Merge pull request #707 from KillianKirilenko/kk-cyclers

SSU Sync & Added Cyclers
This commit is contained in:
Repede
2020-04-19 13:45:42 -04:00
committed by GitHub
4 changed files with 126349 additions and 6439 deletions

View File

@@ -586,9 +586,9 @@
var/electrified = 0
//Departments that the cycler can paint suits to look like.
var/list/departments = list("Engineering","Mining","Medical","Security","Atmos","HAZMAT","Construction","Biohazard","Emergency Medical Response","Crowd Control")
var/list/departments = list("Engineering","Mining","Medical","Security","Atmospherics","HAZMAT","Construction","Biohazard","Emergency Medical Response","Crowd Control","Security EVA")
//Species that the suits can be configured to fit.
var/list/species = list(SPECIES_HUMAN,SPECIES_SKRELL,SPECIES_UNATHI,SPECIES_TAJ, SPECIES_TESHARI, "Nevrean", "Akula", "Sergal", "Flatland Zorren", "Highlander Zorren", "Vulpkanin", "Promethean", "Xenomorph Hybrid", "Xenochimera","Vasilissan", "Rapala", /*yawngreyedit*/SPECIES_GREY_YW) //VORESTATION EDIT
var/list/species = list(SPECIES_HUMAN,SPECIES_SKRELL,SPECIES_UNATHI,SPECIES_TAJ, SPECIES_TESHARI, /*yawngreyedit*/SPECIES_GREY_YW) //VORESTATION EDIT)
var/target_department
var/target_species
@@ -616,7 +616,7 @@
name = "Engineering suit cycler"
model_text = "Engineering"
req_access = list(access_construction)
departments = list("Engineering","Atmos","HAZMAT","Construction")
departments = list("Engineering","Atmospherics","HAZMAT","Construction")
/obj/machinery/suit_cycler/mining
name = "Mining suit cycler"
@@ -628,7 +628,7 @@
name = "Security suit cycler"
model_text = "Security"
req_access = list(access_security)
departments = list("Security","Crowd Control")
departments = list("Security","Crowd Control","Security EVA")
/obj/machinery/suit_cycler/medical
name = "Medical suit cycler"
@@ -766,8 +766,8 @@
//Clear the access reqs, disable the safeties, and open up all paintjobs.
to_chat(user, "<span class='danger'>You run the sequencer across the interface, corrupting the operating protocols.</span>")
departments = list("Engineering","Mining","Medical","Security","Atmos","HAZMAT","Construction","Biohazard","Crowd Control","Emergency Medical Response","^%###^%$", "Charring")
species = list(SPECIES_HUMAN,SPECIES_SKRELL,SPECIES_UNATHI,SPECIES_TAJ, SPECIES_TESHARI, "Nevrean", "Akula", "Sergal", "Flatland Zorren", "Highlander Zorren", "Vulpkanin", "Promethean", "Xenomorph Hybrid", "Vasilissan", "Rapala",/*YWEDITGREYADD*/SPECIES_GREY_YW) //VORESTATION EDIT
departments = list("Engineering","Mining","Medical","Security","Atmospherics","HAZMAT","Construction","Biohazard","Crowd Control","Security EVA","Emergency Medical Response","^%###^%$", "Charring")
species = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_UNATHI, SPECIES_TAJ, SPECIES_TESHARI, SPECIES_AKULA, SPECIES_SERGAL, SPECIES_VULPKANIN) //VORESTATION EDIT
emagged = 1
safeties = 0
@@ -979,7 +979,10 @@
return
//There HAS to be a less bloated way to do this. TODO: some kind of table/icon name coding? ~Z
//hold onto your hat, this sumbitch just got streamlined -KK
/obj/machinery/suit_cycler/proc/apply_paintjob()
var/obj/item/clothing/head/helmet/parent_helmet
var/obj/item/clothing/suit/space/parent_suit
if(!target_species || !target_department)
return
@@ -988,209 +991,110 @@
if(helmet) helmet.refit_for_species(target_species)
if(suit) suit.refit_for_species(target_species)
//Now "Complete" with most departmental and variant suits, and sorted by department. These aren't available in the standard or emagged cycler lists because they're incomplete for most species.
switch(target_department)
//Engineering and Engineering Variants
if("Engineering")
if(helmet)
helmet.name = "engineering voidsuit helmet"
helmet.icon_state = "rig0-engineering"
helmet.item_state = "rig0-engineering"
if(suit)
suit.name = "engineering voidsuit"
suit.icon_state = "rig-engineering"
suit.item_state = "rig-engineering"
suit.item_state_slots[slot_r_hand_str] = "eng_voidsuit"
suit.item_state_slots[slot_l_hand_str] = "eng_voidsuit"
if("Mining")
if(helmet)
helmet.name = "mining voidsuit helmet"
helmet.icon_state = "rig0-mining"
helmet.item_state = "rig0-mining"
if(suit)
suit.name = "mining voidsuit"
suit.icon_state = "rig-mining"
suit.item_state = "rig-mining"
suit.item_state_slots[slot_r_hand_str] = "mining_voidsuit"
suit.item_state_slots[slot_l_hand_str] = "mining_voidsuit"
if("Medical")
if(helmet)
helmet.name = "medical voidsuit helmet"
helmet.icon_state = "rig0-medical"
helmet.item_state = "rig0-medical"
if(suit)
suit.name = "medical voidsuit"
suit.icon_state = "rig-medical"
suit.item_state = "rig-medical"
suit.item_state_slots[slot_r_hand_str] = "medical_voidsuit"
suit.item_state_slots[slot_l_hand_str] = "medical_voidsuit"
if("Security")
if(helmet)
helmet.name = "security voidsuit helmet"
helmet.icon_state = "rig0-sec"
helmet.item_state = "rig0-sec"
if(suit)
suit.name = "security voidsuit"
suit.icon_state = "rig-sec"
suit.item_state = "rig-sec"
suit.item_state_slots[slot_r_hand_str] = "sec_voidsuit"
suit.item_state_slots[slot_l_hand_str] = "sec_voidsuit"
if("Crowd Control")
if(helmet)
helmet.name = "crowd control voidsuit helmet"
helmet.icon_state = "rig0-sec_riot"
helmet.item_state = "rig0-sec_riot"
if(suit)
suit.name = "crowd control voidsuit"
suit.icon_state = "rig-sec_riot"
suit.item_state = "rig-sec_riot"
suit.item_state_slots[slot_r_hand_str] = "sec_voidsuit_riot"
suit.item_state_slots[slot_l_hand_str] = "sec_voidsuit_riot"
if("Atmos")
if(helmet)
helmet.name = "atmospherics voidsuit helmet"
helmet.icon_state = "rig0-atmos"
helmet.item_state = "rig0-atmos"
if(suit)
suit.name = "atmospherics voidsuit"
suit.icon_state = "rig-atmos"
suit.item_state = "rig-atmos"
suit.item_state_slots[slot_r_hand_str] = "atmos_voidsuit"
suit.item_state_slots[slot_l_hand_str] = "atmos_voidsuit"
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering
parent_suit = /obj/item/clothing/suit/space/void/engineering
if("HAZMAT")
if(helmet)
helmet.name = "HAZMAT voidsuit helmet"
helmet.icon_state = "rig0-engineering_rad"
helmet.item_state = "rig0-engineering_rad"
if(suit)
suit.name = "HAZMAT voidsuit"
suit.icon_state = "rig-engineering_rad"
suit.item_state = "rig-engineering_rad"
suit.item_state_slots[slot_r_hand_str] = "eng_voidsuit_rad"
suit.item_state_slots[slot_l_hand_str] = "eng_voidsuit_rad"
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/hazmat
parent_suit = /obj/item/clothing/suit/space/void/engineering/hazmat
if("Construction")
if(helmet)
helmet.name = "Construction voidsuit helmet"
helmet.icon_state = "rig0-engineering_con"
helmet.item_state = "rig0-engineering_con"
if(suit)
suit.name = "Construction voidsuit"
suit.icon_state = "rig-engineering_con"
suit.item_state = "rig-engineering_con"
suit.item_state_slots[slot_r_hand_str] = "eng_voidsuit_con"
suit.item_state_slots[slot_l_hand_str] = "eng_voidsuit_con"
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/construction
parent_suit = /obj/item/clothing/suit/space/void/engineering/construction
if("Reinforced")
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/alt
parent_suit = /obj/item/clothing/suit/space/void/engineering/alt
if("Salvager")
parent_helmet = /obj/item/clothing/head/helmet/space/void/engineering/salvage
parent_suit = /obj/item/clothing/suit/space/void/engineering/salvage
if("Atmospherics")
parent_helmet = /obj/item/clothing/head/helmet/space/void/atmos
parent_suit = /obj/item/clothing/suit/space/void/atmos
if("Heavy Duty Atmospherics")
parent_helmet = /obj/item/clothing/head/helmet/space/void/atmos/alt
parent_suit = /obj/item/clothing/suit/space/void/atmos/alt
//Mining and Mining Variants
if("Mining")
parent_helmet = /obj/item/clothing/head/helmet/space/void/mining
parent_suit = /obj/item/clothing/suit/space/void/mining
if("Frontier Miner")
parent_helmet = /obj/item/clothing/head/helmet/space/void/mining/alt
parent_suit = /obj/item/clothing/suit/space/void/mining/alt
//Medical and Medical Variants
if("Medical")
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical
parent_suit = /obj/item/clothing/suit/space/void/medical
if("Biohazard")
if(helmet)
helmet.name = "Biohazard voidsuit helmet"
helmet.icon_state = "rig0-medical_bio"
helmet.item_state = "rig0-medical_bio"
if(suit)
suit.name = "Biohazard voidsuit"
suit.icon_state = "rig-medical_bio"
suit.item_state = "rig-medical_bio"
suit.item_state_slots[slot_r_hand_str] = "medical_voidsuit_bio"
suit.item_state_slots[slot_l_hand_str] = "medical_voidsuit_bio"
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical/bio
parent_suit = /obj/item/clothing/suit/space/void/medical/bio
if("Emergency Medical Response")
if(helmet)
helmet.name = "emergency medical response voidsuit helmet"
helmet.icon_state = "rig0-medical_emt"
helmet.item_state = "rig0-medical_emt"
if(suit)
suit.name = "emergency medical response voidsuit"
suit.icon_state = "rig-medical_emt"
suit.item_state = "rig-medical_emt"
suit.item_state_slots[slot_r_hand_str] = "medical_voidsuit_emt"
suit.item_state_slots[slot_l_hand_str] = "medical_voidsuit_emt"
if("^%###^%$" || "Mercenary")
if(helmet)
helmet.name = "blood-red voidsuit helmet"
helmet.icon_state = "rig0-syndie"
helmet.item_state = "rig0-syndie"
if(suit)
suit.name = "blood-red voidsuit"
suit.item_state = "rig-syndie"
suit.icon_state = "rig-syndie"
suit.item_state_slots[slot_r_hand_str] = "syndie_voidsuit"
suit.item_state_slots[slot_l_hand_str] = "syndie_voidsuit"
if("Charring")
if(helmet)
helmet.name = "soot-covered voidsuit helmet"
helmet.icon_state = "rig0-firebug"
helmet.item_state = "rig0-firebug"
if(suit)
suit.name = "soot-covered voidsuit"
suit.item_state = "rig-firebug"
suit.icon_state = "rig-firebug"
suit.item_state_slots[slot_r_hand_str] = "rig-firebug"
suit.item_state_slots[slot_l_hand_str] = "rig-firebug"
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical/emt
parent_suit = /obj/item/clothing/suit/space/void/medical/emt
if("Vey-Medical Streamlined")
parent_helmet = /obj/item/clothing/head/helmet/space/void/medical/alt
parent_suit = /obj/item/clothing/suit/space/void/medical/alt
//Security and Security Variants
if("Security")
parent_helmet = /obj/item/clothing/head/helmet/space/void/security
parent_suit = /obj/item/clothing/suit/space/void/security
if("Crowd Control")
parent_helmet = /obj/item/clothing/head/helmet/space/void/security/riot
parent_suit = /obj/item/clothing/suit/space/void/security/riot
if("Security EVA")
parent_helmet = /obj/item/clothing/head/helmet/space/void/security/alt
parent_suit = /obj/item/clothing/suit/space/void/security/alt
//Exploration Department
if("Exploration")
if(helmet)
helmet.name = "exploration voidsuit helmet"
helmet.icon_state = "helm_explorer"
helmet.item_state = "helm_explorer"
if(suit)
suit.name = "exploration voidsuit"
suit.icon_state = "void_explorer"
suit.item_state = "void_explorer"
suit.item_state_slots[slot_r_hand_str] = "wiz_voidsuit"
suit.item_state_slots[slot_l_hand_str] = "wiz_voidsuit"
parent_helmet = /obj/item/clothing/head/helmet/space/void/exploration
parent_suit = /obj/item/clothing/suit/space/void/exploration
if("Old Exploration")
if(helmet)
helmet.name = "exploration voidsuit helmet"
helmet.icon_state = "helm_explorer2"
helmet.item_state = "helm_explorer2"
if(suit)
suit.name = "exploration voidsuit"
suit.icon_state = "void_explorer2"
suit.item_state = "void_explorer2"
suit.item_state_slots[slot_r_hand_str] = "wiz_voidsuit"
suit.item_state_slots[slot_l_hand_str] = "wiz_voidsuit"
parent_helmet = /obj/item/clothing/head/helmet/space/void/exploration/alt
parent_suit = /obj/item/clothing/suit/space/void/exploration/alt
if("Pilot")
if(helmet)
helmet.name = "pilot voidsuit helmet"
helmet.icon_state = "rig0_pilot"
helmet.item_state = "pilot_helm"
if(suit)
suit.name = "pilot voidsuit"
suit.icon_state = "rig-pilot"
suit.item_state = "rig-pilot"
suit.item_state_slots[slot_r_hand_str] = "sec_voidsuitTG"
suit.item_state_slots[slot_l_hand_str] = "sec_voidsuitTG"
parent_helmet = /obj/item/clothing/head/helmet/space/void/pilot
parent_suit = /obj/item/clothing/suit/space/void/pilot
if("Pilot Blue")
if(helmet)
helmet.name = "pilot voidsuit helmet"
helmet.icon_state = "rig0_pilot2"
helmet.item_state = "pilot_helm2"
if(suit)
suit.name = "pilot voidsuit"
suit.icon_state = "rig-pilot2"
suit.item_state = "rig-pilot2"
suit.item_state_slots[slot_r_hand_str] = "sec_voidsuitTG"
suit.item_state_slots[slot_l_hand_str] = "sec_voidsuitTG"
parent_helmet = /obj/item/clothing/head/helmet/space/void/pilot/alt
parent_suit = /obj/item/clothing/suit/space/void/pilot/alt
//Antag Suits
if("^%###^%$" || "Mercenary")
parent_helmet = /obj/item/clothing/head/helmet/space/void/merc
parent_suit = /obj/item/clothing/suit/space/void/merc
if("Charring")
parent_helmet = /obj/item/clothing/head/helmet/space/void/merc/fire
parent_suit = /obj/item/clothing/suit/space/void/merc/fire
if("Gem-Encrusted" || "Wizard")
parent_helmet = /obj/item/clothing/head/helmet/space/void/wizard
parent_suit = /obj/item/clothing/suit/space/void/wizard
//BEGIN: Space for additional downstream variants
//VOREStation Addition Start
if("Director")
if(helmet)
helmet.name = "director voidsuit helmet"
helmet.icon_state = "capvoid"
helmet.item_state = "capvoid"
if(suit)
suit.name = "director voidsuit"
suit.icon_state = "capsuit_void"
suit.item_state = "capsuit_void"
suit.item_state_slots[slot_r_hand_str] = "wiz_voidsuit"
suit.item_state_slots[slot_l_hand_str] = "wiz_voidsuit"
parent_helmet = /obj/item/clothing/head/helmet/space/void/captain
parent_suit = /obj/item/clothing/suit/space/void/captain
if("Prototype")
if(helmet)
helmet.name = "prototype voidsuit helmet"
helmet.icon_state = "hosproto"
helmet.item_state = "hosproto"
if(suit)
suit.name = "prototype voidsuit"
suit.icon_state = "hosproto_void"
suit.item_state = "hosproto_void"
suit.item_state_slots[slot_r_hand_str] = "sec_voidsuitTG"
suit.item_state_slots[slot_l_hand_str] = "sec_voidsuitTG"
parent_helmet = /obj/item/clothing/head/helmet/space/void/merc/prototype
parent_suit = /obj/item/clothing/suit/space/void/merc/prototype
//VOREStation Addition End
//END: downstream variant space
//look at this! isn't it beautiful? -KK (well ok not beautiful but it's a lot cleaner)
if(helmet)
var/obj/item/clothing/H = new parent_helmet
helmet.name = "refitted [initial(parent_helmet.name)]"
helmet.desc = initial(parent_helmet.desc)
helmet.icon_state = initial(parent_helmet.icon_state)
helmet.item_state = initial(parent_helmet.item_state)
helmet.light_overlay = initial(parent_helmet.light_overlay)
helmet.item_state_slots = H.item_state_slots
qdel(H)
if(helmet) helmet.name = "refitted [helmet.name]"
if(suit) suit.name = "refitted [suit.name]"
if(suit)
var/obj/item/clothing/S = new parent_suit
suit.name = "refitted [initial(parent_suit.name)]"
suit.desc = initial(parent_suit.desc)
suit.icon_state = initial(parent_suit.icon_state)
suit.item_state = initial(parent_suit.item_state)
suit.item_state_slots = S.item_state_slots
qdel(S)

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@@ -0,0 +1,2 @@
/obj/machinery/suit_cycler/prototype
req_access = list(access_hos)

File diff suppressed because it is too large Load Diff

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@@ -818,6 +818,7 @@
#include "code\game\machinery\status_display_ai.dm"
#include "code\game\machinery\suit_storage_unit.dm"
#include "code\game\machinery\suit_storage_unit_vr.dm"
#include "code\game\machinery\suit_storage_unit_yw.dm"
#include "code\game\machinery\supply_display.dm"
#include "code\game\machinery\supplybeacon.dm"
#include "code\game\machinery\syndicatebeacon.dm"