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## About The Pull Request New malf AI upgrade Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely emag things it can see and can access. 1. Very useful for psychological warfare (Emagging APCs to throw the crew off their trail) 2. Logically makes sense - why, of all things, can the AI not emag anything when it's fundumentally integrated with the station's electronics? 3. Generally speaking can only access things that make sense for it to access - it cannot emag ethereals, sadly In order for this to work, emag_act now returns a boolean, designating if the emag had any effect. While I was in there, I also added args to every single emag_act I could find and added far more feedback/converted a lot of things to balloon alerts to allow the AI to see if its emag had any effect. ## Why It's Good For The Game It just makes sense that the AI, the most electronically-sensitive entity in the game, would be able to emag things. Plus, more options given to malf that aren't strictly MURDER KILL MURDER are always a plus, especially if they allow for fancier plays. ## Changelog 🆑 add: New malf ability: Remote safety overrides. Allows the AI to remotely emag things it has access to. code: emag_act() now returns a boolean designating it's success in emagging code: All instances of emag_act() now have the proper arguments qol: Most usecases of emagging now have some kind of feedback, and existing feedback has been sanity checked and converted to balloon alerts. /🆑
107 lines
3.9 KiB
Plaintext
107 lines
3.9 KiB
Plaintext
/**
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* # Destructive scanner
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*
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* Placed machine that handles destructive experiments (but can also do the normal ones)
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*/
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/obj/machinery/destructive_scanner
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name = "Experimental Destructive Scanner"
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desc = "A much larger version of the hand-held scanner, a charred label warns about its destructive capabilities."
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icon = 'icons/obj/machines/destructive_scanner.dmi'
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icon_state = "tube_open"
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circuit = /obj/item/circuitboard/machine/destructive_scanner
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layer = MOB_LAYER
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var/scanning = FALSE
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/obj/machinery/destructive_scanner/Initialize(mapload)
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..()
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return INITIALIZE_HINT_LATELOAD
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// Late load to ensure the component initialization occurs after the machines are initialized
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/obj/machinery/destructive_scanner/LateInitialize()
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. = ..()
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AddComponent(/datum/component/experiment_handler, \
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allowed_experiments = list(/datum/experiment/scanning),\
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config_mode = EXPERIMENT_CONFIG_CLICK, \
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start_experiment_callback = CALLBACK(src, PROC_REF(activate)))
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///Activates the machine; checks if it can actually scan, then starts.
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/obj/machinery/destructive_scanner/proc/activate()
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var/atom/pickup_zone = drop_location()
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var/aggressive = FALSE
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for(var/mob/living/living_mob in pickup_zone)
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if(!(obj_flags & EMAGGED) && ishuman(living_mob)) //Can only kill humans when emagged.
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playsound(src, 'sound/machines/buzz-sigh.ogg', 25)
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say("Cannot scan with humans inside.")
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return
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aggressive = TRUE
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start_closing(aggressive)
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use_power(idle_power_usage)
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///Closes the machine to kidnap everything in the turf into it.
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/obj/machinery/destructive_scanner/proc/start_closing(aggressive)
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if(scanning)
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return
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var/atom/pickup_zone = drop_location()
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for(var/atom/movable/to_pickup in pickup_zone)
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to_pickup.forceMove(src)
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flick("tube_down", src)
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scanning = TRUE
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update_icon()
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playsound(src, 'sound/machines/destructive_scanner/TubeDown.ogg', 100)
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use_power(idle_power_usage)
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addtimer(CALLBACK(src, PROC_REF(start_scanning), aggressive), 1.2 SECONDS)
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///Starts scanning the fancy scanning effects
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/obj/machinery/destructive_scanner/proc/start_scanning(aggressive)
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if(aggressive)
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playsound(src, 'sound/machines/destructive_scanner/ScanDangerous.ogg', 100, extrarange = 5)
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else
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playsound(src, 'sound/machines/destructive_scanner/ScanSafe.ogg', 100)
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use_power(active_power_usage)
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addtimer(CALLBACK(src, PROC_REF(finish_scanning), aggressive), 6 SECONDS)
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///Performs the actual scan, happens once the tube effects are done
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/obj/machinery/destructive_scanner/proc/finish_scanning(aggressive)
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flick("tube_up", src)
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scanning = FALSE
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update_icon()
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playsound(src, 'sound/machines/destructive_scanner/TubeUp.ogg', 100)
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addtimer(CALLBACK(src, PROC_REF(open), aggressive), 1.2 SECONDS)
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///Opens the machine to let out any contents. If the scan had mobs it'll gib them.
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/obj/machinery/destructive_scanner/proc/open(aggressive)
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var/turf/this_turf = get_turf(src)
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var/list/scanned_atoms = list()
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for(var/atom/movable/movable_atom in contents)
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if(movable_atom in component_parts)
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continue
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scanned_atoms += movable_atom
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movable_atom.forceMove(this_turf)
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if(isliving(movable_atom))
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var/mob/living/fucked_up_thing = movable_atom
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fucked_up_thing.investigate_log("has been gibbed by [src].", INVESTIGATE_DEATHS)
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fucked_up_thing.gib()
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SEND_SIGNAL(src, COMSIG_MACHINERY_DESTRUCTIVE_SCAN, scanned_atoms)
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/obj/machinery/destructive_scanner/emag_act(mob/user, obj/item/card/emag/emag_card)
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if(obj_flags & EMAGGED)
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return FALSE
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obj_flags |= EMAGGED
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playsound(src, SFX_SPARKS, 75, TRUE, SILENCED_SOUND_EXTRARANGE)
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balloon_alert(user, "safety sensor BIOS disabled")
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return TRUE
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/obj/machinery/destructive_scanner/update_icon_state()
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. = ..()
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icon_state = scanning ? "tube_on" : "tube_open"
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/obj/machinery/destructive_scanner/attackby(obj/item/object, mob/user, params)
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if (!scanning && default_deconstruction_screwdriver(user, "tube_open", "tube_open", object) || default_deconstruction_crowbar(object))
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update_icon()
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return
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return ..()
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