easy_heal_threshhold = initial(easy_heal_threshhold)
threshhold_passed_mindamage = initial(threshhold_passed_mindamage)
update_threshhold_state()
if(change_icon_to_default)
if(status == BODYPART_ORGANIC)
if(is_organic_limb(FALSE))
icon = base_bp_icon || DEFAULT_BODYPART_ICON_ORGANIC
else if(status == BODYPART_ROBOTIC)
else if(is_robotic_limb())
icon = base_bp_icon || DEFAULT_BODYPART_ICON_ROBOTIC
if(owner)
if(owner && !no_update) //Only use no_update if you are sure the bodypart will get updated from other sources anyways, to prevent unneccessary processing use.
owner.updatehealth()
owner.update_body() //if our head becomes robotic, we remove the lizard horns and human hair.
owner.update_hair()
owner.update_damage_overlays()
/obj/item/bodypart/proc/is_organic_limb()
return (status == BODYPART_ORGANIC)
/obj/item/bodypart/proc/is_organic_limb(hybrid_allowed = TRUE)
if(!hybrid_allowed)
return (status == BODYPART_ORGANIC)
return ((status == BODYPART_ORGANIC) || (status == BODYPART_HYBRID)) //Goodbye if(B.status == BODYPART_ORGANIC || B.status == BODYPART_HYBRID)
/obj/item/bodypart/proc/is_robotic_limb(hybrid_allowed = TRUE)
if(!hybrid_allowed)
return (status == BODYPART_ROBOTIC)
return ((status == BODYPART_ROBOTIC) || (status == BODYPART_HYBRID))
/obj/item/bodypart/proc/update_threshhold_state(brute = TRUE, burn = TRUE)
if(brute)
if(brute_dam < threshhold_passed_mindamage || easy_heal_threshhold < 0)
threshhold_brute_passed = FALSE
else if(brute_dam >= easy_heal_threshhold)
threshhold_brute_passed = TRUE
if(burn)
if(burn_dam < threshhold_passed_mindamage || easy_heal_threshhold < 0)
threshhold_burn_passed = FALSE
else if(burn_dam >= easy_heal_threshhold)
threshhold_burn_passed = TRUE
//we inform the bodypart of the changes that happened to the owner, or give it the informations from a source mob.
/obj/item/bodypart/proc/update_limb(dropping_limb, mob/living/carbon/source)
@@ -581,7 +615,7 @@
C = owner
no_update = FALSE
if(HAS_TRAIT(C, TRAIT_HUSK) && (is_organic_limb() || render_like_organic))
if(HAS_TRAIT(C, TRAIT_HUSK) && is_organic_limb())
species_id = "husk" //overrides species_id
dmg_overlay_type = "" //no damage overlay shown when husked
should_draw_gender = FALSE
@@ -675,9 +709,9 @@
else if(animal_origin == MONKEY_BODYPART) //currently monkeys are the only non human mob to have damage overlays.
dmg_overlay_type = animal_origin
if(status == BODYPART_ROBOTIC)
if(is_robotic_limb())
dmg_overlay_type = "robotic"
if(!render_like_organic)
if(is_robotic_limb(FALSE))
body_markings = null
aux_marking = null
@@ -714,7 +748,7 @@
if(burnstate)
. += image('icons/mob/dam_mob.dmi', "[dmg_overlay_type]_[body_zone]_0[burnstate]", -DAMAGE_LAYER, image_dir)
if(!isnull(body_markings) && status == BODYPART_ORGANIC)
if(!isnull(body_markings) && is_organic_limb(FALSE))
if(!use_digitigrade)
if(body_zone == BODY_ZONE_CHEST)
. += image(body_markings_icon, "[body_markings]_[body_zone]_[icon_gender]", -MARKING_LAYER, image_dir)
@@ -731,7 +765,7 @@
. += limb
if(animal_origin)
if(is_organic_limb())
if(is_organic_limb(FALSE))
limb.icon = 'icons/mob/animal_parts.dmi'
if(species_id == "husk")
limb.icon_state = "[animal_origin]_husk_[body_zone]"
@@ -745,7 +779,7 @@
if((body_zone != BODY_ZONE_HEAD && body_zone != BODY_ZONE_CHEST))
should_draw_gender = FALSE
if(is_organic_limb() || render_like_organic)
if(is_organic_limb())
limb.icon = base_bp_icon || 'icons/mob/human_parts.dmi'
if(should_draw_gender)
limb.icon_state = "[species_id]_[body_zone]_[icon_gender]"
@@ -891,7 +925,7 @@
update_disabled()
/obj/item/bodypart/proc/get_bleed_rate()
if(status != BODYPART_ORGANIC) // maybe in the future we can bleed oil from aug parts, but not now
if(!is_organic_limb()) // maybe in the future we can bleed oil from aug parts, but not now
return
var/bleed_rate = 0
if(generic_bleedstacks > 0)

View File

@@ -436,6 +436,5 @@
scaries.generate(L, phantom_loss)
L.attach_limb(src, 1)
if(ROBOTIC_LIMBS in dna.species.species_traits) //Snowflake trait moment, but needed.
L.render_like_organic = TRUE
L.change_bodypart_status(BODYPART_ROBOTIC, FALSE, TRUE) //Haha what if IPC-lings actually regenerated the right limbs instead of organic ones? That'd be pretty cool, right?
L.change_bodypart_status(BODYPART_HYBRID, FALSE, TRUE) //Haha what if IPC-lings actually regenerated the right limbs instead of organic ones? That'd be pretty cool, right?
return TRUE

View File

@@ -45,7 +45,7 @@
/obj/item/bodypart/head/drop_organs(mob/user)
var/turf/T = get_turf(src)
if(status != BODYPART_ROBOTIC)
if(!is_robotic_limb())
playsound(T, 'sound/misc/splort.ogg', 50, 1, -1)
for(var/obj/item/I in src)
if(I == brain)
@@ -141,7 +141,7 @@
. = ..()
if(dropped) //certain overlays only appear when the limb is being detached from its owner.
if(status != BODYPART_ROBOTIC) //having a robotic head hides certain features.
if(!is_robotic_limb(FALSE)) //having a robotic head hides certain features.
//facial hair
if(facial_hair_style)
var/datum/sprite_accessory/S = GLOB.facial_hair_styles_list[facial_hair_style]

View File

@@ -22,6 +22,8 @@
brute_reduction = 2
burn_reduction = 1
easy_heal_threshhold = 35 //Resistant against damage, but high mindamage once the threshhold is passed
threshhold_passed_mindamage = 25
light_brute_msg = ROBOTIC_LIGHT_BRUTE_MSG
medium_brute_msg = ROBOTIC_MEDIUM_BRUTE_MSG
@@ -43,6 +45,8 @@
brute_reduction = 2
burn_reduction = 1
easy_heal_threshhold = 35 //Resistant against damage, but high mindamage once the threshhold is passed
threshhold_passed_mindamage = 25
light_brute_msg = ROBOTIC_LIGHT_BRUTE_MSG
medium_brute_msg = ROBOTIC_MEDIUM_BRUTE_MSG
@@ -64,6 +68,8 @@
brute_reduction = 2
burn_reduction = 1
easy_heal_threshhold = 35 //Resistant against damage, but high mindamage once the threshhold is passed
threshhold_passed_mindamage = 25
light_brute_msg = ROBOTIC_LIGHT_BRUTE_MSG
medium_brute_msg = ROBOTIC_MEDIUM_BRUTE_MSG
@@ -85,6 +91,8 @@
brute_reduction = 2
burn_reduction = 1
easy_heal_threshhold = 35 //Resistant against damage, but high mindamage once the threshhold is passed
threshhold_passed_mindamage = 25
light_brute_msg = ROBOTIC_LIGHT_BRUTE_MSG
medium_brute_msg = ROBOTIC_MEDIUM_BRUTE_MSG
@@ -105,6 +113,8 @@
brute_reduction = 2
burn_reduction = 1
easy_heal_threshhold = 40 //Resistant against damage, but high mindamage once the threshhold is passed
threshhold_passed_mindamage = 25
light_brute_msg = ROBOTIC_LIGHT_BRUTE_MSG
medium_brute_msg = ROBOTIC_MEDIUM_BRUTE_MSG
@@ -166,6 +176,8 @@
brute_reduction = 5
burn_reduction = 4
easy_heal_threshhold = 40 //Resistant against damage, but high mindamage once the threshhold is passed
threshhold_passed_mindamage = 20
light_brute_msg = ROBOTIC_LIGHT_BRUTE_MSG
medium_brute_msg = ROBOTIC_MEDIUM_BRUTE_MSG
@@ -242,6 +254,8 @@
brute_reduction = 0
burn_reduction = 0
max_damage = 20
easy_heal_threshhold = 15 //Weak. Low threshhold, but also relatively low mindamage
threshhold_passed_mindamage = 10
/obj/item/bodypart/r_arm/robot/surplus
name = "surplus prosthetic right arm"
@@ -250,6 +264,8 @@
brute_reduction = 0
burn_reduction = 0
max_damage = 20
easy_heal_threshhold = 15 //Weak. Low threshhold, but also relatively low mindamage
threshhold_passed_mindamage = 10
/obj/item/bodypart/l_leg/robot/surplus
name = "surplus prosthetic left leg"
@@ -258,6 +274,8 @@
brute_reduction = 0
burn_reduction = 0
max_damage = 20
easy_heal_threshhold = 15 //Weak. Low threshhold, but also relatively low mindamage
threshhold_passed_mindamage = 10
/obj/item/bodypart/r_leg/robot/surplus
name = "surplus prosthetic right leg"
@@ -266,39 +284,49 @@
brute_reduction = 0
burn_reduction = 0
max_damage = 20
easy_heal_threshhold = 15 //Weak. Low threshhold, but also relatively low mindamage
threshhold_passed_mindamage = 10
// Upgraded Surplus lims - Better then robotic lims
// Upgraded Surplus lims - Better then robotic limbs
/obj/item/bodypart/l_arm/robot/surplus_upgraded
name = "reinforced surplus prosthetic left arm"
desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of stronger parts."
desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of parts with more fallbacks against internal damage."
icon = 'icons/mob/augmentation/surplus_augments.dmi'
brute_reduction = 3
burn_reduction = 2
max_damage = 55
easy_heal_threshhold = 20 //Lower threshhold than true robotic limbs, but very low mindamage too.
threshhold_passed_mindamage = 5
/obj/item/bodypart/r_arm/robot/surplus_upgraded
name = "reinforced surplus prosthetic right arm"
desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of stronger parts."
desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of parts with more fallbacks against internal damage."
icon = 'icons/mob/augmentation/surplus_augments.dmi'
brute_reduction = 3
burn_reduction = 2
max_damage = 55
easy_heal_threshhold = 20 //Lower threshhold than true robotic limbs, but very low mindamage too.
threshhold_passed_mindamage = 5
/obj/item/bodypart/l_leg/robot/surplus_upgraded
name = "reinforced surplus prosthetic left leg"
desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of stronger parts."
desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of parts with more fallbacks against internal damage."
icon = 'icons/mob/augmentation/surplus_augments.dmi'
brute_reduction = 3
burn_reduction = 2
max_damage = 55
easy_heal_threshhold = 20 //Lower threshhold than true robotic limbs, but very low mindamage too.
threshhold_passed_mindamage = 5
/obj/item/bodypart/r_leg/robot/surplus_upgraded
name = "reinforced surplus prosthetic right leg"
desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of stronger parts."
desc = "A skeletal, robotic limb. This one is reinforced to provide better protection, and is made of parts with more fallbacks against internal damage."
icon = 'icons/mob/augmentation/surplus_augments.dmi'
brute_reduction = 3
burn_reduction = 2
max_damage = 55
easy_heal_threshhold = 20 //Lower threshhold than true robotic limbs, but very low mindamage too.
threshhold_passed_mindamage = 5
#undef ROBOTIC_LIGHT_BRUTE_MSG
#undef ROBOTIC_MEDIUM_BRUTE_MSG

View File

@@ -10,14 +10,14 @@
target_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
possible_locs = list(BODY_ZONE_HEAD)
requires_bodypart_type = BODYPART_ORGANIC
requires_bodypart_type = 0
/datum/surgery_step/fix_brain
name = "fix brain"
implements = list(TOOL_HEMOSTAT = 85, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15) //don't worry, pouring some alcohol on their open brain will get that chance to 100
time = 120 //long and complicated
/datum/surgery/brain_surgery/can_start(mob/user, mob/living/carbon/target, obj/item/tool)
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
if(!B)
if(!B || istype(B, /obj/item/organ/brain/ipc))
return FALSE
return TRUE

View File

@@ -26,8 +26,17 @@
if(affecting)
if(!S.requires_bodypart)
continue
if(S.requires_bodypart_type && affecting.status != S.requires_bodypart_type)
continue
if(S.requires_bodypart_type) //ugly but it'll do.
switch(S.requires_bodypart_type)
if(BODYPART_ORGANIC)
if(!affecting.is_organic_limb(FALSE))
continue
if(BODYPART_ROBOTIC)
if(!affecting.is_robotic_limb())
continue
if(BODYPART_HYBRID)
if(!affecting.is_organic_limb() || !affecting.is_robotic_limb())
continue
if(S.requires_real_bodypart && affecting.is_pseudopart)
continue
else if(C && S.requires_bodypart) //mob with no limb in surgery zone when we need a limb
@@ -58,8 +67,17 @@
if(affecting)
if(!S.requires_bodypart)
return
if(S.requires_bodypart_type && affecting.status != S.requires_bodypart_type)
return
if(S.requires_bodypart_type) //*scream
switch(S.requires_bodypart_type)
if(BODYPART_ORGANIC)
if(!affecting.is_organic_limb(FALSE))
return
if(BODYPART_ROBOTIC)
if(!affecting.is_robotic_limb())
return
if(BODYPART_HYBRID)
if(!affecting.is_organic_limb() || !affecting.is_robotic_limb())
return
else if(C && S.requires_bodypart)
return
if(S.lying_required && !(M.lying))
@@ -91,7 +109,7 @@
else if(S.can_cancel)
var/required_tool_type = TOOL_CAUTERY
var/obj/item/close_tool = user.get_inactive_held_item()
var/is_robotic = S.requires_bodypart_type == BODYPART_ROBOTIC
var/is_robotic = (S.requires_bodypart_type == BODYPART_ROBOTIC || S.requires_bodypart_type == BODYPART_HYBRID)
if(is_robotic)
required_tool_type = TOOL_SCREWDRIVER
if(iscyborg(user))

View File

@@ -10,7 +10,7 @@
if(istype(tool, /obj/item/organ_storage) && istype(tool.contents[1], /obj/item/bodypart))
tool = tool.contents[1]
var/obj/item/bodypart/aug = tool
if(aug.status != BODYPART_ROBOTIC)
if(!aug.is_robotic_limb())
to_chat(user, "<span class='warning'>That's not an augment, silly!</span>")
return -1
if(aug.body_zone != target_zone)

View File

@@ -29,10 +29,10 @@
if(istype(tool, /obj/item/bodypart))
var/obj/item/bodypart/BP = tool
if(ismonkey(target))// monkey patient only accept organic monkey limbs
if(BP.status == BODYPART_ROBOTIC || BP.animal_origin != MONKEY_BODYPART)
if(BP.is_robotic_limb() || BP.animal_origin != MONKEY_BODYPART)
to_chat(user, "<span class='warning'>[BP] doesn't match the patient's morphology.</span>")
return -1
if(BP.status != BODYPART_ROBOTIC)
if(!BP.is_robotic_limb())
organ_rejection_dam = 10
if(ishuman(target))
if(BP.animal_origin)

View File

@@ -10,7 +10,7 @@
target_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
possible_locs = list(BODY_ZONE_HEAD)
requires_bodypart_type = BODYPART_ROBOTIC
requires_bodypart_type = 0
desc = "A surgical procedure that restores the default behavior logic and personality matrix of an IPC posibrain."
/datum/surgery_step/fix_robot_brain
@@ -20,7 +20,7 @@
/datum/surgery/robot_brain_surgery/can_start(mob/user, mob/living/carbon/target, obj/item/tool)
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
if(!B)
if(!B || !istype(B, /obj/item/organ/brain/ipc)) //No cheating!
return FALSE
return TRUE

View File

@@ -12,7 +12,7 @@
target_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
possible_locs = list(BODY_ZONE_CHEST)
requires_bodypart_type = BODYPART_ROBOTIC
requires_bodypart_type = 0 //You can do this on anyone, but it won't really be useful on people without augments.
ignore_clothes = TRUE
var/antispam = FALSE
var/healing_step_type = /datum/surgery_step/robot_heal/basic
@@ -42,6 +42,16 @@
return FALSE
return TRUE
/datum/surgery/robot_healing/can_start(mob/user, mob/living/carbon/target, obj/item/tool)
var/possible = FALSE
for(var/obj/item/bodypart/B in target.bodyparts)
if(B.is_robotic_limb())
possible = TRUE
break
if(!possible)
return FALSE
return TRUE
/datum/surgery_step/robot_heal/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
var/woundtype
if(implement_type == TOOL_WELDER)

View File

@@ -529,7 +529,7 @@ GLOBAL_LIST_EMPTY(vending_products)
if(5) // limb squish!
for(var/i in C.bodyparts)
var/obj/item/bodypart/squish_part = i
if(squish_part.is_organic_limb() || squish_part.render_like_organic)
if(squish_part.is_organic_limb())
var/type_wound = pick(list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate))
squish_part.force_wound_upwards(type_wound)
else