Files
Aurora.3/code/modules/assembly/assembly.dm
Alberyk 76b743a986 Adds the Aut'akh unathi (#5919)
* Base work for the unathi robot subspecies.

* Adds metabolism species, kidney vars, and the robot unathi organs.

* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.

* First autakh implant power.

* Fixes the organs action button this time.

* Finishes more implants, and interactions with flashs and vaurca.

* Prepare for great changes.

* Drops the real bomb, boss.

* He who fights with monsters.

* Far more work into augments and limb removing powers.

* Limb verbs should be good now.

* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.

* Probably the last work on implants.

* Some extra touches.

* Some tweaks to the species.

* More fixes and adds kyre's sprites.

* More runtime fixes.

* Fixes the species name too.

* Fixes travis.

* Updates this file too to work with the new tools procs.

* Adds changelog

* Fixed changelog.

* Unathi hair and lore description.

* Some tweaks to this too.

* Locks away them for now, they will be released after we got all the events and etc done.

* Changes this chemical.

* Fixes an airlock runtime.

* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.

* Organs removal changes; can't take out the organ if it is too damage.

* Restricts them back again.

* Robotic organs now have the proper icons and names.

* Adds sprites for their organs and some extra tweaks.

* Fixes this missing icon.

* emp should also now hurt assited organs.

* Tweaks more organ related things.

* Fixes the head not being properly set as well.

* Fixes their flags.

* fixes the flag for real this time.

* Poze's review.

* Changes the au'takh organ buttons to don't be animated.

* Helps with adminbus or something.

* Fowl's requested changes.

* Fixes a typo.

* Robotic limb's brute and burn mods are now controlled by the limb model.

* Fowl's changes once more.

* Stops some spam.

* More grammar.

* No eal.

* Skull's review.
2019-01-23 19:27:44 +01:00

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/obj/item/device/assembly
name = "assembly"
desc = "A small electronic device that should never exist."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = ""
flags = CONDUCT
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 100)
throwforce = 2
throw_speed = 3
throw_range = 10
origin_tech = list(TECH_MAGNET = 1)
var/secured = 1
var/list/attached_overlays = null
var/obj/item/device/assembly_holder/holder = null
var/cooldown = 0//To prevent spam
var/wires = WIRE_RECEIVE | WIRE_PULSE
var/const/WIRE_RECEIVE = 1 //Allows Pulsed(0) to call Activate()
var/const/WIRE_PULSE = 2 //Allows Pulse(0) to act on the holder
var/const/WIRE_PULSE_SPECIAL = 4 //Allows Pulse(0) to act on the holders special assembly
var/const/WIRE_RADIO_RECEIVE = 8 //Allows Pulsed(1) to call Activate()
var/const/WIRE_RADIO_PULSE = 16 //Allows Pulse(1) to send a radio message
proc/activate() //What the device does when turned on
return
proc/pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
return
proc/pulse(var/radio = 0) //Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
return
proc/toggle_secure() //Code that has to happen when the assembly is un\secured goes here
return
proc/attach_assembly(var/obj/A, var/mob/user) //Called when an assembly is attacked by another
return
proc/process_cooldown() //Called via spawn(10) to have it count down the cooldown var
return
proc/holder_movement() //Called when the holder is moved
return
interact(mob/user as mob) //Called when attack_self is called
return
process_cooldown()
cooldown--
if(cooldown <= 0) return 0
addtimer(CALLBACK(src, .proc/process_cooldown), 10)
return 1
pulsed(var/radio = 0)
if(holder && (wires & WIRE_RECEIVE))
activate()
if(radio && (wires & WIRE_RADIO_RECEIVE))
activate()
return 1
pulse(var/radio = 0)
if(holder && (wires & WIRE_PULSE))
holder.process_activation(src, 1, 0)
if(holder && (wires & WIRE_PULSE_SPECIAL))
holder.process_activation(src, 0, 1)
// if(radio && (wires & WIRE_RADIO_PULSE))
//Not sure what goes here quite yet send signal?
return 1
activate()
if(!secured || (cooldown > 0)) return 0
cooldown = 2
addtimer(CALLBACK(src, .proc/process_cooldown), 10)
return 1
toggle_secure()
secured = !secured
update_icon()
return secured
attach_assembly(var/obj/item/device/assembly/A, var/mob/user)
holder = new/obj/item/device/assembly_holder(get_turf(src))
if(holder.attach(A,src,user))
user << "<span class='notice'>You attach \the [A] to \the [src]!</span>"
return 1
return 0
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(isassembly(W))
var/obj/item/device/assembly/A = W
if((!A.secured) && (!secured))
attach_assembly(A,user)
return
if(W.isscrewdriver())
if(toggle_secure())
user << "<span class='notice'>\The [src] is ready!</span>"
else
user << "<span class='notice'>\The [src] can now be attached!</span>"
return
..()
return
process()
STOP_PROCESSING(SSprocessing, src)
return
examine(mob/user)
..(user)
if((in_range(src, user) || loc == user))
if(secured)
user << "\The [src] is ready!"
else
user << "\The [src] can be attached!"
return
attack_self(mob/user as mob)
if(!user) return 0
user.set_machine(src)
interact(user)
return 1
interact(mob/user as mob)
return //HTML MENU FOR WIRES GOES HERE
/*
var/small_icon_state = null//If this obj will go inside the assembly use this for icons
var/list/small_icon_state_overlays = null//Same here
var/obj/holder = null
var/cooldown = 0//To prevent spam
proc
Activate()//Called when this assembly is pulsed by another one
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
Attach_Holder(var/obj/H, var/mob/user)//Called when an assembly holder attempts to attach, sets src's loc in here
Activate()
if(cooldown > 0)
return 0
cooldown = 2
spawn(10)
Process_cooldown()
//Rest of code here
return 0
Process_cooldown()
cooldown--
if(cooldown <= 0) return 0
spawn(10)
Process_cooldown()
return 1
Attach_Holder(var/obj/H, var/mob/user)
if(!H) return 0
if(!H.IsAssemblyHolder()) return 0
//Remember to have it set its loc somewhere in here
*/