Files
Bubberstation/code/modules/vehicles/mecha/mecha_wreckage.dm
StaringGasMask f7d6a97cb8 Removes the Justice mech (#92486)
## About The Pull Request

Removes the Justice mech from the game, including its sprites and some
of the associated code.
Leaves some sprites, effects and sounds in case anyone wants to reuse
them for something else.

If the maintainers prefer that the mech should remain in the game, but
as an admin-only spawn, I will do so.

## Why It's Good For The Game

This mech has been under fire recently because of it being way too
overtuned, which I think has mainly to do with trying to cram a lot of
unusual things for a mech, such as stealth and melee focus, into the
same package.
Aditionally, I don't really like the flavor at all, being a blatant
reference to another unrelated game. If both the ralsei plush and jevil
mask have been removed, I feel like a similar standard should be applied
here.

Finally, this opens up the posibility for someone else to try a new idea
on some of the concepts present on Justice's current iteration, such as
making a melee-focused mech.

## Changelog

🆑
del: The Justice mech has been removed.
/🆑
2025-08-19 22:30:36 -04:00

248 lines
9.6 KiB
Plaintext

///////////////////////////////////
//////// Mecha wreckage ////////
///////////////////////////////////
/obj/structure/mecha_wreckage
name = "exosuit wreckage"
desc = "Remains of some unfortunate mecha. Completely irreparable, but perhaps something can be salvaged."
icon = 'icons/mob/rideables/mecha.dmi'
density = TRUE
anchored = FALSE
opacity = FALSE
var/list/welder_salvage = list(/obj/item/stack/sheet/plasteel, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
var/salvage_num = 5
var/list/crowbar_salvage = list()
var/wires_removed = FALSE
var/mob/living/silicon/ai/AI //AIs to be salvaged
var/list/parts
/obj/structure/mecha_wreckage/Initialize(mapload, mob/living/silicon/ai/AI_pilot)
. = ..()
if(parts)
for(var/i in 1 to 2)
if(!parts.len)
break
if(prob(60))
continue
var/part = pick(parts)
welder_salvage += part
parts = null
if(!AI_pilot) //Type-checking for this is already done in mecha/Destroy()
return
AI = AI_pilot
AI.apply_damage(150, BURN) //Give the AI a bit of damage from the "shock" of being suddenly shut down
INVOKE_ASYNC(AI, TYPE_PROC_REF(/mob/living/silicon, death)) //The damage is not enough to kill the AI, but to be 'corrupted files' in need of repair.
AI.forceMove(src) //Put the dead AI inside the wreckage for recovery
add_overlay(mutable_appearance('icons/obj/weapons/guns/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon
AI.controlled_equipment = null
AI.remote_control = null
/obj/structure/mecha_wreckage/Destroy()
if(AI)
QDEL_NULL(AI)
QDEL_LIST(crowbar_salvage)
return ..()
/obj/structure/mecha_wreckage/examine(mob/user)
. = ..()
if(!AI)
return
. += span_notice("The AI recovery beacon is active.")
/obj/structure/mecha_wreckage/welder_act(mob/living/user, obj/item/I)
..()
. = TRUE
if(salvage_num <= 0 || !length(welder_salvage))
to_chat(user, span_notice("You don't see anything that can be cut with [I]!"))
return
if(!I.use_tool(src, user, 0, volume=50))
return
if(prob(30))
to_chat(user, span_notice("You fail to salvage anything valuable from [src]!"))
return
var/type = pick(welder_salvage)
var/N = new type(get_turf(user))
user.visible_message(span_notice("[user] cuts [N] from [src]."), span_notice("You cut [N] from [src]."))
if(!isstack(N))
welder_salvage -= type
salvage_num--
/obj/structure/mecha_wreckage/wirecutter_act(mob/living/user, obj/item/I)
..()
. = TRUE
if(wires_removed)
to_chat(user, span_notice("You don't see anything that can be cut with [I]!"))
return
var/N = new /obj/item/stack/cable_coil(get_turf(user), rand(1,3))
user.visible_message(span_notice("[user] cuts [N] from [src]."), span_notice("You cut [N] from [src]."))
wires_removed = TRUE
/obj/structure/mecha_wreckage/crowbar_act(mob/living/user, obj/item/I)
..()
. = TRUE
if(crowbar_salvage.len)
var/obj/S = pick(crowbar_salvage)
S.forceMove(user.drop_location())
user.visible_message(span_notice("[user] pries [S] from [src]."), span_notice("You pry [S] from [src]."))
crowbar_salvage -= S
return
to_chat(user, span_notice("You don't see anything that can be pried with [I]!"))
/obj/structure/mecha_wreckage/transfer_ai(interaction, mob/user, mob/living/silicon/ai/ai_mob, obj/item/aicard/card)
if(!..())
return
//Proc called on the wreck by the AI card.
if(interaction != AI_TRANS_TO_CARD) //AIs can only be transferred in one direction, from the wreck to the card.
return
if(!AI) //No AI in the wreck
to_chat(user, span_warning("No AI backups found."))
return
cut_overlays() //Remove the recovery beacon overlay
AI.forceMove(card) //Move the dead AI to the card.
card.AI = AI
if(AI.client) //AI player is still in the dead AI and is connected
to_chat(AI, span_notice("The remains of your file system have been recovered on a mobile storage device."))
else //Give the AI a heads-up that it is probably going to get fixed.
AI.notify_revival("You have been recovered from the wreckage!", source = card)
to_chat(user, "[span_boldnotice("Backup files recovered")]: [AI.name] ([rand(1000,9999)].exe) salvaged from [name] and stored within local memory.")
AI = null
/obj/structure/mecha_wreckage/gygax
name = "\improper Gygax wreckage"
icon_state = "gygax-broken"
welder_salvage = list(/obj/item/stack/sheet/mineral/gold, /obj/item/stack/sheet/mineral/silver, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
parts = list(
/obj/item/mecha_parts/part/gygax_torso,
/obj/item/mecha_parts/part/gygax_head,
/obj/item/mecha_parts/part/gygax_left_arm,
/obj/item/mecha_parts/part/gygax_right_arm,
/obj/item/mecha_parts/part/gygax_left_leg,
/obj/item/mecha_parts/part/gygax_right_leg
)
/obj/structure/mecha_wreckage/gygax/dark
name = "\improper Dark Gygax wreckage"
icon_state = "darkgygax-broken"
welder_salvage = list(/obj/item/stack/sheet/mineral/plastitanium, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
/obj/structure/mecha_wreckage/marauder
name = "\improper Marauder wreckage"
icon_state = "marauder-broken"
welder_salvage = list(/obj/item/stack/sheet/mineral/titanium, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
/obj/structure/mecha_wreckage/mauler
name = "\improper Mauler wreckage"
icon_state = "mauler-broken"
desc = "The syndicate won't be very happy about this..."
welder_salvage = list(/obj/item/stack/sheet/mineral/plastitanium, /obj/item/stack/sheet/mineral/diamond, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
/obj/structure/mecha_wreckage/seraph
name = "\improper Seraph wreckage"
icon_state = "seraph-broken"
welder_salvage = list(/obj/item/stack/sheet/mineral/titanium, /obj/item/stack/sheet/mineral/diamond, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
/obj/structure/mecha_wreckage/reticence
name = "\improper Reticence wreckage"
icon_state = "reticence-broken"
color = "#87878715"
desc = "..."
welder_salvage = list(/obj/item/shard) //get it, it's a glass cannon
/obj/structure/mecha_wreckage/ripley
name = "\improper Ripley wreckage"
icon_state = "ripley-broken"
welder_salvage = list(/obj/item/stack/sheet/iron, /obj/item/stack/rods)
parts = list(
/obj/item/mecha_parts/part/ripley_torso,
/obj/item/mecha_parts/part/ripley_left_arm,
/obj/item/mecha_parts/part/ripley_right_arm,
/obj/item/mecha_parts/part/ripley_left_leg,
/obj/item/mecha_parts/part/ripley_right_leg)
/obj/structure/mecha_wreckage/ripley/mk2
name = "\improper Ripley MK-II wreckage"
icon_state = "ripleymkii-broken"
/obj/structure/mecha_wreckage/ripley/paddy
name = "\improper Paddy wreckage"
icon_state = "paddy-broken"
/obj/structure/mecha_wreckage/clarke
name = "\improper Clarke wreckage"
icon_state = "clarke-broken"
welder_salvage = list(/obj/item/stack/sheet/mineral/gold, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
parts = list(
/obj/item/mecha_parts/part/clarke_torso,
/obj/item/mecha_parts/part/clarke_head,
/obj/item/mecha_parts/part/clarke_left_arm,
/obj/item/mecha_parts/part/clarke_right_arm,
/obj/item/stack/conveyor)
/obj/structure/mecha_wreckage/ripley/deathripley
name = "\improper Death-Ripley wreckage"
icon_state = "deathripley-broken"
welder_salvage = list(/obj/item/stack/sheet/mineral/plastitanium, /obj/item/stack/sheet/mineral/diamond, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
parts = null
/obj/structure/mecha_wreckage/honker
name = "\improper H.O.N.K wreckage"
icon_state = "honker-broken"
desc = "All is right in the universe."
welder_salvage = list(/obj/item/stack/sheet/mineral/bananium, /obj/item/grown/bananapeel, /obj/item/stack/sheet/iron)
parts = list(
/obj/item/mecha_parts/part/honker_torso,
/obj/item/mecha_parts/part/honker_head,
/obj/item/mecha_parts/part/honker_left_arm,
/obj/item/mecha_parts/part/honker_right_arm,
/obj/item/mecha_parts/part/honker_left_leg,
/obj/item/mecha_parts/part/honker_right_leg)
/obj/structure/mecha_wreckage/durand
name = "\improper Durand wreckage"
icon_state = "durand-broken"
welder_salvage = list(/obj/item/stack/sheet/mineral/silver, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
parts = list(
/obj/item/mecha_parts/part/durand_torso,
/obj/item/mecha_parts/part/durand_head,
/obj/item/mecha_parts/part/durand_left_arm,
/obj/item/mecha_parts/part/durand_right_arm,
/obj/item/mecha_parts/part/durand_left_leg,
/obj/item/mecha_parts/part/durand_right_leg)
/obj/structure/mecha_wreckage/phazon
name = "\improper Phazon wreckage"
icon_state = "phazon-broken"
parts = list(
/obj/item/mecha_parts/part/phazon_torso,
/obj/item/mecha_parts/part/phazon_head,
/obj/item/mecha_parts/part/phazon_left_arm,
/obj/item/mecha_parts/part/phazon_right_arm,
/obj/item/mecha_parts/part/phazon_left_leg,
/obj/item/mecha_parts/part/phazon_right_leg)
/obj/structure/mecha_wreckage/savannah_ivanov
name = "\improper Savannah-Ivanov wreckage"
icon = 'icons/mob/rideables/coop_mech.dmi'
icon_state = "savannah_ivanov-broken"
welder_salvage = list(/obj/item/stack/sheet/mineral/silver, /obj/item/stack/sheet/iron, /obj/item/stack/rods)
parts = list(
/obj/item/mecha_parts/part/savannah_ivanov_torso,
/obj/item/mecha_parts/part/savannah_ivanov_head,
/obj/item/mecha_parts/part/savannah_ivanov_left_arm,
/obj/item/mecha_parts/part/savannah_ivanov_right_arm,
/obj/item/mecha_parts/part/savannah_ivanov_left_leg,
/obj/item/mecha_parts/part/savannah_ivanov_right_leg)
/obj/structure/mecha_wreckage/odysseus
name = "\improper Odysseus wreckage"
icon_state = "odysseus-broken"
parts = list(
/obj/item/mecha_parts/part/odysseus_torso,
/obj/item/mecha_parts/part/odysseus_head,
/obj/item/mecha_parts/part/odysseus_left_arm,
/obj/item/mecha_parts/part/odysseus_right_arm,
/obj/item/mecha_parts/part/odysseus_left_leg,
/obj/item/mecha_parts/part/odysseus_right_leg)