Offbrand medical (#3366)

* Offbrand medical

* what if we regrade

* zombies are mostly there thats it thats a wrap xd

* here's changeling

* some bonus gut punches

* start working on the guidebook

* fix rsi and yaml lints

* my agrichem so fits

* we stay rejuvenated

* my china so laked

* debrute

* fix suicide

* fix the suicide tests

* my surgery so requires laying down

* the guidebook continues

* READ KEB PAGES

* keb vascular recoupler

* read keb medicine

* fix yaml lint

* fix the EntityRemoveConstructionGraphStep

* fix overlay init

* scalpels are not a food tool

* return of the programmer art

* my line so nieuw

* boxes deserve veins too

* mrrrp yaml

* what if we redid brain damage alerts

* bloot pressure

* kill mannitol drowsiness

* get licensed

* my read so me

* get feedbacked nerd

* fine-tune the heart stoppage conditions

* cryostasis adjustments, guidebook adjustments, fix negative strain issues

* my surgery so table

* fix heart surgery and guidebook

* medicine & defibrillator pass

* iv bags and stands

* prefills

* janet gets very sidetracked

* mostly finished iv stuff

* what if we fixed the guidebook

* halve decapoid cryostasis

* my medicines so IV

* finetune cryostasis

* less logspam

* metabolism-aware iv stands and cryopods

* give people painkillers

* yaml lint real

* fix blood build

* finish rebase

* tidy up localization

* clean up my yaml beasties...

* soft curve after exceeding maximum damage

* husks/bonedeaths

Grabbag of Offmed fixes & improvements (#3461)

* CPR moment

* Mob AI fix

* Fix brain oxygenation not updating on regeneration

* sorry gamers you cannot resist the pull

* Troll combat abilities more in softcrit

praying rn (#3467)

dont have CPR be 50% (#3468)

Make offbrand murder easier to contend with (#3473)

* e

* disrupt people in softcrit when attacking them

* ok gamers we're gaming

* forgor

Hopefully final pass before Offbrand merge (#3475)

First pass of Offbrand adjustments (#3477)

Swap blood pressure values in health analyzer (#3476)

Systolic over diastolic

Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com>

Offbrand pass 2: Mostly bugfixes (#3480)

Fix zeds causing PVS reloads (#3482)

Offbrand pass 3: I hate surgery I hate surgery I hate surgery I (#3481)

* set up surgery ui

* test fail real

Pain/braingasps (#3487)

Offmed bundle 5 - the evil one (#3489)

* Evil cavity surgery

* les borgues

* nicotine moment

* epinephrine RNG

* legalese

* test fail real

* ok jamers cope with c4

Pass 6
This commit is contained in:
pathetic meowmeow
2025-09-13 23:15:18 -04:00
committed by Janet Blackquill
parent 398c8df343
commit 8894eca118
451 changed files with 16350 additions and 347 deletions

View File

@@ -0,0 +1,150 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
using Content.Client.Construction;
using Content.Client.UserInterface.Controls;
using Content.Shared.Construction.Prototypes;
using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Client.UserInterface;
using Robust.Shared.Prototypes;
namespace Content.Client._Offbrand.Surgery;
public record SurgeryListData(ConstructionPrototype Construction) : ListData;
[GenerateTypedNameReferences]
public sealed partial class SurgeryGuideMenu : FancyWindow
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private readonly ConstructionSystem _construction = default!;
private readonly SpriteSystem _sprite = default!;
public event Action<ProtoId<ConstructionPrototype>>? OnSurgerySelected;
public event Action? OnCleanUp;
private ConstructionPrototype? _selectedSurgery;
public SurgeryGuideMenu()
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
_sprite = _entityManager.System<SpriteSystem>();
_construction = _entityManager.System<ConstructionSystem>();
_construction.ConstructionGuideAvailable += GuideAvailable;
BackButton.OnPressed += _ =>
{
SurgeriesContainer.Visible = true;
StepsContainer.Visible = false;
};
PerformButton.OnPressed += _ =>
{
if (_selectedSurgery is not { } surgery)
return;
OnSurgerySelected?.Invoke(surgery.ID);
};
CleanUp.OnPressed += _ => OnCleanUp?.Invoke();
PossibleSurgeries.GenerateItem += GenerateButton;
PossibleSurgeries.ItemKeyBindDown += OnSelectSurgery;
Populate();
}
protected override void ExitedTree()
{
_construction.ConstructionGuideAvailable -= GuideAvailable;
}
private void GuideAvailable(object? sender, string id)
{
if (_selectedSurgery?.ID != id)
return;
RefreshSteps();
}
private void OnSelectSurgery(GUIBoundKeyEventArgs args, ListData data)
{
if (data is not SurgeryListData entry)
return;
SurgeriesContainer.Visible = false;
StepsContainer.Visible = true;
_selectedSurgery = entry.Construction;
SurgeryName.Text = Loc.GetString(entry.Construction.SetName!.Value);
SurgeryDescription.Text = Loc.GetString(entry.Construction.SetDescription!.Value);
RefreshSteps();
}
private void RefreshSteps()
{
StepsList.Clear();
if (_selectedSurgery is null || _construction.GetGuide(_selectedSurgery) is not { } guide)
return;
foreach (var entry in guide.Entries)
{
var text = entry.Arguments != null
? Loc.GetString(entry.Localization, entry.Arguments)
: Loc.GetString(entry.Localization);
if (entry.EntryNumber is { } number)
{
text = Loc.GetString("construction-presenter-step-wrapper",
("step-number", number),
("text", text));
}
text = text.PadLeft(text.Length + entry.Padding);
var icon = entry.Icon != null ? _sprite.Frame0(entry.Icon) : Texture.Transparent;
StepsList.AddItem(text, icon, false);
}
}
private void GenerateButton(ListData data, ListContainerButton button)
{
if (data is not SurgeryListData entry)
return;
button.AddChild(new Label() { Text = Loc.GetString(entry.Construction.SetName!.Value) });
button.ToolTip = Loc.GetString(entry.Construction.SetDescription!.Value);
button.AddStyleClass("ButtonSquare");
}
public void Populate()
{
var listData = new List<SurgeryListData>();
foreach (var proto in _prototypeManager.EnumeratePrototypes<ConstructionPrototype>())
{
if (proto.Category != "Surgery")
continue;
listData.Add(new SurgeryListData(proto));
}
listData.Sort((
a, b) => string.Compare(Loc.GetString(a.Construction.SetName!.Value), Loc.GetString(b.Construction.SetName!.Value), StringComparison.InvariantCulture));
PossibleSurgeries.PopulateList(listData);
}
}