Merge pull request #8507 from Thalpy/Wheelchairs

Adds Hoverchairs and the paraplegic trait.
This commit is contained in:
kevinz000
2019-06-17 11:13:43 -07:00
committed by GitHub
12 changed files with 348 additions and 35 deletions
+4
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@@ -54,6 +54,10 @@
#define BODYPART_ORGANIC 1
#define BODYPART_ROBOTIC 2
#define BODYPART_NOT_DISABLED 0
#define BODYPART_DISABLED_DAMAGE 1
#define BODYPART_DISABLED_PARALYSIS 2
#define DEFAULT_BODYPART_ICON_ORGANIC 'icons/mob/human_parts_greyscale.dmi'
#define DEFAULT_BODYPART_ICON_ROBOTIC 'icons/mob/augmentation/augments.dmi'
+7
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@@ -108,7 +108,13 @@
#define TRAIT_NOHARDCRIT "nohardcrit"
#define TRAIT_NOSOFTCRIT "nosoftcrit"
#define TRAIT_MINDSHIELD "mindshield"
#define TRAIT_PARALYSIS_L_ARM "para-l-arm" //These are used for brain-based paralysis, where replacing the limb won't fix it
#define TRAIT_PARALYSIS_R_ARM "para-r-arm"
#define TRAIT_PARALYSIS_L_LEG "para-l-leg"
#define TRAIT_PARALYSIS_R_LEG "para-r-leg"
//non-mob traits
#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
#define TRAIT_ALCOHOL_TOLERANCE "alcohol_tolerance"
#define TRAIT_AGEUSIA "ageusia"
@@ -130,6 +136,7 @@
#define TRAIT_CROCRIN_IMMUNE "crocin_immune"
#define TRAIT_NYMPHO "nymphomania"
#define TRAIT_MASO "masochism"
#define TRAIT_PARA "paraplegic"
#define TRAIT_EMPATH "empath"
#define TRAIT_FRIENDLY "friendly"
#define TRAIT_ASSBLASTUSA "assblastusa"
+57 -7
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@@ -60,18 +60,68 @@
/datum/brain_trauma/severe/paralysis
name = "Paralysis"
desc = "Patient's brain can no longer control its motor functions."
desc = "Patient's brain can no longer control part of its motor functions."
scan_desc = "cerebral paralysis"
gain_text = "<span class='warning'>You can't feel your body anymore!</span>"
lose_text = "<span class='notice'>You can feel your limbs again!</span>"
gain_text = ""
lose_text = ""
var/paralysis_type
var/list/paralysis_traits = list()
//for descriptions
/datum/brain_trauma/severe/paralysis/on_life()
owner.Knockdown(200, ignore_canknockdown = TRUE)
/datum/brain_trauma/severe/paralysis/New(specific_type)
if(specific_type)
paralysis_type = specific_type
if(!paralysis_type)
paralysis_type = pick("full","left","right","arms","legs","r_arm","l_arm","r_leg","l_leg")
var/subject
switch(paralysis_type)
if("full")
subject = "your body"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG)
if("left")
subject = "the left side of your body"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_L_LEG)
if("right")
subject = "the right side of your body"
paralysis_traits = list(TRAIT_PARALYSIS_R_ARM, TRAIT_PARALYSIS_R_LEG)
if("arms")
subject = "your arms"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM, TRAIT_PARALYSIS_R_ARM)
if("legs")
subject = "your legs"
paralysis_traits = list(TRAIT_PARALYSIS_L_LEG, TRAIT_PARALYSIS_R_LEG)
if("r_arm")
subject = "your right arm"
paralysis_traits = list(TRAIT_PARALYSIS_R_ARM)
if("l_arm")
subject = "your left arm"
paralysis_traits = list(TRAIT_PARALYSIS_L_ARM)
if("r_leg")
subject = "your right leg"
paralysis_traits = list(TRAIT_PARALYSIS_R_LEG)
if("l_leg")
subject = "your left leg"
paralysis_traits = list(TRAIT_PARALYSIS_L_LEG)
gain_text = "<span class='warning'>You can't feel [subject] anymore!</span>"
lose_text = "<span class='notice'>You can feel [subject] again!</span>"
/datum/brain_trauma/severe/paralysis/on_gain()
..()
for(var/X in paralysis_traits)
ADD_TRAIT(owner, X, "trauma_paralysis")
owner.update_disabled_bodyparts()
/datum/brain_trauma/severe/paralysis/on_lose()
owner.SetKnockdown(0)
..()
for(var/X in paralysis_traits)
REMOVE_TRAIT(owner, X, "trauma_paralysis")
owner.update_disabled_bodyparts()
/datum/brain_trauma/severe/paralysis/paraplegic
//can_gain = FALSE maybe breaks.
paralysis_type = "legs"
resilience = TRAUMA_RESILIENCE_ABSOLUTE
/datum/brain_trauma/severe/narcolepsy
name = "Narcolepsy"
@@ -203,4 +253,4 @@
/datum/brain_trauma/severe/pacifism/on_lose()
REMOVE_TRAIT(owner, TRAIT_PACIFISM, TRAUMA_TRAIT)
..()
..()
+40 -1
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@@ -187,6 +187,41 @@
to_chat(quirk_holder, "<span class='boldannounce'>Your antagonistic nature has caused you to renounce your pacifism.</span>")
qdel(src)
/datum/quirk/paraplegic
name = "Paraplegic"
desc = "Your legs do not function. Nothing will ever fix this. But hey, free wheelchair!"
value = -3
mob_trait = TRAIT_PARA
human_only = TRUE
gain_text = null // Handled by trauma.
lose_text = null
medical_record_text = "Patient has an untreatable impairment in motor function in the lower extremities."
/datum/quirk/paraplegic/add()
var/datum/brain_trauma/severe/paralysis/paraplegic/T = new()
var/mob/living/carbon/human/H = quirk_holder
H.gain_trauma(T, TRAUMA_RESILIENCE_ABSOLUTE)
/datum/quirk/paraplegic/on_spawn()
if(quirk_holder.buckled) // Handle late joins being buckled to arrival shuttle chairs.
quirk_holder.buckled.unbuckle_mob(quirk_holder)
var/turf/T = get_turf(quirk_holder)
var/obj/structure/chair/spawn_chair = locate() in T
var/obj/vehicle/ridden/wheelchair/wheels = new(T)
if(spawn_chair) // Makes spawning on the arrivals shuttle more consistent looking
wheels.setDir(spawn_chair.dir)
wheels.buckle_mob(quirk_holder)
// During the spawning process, they may have dropped what they were holding, due to the paralysis
// So put the things back in their hands.
for(var/obj/item/I in T)
if(I.fingerprintslast == quirk_holder.ckey)
quirk_holder.put_in_hands(I)
/datum/quirk/poor_aim
name = "Poor Aim"
desc = "You're terrible with guns and can't line up a straight shot to save your life. Dual-wielding is right out."
@@ -208,8 +243,12 @@
var/slot_string = "limb"
/datum/quirk/prosthetic_limb/on_spawn()
var/limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/mob/living/carbon/human/H = quirk_holder
var/limb_slot
if(HAS_TRAIT(H, TRAIT_PARA))//Prevent paraplegic legs being replaced
limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)
else
limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/bodypart/old_part = H.get_bodypart(limb_slot)
var/obj/item/bodypart/prosthetic
switch(limb_slot)
+9
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@@ -641,6 +641,15 @@
/obj/item/assembly/igniter = 1)
category = CAT_MISC
/datum/crafting_recipe/wheelchair
name = "Wheelchair"
result = /obj/vehicle/ridden/wheelchair
reqs = list(/obj/item/stack/sheet/plasteel = 2,
/obj/item/stack/rods = 8)
time = 100
category = CAT_MISC
/datum/crafting_recipe/rcl
name = "Makeshift Rapid Cable Layer"
result = /obj/item/twohanded/rcl/ghetto
+5
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@@ -895,6 +895,11 @@
var/obj/item/organ/I = X
I.Insert(src)
/mob/living/carbon/proc/update_disabled_bodyparts()
for(var/B in bodyparts)
var/obj/item/bodypart/BP = B
BP.update_disabled()
/mob/living/carbon/vv_get_dropdown()
. = ..()
. += "---"
+97 -25
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@@ -21,7 +21,7 @@
var/held_index = 0 //are we a hand? if so, which one!
var/is_pseudopart = FALSE //For limbs that don't really exist, eg chainsaws
var/disabled = FALSE //If TRUE, limb is as good as missing
var/disabled = BODYPART_NOT_DISABLED //If disabled, limb is as good as missing
var/body_damage_coeff = 1 //Multiplier of the limb's damage that gets applied to the mob
var/stam_damage_coeff = 0.5
var/brutestate = 0
@@ -189,7 +189,7 @@
if(stamina > DAMAGE_PRECISION)
owner.update_stamina()
consider_processing()
check_disabled()
update_disabled()
return update_bodypart_damage_state()
//Heals brute and burn damage for the organ. Returns 1 if the damage-icon states changed at all.
@@ -209,7 +209,7 @@
if(owner && updating_health)
owner.updatehealth()
consider_processing()
check_disabled()
update_disabled()
return update_bodypart_damage_state()
//Returns total damage.
@@ -220,7 +220,24 @@
return total
//Checks disabled status thresholds
/obj/item/bodypart/proc/check_disabled()
//Checks disabled status thresholds
/obj/item/bodypart/proc/update_disabled()
set_disabled(is_disabled())
/obj/item/bodypart/proc/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS))
return BODYPART_DISABLED_PARALYSIS
if(can_dismember() && !HAS_TRAIT(owner, TRAIT_NODISMEMBER))
. = disabled //inertia, to avoid limbs healing 0.1 damage and being re-enabled
if((get_damage(TRUE) >= max_damage))
return BODYPART_DISABLED_DAMAGE
if(disabled && (get_damage(TRUE) <= (max_damage * 0.5)))
return BODYPART_NOT_DISABLED
else
return BODYPART_NOT_DISABLED
/obj/item/bodypart/proc/check_disabled() //This might be depreciated and should be safe to remove.
if(!can_dismember() || HAS_TRAIT(owner, TRAIT_NODISMEMBER))
return
if(!disabled && (get_damage(TRUE) >= max_damage))
@@ -228,7 +245,8 @@
else if(disabled && (get_damage(TRUE) <= (max_damage * 0.5)))
set_disabled(FALSE)
/obj/item/bodypart/proc/set_disabled(new_disabled = TRUE)
/obj/item/bodypart/proc/set_disabled(new_disabled)
if(disabled == new_disabled)
return
disabled = new_disabled
@@ -601,13 +619,27 @@
px_y = 0
stam_heal_tick = 2
/obj/item/bodypart/l_arm/set_disabled(new_disabled = TRUE)
..()
if(disabled)
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
owner.emote("scream")
/obj/item/bodypart/l_arm/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_ARM))
return BODYPART_DISABLED_PARALYSIS
return ..()
/obj/item/bodypart/l_arm/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.hud_used)
var/obj/screen/inventory/hand/L = owner.hud_used.hand_slots["[held_index]"]
if(L)
@@ -652,18 +684,33 @@
stam_heal_tick = 2
max_stamina_damage = 50
/obj/item/bodypart/r_arm/set_disabled(new_disabled = TRUE)
..()
if(disabled)
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
owner.emote("scream")
/obj/item/bodypart/r_arm/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_ARM))
return BODYPART_DISABLED_PARALYSIS
return ..()
/obj/item/bodypart/r_arm/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.hud_used)
var/obj/screen/inventory/hand/R = owner.hud_used.hand_slots["[held_index]"]
if(R)
R.update_icon()
/obj/item/bodypart/r_arm/monkey
icon = 'icons/mob/animal_parts.dmi'
icon_state = "default_monkey_r_arm"
@@ -700,11 +747,24 @@
stam_heal_tick = 2
max_stamina_damage = 50
/obj/item/bodypart/l_leg/set_disabled(new_disabled = TRUE)
..()
if(disabled)
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
owner.emote("scream")
/obj/item/bodypart/l_leg/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_LEG))
return BODYPART_DISABLED_PARALYSIS
return ..()
/obj/item/bodypart/l_leg/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
/obj/item/bodypart/l_leg/digitigrade
name = "left digitigrade leg"
@@ -747,11 +807,23 @@
max_stamina_damage = 50
stam_heal_tick = 2
/obj/item/bodypart/r_leg/set_disabled(new_disabled = TRUE)
..()
if(disabled)
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
owner.emote("scream")
/obj/item/bodypart/r_leg/is_disabled()
if(HAS_TRAIT(owner, TRAIT_PARALYSIS_R_LEG))
return BODYPART_DISABLED_PARALYSIS
return ..()
/obj/item/bodypart/r_leg/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
/obj/item/bodypart/r_leg/digitigrade
name = "right digitigrade leg"
+13
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@@ -31,6 +31,19 @@
occupant_actions = list()
generate_actions()
/obj/vehicle/examine(mob/user)
..()
if(resistance_flags & ON_FIRE)
to_chat(user, "<span class='warning'>It's on fire!</span>")
var/healthpercent = obj_integrity/max_integrity * 100
switch(healthpercent)
if(50 to 99)
to_chat(user, "It looks slightly damaged.")
if(25 to 50)
to_chat(user, "It appears heavily damaged.")
if(0 to 25)
to_chat(user, "<span class='warning'>It's falling apart!</span>")
/obj/vehicle/proc/is_key(obj/item/I)
return I? (key_type_exact? (I.type == key_type) : istype(I, key_type)) : FALSE
+5 -2
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@@ -4,8 +4,8 @@
max_buckled_mobs = 1
buckle_lying = FALSE
default_driver_move = FALSE
var/legs_required = 2
var/arms_requires = 0 //why not?
var/legs_required = 1
var/arms_required = 0 //why not?
/obj/vehicle/ridden/Initialize()
. = ..()
@@ -31,6 +31,9 @@
/obj/vehicle/ridden/post_buckle_mob(mob/living/M)
add_occupant(M)
if(M.get_num_legs() < legs_required)
to_chat(M, "<span class='warning'>You don't have enough legs to operate the pedals!</span>")
unbuckle_mob(M)
return ..()
/obj/vehicle/ridden/attackby(obj/item/I, mob/user, params)
+110
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@@ -0,0 +1,110 @@
/obj/vehicle/ridden/wheelchair //ported from Hippiestation (by Jujumatic) Then ported by Fermis from tg!
name = "wheelchair"
desc = "A chair with big wheels. It looks like you can move in this on your own."
icon = 'icons/obj/vehicles.dmi'
icon_state = "wheelchair"
layer = OBJ_LAYER
max_integrity = 100
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 30) //Wheelchairs aren't super tough yo
legs_required = 0 //You'll probably be using this if you don't have legs
canmove = TRUE
density = FALSE //Thought I couldn't fix this one easily, phew
arms_required = 1
/obj/vehicle/ridden/wheelchair/Initialize()
. = ..()
var/datum/component/riding/D = LoadComponent(/datum/component/riding)
D.vehicle_move_delay = 0
D.set_vehicle_dir_layer(SOUTH, OBJ_LAYER)
D.set_vehicle_dir_layer(NORTH, ABOVE_MOB_LAYER)
D.set_vehicle_dir_layer(EAST, OBJ_LAYER)
D.set_vehicle_dir_layer(WEST, OBJ_LAYER)
/obj/vehicle/ridden/wheelchair/ComponentInitialize() //Since it's technically a chair I want it to have chair properties
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE, CALLBACK(src, .proc/can_user_rotate),CALLBACK(src, .proc/can_be_rotated),null)
/obj/vehicle/ridden/wheelchair/obj_destruction(damage_flag)
new /obj/item/stack/rods(drop_location(), 1)
new /obj/item/stack/sheet/metal(drop_location(), 1)
..()
/obj/vehicle/ridden/wheelchair/Destroy()
if(has_buckled_mobs())
var/mob/living/carbon/H = buckled_mobs[1]
unbuckle_mob(H)
return ..()
/obj/vehicle/ridden/wheelchair/driver_move(mob/living/user, direction)
if(istype(user))
if(canmove && (user.get_num_arms() < arms_required))
to_chat(user, "<span class='warning'>You don't have enough arms to operate the wheels!</span>")
canmove = FALSE
addtimer(VARSET_CALLBACK(src, canmove, TRUE), 20)
return FALSE
var/datum/component/riding/D = GetComponent(/datum/component/riding)
//1.5 (movespeed as of this change) multiplied by 6.7 gets ABOUT 10 (rounded), the old constant for the wheelchair that gets divided by how many arms they have
//if that made no sense this simply makes the wheelchair speed change along with movement speed delay
D.vehicle_move_delay = round(CONFIG_GET(number/movedelay/run_delay) * 6.7) / min(user.get_num_arms(), 2)
return ..()
/obj/vehicle/ridden/wheelchair/Moved()
. = ..()
cut_overlays()
playsound(src, 'sound/effects/roll.ogg', 75, 1)
if(has_buckled_mobs())
handle_rotation_overlayed()
/obj/vehicle/ridden/wheelchair/post_buckle_mob(mob/living/user)
. = ..()
handle_rotation_overlayed()
/obj/vehicle/ridden/wheelchair/post_unbuckle_mob()
. = ..()
cut_overlays()
/obj/vehicle/ridden/wheelchair/setDir(newdir)
..()
handle_rotation(newdir)
/obj/vehicle/ridden/wheelchair/wrench_act(mob/living/user, obj/item/I) //Attackby should stop it attacking the wheelchair after moving away during decon
to_chat(user, "<span class='notice'>You begin to detach the wheels...</span>")
if(I.use_tool(src, user, 40, volume=50))
to_chat(user, "<span class='notice'>You detach the wheels and deconstruct the chair.</span>")
new /obj/item/stack/rods(drop_location(), 6)
new /obj/item/stack/sheet/metal(drop_location(), 4)
qdel(src)
return TRUE
/obj/vehicle/ridden/wheelchair/proc/handle_rotation(direction)
if(has_buckled_mobs())
handle_rotation_overlayed()
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.setDir(direction)
/obj/vehicle/ridden/wheelchair/proc/handle_rotation_overlayed()
cut_overlays()
var/image/V = image(icon = icon, icon_state = "wheelchair_overlay", layer = FLY_LAYER, dir = src.dir)
add_overlay(V)
/obj/vehicle/ridden/wheelchair/proc/can_be_rotated(mob/living/user)
return TRUE
/obj/vehicle/ridden/wheelchair/proc/can_user_rotate(mob/living/user)
var/mob/living/L = user
if(istype(L))
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return FALSE
if(isobserver(user) && CONFIG_GET(flag/ghost_interaction))
return TRUE
return FALSE
/obj/vehicle/ridden/wheelchair/the_whip/driver_move(mob/living/user, direction)
if(istype(user))
var/datum/component/riding/D = GetComponent(/datum/component/riding)
D.vehicle_move_delay = round(CONFIG_GET(number/movedelay/run_delay) * 6.7) / user.get_num_arms()
return ..()