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## About The Pull Request Adds the Jaws of Recovery, a form of Jaws of Life. These spawn in cabinets in medical, similar to the fireaxe and mech removal tool. Jaws of Recovery have two heads; prying, like a standard set of jaws of life, and bonesetting. Jaws of Recovery cannot be used to open windoors, and cannot be used to open certain restricted doors. These doors include command staff private offices, any command specific areas, AI upload areas and security areas that aren't the brig entrance. Jaws of Recovery also send out an alarm whenever used to open a door that is of meaningful significance, like a departmental area. This does not happen when opening maintenance airlocks, public accessible doors, external airlocks and the auxiliary base. The standard Jaws of Life and Syndicate Jaws of Death are entirely untouched and function as expected. <img width="240" height="177" alt="image" src="https://github.com/user-attachments/assets/4e661720-25c7-42b5-963d-707b77d3683f" /> ## Why It's Good For The Game In my last PR I removed the broad access available to paramedics. https://github.com/tgstation/tgstation/pull/92751 I have already explained my reasoning as to why this broad access is a mistake. This is not anywhere close to that broad access being returned. This is a slow, deliberate interaction meant to create friction when someone is moving around using this tool. Now, obviously, the change was something of a kick in the teeth for paramedics (which I won't apologize for doing). I hadn't received any moderate alternatives that sounded like a good idea for months. That is, until the PR was merged and someone told me about how paramedics over on Baystation have jaws of life, but they alert people over the radio when they are used. Seemingly they were as much worried about paramedic tiders as we are, and they're a high roleplay environment. We clearly invited a problem on our end that they had sought to resolve because they too realized that it was a mistake to just give the role this access. Now, obviously, [RETA exists to get medical staff into an area](https://github.com/tgstation/tgstation/pull/92753). That's all well and good and I like that system. This does not detract from that PR whatsoever either. This is meant to serve as an extra emergency measure in the event a paramedic REALLY needs to get into an area while trying to create some kind of accountability for their actions by telling sec when they start being used to pry open airlocks. If sec doesn't like how much the paramedic is invading areas without reason, they at least know where and when they've been going into locations and might be incentivized to go investigate. ## Changelog 🆑 add: Adds the Jaws of Recovery. One can be found in a locked glass cabinet in medical. These jaws of life are restricted on what they can force open, and alert security and medical whenever they are utilized to pry open departmental doors. They can't be used to open high security doors whatsoever. And they come with a bonesetter attachment instead of wirecutters. You know, for power-relocating your arm. /🆑
275 lines
8.3 KiB
Plaintext
275 lines
8.3 KiB
Plaintext
/obj/structure/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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icon = 'icons/obj/wallmounts.dmi'
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icon_state = "fireaxe"
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anchored = TRUE
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density = FALSE
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armor_type = /datum/armor/structure_fireaxecabinet
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max_integrity = 150
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integrity_failure = 0.33
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/// Do we need to be unlocked to be opened.
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var/locked = TRUE
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/// Are we opened, can someone take the held item out.
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var/open = FALSE
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/// The item we're holding.
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var/obj/item/held_item
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/// The path of the item we spawn and can hold.
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var/item_path = /obj/item/fireaxe
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/// Overlay we get when the item is inside us.
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var/item_overlay = "axe"
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/// Whether we should populate our own contents on Initialize()
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var/populate_contents = TRUE
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/// The tool behavior necessary to unlock the cabinet
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var/unlocking_tool_behavior = TOOL_MULTITOOL
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet, 32)
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/datum/armor/structure_fireaxecabinet
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melee = 50
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bullet = 20
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energy = 100
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bomb = 10
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fire = 90
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acid = 50
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/obj/structure/fireaxecabinet/Initialize(mapload)
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. = ..()
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if(populate_contents)
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held_item = new item_path(src)
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update_appearance()
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find_and_hang_on_wall()
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/obj/structure/fireaxecabinet/Destroy()
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if(held_item)
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QDEL_NULL(held_item)
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return ..()
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/obj/structure/fireaxecabinet/attackby(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers)
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if(iscyborg(user) || attacking_item.tool_behaviour == unlocking_tool_behavior)
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toggle_lock(user)
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else if(attacking_item.tool_behaviour == TOOL_WELDER && !user.combat_mode && !broken)
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if(atom_integrity < max_integrity)
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if(!attacking_item.tool_start_check(user, amount = 2))
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return
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balloon_alert(user, "repairing...")
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if(attacking_item.use_tool(src, user, 4 SECONDS, volume= 50, amount = 2))
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repair_damage(max_integrity - get_integrity())
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update_appearance()
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balloon_alert(user, "repaired")
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else
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balloon_alert(user, "already repaired!")
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return
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else if(istype(attacking_item, /obj/item/stack/sheet/glass) && broken)
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var/obj/item/stack/sheet/glass/glass_stack = attacking_item
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if(glass_stack.get_amount() < 2)
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balloon_alert(user, "need more glass!")
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return
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balloon_alert(user, "repairing")
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if(do_after(user, 2 SECONDS, target = src) && glass_stack.use(2))
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broken = FALSE
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repair_damage(max_integrity - get_integrity())
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update_appearance()
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else if(open || broken)
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if(istype(attacking_item, item_path) && !held_item)
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if(HAS_TRAIT(attacking_item, TRAIT_WIELDED))
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balloon_alert(user, "unwield it!")
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return
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if(!user.transferItemToLoc(attacking_item, src))
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return
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held_item = attacking_item
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update_appearance()
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return
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else if(!broken)
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toggle_open()
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else
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return ..()
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/obj/structure/fireaxecabinet/Exited(atom/movable/gone, direction)
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if(gone == held_item)
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held_item = null
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update_appearance()
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return ..()
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/obj/structure/fireaxecabinet/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(broken)
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playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, TRUE)
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else
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playsound(loc, 'sound/effects/glass/glasshit.ogg', 90, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/tools/welder.ogg', 100, TRUE)
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/obj/structure/fireaxecabinet/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = TRUE, attack_dir)
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if(open)
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return
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. = ..()
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if(.)
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update_appearance()
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/obj/structure/fireaxecabinet/atom_break(damage_flag)
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. = ..()
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if(!broken)
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update_appearance()
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broken = TRUE
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playsound(src, 'sound/effects/glass/glassbr3.ogg', 100, TRUE)
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new /obj/item/shard(loc)
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new /obj/item/shard(loc)
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/obj/structure/fireaxecabinet/atom_deconstruct(disassembled = TRUE)
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if(held_item && loc)
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held_item.forceMove(loc)
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new /obj/item/wallframe/fireaxecabinet(loc)
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/obj/structure/fireaxecabinet/blob_act(obj/structure/blob/B)
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if(held_item)
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held_item.forceMove(loc)
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qdel(src)
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/obj/structure/fireaxecabinet/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if((open || broken) && held_item)
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user.put_in_hands(held_item)
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add_fingerprint(user)
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update_appearance()
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return
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toggle_open(user)
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/obj/structure/fireaxecabinet/attack_hand_secondary(mob/user, list/modifiers)
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toggle_open(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/fireaxecabinet/attack_paw(mob/living/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/fireaxecabinet/attack_ai(mob/user)
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toggle_lock(user)
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return
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/obj/structure/fireaxecabinet/attack_tk(mob/user)
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. = COMPONENT_CANCEL_ATTACK_CHAIN
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toggle_open(user)
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/obj/structure/fireaxecabinet/update_overlays()
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. = ..()
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if(held_item)
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. += item_overlay
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var/hp_percent = (atom_integrity/max_integrity) * 100
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if(open)
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if(broken)
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. += "glass4_raised"
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return
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switch(hp_percent)
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if(-INFINITY to 40)
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. += "glass3_raised"
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if(40 to 60)
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. += "glass2_raised"
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if(60 to 80)
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. += "glass1_raised"
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if(80 to INFINITY)
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. += "glass_raised"
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return
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if(broken)
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. += "glass4"
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else
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switch(hp_percent)
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if(-INFINITY to 40)
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. += "glass3"
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if(40 to 60)
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. += "glass2"
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if(60 to 80)
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. += "glass1"
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if(80 to INFINITY)
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. += "glass"
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. += locked ? "locked" : "unlocked"
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/obj/structure/fireaxecabinet/proc/toggle_lock(mob/user)
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to_chat(user, span_notice("Resetting circuitry..."))
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playsound(src, 'sound/machines/locktoggle.ogg', 50, TRUE)
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if(do_after(user, 2 SECONDS, target = src))
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to_chat(user, span_notice("You [locked ? "disable" : "re-enable"] the locking modules."))
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locked = !locked
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update_appearance()
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/obj/structure/fireaxecabinet/proc/toggle_open(mob/user)
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if(locked)
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balloon_alert(user, "won't budge!")
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return
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else
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open = !open
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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update_appearance()
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return
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/obj/structure/fireaxecabinet/empty
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populate_contents = FALSE
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet/empty, 32)
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/obj/item/wallframe/fireaxecabinet
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name = "fire axe cabinet"
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desc = "Home to a window's greatest nightmare. Apply to wall to use."
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icon = 'icons/obj/wallmounts.dmi'
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icon_state = "fireaxe"
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result_path = /obj/structure/fireaxecabinet/empty
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pixel_shift = 32
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/obj/structure/fireaxecabinet/mechremoval
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name = "mech removal tool cabinet"
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desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the tool. As if."
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icon_state = "mechremoval"
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item_path = /obj/item/crowbar/mechremoval
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item_overlay = "crowbar"
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet/mechremoval, 32)
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/obj/structure/fireaxecabinet/mechremoval/atom_deconstruct(disassembled = TRUE)
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if(held_item && loc)
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held_item.forceMove(loc)
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new /obj/item/wallframe/fireaxecabinet/mechremoval(loc)
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/obj/structure/fireaxecabinet/mechremoval/empty
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populate_contents = FALSE
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet/mechremoval/empty, 32)
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/obj/item/wallframe/fireaxecabinet/mechremoval
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name = "mech removal tool cabinet"
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desc = "Home to a very special crowbar. Apply to wall to use."
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icon_state = "mechremoval"
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result_path = /obj/structure/fireaxecabinet/mechremoval/empty
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/obj/structure/fireaxecabinet/jawsofrecovery
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name = "jaws of recovery tool cabinet"
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desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the jaws of recovery. \
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The lock seems to require...a surgical drill bit to unlock? You have no idea who thought this was a good idea."
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icon_state = "jaws_of_recovery"
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item_path = /obj/item/crowbar/power/paramedic
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item_overlay = "jaws"
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unlocking_tool_behavior = TOOL_DRILL
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet/jawsofrecovery, 32)
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/obj/structure/fireaxecabinet/jawsofrecovery/atom_deconstruct(disassembled = TRUE)
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if(held_item && loc)
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held_item.forceMove(loc)
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new /obj/item/wallframe/fireaxecabinet/jawsofrecovery(loc)
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/obj/structure/fireaxecabinet/jawsofrecovery/empty
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populate_contents = FALSE
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet/jawsofrecovery/empty, 32)
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/obj/item/wallframe/fireaxecabinet/jawsofrecovery
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name = "jaws of recovery tool cabinet"
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desc = "Home to the paramedic's jaws of recovery. Apply to wall to use."
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icon_state = "jaws_of_recovery"
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result_path = /obj/structure/fireaxecabinet/jawsofrecovery/empty
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