Files
Bubberstation/code/game/machinery/dna_scanner.dm
KorPhaeron 1ce90959ef Notify
2016-01-06 22:40:50 -06:00

170 lines
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/obj/machinery/dna_scannernew
name = "\improper DNA scanner"
desc = "It scans DNA structures."
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "scanner"
density = 1
var/locked = 0
anchored = 1
use_power = 1
idle_power_usage = 50
active_power_usage = 300
var/damage_coeff
var/scan_level
var/precision_coeff
/obj/machinery/dna_scannernew/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/clonescanner(null)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(null)
component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(null)
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
component_parts += new /obj/item/stack/cable_coil(null, 1)
component_parts += new /obj/item/stack/cable_coil(null, 1)
RefreshParts()
/obj/machinery/dna_scannernew/RefreshParts()
scan_level = 0
damage_coeff = 0
precision_coeff = 0
for(var/obj/item/weapon/stock_parts/scanning_module/P in component_parts)
scan_level += P.rating
for(var/obj/item/weapon/stock_parts/manipulator/P in component_parts)
precision_coeff = P.rating
for(var/obj/item/weapon/stock_parts/micro_laser/P in component_parts)
damage_coeff = P.rating
/obj/machinery/dna_scannernew/update_icon()
//no power or maintenance
if(stat & (NOPOWER|BROKEN))
icon_state = initial(icon_state)+ (state_open ? "_open" : "") + "_unpowered"
return
if((stat & MAINT) || panel_open)
icon_state = initial(icon_state)+ (state_open ? "_open" : "") + "_maintenance"
return
//running and someone in there
if(occupant)
icon_state = initial(icon_state)+ "_occupied"
return
//running
icon_state = initial(icon_state)+ (state_open ? "_open" : "")
/obj/machinery/dna_scannernew/power_change()
..()
update_icon()
/obj/machinery/dna_scannernew/proc/toggle_open(mob/user)
if(panel_open)
user << "<span class='notice'>Close the maintenance panel first.</span>"
return
if(state_open)
close_machine()
return
else if(locked)
user << "<span class='notice'>The bolts are locked down, securing the door shut.</span>"
return
open_machine()
/obj/machinery/dna_scannernew/container_resist()
var/mob/living/user = usr
var/breakout_time = 2
if(state_open || !locked) //Open and unlocked, no need to escape
state_open = 1
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user << "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [breakout_time] minutes.)</span>"
user.visible_message("<span class='italics'>You hear a metallic creaking from [src]!</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open || !locked)
return
locked = 0
visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
user << "<span class='notice'>You successfully break out of [src]!</span>"
open_machine()
/obj/machinery/dna_scannernew/close_machine()
if(!state_open)
return 0
..()
// search for ghosts, if the corpse is empty and the scanner is connected to a cloner
if(occupant)
if(locate(/obj/machinery/computer/cloning, get_step(src, NORTH)) \
|| locate(/obj/machinery/computer/cloning, get_step(src, SOUTH)) \
|| locate(/obj/machinery/computer/cloning, get_step(src, EAST)) \
|| locate(/obj/machinery/computer/cloning, get_step(src, WEST)))
if(!occupant.suiciding && !(occupant.disabilities & NOCLONE))
occupant.notify_ghost_cloning("Your corpse has been placed into a cloning scanner. Re-enter your corpse if you want to be cloned!", source = src)
var/obj/machinery/computer/scan_consolenew/console
for(dir in list(NORTH,EAST,SOUTH,WEST))
console = locate(/obj/machinery/computer/scan_consolenew, get_step(src, dir))
if(console)
console.on_scanner_close()
break
return 1
/obj/machinery/dna_scannernew/open_machine()
if(state_open)
return 0
..()
return 1
/obj/machinery/dna_scannernew/relaymove(mob/user as mob)
if(user.stat || locked)
return
open_machine()
return
/obj/machinery/dna_scannernew/attackby(obj/item/I, mob/user, params)
if(!occupant && default_deconstruction_screwdriver(user, icon_state, icon_state, I))//sent icon_state is irrelevant...
update_icon()//..since we're updating the icon here, since the scanner can be unpowered when opened/closed
return
if(exchange_parts(user, I))
return
if(default_pry_open(I))
return
if(default_deconstruction_crowbar(I))
return
if(istype(I, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = I
if(!ismob(G.affecting))
return
if(!state_open)
user << "<span class='notice'>Open the scanner first.</span>"
return
var/mob/M = G.affecting
M.loc = loc
user.stop_pulling()
qdel(G)
/obj/machinery/dna_scannernew/attack_hand(mob/user)
if(..(user,1,0)) //don't set the machine, since there's no dialog
return
toggle_open(user)