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Bubberstation/code/modules/mining/fulton.dm
2016-06-17 19:08:41 -05:00

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var/list/total_extraction_beacons = list()
/obj/item/weapon/extraction_pack
name = "fulton material extraction pack"
desc = "A balloon that can be used to extract a target to a Fulton Recovery Beacon. Anything not bolted down can be moved. Link the pack to a beacon by using the pack in hand."
icon = 'icons/obj/fulton.dmi'
icon_state = "extraction_pack"
w_class = 3
var/obj/structure/extraction_point/beacon
var/list/beacon_networks = list("station")
var/uses_left = 3
var/can_use_indoors
var/safe_for_living_creatures = 0
/obj/item/weapon/extraction_pack/medivac
name = "fulton medivac extraction pack"
desc = "A specialized extraction balloon capable of safely extracting living targets."
uses_left = 1
safe_for_living_creatures = 1
/obj/item/weapon/extraction_pack/examine()
. = ..()
usr.show_message("It has [uses_left] uses remaining.", 1)
/obj/item/weapon/extraction_pack/attack_self(mob/user)
var/list/possible_beacons = list()
for(var/B in total_extraction_beacons)
var/obj/structure/extraction_point/EP = B
if(EP.beacon_network in beacon_networks)
possible_beacons += EP
if(!possible_beacons.len)
user << "There are no extraction beacons in existance!"
return
else
var/A
A = input("Select a beacon to connect to", "Balloon Extraction Pack", A) in possible_beacons
if(!A)
return
beacon = A
/obj/item/weapon/extraction_pack/afterattack(atom/movable/A, mob/living/carbon/human/user, flag, params)
if(!beacon)
user << "[src] is not linked to a beacon, and cannot be used."
return
if(!can_use_indoors)
var/area/area = get_area(A)
if(!area.outdoors)
user << "[src] can only be used on things that are outdoors!"
return
if(!flag)
return
if(!istype(A))
return
else
if(!safe_for_living_creatures && check_for_living_mobs(A))
user << "[src] is not safe for use with living creatures, they wouldn't survive the trip back!"
return
if(A.loc == user || A == user) // no extracting stuff you're holding in your hands/yourself
return
if(A.anchored)
return
user << "<span class='notice'>You start attaching the pack to [A]...</span>"
if(do_after(user,50,target=A))
user << "<span class='notice'>You attach the pack to [A] and activate it.</span>"
uses_left--
if(uses_left <= 0)
user.drop_item(src)
loc = A
var/image/balloon
var/image/balloon2
var/image/balloon3
if(istype(A, /mob/living))
var/mob/living/M = A
M.Weaken(16) // Keep them from moving during the duration of the extraction
M.buckled = 0 // Unbuckle them to prevent anchoring problems
else
A.anchored = 1
A.density = 0
var/obj/effect/extraction_holder/holder_obj = new(A.loc)
holder_obj.appearance = A.appearance
A.loc = holder_obj
balloon2 = image('icons/obj/fulton_balloon.dmi',"fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.overlays += balloon2
sleep(4)
balloon = image('icons/obj/fulton_balloon.dmi',"fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.overlays -= balloon2
holder_obj.overlays += balloon
playsound(holder_obj.loc, 'sound/items/fulext_deploy.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 10, time = 20)
sleep(20)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
playsound(holder_obj.loc, 'sound/items/fultext_launch.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 1000, time = 30)
if(istype(A, /mob/living/carbon/human))
var/mob/living/carbon/human/L = A
L.SetParalysis(0)
L.drowsyness = 0
L.sleeping = 0
sleep(30)
var/list/flooring_near_beacon = list()
for(var/turf/open/floor in orange(1, beacon))
flooring_near_beacon += floor
holder_obj.loc = pick(flooring_near_beacon)
animate(holder_obj, pixel_z = 10, time = 50)
sleep(50)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
balloon3 = image('icons/obj/fulton_balloon.dmi',"fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.overlays -= balloon
holder_obj.overlays += balloon3
sleep(4)
holder_obj.overlays -= balloon3
A.anchored = 0 // An item has to be unanchored to be extracted in the first place.
A.density = initial(A.density)
animate(holder_obj, pixel_z = 0, time = 5)
sleep(5)
A.loc = holder_obj.loc
qdel(holder_obj)
if(uses_left <= 0)
qdel(src)
/obj/item/fulton_core
name = "extraction beacon signaller"
desc = "Emits a signal which fulton recovery devices can lock on to. Craft with metal to create a beacon."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "subspace_amplifier"
/datum/crafting_recipe/fulton
name = "Fulton Recovery Beacon"
result = /obj/structure/extraction_point
reqs = list(/obj/item/fulton_core = 1, /obj/item/stack/sheet/metal = 5)
time = 15
category = CAT_MISC
/obj/structure/extraction_point
name = "fulton recovery beacon"
desc = "A beacon for the fulton recovery system. Hit a beacon with a pack to link the pack to a beacon."
icon = 'icons/obj/fulton.dmi'
icon_state = "extraction_point"
anchored = 1
density = 0
var/beacon_network = "station"
/obj/structure/extraction_point/New()
var/area/area_name = get_area(src)
name += " ([rand(100,999)]) ([area_name.name])"
total_extraction_beacons += src
..()
/obj/structure/extraction_point/Destroy()
total_extraction_beacons -= src
..()
/obj/effect/extraction_holder
name = "extraction holder"
desc = "you shouldnt see this"
var/atom/movable/stored_obj
/obj/item/weapon/extraction_pack/proc/check_for_living_mobs(atom/A)
if(istype(A, /mob/living))
var/mob/living/L = A
if(L.stat != DEAD)
return 1
for(var/thing in A.GetAllContents())
if(istype(A, /mob/living))
var/mob/living/L = A
if(L.stat != DEAD)
return 1
return 0