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Bubberstation/code/modules/ruins/spaceruin_code/oldstation.dm
SkyratBot 0e16b3b43e [MIRROR] modsuit patch one [MDB IGNORE] (#10314)
* modsuit patch one (#63638)

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* modsuit patch one

* Feex

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-12-28 06:30:17 +00:00

190 lines
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/////////// Oldstation items
/obj/item/paper/fluff/ruins/oldstation
name = "Cryo Awakening Alert"
info = "<B>**WARNING**</B><BR><BR>Catastrophic damage sustained to station. Powernet exhausted to reawaken crew.<BR><BR>Immediate Objectives<br><br>1: Activate emergency power generator<br>2: Lift station lockdown on the bridge<br><br>Please locate the 'Damage Report' on the bridge for a detailed situation report."
/obj/item/paper/fluff/ruins/oldstation/damagereport
name = "Damage Report"
info = "<b>*Damage Report*</b><br><br><b>Alpha Station</b> - Destroyed<br><br><b>Beta Station</b> - Catastrophic Damage. Medical, destroyed. Atmospherics, partially destroyed. Engine Core, destroyed.<br><br><b>Charlie Station</b> - Multiple asteroid impacts, no loss in air pressure.<br><br><b>Delta Station</b> - Intact. <b>WARNING</b>: Unknown force occupying Delta Station. Intent unknown. Species unknown. Numbers unknown.<br><br>Recommendation - Reestablish station powernet via solar array. Reestablish station atmospherics system to restore air."
/obj/item/paper/fluff/ruins/oldstation/protosuit
name = "B01-MOD modular suit Report"
info = "<b>*Prototype MODsuit*</b><br><br>This is a prototype powered exoskeleton, a design not seen in hundreds of years, \
the first post-void war era modular suit to ever be safely utilized by an operator. \
This ancient clunker is still functional, though it's missing several modern-day luxuries from \
updated Nakamura Engineering designs. Primarily, the suit's myoelectric suit layer is entirely non-existant, \
and the servos do very little to help distribute the weight evenly across the wearer's body, \
making it slow and bulky to move in. Additionally, the armor plating never finished production aside from the shoulders, \
forearms, and helmet; making it useless against direct attacks. The internal heads-up display is rendered entirely in \
monochromatic cyan, leaving the user unable to see long distances. However, the way the helmet retracts is pretty cool."
/obj/item/paper/fluff/ruins/oldstation/protohealth
name = "Health Analyser Report"
info = "<b>*Health Analyser*</b><br><br>The portable Health Analyser is essentially a handheld variant of a health analyser. Years of research have concluded with this device which is \
capable of diagnosing even the most critical, obscure or technical injuries any humanoid entity is suffering in an easy to understand format that even a non-trained health professional \
can understand.<br><br>The health analyser is expected to go into full production as standard issue medical kit."
/obj/item/paper/fluff/ruins/oldstation/protogun
name = "K14 Energy Gun Report"
info = "<b>*K14-Multiphase Energy Gun*</b><br><br>The K14 Prototype Energy Gun is the first Energy Rifle that has been successfully been able to not only hold a larger ammo charge \
than other gun models, but is capable of swapping between different energy projectile types on command with no incidents.<br><br>The weapon still suffers several drawbacks, its alternative, \
non laser fire mode, can only fire one round before exhausting the energy cell, the weapon also remains prohibitively expensive, nonetheless NT Market Research fully believe this weapon \
will form the backbone of our Energy weapon catalogue.<br><br>The K14 is expected to undergo revision to fix the ammo issues, the K15 is expected to replace the 'stun' setting with a \
'disable' setting in an attempt to bypass the ammo issues."
/**
* Supermatter crystal fluff paper used in Charlie station ruin
*/
/obj/item/paper/fluff/ruins/oldstation/protosupermatter
name = "Supermatter Crystal Generator"
info = "<b>*Supermatter Crystal Shard*</b><br><br>Modern power generation typically comes in two forms, a Fusion Generator or a Fission Generator. Fusion provides the best space to power \
\ntratio, and is typically seen on military or high security ships and stations, however Fission reactors require the usage of expensive, and rare, materials in its construction. \
Fission generators are massive and bulky, and require a large reserve of uranium to power, however they are extremely cheap to operate and oft need little maintenance once \
\ntoperational.<br><br>The Supermatter aims to alter this, a functional Supermatter is essentially a gas producer that generates far more radiation than Fusion or Fission \ntgenerators can ever hope to produce. "
/obj/item/paper/fluff/ruins/oldstation/protoinv
name = "Laboratory Inventory"
info = "<b>*Inventory*</b><br><br>(1) Prototype MODsuit<br><br>(1)Health Analyser<br><br>(1)Prototype Energy Gun<br><br>(1)Singularity Generation Disk<br><br><b>DO NOT REMOVE WITHOUT \
THE CAPTAIN AND RESEARCH DIRECTOR'S AUTHORISATION</b>"
/obj/item/paper/fluff/ruins/oldstation/report
name = "Crew Reawakening Report"
info = "Artificial Program's report to surviving crewmembers.<br><br>Crew were placed into cryostasis on March 10th, 2445.<br><br>Crew were awoken from cryostasis around June, 2557.<br><br> \
<b>SIGNIFICANT EVENTS OF NOTE</b><br>1: The primary radiation detectors were taken offline after 112 years due to power failure, secondary radiation detectors showed no residual \
radiation on station. Deduction, primarily detector was malfunctioning and was producing a radiation signal when there was none.<br><br>2: A data burst from a nearby Nanotrasen Space \
Station was received, this data burst contained research data that has been uploaded to our RnD labs.<br><br>3: An unknown force has occupied Delta station. Additionally, a school of common space carp have \
taken refuge in the space surrounding all remaining stations, primarily Beta station. "
/obj/item/paper/fluff/ruins/oldstation/generator_manual
name = "S.U.P.E.R.P.A.C.M.A.N.-type portable generator manual"
info = "You can barely make out a faded sentence... <br><br> Wrench down the generator on top of a wire node connected to either a SMES input terminal or the power grid."
/obj/item/paper/fluff/ruins/oldstation/protosleep
name = "Prototype Delivery"
info = "<b>*Prototype Sleeper*</b><br><br>We have delivered the lastest in medical technology to the medical bay: circuitry for a new prototype sleeper. Looks like it didn't come with the parts to actually build it figures. Get engineering on this."
/obj/item/paper/fluff/ruins/oldstation/survivor_note
name = "To those who find this"
info = "You can barely make out a faded message... <br><br>I come back to the station after a simple mining mission, and nobody is here. Well, they COULD have gone to cryo... I didn't really check. Doesn't matter, I have bigger issues now. There is something out there. \
I have no fucking idea what they are, all I know is that they don't like me. On occasion I hear them hissing and clawing on the airlock... good idea I barricaded the way in. Bad news: the transit tube is still broken, the damn engineers never fixed it. \
So basically, I'm stuck here until someone comes to rescue us. And I have no food or water. <br>If you're reading this, I'm probably dead. These things have taken over part of Delta station, and I think they somehow came from the AI core... \
Whatever you do, DON'T OPEN THE FIRELOCKS unless you have something to kill them. Look in security, maybe there might be some gear left in there. <br><br>So hungry... I don't want to go out like this..."
/obj/machinery/mod_installer
name = "modular outerwear device installator"
desc = "An ancient machine that mounts a MOD unit onto the occupant."
icon = 'icons/obj/machines/mod_installer.dmi'
icon_state = "mod_installer"
base_icon_state = "mod_installer"
layer = ABOVE_WINDOW_LAYER
use_power = IDLE_POWER_USE
anchored = TRUE
density = TRUE
obj_flags = NO_BUILD // Becomes undense when the door is open
idle_power_usage = 50
active_power_usage = 300
var/busy = FALSE
var/busy_icon_state
var/obj/item/mod/control/mod_unit = /obj/item/mod/control/pre_equipped/prototype
COOLDOWN_DECLARE(message_cooldown)
/obj/machinery/mod_installer/Initialize(mapload)
. = ..()
occupant_typecache = typecacheof(/mob/living/carbon/human)
if(ispath(mod_unit))
mod_unit = new mod_unit()
/obj/machinery/mod_installer/Destroy()
QDEL_NULL(mod_unit)
return ..()
/obj/machinery/mod_installer/proc/set_busy(status, working_icon)
busy = status
busy_icon_state = working_icon
update_appearance()
/obj/machinery/mod_installer/proc/play_install_sound()
playsound(src, 'sound/items/rped.ogg', 30, FALSE)
/obj/machinery/mod_installer/update_icon_state()
icon_state = busy ? busy_icon_state : "[base_icon_state][state_open ? "_open" : null]"
return ..()
/obj/machinery/mod_installer/update_overlays()
var/list/overlays = ..()
if(machine_stat & (NOPOWER|BROKEN))
return overlays
overlays += (busy || !mod_unit) ? "red" : "green"
return overlays
/obj/machinery/mod_installer/proc/start_process()
if(machine_stat & (NOPOWER|BROKEN))
return
if(!occupant || !mod_unit || busy)
return
set_busy(TRUE, "[initial(icon_state)]_raising")
addtimer(CALLBACK(src, .proc/set_busy, TRUE, "[initial(icon_state)]_active"), 2.5 SECONDS)
addtimer(CALLBACK(src, .proc/play_install_sound), 2.5 SECONDS)
addtimer(CALLBACK(src, .proc/set_busy, TRUE, "[initial(icon_state)]_falling"), 5 SECONDS)
addtimer(CALLBACK(src, .proc/complete_process), 7.5 SECONDS)
/obj/machinery/mod_installer/proc/complete_process()
set_busy(FALSE)
var/mob/living/carbon/human/human_occupant = occupant
if(!istype(human_occupant))
return
if(!human_occupant.dropItemToGround(human_occupant.back))
return
if(!human_occupant.equip_to_slot_if_possible(mod_unit, mod_unit.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
return
human_occupant.update_action_buttons(TRUE)
playsound(src, 'sound/machines/ping.ogg', 30, FALSE)
if(!human_occupant.dropItemToGround(human_occupant.wear_suit) || !human_occupant.dropItemToGround(human_occupant.head))
finish_completion()
return
mod_unit.quick_activation()
finish_completion()
/obj/machinery/mod_installer/proc/finish_completion()
mod_unit = null
open_machine()
/obj/machinery/mod_installer/open_machine()
if(state_open)
return FALSE
..()
return TRUE
/obj/machinery/mod_installer/close_machine(mob/living/carbon/user)
if(!state_open)
return FALSE
..()
addtimer(CALLBACK(src, .proc/start_process), 1 SECONDS)
return TRUE
/obj/machinery/mod_installer/relaymove(mob/living/user, direction)
var/message
if(busy)
message = "it won't budge!"
else if(user.stat != CONSCIOUS)
message = "you don't have the energy!"
if(!isnull(message))
if (COOLDOWN_FINISHED(src, message_cooldown))
COOLDOWN_START(src, message_cooldown, 5 SECONDS)
balloon_alert(user, message)
return
open_machine()
/obj/machinery/mod_installer/interact(mob/user)
if(state_open)
close_machine(null, user)
return
else if(busy)
balloon_alert(user, "it's locked!")
return
open_machine()