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## About The Pull Request In similar fashion to what was done with crafting recipes last year, this year it's time for techweb designs and printed items to be audited. This is mostly just about consistency, we've a lot of items that can be printed by protolathes, autolathes, circuit printers and techfab etc. However they almost all (except most stacks, mainly) have custom materials that do not match in one way or another with the materials used by the design, which is what this PR is for. "But items printed from lathes etc. already get the mats used to make them." Yes, they do, however that isn't the case for items of the same type that were spawned in some other way (cargo shuttle, space/maints loot, mapped, admins), this create a subtle discrepancy. It isn't a huge deal (in spite of the size of this PR, ton of designs), but given that I have done something similar with crafting recipes before, I may as well give it a second arc of some sort and bring things to completion. And fix a few possible oversights. TL;DR consistency and stuff ## Why It's Good For The Game Consistency, unit test checks to make it harder not to be consistent in the future. Still has a few TODOs like: - [x] Fixed newly printed, fully charged RCDs costing less than the RCD cartridges required to fully charge one. EDIT: I had to tweak the newly added RDD as well because it suffered from the same fundamental issue. - [x] Fixed plates being made of iron and yet shattering like ceramic ones. A new subtype for metallic ones has been made. ## Changelog 🆑 refactor: Refactored a few things with techweb designs (the ones for autolathes, protolathes, circuit printers, mechfabs etc.) to make sure that the materials of items that can be made from these designs more closely match the materials used to make them. fix: Lizard fries no longer need a plate to be made, like all other treats that used to require plates in a distant past. balance: Tweaked the materials cost of RCD, RDD and RCD cartridges. image: Oven trays now have a more metallic hue. balance: Plates printed printed from lathes won't shatter like ceramic ones, in virtue of them being made out of iron instead. /🆑
498 lines
17 KiB
Plaintext
498 lines
17 KiB
Plaintext
//The robot bodyparts have been moved to code/module/surgery/bodyparts/robot_bodyparts.dm
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/obj/item/robot_suit
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name = "cyborg endoskeleton"
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desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
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icon = 'icons/mob/augmentation/augments.dmi'
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icon_state = "robo_suit"
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 7.5)
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/// Left arm part of the endoskeleton
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var/obj/item/bodypart/arm/left/robot/l_arm = null
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/// Right arm part of the endoskeleton
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var/obj/item/bodypart/arm/right/robot/r_arm = null
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/// Left leg part of this endoskeleton
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var/obj/item/bodypart/leg/left/robot/l_leg = null
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/// Right leg part of this endoskeleton
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var/obj/item/bodypart/leg/right/robot/r_leg = null
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/// Chest part of this endoskeleton
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var/obj/item/bodypart/chest/robot/chest = null
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/// Head part of this endoskeleton
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var/obj/item/bodypart/head/robot/head = null
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/// Forced name of the cyborg
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var/created_name = ""
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/// Forced master AI of the cyborg
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var/mob/living/silicon/ai/forced_ai
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/// The name of the AI being forced, tracked separately to above
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/// so we can reference handle without worrying about making "AI got gibbed" detectors
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var/forced_ai_name
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/// If the cyborg starts movement free and not under lockdown
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var/locomotion = TRUE
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/// If the cyborg synchronizes its laws with its master AI
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var/lawsync = TRUE
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/// If the cyborg starts with a master AI
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var/aisync = TRUE
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/// If the cyborg's cover panel starts locked
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var/panel_locked = TRUE
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/obj/item/robot_suit/Initialize(mapload)
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. = ..()
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update_appearance()
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/obj/item/robot_suit/Destroy()
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QDEL_NULL(l_arm)
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QDEL_NULL(r_arm)
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QDEL_NULL(l_leg)
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QDEL_NULL(r_leg)
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QDEL_NULL(chest)
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QDEL_NULL(head)
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return ..()
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/obj/item/robot_suit/Exited(atom/movable/gone, direction)
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. = ..()
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if(gone == l_arm)
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l_arm = null
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if(gone == r_arm)
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r_arm = null
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if(gone == l_leg)
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l_leg = null
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if(gone == r_leg)
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r_leg = null
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if(gone == chest)
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chest = null
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if(gone == head)
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head = null
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/obj/item/robot_suit/prebuilt/Initialize(mapload)
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. = ..()
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l_arm = new(src)
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r_arm = new(src)
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l_leg = new(src)
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r_leg = new(src)
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head = new(src)
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head.flash1 = new(head)
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head.flash2 = new(head)
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chest = new(src)
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chest.wired = TRUE
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chest.cell = new /obj/item/stock_parts/power_store/cell/high(chest)
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update_appearance()
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/obj/item/robot_suit/update_overlays()
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. = ..()
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if(l_arm)
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. += "[initial(l_arm.icon_state)]+o"
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if(r_arm)
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. += "[initial(r_arm.icon_state)]+o"
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if(chest)
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. += "[initial(chest.icon_state)]+o"
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if(l_leg)
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. += "[initial(l_leg.icon_state)]+o"
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if(r_leg)
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. += "[initial(r_leg.icon_state)]+o"
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if(head)
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. += "[initial(head.icon_state)]+o"
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/obj/item/robot_suit/proc/check_completion()
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if(l_arm && r_arm && l_leg && r_leg && head && head.flash1 && head.flash2 && chest && chest.wired && chest.cell)
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SSblackbox.record_feedback("amount", "cyborg_frames_built", 1)
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return TRUE
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return FALSE
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/obj/item/robot_suit/wrench_act(mob/living/user, obj/item/I) //Deconstucts empty borg shell. Flashes remain unbroken because they haven't been used yet
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. = ..()
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var/turf/T = get_turf(src)
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if(l_leg || r_leg || chest || l_arm || r_arm || head)
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if(I.use_tool(src, user, 5, volume=50))
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drop_all_parts(T)
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to_chat(user, span_notice("You disassemble the cyborg shell."))
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else
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to_chat(user, span_warning("There is nothing to remove from the endoskeleton!"))
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update_appearance()
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/// Drops all included parts to the passed location
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/// This will also dissassemble the parts being dropped into components as well
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/obj/item/robot_suit/proc/drop_all_parts(atom/drop_to = drop_location())
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l_leg?.forceMove(drop_to)
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r_leg?.forceMove(drop_to)
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l_arm?.forceMove(drop_to)
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r_arm?.forceMove(drop_to)
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if(chest)
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chest.forceMove(drop_to)
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chest.drop_organs()
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if(head)
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head.forceMove(drop_to)
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head.drop_organs()
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/obj/item/robot_suit/proc/put_in_hand_or_drop(mob/living/user, obj/item/I) //normal put_in_hands() drops the item ontop of the player, this drops it at the suit's loc
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if(!user.put_in_hands(I))
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I.forceMove(drop_location())
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return FALSE
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return TRUE
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/obj/item/robot_suit/screwdriver_act(mob/living/user, obj/item/I) //Swaps the power cell if you're holding a new one in your other hand.
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. = ..()
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if(.)
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return TRUE
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if(!chest) //can't remove a cell if there's no chest to remove it from.
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to_chat(user, span_warning("[src] has no attached torso!"))
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return
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var/obj/item/stock_parts/power_store/cell/temp_cell = user.is_holding_item_of_type(/obj/item/stock_parts/power_store/cell)
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var/swap_failed = FALSE
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if(!temp_cell) //if we're not holding a cell
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swap_failed = TRUE
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else if(!user.transferItemToLoc(temp_cell, chest))
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swap_failed = TRUE
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to_chat(user, span_warning("[temp_cell] is stuck to your hand, you can't put it in [src]!"))
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if(chest.cell) //drop the chest's current cell no matter what.
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put_in_hand_or_drop(user, chest.cell)
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if(swap_failed) //we didn't transfer any new items.
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if(chest.cell) //old cell ejected, nothing inserted.
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to_chat(user, span_notice("You remove [chest.cell] from [src]."))
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chest.cell = null
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else
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to_chat(user, span_warning("The power cell slot in [src]'s torso is empty!"))
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return
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to_chat(user, span_notice("You [chest.cell ? "replace [src]'s [chest.cell.name] with [temp_cell]" : "insert [temp_cell] into [src]"]."))
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chest.cell = temp_cell
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return TRUE
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//ADD <-- what is the purpose of this code comment? is it an abbreviation?
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/obj/item/robot_suit/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(istype(tool, /obj/item/stack/sheet/iron))
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var/obj/item/stack/sheet/iron/iron_sheet = tool
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if(l_arm || r_arm || l_leg || r_leg || chest || head)
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return ITEM_INTERACT_BLOCKING
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if (!iron_sheet.use(1))
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to_chat(user, span_warning("You need one sheet of iron to start building ED-209!"))
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return ITEM_INTERACT_BLOCKING
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var/obj/item/bot_assembly/ed209/assembly = new(drop_location())
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to_chat(user, span_notice("You arm the robot frame."))
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var/held_index = user.is_holding(src)
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qdel(src)
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if (held_index)
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user.put_in_hand(assembly, held_index)
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return ITEM_INTERACT_SUCCESS
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if(istype(tool, /obj/item/bodypart/leg/left/robot))
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if(l_leg)
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return ITEM_INTERACT_BLOCKING
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if(!user.transferItemToLoc(tool, src))
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return ITEM_INTERACT_BLOCKING
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tool.icon_state = initial(tool.icon_state)
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tool.cut_overlays()
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l_leg = tool
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update_appearance()
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return ITEM_INTERACT_SUCCESS
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if(istype(tool, /obj/item/bodypart/leg/right/robot))
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if(r_leg)
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return ITEM_INTERACT_BLOCKING
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if(!user.transferItemToLoc(tool, src))
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return ITEM_INTERACT_BLOCKING
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tool.icon_state = initial(tool.icon_state)
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tool.cut_overlays()
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r_leg = tool
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update_appearance()
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return ITEM_INTERACT_SUCCESS
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if(istype(tool, /obj/item/bodypart/arm/left/robot))
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if(l_arm)
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return ITEM_INTERACT_BLOCKING
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if(!user.transferItemToLoc(tool, src))
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return ITEM_INTERACT_BLOCKING
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tool.icon_state = initial(tool.icon_state)
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tool.cut_overlays()
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l_arm = tool
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update_appearance()
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return ITEM_INTERACT_SUCCESS
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if(istype(tool, /obj/item/bodypart/arm/right/robot))
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if(r_arm)
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return ITEM_INTERACT_BLOCKING
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if(!user.transferItemToLoc(tool, src))
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return ITEM_INTERACT_BLOCKING
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tool.icon_state = initial(tool.icon_state)//in case it is a dismembered robotic limb
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tool.cut_overlays()
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r_arm = tool
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update_appearance()
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return ITEM_INTERACT_SUCCESS
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if(istype(tool, /obj/item/bodypart/chest/robot))
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var/obj/item/bodypart/chest/robot/new_chestpiece = tool
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if(chest)
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return ITEM_INTERACT_BLOCKING
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if(!new_chestpiece.wired)
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to_chat(user, span_warning("You need to attach wires to it first!"))
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return ITEM_INTERACT_BLOCKING
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if(!new_chestpiece.cell)
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to_chat(user, span_warning("You need to attach a cell to it first!"))
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return ITEM_INTERACT_BLOCKING
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if(!user.transferItemToLoc(new_chestpiece, src))
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return ITEM_INTERACT_BLOCKING
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new_chestpiece.icon_state = initial(new_chestpiece.icon_state) //in case it is a dismembered robotic limb
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new_chestpiece.cut_overlays()
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chest = new_chestpiece
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update_appearance()
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return ITEM_INTERACT_SUCCESS
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if(istype(tool, /obj/item/bodypart/head/robot))
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var/obj/item/bodypart/head/robot/new_headpiece = tool
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if(locate(/obj/item/organ) in new_headpiece)
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to_chat(user, span_warning("There are organs inside [new_headpiece]!"))
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return ITEM_INTERACT_BLOCKING
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if(head)
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return ITEM_INTERACT_BLOCKING
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if(!new_headpiece.flash2 || !new_headpiece.flash1)
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to_chat(user, span_warning("You need to attach a flash to it first!"))
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return ITEM_INTERACT_BLOCKING
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if(!user.transferItemToLoc(new_headpiece, src))
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return ITEM_INTERACT_BLOCKING
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new_headpiece.icon_state = initial(new_headpiece.icon_state)//in case it is a dismembered robotic limb
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new_headpiece.cut_overlays()
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head = new_headpiece
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update_appearance()
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return ITEM_INTERACT_SUCCESS
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if(istype(tool, /obj/item/mmi))
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var/obj/item/mmi/potential_brain = tool
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if(!check_completion())
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to_chat(user, span_warning("The MMI must go in after everything else!"))
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return ITEM_INTERACT_BLOCKING
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if(!chest.cell)
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to_chat(user, span_warning("The endoskeleton still needs a power cell!"))
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return ITEM_INTERACT_BLOCKING
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if(!isturf(loc))
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to_chat(user, span_warning("You can't put [potential_brain] in, the frame has to be standing on the ground to be perfectly precise!"))
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return ITEM_INTERACT_BLOCKING
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if(!potential_brain.brain_check(user))
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return ITEM_INTERACT_BLOCKING
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var/mob/living/brain/brainmob = potential_brain.brainmob
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if(is_banned_from(brainmob.ckey, JOB_CYBORG) || QDELETED(src) || QDELETED(brainmob) || QDELETED(user) || QDELETED(potential_brain) || !Adjacent(user))
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if(!QDELETED(potential_brain))
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to_chat(user, span_warning("This [potential_brain.name] does not seem to fit!"))
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return ITEM_INTERACT_BLOCKING
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if(!user.temporarilyRemoveItemFromInventory(tool))
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return ITEM_INTERACT_BLOCKING
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var/mob/living/silicon/robot/final_product = new /mob/living/silicon/robot/nocell(get_turf(loc), user)
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if(!final_product)
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return ITEM_INTERACT_BLOCKING
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if(potential_brain.laws && potential_brain.laws.id != DEFAULT_AI_LAWID)
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aisync = FALSE
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lawsync = FALSE
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final_product.laws = potential_brain.laws
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potential_brain.laws.associate(final_product)
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final_product.SetInvisibility(INVISIBILITY_NONE)
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//Transfer debug settings to new mob
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final_product.custom_name = created_name
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final_product.locked = panel_locked
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if(!aisync)
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lawsync = FALSE
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final_product.set_connected_ai(null)
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else
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final_product.notify_ai(AI_NOTIFICATION_NEW_BORG)
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if(forced_ai)
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final_product.set_connected_ai(forced_ai)
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if(!lawsync)
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final_product.lawupdate = FALSE
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if(potential_brain.laws.id == DEFAULT_AI_LAWID)
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final_product.make_laws()
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final_product.log_current_laws()
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brainmob.mind?.remove_antags_for_borging()
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final_product.job = JOB_CYBORG
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final_product.cell = chest.cell
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chest.cell.forceMove(final_product)
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tool.forceMove(final_product)//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
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QDEL_NULL(final_product.mmi) //we delete the mmi created by robot/New()
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final_product.mmi = tool //and give the real mmi to the borg.
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final_product.updatename(brainmob.client)
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// This canonizes that MMI'd cyborgs have memories of their previous life
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brainmob.add_mob_memory(/datum/memory/was_cyborged, protagonist = brainmob.mind, deuteragonist = user)
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brainmob.mind.transfer_to(final_product)
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playsound(final_product.loc, 'sound/mobs/non-humanoids/cyborg/liveagain.ogg', 75, TRUE)
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if(final_product.is_antag())
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to_chat(final_product, span_userdanger("You have been robotized!"))
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to_chat(final_product, span_danger("You must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead."))
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SSblackbox.record_feedback("amount", "cyborg_birth", 1)
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forceMove(final_product)
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final_product.robot_suit = src
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user.log_message("put the MMI/posibrain of [key_name(brainmob)] into a cyborg shell", LOG_GAME)
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brainmob.log_message("was put into a cyborg shell by [key_name(user)]", LOG_GAME, log_globally = FALSE)
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if(!locomotion)
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final_product.set_lockcharge(TRUE)
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to_chat(final_product, span_warning("Error: Servo motors unresponsive."))
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return ITEM_INTERACT_SUCCESS
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if(istype(tool, /obj/item/borg/upgrade/ai))
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var/obj/item/borg/upgrade/ai/boris_module = tool
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if(!check_completion())
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return ITEM_INTERACT_BLOCKING
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if(!isturf(loc))
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to_chat(user, span_warning("You cannot install [boris_module], the frame has to be standing on the ground to be perfectly precise!"))
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return ITEM_INTERACT_BLOCKING
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if(!user.temporarilyRemoveItemFromInventory(boris_module))
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to_chat(user, span_warning("[boris_module] is stuck to your hand!"))
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return ITEM_INTERACT_BLOCKING
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qdel(boris_module)
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var/mob/living/silicon/robot/final_product = new /mob/living/silicon/robot/shell(get_turf(src))
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if(!aisync)
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lawsync = FALSE
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final_product.set_connected_ai(null)
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else
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if(forced_ai)
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final_product.set_connected_ai(forced_ai)
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final_product.notify_ai(AI_NOTIFICATION_AI_SHELL)
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if(!lawsync)
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final_product.lawupdate = FALSE
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final_product.make_laws()
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final_product.log_current_laws()
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final_product.cell = chest.cell
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chest.cell.forceMove(final_product)
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final_product.locked = panel_locked
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final_product.job = JOB_CYBORG
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forceMove(final_product)
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final_product.robot_suit = src
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if(!locomotion)
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final_product.set_lockcharge(TRUE)
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return ITEM_INTERACT_SUCCESS
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if(IS_WRITING_UTENSIL(tool))
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to_chat(user, span_warning("You need to use a multitool to name [src]!"))
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return ITEM_INTERACT_BLOCKING
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return NONE
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/obj/item/robot_suit/multitool_act(mob/living/user, obj/item/tool)
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if(!check_completion())
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to_chat(user, span_warning("The endoskeleton must be assembled before debugging can begin!"))
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return ITEM_INTERACT_SKIP_TO_ATTACK
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ui_interact(user)
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return ITEM_INTERACT_SUCCESS
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/obj/item/robot_suit/ui_status(mob/user, datum/ui_state/state)
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if(isobserver(user))
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return ..()
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var/obj/item/held_item = user.get_active_held_item()
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if(held_item?.tool_behaviour == TOOL_MULTITOOL)
|
|
return ..()
|
|
to_chat(user, span_warning("You need a multitool to access debug settings!"))
|
|
return UI_CLOSE
|
|
|
|
/obj/item/robot_suit/ui_state(mob/user)
|
|
return GLOB.physical_state
|
|
|
|
/obj/item/robot_suit/ui_interact(mob/user, datum/tgui/ui)
|
|
ui = SStgui.try_update_ui(user, src, ui)
|
|
if(!ui)
|
|
ui = new(user, src, "CyborgBootDebug", "Cyborg Boot Debug")
|
|
ui.open()
|
|
|
|
/obj/item/robot_suit/ui_data(mob/user)
|
|
var/list/data = list()
|
|
data["designation"] = created_name
|
|
data["locomotion"] = locomotion
|
|
data["panel"] = panel_locked
|
|
data["aisync"] = aisync
|
|
data["master"] = forced_ai_name
|
|
data["lawsync"] = lawsync
|
|
return data
|
|
|
|
/obj/item/robot_suit/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
|
|
var/mob/living/user = usr
|
|
|
|
switch(action)
|
|
if("rename")
|
|
var/new_name = reject_bad_name(html_encode(params["new_name"]), TRUE)
|
|
if(!new_name)
|
|
created_name = ""
|
|
return
|
|
created_name = new_name
|
|
log_silicon("[key_name(user)] has set \"[new_name]\" as a cyborg shell name at [loc_name(user)]")
|
|
return TRUE
|
|
if("locomotion")
|
|
locomotion = !locomotion
|
|
log_silicon("[key_name(user)] has [locomotion ? "enabled" : "disabled"] movement on a cyborg shell at [loc_name(user)]")
|
|
return TRUE
|
|
if("panel")
|
|
panel_locked = !panel_locked
|
|
log_silicon("[key_name(user)] has [panel_locked ? "locked" : "unlocked"] the panel on a cyborg shell at [loc_name(user)]")
|
|
return TRUE
|
|
if("aisync")
|
|
aisync = !aisync
|
|
log_silicon("[key_name(user)] has [aisync ? "enabled" : "disabled"] the AI sync for a cyborg shell at [loc_name(user)]")
|
|
return TRUE
|
|
if("set_ai")
|
|
if(length(active_ais(check_mind = FALSE, z = z)) <= 0)
|
|
to_chat(user, span_alert("No active AIs detected."))
|
|
return
|
|
|
|
var/selected_ai = select_active_ai(user, z) // this one runs input()
|
|
if(!in_range(src, user) && loc != user)
|
|
return
|
|
if(!selected_ai) // null = clear
|
|
clear_forced_ai()
|
|
return TRUE
|
|
if(forced_ai == selected_ai) // same AI = clear
|
|
clear_forced_ai()
|
|
to_chat(user, span_notice("You reset [src]'s AI setting."))
|
|
return TRUE
|
|
|
|
set_forced_ai(selected_ai, user)
|
|
to_chat(user, span_notice("You set [src]'s AI setting to [forced_ai_name]."))
|
|
log_silicon("[key_name(user)] set the default AI for a cyborg shell to [key_name(selected_ai)] at [loc_name(user)]")
|
|
return TRUE
|
|
|
|
if("lawsync")
|
|
lawsync = !lawsync
|
|
log_silicon("[key_name(user)] has [lawsync ? "enabled" : "disabled"] the law sync for a cyborg shell at [loc_name(user)]")
|
|
return TRUE
|
|
|
|
/// Sets [forced_ai] and [forced_ai_name] to the passed AI
|
|
/obj/item/robot_suit/proc/set_forced_ai(mob/living/silicon/ai/ai)
|
|
forced_ai = ai
|
|
forced_ai_name = ai.name
|
|
RegisterSignal(ai, COMSIG_QDELETING, PROC_REF(ai_die))
|
|
|
|
/// Clears [forced_ai] and [forced_ai_name]
|
|
/obj/item/robot_suit/proc/clear_forced_ai()
|
|
if(forced_ai)
|
|
UnregisterSignal(forced_ai, COMSIG_QDELETING)
|
|
forced_ai = null
|
|
forced_ai_name = null
|
|
|
|
/// Clears the forced_ai ref
|
|
/obj/item/robot_suit/proc/ai_die(datum/source)
|
|
SIGNAL_HANDLER
|
|
// Does not use [proc/clear_forced_ai] because we'd like to keep the AI name tracked for metagaming purposes
|
|
UnregisterSignal(forced_ai, COMSIG_QDELETING)
|
|
forced_ai = null
|