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Bubberstation/code/game/objects/items/robot/robot_items.dm

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/**********************************************************************
Cyborg Spec Items
***********************************************************************/
/obj/item/borg
icon = 'icons/mob/robot_items.dmi'
/obj/item/borg/stun
name = "electrically-charged arm"
icon_state = "elecarm"
var/charge_cost = 30
/obj/item/borg/stun/attack(mob/living/M, mob/living/silicon/robot/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.check_shields(0, "[M]'s [name]", src, MELEE_ATTACK))
playsound(M, 'sound/weapons/Genhit.ogg', 50, 1)
return 0
if(!user.cell.use(charge_cost))
return
user.do_attack_animation(M)
M.Weaken(5)
M.apply_effect(STUTTER, 5)
M.Stun(5)
M.visible_message("<span class='danger'>[user] has prodded [M] with [src]!</span>", \
"<span class='userdanger'>[user] has prodded you with [src]!</span>")
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
add_logs(user, M, "stunned", src, "(INTENT: [uppertext(user.a_intent)])")
/obj/item/borg/cyborghug
name = "Hugging Module"
icon_state = "hugmodule"
desc = "For when a someone really needs a hug."
var/mode = 0 //0 = Hugs 1 = "Hug" 2 = Shock 3 = CRUSH
var/ccooldown = 0
var/scooldown = 0
var/shockallowed = 0//Can it be a stunarm when emagged. Only PK borgs get this by default.
/obj/item/borg/cyborghug/attack_self(mob/living/user)
if(isrobot(user))
var/mob/living/silicon/robot/P = user
if(P.emagged&&shockallowed == 1)
if(mode < 3)
mode++
else
mode = 0
else if(mode < 1)
mode++
else
mode = 0
switch(mode)
if(0)
user << "Power reset. Hugs!"
if(1)
user << "Power increased!"
if(2)
user << "BZZT. Electrifying arms..."
if(3)
user << "ERROR: ARM ACTUATORS OVERLOADED."
/obj/item/borg/cyborghug/attack(mob/living/M, mob/living/silicon/robot/user)
switch(mode)
if(0)
if(M.health >= 0)
if(ishuman(M))
if(M.lying)
user.visible_message("<span class='notice'>[user] shakes [M] trying to get \him up!</span>", \
"<span class='notice'>You shake [M] trying to get \him up!</span>")
else
user.visible_message("<span class='notice'>[user] hugs [M] to make \him feel better!</span>", \
"<span class='notice'>You hug [M] to make \him feel better!</span>")
if(M.resting)
M.resting = 0
M.update_canmove()
else
user.visible_message("<span class='notice'>[user] pets [M]!</span>", \
"<span class='notice'>You pet [M]!</span>")
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if(1)
if(M.health >= 0)
if(ishuman(M))
if(M.lying)
user.visible_message("<span class='notice'>[user] shakes [M] trying to get \him up!</span>", \
"<span class='notice'>You shake [M] trying to get \him up!</span>")
else
user.visible_message("<span class='warning'>[user] hugs [M] in a firm bear-hug! [M] looks uncomfortable...</span>", \
"<span class='warning'>You hug [M] firmly to make \him feel better! [M] looks uncomfortable...</span>")
if(M.resting)
M.resting = 0
M.update_canmove()
else
user.visible_message("<span class='warning'>[user] bops [M] on the head!</span>", \
"<span class='warning'>You bop [M] on the head!</span>")
playsound(loc, 'sound/weapons/tap.ogg', 50, 1, -1)
if(2)
if(!scooldown)
if(M.health >= 0)
if(ishuman(M)||ismonkey(M))
M.electrocute_act(5, "[user]", safety = 1)
user.visible_message("<span class='userdanger'>[user] electrocutes [M] with their touch!</span>", \
"<span class='danger'>You electrocute [M] with your touch!</span>")
M.update_canmove()
else
if(!isrobot(M))
M.adjustFireLoss(10)
user.visible_message("<span class='userdanger'>[user] shocks [M]!</span>", \
"<span class='danger'>You shock [M]!</span>")
else
user.visible_message("<span class='userdanger'>[user] shocks [M]. It does not seem to have an effect</span>", \
"<span class='danger'>You shock [M] to no effect.</span>")
playsound(loc, 'sound/effects/sparks2.ogg', 50, 1, -1)
user.cell.charge -= 500
scooldown = 1
spawn(20)
scooldown = 0
if(3)
if(!ccooldown)
if(M.health >= 0)
if(ishuman(M))
user.visible_message("<span class='userdanger'>[user] crushes [M] in their grip!</span>", \
"<span class='danger'>You crush [M] in your grip!</span>")
else
user.visible_message("<span class='userdanger'>[user] crushes [M]!</span>", \
"<span class='danger'>You crush [M]!</span>")
playsound(loc, 'sound/weapons/smash.ogg', 50, 1, -1)
M.adjustBruteLoss(10)
user.cell.charge -= 300
ccooldown = 1
spawn(10)
ccooldown = 0
/obj/item/borg/cyborghug/peacekeeper
shockallowed = 1
/obj/item/borg/charger
name = "power connector"
icon_state = "charger_draw"
flags = NOBLUDGEON
var/mode = "draw"
var/list/charge_machines = list(/obj/machinery/cell_charger, /obj/machinery/recharger,
/obj/machinery/recharge_station, /obj/machinery/mech_bay_recharge_port)
var/list/charge_items = list(/obj/item/weapon/stock_parts/cell, /obj/item/weapon/gun/energy,
)
/obj/item/borg/charger/update_icon()
..()
icon_state = "charger_[mode]"
/obj/item/borg/charger/attack_self(mob/user)
if(mode == "draw")
mode = "charge"
else
mode = "draw"
user << "<span class='notice'>You toggle [src] to \"[mode]\" mode.</span>"
update_icon()
/obj/item/borg/charger/afterattack(obj/item/target, mob/living/silicon/robot/user, proximity_flag)
if(!proximity_flag || !isrobot(user))
return
if(mode == "draw")
if(is_type_in_list(target, charge_machines))
var/obj/machinery/M = target
if((M.stat & (NOPOWER|BROKEN)) || !M.anchored)
user << "<span class='warning'>[M] is unpowered!</span>"
return
user << "<span class='notice'>You connect to [M]'s power line...</span>"
while(do_after(user, 15, target = M, progress = 0))
if(!user || !user.cell || mode != "draw")
return
if((M.stat & (NOPOWER|BROKEN)) || !M.anchored)
break
if(!user.cell.give(150))
break
M.use_power(200)
user << "<span class='notice'>You stop charging youself.</span>"
else if(is_type_in_list(target, charge_items))
var/obj/item/weapon/stock_parts/cell/cell = target
if(!istype(cell))
cell = locate(/obj/item/weapon/stock_parts/cell) in target
if(!cell)
user << "<span class='warning'>[target] has no power cell!</span>"
return
if(istype(target, /obj/item/weapon/gun/energy))
var/obj/item/weapon/gun/energy/E = target
if(!E.can_charge)
user << "<span class='warning'>[target] has no power port!</span>"
return
if(!cell.charge)
user << "<span class='warning'>[target] has no power!</span>"
user << "<span class='notice'>You connect to [target]'s power port...</span>"
while(do_after(user, 15, target = target, progress = 0))
if(!user || !user.cell || mode != "draw")
return
if(!cell || !target)
return
if(cell != target && cell.loc != target)
return
var/draw = min(cell.charge, cell.chargerate*0.5, user.cell.maxcharge-user.cell.charge)
if(!cell.use(draw))
break
if(!user.cell.give(draw))
break
target.update_icon()
user << "<span class='notice'>You stop charging youself.</span>"
else if(is_type_in_list(target, charge_items))
var/obj/item/weapon/stock_parts/cell/cell = target
if(!istype(cell))
cell = locate(/obj/item/weapon/stock_parts/cell) in target
if(!cell)
user << "<span class='warning'>[target] has no power cell!</span>"
return
if(istype(target, /obj/item/weapon/gun/energy))
var/obj/item/weapon/gun/energy/E = target
if(!E.can_charge)
user << "<span class='warning'>[target] has no power port!</span>"
return
if(cell.charge >= cell.maxcharge)
user << "<span class='warning'>[target] is already charged!</span>"
user << "<span class='notice'>You connect to [target]'s power port...</span>"
while(do_after(user, 15, target = target, progress = 0))
if(!user || !user.cell || mode != "charge")
return
if(!cell || !target)
return
if(cell != target && cell.loc != target)
return
var/draw = min(user.cell.charge, cell.chargerate*0.5, cell.maxcharge-cell.charge)
if(!user.cell.use(draw))
break
if(!cell.give(draw))
break
target.update_icon()
user << "<span class='notice'>You stop charging [target].</span>"
/obj/item/device/harmalarm
name = "Sonic Harm Prevention Tool"
desc = "Releases a harmless blast that confuses most organics. For when the harm is JUST TOO MUCH"
icon_state = "megaphone"
var/cooldown = 0
var/emagged = 0
/obj/item/device/harmalarm/emag_act(mob/user)
emagged = !emagged
if(emagged)
user << "<font color='red'>You short out the safeties on the [src]!</font>"
else
user << "<font color='red'>You reset the safeties on the [src]!</font>"
/obj/item/device/harmalarm/attack_self(mob/user)
var/safety = !emagged
if(cooldown > world.time)
user << "<font color='red'>The device is still recharging!</font>"
return
if(isrobot(user))
var/mob/living/silicon/robot/R = user
if(R.cell.charge < 1200)
user << "<font color='red'>You don't have enough charge to do this!</font>"
return
R.cell.charge -= 1000
if(R.emagged)
safety = 0
if(safety == 1)
user.visible_message("<font color='red' size='2'>[user] blares out a near-deafening siren from its speakers!</font>", \
"<span class='userdanger'>The siren pierces your hearing and confuses you!</span>", \
"<span class='danger'>The siren pierces your hearing!</span>")
for(var/mob/living/M in get_hearers_in_view(9, user))
if(iscarbon(M))
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
continue
M.confused += 6
M << "<font color='red' size='7'>HUMAN HARM</font>"
playsound(get_turf(src), 'sound/AI/harmalarm.ogg', 70, 3)
cooldown = world.time + 200
log_game("[user.ckey]([user]) used a Cyborg Harm Alarm in ([user.x],[user.y],[user.z])")
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.connected_ai << "<br><span class='notice'>NOTICE - Peacekeeping 'HARM ALARM' used by: [user]</span><br>"
return
if(safety == 0)
for(var/mob/living/M in get_hearers_in_view(9, user))
if(iscarbon(M))
var/earsafety = 0
if(istype(M, /mob/living/carbon/alien))
continue
if(ishuman(M))
var/mob/living/carbon/human/S = M
if(istype(S.ears, /obj/item/clothing/ears/earmuffs))
continue
if(S.check_ear_prot())
earsafety = 1
if(earsafety)
M.confused += 5
M.stuttering += 10
M.adjustEarDamage(0, 5)
M.Jitter(10)
user.visible_message("<font color='red' size='3'>[user] blares out a sonic screech from its speakers!</font>", \
"<span class='userdanger'>You hear a sharp screech, before your thoughts are interrupted and you find yourself extremely disorientated.</span>", \
"<span class='danger'>You hear a sonic screech and suddenly can't seem to walk straight!")
else
M.Weaken(2)
M.confused += 10
M.stuttering += 15
M.adjustEarDamage(0, 20)
M.Jitter(25)
user.visible_message("<font color='red' size='3'>[user] blares out a sonic screech from its speakers!</font>", \
"<span class='userdanger'>You hear a sharp screech before your thoughts are interrupted and you collapse, your ears ringing!</span>", \
"<span class='danger'>You hear a sonic screech and collapse, your ears riniging!")
M << "<font color='red' size='7'>BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZT</font>"
playsound(get_turf(src), 'sound/machines/warning-buzzer.ogg', 130, 3)
cooldown = world.time + 600
log_game("[user.ckey]([user]) used an emagged Cyborg Harm Alarm in ([user.x],[user.y],[user.z])")
/**********************************************************************
HUD/SIGHT things
***********************************************************************/
/obj/item/borg/sight
var/sight_mode = null
/obj/item/borg/sight/xray
name = "\proper x-ray Vision"
icon = 'icons/obj/decals.dmi'
icon_state = "securearea"
sight_mode = BORGXRAY
/obj/item/borg/sight/thermal
name = "\proper thermal vision"
sight_mode = BORGTHERM
icon_state = "thermal"
/obj/item/borg/sight/meson
name = "\proper meson vision"
sight_mode = BORGMESON
icon_state = "meson"
/obj/item/borg/sight/material
name = "\proper material vision"
sight_mode = BORGMATERIAL
icon_state = "material"
/obj/item/borg/sight/hud
name = "hud"
var/obj/item/clothing/glasses/hud/hud = null
/obj/item/borg/sight/hud/med
name = "medical hud"
icon_state = "healthhud"
/obj/item/borg/sight/hud/med/New()
..()
hud = new /obj/item/clothing/glasses/hud/health(src)
return
/obj/item/borg/sight/hud/sec
name = "security hud"
icon_state = "securityhud"
/obj/item/borg/sight/hud/sec/New()
..()
hud = new /obj/item/clothing/glasses/hud/security(src)
return