Moved everything to a module-based hardsuit system.
Generalized all ninja power and gear code to work with new rig system. Added shurikens, weapon mount, more work on deployable items. Readded energy nets and energy blades. Grenade launcher/charge stuff, interface stuff. Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files. Refactored the energy net and teleportation proc. Totally rewrote AI core/intellicard transfer procs. Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process. Updated map paths to use voidsuits. Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use. Added rigsuit verbs, added voice changer. Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets. Added drain_power() procs to vulnerable machinery. Reimplemented data theft. Added suit maluses for losing your cell while wearing one. Transitioned the rig suits to a back-mounted item that also controls a chestpiece. Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
@@ -234,8 +234,6 @@
|
||||
#include "code\game\gamemodes\events\clang.dm"
|
||||
#include "code\game\gamemodes\events\dust.dm"
|
||||
#include "code\game\gamemodes\events\miniblob.dm"
|
||||
#include "code\game\gamemodes\events\ninja_abilities.dm"
|
||||
#include "code\game\gamemodes\events\ninja_equipment.dm"
|
||||
#include "code\game\gamemodes\events\power_failure.dm"
|
||||
#include "code\game\gamemodes\events\space_ninja.dm"
|
||||
#include "code\game\gamemodes\events\spacevines.dm"
|
||||
@@ -776,7 +774,6 @@
|
||||
#include "code\modules\clothing\gloves\boxing.dm"
|
||||
#include "code\modules\clothing\gloves\color.dm"
|
||||
#include "code\modules\clothing\gloves\miscellaneous.dm"
|
||||
#include "code\modules\clothing\gloves\ninja.dm"
|
||||
#include "code\modules\clothing\head\collectable.dm"
|
||||
#include "code\modules\clothing\head\hardhat.dm"
|
||||
#include "code\modules\clothing\head\helmet.dm"
|
||||
@@ -788,19 +785,35 @@
|
||||
#include "code\modules\clothing\masks\breath.dm"
|
||||
#include "code\modules\clothing\masks\gasmask.dm"
|
||||
#include "code\modules\clothing\masks\miscellaneous.dm"
|
||||
#include "code\modules\clothing\masks\voice.dm"
|
||||
#include "code\modules\clothing\shoes\colour.dm"
|
||||
#include "code\modules\clothing\shoes\magboots.dm"
|
||||
#include "code\modules\clothing\shoes\miscellaneous.dm"
|
||||
#include "code\modules\clothing\spacesuits\alien.dm"
|
||||
#include "code\modules\clothing\spacesuits\breaches.dm"
|
||||
#include "code\modules\clothing\spacesuits\captain.dm"
|
||||
#include "code\modules\clothing\spacesuits\ert.dm"
|
||||
#include "code\modules\clothing\spacesuits\miscellaneous.dm"
|
||||
#include "code\modules\clothing\spacesuits\ninja.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig.dm"
|
||||
#include "code\modules\clothing\spacesuits\spacesuits.dm"
|
||||
#include "code\modules\clothing\spacesuits\syndi.dm"
|
||||
#include "code\modules\clothing\spacesuits\void.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\rig.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\rig_attackby.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\rig_pieces.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\rig_verbs.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\combat.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\computer.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\modules.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\ninja.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\utility.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\vision.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\suits\ert.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\suits\hacker.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\suits\light.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\suits\ninja.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\suits\stealth.dm"
|
||||
#include "code\modules\clothing\spacesuits\void\merc.dm"
|
||||
#include "code\modules\clothing\spacesuits\void\station.dm"
|
||||
#include "code\modules\clothing\spacesuits\void\void.dm"
|
||||
#include "code\modules\clothing\spacesuits\void\wizard.dm"
|
||||
#include "code\modules\clothing\suits\alien.dm"
|
||||
#include "code\modules\clothing\suits\armor.dm"
|
||||
#include "code\modules\clothing\suits\bio.dm"
|
||||
|
||||
@@ -50,20 +50,25 @@
|
||||
var/mob/living/silicon/ai/occupant = null
|
||||
var/busy = 0
|
||||
|
||||
// Ninja gloves check
|
||||
attack_hand(mob/user as mob)
|
||||
if(ishuman(user) && istype(user:gloves, /obj/item/clothing/gloves/space_ninja) && user:gloves:candrain && !user:gloves:draining)
|
||||
if(user:wear_suit:s_control)
|
||||
user:wear_suit.transfer_ai("AIFIXER","NINJASUIT",src,user)
|
||||
else
|
||||
user << "\red <b>ERROR</b>: \black Remote access channel disabled."
|
||||
return
|
||||
..()
|
||||
|
||||
attackby(obj/I as obj,mob/user as mob)
|
||||
if(computer && !computer.stat)
|
||||
|
||||
if(istype(I, /obj/item/device/aicard))
|
||||
I:transfer_ai("AIFIXER","AICARD",src,user)
|
||||
|
||||
var/obj/item/device/aicard/card = I
|
||||
var/mob/living/silicon/ai/comp_ai = locate() in src
|
||||
var/mob/living/silicon/ai/card_ai = locate() in card
|
||||
|
||||
if(istype(comp_ai))
|
||||
if(busy)
|
||||
user << "\red <b>ERROR</b>: \black Reconstruction in progress."
|
||||
return
|
||||
card.grab_ai(comp_ai, user)
|
||||
if(!(locate(/mob/living/silicon/ai) in src)) occupant = null
|
||||
else if(istype(card_ai))
|
||||
load_ai(card_ai,card,user)
|
||||
occupant = locate(/mob/living/silicon/ai) in src
|
||||
|
||||
if(computer.program)
|
||||
computer.program.update_icon()
|
||||
computer.update_icon()
|
||||
@@ -71,6 +76,24 @@
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/part/computer/ai_holder/proc/load_ai(var/mob/living/silicon/ai/transfer, var/obj/item/device/aicard/card, var/mob/user)
|
||||
|
||||
if(!transfer)
|
||||
return
|
||||
|
||||
// Transfer over the AI.
|
||||
transfer << "You have been uploaded to a stationary terminal. Sadly, there is no remote access from here."
|
||||
user << "\blue <b>Transfer successful</b>: \black [transfer.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed."
|
||||
|
||||
transfer.loc = src
|
||||
transfer.cancel_camera()
|
||||
transfer.control_disabled = 1
|
||||
occupant = transfer
|
||||
|
||||
if(card)
|
||||
card.clear()
|
||||
|
||||
|
||||
/*
|
||||
ID computer cardslot - reading and writing slots
|
||||
*/
|
||||
|
||||
@@ -208,9 +208,22 @@
|
||||
*/
|
||||
/mob/proc/MiddleClickOn(var/atom/A)
|
||||
return
|
||||
|
||||
/mob/living/carbon/MiddleClickOn(var/atom/A)
|
||||
swap_hand()
|
||||
|
||||
/mob/living/carbon/human/MiddleClickOn(var/atom/A)
|
||||
|
||||
if(back)
|
||||
var/obj/item/weapon/storage/rig/rig = back
|
||||
if(istype(rig) && rig.selected_module)
|
||||
if(world.time <= next_move) return
|
||||
next_move = world.time + 8
|
||||
rig.selected_module.engage(A)
|
||||
return
|
||||
|
||||
swap_hand()
|
||||
|
||||
// In case of use break glass
|
||||
/*
|
||||
/atom/proc/MiddleClick(var/mob/M as mob)
|
||||
|
||||
@@ -267,8 +267,15 @@
|
||||
if(C.internals)
|
||||
C.internals.icon_state = "internal0"
|
||||
else
|
||||
if(!istype(C.wear_mask, /obj/item/clothing/mask))
|
||||
C << "<span class='notice'>You are not wearing a mask.</span>"
|
||||
|
||||
var/no_mask
|
||||
if(!(C.wear_mask && C.wear_mask.flags & AIRTIGHT))
|
||||
var/mob/living/carbon/human/H = C
|
||||
if(!(H.head && H.head.flags & AIRTIGHT))
|
||||
C << "<span class='notice'>You are not wearing a mask.</span>"
|
||||
no_mask = 1
|
||||
|
||||
if(no_mask)
|
||||
return 1
|
||||
else
|
||||
var/list/nicename = null
|
||||
|
||||
@@ -73,13 +73,13 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
|
||||
if(!istype(usr, /mob/living/carbon/human))
|
||||
usr << "You aren't a human, Why are you trying to cast a human spell, silly non-human? Casting human spells is for humans."
|
||||
return 0
|
||||
if(!istype(usr:wear_suit, /obj/item/clothing/suit/wizrobe) && !istype(user:wear_suit, /obj/item/clothing/suit/space/rig/wizard))
|
||||
if(!istype(usr:wear_suit, /obj/item/clothing/suit/wizrobe) && !istype(user:wear_suit, /obj/item/clothing/suit/space/void/wizard))
|
||||
usr << "I don't feel strong enough without my robe."
|
||||
return 0
|
||||
if(!istype(usr:shoes, /obj/item/clothing/shoes/sandal))
|
||||
usr << "I don't feel strong enough without my sandals."
|
||||
return 0
|
||||
if(!istype(usr:head, /obj/item/clothing/head/wizard) && !istype(user:head, /obj/item/clothing/head/helmet/space/rig/wizard))
|
||||
if(!istype(usr:head, /obj/item/clothing/head/wizard) && !istype(user:head, /obj/item/clothing/head/helmet/space/void/wizard))
|
||||
usr << "I don't feel strong enough without my hat."
|
||||
return 0
|
||||
|
||||
|
||||
@@ -356,7 +356,6 @@
|
||||
if(player.current && !(istype(player.current,/mob/living/carbon/human))) return 0
|
||||
|
||||
//Ninja intro crawl goes here.
|
||||
|
||||
if(!config.objectives_disabled)
|
||||
player.objectives += new /datum/objective/ninja_highlander()
|
||||
player.objectives += new /datum/objective/survive()
|
||||
@@ -369,9 +368,6 @@
|
||||
var/mob/living/carbon/human/N = player.current
|
||||
N.internal = N.s_store
|
||||
N.internals.icon_state = "internal1"
|
||||
if(N.wear_suit && istype(N.wear_suit,/obj/item/clothing/suit/space/space_ninja))
|
||||
var/obj/item/clothing/suit/space/space_ninja/S = N.wear_suit
|
||||
S:randomize_param()
|
||||
|
||||
/datum/game_mode/calamity/proc/spawn_vox_raiders(var/list/candidates)
|
||||
|
||||
|
||||
@@ -1,404 +0,0 @@
|
||||
/*
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
|
||||
==================================SPACE NINJA ABILITIES====================================
|
||||
___________________________________________________________________________________________
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
*/
|
||||
|
||||
//=======//SAFETY CHECK//=======//
|
||||
/*
|
||||
X is optional, tells the proc to check for specific stuff. C is also optional.
|
||||
All the procs here assume that the character is wearing the ninja suit if they are using the procs.
|
||||
They should, as I have made every effort for that to be the case.
|
||||
In the case that they are not, I imagine the game will run-time error like crazy.
|
||||
s_cooldown ticks off each second based on the suit recharge proc, in seconds. Default of 1 seconds. Some abilities have no cool down.
|
||||
*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(C = 0, X = 0)
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if( (U.stat||U.incorporeal_move)&&X!=3 )//Will not return if user is using an adrenaline booster since you can use them when stat==1.
|
||||
U << "\red You must be conscious and solid to do this."//It's not a problem of stat==2 since the ninja will explode anyway if they die.
|
||||
return 1
|
||||
else if(C&&cell.charge < C*10)
|
||||
U << "\red Not enough energy."
|
||||
return 1
|
||||
switch(X)
|
||||
if(1)
|
||||
cancel_stealth()//Get rid of it.
|
||||
if(2)
|
||||
if(s_bombs<=0)
|
||||
U << "\red There are no more smoke bombs remaining."
|
||||
return 1
|
||||
if(3)
|
||||
if(a_boost<=0)
|
||||
U << "\red You do not have any more adrenaline boosters."
|
||||
return 1
|
||||
if(s_coold)
|
||||
return s_coold
|
||||
cell.use(C*10)
|
||||
return 0
|
||||
|
||||
//=======//TELEPORT GRAB CHECK//=======//
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/handle_teleport_grab(turf/T, mob/living/U)
|
||||
if(istype(U.get_active_hand(),/obj/item/weapon/grab))//Handles grabbed persons.
|
||||
var/obj/item/weapon/grab/G = U.get_active_hand()
|
||||
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
|
||||
if(istype(U.get_inactive_hand(),/obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = U.get_inactive_hand()
|
||||
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
|
||||
return
|
||||
|
||||
//=======//SMOKE//=======//
|
||||
/*Summons smoke in radius of user.
|
||||
Not sure why this would be useful (it's not) but whatever. Ninjas need their smoke bombs.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke()
|
||||
set name = "Smoke Bomb"
|
||||
set desc = "Blind your enemies momentarily with a well-placed smoke bomb."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0//Will not see it when right clicking.
|
||||
|
||||
if(!ninjacost(,2))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
U << "\blue There are <B>[s_bombs]</B> smoke bombs remaining."
|
||||
var/datum/effect/effect/system/smoke_spread/bad/smoke = new /datum/effect/effect/system/smoke_spread/bad()
|
||||
smoke.set_up(10, 0, U.loc)
|
||||
smoke.start()
|
||||
playsound(U.loc, 'sound/effects/bamf.ogg', 50, 2)
|
||||
s_bombs--
|
||||
s_coold = 1
|
||||
return
|
||||
|
||||
|
||||
//=======//PHASE SHIFT//=======//
|
||||
//Right click to teleport somewhere, almost exactly like admin jump to turf.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
|
||||
set name = "Phase Shift (400E)"
|
||||
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
|
||||
set category = null//So it does not show up on the panel but can still be right-clicked.
|
||||
set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
|
||||
|
||||
var/C = 40
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if((!T.density)&&istype(mobloc, /turf))
|
||||
spawn(0)
|
||||
playsound(U.loc, 'sound/effects/sparks4.ogg', 50, 1)
|
||||
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
handle_teleport_grab(T, U)
|
||||
U.loc = T
|
||||
s_coold = 1
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1)
|
||||
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
else
|
||||
U << "\red You cannot teleport into solid walls or from solid matter."
|
||||
return
|
||||
|
||||
//=======//PHASE JAUNT//=======//
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
|
||||
set name = "Phase Jaunt (250E)"
|
||||
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a random destination straight ahead."
|
||||
set category = "Ninja Ability"
|
||||
|
||||
straight_phase()
|
||||
|
||||
//=======//EM PULSE//=======//
|
||||
//Disables nearby tech equipment.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
|
||||
set name = "EM Burst (2,000E)"
|
||||
set desc = "Disable any nearby technology with a electro-magnetic pulse."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 200
|
||||
if(!ninjacost(C,0)) // EMP's now cost 1,000Energy about 30%
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
|
||||
empulse(U, 2, 3) //Procs sure are nice. Slightly weaker than wizard's disable tch.
|
||||
s_coold = 2
|
||||
return
|
||||
|
||||
//=======//ENERGY BLADE//=======//
|
||||
//Summons a blade of energy in active hand.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
|
||||
set name = "Energy Blade (500E)"
|
||||
set desc = "Create a focused beam of energy in your active hand."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 50
|
||||
if(!ninjacost(C,0)) //Same spawn cost but higher upkeep cost
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(!kamikaze)
|
||||
if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
spark_system.start()
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
U.put_in_hands(W)
|
||||
else
|
||||
U << "\red You can only summon one blade. Try dropping an item first."
|
||||
else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains.
|
||||
if(!U.get_active_hand())
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
U.put_in_hands(W)
|
||||
if(!U.get_inactive_hand())
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
U.put_in_inactive_hand(W)
|
||||
spark_system.start()
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
s_coold = 1
|
||||
return
|
||||
|
||||
//=======//NINJA STARS//=======//
|
||||
/*Shoots ninja stars at random people.
|
||||
This could be a lot better but I'm too tired atm.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
|
||||
set name = "Energy Star (800E)"
|
||||
set desc = "Launches an energy star at a random living target."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 80
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/targets[] = list()//So yo can shoot while yo throw dawg
|
||||
for(var/mob/living/M in oview(loc))
|
||||
if(M.stat) continue//Doesn't target corpses or paralyzed persons.
|
||||
targets.Add(M)
|
||||
if(targets.len)
|
||||
var/mob/living/target=pick(targets)//The point here is to pick a random, living mob in oview to shoot stuff at.
|
||||
|
||||
var/turf/curloc = U.loc
|
||||
var/atom/targloc = get_turf(target)
|
||||
if (!targloc || !istype(targloc, /turf) || !curloc)
|
||||
return
|
||||
if (targloc == curloc)
|
||||
return
|
||||
var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(U.loc)
|
||||
A.current = curloc
|
||||
A.yo = targloc.y - curloc.y
|
||||
A.xo = targloc.x - curloc.x
|
||||
A.process()
|
||||
else
|
||||
U << "\red There are no targets in view."
|
||||
return
|
||||
|
||||
//=======//ENERGY NET//=======//
|
||||
/*Allows the ninja to capture people, I guess.
|
||||
Must right click on a mob to activate.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
|
||||
set name = "Energy Net (7,000E)"
|
||||
set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
|
||||
set category = null
|
||||
set src = usr.contents
|
||||
|
||||
var/C = 700
|
||||
if(!ninjacost(C,0)&&iscarbon(M))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
|
||||
//if(M)//DEBUG
|
||||
if(!locate(/obj/effect/energy_net) in M.loc)//Check if they are already being affected by an energy net.
|
||||
for(var/turf/T in getline(U.loc, M.loc))
|
||||
if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
|
||||
U << "You may not use an energy net through solid obstacles!"
|
||||
return
|
||||
spawn(0)
|
||||
U.Beam(M,"n_beam",,15)
|
||||
M.captured = 1
|
||||
U.say("Get over here!")
|
||||
var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
|
||||
E.layer = M.layer+1//To have it appear one layer above the mob.
|
||||
for(var/mob/O in viewers(U, 3))
|
||||
O.show_message(text("\red [] caught [] with an energy net!", U, M), 1)
|
||||
E.affecting = M
|
||||
E.master = U
|
||||
spawn(0)//Parallel processing.
|
||||
E.process(M)
|
||||
else
|
||||
U << "They are already trapped inside an energy net."
|
||||
else
|
||||
U << "They will bring no honor to your Clan!"
|
||||
return
|
||||
|
||||
//=======//ADRENALINE BOOST//=======//
|
||||
/*Wakes the user so they are able to do their thing. Also injects a decent dose of radium.
|
||||
Movement impairing would indicate drugs and the like.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
|
||||
set name = "Adrenaline Boost"
|
||||
set desc = "Inject a secret chemical that will counteract all movement-impairing effect."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(!ninjacost(,3))//Have to make sure stat is not counted for this ability.
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
//Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
|
||||
//For now, adrenaline boosters ARE the miracle injection. Well, radium, really.
|
||||
U.SetParalysis(0)
|
||||
U.SetWeakened(0)
|
||||
/*
|
||||
Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat.
|
||||
This lead to me and others spamming adrenaline boosters because they failed to kick in on time.
|
||||
It's technically possible to come back from crit with this but it is very temporary.
|
||||
Life.dm will kick the player back into unconsciosness the next process loop.
|
||||
*/
|
||||
U.stat = 0//At least now you should be able to teleport away or shoot ninja stars.
|
||||
spawn(30)//Slight delay so the enemy does not immedietly know the ability was used. Due to lag, this often came before waking up.
|
||||
U.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"))
|
||||
spawn(70)
|
||||
reagents.reaction(U, 2)
|
||||
reagents.trans_id_to(U, "radium", a_transfer)
|
||||
U << "\red You are beginning to feel the after-effect of the injection."
|
||||
a_boost--
|
||||
s_coold = 3
|
||||
return
|
||||
|
||||
/*
|
||||
===================================================================================
|
||||
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<KAMIKAZE MODE>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
|
||||
===================================================================================
|
||||
Or otherwise known as anime mode. Which also happens to be ridiculously powerful.
|
||||
*/
|
||||
|
||||
//=======//NINJA MOVEMENT//=======//
|
||||
//Also makes you move like you're on crack.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjawalk()
|
||||
set name = "Shadow Walk"
|
||||
set desc = "Combines the VOID-shift and CLOAK-tech devices to freely move between solid matter. Toggle on or off."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(!U.incorporeal_move)
|
||||
U.incorporeal_move = 2
|
||||
U << "\blue You will now phase through solid matter."
|
||||
else
|
||||
U.incorporeal_move = 0
|
||||
U << "\blue You will no-longer phase through solid matter."
|
||||
return
|
||||
|
||||
//=======//5 TILE TELEPORT/GIB//=======//
|
||||
//Allows to gib up to five squares in a straight line. Seriously.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer()
|
||||
set name = "Phase Slayer"
|
||||
set desc = "Utilizes the internal VOID-shift device to mutilate creatures in a straight line."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(straight_phase(1, 5, 5, 0))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
U.say("Ai Satsugai!")
|
||||
|
||||
//=======//TELEPORT BEHIND MOB//=======//
|
||||
/*Appear behind a randomly chosen mob while a few decoy teleports appear.
|
||||
This is so anime it hurts. But that's the point.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjamirage()
|
||||
set name = "Spider Mirage"
|
||||
set desc = "Utilizes the internal VOID-shift device to create decoys and teleport behind a random target."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(!ninjacost())//Simply checks for stat.
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/targets[]
|
||||
targets = new()
|
||||
for(var/mob/living/M in oview(6))
|
||||
if(M.stat) continue//Doesn't target corpses or paralyzed people.
|
||||
targets.Add(M)
|
||||
if(targets.len)
|
||||
var/mob/living/target=pick(targets)
|
||||
var/locx
|
||||
var/locy
|
||||
var/turf/mobloc = get_turf(target.loc)
|
||||
var/safety = 0
|
||||
switch(target.dir)
|
||||
if(NORTH)
|
||||
locx = mobloc.x
|
||||
locy = (mobloc.y-1)
|
||||
if(locy<1)
|
||||
safety = 1
|
||||
if(SOUTH)
|
||||
locx = mobloc.x
|
||||
locy = (mobloc.y+1)
|
||||
if(locy>world.maxy)
|
||||
safety = 1
|
||||
if(EAST)
|
||||
locy = mobloc.y
|
||||
locx = (mobloc.x-1)
|
||||
if(locx<1)
|
||||
safety = 1
|
||||
if(WEST)
|
||||
locy = mobloc.y
|
||||
locx = (mobloc.x+1)
|
||||
if(locx>world.maxx)
|
||||
safety = 1
|
||||
else safety=1
|
||||
if(!safety&&istype(mobloc, /turf))
|
||||
U.say("Kumo no Shinkiro!")
|
||||
var/turf/picked = locate(locx,locy,mobloc.z)
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
spawn(0)
|
||||
var/limit = 4
|
||||
for(var/turf/T in oview(5))
|
||||
if(prob(20))
|
||||
spawn(0)
|
||||
anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
limit--
|
||||
if(limit<=0) break
|
||||
|
||||
handle_teleport_grab(picked, U)
|
||||
U.loc = picked
|
||||
U.dir = target.dir
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
s_coold = 1
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
else
|
||||
U << "\red There are no targets in view."
|
||||
return
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/straight_phase(var/slay = 0, var/min_range=5, var/max_range = 9, var/cost = 25)
|
||||
if(!ninjacost(cost,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/destination = get_teleport_loc(U.loc,U, rand(min_range, max_range))
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if(destination && istype(mobloc, /turf))
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
if(slay)
|
||||
spawn(0)
|
||||
for(var/turf/T in getline(mobloc, destination))
|
||||
spawn(0)
|
||||
T.kill_creatures(U)
|
||||
if(T==mobloc||T==destination) continue
|
||||
spawn(0)
|
||||
anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
handle_teleport_grab(destination, U)
|
||||
U.loc = destination
|
||||
s_coold = slay
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
return 1
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
return 0
|
||||
@@ -208,7 +208,6 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
|
||||
//The ninja will be created on the right spawn point or at late join.
|
||||
var/mob/living/carbon/human/new_ninja = create_space_ninja(pick(ninjastart.len ? ninjastart : latejoin))
|
||||
new_ninja.key = ninja_key
|
||||
new_ninja.wear_suit:randomize_param()//Give them a random set of suit parameters.
|
||||
new_ninja.internal = new_ninja.s_store //So the poor ninja has something to breath when they spawn in spess.
|
||||
new_ninja.internals.icon_state = "internal1"
|
||||
|
||||
@@ -446,14 +445,11 @@ As such, it's hard-coded for now. No reason for it not to be, really.
|
||||
if(confirm != "Yes") return
|
||||
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
log_admin("[key_name(src)] turned [M.key] into a Space Ninja.")
|
||||
spawn(10)
|
||||
M:create_mind_space_ninja()
|
||||
M:equip_space_ninja(1)
|
||||
if(istype(M:wear_suit, /obj/item/clothing/suit/space/space_ninja))
|
||||
M:wear_suit:randomize_param()
|
||||
spawn(0)
|
||||
M:wear_suit:ninitialize(10,M)
|
||||
H.create_mind_space_ninja()
|
||||
H.equip_space_ninja(1)
|
||||
else
|
||||
alert("Invalid mob")
|
||||
|
||||
@@ -534,533 +530,9 @@ As such, it's hard-coded for now. No reason for it not to be, really.
|
||||
equip_to_slot_or_del(new /obj/item/clothing/under/color/blackf(src), slot_w_uniform)
|
||||
else
|
||||
equip_to_slot_or_del(new /obj/item/clothing/under/color/black(src), slot_w_uniform)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/shoes/space_ninja(src), slot_shoes)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/suit/space/space_ninja(src), slot_wear_suit)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/gloves/space_ninja(src), slot_gloves)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/space_ninja(src), slot_head)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/rig/light/ninja(src), slot_back)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/voice/space_ninja(src), slot_wear_mask)
|
||||
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_belt)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_r_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_l_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/tank/oxygen(src), slot_s_store)
|
||||
return 1
|
||||
|
||||
//=======//HELPER PROCS//=======//
|
||||
|
||||
//Randomizes suit parameters.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/randomize_param()
|
||||
s_cost = rand(1,20)
|
||||
s_acost = rand(20,100)
|
||||
k_cost = rand(100,500)
|
||||
k_damage = rand(1,20)
|
||||
s_delay = rand(10,100)
|
||||
s_bombs = rand(5,20)
|
||||
a_boost = rand(1,7)
|
||||
|
||||
//This proc prevents the suit from being taken off.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/lock_suit(mob/living/carbon/U, X = 0)
|
||||
if(X)//If you want to check for icons.
|
||||
icon_state = U.gender==FEMALE ? "s-ninjanf" : "s-ninjan"
|
||||
U:gloves.icon_state = "s-ninjan"
|
||||
U:gloves.item_state = "s-ninjan"
|
||||
else
|
||||
if(U.mind.special_role!="Ninja")
|
||||
U << "\red <B>f<>TaL <20><>RRoR</B>: 382200-*#00C<30>DE <B>RED</B>\nUNAU<41>HORIZED US<55> DET<45>C<EFBFBD><43><EFBFBD>eD\nCoMM<4D>NCING SUB-R0U<30>IN3 13...\nT<6E>RMInATING U-U-US<55>R..."
|
||||
U.gib()
|
||||
return 0
|
||||
if(!istype(U:head, /obj/item/clothing/head/helmet/space/space_ninja))
|
||||
U << "\red <B>ERROR</B>: 100113 \black UNABLE TO LOCATE HEAD GEAR\nABORTING..."
|
||||
return 0
|
||||
if(!istype(U:shoes, /obj/item/clothing/shoes/space_ninja))
|
||||
U << "\red <B>ERROR</B>: 122011 \black UNABLE TO LOCATE FOOT GEAR\nABORTING..."
|
||||
return 0
|
||||
if(!istype(U:gloves, /obj/item/clothing/gloves/space_ninja))
|
||||
U << "\red <B>ERROR</B>: 110223 \black UNABLE TO LOCATE HAND GEAR\nABORTING..."
|
||||
return 0
|
||||
|
||||
affecting = U
|
||||
canremove = 0
|
||||
slowdown = 0
|
||||
n_hood = U:head
|
||||
n_hood.canremove=0
|
||||
n_shoes = U:shoes
|
||||
n_shoes.canremove=0
|
||||
n_shoes.slowdown--
|
||||
n_gloves = U:gloves
|
||||
n_gloves.canremove=0
|
||||
|
||||
return 1
|
||||
|
||||
//This proc allows the suit to be taken off.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/unlock_suit()
|
||||
affecting = null
|
||||
canremove = 1
|
||||
slowdown = 1
|
||||
icon_state = "s-ninja"
|
||||
if(n_hood)//Should be attached, might not be attached.
|
||||
n_hood.canremove=1
|
||||
if(n_shoes)
|
||||
n_shoes.canremove=1
|
||||
n_shoes.slowdown++
|
||||
if(n_gloves)
|
||||
n_gloves.icon_state = "s-ninja"
|
||||
n_gloves.item_state = "s-ninja"
|
||||
n_gloves.canremove=1
|
||||
n_gloves.candrain=0
|
||||
n_gloves.draining=0
|
||||
|
||||
//Allows the mob to grab a stealth icon.
|
||||
/mob/proc/NinjaStealthActive(atom/A)//A is the atom which we are using as the overlay.
|
||||
invisibility = INVISIBILITY_LEVEL_TWO//Set ninja invis to 2.
|
||||
var/icon/opacity_icon = new(A.icon, A.icon_state)
|
||||
var/icon/alpha_mask = getIconMask(src)
|
||||
var/icon/alpha_mask_2 = new('icons/effects/effects.dmi', "at_shield1")
|
||||
alpha_mask.AddAlphaMask(alpha_mask_2)
|
||||
opacity_icon.AddAlphaMask(alpha_mask)
|
||||
for(var/i=0,i<5,i++)//And now we add it as overlays. It's faster than creating an icon and then merging it.
|
||||
var/image/I = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like.
|
||||
switch(i)//Now to determine offset so the result is somewhat blurred.
|
||||
if(1)
|
||||
I.pixel_x -= 1
|
||||
if(2)
|
||||
I.pixel_x += 1
|
||||
if(3)
|
||||
I.pixel_y -= 1
|
||||
if(4)
|
||||
I.pixel_y += 1
|
||||
|
||||
overlays += I//And finally add the overlay.
|
||||
overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9)
|
||||
|
||||
//When ninja steal malfunctions.
|
||||
/mob/proc/NinjaStealthMalf()
|
||||
invisibility = 0//Set ninja invis to 0.
|
||||
overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9)
|
||||
playsound(loc, 'sound/effects/stealthoff.ogg', 75, 1)
|
||||
|
||||
//=======//GENERIC VERB MODIFIERS//=======//
|
||||
var/list/ninja_verbs_default = list(
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjashift,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
|
||||
)
|
||||
|
||||
var/list/ninja_verbs_kamikaze = list(
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjawalk,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
|
||||
)
|
||||
|
||||
var/list/ninja_verbs_equip = list(
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/deinit,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/spideros,
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/stealth
|
||||
)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_equip_verbs()
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/init
|
||||
verbs |= ninja_verbs_equip
|
||||
|
||||
n_gloves.verbs += /obj/item/clothing/gloves/space_ninja/proc/toggled
|
||||
|
||||
s_initialized = 1
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_equip_verbs()
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/init
|
||||
verbs -= ninja_verbs_equip
|
||||
|
||||
if(n_gloves)
|
||||
n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
|
||||
|
||||
s_initialized = 0
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_ninja_verbs()
|
||||
verbs |= ninja_verbs_default
|
||||
|
||||
s_initialized=1
|
||||
slowdown=0
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_ninja_verbs()
|
||||
verbs -= ninja_verbs_default
|
||||
|
||||
//=======//KAMIKAZE VERBS//=======//
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_kamikaze(mob/living/carbon/U)
|
||||
verbs -= ninja_verbs_default
|
||||
verbs |= ninja_verbs_kamikaze
|
||||
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/stealth
|
||||
|
||||
kamikaze = 1
|
||||
|
||||
icon_state = U.gender==FEMALE ? "s-ninjakf" : "s-ninjak"
|
||||
if(n_gloves)
|
||||
n_gloves.icon_state = "s-ninjak"
|
||||
n_gloves.item_state = "s-ninjak"
|
||||
n_gloves.candrain = 0
|
||||
n_gloves.draining = 0
|
||||
n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
|
||||
|
||||
cancel_stealth()
|
||||
|
||||
U << browse(null, "window=spideros")
|
||||
U << "\red Do or Die, <b>LET'S ROCK!!</b>"
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_kamikaze(mob/living/carbon/U)
|
||||
if(kamikaze)
|
||||
verbs -= ninja_verbs_kamikaze
|
||||
verbs += ninja_verbs_default
|
||||
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
|
||||
if(n_gloves)
|
||||
n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
|
||||
|
||||
U.incorporeal_move = 0
|
||||
kamikaze = 0
|
||||
k_unlock = 0
|
||||
U << "\blue Disengaging mode...\n\black<b>CODE NAME</b>: \red <b>KAMIKAZE</b>"
|
||||
|
||||
//=======//AI VERBS//=======//
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs()
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control
|
||||
|
||||
s_busy = 0
|
||||
s_control = 0
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs()
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control
|
||||
|
||||
s_control = 1
|
||||
|
||||
//=======//OLD & UNUSED//=======//
|
||||
|
||||
/*
|
||||
|
||||
Deprecated. get_dir() does the same thing. Still a nice proc.
|
||||
Returns direction that the mob or whomever should be facing in relation to the target.
|
||||
This proc does not grant absolute direction and is mostly useful for 8dir sprite positioning.
|
||||
I personally used it with getline() to great effect.
|
||||
/proc/get_dir_to(turf/start,turf/end)//N
|
||||
var/xdiff = start.x - end.x//The sign is important.
|
||||
var/ydiff = start.y - end.y
|
||||
|
||||
var/direction_x = xdiff<1 ? 4:8//East - west
|
||||
var/direction_y = ydiff<1 ? 1:2//North - south
|
||||
var/direction_xy = xdiff==0 ? -4:0//If x is the same, subtract 4.
|
||||
var/direction_yx = ydiff==0 ? -1:0//If y is the same, subtract 1.
|
||||
var/direction_f = direction_x+direction_y+direction_xy+direction_yx//Finally direction tally.
|
||||
direction_f = direction_f==0 ? 1:direction_f//If direction is 0(same spot), return north. Otherwise, direction.
|
||||
|
||||
return direction_f
|
||||
|
||||
Alternative and inferior method of calculating spideros.
|
||||
var/temp = num2text(spideros)
|
||||
var/return_to = copytext(temp, 1, (length(temp)))//length has to be to the length of the thing because by default it's length+1
|
||||
spideros = text2num(return_to)//Maximum length here is 6. Use (return_to, X) to specify larger strings if needed.
|
||||
|
||||
//Old way of draining from wire.
|
||||
/obj/item/clothing/gloves/space_ninja/proc/drain_wire()
|
||||
set name = "Drain From Wire"
|
||||
set desc = "Drain energy directly from an exposed wire."
|
||||
set category = "Ninja Equip"
|
||||
|
||||
var/obj/structure/cable/attached
|
||||
var/mob/living/carbon/human/U = loc
|
||||
if(candrain&&!draining)
|
||||
var/turf/T = U.loc
|
||||
if(isturf(T) && T.is_plating())
|
||||
attached = locate() in T
|
||||
if(!attached)
|
||||
U << "\red Warning: no exposed cable available."
|
||||
else
|
||||
U << "\blue Connecting to wire, stand still..."
|
||||
if(do_after(U,50)&&!isnull(attached))
|
||||
drain("WIRE",attached,U:wear_suit,src)
|
||||
else
|
||||
U << "\red Procedure interrupted. Protocol terminated."
|
||||
return
|
||||
|
||||
I've tried a lot of stuff but adding verbs to the AI while inside an object, inside another object, did not want to work properly.
|
||||
This was the best work-around I could come up with at the time. Uses objects to then display to panel, based on the object spell system.
|
||||
Can be added on to pretty easily.
|
||||
|
||||
BYOND fixed the verb bugs so this is no longer necessary. I prefer verb panels.
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs()
|
||||
var/obj/effect/proc_holder/ai_return_control/A_C = new(AI)
|
||||
var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(AI)
|
||||
var/obj/effect/proc_holder/ai_instruction/C_C = new(AI)
|
||||
new/obj/effect/proc_holder/ai_holo_clear(AI)
|
||||
AI.proc_holder_list += A_C
|
||||
AI.proc_holder_list += B_C
|
||||
AI.proc_holder_list += C_C
|
||||
|
||||
s_control = 0
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs()
|
||||
var/obj/effect/proc_holder/ai_return_control/A_C = locate() in AI
|
||||
var/obj/effect/proc_holder/ai_hack_ninja/B_C = locate() in AI
|
||||
var/obj/effect/proc_holder/ai_instruction/C_C = locate() in AI
|
||||
var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in AI
|
||||
del(A_C)
|
||||
del(B_C)
|
||||
del(C_C)
|
||||
del(D_C)
|
||||
AI.proc_holder_list = list()
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
|
||||
|
||||
s_control = 1
|
||||
|
||||
//Workaround
|
||||
/obj/effect/proc_holder/ai_holo_clear
|
||||
name = "Clear Hologram"
|
||||
desc = "Stops projecting the current holographic image."
|
||||
panel = "AI Ninja Equip"
|
||||
density = 0
|
||||
opacity = 0
|
||||
|
||||
|
||||
/obj/effect/proc_holder/ai_holo_clear/Click()
|
||||
var/obj/item/clothing/suit/space/space_ninja/S = loc.loc//This is so stupid but makes sure certain things work. AI.SUIT
|
||||
del(S.hologram.i_attached)
|
||||
del(S.hologram)
|
||||
var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in S.AI
|
||||
S.AI.proc_holder_list -= D_C
|
||||
return
|
||||
|
||||
/obj/effect/proc_holder/ai_instruction//Let's the AI know what they can do.
|
||||
name = "Instructions"
|
||||
desc = "Displays a list of helpful information."
|
||||
panel = "AI Ninja Equip"
|
||||
density = 0
|
||||
opacity = 0
|
||||
|
||||
/obj/effect/proc_holder/ai_instruction/Click()
|
||||
loc << "The menu you are seeing will contain other commands if they become available.\nRight click a nearby turf to display an AI Hologram. It will only be visible to you and your host. You can move it freely using normal movement keys--it will disappear if placed too far away."
|
||||
|
||||
/obj/effect/proc_holder/ai_hack_ninja//Generic proc holder to make sure the two verbs below work propely.
|
||||
name = "Hack SpiderOS"
|
||||
desc = "Hack directly into the Black Widow(tm) neuro-interface."
|
||||
panel = "AI Ninja Equip"
|
||||
density = 0
|
||||
opacity = 0
|
||||
|
||||
/obj/effect/proc_holder/ai_hack_ninja/Click()//When you click on it.
|
||||
var/obj/item/clothing/suit/space/space_ninja/S = loc.loc
|
||||
S.hack_spideros()
|
||||
return
|
||||
|
||||
/obj/effect/proc_holder/ai_return_control
|
||||
name = "Relinquish Control"
|
||||
desc = "Return control to the user."
|
||||
panel = "AI Ninja Equip"
|
||||
density = 0
|
||||
opacity = 0
|
||||
|
||||
/obj/effect/proc_holder/ai_return_control/Click()
|
||||
var/mob/living/silicon/ai/A = loc
|
||||
var/obj/item/clothing/suit/space/space_ninja/S = A.loc
|
||||
A << browse(null, "window=hack spideros")//Close window
|
||||
A << "You have seized your hacking attempt. [S.affecting] has regained control."
|
||||
S.affecting << "<b>UPDATE</b>: [A.real_name] has ceased hacking attempt. All systems clear."
|
||||
S.remove_AI_verbs()
|
||||
return
|
||||
*/
|
||||
|
||||
//=======//DEBUG//=======//
|
||||
/*
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/display_verb_procs()
|
||||
//DEBUG
|
||||
//Does nothing at the moment. I am trying to see if it's possible to mess around with verbs as variables.
|
||||
//for(var/P in verbs)
|
||||
// if(P.set.name)
|
||||
// usr << "[P.set.name], path: [P]"
|
||||
return
|
||||
|
||||
|
||||
Most of these are at various points of incomplete.
|
||||
|
||||
/mob/verb/grant_object_panel()
|
||||
set name = "Grant AI Ninja Verbs Debug"
|
||||
set category = "Ninja Debug"
|
||||
var/obj/effect/proc_holder/ai_return_control/A_C = new(src)
|
||||
var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(src)
|
||||
usr:proc_holder_list += A_C
|
||||
usr:proc_holder_list += B_C
|
||||
|
||||
mob/verb/remove_object_panel()
|
||||
set name = "Remove AI Ninja Verbs Debug"
|
||||
set category = "Ninja Debug"
|
||||
var/obj/effect/proc_holder/ai_return_control/A = locate() in src
|
||||
var/obj/effect/proc_holder/ai_hack_ninja/B = locate() in src
|
||||
usr:proc_holder_list -= A
|
||||
usr:proc_holder_list -= B
|
||||
del(A)//First.
|
||||
del(B)//Second, to keep the proc going.
|
||||
return
|
||||
|
||||
/client/verb/grant_verb_ninja_debug1(var/mob/M in view())
|
||||
set name = "Grant AI Ninja Verbs Debug"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
M.verbs += /mob/living/silicon/ai/verb/ninja_return_control
|
||||
M.verbs += /mob/living/silicon/ai/verb/ninja_spideros
|
||||
return
|
||||
|
||||
/client/verb/grant_verb_ninja_debug2(var/mob/living/carbon/human/M in view())
|
||||
set name = "Grant Back Ninja Verbs"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
|
||||
M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
|
||||
return
|
||||
|
||||
/obj/proc/grant_verb_ninja_debug3(var/mob/living/silicon/ai/A as mob)
|
||||
set name = "Grant AI Ninja Verbs"
|
||||
set category = "null"
|
||||
set hidden = 1
|
||||
A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit
|
||||
A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/spideros
|
||||
return
|
||||
|
||||
/mob/verb/get_dir_to_target(var/mob/M in oview())
|
||||
set name = "Get Direction to Target"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
world << "DIR: [get_dir_to(src.loc,M.loc)]"
|
||||
return
|
||||
//
|
||||
/mob/verb/kill_self_debug()
|
||||
set name = "DEBUG Kill Self"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
src:death()
|
||||
|
||||
/client/verb/switch_client_debug()
|
||||
set name = "DEBUG Switch Client"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
mob = mob:loc:loc
|
||||
|
||||
/mob/verb/possess_mob(var/mob/M in oview())
|
||||
set name = "DEBUG Possess Mob"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
client.mob = M
|
||||
|
||||
/client/verb/switcharoo(var/mob/M in oview())
|
||||
set name = "DEBUG Switch to AI"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
var/mob/last_mob = mob
|
||||
mob = M
|
||||
last_mob:wear_suit:AI:key = key
|
||||
//
|
||||
/client/verb/ninjaget(var/mob/M in oview())
|
||||
set name = "DEBUG Ninja GET"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
mob = M
|
||||
M.gib()
|
||||
space_ninja()
|
||||
|
||||
/mob/verb/set_debug_ninja_target()
|
||||
set name = "Set Debug Target"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
ninja_debug_target = src//The target is you, brohime.
|
||||
world << "Target: [src]"
|
||||
|
||||
/mob/verb/hack_spideros_debug()
|
||||
set name = "Debug Hack Spider OS"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
var/mob/living/silicon/ai/A = loc:AI
|
||||
if(A)
|
||||
if(!A.key)
|
||||
A.client.mob = loc:affecting
|
||||
else
|
||||
loc:affecting:client:mob = A
|
||||
return
|
||||
|
||||
//Tests the net and what it does.
|
||||
/mob/verb/ninjanet_debug()
|
||||
set name = "Energy Net Debug"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
var/obj/effect/energy_net/E = new /obj/effect/energy_net(loc)
|
||||
E.layer = layer+1//To have it appear one layer above the mob.
|
||||
stunned = 10//So they are stunned initially but conscious.
|
||||
anchored = 1//Anchors them so they can't move.
|
||||
E.affecting = src
|
||||
spawn(0)//Parallel processing.
|
||||
E.process(src)
|
||||
return
|
||||
|
||||
I made this as a test for a possible ninja ability (or perhaps more) for a certain mob to see hallucinations.
|
||||
The thing here is that these guys have to be coded to do stuff as they are simply images that you can't even click on.
|
||||
That is why you attached them to objects.
|
||||
/mob/verb/TestNinjaShadow()
|
||||
set name = "Test Ninja Ability"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
if(client)
|
||||
var/safety = 4
|
||||
for(var/turf/T in oview(5))
|
||||
if(prob(20))
|
||||
var/current_clone = image('icons/mob/mob.dmi',T,"s-ninja")
|
||||
safety--
|
||||
spawn(0)
|
||||
src << current_clone
|
||||
spawn(300)
|
||||
del(current_clone)
|
||||
spawn while(!isnull(current_clone))
|
||||
step_to(current_clone,src,1)
|
||||
sleep(5)
|
||||
if(safety<=0) break
|
||||
return */
|
||||
|
||||
//Alternate ninja speech replacement.
|
||||
/*This text is hilarious but also absolutely retarded.
|
||||
message = replacetext(message, "l", "r")
|
||||
message = replacetext(message, "rr", "ru")
|
||||
message = replacetext(message, "v", "b")
|
||||
message = replacetext(message, "f", "hu")
|
||||
message = replacetext(message, "'t", "")
|
||||
message = replacetext(message, "t ", "to ")
|
||||
message = replacetext(message, " I ", " ai ")
|
||||
message = replacetext(message, "th", "z")
|
||||
message = replacetext(message, "ish", "isu")
|
||||
message = replacetext(message, "is", "izu")
|
||||
message = replacetext(message, "ziz", "zis")
|
||||
message = replacetext(message, "se", "su")
|
||||
message = replacetext(message, "br", "bur")
|
||||
message = replacetext(message, "ry", "ri")
|
||||
message = replacetext(message, "you", "yuu")
|
||||
message = replacetext(message, "ck", "cku")
|
||||
message = replacetext(message, "eu", "uu")
|
||||
message = replacetext(message, "ow", "au")
|
||||
message = replacetext(message, "are", "aa")
|
||||
message = replacetext(message, "ay", "ayu")
|
||||
message = replacetext(message, "ea", "ii")
|
||||
message = replacetext(message, "ch", "chi")
|
||||
message = replacetext(message, "than", "sen")
|
||||
message = replacetext(message, ".", "")
|
||||
message = lowertext(message)
|
||||
*/
|
||||
|
||||
@@ -1331,11 +1331,13 @@ datum
|
||||
return 0
|
||||
if(!owner.current || owner.current.stat == 2)
|
||||
return 0
|
||||
if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
|
||||
return 0
|
||||
|
||||
var/current_amount
|
||||
var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
|
||||
if(!S.stored_research.len)
|
||||
var/obj/item/weapon/storage/rig/S
|
||||
if(istype(owner.current,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = owner.current
|
||||
S = H.back
|
||||
if(!S || !istype(S) || !S.stored_research.len)
|
||||
return 0
|
||||
else
|
||||
for(var/datum/tech/current_data in S.stored_research)
|
||||
|
||||
@@ -61,9 +61,7 @@
|
||||
var/mob/living/carbon/human/N = ninja.current
|
||||
N.internal = N.s_store
|
||||
N.internals.icon_state = "internal1"
|
||||
if(N.wear_suit && istype(N.wear_suit,/obj/item/clothing/suit/space/space_ninja))
|
||||
var/obj/item/clothing/suit/space/space_ninja/S = N.wear_suit
|
||||
S:randomize_param()
|
||||
|
||||
spawn (rand(waittime_l, waittime_h))
|
||||
send_intercept()
|
||||
return ..()
|
||||
|
||||
@@ -222,28 +222,6 @@ var/global/list/turf/synd_spawn = list()
|
||||
synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(synd_mob.back), slot_in_backpack)
|
||||
synd_mob.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/pill/cyanide(synd_mob), slot_in_backpack)
|
||||
|
||||
/* Commented; nukes now have a suit cycler for changing rig-suits, they don't need to spawn with them
|
||||
var/obj/item/clothing/suit/space/rig/syndi/new_suit = new(synd_mob)
|
||||
var/obj/item/clothing/head/helmet/space/rig/syndi/new_helmet = new(synd_mob)
|
||||
|
||||
if(synd_mob.species)
|
||||
|
||||
var/race = synd_mob.species.name
|
||||
|
||||
switch(race)
|
||||
if("Unathi")
|
||||
new_suit.species_restricted = list("Unathi")
|
||||
if("Tajara")
|
||||
new_suit.species_restricted = list("Tajara")
|
||||
if("Skrell")
|
||||
new_suit.species_restricted = list("Skrell")
|
||||
|
||||
synd_mob.equip_to_slot_or_del(new_suit, slot_in_backpack)
|
||||
synd_mob.equip_to_slot_or_del(new_helmet, slot_in_backpack)*/
|
||||
|
||||
// var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(synd_mob)
|
||||
// E.imp_in = synd_mob
|
||||
// E.implanted = 1
|
||||
synd_mob.update_icons()
|
||||
return 1
|
||||
|
||||
|
||||
@@ -488,7 +488,7 @@ datum/objective/steal
|
||||
"a functional AI" = /obj/item/device/aicard,
|
||||
"a pair of magboots" = /obj/item/clothing/shoes/magboots,
|
||||
"the station blueprints" = /obj/item/blueprints,
|
||||
"a nasa voidsuit" = /obj/item/clothing/suit/space/nasavoid,
|
||||
"a nasa voidsuit" = /obj/item/clothing/suit/space/void,
|
||||
"28 moles of phoron (full tank)" = /obj/item/weapon/tank,
|
||||
"a sample of slime extract" = /obj/item/slime_extract,
|
||||
"a piece of corgi meat" = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi,
|
||||
@@ -571,16 +571,15 @@ datum/objective/steal
|
||||
return found_amount>=target
|
||||
|
||||
if("a functional AI")
|
||||
|
||||
for(var/obj/item/device/aicard/C in all_items) //Check for ai card
|
||||
for(var/mob/living/silicon/ai/M in C)
|
||||
if(istype(M, /mob/living/silicon/ai) && M.stat != 2) //See if any AI's are alive inside that card.
|
||||
return 1
|
||||
|
||||
for(var/obj/item/clothing/suit/space/space_ninja/S in all_items) //Let an AI downloaded into a space ninja suit count
|
||||
if(S.AI && S.AI.stat != 2)
|
||||
return 1
|
||||
for(var/mob/living/silicon/ai/ai in world)
|
||||
if(istype(ai.loc, /turf))
|
||||
var/turf/T = get_turf(ai)
|
||||
if(istype(T))
|
||||
var/area/check_area = get_area(ai)
|
||||
if(istype(check_area, /area/shuttle/escape/centcom))
|
||||
return 1
|
||||
@@ -613,19 +612,25 @@ datum/objective/download
|
||||
return 0
|
||||
if(!owner.current || owner.current.stat == 2)
|
||||
return 0
|
||||
if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
|
||||
return 0
|
||||
|
||||
var/current_amount
|
||||
var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
|
||||
if(!S.stored_research.len)
|
||||
var/obj/item/weapon/storage/rig/S
|
||||
if(istype(owner.current,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = owner.current
|
||||
S = H.back
|
||||
|
||||
if(!istype(S) || !S.installed_modules || !S.installed_modules.len)
|
||||
return 0
|
||||
else
|
||||
for(var/datum/tech/current_data in S.stored_research)
|
||||
if(current_data.level>1) current_amount+=(current_data.level-1)
|
||||
if(current_amount<target_amount) return 0
|
||||
return 1
|
||||
|
||||
var/obj/item/rig_module/datajack/stolen_data = locate() in S.installed_modules
|
||||
if(!istype(stolen_data))
|
||||
return 0
|
||||
|
||||
for(var/datum/tech/current_data in stolen_data.stored_research)
|
||||
if(current_data.level > 1)
|
||||
current_amount += (current_data.level-1)
|
||||
|
||||
return (current_amount<target_amount) ? 0 : 1
|
||||
|
||||
datum/objective/capture
|
||||
proc/gen_amount_goal()
|
||||
|
||||
@@ -181,8 +181,8 @@
|
||||
feedback_add_details("wizard_spell_learned","HS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
|
||||
new /obj/item/clothing/shoes/sandal(get_turf(H)) //In case they've lost them.
|
||||
new /obj/item/clothing/gloves/purple(get_turf(H))//To complete the outfit
|
||||
new /obj/item/clothing/suit/space/rig/wizard(get_turf(H))
|
||||
new /obj/item/clothing/head/helmet/space/rig/wizard(get_turf(H))
|
||||
new /obj/item/clothing/suit/space/void/wizard(get_turf(H))
|
||||
new /obj/item/clothing/head/helmet/space/void/wizard(get_turf(H))
|
||||
temp = "An artefact suit of armor that allows you to cast spells while providing more protection against attacks and the void of space."
|
||||
max_uses--
|
||||
if("staffanimation")
|
||||
|
||||
@@ -136,8 +136,10 @@
|
||||
//Cameras can't track people wearing an agent card or a ninja hood.
|
||||
if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
|
||||
continue
|
||||
if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja))
|
||||
continue
|
||||
if(istype(H.head, /obj/item/clothing/head/helmet/space/rig))
|
||||
var/obj/item/clothing/head/helmet/space/rig/helmet = H.head
|
||||
if(helmet.prevent_track())
|
||||
continue
|
||||
|
||||
// Now, are they viewable by a camera? (This is last because it's the most intensive check)
|
||||
if(!near_camera(M))
|
||||
@@ -186,9 +188,6 @@
|
||||
var/mob/living/silicon/ai/U = usr
|
||||
|
||||
U.cameraFollow = target
|
||||
//U << text("Now tracking [] on camera.", target.name)
|
||||
//if (U.machine == null)
|
||||
// U.machine = U
|
||||
U << "Now tracking [target.name] on camera."
|
||||
|
||||
spawn (0)
|
||||
@@ -200,9 +199,11 @@
|
||||
if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
|
||||
U.ai_cancel_tracking(1)
|
||||
return
|
||||
if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja))
|
||||
U.ai_cancel_tracking(1)
|
||||
return
|
||||
if(istype(H.head, /obj/item/clothing/head/helmet/space/rig))
|
||||
var/obj/item/clothing/head/helmet/space/rig/helmet = H.head
|
||||
if(helmet.prevent_track())
|
||||
U.ai_cancel_tracking(1)
|
||||
return
|
||||
if(H.digitalcamo)
|
||||
U.ai_cancel_tracking(1)
|
||||
return
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
|
||||
|
||||
/obj/structure/AIcore/attackby(obj/item/P as obj, mob/user as mob)
|
||||
|
||||
switch(state)
|
||||
if(0)
|
||||
if(istype(P, /obj/item/weapon/wrench))
|
||||
@@ -117,7 +118,6 @@
|
||||
laws.clear_inherent_laws()
|
||||
usr << "Law module applied."
|
||||
|
||||
|
||||
if(istype(P, /obj/item/weapon/aiModule/freeform))
|
||||
var/obj/item/weapon/aiModule/freeform/M = P
|
||||
laws.add_inherent_law(M.newFreeFormLaw)
|
||||
@@ -180,212 +180,40 @@
|
||||
anchored = 1
|
||||
state = 20//So it doesn't interact based on the above. Not really necessary.
|
||||
|
||||
attackby(var/obj/item/device/aicard/A as obj, var/mob/user as mob)
|
||||
if(istype(A, /obj/item/device/aicard))//Is it?
|
||||
A.transfer_ai("INACTIVE","AICARD",src,user)
|
||||
/obj/structure/AIcore/deactivated/proc/load_ai(var/mob/living/silicon/ai/transfer, var/obj/item/device/aicard/card, var/mob/user)
|
||||
|
||||
if(!istype(transfer) || locate(/mob/living/silicon/ai) in src)
|
||||
return
|
||||
|
||||
/*
|
||||
This is a good place for AI-related object verbs so I'm sticking it here.
|
||||
If adding stuff to this, don't forget that an AI need to cancel_camera() whenever it physically moves to a different location.
|
||||
That prevents a few funky behaviors.
|
||||
*/
|
||||
//What operation to perform based on target, what ineraction to perform based on object used, target itself, user. The object used is src and calls this proc.
|
||||
/obj/item/proc/transfer_ai(var/choice as text, var/interaction as text, var/target, var/mob/U as mob)
|
||||
if(!src:flush)
|
||||
switch(choice)
|
||||
if("AICORE")//AI mob.
|
||||
var/mob/living/silicon/ai/T = target
|
||||
switch(interaction)
|
||||
if("AICARD")
|
||||
var/obj/item/device/aicard/C = src
|
||||
if(C.contents.len)//If there is an AI on card.
|
||||
U << "\red <b>Transfer failed</b>: \black Existing AI found on this terminal. Remove existing AI to install a new one."
|
||||
else
|
||||
if (ticker.mode.name == "AI malfunction")
|
||||
var/datum/game_mode/malfunction/malf = ticker.mode
|
||||
for (var/datum/mind/malfai in malf.malf_ai)
|
||||
if (T.mind == malfai)
|
||||
U << "\red <b>ERROR</b>: \black Remote transfer interface disabled."//Do ho ho ho~
|
||||
return
|
||||
new /obj/structure/AIcore/deactivated(T.loc)//Spawns a deactivated terminal at AI location.
|
||||
T.aiRestorePowerRoutine = 0//So the AI initially has power.
|
||||
T.control_disabled = 1//Can't control things remotely if you're stuck in a card!
|
||||
T.loc = C//Throw AI into the card.
|
||||
C.name = "inteliCard - [T.name]"
|
||||
if (T.stat == 2)
|
||||
C.icon_state = "aicard-404"
|
||||
else
|
||||
C.icon_state = "aicard-full"
|
||||
T.cancel_camera()
|
||||
T << "You have been downloaded to a mobile storage device. Remote device connection severed."
|
||||
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
|
||||
if("NINJASUIT")
|
||||
var/obj/item/clothing/suit/space/space_ninja/C = src
|
||||
if(C.AI)//If there is an AI on card.
|
||||
U << "\red <b>Transfer failed</b>: \black Existing AI found on this terminal. Remove existing AI to install a new one."
|
||||
else
|
||||
if (ticker.mode.name == "AI malfunction")
|
||||
var/datum/game_mode/malfunction/malf = ticker.mode
|
||||
for (var/datum/mind/malfai in malf.malf_ai)
|
||||
if (T.mind == malfai)
|
||||
U << "\red <b>ERROR</b>: \black Remote transfer interface disabled."
|
||||
return
|
||||
if(T.stat)//If the ai is dead/dying.
|
||||
U << "\red <b>ERROR</b>: \black [T.name] data core is corrupted. Unable to install."
|
||||
else
|
||||
new /obj/structure/AIcore/deactivated(T.loc)
|
||||
T.aiRestorePowerRoutine = 0
|
||||
T.control_disabled = 1
|
||||
T.aiRadio.disabledAi = 1
|
||||
T.loc = C
|
||||
C.AI = T
|
||||
T.cancel_camera()
|
||||
T << "You have been downloaded to a mobile storage device. Remote device connection severed."
|
||||
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
|
||||
transfer.aiRestorePowerRoutine = 0
|
||||
transfer.control_disabled = 0
|
||||
transfer.aiRadio.disabledAi = 0
|
||||
transfer.loc = get_turf(src)
|
||||
transfer.cancel_camera()
|
||||
user << "\blue <b>Transfer successful</b>: \black [transfer.name] ([rand(1000,9999)].exe) downloaded to host terminal. Local copy wiped."
|
||||
transfer << "You have been uploaded to a stationary terminal. Remote device connection restored."
|
||||
|
||||
if("INACTIVE")//Inactive AI object.
|
||||
var/obj/structure/AIcore/deactivated/T = target
|
||||
switch(interaction)
|
||||
if("AICARD")
|
||||
var/obj/item/device/aicard/C = src
|
||||
var/mob/living/silicon/ai/A = locate() in C//I love locate(). Best proc ever.
|
||||
if(A)//If AI exists on the card. Else nothing since both are empty.
|
||||
A.control_disabled = 0
|
||||
A.aiRadio.disabledAi = 0
|
||||
A.loc = T.loc//To replace the terminal.
|
||||
C.icon_state = "aicard"
|
||||
C.name = "inteliCard"
|
||||
C.overlays.Cut()
|
||||
A.cancel_camera()
|
||||
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
|
||||
U << "\blue <b>Transfer successful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
|
||||
del(T)
|
||||
if("NINJASUIT")
|
||||
var/obj/item/clothing/suit/space/space_ninja/C = src
|
||||
var/mob/living/silicon/ai/A = C.AI
|
||||
if(A)
|
||||
A.control_disabled = 0
|
||||
C.AI = null
|
||||
A.loc = T.loc
|
||||
A.cancel_camera()
|
||||
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
|
||||
U << "\blue <b>Transfer successful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed."
|
||||
del(T)
|
||||
if("AIFIXER")//AI Fixer terminal.
|
||||
var/obj/machinery/computer/aifixer/T = target
|
||||
switch(interaction)
|
||||
if("AICARD")
|
||||
var/obj/item/device/aicard/C = src
|
||||
if(!T.contents.len)
|
||||
if (!C.contents.len)
|
||||
U << "No AI to copy over!"//Well duh
|
||||
else for(var/mob/living/silicon/ai/A in C)
|
||||
C.icon_state = "aicard"
|
||||
C.name = "inteliCard"
|
||||
C.overlays.Cut()
|
||||
A.loc = T
|
||||
T.occupant = A
|
||||
A.control_disabled = 1
|
||||
if (A.stat == 2)
|
||||
T.overlays += image('icons/obj/computer.dmi', "ai-fixer-404")
|
||||
else
|
||||
T.overlays += image('icons/obj/computer.dmi', "ai-fixer-full")
|
||||
T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-empty")
|
||||
A.cancel_camera()
|
||||
A << "You have been uploaded to a stationary terminal. Sadly, there is no remote access from here."
|
||||
U << "\blue <b>Transfer successful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed."
|
||||
else
|
||||
if(!C.contents.len && T.occupant && !T.active)
|
||||
C.name = "inteliCard - [T.occupant.name]"
|
||||
T.overlays += image('icons/obj/computer.dmi', "ai-fixer-empty")
|
||||
if (T.occupant.stat == 2)
|
||||
C.icon_state = "aicard-404"
|
||||
T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-404")
|
||||
else
|
||||
C.icon_state = "aicard-full"
|
||||
T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-full")
|
||||
T.occupant << "You have been downloaded to a mobile storage device. Still no remote access."
|
||||
U << "\blue <b>Transfer successful</b>: \black [T.occupant.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
|
||||
T.occupant.loc = C
|
||||
T.occupant.cancel_camera()
|
||||
T.occupant = null
|
||||
else if (C.contents.len)
|
||||
U << "\red <b>ERROR</b>: \black Artificial intelligence detected on terminal."
|
||||
else if (T.active)
|
||||
U << "\red <b>ERROR</b>: \black Reconstruction in progress."
|
||||
else if (!T.occupant)
|
||||
U << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."
|
||||
if("NINJASUIT")
|
||||
var/obj/item/clothing/suit/space/space_ninja/C = src
|
||||
if(!T.contents.len)
|
||||
if (!C.AI)
|
||||
U << "No AI to copy over!"
|
||||
else
|
||||
var/mob/living/silicon/ai/A = C.AI
|
||||
A.loc = T
|
||||
T.occupant = A
|
||||
C.AI = null
|
||||
A.control_disabled = 1
|
||||
T.overlays += image('icons/obj/computer.dmi', "ai-fixer-full")
|
||||
T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-empty")
|
||||
A.cancel_camera()
|
||||
A << "You have been uploaded to a stationary terminal. Sadly, there is no remote access from here."
|
||||
U << "\blue <b>Transfer successful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed."
|
||||
else
|
||||
if(!C.AI && T.occupant && !T.active)
|
||||
if (T.occupant.stat)
|
||||
U << "\red <b>ERROR</b>: \black [T.occupant.name] data core is corrupted. Unable to install."
|
||||
else
|
||||
T.overlays += image('icons/obj/computer.dmi', "ai-fixer-empty")
|
||||
T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-full")
|
||||
T.occupant << "You have been downloaded to a mobile storage device. Still no remote access."
|
||||
U << "\blue <b>Transfer successful</b>: \black [T.occupant.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
|
||||
T.occupant.loc = C
|
||||
T.occupant.cancel_camera()
|
||||
T.occupant = null
|
||||
else if (C.AI)
|
||||
U << "\red <b>ERROR</b>: \black Artificial intelligence detected on terminal."
|
||||
else if (T.active)
|
||||
U << "\red <b>ERROR</b>: \black Reconstruction in progress."
|
||||
else if (!T.occupant)
|
||||
U << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."
|
||||
if("NINJASUIT")//Ninjasuit
|
||||
var/obj/item/clothing/suit/space/space_ninja/T = target
|
||||
switch(interaction)
|
||||
if("AICARD")
|
||||
var/obj/item/device/aicard/C = src
|
||||
if(T.s_initialized&&U==T.affecting)//If the suit is initialized and the actor is the user.
|
||||
if(card)
|
||||
card.clear()
|
||||
|
||||
var/mob/living/silicon/ai/A_T = locate() in C//Determine if there is an AI on target card. Saves time when checking later.
|
||||
var/mob/living/silicon/ai/A = T.AI//Deterine if there is an AI in suit.
|
||||
del(src)
|
||||
|
||||
if(A)//If the host AI card is not empty.
|
||||
if(A_T)//If there is an AI on the target card.
|
||||
U << "\red <b>ERROR</b>: \black [A_T.name] already installed. Remove [A_T.name] to install a new one."
|
||||
else
|
||||
A.loc = C//Throw them into the target card. Since they are already on a card, transfer is easy.
|
||||
C.name = "inteliCard - [A.name]"
|
||||
C.icon_state = "aicard-full"
|
||||
T.AI = null
|
||||
A.cancel_camera()
|
||||
A << "You have been uploaded to a mobile storage device."
|
||||
U << "\blue <b>SUCCESS</b>: \black [A.name] ([rand(1000,9999)].exe) removed from host and stored within local memory."
|
||||
else//If host AI is empty.
|
||||
if(C.flush)//If the other card is flushing.
|
||||
U << "\red <b>ERROR</b>: \black AI flush is in progress, cannot execute transfer protocol."
|
||||
else
|
||||
if(A_T&&!A_T.stat)//If there is an AI on the target card and it's not inactive.
|
||||
A_T.loc = T//Throw them into suit.
|
||||
C.icon_state = "aicard"
|
||||
C.name = "inteliCard"
|
||||
C.overlays.Cut()
|
||||
T.AI = A_T
|
||||
A_T.cancel_camera()
|
||||
A_T << "You have been uploaded to a mobile storage device."
|
||||
U << "\blue <b>SUCCESS</b>: \black [A_T.name] ([rand(1000,9999)].exe) removed from local memory and installed to host."
|
||||
else if(A_T)//If the target AI is dead. Else just go to return since nothing would happen if both are empty.
|
||||
U << "\red <b>ERROR</b>: \black [A_T.name] data core is corrupted. Unable to install."
|
||||
else
|
||||
U << "\red <b>ERROR</b>: \black AI flush is in progress, cannot execute transfer protocol."
|
||||
return
|
||||
/obj/structure/AIcore/deactivated/proc/check_malf(var/mob/living/silicon/ai/ai)
|
||||
if(!ai) return
|
||||
if (ticker.mode.name == "AI malfunction")
|
||||
var/datum/game_mode/malfunction/malf = ticker.mode
|
||||
for (var/datum/mind/malfai in malf.malf_ai)
|
||||
if (ai.mind == malfai)
|
||||
return 1
|
||||
|
||||
/obj/structure/AIcore/deactivated/attackby(var/obj/item/device/aicard/card, var/mob/user)
|
||||
|
||||
if(istype(card))
|
||||
var/mob/living/silicon/ai/transfer = locate() in card
|
||||
if(transfer)
|
||||
load_ai(transfer,card,user)
|
||||
else
|
||||
user << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."
|
||||
return
|
||||
|
||||
..()
|
||||
@@ -8,16 +8,51 @@
|
||||
var/active = 0
|
||||
|
||||
/obj/machinery/computer/aifixer/New()
|
||||
src.overlays += image('icons/obj/computer.dmi', "ai-fixer-empty")
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/computer/aifixer/proc/load_ai(var/mob/living/silicon/ai/transfer, var/obj/item/device/aicard/card, var/mob/user)
|
||||
|
||||
if(!transfer)
|
||||
return
|
||||
|
||||
// Transfer over the AI.
|
||||
transfer << "You have been uploaded to a stationary terminal. Sadly, there is no remote access from here."
|
||||
user << "\blue <b>Transfer successful</b>: \black [transfer.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed."
|
||||
|
||||
transfer.loc = src
|
||||
transfer.cancel_camera()
|
||||
transfer.control_disabled = 1
|
||||
occupant = transfer
|
||||
|
||||
if(card)
|
||||
card.clear()
|
||||
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/computer/aifixer/attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/device/aicard))
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
user << "This terminal isn't functioning right now, get it working!"
|
||||
return
|
||||
I:transfer_ai("AIFIXER","AICARD",src,user)
|
||||
|
||||
if(istype(I, /obj/item/device/aicard))
|
||||
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
user << "This terminal isn't functioning right now."
|
||||
return
|
||||
|
||||
var/obj/item/device/aicard/card = I
|
||||
var/mob/living/silicon/ai/comp_ai = locate() in src
|
||||
var/mob/living/silicon/ai/card_ai = locate() in card
|
||||
|
||||
if(istype(comp_ai))
|
||||
if(active)
|
||||
user << "\red <b>ERROR</b>: \black Reconstruction in progress."
|
||||
return
|
||||
card.grab_ai(comp_ai, user)
|
||||
if(!(locate(/mob/living/silicon/ai) in src)) occupant = null
|
||||
else if(istype(card_ai))
|
||||
load_ai(card_ai,card,user)
|
||||
occupant = locate(/mob/living/silicon/ai) in src
|
||||
|
||||
update_icon()
|
||||
return
|
||||
..()
|
||||
return
|
||||
|
||||
@@ -112,17 +147,16 @@
|
||||
|
||||
/obj/machinery/computer/aifixer/update_icon()
|
||||
..()
|
||||
// Broken / Unpowered
|
||||
if((stat & BROKEN) || (stat & NOPOWER))
|
||||
overlays.Cut()
|
||||
|
||||
// Working / Powered
|
||||
else
|
||||
if (occupant)
|
||||
switch (occupant.stat)
|
||||
if (0)
|
||||
overlays += image('icons/obj/computer.dmi', "ai-fixer-full")
|
||||
if (2)
|
||||
overlays += image('icons/obj/computer.dmi', "ai-fixer-404")
|
||||
overlays.Cut()
|
||||
|
||||
if((stat & BROKEN) || (stat & NOPOWER))
|
||||
return
|
||||
|
||||
if(occupant)
|
||||
if(occupant.stat)
|
||||
overlays += image('icons/obj/computer.dmi', "ai-fixer-404")
|
||||
else
|
||||
overlays += image('icons/obj/computer.dmi', "ai-fixer-empty")
|
||||
overlays += image('icons/obj/computer.dmi', "ai-fixer-full")
|
||||
else
|
||||
overlays += image('icons/obj/computer.dmi', "ai-fixer-empty")
|
||||
|
||||
@@ -111,6 +111,23 @@ Class Procs:
|
||||
var/manual = 0
|
||||
var/global/gl_uid = 1
|
||||
|
||||
/obj/machinery/drain_power(var/drain_check)
|
||||
|
||||
if(drain_check)
|
||||
return 1
|
||||
|
||||
if(!powered())
|
||||
return 0
|
||||
|
||||
var/area/area = get_area(src)
|
||||
if(!area)
|
||||
return 0
|
||||
|
||||
var/obj/machinery/power/apc/apc = area.get_apc()
|
||||
if(!apc)
|
||||
return 0
|
||||
return apc.drain_power()
|
||||
|
||||
/obj/machinery/New()
|
||||
..()
|
||||
if(!machinery_sort_required && ticker)
|
||||
|
||||
@@ -573,7 +573,7 @@
|
||||
/obj/machinery/suit_cycler
|
||||
|
||||
name = "suit cycler"
|
||||
desc = "An industrial machine for painting and refitting hardsuits."
|
||||
desc = "An industrial machine for painting and refitting voidsuits."
|
||||
anchored = 1
|
||||
density = 1
|
||||
|
||||
@@ -589,7 +589,7 @@
|
||||
var/model_text = "" // Some flavour text for the topic box.
|
||||
var/locked = 1 // If locked, nothing can be taken from or added to the cycler.
|
||||
var/panel_open = 0 // Hacking!
|
||||
var/can_repair // If set, the cycler can repair hardsuits.
|
||||
var/can_repair // If set, the cycler can repair voidsuits.
|
||||
var/electrified = 0
|
||||
|
||||
//Departments that the cycler can paint suits to look like.
|
||||
@@ -601,7 +601,7 @@
|
||||
var/target_species
|
||||
|
||||
var/mob/living/carbon/human/occupant = null
|
||||
var/obj/item/clothing/suit/space/rig/suit = null
|
||||
var/obj/item/clothing/suit/space/void/suit = null
|
||||
var/obj/item/clothing/head/helmet/space/helmet = null
|
||||
|
||||
var/datum/wires/suit_storage_unit/wires = null
|
||||
@@ -680,14 +680,14 @@
|
||||
return
|
||||
|
||||
if(locked)
|
||||
user << "\red The suit cycler is locked."
|
||||
user << "<span class='danger'>The suit cycler is locked.</span>"
|
||||
return
|
||||
|
||||
if(src.contents.len > 0)
|
||||
user << "\red There is no room inside the cycler for [G.affecting.name]."
|
||||
user << "<span class='danger'>There is no room inside the cycler for [G.affecting.name].</span>"
|
||||
return
|
||||
|
||||
visible_message("[user] starts putting [G.affecting.name] into the suit cycler.", 3)
|
||||
visible_message("[user] starts putting [G.affecting.name] into the suit cycler.</span>", 3)
|
||||
|
||||
if(do_after(user, 20))
|
||||
if(!G || !G.affecting) return
|
||||
@@ -714,7 +714,7 @@
|
||||
else if(istype(I,/obj/item/weapon/card/emag))
|
||||
|
||||
if(emagged)
|
||||
user << "\red The cycler has already been subverted."
|
||||
user << "<span class='danger'>The cycler has already been subverted.</span>"
|
||||
return
|
||||
|
||||
var/obj/item/weapon/card/emag/E = I
|
||||
@@ -722,21 +722,21 @@
|
||||
E.uses--
|
||||
|
||||
//Clear the access reqs, disable the safeties, and open up all paintjobs.
|
||||
user << "\red You run the sequencer across the interface, corrupting the operating protocols."
|
||||
user << "<span class='danger'>You run the sequencer across the interface, corrupting the operating protocols.</span>"
|
||||
departments = list("Engineering","Mining","Medical","Security","Atmos","^%###^%$")
|
||||
emagged = 1
|
||||
safeties = 0
|
||||
req_access = list()
|
||||
return
|
||||
|
||||
else if(istype(I,/obj/item/clothing/head/helmet/space))
|
||||
else if(istype(I,/obj/item/clothing/head/helmet/space) && !istype(I, /obj/item/clothing/head/helmet/space/rig))
|
||||
|
||||
if(locked)
|
||||
user << "\red The suit cycler is locked."
|
||||
user << "<span class='danger'>The suit cycler is locked.</span>"
|
||||
return
|
||||
|
||||
if(helmet)
|
||||
user << "The cycler already contains a helmet."
|
||||
user << "<span class='danger'>The cycler already contains a helmet.</span>"
|
||||
return
|
||||
|
||||
user << "You fit \the [I] into the suit cycler."
|
||||
@@ -748,24 +748,14 @@
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
else if(istype(I,/obj/item/clothing/suit/space/rig))
|
||||
else if(istype(I,/obj/item/clothing/suit/space/void))
|
||||
|
||||
if(locked)
|
||||
user << "\red The suit cycler is locked."
|
||||
user << "<span class='danger'>The suit cycler is locked.</span>"
|
||||
return
|
||||
|
||||
if(suit)
|
||||
user << "The cycler already contains a hardsuit."
|
||||
return
|
||||
|
||||
var/obj/item/clothing/suit/space/rig/S = I
|
||||
|
||||
if(S.helmet)
|
||||
user << "\The [S] will not fit into the cycler with a helmet attached."
|
||||
return
|
||||
|
||||
if(S.boots)
|
||||
user << "\The [S] will not fit into the cycler with boots attached."
|
||||
user << "<span class='danger'>The cycler already contains a voidsuit.</span>"
|
||||
return
|
||||
|
||||
user << "You fit \the [I] into the suit cycler."
|
||||
@@ -875,12 +865,12 @@
|
||||
locked = !locked
|
||||
usr << "You [locked ? "" : "un"]lock \the [src]."
|
||||
else
|
||||
usr << "\red Access denied."
|
||||
usr << "<span class='danger'>Access denied.</span>"
|
||||
|
||||
else if(href_list["begin_decontamination"])
|
||||
|
||||
if(safeties && occupant)
|
||||
usr << "\red The cycler has detected an occupant. Please remove the occupant before commencing the decontamination cycle."
|
||||
usr << "<span class='danger'>The cycler has detected an occupant. Please remove the occupant before commencing the decontamination cycle.</span>"
|
||||
return
|
||||
|
||||
active = 1
|
||||
@@ -994,63 +984,63 @@
|
||||
switch(target_department)
|
||||
if("Engineering")
|
||||
if(helmet)
|
||||
helmet.name = "engineering hardsuit helmet"
|
||||
helmet.name = "engineering voidsuit helmet"
|
||||
helmet.icon_state = "rig0-engineering"
|
||||
helmet.item_state = "eng_helm"
|
||||
helmet.item_color = "engineering"
|
||||
if(suit)
|
||||
suit.name = "engineering hardsuit"
|
||||
suit.name = "engineering voidsuit"
|
||||
suit.icon_state = "rig-engineering"
|
||||
suit.item_state = "eng_hardsuit"
|
||||
suit.item_state = "eng_voidsuit"
|
||||
if("Mining")
|
||||
if(helmet)
|
||||
helmet.name = "mining hardsuit helmet"
|
||||
helmet.name = "mining voidsuit helmet"
|
||||
helmet.icon_state = "rig0-mining"
|
||||
helmet.item_state = "mining_helm"
|
||||
helmet.item_color = "mining"
|
||||
if(suit)
|
||||
suit.name = "mining hardsuit"
|
||||
suit.name = "mining voidsuit"
|
||||
suit.icon_state = "rig-mining"
|
||||
suit.item_state = "mining_hardsuit"
|
||||
suit.item_state = "mining_voidsuit"
|
||||
if("Medical")
|
||||
if(helmet)
|
||||
helmet.name = "medical hardsuit helmet"
|
||||
helmet.name = "medical voidsuit helmet"
|
||||
helmet.icon_state = "rig0-medical"
|
||||
helmet.item_state = "medical_helm"
|
||||
helmet.item_color = "medical"
|
||||
if(suit)
|
||||
suit.name = "medical hardsuit"
|
||||
suit.name = "medical voidsuit"
|
||||
suit.icon_state = "rig-medical"
|
||||
suit.item_state = "medical_hardsuit"
|
||||
suit.item_state = "medical_voidsuit"
|
||||
if("Security")
|
||||
if(helmet)
|
||||
helmet.name = "security hardsuit helmet"
|
||||
helmet.name = "security voidsuit helmet"
|
||||
helmet.icon_state = "rig0-sec"
|
||||
helmet.item_state = "sec_helm"
|
||||
helmet.item_color = "sec"
|
||||
if(suit)
|
||||
suit.name = "security hardsuit"
|
||||
suit.name = "security voidsuit"
|
||||
suit.icon_state = "rig-sec"
|
||||
suit.item_state = "sec_hardsuit"
|
||||
suit.item_state = "sec_voidsuit"
|
||||
if("Atmos")
|
||||
if(helmet)
|
||||
helmet.name = "atmospherics hardsuit helmet"
|
||||
helmet.name = "atmospherics voidsuit helmet"
|
||||
helmet.icon_state = "rig0-atmos"
|
||||
helmet.item_state = "atmos_helm"
|
||||
helmet.item_color = "atmos"
|
||||
if(suit)
|
||||
suit.name = "atmospherics hardsuit"
|
||||
suit.name = "atmospherics voidsuit"
|
||||
suit.icon_state = "rig-atmos"
|
||||
suit.item_state = "atmos_hardsuit"
|
||||
suit.item_state = "atmos_voidsuit"
|
||||
if("^%###^%$" || "Mercenary")
|
||||
if(helmet)
|
||||
helmet.name = "blood-red hardsuit helmet"
|
||||
helmet.name = "blood-red voidsuit helmet"
|
||||
helmet.icon_state = "rig0-syndie"
|
||||
helmet.item_state = "syndie_helm"
|
||||
helmet.item_color = "syndie"
|
||||
if(suit)
|
||||
suit.name = "blood-red hardsuit"
|
||||
suit.item_state = "syndie_hardsuit"
|
||||
suit.name = "blood-red voidsuit"
|
||||
suit.item_state = "syndie_voidsuit"
|
||||
suit.icon_state = "rig-syndie"
|
||||
|
||||
if(helmet) helmet.name = "refitted [helmet.name]"
|
||||
|
||||
@@ -69,6 +69,16 @@
|
||||
var/max_equip = 3
|
||||
var/datum/events/events
|
||||
|
||||
/obj/mecha/drain_power(var/drain_check)
|
||||
|
||||
if(drain_check)
|
||||
return 1
|
||||
|
||||
if(!cell)
|
||||
return 0
|
||||
|
||||
return cell.drain_power(drain_check)
|
||||
|
||||
/obj/mecha/New()
|
||||
..()
|
||||
events = new
|
||||
|
||||
@@ -223,7 +223,13 @@ steam.start() -- spawns the effect
|
||||
/obj/effect/effect/smoke/proc/affect(var/mob/living/carbon/M)
|
||||
if (istype(M))
|
||||
return 0
|
||||
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
|
||||
if (M.internal != null)
|
||||
if(M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
|
||||
return 0
|
||||
if(istype(M,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(H.head && (H.head.flags & AIRTIGHT))
|
||||
return 0
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
@@ -277,6 +277,9 @@
|
||||
if(slot_wear_mask)
|
||||
if(H.wear_mask)
|
||||
return 0
|
||||
if(H.head && !(H.head.canremove) && (H.head.flags & HEADCOVERSMOUTH))
|
||||
H << "\red \The [H.head] is in the way."
|
||||
return 0
|
||||
if( !(slot_flags & SLOT_MASK) )
|
||||
return 0
|
||||
return 1
|
||||
@@ -317,6 +320,9 @@
|
||||
if(slot_glasses)
|
||||
if(H.glasses)
|
||||
return 0
|
||||
if(H.head && !(H.head.canremove) && (H.head.flags & HEADCOVERSEYES))
|
||||
H << "\red \The [H.head] is in the way."
|
||||
return 0
|
||||
if( !(slot_flags & SLOT_EYES) )
|
||||
return 0
|
||||
return 1
|
||||
|
||||
@@ -9,124 +9,161 @@
|
||||
var/flush = null
|
||||
origin_tech = "programming=4;materials=4"
|
||||
|
||||
/obj/item/device/aicard/attack(mob/living/silicon/decoy/M as mob, mob/user as mob)
|
||||
if (!istype (M, /mob/living/silicon/decoy))
|
||||
return ..()
|
||||
else
|
||||
M.death()
|
||||
user << "<b>ERROR ERROR ERROR</b>"
|
||||
|
||||
attack(mob/living/silicon/ai/M as mob, mob/user as mob)
|
||||
if(!istype(M, /mob/living/silicon/ai))//If target is not an AI.
|
||||
return ..()
|
||||
|
||||
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been carded with [src.name] by [user.name] ([user.ckey])</font>")
|
||||
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to card [M.name] ([M.ckey])</font>")
|
||||
msg_admin_attack("[user.name] ([user.ckey]) used the [src.name] to card [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
|
||||
|
||||
transfer_ai("AICORE", "AICARD", M, user)
|
||||
/obj/item/device/aicard/attack_self(mob/user)
|
||||
if (!in_range(src, user))
|
||||
return
|
||||
user.set_machine(src)
|
||||
var/dat = "<TT><B>Intelicard</B><BR>"
|
||||
var/laws
|
||||
for(var/mob/living/silicon/ai/A in src)
|
||||
dat += "Stored AI: [A.name]<br>System integrity: [A.system_integrity()]%<br>"
|
||||
|
||||
attack(mob/living/silicon/decoy/M as mob, mob/user as mob)
|
||||
if (!istype (M, /mob/living/silicon/decoy))
|
||||
return ..()
|
||||
for (var/law in A.laws.ion)
|
||||
if(law)
|
||||
laws += "[ionnum()]: [law]<BR>"
|
||||
|
||||
if (A.laws.zeroth)
|
||||
laws += "0: [A.laws.zeroth]<BR>"
|
||||
|
||||
var/number = 1
|
||||
for (var/index = 1, index <= A.laws.inherent.len, index++)
|
||||
var/law = A.laws.inherent[index]
|
||||
if (length(law) > 0)
|
||||
laws += "[number]: [law]<BR>"
|
||||
number++
|
||||
|
||||
for (var/index = 1, index <= A.laws.supplied.len, index++)
|
||||
var/law = A.laws.supplied[index]
|
||||
if (length(law) > 0)
|
||||
laws += "[number]: [law]<BR>"
|
||||
number++
|
||||
|
||||
dat += "Laws:<br>[laws]<br>"
|
||||
|
||||
if (A.stat == 2)
|
||||
dat += "<b>AI nonfunctional</b>"
|
||||
else
|
||||
M.death()
|
||||
user << "<b>ERROR ERROR ERROR</b>"
|
||||
|
||||
attack_self(mob/user)
|
||||
if (!in_range(src, user))
|
||||
return
|
||||
user.set_machine(src)
|
||||
var/dat = "<TT><B>Intelicard</B><BR>"
|
||||
var/laws
|
||||
for(var/mob/living/silicon/ai/A in src)
|
||||
dat += "Stored AI: [A.name]<br>System integrity: [A.system_integrity()]%<br>"
|
||||
|
||||
for (var/law in A.laws.ion)
|
||||
if(law)
|
||||
laws += "[ionnum()]: [law]<BR>"
|
||||
|
||||
if (A.laws.zeroth)
|
||||
laws += "0: [A.laws.zeroth]<BR>"
|
||||
|
||||
var/number = 1
|
||||
for (var/index = 1, index <= A.laws.inherent.len, index++)
|
||||
var/law = A.laws.inherent[index]
|
||||
if (length(law) > 0)
|
||||
laws += "[number]: [law]<BR>"
|
||||
number++
|
||||
|
||||
for (var/index = 1, index <= A.laws.supplied.len, index++)
|
||||
var/law = A.laws.supplied[index]
|
||||
if (length(law) > 0)
|
||||
laws += "[number]: [law]<BR>"
|
||||
number++
|
||||
|
||||
dat += "Laws:<br>[laws]<br>"
|
||||
|
||||
if (A.stat == 2)
|
||||
dat += "<b>AI nonfunctional</b>"
|
||||
if (!src.flush)
|
||||
dat += {"<A href='byond://?src=\ref[src];choice=Wipe'>Wipe AI</A>"}
|
||||
else
|
||||
if (!src.flush)
|
||||
dat += {"<A href='byond://?src=\ref[src];choice=Wipe'>Wipe AI</A>"}
|
||||
else
|
||||
dat += "<b>Wipe in progress</b>"
|
||||
dat += "<br>"
|
||||
dat += {"<a href='byond://?src=\ref[src];choice=Wireless'>[A.control_disabled ? "Enable" : "Disable"] Wireless Activity</a>"}
|
||||
dat += "<br>"
|
||||
dat += {"<a href='byond://?src=\ref[src];choice=Radio'>[A.aiRadio.disabledAi ? "Enable" : "Disable"] Subspace Transceiver</a>"}
|
||||
dat += "<br>"
|
||||
dat += {"<a href='byond://?src=\ref[src];choice=Close'> Close</a>"}
|
||||
user << browse(dat, "window=aicard")
|
||||
onclose(user, "aicard")
|
||||
dat += "<b>Wipe in progress</b>"
|
||||
dat += "<br>"
|
||||
dat += {"<a href='byond://?src=\ref[src];choice=Wireless'>[A.control_disabled ? "Enable" : "Disable"] Wireless Activity</a>"}
|
||||
dat += "<br>"
|
||||
dat += {"<a href='byond://?src=\ref[src];choice=Radio'>[A.aiRadio.disabledAi ? "Enable" : "Disable"] Subspace Transceiver</a>"}
|
||||
dat += "<br>"
|
||||
dat += {"<a href='byond://?src=\ref[src];choice=Close'> Close</a>"}
|
||||
user << browse(dat, "window=aicard")
|
||||
onclose(user, "aicard")
|
||||
return
|
||||
|
||||
/obj/item/device/aicard/Topic(href, href_list)
|
||||
|
||||
var/mob/U = usr
|
||||
if (!(get_turf(U) == get_turf(src)) || U.machine != src)//If they are not in range of 1 or less or their machine is not the card (ie, clicked on something else).
|
||||
U << browse(null, "window=aicard")
|
||||
U.unset_machine()
|
||||
return
|
||||
|
||||
Topic(href, href_list)
|
||||
var/mob/U = usr
|
||||
if (!in_range(src, U)||U.machine!=src)//If they are not in range of 1 or less or their machine is not the card (ie, clicked on something else).
|
||||
add_fingerprint(U)
|
||||
U.set_machine(src)
|
||||
|
||||
switch(href_list["choice"])//Now we switch based on choice.
|
||||
if ("Close")
|
||||
U << browse(null, "window=aicard")
|
||||
U.unset_machine()
|
||||
return
|
||||
|
||||
add_fingerprint(U)
|
||||
U.set_machine(src)
|
||||
if ("Radio")
|
||||
for(var/mob/living/silicon/ai/A in src)
|
||||
A.aiRadio.disabledAi = !A.aiRadio.disabledAi
|
||||
A << "Your Subspace Transceiver has been: [A.aiRadio.disabledAi ? "disabled" : "enabled"]"
|
||||
U << "You [A.aiRadio.disabledAi ? "Disable" : "Enable"] the AI's Subspace Transceiver"
|
||||
|
||||
switch(href_list["choice"])//Now we switch based on choice.
|
||||
if ("Close")
|
||||
U << browse(null, "window=aicard")
|
||||
U.unset_machine()
|
||||
return
|
||||
if ("Wipe")
|
||||
var/confirm = alert("Are you sure you want to wipe this card's memory? This cannot be undone once started.", "Confirm Wipe", "Yes", "No")
|
||||
if(confirm == "Yes")
|
||||
if(isnull(src)||!in_range(src, U)||U.machine!=src)
|
||||
U << browse(null, "window=aicard")
|
||||
U.unset_machine()
|
||||
return
|
||||
else
|
||||
flush = 1
|
||||
for(var/mob/living/silicon/ai/A in src)
|
||||
A.suiciding = 1
|
||||
A << "Your core files are being wiped!"
|
||||
while (A.stat != 2)
|
||||
A.adjustOxyLoss(2)
|
||||
A.updatehealth()
|
||||
sleep(10)
|
||||
flush = 0
|
||||
|
||||
if ("Radio")
|
||||
for(var/mob/living/silicon/ai/A in src)
|
||||
A.aiRadio.disabledAi = !A.aiRadio.disabledAi
|
||||
A << "Your Subspace Transceiver has been: [A.aiRadio.disabledAi ? "disabled" : "enabled"]"
|
||||
U << "You [A.aiRadio.disabledAi ? "Disable" : "Enable"] the AI's Subspace Transceiver"
|
||||
if ("Wireless")
|
||||
for(var/mob/living/silicon/ai/A in src)
|
||||
A.control_disabled = !A.control_disabled
|
||||
A << "The intelicard's wireless port has been [A.control_disabled ? "disabled" : "enabled"]!"
|
||||
update_icon()
|
||||
attack_self(U)
|
||||
|
||||
if ("Wipe")
|
||||
var/confirm = alert("Are you sure you want to wipe this card's memory? This cannot be undone once started.", "Confirm Wipe", "Yes", "No")
|
||||
if(confirm == "Yes")
|
||||
if(isnull(src)||!in_range(src, U)||U.machine!=src)
|
||||
U << browse(null, "window=aicard")
|
||||
U.unset_machine()
|
||||
return
|
||||
else
|
||||
flush = 1
|
||||
for(var/mob/living/silicon/ai/A in src)
|
||||
A.suiciding = 1
|
||||
A << "Your core files are being wiped!"
|
||||
while (A.stat != 2)
|
||||
A.adjustOxyLoss(2)
|
||||
A.updatehealth()
|
||||
sleep(10)
|
||||
flush = 0
|
||||
/obj/item/device/aicard/update_icon()
|
||||
var/mob/living/silicon/ai/occupant = locate() in src
|
||||
overlays.Cut()
|
||||
if(occupant)
|
||||
if (occupant.control_disabled)
|
||||
overlays -= image('icons/obj/pda.dmi', "aicard-on")
|
||||
else
|
||||
overlays += image('icons/obj/pda.dmi', "aicard-on")
|
||||
if(occupant.stat)
|
||||
icon_state = "aicard-404"
|
||||
else
|
||||
icon_state = "aicard-full"
|
||||
else
|
||||
icon_state = "aicard"
|
||||
|
||||
if ("Wireless")
|
||||
for(var/mob/living/silicon/ai/A in src)
|
||||
A.control_disabled = !A.control_disabled
|
||||
A << "The intelicard's wireless port has been [A.control_disabled ? "disabled" : "enabled"]!"
|
||||
if (A.control_disabled)
|
||||
overlays -= image('icons/obj/pda.dmi', "aicard-on")
|
||||
else
|
||||
overlays += image('icons/obj/pda.dmi', "aicard-on")
|
||||
attack_self(U)
|
||||
/obj/item/device/aicard/proc/grab_ai(var/mob/living/silicon/ai/ai, var/mob/living/user)
|
||||
|
||||
if(!ai.client)
|
||||
user << "\red <b>ERROR</b>: \black [name] data core is offline. Unable to download."
|
||||
return 0
|
||||
|
||||
if(locate(/mob/living/silicon/ai) in src)
|
||||
user << "\red <b>Transfer failed</b>: \black Existing AI found on remote terminal. Remove existing AI to install a new one."
|
||||
return 0
|
||||
|
||||
if(ai.is_malf())
|
||||
user << "\red <b>ERROR</b>: \black Remote transfer interface disabled."
|
||||
return 0
|
||||
|
||||
if(istype(ai.loc, /turf/))
|
||||
new /obj/structure/AIcore/deactivated(get_turf(ai))
|
||||
|
||||
src.name = "inteliCard - [ai.name]"
|
||||
|
||||
ai.loc = src
|
||||
ai.cancel_camera()
|
||||
ai.control_disabled = 1
|
||||
ai.aiRestorePowerRoutine = 0
|
||||
ai.aiRadio.disabledAi = 1
|
||||
|
||||
ai.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been carded with [src.name] by [user.name] ([user.ckey])</font>")
|
||||
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to card [ai.name] ([ai.ckey])</font>")
|
||||
msg_admin_attack("[user.name] ([user.ckey]) used the [src.name] to card [ai.name] ([ai.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
|
||||
|
||||
if(ai.client)
|
||||
ai << "You have been downloaded to a mobile storage device. Remote access lost."
|
||||
if(user.client)
|
||||
user << "\blue <b>Transfer successful</b>: \black [ai.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
|
||||
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
/obj/item/device/aicard/proc/clear()
|
||||
name = "inteliCard"
|
||||
update_icon()
|
||||
@@ -10,8 +10,8 @@
|
||||
var/target_species = "Human"
|
||||
|
||||
var/list/permitted_types = list(
|
||||
/obj/item/clothing/head/helmet/space/rig,
|
||||
/obj/item/clothing/suit/space/rig
|
||||
/obj/item/clothing/head/helmet/space/void,
|
||||
/obj/item/clothing/suit/space/void
|
||||
)
|
||||
|
||||
/obj/item/device/modkit/afterattack(obj/O, mob/user as mob, proximity)
|
||||
|
||||
@@ -164,15 +164,39 @@
|
||||
w_class = 4.0//So you can't hide it in your pocket or some such.
|
||||
flags = FPRINT | TABLEPASS | NOSHIELD | NOBLOODY
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
var/mob/living/creator
|
||||
var/datum/effect/effect/system/spark_spread/spark_system
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/New()
|
||||
|
||||
spark_system = new /datum/effect/effect/system/spark_spread()
|
||||
spark_system.set_up(5, 0, src)
|
||||
spark_system.attach(src)
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/dropped()
|
||||
del(src)
|
||||
processing_objects |= src
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/proc/throw()
|
||||
del(src)
|
||||
/obj/item/weapon/melee/energy/blade/Del()
|
||||
processing_objects -= src
|
||||
..()
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/attack_self(mob/user as mob)
|
||||
user.drop_from_inventory(src)
|
||||
spawn(1) if(src) del(src)
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/dropped()
|
||||
spawn(1) if(src) del(src)
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/process()
|
||||
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
|
||||
// Tidy up a bit.
|
||||
if(istype(loc,/mob/living))
|
||||
var/mob/living/carbon/human/host = loc
|
||||
if(istype(host))
|
||||
for(var/datum/organ/external/organ in host.organs)
|
||||
for(var/obj/item/O in organ.implants)
|
||||
if(O == src)
|
||||
organ.implants -= src
|
||||
host.pinned -= src
|
||||
host.embedded -= src
|
||||
host.drop_from_inventory(src)
|
||||
spawn(1) if(src) del(src)
|
||||
|
||||
@@ -25,6 +25,10 @@
|
||||
var/use_sound = "rustle" //sound played when used. null for no sound.
|
||||
|
||||
/obj/item/weapon/storage/MouseDrop(obj/over_object as obj)
|
||||
|
||||
if(!canremove)
|
||||
return
|
||||
|
||||
if (ishuman(usr) || ismonkey(usr)) //so monkeys can take off their backpacks -- Urist
|
||||
|
||||
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
|
||||
|
||||
@@ -135,8 +135,13 @@
|
||||
data["maskConnected"] = 0
|
||||
if(istype(loc,/mob/living/carbon))
|
||||
var/mob/living/carbon/location = loc
|
||||
if(location.internal == src || (location.wear_mask && (location.wear_mask.flags & MASKINTERNALS)))
|
||||
data["maskConnected"] = 1
|
||||
if(location.internal == src)
|
||||
if(location.wear_mask && (location.wear_mask.flags & AIRTIGHT))
|
||||
data["maskConnected"] = 1
|
||||
else if(istype(location, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = location
|
||||
if(H.head && (H.head.flags & AIRTIGHT))
|
||||
data["maskConnected"] = 1
|
||||
|
||||
// update the ui if it exists, returns null if no ui is passed/found
|
||||
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
|
||||
@@ -177,7 +182,16 @@
|
||||
if (location.internals)
|
||||
location.internals.icon_state = "internal0"
|
||||
else
|
||||
if(location.wear_mask && (location.wear_mask.flags & MASKINTERNALS))
|
||||
|
||||
var/can_open_valve
|
||||
if(location.wear_mask && (location.wear_mask.flags & AIRTIGHT))
|
||||
can_open_valve = 1
|
||||
else if(istype(location,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = location
|
||||
if(H.head && (H.head.flags & AIRTIGHT))
|
||||
can_open_valve = 1
|
||||
|
||||
if(can_open_valve)
|
||||
location.internal = src
|
||||
usr << "\blue You open \the [src] valve."
|
||||
if (location.internals)
|
||||
|
||||
@@ -294,3 +294,195 @@ obj/item/weapon/wirerod/attackby(var/obj/item/I, mob/user as mob)
|
||||
del(src)
|
||||
update_icon(user)
|
||||
update_icon(user)
|
||||
|
||||
/obj/item/weapon/star
|
||||
name = "shuriken"
|
||||
desc = "A sharp, perfectly weighted piece of metal."
|
||||
icon_state = "star"
|
||||
force = 5
|
||||
throw_speed = 10
|
||||
throwforce = 15
|
||||
throw_range = 15
|
||||
sharp = 1
|
||||
edge = 1
|
||||
matter = list("metal" = 500)
|
||||
|
||||
var/poisoned = 0
|
||||
|
||||
/obj/item/weapon/star/New()
|
||||
..()
|
||||
src.pixel_x = rand(-12, 12)
|
||||
src.pixel_y = rand(-12, 12)
|
||||
|
||||
//TODO: consider making this something done with reagents.
|
||||
/obj/item/weapon/star/throw_impact(atom/hit_atom)
|
||||
..()
|
||||
if(poisoned && istype(hit_atom,/mob/living))
|
||||
var/mob/living/M = hit_atom
|
||||
M.adjustToxLoss(rand(20,40))
|
||||
poisoned = 0
|
||||
color = null
|
||||
|
||||
/obj/item/weapon/star/ninja
|
||||
color = "#007700"
|
||||
poisoned = 1
|
||||
|
||||
/obj/item/weapon/energy_net
|
||||
name = "energy net"
|
||||
desc = "It's a net made of green energy."
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "energynet"
|
||||
throwforce = 0
|
||||
force = 0
|
||||
var/net_type = /obj/effect/energy_net
|
||||
|
||||
/obj/item/weapon/energy_net/dropped()
|
||||
spawn(10)
|
||||
if(src) del(src)
|
||||
|
||||
/obj/item/weapon/energy_net/throw_impact(atom/hit_atom)
|
||||
..()
|
||||
|
||||
var/mob/living/M = hit_atom
|
||||
|
||||
if(!istype(M) || locate(/obj/effect/energy_net) in M.loc)
|
||||
del(src)
|
||||
return 0
|
||||
|
||||
var/turf/T = get_turf(M)
|
||||
if(T)
|
||||
var/obj/effect/energy_net/net = new net_type(T)
|
||||
net.layer = M.layer+1
|
||||
M.captured = 1
|
||||
net.affecting = M
|
||||
T.visible_message("[M] was caught in an energy net!")
|
||||
del(src)
|
||||
|
||||
// If we miss or hit an obstacle, we still want to delete the net.
|
||||
spawn(10)
|
||||
if(src) del(src)
|
||||
|
||||
/obj/effect/energy_net
|
||||
name = "energy net"
|
||||
desc = "It's a net made of green energy."
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "energynet"
|
||||
|
||||
density = 1
|
||||
opacity = 0
|
||||
mouse_opacity = 1
|
||||
anchored = 1
|
||||
|
||||
var/health = 25
|
||||
var/mob/living/affecting = null //Who it is currently affecting, if anyone.
|
||||
var/mob/living/master = null //Who shot web. Will let this person know if the net was successful.
|
||||
var/countdown = -1
|
||||
|
||||
/obj/effect/energy_net/teleport
|
||||
countdown = 60
|
||||
|
||||
/obj/effect/energy_net/New()
|
||||
..()
|
||||
processing_objects |= src
|
||||
|
||||
/obj/effect/energy_net/Del()
|
||||
|
||||
if(affecting)
|
||||
var/mob/living/carbon/M = affecting
|
||||
M.anchored = initial(affecting.anchored)
|
||||
M.captured = 0
|
||||
M << "You are free of the net!"
|
||||
|
||||
processing_objects -= src
|
||||
..()
|
||||
|
||||
/obj/effect/energy_net/proc/healthcheck()
|
||||
|
||||
if(health <=0)
|
||||
density = 0
|
||||
src.visible_message("The energy net is torn apart!")
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/effect/energy_net/process()
|
||||
|
||||
if(isnull(affecting) || affecting.loc != loc)
|
||||
del(src)
|
||||
return
|
||||
|
||||
// Countdown begin set to -1 will stop the teleporter from firing.
|
||||
// Clientless mobs can be netted but they will not teleport or decrement the timer.
|
||||
var/mob/living/M = affecting
|
||||
if(countdown == -1 || (istype(M) && !M.client))
|
||||
return
|
||||
|
||||
if(countdown > 0)
|
||||
countdown--
|
||||
return
|
||||
|
||||
// TODO: consider removing or altering this; energy nets are useful on their own
|
||||
// merits and the teleportation was never properly implemented; it's halfassed.
|
||||
density = 0
|
||||
invisibility = 101 //Make the net invisible so all the animations can play out.
|
||||
health = INFINITY //Make the net invincible so that an explosion/something else won't kill it during anims.
|
||||
|
||||
playsound(affecting.loc, 'sound/effects/sparks4.ogg', 50, 1)
|
||||
anim(affecting.loc,affecting,'icons/mob/mob.dmi',,"phaseout",,affecting.dir)
|
||||
|
||||
affecting.visible_message("[affecting] vanishes in a flare of light!")
|
||||
|
||||
if(holdingfacility.len)
|
||||
affecting.loc = pick(holdingfacility)
|
||||
|
||||
affecting << "You appear in a strange place!"
|
||||
|
||||
playsound(affecting.loc, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(affecting.loc, 'sound/effects/sparks2.ogg', 50, 1)
|
||||
anim(affecting.loc,affecting,'icons/mob/mob.dmi',,"phasein",,affecting.dir)
|
||||
|
||||
del(src)
|
||||
|
||||
/obj/effect/energy_net/bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
healthcheck()
|
||||
return 0
|
||||
|
||||
/obj/effect/energy_net/ex_act()
|
||||
health = 0
|
||||
healthcheck()
|
||||
|
||||
/obj/effect/energy_net/blob_act()
|
||||
health = 0
|
||||
healthcheck()
|
||||
|
||||
/obj/effect/energy_net/meteorhit()
|
||||
health = 0
|
||||
healthcheck()
|
||||
|
||||
/obj/effect/energy_net/attack_hand(var/mob/user)
|
||||
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(istype(H))
|
||||
if(H.species.can_shred(H))
|
||||
playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1)
|
||||
health -= rand(10, 20)
|
||||
else
|
||||
health -= rand(1,3)
|
||||
|
||||
else if (HULK in user.mutations)
|
||||
health = 0
|
||||
else
|
||||
health -= rand(5,8)
|
||||
|
||||
H << "<span class='danger'>You claw at the energy net.</span>"
|
||||
|
||||
healthcheck()
|
||||
return
|
||||
|
||||
/obj/effect/energy_net/attack_paw(var/mob/user)
|
||||
return attack_hand(user)
|
||||
|
||||
/obj/effect/energy_net/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
health -= W.force
|
||||
healthcheck()
|
||||
..()
|
||||
@@ -9,8 +9,8 @@
|
||||
..()
|
||||
new /obj/item/weapon/tank/jetpack/void(src)
|
||||
new /obj/item/clothing/mask/breath(src)
|
||||
new /obj/item/clothing/head/helmet/space/nasavoid(src)
|
||||
new /obj/item/clothing/suit/space/nasavoid(src)
|
||||
new /obj/item/clothing/head/helmet/space/void(src)
|
||||
new /obj/item/clothing/suit/space/void(src)
|
||||
new /obj/item/weapon/crowbar(src)
|
||||
new /obj/item/weapon/cell(src)
|
||||
new /obj/item/device/multitool(src)
|
||||
@@ -14,8 +14,8 @@
|
||||
new /obj/item/weapon/tank/jetpack/oxygen(src)
|
||||
new /obj/item/clothing/mask/gas/syndicate(src)
|
||||
new /obj/item/clothing/under/syndicate(src)
|
||||
new /obj/item/clothing/head/helmet/space/rig/syndi(src)
|
||||
new /obj/item/clothing/suit/space/rig/syndi(src)
|
||||
new /obj/item/clothing/head/helmet/space/void/merc(src)
|
||||
new /obj/item/clothing/suit/space/void/merc(src)
|
||||
new /obj/item/weapon/crowbar/red(src)
|
||||
new /obj/item/weapon/cell/high(src)
|
||||
new /obj/item/weapon/card/id/syndicate(src)
|
||||
@@ -25,15 +25,15 @@
|
||||
|
||||
|
||||
/obj/structure/closet/syndicate/suit
|
||||
desc = "It's a storage unit for rig suits."
|
||||
desc = "It's a storage unit for voidsuits."
|
||||
|
||||
/obj/structure/closet/syndicate/suit/New()
|
||||
..()
|
||||
new /obj/item/weapon/tank/jetpack/oxygen(src)
|
||||
new /obj/item/clothing/shoes/magboots(src)
|
||||
new /obj/item/clothing/suit/space/rig/syndi(src)
|
||||
new /obj/item/clothing/suit/space/void/merc(src)
|
||||
new /obj/item/clothing/mask/gas/syndicate(src)
|
||||
new /obj/item/clothing/head/helmet/space/rig/syndi(src)
|
||||
new /obj/item/clothing/head/helmet/space/void/merc(src)
|
||||
|
||||
|
||||
/obj/structure/closet/syndicate/nuclear
|
||||
|
||||
@@ -106,12 +106,12 @@
|
||||
/obj/effect/landmark/corpse/syndicatecommando
|
||||
name = "Syndicate Commando"
|
||||
corpseuniform = /obj/item/clothing/under/syndicate
|
||||
corpsesuit = /obj/item/clothing/suit/space/rig/syndi
|
||||
corpsesuit = /obj/item/clothing/suit/space/void/merc
|
||||
corpseshoes = /obj/item/clothing/shoes/swat
|
||||
corpsegloves = /obj/item/clothing/gloves/swat
|
||||
corpseradio = /obj/item/device/radio/headset
|
||||
corpsemask = /obj/item/clothing/mask/gas/syndicate
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/rig/syndi
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/void/merc
|
||||
corpseback = /obj/item/weapon/tank/jetpack/oxygen
|
||||
corpsepocket1 = /obj/item/weapon/tank/emergency_oxygen
|
||||
corpseid = 1
|
||||
@@ -161,9 +161,9 @@
|
||||
corpseidaccess = "Station Engineer"
|
||||
|
||||
/obj/effect/landmark/corpse/engineer/rig
|
||||
corpsesuit = /obj/item/clothing/suit/space/rig/engineering
|
||||
corpsesuit = /obj/item/clothing/suit/space/void/engineering
|
||||
corpsemask = /obj/item/clothing/mask/breath
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/rig/engineering
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/void/engineering
|
||||
|
||||
/obj/effect/landmark/corpse/clown
|
||||
name = "Clown"
|
||||
@@ -199,9 +199,9 @@
|
||||
corpseidaccess = "Shaft Miner"
|
||||
|
||||
/obj/effect/landmark/corpse/miner/rig
|
||||
corpsesuit = /obj/item/clothing/suit/space/rig/mining
|
||||
corpsesuit = /obj/item/clothing/suit/space/void/mining
|
||||
corpsemask = /obj/item/clothing/mask/breath
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/rig/mining
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/void/mining
|
||||
|
||||
|
||||
/////////////////Officers//////////////////////
|
||||
|
||||
@@ -1,114 +0,0 @@
|
||||
/*
|
||||
Dear ninja gloves
|
||||
|
||||
This isn't because I like you
|
||||
this is because your father is a bastard
|
||||
|
||||
...
|
||||
I guess you're a little cool.
|
||||
-Sayu
|
||||
*/
|
||||
|
||||
/obj/item/clothing/gloves/space_ninja
|
||||
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
|
||||
name = "ninja gloves"
|
||||
icon_state = "s-ninja"
|
||||
item_state = "s-ninja"
|
||||
siemens_coefficient = 0
|
||||
var/draining = 0
|
||||
var/candrain = 0
|
||||
var/mindrain = 200
|
||||
var/maxdrain = 400
|
||||
species_restricted = null
|
||||
|
||||
/*
|
||||
This runs the gamut of what ninja gloves can do
|
||||
The other option would be a dedicated ninja touch bullshit proc on everything
|
||||
which would probably more efficient, but ninjas are pretty rare.
|
||||
This was mostly introduced to keep ninja code from contaminating other code;
|
||||
with this in place it would be easier to untangle the rest of it.
|
||||
|
||||
For the drain proc, see events/ninja.dm
|
||||
*/
|
||||
/obj/item/clothing/gloves/space_ninja/Touch(var/atom/A,var/proximity)
|
||||
if(!candrain || draining) return 0
|
||||
|
||||
var/mob/living/carbon/human/H = loc
|
||||
if(!istype(H)) return 0 // what
|
||||
var/obj/item/clothing/suit/space/space_ninja/suit = H.wear_suit
|
||||
if(!istype(suit)) return 0
|
||||
if(isturf(A)) return 0
|
||||
|
||||
if(!proximity) // todo: you could add ninja stars or computer hacking here
|
||||
return 0
|
||||
|
||||
// Move an AI into and out of things
|
||||
if(istype(A,/mob/living/silicon/ai))
|
||||
if(suit.s_control)
|
||||
A.add_fingerprint(H)
|
||||
suit.transfer_ai("AICORE", "NINJASUIT", A, H)
|
||||
return 1
|
||||
else
|
||||
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
|
||||
return 0
|
||||
|
||||
if(istype(A,/obj/structure/AIcore/deactivated))
|
||||
if(suit.s_control)
|
||||
A.add_fingerprint(H)
|
||||
suit.transfer_ai("INACTIVE","NINJASUIT",A, H)
|
||||
return 1
|
||||
else
|
||||
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
|
||||
return 0
|
||||
if(istype(A,/obj/machinery/computer/aifixer))
|
||||
if(suit.s_control)
|
||||
A.add_fingerprint(H)
|
||||
suit.transfer_ai("AIFIXER","NINJASUIT",A, H)
|
||||
return 1
|
||||
else
|
||||
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
|
||||
return 0
|
||||
|
||||
// steal energy from powered things
|
||||
if(istype(A,/mob/living/silicon/robot))
|
||||
A.add_fingerprint(H)
|
||||
drain("CYBORG",A,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/machinery/power/apc))
|
||||
A.add_fingerprint(H)
|
||||
drain("APC",A,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/structure/cable))
|
||||
A.add_fingerprint(H)
|
||||
drain("WIRE",A,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/structure/grille))
|
||||
var/obj/structure/cable/C = locate() in A.loc
|
||||
if(C)
|
||||
drain("WIRE",C,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/machinery/power/smes))
|
||||
A.add_fingerprint(H)
|
||||
drain("SMES",A,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/mecha))
|
||||
A.add_fingerprint(H)
|
||||
drain("MECHA",A,suit)
|
||||
return 1
|
||||
|
||||
// download research
|
||||
if(istype(A,/obj/machinery/computer/rdconsole))
|
||||
A.add_fingerprint(H)
|
||||
drain("RESEARCH",A,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/machinery/r_n_d/server))
|
||||
A.add_fingerprint(H)
|
||||
var/obj/machinery/r_n_d/server/S = A
|
||||
if(S.disabled)
|
||||
return 1
|
||||
if(S.shocked)
|
||||
S.shock(H,50)
|
||||
return 1
|
||||
drain("RESEARCH",A,suit)
|
||||
return 1
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
name = "breath mask"
|
||||
icon_state = "breath"
|
||||
item_state = "breath"
|
||||
flags = FPRINT | TABLEPASS | MASKCOVERSMOUTH | MASKINTERNALS
|
||||
flags = FPRINT | TABLEPASS | MASKCOVERSMOUTH | AIRTIGHT
|
||||
body_parts_covered = 0
|
||||
w_class = 2
|
||||
gas_transfer_coefficient = 0.10
|
||||
@@ -24,14 +24,14 @@
|
||||
if(!src.hanging)
|
||||
src.hanging = !src.hanging
|
||||
gas_transfer_coefficient = 1 //gas is now escaping to the turf and vice versa
|
||||
flags &= ~(MASKCOVERSMOUTH | MASKINTERNALS)
|
||||
flags &= ~(MASKCOVERSMOUTH | AIRTIGHT)
|
||||
icon_state = "breathdown"
|
||||
usr << "Your mask is now hanging on your neck."
|
||||
|
||||
else
|
||||
src.hanging = !src.hanging
|
||||
gas_transfer_coefficient = 0.10
|
||||
flags |= MASKCOVERSMOUTH | MASKINTERNALS
|
||||
flags |= MASKCOVERSMOUTH | AIRTIGHT
|
||||
icon_state = "breath"
|
||||
usr << "You pull the mask up to cover your face."
|
||||
update_clothing_icon()
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "gas mask"
|
||||
desc = "A face-covering mask that can be connected to an air supply. Filters harmful gases from the air."
|
||||
icon_state = "gas_alt"
|
||||
flags = FPRINT | TABLEPASS | MASKCOVERSMOUTH | MASKCOVERSEYES | BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
|
||||
flags = FPRINT | TABLEPASS | MASKCOVERSMOUTH | MASKCOVERSEYES | BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
|
||||
body_parts_covered = FACE|EYES
|
||||
w_class = 3.0
|
||||
@@ -48,22 +48,6 @@
|
||||
icon_state = "swat"
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
/obj/item/clothing/mask/gas/voice
|
||||
name = "gas mask"
|
||||
//desc = "A face-covering mask that can be connected to an air supply. It seems to house some odd electronics."
|
||||
var/mode = 0// 0==Scouter | 1==Night Vision | 2==Thermal | 3==Meson
|
||||
var/voice = "Unknown"
|
||||
var/vchange = 0//This didn't do anything before. It now checks if the mask has special functions/N
|
||||
origin_tech = "syndicate=4"
|
||||
|
||||
/obj/item/clothing/mask/gas/voice/space_ninja
|
||||
name = "ninja mask"
|
||||
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement."
|
||||
icon_state = "s-ninja"
|
||||
item_state = "s-ninja_mask"
|
||||
vchange = 1
|
||||
siemens_coefficient = 0.2
|
||||
|
||||
/obj/item/clothing/mask/gas/clown_hat
|
||||
name = "clown wig and mask"
|
||||
desc = "A true prankster's facial attire. A clown is incomplete without his wig and mask."
|
||||
|
||||
22
code/modules/clothing/masks/voice.dm
Normal file
@@ -0,0 +1,22 @@
|
||||
/obj/item/voice_changer
|
||||
name = "voice changer"
|
||||
desc = "A voice scrambling module. If you can see this, report it as a bug on the tracker."
|
||||
var/voice //If set and item is present in mask/suit, this name will be used for the wearer's speech.
|
||||
var/active
|
||||
|
||||
/obj/item/clothing/mask/gas/voice
|
||||
name = "gas mask"
|
||||
desc = "A face-covering mask that can be connected to an air supply. It seems to house some odd electronics."
|
||||
var/obj/item/voice_changer/changer
|
||||
origin_tech = "syndicate=4"
|
||||
|
||||
/obj/item/clothing/mask/gas/voice/New()
|
||||
..()
|
||||
changer = new(src)
|
||||
|
||||
/obj/item/clothing/mask/gas/voice/space_ninja
|
||||
name = "ninja mask"
|
||||
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement."
|
||||
icon_state = "s-ninja"
|
||||
item_state = "s-ninja_mask"
|
||||
siemens_coefficient = 0.2
|
||||
@@ -36,21 +36,6 @@
|
||||
heat_protection = FEET
|
||||
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
|
||||
/obj/item/clothing/shoes/space_ninja
|
||||
name = "ninja shoes"
|
||||
desc = "A pair of running shoes. Excellent for running and even better for smashing skulls."
|
||||
icon_state = "s-ninja"
|
||||
permeability_coefficient = 0.01
|
||||
flags = NOSLIP
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
siemens_coefficient = 0.2
|
||||
|
||||
cold_protection = FEET
|
||||
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
heat_protection = FEET
|
||||
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
species_restricted = null
|
||||
|
||||
/obj/item/clothing/shoes/sandal
|
||||
desc = "A pair of rather plain, wooden sandals."
|
||||
name = "sandals"
|
||||
|
||||
@@ -1,89 +0,0 @@
|
||||
/obj/item/clothing/head/helmet/space/rig/ert
|
||||
name = "emergency response team helmet"
|
||||
desc = "A helmet worn by members of the NanoTrasen Emergency Response Team. Armoured and space ready."
|
||||
icon_state = "rig0-ert_commander"
|
||||
item_state = "helm-command"
|
||||
armor = list(melee = 50, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
|
||||
siemens_coefficient = 0.6
|
||||
var/obj/machinery/camera/camera
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/ert/attack_self(mob/user)
|
||||
if(camera)
|
||||
..(user)
|
||||
else
|
||||
camera = new /obj/machinery/camera(src)
|
||||
camera.network = list("ERT")
|
||||
cameranet.removeCamera(camera)
|
||||
camera.c_tag = user.name
|
||||
user << "\blue User scanned as [camera.c_tag]. Camera activated."
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/ert/examine(mob/user)
|
||||
if(..(user, 1))
|
||||
user << "This helmet has a built-in camera. It's [camera ? "" : "in"]active."
|
||||
|
||||
/obj/item/clothing/suit/space/rig/ert
|
||||
name = "emergency response team suit"
|
||||
desc = "A suit worn by members of the NanoTrasen Emergency Response Team. Armoured, space ready, and fire resistant."
|
||||
icon_state = "ert_commander"
|
||||
item_state = "suit-command"
|
||||
w_class = 3
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
slowdown = 1
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100)
|
||||
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
|
||||
/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
|
||||
/obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, \
|
||||
/obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun)
|
||||
siemens_coefficient = 0.6
|
||||
|
||||
//Commander
|
||||
/obj/item/clothing/head/helmet/space/rig/ert/commander
|
||||
name = "emergency response team commander helmet"
|
||||
desc = "A helmet worn by the commander of a NanoTrasen Emergency Response Team. Has blue highlights. Armoured and space ready."
|
||||
icon_state = "rig0-ert_commander"
|
||||
item_state = "helm-command"
|
||||
item_color = "ert_commander"
|
||||
|
||||
/obj/item/clothing/suit/space/rig/ert/commander
|
||||
name = "emergency response team commander suit"
|
||||
desc = "A suit worn by the commander of a NanoTrasen Emergency Response Team. Has blue highlights. Armoured, space ready, and fire resistant."
|
||||
icon_state = "ert_commander"
|
||||
item_state = "suit-command"
|
||||
|
||||
//Security
|
||||
/obj/item/clothing/head/helmet/space/rig/ert/security
|
||||
name = "emergency response team security helmet"
|
||||
desc = "A helmet worn by security members of a NanoTrasen Emergency Response Team. Has red highlights. Armoured and space ready."
|
||||
icon_state = "rig0-ert_security"
|
||||
item_state = "syndicate-helm-black-red"
|
||||
item_color = "ert_security"
|
||||
|
||||
/obj/item/clothing/suit/space/rig/ert/security
|
||||
name = "emergency response team security suit"
|
||||
desc = "A suit worn by security members of a NanoTrasen Emergency Response Team. Has red highlights. Armoured, space ready, and fire resistant."
|
||||
icon_state = "ert_security"
|
||||
item_state = "syndicate-black-red"
|
||||
|
||||
//Engineer
|
||||
/obj/item/clothing/head/helmet/space/rig/ert/engineer
|
||||
name = "emergency response team engineer helmet"
|
||||
desc = "A helmet worn by engineering members of a NanoTrasen Emergency Response Team. Has orange highlights. Armoured and space ready."
|
||||
icon_state = "rig0-ert_engineer"
|
||||
item_color = "ert_engineer"
|
||||
|
||||
/obj/item/clothing/suit/space/rig/ert/engineer
|
||||
name = "emergency response team engineer suit"
|
||||
desc = "A suit worn by the engineering of a NanoTrasen Emergency Response Team. Has orange highlights. Armoured, space ready, and fire resistant."
|
||||
icon_state = "ert_engineer"
|
||||
|
||||
//Medical
|
||||
/obj/item/clothing/head/helmet/space/rig/ert/medical
|
||||
name = "emergency response team medical helmet"
|
||||
desc = "A helmet worn by medical members of a NanoTrasen Emergency Response Team. Has white highlights. Armoured and space ready."
|
||||
icon_state = "rig0-ert_medical"
|
||||
item_color = "ert_medical"
|
||||
|
||||
/obj/item/clothing/suit/space/rig/ert/medical
|
||||
name = "emergency response team medical suit"
|
||||
desc = "A suit worn by medical members of a NanoTrasen Emergency Response Team. Has white highlights. Armoured and space ready."
|
||||
icon_state = "ert_medical"
|
||||
@@ -1,71 +0,0 @@
|
||||
/obj/item/clothing/head/helmet/space/space_ninja
|
||||
desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
|
||||
name = "ninja hood"
|
||||
icon_state = "s-ninja"
|
||||
item_state = "s-ninja_mask"
|
||||
allowed = list(/obj/item/weapon/cell)
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25)
|
||||
siemens_coefficient = 0.2
|
||||
species_restricted = null
|
||||
body_parts_covered = HEAD|FACE
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja
|
||||
name = "ninja suit"
|
||||
desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
|
||||
icon_state = "s-ninja"
|
||||
item_state = "s-ninja_suit"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/cell)
|
||||
slowdown = 0
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
siemens_coefficient = 0.2
|
||||
species_restricted = null //Workaround for spawning alien ninja without internals.
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT|HIDETAIL
|
||||
supporting_limbs = list()
|
||||
|
||||
// Hardsuit breaching data
|
||||
breach_threshold = 30 //A suit breach is a major issue for ninjas. This should maybe help.
|
||||
can_breach = 1
|
||||
|
||||
//Important parts of the suit.
|
||||
var/mob/living/carbon/affecting = null//The wearer.
|
||||
var/obj/item/weapon/cell/cell//Starts out with a high-capacity cell using New().
|
||||
var/datum/effect/effect/system/spark_spread/spark_system//To create sparks.
|
||||
var/reagent_list[] = list("tricordrazine","tramadol","dexalinp","spaceacillin","anti_toxin","nutriment","radium","hyronalin")//The reagents ids which are added to the suit at New().
|
||||
var/stored_research[]//For stealing station research.
|
||||
var/obj/item/weapon/disk/tech_disk/t_disk//To copy design onto disk.
|
||||
|
||||
//Other articles of ninja gear worn together, used to easily reference them after initializing.
|
||||
var/obj/item/clothing/head/helmet/space/space_ninja/n_hood
|
||||
var/obj/item/clothing/shoes/space_ninja/n_shoes
|
||||
var/obj/item/clothing/gloves/space_ninja/n_gloves
|
||||
|
||||
//Main function variables.
|
||||
var/s_initialized = 0//Suit starts off.
|
||||
var/s_coold = 0//If the suit is on cooldown. Can be used to attach different cooldowns to abilities. Ticks down every second based on suit ntick().
|
||||
var/s_cost = 5.0//Base energy cost each ntick.
|
||||
var/s_acost = 25.0//Additional cost for additional powers active.
|
||||
var/k_cost = 200.0//Kamikaze energy cost each ntick.
|
||||
var/k_damage = 1.0//Brute damage potentially done by Kamikaze each ntick.
|
||||
var/s_delay = 40.0//How fast the suit does certain things, lower is faster. Can be overridden in specific procs. Also determines adverse probability.
|
||||
var/a_transfer = 20.0//How much reagent is transferred when injecting.
|
||||
var/r_maxamount = 80.0//How much reagent in total there is.
|
||||
|
||||
//Support function variables.
|
||||
var/spideros = 0//Mode of SpiderOS. This can change so I won't bother listing the modes here (0 is hub). Check ninja_equipment.dm for how it all works.
|
||||
var/s_active = 0//Stealth off.
|
||||
var/s_busy = 0//Is the suit busy with a process? Like AI hacking. Used for safety functions.
|
||||
var/kamikaze = 0//Kamikaze on or off.
|
||||
var/k_unlock = 0//To unlock Kamikaze.
|
||||
|
||||
//Ability function variables.
|
||||
var/s_bombs = 10.0//Number of starting ninja smoke bombs.
|
||||
var/a_boost = 3.0//Number of adrenaline boosters.
|
||||
|
||||
//Onboard AI related variables.
|
||||
var/mob/living/silicon/ai/AI//If there is an AI inside the suit.
|
||||
var/obj/item/device/paicard/pai//A slot for a pAI device
|
||||
var/obj/effect/overlay/hologram//Is the AI hologram on or off? Visible only to the wearer of the suit. This works by attaching an image to a blank overlay.
|
||||
var/flush = 0//If an AI purge is in progress.
|
||||
var/s_control = 1//If user in control of the suit.
|
||||
@@ -1,477 +0,0 @@
|
||||
//Regular rig suits
|
||||
/obj/item/clothing/head/helmet/space/rig
|
||||
name = "hardsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
|
||||
icon_state = "rig0-engineering"
|
||||
item_state = "eng_helm"
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
|
||||
allowed = list(/obj/item/device/flashlight)
|
||||
var/brightness_on = 4 //luminosity when on
|
||||
var/on = 0
|
||||
item_color = "engineering" //Determines used sprites: rig[on]-[color] and rig[on]-[color]2 (lying down sprite)
|
||||
icon_action_button = "action_hardhat"
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
|
||||
//Species-specific stuff.
|
||||
species_restricted = list("exclude","Unathi","Tajara","Skrell","Diona","Vox")
|
||||
sprite_sheets_refit = list(
|
||||
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
|
||||
"Tajara" = 'icons/mob/species/tajaran/helmet.dmi',
|
||||
"Skrell" = 'icons/mob/species/skrell/helmet.dmi',
|
||||
)
|
||||
sprite_sheets_obj = list(
|
||||
"Unathi" = 'icons/obj/clothing/species/unathi/hats.dmi',
|
||||
"Tajara" = 'icons/obj/clothing/species/tajaran/hats.dmi',
|
||||
"Skrell" = 'icons/obj/clothing/species/skrell/hats.dmi',
|
||||
)
|
||||
|
||||
attack_self(mob/user)
|
||||
if(!isturf(user.loc))
|
||||
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
|
||||
return
|
||||
on = !on
|
||||
icon_state = "rig[on]-[item_color]"
|
||||
// item_state = "rig[on]-[color]"
|
||||
|
||||
if(on) user.SetLuminosity(user.luminosity + brightness_on)
|
||||
else user.SetLuminosity(user.luminosity - brightness_on)
|
||||
|
||||
if(istype(user,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
H.update_inv_head()
|
||||
|
||||
pickup(mob/user)
|
||||
if(on)
|
||||
user.SetLuminosity(user.luminosity + brightness_on)
|
||||
// user.UpdateLuminosity()
|
||||
SetLuminosity(0)
|
||||
|
||||
dropped(mob/user)
|
||||
if(on)
|
||||
user.SetLuminosity(user.luminosity - brightness_on)
|
||||
// user.UpdateLuminosity()
|
||||
SetLuminosity(brightness_on)
|
||||
|
||||
/obj/item/clothing/suit/space/rig
|
||||
name = "hardsuit"
|
||||
desc = "A special space suit for environments that might pose hazards beyond just the vacuum of space. Provides more protection than a standard space suit."
|
||||
icon_state = "rig-engineering"
|
||||
item_state = "eng_hardsuit"
|
||||
slowdown = 1
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
|
||||
species_restricted = list("exclude","Unathi","Tajara","Diona","Vox")
|
||||
sprite_sheets_refit = list(
|
||||
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
|
||||
"Tajara" = 'icons/mob/species/tajaran/suit.dmi',
|
||||
"Skrell" = 'icons/mob/species/skrell/suit.dmi',
|
||||
)
|
||||
sprite_sheets_obj = list(
|
||||
"Unathi" = 'icons/obj/clothing/species/unathi/suits.dmi',
|
||||
"Tajara" = 'icons/obj/clothing/species/tajaran/suits.dmi',
|
||||
"Skrell" = 'icons/obj/clothing/species/skrell/suits.dmi',
|
||||
)
|
||||
|
||||
//Breach thresholds, should ideally be inherited by most (if not all) hardsuits.
|
||||
breach_threshold = 18
|
||||
can_breach = 1
|
||||
|
||||
//Component/device holders.
|
||||
var/obj/item/weapon/stock_parts/gloves = null // Basic capacitor allows insulation, upgrades allow shock gloves etc.
|
||||
|
||||
var/attached_boots = 1 // Can't wear boots if some are attached
|
||||
var/obj/item/clothing/shoes/magboots/boots = null // Deployable boots, if any.
|
||||
var/attached_helmet = 1 // Can't wear a helmet if one is deployable.
|
||||
var/obj/item/clothing/head/helmet/helmet = null // Deployable helmet, if any.
|
||||
|
||||
var/list/max_mounted_devices = 0 // Maximum devices. Easy.
|
||||
var/list/can_mount = null // Types of device that can be hardpoint mounted.
|
||||
var/list/mounted_devices = null // Holder for the above device.
|
||||
var/obj/item/active_device = null // Currently deployed device, if any.
|
||||
|
||||
/obj/item/clothing/suit/space/rig/equipped(mob/M)
|
||||
..()
|
||||
|
||||
var/mob/living/carbon/human/H = M
|
||||
|
||||
if(!istype(H)) return
|
||||
|
||||
if(H.wear_suit != src)
|
||||
return
|
||||
|
||||
if(attached_helmet && helmet)
|
||||
if(H.head)
|
||||
M << "You are unable to deploy your suit's helmet as \the [H.head] is in the way."
|
||||
else
|
||||
M << "Your suit's helmet deploys with a hiss."
|
||||
//TODO: Species check, skull damage for forcing an unfitting helmet on?
|
||||
helmet.loc = H
|
||||
H.equip_to_slot(helmet, slot_head)
|
||||
helmet.canremove = 0
|
||||
|
||||
if(attached_boots && boots)
|
||||
if(H.shoes)
|
||||
M << "You are unable to deploy your suit's magboots as \the [H.shoes] are in the way."
|
||||
else
|
||||
M << "Your suit's boots deploy with a hiss."
|
||||
boots.loc = H
|
||||
H.equip_to_slot(boots, slot_shoes)
|
||||
boots.canremove = 0
|
||||
|
||||
/obj/item/clothing/suit/space/rig/dropped()
|
||||
..()
|
||||
|
||||
var/mob/living/carbon/human/H
|
||||
|
||||
if(helmet)
|
||||
H = helmet.loc
|
||||
if(istype(H))
|
||||
if(helmet && H.head == helmet)
|
||||
helmet.canremove = 1
|
||||
H.drop_from_inventory(helmet)
|
||||
helmet.loc = src
|
||||
|
||||
if(boots)
|
||||
H = boots.loc
|
||||
if(istype(H))
|
||||
if(boots && H.shoes == boots)
|
||||
boots.canremove = 1
|
||||
H.drop_from_inventory(boots)
|
||||
boots.loc = src
|
||||
|
||||
/*
|
||||
/obj/item/clothing/suit/space/rig/verb/get_mounted_device()
|
||||
|
||||
set name = "Deploy Mounted Device"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(!can_mount)
|
||||
verbs -= /obj/item/clothing/suit/space/rig/verb/get_mounted_device
|
||||
verbs -= /obj/item/clothing/suit/space/rig/verb/stow_mounted_device
|
||||
return
|
||||
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
|
||||
if(active_device)
|
||||
usr << "You already have \the [active_device] deployed."
|
||||
return
|
||||
|
||||
if(!mounted_devices.len)
|
||||
usr << "You do not have any devices mounted on \the [src]."
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/space/rig/verb/stow_mounted_device()
|
||||
|
||||
set name = "Stow Mounted Device"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(!can_mount)
|
||||
verbs -= /obj/item/clothing/suit/space/rig/verb/get_mounted_device
|
||||
verbs -= /obj/item/clothing/suit/space/rig/verb/stow_mounted_device
|
||||
return
|
||||
|
||||
if(!istype(usr, /mob/living)) return
|
||||
|
||||
if(usr.stat) return
|
||||
|
||||
if(!active_device)
|
||||
usr << "You have no device currently deployed."
|
||||
return
|
||||
*/
|
||||
|
||||
/obj/item/clothing/suit/space/rig/verb/toggle_helmet()
|
||||
|
||||
set name = "Toggle Helmet"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(!istype(src.loc,/mob/living)) return
|
||||
|
||||
if(!helmet)
|
||||
usr << "There is no helmet installed."
|
||||
return
|
||||
|
||||
var/mob/living/carbon/human/H = usr
|
||||
|
||||
if(!istype(H)) return
|
||||
if(H.stat) return
|
||||
if(H.wear_suit != src) return
|
||||
|
||||
if(H.head == helmet)
|
||||
helmet.canremove = 1
|
||||
H.drop_from_inventory(helmet)
|
||||
helmet.loc = src
|
||||
H << "\blue You retract your hardsuit helmet."
|
||||
else
|
||||
if(H.head)
|
||||
H << "\red You cannot deploy your helmet while wearing another helmet."
|
||||
return
|
||||
//TODO: Species check, skull damage for forcing an unfitting helmet on?
|
||||
helmet.loc = H
|
||||
helmet.pickup(H)
|
||||
H.equip_to_slot(helmet, slot_head)
|
||||
helmet.canremove = 0
|
||||
H << "\blue You deploy your hardsuit helmet, sealing you off from the world."
|
||||
|
||||
/obj/item/clothing/suit/space/rig/attackby(obj/item/W as obj, mob/user as mob)
|
||||
|
||||
if(!istype(user,/mob/living)) return
|
||||
|
||||
if(user.a_intent == "help")
|
||||
|
||||
if(istype(src.loc,/mob/living))
|
||||
user << "How do you propose to modify a hardsuit while it is being worn?"
|
||||
return
|
||||
|
||||
var/target_zone = user.zone_sel.selecting
|
||||
|
||||
if(target_zone == "head")
|
||||
|
||||
//Installing a component into or modifying the contents of the helmet.
|
||||
if(!attached_helmet)
|
||||
user << "\The [src] does not have a helmet mount."
|
||||
return
|
||||
|
||||
if(istype(W,/obj/item/weapon/screwdriver))
|
||||
if(!helmet)
|
||||
user << "\The [src] does not have a helmet installed."
|
||||
else
|
||||
user << "You detatch \the [helmet] from \the [src]'s helmet mount."
|
||||
helmet.loc = get_turf(src)
|
||||
src.helmet = null
|
||||
return
|
||||
else if(istype(W,/obj/item/clothing/head/helmet/space))
|
||||
if(helmet)
|
||||
user << "\The [src] already has a helmet installed."
|
||||
else
|
||||
user << "You attach \the [W] to \the [src]'s helmet mount."
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
src.helmet = W
|
||||
return
|
||||
else
|
||||
return ..()
|
||||
|
||||
else if(target_zone == "l_leg" || target_zone == "r_leg" || target_zone == "l_foot" || target_zone == "r_foot")
|
||||
|
||||
//Installing a component into or modifying the contents of the feet.
|
||||
if(!attached_boots)
|
||||
user << "\The [src] does not have boot mounts."
|
||||
return
|
||||
|
||||
if(istype(W,/obj/item/weapon/screwdriver))
|
||||
if(!boots)
|
||||
user << "\The [src] does not have any boots installed."
|
||||
else
|
||||
user << "You detatch \the [boots] from \the [src]'s boot mounts."
|
||||
boots.loc = get_turf(src)
|
||||
boots = null
|
||||
return
|
||||
else if(istype(W,/obj/item/clothing/shoes/magboots))
|
||||
if(boots)
|
||||
user << "\The [src] already has magboots installed."
|
||||
else
|
||||
user << "You attach \the [W] to \the [src]'s boot mounts."
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
boots = W
|
||||
else
|
||||
return ..()
|
||||
|
||||
/*
|
||||
else if(target_zone == "l_arm" || target_zone == "r_arm" || target_zone == "l_hand" || target_zone == "r_hand")
|
||||
|
||||
//Installing a component into or modifying the contents of the hands.
|
||||
|
||||
else if(target_zone == "torso" || target_zone == "groin")
|
||||
|
||||
//Modifying the cell or mounted devices
|
||||
|
||||
if(!mounted_devices)
|
||||
return
|
||||
*/
|
||||
|
||||
else //wat
|
||||
return ..()
|
||||
|
||||
..()
|
||||
|
||||
//Engineering rig
|
||||
/obj/item/clothing/head/helmet/space/rig/engineering
|
||||
name = "engineering hardsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
|
||||
icon_state = "rig0-engineering"
|
||||
item_state = "eng_helm"
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/engineering
|
||||
name = "engineering hardsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
|
||||
icon_state = "rig-engineering"
|
||||
item_state = "eng_hardsuit"
|
||||
slowdown = 1
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
|
||||
|
||||
//Chief Engineer's rig
|
||||
/obj/item/clothing/head/helmet/space/rig/engineering/chief
|
||||
name = "advanced hardsuit helmet"
|
||||
desc = "An advanced helmet designed for work in a hazardous, low pressure environment. Shines with a high polish."
|
||||
icon_state = "rig0-white"
|
||||
item_state = "ce_helm"
|
||||
item_color = "white"
|
||||
sprite_sheets_refit = null
|
||||
sprite_sheets_obj = null
|
||||
|
||||
/obj/item/clothing/suit/space/rig/engineering/chief
|
||||
icon_state = "rig-white"
|
||||
name = "advanced hardsuit"
|
||||
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
|
||||
item_state = "ce_hardsuit"
|
||||
sprite_sheets_refit = null
|
||||
sprite_sheets_obj = null
|
||||
|
||||
//Mining rig
|
||||
/obj/item/clothing/head/helmet/space/rig/mining
|
||||
name = "mining hardsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating."
|
||||
icon_state = "rig0-mining"
|
||||
item_state = "mining_helm"
|
||||
item_color = "mining"
|
||||
armor = list(melee = 50, bullet = 5, laser = 20,energy = 5, bomb = 55, bio = 100, rad = 20)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/mining
|
||||
icon_state = "rig-mining"
|
||||
name = "mining hardsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating."
|
||||
item_state = "mining_hardsuit"
|
||||
armor = list(melee = 50, bullet = 5, laser = 20,energy = 5, bomb = 55, bio = 100, rad = 20)
|
||||
|
||||
|
||||
//Syndicate rig
|
||||
/obj/item/clothing/head/helmet/space/rig/syndi
|
||||
name = "blood-red hardsuit helmet"
|
||||
desc = "An advanced helmet designed for work in special operations. Property of Gorlex Marauders."
|
||||
icon_state = "rig0-syndie"
|
||||
item_state = "syndie_helm"
|
||||
item_color = "syndie"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
|
||||
siemens_coefficient = 0.6
|
||||
var/obj/machinery/camera/camera
|
||||
species_restricted = list("exclude","Unathi","Tajara","Skrell","Vox")
|
||||
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/syndi/attack_self(mob/user)
|
||||
if(camera)
|
||||
..(user)
|
||||
else
|
||||
camera = new /obj/machinery/camera(src)
|
||||
camera.network = list("NUKE")
|
||||
cameranet.removeCamera(camera)
|
||||
camera.c_tag = user.name
|
||||
user << "\blue User scanned as [camera.c_tag]. Camera activated."
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/syndi/examine(mob/user)
|
||||
if(..(user, 1))
|
||||
user << "This helmet has a built-in camera. It's [camera ? "" : "in"]active."
|
||||
|
||||
/obj/item/clothing/suit/space/rig/syndi
|
||||
icon_state = "rig-syndie"
|
||||
name = "blood-red hardsuit"
|
||||
desc = "An advanced suit that protects against injuries during special operations. Property of Gorlex Marauders."
|
||||
item_state = "syndie_hardsuit"
|
||||
slowdown = 1
|
||||
w_class = 3
|
||||
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
|
||||
siemens_coefficient = 0.6
|
||||
species_restricted = list("exclude","Unathi","Tajara","Skrell","Vox")
|
||||
|
||||
|
||||
//Wizard Rig
|
||||
/obj/item/clothing/head/helmet/space/rig/wizard
|
||||
name = "gem-encrusted hardsuit helmet"
|
||||
desc = "A bizarre gem-encrusted helmet that radiates magical energies."
|
||||
icon_state = "rig0-wiz"
|
||||
item_state = "wiz_helm"
|
||||
item_color = "wiz"
|
||||
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
|
||||
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
|
||||
siemens_coefficient = 0.7
|
||||
sprite_sheets_refit = null
|
||||
sprite_sheets_obj = null
|
||||
|
||||
/obj/item/clothing/suit/space/rig/wizard
|
||||
icon_state = "rig-wiz"
|
||||
name = "gem-encrusted hardsuit"
|
||||
desc = "A bizarre gem-encrusted suit that radiates magical energies."
|
||||
item_state = "wiz_hardsuit"
|
||||
slowdown = 1
|
||||
w_class = 3
|
||||
unacidable = 1
|
||||
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
|
||||
siemens_coefficient = 0.7
|
||||
sprite_sheets_refit = null
|
||||
sprite_sheets_obj = null
|
||||
|
||||
//Medical Rig
|
||||
/obj/item/clothing/head/helmet/space/rig/medical
|
||||
name = "medical hardsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has minor radiation shielding."
|
||||
icon_state = "rig0-medical"
|
||||
item_state = "medical_helm"
|
||||
item_color = "medical"
|
||||
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 50)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/medical
|
||||
icon_state = "rig-medical"
|
||||
name = "medical hardsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has minor radiation shielding."
|
||||
item_state = "medical_hardsuit"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
|
||||
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 50)
|
||||
|
||||
//Security
|
||||
/obj/item/clothing/head/helmet/space/rig/security
|
||||
name = "security hardsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
|
||||
icon_state = "rig0-sec"
|
||||
item_state = "sec_helm"
|
||||
item_color = "sec"
|
||||
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
/obj/item/clothing/suit/space/rig/security
|
||||
icon_state = "rig-sec"
|
||||
name = "security hardsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
|
||||
item_state = "sec_hardsuit"
|
||||
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton)
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
|
||||
//Atmospherics Rig (BS12)
|
||||
/obj/item/clothing/head/helmet/space/rig/atmos
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding."
|
||||
name = "atmospherics hardsuit helmet"
|
||||
icon_state = "rig0-atmos"
|
||||
item_state = "atmos_helm"
|
||||
item_color = "atmos"
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 50)
|
||||
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
|
||||
/obj/item/clothing/suit/space/rig/atmos
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding."
|
||||
icon_state = "rig-atmos"
|
||||
name = "atmos hardsuit"
|
||||
item_state = "atmos_hardsuit"
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 50)
|
||||
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
214
code/modules/clothing/spacesuits/rig/modules/combat.dm
Normal file
@@ -0,0 +1,214 @@
|
||||
/*
|
||||
* Contains
|
||||
* /obj/item/rig_module/grenade_launcher
|
||||
* /obj/item/rig_module/mounted
|
||||
* /obj/item/rig_module/mounted/taser
|
||||
* /obj/item/rig_module/shield
|
||||
* /obj/item/rig_module/fabricator
|
||||
*/
|
||||
|
||||
/obj/item/rig_module/grenade_launcher
|
||||
|
||||
name = "mounted grenade launcher"
|
||||
desc = "A shoulder-mounted micro-explosive dispenser."
|
||||
selectable = 1
|
||||
|
||||
interface_name = "integrated grenade launcher"
|
||||
interface_desc = "Discharges loaded grenades against the wearer's location."
|
||||
|
||||
var/fire_force = 30
|
||||
var/fire_distance = 10
|
||||
|
||||
charges = list(
|
||||
list("flashbang", "flashbang", /obj/item/weapon/grenade/flashbang, 3),
|
||||
list("smoke bomb", "smoke bomb", /obj/item/weapon/grenade/smokebomb, 3),
|
||||
list("EMP grenade", "EMP grenade", /obj/item/weapon/grenade/empgrenade, 3),
|
||||
)
|
||||
|
||||
/obj/item/rig_module/grenade_launcher/accepts_item(var/obj/item/input_device, var/mob/living/user)
|
||||
|
||||
if(!istype(input_device) || !istype(user))
|
||||
return 0
|
||||
|
||||
var/datum/rig_charge/accepted_item
|
||||
for(var/charge in charges)
|
||||
var/datum/rig_charge/charge_datum = charges[charge]
|
||||
if(input_device.type == charge_datum.product_type)
|
||||
accepted_item = charge_datum
|
||||
break
|
||||
|
||||
if(!accepted_item)
|
||||
return 0
|
||||
|
||||
if(accepted_item.charges >= 5)
|
||||
user << "<span class='danger'>Another grenade of that type will not fit into the module.</span>"
|
||||
return 0
|
||||
|
||||
user << "<font color='blue'><b>You slot \the [input_device] into the suit module.</b></font>"
|
||||
user.drop_from_inventory(input_device)
|
||||
del(input_device)
|
||||
accepted_item.charges++
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/grenade_launcher/engage(atom/target)
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
if(!target)
|
||||
return 0
|
||||
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
|
||||
if(!charge_selected)
|
||||
H << "<span class='danger'>You have not selected a grenade type.</span>"
|
||||
return 0
|
||||
|
||||
var/datum/rig_charge/charge = charges[charge_selected]
|
||||
|
||||
if(!charge)
|
||||
return 0
|
||||
|
||||
if(charge.charges <= 0)
|
||||
H << "<span class='danger'>Insufficient grenades!</span>"
|
||||
return 0
|
||||
|
||||
charge.charges--
|
||||
var/obj/item/weapon/grenade/new_grenade = new charge.product_type(get_turf(H))
|
||||
H.visible_message("<span class='danger'>[H] launches \a [new_grenade]!")
|
||||
new_grenade.activate(H)
|
||||
new_grenade.throw_at(target,fire_force,fire_distance)
|
||||
|
||||
/obj/item/rig_module/mounted
|
||||
|
||||
name = "mounted laser cannon"
|
||||
desc = "A shoulder-mounted battery-powered M1911A pulse rifle mount."
|
||||
selectable = 1
|
||||
usable = 1
|
||||
use_power_cost = 10
|
||||
|
||||
interface_name = "mounted laser cannon"
|
||||
interface_desc = "A shoulder-mounted cell-powered laser cannon."
|
||||
|
||||
var/gun_type = /obj/item/weapon/gun/energy/lasercannon/mounted
|
||||
var/obj/item/weapon/gun/gun
|
||||
|
||||
/obj/item/rig_module/mounted/New()
|
||||
..()
|
||||
gun = new gun_type(src)
|
||||
|
||||
/obj/item/rig_module/mounted/engage(atom/target)
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
if(!target)
|
||||
gun.attack_self(holder.wearer)
|
||||
return 1
|
||||
|
||||
gun.Fire(target,holder.wearer)
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/mounted/taser
|
||||
|
||||
name = "mounted taser"
|
||||
desc = "A shoulder-mounted energy projector."
|
||||
|
||||
suit_overlay_active = "mounted-taser"
|
||||
suit_overlay_inactive = "mounted-taser"
|
||||
|
||||
interface_name = "mounted energy gun"
|
||||
interface_desc = "A shoulder-mounted cell-powered energy gun."
|
||||
|
||||
gun_type = /obj/item/weapon/gun/energy/gun/mounted
|
||||
|
||||
/obj/item/rig_module/mounted/energy_blade
|
||||
|
||||
name = "energy blade projector"
|
||||
desc = "A powerful cutting beam projector."
|
||||
|
||||
interface_name = "spider fang blade"
|
||||
interface_desc = "A lethal energy projector that can shape a blade projected from the hand of the wearer or launch radioactive darts."
|
||||
|
||||
usable = 0
|
||||
selectable = 1
|
||||
toggleable = 1
|
||||
use_power_cost = 50
|
||||
active_power_cost = 5
|
||||
|
||||
gun_type = /obj/item/weapon/gun/energy/crossbow/ninja
|
||||
|
||||
/obj/item/rig_module/mounted/energy_blade/process()
|
||||
|
||||
if(holder && holder.wearer)
|
||||
if(!(locate(/obj/item/weapon/melee/energy/blade) in holder.wearer))
|
||||
deactivate()
|
||||
return 0
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/rig_module/mounted/energy_blade/activate()
|
||||
|
||||
..()
|
||||
|
||||
var/mob/living/M = holder.wearer
|
||||
|
||||
if(M.l_hand && M.r_hand)
|
||||
M << "<span class='danger'>Your hands are full.</span>"
|
||||
deactivate()
|
||||
return
|
||||
|
||||
var/obj/item/weapon/melee/energy/blade/blade = new(M)
|
||||
blade.creator = M
|
||||
M.put_in_hands(blade)
|
||||
|
||||
/obj/item/rig_module/mounted/energy_blade/deactivate()
|
||||
|
||||
..()
|
||||
|
||||
var/mob/living/M = holder.wearer
|
||||
|
||||
if(!M)
|
||||
return
|
||||
|
||||
for(var/obj/item/weapon/melee/energy/blade/blade in M.contents)
|
||||
M.drop_from_inventory(blade)
|
||||
del(blade)
|
||||
|
||||
/obj/item/rig_module/fabricator
|
||||
|
||||
name = "matter fabricator"
|
||||
desc = "A self-contained microfactory system for hardsuit integration."
|
||||
selectable = 1
|
||||
usable = 1
|
||||
use_power_cost = 15
|
||||
|
||||
interface_name = "death blossom launcher"
|
||||
interface_desc = "An integrated microfactory that produces poisoned throwing stars from thin air and electricity."
|
||||
|
||||
var/fabrication_type = /obj/item/weapon/star/ninja
|
||||
var/fire_force = 30
|
||||
var/fire_distance = 10
|
||||
|
||||
/obj/item/rig_module/fabricator/engage(atom/target)
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
var/mob/living/H = holder.wearer
|
||||
|
||||
if(target)
|
||||
var/obj/item/firing = new fabrication_type()
|
||||
firing.loc = get_turf(src)
|
||||
H.visible_message("<span class='danger'>[H] launches \a [firing]!</span>")
|
||||
firing.throw_at(target,fire_force,fire_distance)
|
||||
else
|
||||
if(H.l_hand && H.r_hand)
|
||||
H << "<span class='danger'>Your hands are full."
|
||||
else
|
||||
var/obj/item/new_weapon = new fabrication_type()
|
||||
new_weapon.loc = H
|
||||
H << "<font color='blue'><b>You quickly fabricate \a [new_weapon].</b></font>"
|
||||
H.put_in_hands(new_weapon)
|
||||
|
||||
return 1
|
||||
395
code/modules/clothing/spacesuits/rig/modules/computer.dm
Normal file
@@ -0,0 +1,395 @@
|
||||
/*
|
||||
* Contains
|
||||
* /obj/item/rig_module/ai_container
|
||||
* /obj/item/rig_module/datajack
|
||||
* /obj/item/rig_module/power_sink
|
||||
* /obj/item/rig_module/electrowarfare_suite
|
||||
*/
|
||||
|
||||
/obj/item/rig_module/ai_container
|
||||
|
||||
name = "IIS module"
|
||||
desc = "An integrated intelligence system module suitable for most hardsuits."
|
||||
toggleable = 1
|
||||
usable = 1
|
||||
disruptive = 0
|
||||
activates_on_touch = 1
|
||||
|
||||
interface_name = "integrated intelligence system"
|
||||
interface_desc = "A socket that supports a range of artificial intelligence systems."
|
||||
|
||||
var/mob/integrated_ai // Direct reference to the actual mob held in the suit.
|
||||
var/obj/item/ai_card // Reference to the MMI, posibrain, intellicard or pAI card previously holding the AI.
|
||||
|
||||
/obj/item/rig_module/ai_container/accepts_item(var/obj/item/input_device, var/mob/living/user)
|
||||
|
||||
// Check if there's actually an AI to deal with.
|
||||
var/mob/living/silicon/ai/target_ai
|
||||
if(istype(input_device, /mob/living/silicon/ai))
|
||||
target_ai = input_device
|
||||
else
|
||||
target_ai = locate(/mob/living/silicon/ai) in input_device.contents
|
||||
|
||||
var/obj/item/device/aicard/card = ai_card
|
||||
|
||||
// Downloading from/loading to a terminal.
|
||||
if(istype(input_device,/obj/machinery/computer/aifixer) || istype(input_device,/mob/living/silicon/ai) || istype(input_device,/obj/structure/AIcore/deactivated))
|
||||
|
||||
// If we're stealing an AI, make sure we have a card for it.
|
||||
if(!card)
|
||||
card = new /obj/item/device/aicard(src)
|
||||
|
||||
// Terminal interaction only works with an intellicarded AI.
|
||||
if(!istype(card))
|
||||
return 0
|
||||
|
||||
// Since we've explicitly checked for three types, this should be safe.
|
||||
input_device.attackby(card,user)
|
||||
|
||||
// If the transfer failed we can delete the card.
|
||||
if(locate(/mob/living/silicon/ai) in card)
|
||||
ai_card = card
|
||||
else
|
||||
eject_ai()
|
||||
return 1
|
||||
|
||||
if(istype(input_device,/obj/item/device/aicard))
|
||||
// We are carding the AI in our suit.
|
||||
if(integrated_ai)
|
||||
integrated_ai.attackby(input_device,user)
|
||||
// If the transfer was successful, we can clear out our vars.
|
||||
if(integrated_ai.loc != src)
|
||||
integrated_ai = null
|
||||
eject_ai()
|
||||
else
|
||||
// You're using an empty card on an empty suit, idiot.
|
||||
if(!target_ai)
|
||||
return 0
|
||||
integrate_ai(input_device,user)
|
||||
return 1
|
||||
|
||||
// Okay, it wasn't a terminal being touched, check for all the simple insertions.
|
||||
if(input_device.type in list(/obj/item/device/paicard, /obj/item/device/mmi, /obj/item/device/mmi/posibrain))
|
||||
integrate_ai(input_device,user)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/obj/item/rig_module/ai_container/engage(atom/target)
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
|
||||
if(!target)
|
||||
if(ai_card)
|
||||
if(istype(ai_card,/obj/item/device/aicard))
|
||||
ai_card.attack_self(H)
|
||||
else
|
||||
eject_ai(H)
|
||||
return 1
|
||||
|
||||
if(accepts_item(target,H))
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/obj/item/rig_module/ai_container/removed()
|
||||
eject_ai()
|
||||
..()
|
||||
|
||||
/obj/item/rig_module/ai_container/proc/eject_ai(var/mob/user)
|
||||
|
||||
if(ai_card)
|
||||
if(istype(ai_card, /obj/item/device/aicard))
|
||||
if(integrated_ai && integrated_ai.client)
|
||||
if(user)
|
||||
user << "<span class='danger'>You cannot eject your currently stored AI. Purge it manually.</span>"
|
||||
return 0
|
||||
del(ai_card)
|
||||
else if(user)
|
||||
user.put_in_hands(ai_card)
|
||||
else
|
||||
ai_card.loc = get_turf(src)
|
||||
ai_card = null
|
||||
|
||||
if(integrated_ai)
|
||||
integrated_ai.verbs -= /mob/living/proc/hardsuit_interface_ai
|
||||
integrated_ai = null
|
||||
|
||||
/obj/item/rig_module/ai_container/proc/integrate_ai(var/obj/item/ai,var/mob/user)
|
||||
|
||||
if(!ai) return
|
||||
|
||||
// The ONLY THING all the different AI systems have in common is that they all store the mob inside an item.
|
||||
var/mob/living/ai_mob = locate(/mob/living) in ai.contents
|
||||
if(ai_mob)
|
||||
|
||||
if(ai_mob.key && ai_mob.client)
|
||||
|
||||
if(istype(ai, /obj/item/device/aicard))
|
||||
|
||||
if(!ai_card)
|
||||
ai_card = new /obj/item/device/aicard(src)
|
||||
|
||||
var/obj/item/device/aicard/source_card = ai
|
||||
var/obj/item/device/aicard/target_card = ai_card
|
||||
if(istype(source_card) && istype(target_card))
|
||||
if(target_card.grab_ai(ai_mob, user))
|
||||
source_card.clear()
|
||||
else
|
||||
return 0
|
||||
else
|
||||
return 0
|
||||
else
|
||||
user.drop_from_inventory(ai)
|
||||
ai.loc = src
|
||||
ai_card = ai
|
||||
ai_mob << "<font color='blue'>You have been transferred to \the [holder]'s [src].</font>"
|
||||
user << "<font color='blue'>You load [ai_mob] into \the [holder]'s [src].</font>"
|
||||
|
||||
integrated_ai = ai_mob
|
||||
|
||||
if(!(locate(integrated_ai) in ai_card))
|
||||
integrated_ai = null
|
||||
eject_ai()
|
||||
else
|
||||
integrated_ai.verbs |= /mob/living/proc/hardsuit_interface_ai
|
||||
else
|
||||
user << "<span class='warning'>There is no active AI within \the [ai].</span>"
|
||||
else
|
||||
user << "<span class='warning'>There is no active AI within \the [ai].</span>"
|
||||
return
|
||||
|
||||
/obj/item/rig_module/datajack
|
||||
|
||||
name = "datajack module"
|
||||
desc = "A simple induction datalink module."
|
||||
toggleable = 1
|
||||
activates_on_touch = 1
|
||||
usable = 0
|
||||
|
||||
interface_name = "contact datajack"
|
||||
interface_desc = "An induction-powered high-throughput datalink suitable for hacking encrypted networks."
|
||||
var/list/stored_research
|
||||
|
||||
/obj/item/rig_module/datajack/New()
|
||||
..()
|
||||
stored_research = list()
|
||||
|
||||
/obj/item/rig_module/datajack/engage(atom/target)
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
if(target)
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
if(!accepts_item(target,H))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/datajack/accepts_item(var/obj/item/input_device, var/mob/living/user)
|
||||
|
||||
if(istype(input_device,/obj/item/weapon/disk/tech_disk))
|
||||
user << "You slot the disk into [src]."
|
||||
var/obj/item/weapon/disk/tech_disk/disk = input_device
|
||||
if(disk.stored)
|
||||
if(load_data(disk.stored))
|
||||
user << "<font color='blue'>Download successful; disk erased.</font>"
|
||||
disk.stored = null
|
||||
else
|
||||
user << "<span class='warning'>The disk is corrupt. It is useless to you.</span>"
|
||||
else
|
||||
user << "<span class='warning'>The disk is blank. It is useless to you.</span>"
|
||||
return 1
|
||||
|
||||
// I fucking hate R&D code. This typecheck spam would be totally unnecessary in a sane setup.
|
||||
else if(istype(input_device,/obj/machinery))
|
||||
var/datum/research/incoming_files
|
||||
if(istype(input_device,/obj/machinery/computer/rdconsole))
|
||||
var/obj/machinery/computer/rdconsole/input_machine = input_device
|
||||
incoming_files = input_machine.files
|
||||
else if(istype(input_device,/obj/machinery/r_n_d/server))
|
||||
var/obj/machinery/r_n_d/server/input_machine = input_device
|
||||
incoming_files = input_machine.files
|
||||
else if(istype(input_device,/obj/machinery/mecha_part_fabricator))
|
||||
var/obj/machinery/mecha_part_fabricator/input_machine = input_device
|
||||
incoming_files = input_machine.files
|
||||
|
||||
if(!incoming_files || !incoming_files.known_tech || !incoming_files.known_tech.len)
|
||||
user << "<span class='warning'>Memory failure. There is nothing accessible stored on this terminal.</span>"
|
||||
else
|
||||
// Maybe consider a way to drop all your data into a target repo in the future.
|
||||
if(load_data(incoming_files.known_tech))
|
||||
user << "<font color='blue'>Download successful; local and remote repositories synchronized.</font>"
|
||||
else
|
||||
user << "<span class='warning'>Scan complete. There is nothing useful stored on this terminal.</span>"
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/rig_module/datajack/proc/load_data(var/incoming_data)
|
||||
|
||||
if(islist(incoming_data))
|
||||
for(var/entry in incoming_data)
|
||||
load_data(entry)
|
||||
return 1
|
||||
|
||||
if(istype(incoming_data, /datum/tech))
|
||||
var/data_found
|
||||
var/datum/tech/new_data = incoming_data
|
||||
for(var/datum/tech/current_data in stored_research)
|
||||
if(current_data.id == new_data.id)
|
||||
data_found = 1
|
||||
if(current_data.level < new_data.level)
|
||||
current_data.level = new_data.level
|
||||
break
|
||||
if(!data_found)
|
||||
stored_research += incoming_data
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/rig_module/electrowarfare_suite
|
||||
|
||||
name = "electrowarfare module"
|
||||
desc = "A bewilderingly complex bundle of fiber optics and chips."
|
||||
toggleable = 1
|
||||
usable = 0
|
||||
|
||||
interface_name = "electrowarfare system"
|
||||
interface_desc = "An active counter-electronic warfare suite that disrupts AI tracking."
|
||||
|
||||
/obj/item/rig_module/electrowarfare_suite/activate()
|
||||
|
||||
if(!..())
|
||||
return
|
||||
|
||||
// This is not the best way to handle this, but I don't want it to mess with ling camo
|
||||
var/mob/living/M = holder.wearer
|
||||
M.digitalcamo++
|
||||
|
||||
/obj/item/rig_module/electrowarfare_suite/deactivate()
|
||||
|
||||
if(!..())
|
||||
return
|
||||
|
||||
var/mob/living/M = holder.wearer
|
||||
M.digitalcamo = max(0,(M.digitalcamo-1))
|
||||
|
||||
/obj/item/rig_module/power_sink
|
||||
|
||||
name = "hardsuit power sink"
|
||||
desc = "An heavy-duty power sink."
|
||||
toggleable = 1
|
||||
activates_on_touch = 1
|
||||
disruptive = 0
|
||||
|
||||
interface_name = "niling d-sink"
|
||||
interface_desc = "Colloquially known as a power siphon, this module drains power through the suit hands into the suit battery."
|
||||
|
||||
var/atom/interfaced_with // Currently draining power from this device.
|
||||
var/total_power_drained = 0
|
||||
|
||||
/obj/item/rig_module/power_sink/deactivate()
|
||||
|
||||
if(interfaced_with)
|
||||
if(holder && holder.wearer)
|
||||
holder.wearer << "<span class = 'warning'>Your power sink retracts as the module deactivates.</span>"
|
||||
drain_complete()
|
||||
interfaced_with = null
|
||||
total_power_drained = 0
|
||||
return ..()
|
||||
|
||||
/obj/item/rig_module/power_sink/activate()
|
||||
interfaced_with = null
|
||||
total_power_drained = 0
|
||||
return ..()
|
||||
|
||||
/obj/item/rig_module/power_sink/engage(atom/target)
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
//Target wasn't supplied or we're already draining.
|
||||
if(interfaced_with)
|
||||
return 0
|
||||
|
||||
if(!target)
|
||||
return 1
|
||||
|
||||
// Are we close enough?
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
if(!target.Adjacent(H))
|
||||
return 0
|
||||
|
||||
// Is it a valid power source?
|
||||
if(target.drain_power(1) <= 0)
|
||||
return 0
|
||||
|
||||
H << "<span class = 'danger'>You begin draining power from [target]!</span>"
|
||||
interfaced_with = target
|
||||
|
||||
holder.spark_system.start()
|
||||
playsound(H.loc, 'sound/effects/sparks2.ogg', 50, 1)
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/power_sink/accepts_item(var/obj/item/input_device, var/mob/living/user)
|
||||
var/can_drain = input_device.drain_power(1)
|
||||
if(can_drain > 0)
|
||||
engage(input_device)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/rig_module/power_sink/process()
|
||||
|
||||
if(!interfaced_with)
|
||||
return ..()
|
||||
|
||||
var/mob/living/carbon/human/H
|
||||
if(holder && holder.wearer)
|
||||
H = holder.wearer
|
||||
|
||||
if(!H || !istype(H))
|
||||
return 0
|
||||
|
||||
holder.spark_system.start()
|
||||
playsound(H.loc, 'sound/effects/sparks2.ogg', 50, 1)
|
||||
|
||||
if(!holder.cell)
|
||||
H << "<span class = 'danger'>Your power sink flashes an error; there is no cell in your rig.</span>"
|
||||
drain_complete(H)
|
||||
return
|
||||
|
||||
if(!interfaced_with || !interfaced_with.Adjacent(H))
|
||||
H << "<span class = 'warning'>Your power sink retracts into its casing.</span>"
|
||||
drain_complete(H)
|
||||
return
|
||||
|
||||
var/target_drained = interfaced_with.drain_power()
|
||||
if(target_drained <= 0)
|
||||
H << "<span class = 'danger'>Your power sink flashes a red light; there is no power left in [interfaced_with].</span>"
|
||||
drain_complete(H)
|
||||
return
|
||||
|
||||
holder.cell.charge += target_drained
|
||||
total_power_drained += target_drained
|
||||
|
||||
if(holder.cell.charge > holder.cell.maxcharge)
|
||||
H << "<span class = 'warning'>Your power sink flashes an amber light; your rig cell is full.</span>"
|
||||
holder.cell.charge = holder.cell.maxcharge
|
||||
drain_complete(H)
|
||||
return
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/power_sink/proc/drain_complete(var/mob/living/M)
|
||||
|
||||
if(!interfaced_with)
|
||||
if(M) M << "<font color='blue'><b>Total power drained:</b> [total_power_drained]W.</font>"
|
||||
else
|
||||
if(M) M << "<font color='blue'><b>Total power drained from [interfaced_with]:</b> [total_power_drained]W.</font>"
|
||||
interfaced_with.drain_power(0,1) // Damage the victim.
|
||||
|
||||
interfaced_with = null
|
||||
total_power_drained = 0
|
||||
147
code/modules/clothing/spacesuits/rig/modules/modules.dm
Normal file
@@ -0,0 +1,147 @@
|
||||
/*
|
||||
* Rigsuit upgrades/abilities.
|
||||
*/
|
||||
|
||||
/datum/rig_charge
|
||||
var/short_name = "undef"
|
||||
var/display_name = "undefined"
|
||||
var/product_type = "undefined"
|
||||
var/charges = 0
|
||||
|
||||
/obj/item/rig_module
|
||||
name = "hardsuit upgrade"
|
||||
desc = "It looks pretty sciency."
|
||||
icon = 'icons/obj/rig_modules.dmi'
|
||||
icon_state = "module"
|
||||
matter = list("metal" = 20000, "plastic" = 30000, "glass" = 5000)
|
||||
|
||||
var/obj/item/weapon/storage/rig/holder
|
||||
|
||||
var/module_cooldown = 10
|
||||
var/next_use = 0
|
||||
|
||||
var/toggleable // Set to 1 for the device to show up as an active effect.
|
||||
var/usable // Set to 1 for the device to have an on-use effect.
|
||||
var/selectable // Set to 1 to be able to assign the device as primary system.
|
||||
var/redundant // Set to 1 to ignore duplicate module checking when installing.
|
||||
var/permanent // If set, the module can't be removed.
|
||||
var/disruptive = 1 // Can disrupt by other effects.
|
||||
var/activates_on_touch // If set, unarmed attacks will call engage() on the target.
|
||||
|
||||
var/active // Basic module status
|
||||
var/disruptable // Will deactivate if some other powers are used.
|
||||
|
||||
var/use_power_cost = 0 // Power used when single-use ability called.
|
||||
var/active_power_cost = 0 // Power used when turned on.
|
||||
var/passive_power_cost = 0 // Power used when turned off.
|
||||
|
||||
var/list/charges // Associative list of charge types and remaining numbers.
|
||||
var/charge_selected // Currently selected option used for charge dispensing.
|
||||
|
||||
// Icons.
|
||||
var/suit_overlay
|
||||
var/suit_overlay_active // If set, drawn over icon and mob when effect is active.
|
||||
var/suit_overlay_inactive // As above, inactive.
|
||||
var/suit_overlay_used // As above, when engaged. TODO
|
||||
|
||||
//Display fluff
|
||||
var/interface_name = "hardsuit upgrade"
|
||||
var/interface_desc = "A generic hardsuit upgrade."
|
||||
|
||||
/obj/item/rig_module/New()
|
||||
..()
|
||||
if(suit_overlay_inactive)
|
||||
suit_overlay = suit_overlay_inactive
|
||||
|
||||
if(charges && charges.len)
|
||||
var/list/processed_charges = list()
|
||||
for(var/list/charge in charges)
|
||||
var/datum/rig_charge/charge_dat = new
|
||||
|
||||
charge_dat.short_name = charge[1]
|
||||
charge_dat.display_name = charge[2]
|
||||
charge_dat.product_type = charge[3]
|
||||
charge_dat.charges = charge[4]
|
||||
|
||||
if(!charge_selected) charge_selected = charge_dat.short_name
|
||||
processed_charges[charge_dat.short_name] = charge_dat
|
||||
|
||||
charges = processed_charges
|
||||
|
||||
..()
|
||||
|
||||
// Called when the module is installed into a suit.
|
||||
/obj/item/rig_module/proc/installed(var/obj/item/weapon/storage/rig/new_holder)
|
||||
holder = new_holder
|
||||
return
|
||||
|
||||
//Proc for one-use abilities like teleport.
|
||||
/obj/item/rig_module/proc/engage()
|
||||
|
||||
if(world.time < next_use)
|
||||
usr << "<span class='warning'>You cannot use the [interface_name] again so soon.</span>"
|
||||
return 0
|
||||
|
||||
if(!holder || holder.canremove)
|
||||
usr << "<span class='warning'>The suit is not initialized.</span>"
|
||||
return 0
|
||||
|
||||
if(!holder.check_power_cost(usr, use_power_cost, 0, src, (istype(usr,/mob/living/silicon ? 1 : 0) ) ) )
|
||||
return 0
|
||||
|
||||
next_use = world.time + module_cooldown
|
||||
|
||||
return 1
|
||||
|
||||
// Proc for toggling on active abilities.
|
||||
/obj/item/rig_module/proc/activate()
|
||||
|
||||
if(active || !engage())
|
||||
return 0
|
||||
|
||||
active = 1
|
||||
|
||||
spawn(1)
|
||||
if(suit_overlay_active)
|
||||
suit_overlay = suit_overlay_active
|
||||
else
|
||||
suit_overlay = null
|
||||
holder.update_icon()
|
||||
|
||||
return 1
|
||||
|
||||
// Proc for toggling off active abilities.
|
||||
/obj/item/rig_module/proc/deactivate()
|
||||
|
||||
if(!active)
|
||||
return 0
|
||||
|
||||
active = 0
|
||||
|
||||
spawn(1)
|
||||
if(suit_overlay_inactive)
|
||||
suit_overlay = suit_overlay_inactive
|
||||
else
|
||||
suit_overlay = null
|
||||
if(holder)
|
||||
holder.update_icon()
|
||||
|
||||
return 1
|
||||
|
||||
// Called when the module is uninstalled from a suit.
|
||||
/obj/item/rig_module/proc/removed()
|
||||
deactivate()
|
||||
holder = null
|
||||
return
|
||||
|
||||
// Called by the hardsuit each rig process tick.
|
||||
/obj/item/rig_module/process()
|
||||
if(active)
|
||||
return active_power_cost
|
||||
else
|
||||
return passive_power_cost
|
||||
|
||||
// Called by holder rigsuit attackby()
|
||||
// Checks if an item is usable with this module and handles it if it is
|
||||
/obj/item/rig_module/proc/accepts_item(var/obj/item/input_device)
|
||||
return 0
|
||||
166
code/modules/clothing/spacesuits/rig/modules/ninja.dm
Normal file
@@ -0,0 +1,166 @@
|
||||
/*
|
||||
* Contains
|
||||
* /obj/item/rig_module/stealth_field
|
||||
* /obj/item/rig_module/teleporter
|
||||
* /obj/item/rig_module/fabricator/energy_net
|
||||
* /obj/item/rig_module/self_destruct
|
||||
*/
|
||||
|
||||
/obj/item/rig_module/stealth_field
|
||||
|
||||
name = "active camouflage module"
|
||||
desc = "A robust hardsuit-integrated stealth module."
|
||||
icon_state = "stealth"
|
||||
|
||||
toggleable = 1
|
||||
disruptable = 1
|
||||
disruptive = 0
|
||||
|
||||
use_power_cost = 5
|
||||
active_power_cost = 1
|
||||
passive_power_cost = 0
|
||||
|
||||
interface_name = "integrated stealth system"
|
||||
interface_desc = "An integrated active camouflage system."
|
||||
|
||||
suit_overlay_active = "stealth_active"
|
||||
suit_overlay_inactive = "stealth_inactive"
|
||||
|
||||
/obj/item/rig_module/stealth_field/activate()
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
|
||||
H << "<font color='blue'><b>You are now invisible to normal detection.</b></font>"
|
||||
H.invisibility = INVISIBILITY_LEVEL_TWO
|
||||
|
||||
anim(get_turf(H), H, 'icons/effects/effects.dmi', "electricity",null,20,null)
|
||||
|
||||
H.visible_message("[H.name] vanishes into thin air!",1)
|
||||
|
||||
/obj/item/rig_module/stealth_field/deactivate()
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
|
||||
H << "<span class='danger'>You are now visible.</span>"
|
||||
H.invisibility = 0
|
||||
|
||||
anim(get_turf(H), H,'icons/mob/mob.dmi',,"uncloak",,H.dir)
|
||||
anim(get_turf(H), H, 'icons/effects/effects.dmi', "electricity",null,20,null)
|
||||
|
||||
for(var/mob/O in oviewers(H))
|
||||
O.show_message("[H.name] appears from thin air!",1)
|
||||
playsound(get_turf(H), 'sound/effects/stealthoff.ogg', 75, 1)
|
||||
|
||||
|
||||
/obj/item/rig_module/teleporter
|
||||
|
||||
name = "teleportation module"
|
||||
desc = "A complex, sleek-looking, hardsuit-integrated teleportation module."
|
||||
use_power_cost = 40
|
||||
redundant = 1
|
||||
usable = 1
|
||||
selectable = 1
|
||||
|
||||
interface_name = "VOID-shift phase projector"
|
||||
interface_desc = "An advanced teleportation system. It is capable of pinpoint precision or random leaps forward."
|
||||
|
||||
/obj/item/rig_module/teleporter/proc/phase_in(var/mob/M,var/turf/T)
|
||||
|
||||
if(!M || !T)
|
||||
return
|
||||
|
||||
holder.spark_system.start()
|
||||
playsound(T, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(T, 'sound/effects/sparks2.ogg', 50, 1)
|
||||
anim(T,M,'icons/mob/mob.dmi',,"phasein",,M.dir)
|
||||
|
||||
/obj/item/rig_module/teleporter/proc/phase_out(var/mob/M,var/turf/T)
|
||||
|
||||
if(!M || !T)
|
||||
return
|
||||
|
||||
playsound(T, "sparks", 50, 1)
|
||||
anim(T,M,'icons/mob/mob.dmi',,"phaseout",,M.dir)
|
||||
|
||||
/obj/item/rig_module/teleporter/engage(atom/target)
|
||||
|
||||
if(!..()) return 0
|
||||
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
|
||||
var/turf/T
|
||||
if(target)
|
||||
T = get_turf(target)
|
||||
else
|
||||
T = get_teleport_loc(get_turf(H), H, rand(5, 9))
|
||||
|
||||
if(!T || T.density)
|
||||
H << "<span class='warning'>You cannot teleport into solid walls.</span>"
|
||||
return 0
|
||||
|
||||
phase_out(H,get_turf(H))
|
||||
H.loc = T
|
||||
phase_in(H,get_turf(H))
|
||||
|
||||
for(var/obj/item/weapon/grab/G in H.contents)
|
||||
if(G.affecting)
|
||||
phase_out(G.affecting,get_turf(G.affecting))
|
||||
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)
|
||||
phase_in(G.affecting,get_turf(G.affecting))
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/fabricator/energy_net
|
||||
|
||||
name = "net projector"
|
||||
desc = "Some kind of complex energy projector with a hardsuit mount."
|
||||
|
||||
interface_name = "energy net launcher"
|
||||
interface_desc = "An advanced energy-patterning projector used to capture targets."
|
||||
|
||||
fabrication_type = /obj/item/weapon/energy_net
|
||||
use_power_cost = 70
|
||||
|
||||
/obj/item/rig_module/fabricator/energy_net/engage(atom/target)
|
||||
|
||||
if(holder && holder.wearer)
|
||||
if(..(target) && target)
|
||||
holder.wearer.Beam(target,"n_beam",,10)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/rig_module/self_destruct
|
||||
|
||||
name = "self-destruct module"
|
||||
desc = "Oh my God, Captain. A bomb."
|
||||
usable = 1
|
||||
active = 1
|
||||
permanent = 1
|
||||
|
||||
interface_name = "dead man's switch"
|
||||
interface_desc = "An integrated self-destruct module. When the wearer dies, so does the surrounding area. Do not press this button."
|
||||
|
||||
/obj/item/rig_module/self_destruct/activate()
|
||||
return
|
||||
|
||||
/obj/item/rig_module/self_destruct/deactivate()
|
||||
return
|
||||
|
||||
/obj/item/rig_module/self_destruct/process()
|
||||
|
||||
// Not being worn, leave it alone.
|
||||
if(!holder || !holder.wearer || !holder.wearer.wear_suit == holder)
|
||||
return 0
|
||||
|
||||
//OH SHIT.
|
||||
if(holder.wearer.stat == 2)
|
||||
engage()
|
||||
|
||||
/obj/item/rig_module/self_destruct/engage()
|
||||
explosion(get_turf(src), 0, 0, 3, 4)
|
||||
173
code/modules/clothing/spacesuits/rig/modules/utility.dm
Normal file
@@ -0,0 +1,173 @@
|
||||
/* Contains:
|
||||
* /obj/item/rig_module/device
|
||||
* /obj/item/rig_module/device/plasma_cutter
|
||||
* /obj/item/rig_module/device/injector
|
||||
* /obj/item/rig_module/device/healthscanner
|
||||
* /obj/item/rig_module/device/drill
|
||||
* /obj/item/rig_module/device/orescanner
|
||||
* /obj/item/rig_module/maneuvering_jets
|
||||
* /obj/item/rig_module/foam_sprayer
|
||||
* /obj/item/rig_module/device/broadcaster
|
||||
* /obj/item/rig_module/chem_dispenser
|
||||
* /obj/item/rig_module/voice
|
||||
*/
|
||||
|
||||
/obj/item/rig_module/chem_dispenser
|
||||
name = "mounted chemical dispenser"
|
||||
desc = "A complex web of tubing and needles suitable for hardsuit use."
|
||||
usable = 1
|
||||
selectable = 0
|
||||
toggleable = 0
|
||||
disruptive = 0
|
||||
|
||||
interface_name = "integrated chemical dispenser"
|
||||
interface_desc = "Dispenses loaded chemicals directly into the wearer's bloodstream."
|
||||
|
||||
charges = list(
|
||||
list("tricordrazine", "tricordrazine", 0, 80),
|
||||
list("tramadol", "tramadol", 0, 80),
|
||||
list("dexalin plus", "dexalinp", 0, 80),
|
||||
list("antibiotics", "spaceacillin", 0, 80),
|
||||
list("antitoxins", "anti_toxin", 0, 80),
|
||||
list("nutrients", "nutriment", 0, 80),
|
||||
list("hyronalin", "hyronalin", 0, 80),
|
||||
list("radium", "radium", 0, 80)
|
||||
)
|
||||
|
||||
var/max_reagent_volume = 80 //Used when refilling.
|
||||
|
||||
/obj/item/rig_module/chem_dispenser/accepts_item(var/obj/item/input_item, var/mob/living/user)
|
||||
|
||||
if(!input_item.is_open_container())
|
||||
return 0
|
||||
|
||||
if(!input_item.reagents || !input_item.reagents.total_volume)
|
||||
user << "\The [input_item] is empty."
|
||||
return 0
|
||||
|
||||
// Magical chemical filtration system, do not question it.
|
||||
var/total_transferred = 0
|
||||
for(var/datum/reagent/R in input_item.reagents.reagent_list)
|
||||
for(var/chargetype in charges)
|
||||
var/datum/rig_charge/charge = charges[chargetype]
|
||||
if(charge.display_name == R.id)
|
||||
|
||||
var/chems_to_transfer = R.volume
|
||||
|
||||
if((charge.charges + chems_to_transfer) > max_reagent_volume)
|
||||
chems_to_transfer = max_reagent_volume - charge.charges
|
||||
|
||||
charge.charges += chems_to_transfer
|
||||
input_item.reagents.remove_reagent(R.id, chems_to_transfer)
|
||||
total_transferred += chems_to_transfer
|
||||
|
||||
break
|
||||
|
||||
if(total_transferred)
|
||||
user << "<font color='blue'>You transfer [total_transferred] units into the suit reservoir.</font>"
|
||||
else
|
||||
user << "<span class='danger'>None of the reagents seem suitable.</span>"
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/chem_dispenser/engage(atom/target)
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
|
||||
if(!charge_selected)
|
||||
H << "<span class='danger'>You have not selected a chemical type.</span>"
|
||||
return 0
|
||||
|
||||
var/datum/rig_charge/charge = charges[charge_selected]
|
||||
|
||||
if(!charge)
|
||||
return 0
|
||||
|
||||
var/chems_to_use = 10
|
||||
if(charge.charges <= 0)
|
||||
H << "<span class='danger'>Insufficient chems!</span>"
|
||||
return 0
|
||||
else if(charge.charges < chems_to_use)
|
||||
chems_to_use = charge.charges
|
||||
|
||||
var/mob/living/target_mob
|
||||
if(target)
|
||||
if(istype(target,/mob/living))
|
||||
target_mob = target
|
||||
else
|
||||
return 0
|
||||
else
|
||||
target_mob = H
|
||||
|
||||
if(target_mob != H)
|
||||
H << "<span class='danger'>You inject [target_mob] with [chems_to_use] unit[chems_to_use == 1 ? "" : "s"] of [charge.display_name].</span>"
|
||||
target_mob << "<span class='danger'>You feel a rushing in your veins as [chems_to_use] unit[chems_to_use == 1 ? "" : "s"] of [charge.display_name] [chems_to_use == 1 ? "is" : "are"] injected.</span>"
|
||||
target_mob.reagents.add_reagent(charge.display_name, chems_to_use)
|
||||
|
||||
charge.charges -= chems_to_use
|
||||
if(charge.charges < 0) charge.charges = 0
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/chem_dispenser/injector
|
||||
|
||||
name = "mounted chemical injector"
|
||||
desc = "A complex web of tubing and a large needle suitable for hardsuit use."
|
||||
usable = 0
|
||||
selectable = 1
|
||||
disruptive = 1
|
||||
|
||||
interface_name = "mounted chem injector"
|
||||
interface_desc = "Dispenses loaded chemicals via an arm-mounted injector."
|
||||
|
||||
/obj/item/rig_module/voice
|
||||
|
||||
name = "hardsuit voice synthesiser"
|
||||
desc = "A speaker box and sound processor."
|
||||
usable = 1
|
||||
selectable = 0
|
||||
toggleable = 0
|
||||
disruptive = 0
|
||||
|
||||
interface_name = "voice synthesiser"
|
||||
interface_desc = "A flexible and powerful voice modulator system."
|
||||
|
||||
var/obj/item/voice_changer/voice_holder
|
||||
|
||||
/obj/item/rig_module/voice/New()
|
||||
..()
|
||||
voice_holder = new(src)
|
||||
voice_holder.active = 0
|
||||
|
||||
/obj/item/rig_module/voice/installed()
|
||||
..()
|
||||
holder.speech = src
|
||||
|
||||
/obj/item/rig_module/voice/engage()
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
var/choice= input("Would you like to toggle the synthesiser or set the name?") as null|anything in list("Enable","Disable","Set Name")
|
||||
|
||||
if(!choice)
|
||||
return 0
|
||||
|
||||
switch(choice)
|
||||
if("Enable")
|
||||
active = 1
|
||||
voice_holder.active = 1
|
||||
usr << "<font color='blue'>You enable the speech synthesiser.</font>"
|
||||
if("Disable")
|
||||
active = 0
|
||||
voice_holder.active = 0
|
||||
usr << "<font color='blue'>You disable the speech synthesiser.</font>"
|
||||
if("Set Name")
|
||||
var/raw_choice = input(usr, "Please enter a new name.") as text|null
|
||||
if(!raw_choice)
|
||||
return 0
|
||||
voice_holder.voice = sanitize(copytext(raw_choice,1,MAX_MESSAGE_LEN))
|
||||
usr << "You are now mimicking <B>[voice_holder.voice]</B>.</font>"
|
||||
return 1
|
||||
80
code/modules/clothing/spacesuits/rig/modules/vision.dm
Normal file
@@ -0,0 +1,80 @@
|
||||
/datum/rig_vision
|
||||
var/mode
|
||||
var/obj/item/clothing/glasses/glasses
|
||||
|
||||
/datum/rig_vision/nvg
|
||||
mode = "night vision"
|
||||
/datum/rig_vision/nvg/New()
|
||||
glasses = new /obj/item/clothing/glasses/night
|
||||
|
||||
/datum/rig_vision/thermal
|
||||
mode = "thermal scanner"
|
||||
/datum/rig_vision/thermal/New()
|
||||
glasses = new /obj/item/clothing/glasses/thermal
|
||||
|
||||
/datum/rig_vision/meson
|
||||
mode = "meson scanner"
|
||||
/datum/rig_vision/meson/New()
|
||||
glasses = new /obj/item/clothing/glasses/meson
|
||||
|
||||
/obj/item/rig_module/vision
|
||||
|
||||
name = "hardsuit visor"
|
||||
desc = "A layered, translucent visor system for a hardsuit."
|
||||
|
||||
interface_name = "optical scanners"
|
||||
interface_desc = "An integrated multi-mode vision system."
|
||||
|
||||
usable = 1
|
||||
toggleable = 1
|
||||
disruptive = 0
|
||||
|
||||
var/datum/rig_vision/vision
|
||||
var/list/vision_modes = list(
|
||||
/datum/rig_vision/nvg,
|
||||
/datum/rig_vision/thermal,
|
||||
/datum/rig_vision/meson
|
||||
)
|
||||
|
||||
var/vision_index
|
||||
|
||||
// There should only ever be one vision module installed in a suit.
|
||||
/obj/item/rig_module/vision/installed()
|
||||
..()
|
||||
holder.visor = src
|
||||
|
||||
/obj/item/rig_module/vision/engage()
|
||||
|
||||
var/starting_up = !active
|
||||
|
||||
if(!..() || !vision_modes)
|
||||
return 0
|
||||
|
||||
// Don't cycle if this engage() is being called by activate().
|
||||
if(starting_up)
|
||||
holder.wearer << "<font color='blue'>You activate your visual sensors.</font>"
|
||||
return 1
|
||||
|
||||
vision_index++
|
||||
if(vision_index > vision_modes.len)
|
||||
vision_index = 1
|
||||
vision = vision_modes[vision_index]
|
||||
|
||||
holder.wearer << "<font color='blue'>You cycle your sensors to <b>[vision.mode]</b> mode.</font>"
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/vision/New()
|
||||
..()
|
||||
|
||||
if(!vision_modes)
|
||||
return
|
||||
|
||||
vision_index = 1
|
||||
var/list/processed_vision = list()
|
||||
|
||||
for(var/vision_mode in vision_modes)
|
||||
var/datum/rig_vision/vision_datum = new vision_mode
|
||||
if(!vision) vision = vision_datum
|
||||
processed_vision += vision_datum
|
||||
|
||||
vision_modes = processed_vision
|
||||
572
code/modules/clothing/spacesuits/rig/rig.dm
Normal file
@@ -0,0 +1,572 @@
|
||||
#define ONLY_DEPLOY 1
|
||||
#define ONLY_RETRACT 2
|
||||
#define SEAL_DELAY 30
|
||||
|
||||
/*
|
||||
* Defines the behavior of hardsuits/rigs/power armour.
|
||||
*/
|
||||
|
||||
/obj/item/weapon/storage/rig
|
||||
|
||||
name = "hardsuit control module"
|
||||
icon = 'icons/obj/rig_modules.dmi'
|
||||
desc = "A back-mounted hardsuit deployment and control mechanism."
|
||||
slot_flags = SLOT_BACK
|
||||
w_class = 4
|
||||
|
||||
// These values are passed on to all component pieces.
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0
|
||||
max_w_class = 3
|
||||
max_combined_w_class = 35
|
||||
|
||||
// Keeps track of what this rig should spawn with.
|
||||
var/suit_type = "hardsuit"
|
||||
var/list/initial_modules
|
||||
var/chest_type = /obj/item/clothing/suit/space/rig
|
||||
var/helm_type = /obj/item/clothing/head/helmet/space/rig
|
||||
var/boot_type = /obj/item/clothing/shoes/rig
|
||||
var/glove_type = /obj/item/clothing/gloves/rig
|
||||
|
||||
//Component/device holders.
|
||||
var/obj/item/weapon/cell/cell
|
||||
var/obj/item/clothing/shoes/rig/boots = null // Deployable boots, if any.
|
||||
var/obj/item/clothing/suit/space/rig/chest // Deployable chestpiece, if any.
|
||||
var/obj/item/clothing/head/helmet/space/rig/helmet = null // Deployable helmet, if any.
|
||||
var/obj/item/clothing/gloves/rig/gloves = null // Deployable gauntlets, if any.
|
||||
var/obj/item/rig_module/selected_module = null // Primary system (used with right-click)
|
||||
var/obj/item/rig_module/vision/visor // Kinda shitty to have a var for a module, but saves time.
|
||||
var/obj/item/rig_module/voice/speech // As above.
|
||||
var/mob/living/carbon/human/wearer // The person currently wearing the rig.
|
||||
var/image/mob_icon // Holder for on-mob icon.
|
||||
var/list/installed_modules = list() // Power consumption/use bookkeeping.
|
||||
|
||||
// Rig status vars.
|
||||
var/sealing // Keeps track of seal status independantly of canremove.
|
||||
var/offline = 1 // Should we be applying suit maluses?
|
||||
var/offline_slowdown = 10 // If the suit is deployed and unpowered, it sets slowdown to this.
|
||||
var/offline_vision_restriction = 1 // 0 - none, 1 - welder vision, 2 - blind. Maybe move this to helmets.
|
||||
|
||||
// Spark system, since we seem to need this a bunch.
|
||||
var/datum/effect/effect/system/spark_spread/spark_system
|
||||
|
||||
/obj/item/weapon/storage/rig/New()
|
||||
..()
|
||||
|
||||
spark_system = new()
|
||||
spark_system.set_up(5, 0, src)
|
||||
spark_system.attach(src)
|
||||
|
||||
if(!cell)
|
||||
cell = new /obj/item/weapon/cell/high(src)
|
||||
|
||||
processing_objects |= src
|
||||
|
||||
if(initial_modules && initial_modules.len)
|
||||
for(var/path in initial_modules)
|
||||
var/obj/item/rig_module/module = new path(src)
|
||||
installed_modules += module
|
||||
module.installed(src)
|
||||
|
||||
// Create and initialize our various segments.
|
||||
if(glove_type) gloves = new glove_type(src)
|
||||
if(helm_type) helmet = new helm_type(src)
|
||||
if(boot_type) boots = new boot_type(src)
|
||||
if(chest_type) chest = new chest_type(src)
|
||||
|
||||
for(var/obj/item/piece in list(gloves,helmet,boots,chest))
|
||||
if(!piece)
|
||||
continue
|
||||
piece.name = "[suit_type] [initial(piece.name)]"
|
||||
piece.desc = "Seems to be part of \a [src]."
|
||||
piece.icon_state = "[initial(icon_state)]"
|
||||
piece.armor = armor
|
||||
piece.min_cold_protection_temperature = min_cold_protection_temperature
|
||||
piece.max_heat_protection_temperature = max_heat_protection_temperature
|
||||
piece.siemens_coefficient = siemens_coefficient
|
||||
piece.permeability_coefficient = permeability_coefficient
|
||||
|
||||
spawn(1)
|
||||
var/mob/M = loc
|
||||
if(istype(M))
|
||||
toggle_seals(M,1)
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/storage/rig/Del()
|
||||
for(var/obj/item/piece in list(gloves,boots,helmet,chest))
|
||||
var/mob/living/M = piece.loc
|
||||
if(istype(M))
|
||||
M.drop_from_inventory(piece)
|
||||
del(piece)
|
||||
processing_objects -= src
|
||||
..()
|
||||
|
||||
/obj/item/weapon/storage/rig/proc/suit_is_deployed()
|
||||
if(!istype(wearer))
|
||||
return 0
|
||||
if(helm_type && (!helmet || wearer.head != helmet))
|
||||
return 0
|
||||
if(glove_type && (!gloves || wearer.gloves != gloves))
|
||||
return 0
|
||||
if(boot_type && (!boots || wearer.shoes != boots))
|
||||
return 0
|
||||
if(chest_type && (!chest || wearer.wear_suit != chest))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/storage/rig/proc/toggle_seals(var/mob/living/carbon/human/M,var/instant)
|
||||
|
||||
if(sealing) return
|
||||
|
||||
if(M && !(istype(M) && M.back == src ) && !istype(M,/mob/living/silicon) )
|
||||
return 0
|
||||
|
||||
if(!check_power_cost(M))
|
||||
return 0
|
||||
|
||||
deploy(M,instant)
|
||||
|
||||
var/seal_target = !canremove
|
||||
var/failed_to_seal
|
||||
|
||||
canremove = 0 // No removing the suit while unsealing.
|
||||
sealing = 1
|
||||
|
||||
if(!seal_target && !suit_is_deployed())
|
||||
M << "<span class='danger'>The suit flashes an error light. It can't function properly without being fully deployed.</span>"
|
||||
failed_to_seal = 1
|
||||
|
||||
if(!failed_to_seal && instant)
|
||||
for(var/obj/item/piece in list(helmet,boots,gloves,chest,src))
|
||||
if(!piece) continue
|
||||
piece.icon_state = "[initial(icon_state)]_sealed"
|
||||
update_icon()
|
||||
|
||||
else if(!failed_to_seal)
|
||||
|
||||
M << "<font color='blue'>With a quiet hum, the suit begins running checks and adjusting components.</font>"
|
||||
|
||||
if(!do_after(M,SEAL_DELAY))
|
||||
if(M) M << "<span class='warning'>You must remain still while the suit is adjusting the components.</span>"
|
||||
failed_to_seal = 1
|
||||
|
||||
if(!M)
|
||||
failed_to_seal = 1
|
||||
else
|
||||
for(var/list/piece_data in list(list(M.shoes,boots,"boots"),list(M.gloves,gloves,"gloves"),list(M.head,helmet,"helmet"),list(M.wear_suit,chest,"chest")))
|
||||
|
||||
var/obj/item/piece = piece_data[1]
|
||||
var/obj/item/compare_piece = piece_data[2]
|
||||
var/msg_type = piece_data[3]
|
||||
|
||||
if(!piece)
|
||||
continue
|
||||
|
||||
if(!istype(M) || !istype(piece) || !istype(compare_piece) || !msg_type)
|
||||
if(!failed_to_seal)
|
||||
if(M) M << "<span class='warning'>You must remain still while the suit is adjusting the components.</span>"
|
||||
failed_to_seal = 1
|
||||
break
|
||||
|
||||
if(M.back == src && piece == compare_piece && do_after(M,SEAL_DELAY))
|
||||
piece.icon_state = "[initial(icon_state)][!seal_target ? "_sealed" : ""]"
|
||||
switch(msg_type)
|
||||
if("boots")
|
||||
M << "<font color='blue'>\The [piece] [!seal_target ? "seal around your feet" : "relax their grip on your legs"].</font>"
|
||||
M.update_inv_shoes()
|
||||
if("gloves")
|
||||
M << "<font color='blue'>\The [piece] [!seal_target ? "tighten around your fingers and wrists" : "become loose around your fingers"].</font>"
|
||||
M.update_inv_gloves()
|
||||
if("chest")
|
||||
M << "<font color='blue'>\The [piece] [!seal_target ? "cinches tight again your chest" : "releases your chest"].</font>"
|
||||
M.update_inv_wear_suit()
|
||||
if("helmet")
|
||||
M << "<font color='blue'>\The [piece] hisses [!seal_target ? "closed" : "open"].</font>"
|
||||
M.update_inv_head()
|
||||
if(!seal_target)
|
||||
if(flags & AIRTIGHT)
|
||||
helmet.flags |= AIRTIGHT
|
||||
helmet.flags_inv |= (HIDEEYES|HIDEFACE)
|
||||
helmet.body_parts_covered |= (FACE|EYES)
|
||||
else
|
||||
helmet.flags &= ~AIRTIGHT
|
||||
helmet.flags_inv &= ~(HIDEEYES|HIDEFACE)
|
||||
helmet.body_parts_covered &= ~(FACE|EYES)
|
||||
else
|
||||
failed_to_seal = 1
|
||||
|
||||
if((M && !(istype(M) && M.back == src) && !istype(M,/mob/living/silicon)) || (!seal_target && !suit_is_deployed()))
|
||||
failed_to_seal = 1
|
||||
|
||||
sealing = null
|
||||
|
||||
if(failed_to_seal)
|
||||
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
|
||||
if(!piece) continue
|
||||
piece.icon_state = "[initial(icon_state)][!seal_target ? "" : "_sealed"]"
|
||||
piece.canremove = !seal_target
|
||||
canremove = !seal_target
|
||||
if(helmet)
|
||||
if(canremove)
|
||||
helmet.flags_inv |= (HIDEEYES|HIDEFACE)
|
||||
helmet.body_parts_covered |= (FACE|EYES)
|
||||
else
|
||||
helmet.flags_inv &= ~(HIDEEYES|HIDEFACE)
|
||||
helmet.body_parts_covered &= ~(FACE|EYES)
|
||||
update_icon(1)
|
||||
return 0
|
||||
|
||||
// Success!
|
||||
canremove = seal_target
|
||||
M << "<font color='blue'><b>Your entire suit [canremove ? "loosens as the components relax" : "tightens around you as the components lock into place"].</b></font>"
|
||||
|
||||
if(canremove)
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
module.deactivate()
|
||||
for(var/obj/item/piece in list(helmet,boots,gloves,chest,src))
|
||||
if(!piece) continue
|
||||
if(canremove && (flags & AIRTIGHT))
|
||||
piece.flags &= ~STOPSPRESSUREDMAGE
|
||||
piece.flags &= ~AIRTIGHT
|
||||
else
|
||||
piece.flags |= STOPSPRESSUREDMAGE
|
||||
piece.flags |= AIRTIGHT
|
||||
update_icon(1)
|
||||
|
||||
/obj/item/weapon/storage/rig/process()
|
||||
|
||||
if(!istype(wearer) || loc != wearer || wearer.back != src || canremove || !cell || cell.charge <= 0)
|
||||
if(!cell || cell.charge <= 0)
|
||||
if(!offline)
|
||||
if(istype(wearer))
|
||||
if(!canremove)
|
||||
if (offline_slowdown < 3)
|
||||
wearer << "<span class='danger'>Your suit beeps stridently, and suddenly goes dead.</span>"
|
||||
else
|
||||
wearer << "<span class='danger'>Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic instead of a powered suit.</span>"
|
||||
if(offline_vision_restriction == 1)
|
||||
wearer << "<span class='danger'>The suit optics flicker and die, leaving you with restricted vision.</span>"
|
||||
else if(offline_vision_restriction == 2)
|
||||
wearer << "<span class='danger'>The suit optics drop out completely, drowning you in darkness.</span>"
|
||||
if(!offline)
|
||||
offline = 1
|
||||
else
|
||||
if(offline)
|
||||
offline = 0
|
||||
slowdown = initial(slowdown)
|
||||
|
||||
if(offline)
|
||||
if(offline == 1)
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
module.deactivate()
|
||||
offline = 2
|
||||
slowdown = offline_slowdown
|
||||
return
|
||||
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
cell.use(module.process()*10)
|
||||
|
||||
/obj/item/weapon/storage/rig/proc/check_power_cost(var/mob/living/user, var/cost, var/use_unconcious, var/obj/item/rig_module/mod, var/user_is_ai)
|
||||
|
||||
if(!istype(user))
|
||||
return 0
|
||||
|
||||
var/fail_msg
|
||||
|
||||
if(!user_is_ai)
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(istype(H) && H.back != src)
|
||||
fail_msg = "<span class='warning'>You must be wearing \the [src] to do this.</span>"
|
||||
else if(user.incorporeal_move)
|
||||
fail_msg = "<span class='warning'>You must be solid to do this.</span>"
|
||||
if(sealing)
|
||||
fail_msg = "<span class='warning'>The hardsuit is in the process of adjusting seals and cannot be activated.</span>"
|
||||
else if(!fail_msg && ((use_unconcious && user.stat > 1) || (!use_unconcious && user.stat)))
|
||||
fail_msg = "<span class='warning'>You are in no fit state to do that."
|
||||
else if(!cell)
|
||||
fail_msg = "<span class='warning'>There is no cell installed in the suit.</span>"
|
||||
else if(cost && cell.charge < cost * 10) //TODO: Cellrate?
|
||||
fail_msg = "<span class='warning'>Not enough stored power.</span>"
|
||||
|
||||
if(fail_msg)
|
||||
user << "[fail_msg]"
|
||||
return 0
|
||||
|
||||
// This is largely for cancelling stealth and whatever.
|
||||
if(mod && mod.disruptive)
|
||||
for(var/obj/item/rig_module/module in (installed_modules - mod))
|
||||
if(module.active && module.disruptable)
|
||||
module.deactivate()
|
||||
|
||||
cell.use(cost*10)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/storage/rig/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
|
||||
|
||||
if(!user)
|
||||
return
|
||||
|
||||
var/list/data = list()
|
||||
|
||||
if(selected_module)
|
||||
data["primarysystem"] = "[selected_module.interface_name]"
|
||||
|
||||
data["seals"] = "[src.canremove]"
|
||||
data["sealing"] = "[src.sealing]"
|
||||
data["helmet"] = (helmet ? "[helmet.name]" : "None.")
|
||||
data["gauntlets"] = (gloves ? "[gloves.name]" : "None.")
|
||||
data["boots"] = (boots ? "[boots.name]" : "None.")
|
||||
data["chest"] = (chest ? "[chest.name]" : "None.")
|
||||
|
||||
data["charge"] = cell ? cell.charge : 0
|
||||
data["maxcharge"] = cell ? cell.maxcharge : 0
|
||||
data["chargestatus"] = cell ? Floor((cell.charge/cell.maxcharge)*50) : 0
|
||||
|
||||
var/list/module_list = list()
|
||||
var/i = 1
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
var/list/module_data = list(
|
||||
"index" = i,
|
||||
"name" = "[module.interface_name]",
|
||||
"desc" = "[module.interface_desc]",
|
||||
"can_use" = "[module.usable]",
|
||||
"can_select" = "[module.selectable]",
|
||||
"can_toggle" = "[module.toggleable]",
|
||||
"is_active" = "[module.active]",
|
||||
"engagecost" = module.use_power_cost*10,
|
||||
"activecost" = module.active_power_cost*10,
|
||||
"passivecost" = module.passive_power_cost*10
|
||||
)
|
||||
|
||||
if(module.charges && module.charges.len)
|
||||
|
||||
module_data["charges"] = list()
|
||||
var/datum/rig_charge/selected = module.charges[module.charge_selected]
|
||||
module_data["chargetype"] = selected ? "[selected.display_name]" : "none"
|
||||
|
||||
for(var/chargetype in module.charges)
|
||||
var/datum/rig_charge/charge = module.charges[chargetype]
|
||||
module_data["charges"] += list(list("caption" = "[chargetype] ([charge.charges])", "index" = "[chargetype]"))
|
||||
|
||||
module_list += list(module_data)
|
||||
i++
|
||||
|
||||
if(module_list.len)
|
||||
data["modules"] = module_list
|
||||
|
||||
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "hardsuit.tmpl", "Hardsuit Controller", 500, 600)
|
||||
ui.set_initial_data(data)
|
||||
ui.open()
|
||||
ui.set_auto_update(1)
|
||||
|
||||
/obj/item/weapon/storage/rig/update_icon(var/update_mob_icon)
|
||||
|
||||
//TODO: Maybe consider a cache for this (use mob_icon as blank canvas, use suit icon overlay).
|
||||
overlays.Cut()
|
||||
if(mob_icon)
|
||||
mob_icon.overlays.Cut()
|
||||
|
||||
if(!mob_icon || update_mob_icon)
|
||||
var/species_icon = 'icons/mob/back.dmi'
|
||||
// Since setting mob_icon will override the species checks in
|
||||
// update_inv_wear_suit(), handle species checks here.
|
||||
if(wearer && sprite_sheets && sprite_sheets[wearer.species.name])
|
||||
species_icon = sprite_sheets[wearer.species.name]
|
||||
mob_icon = image("icon" = species_icon, "icon_state" = "[icon_state]")
|
||||
|
||||
if(installed_modules.len)
|
||||
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
if(module.suit_overlay)
|
||||
mob_icon.overlays += image("icon" = 'icons/mob/rig_modules.dmi', "icon_state" = "[module.suit_overlay]")
|
||||
if(chest)
|
||||
chest.overlays += image("icon" = 'icons/mob/rig_modules.dmi', "icon_state" = "[module.suit_overlay]", "dir" = SOUTH)
|
||||
|
||||
if(wearer)
|
||||
wearer.update_inv_shoes()
|
||||
wearer.update_inv_gloves()
|
||||
wearer.update_inv_head()
|
||||
wearer.update_inv_wear_suit()
|
||||
wearer.update_inv_back()
|
||||
return
|
||||
|
||||
/obj/item/weapon/storage/rig/Topic(href,href_list)
|
||||
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
var/mob/living/carbon/human/H = usr
|
||||
|
||||
if((istype(H) && H.back == src) || (istype(H,/mob/living/silicon)))
|
||||
|
||||
if(href_list["toggle_piece"])
|
||||
toggle_piece(href_list["toggle_piece"], H)
|
||||
else if(href_list["toggle_seals"])
|
||||
toggle_seals(H)
|
||||
else if(href_list["interact_module"])
|
||||
|
||||
var/module_index = text2num(href_list["interact_module"])
|
||||
|
||||
if(module_index > 0 && module_index <= installed_modules.len)
|
||||
var/obj/item/rig_module/module = installed_modules[module_index]
|
||||
switch(href_list["module_mode"])
|
||||
if("activate")
|
||||
module.activate()
|
||||
if("deactivate")
|
||||
module.deactivate()
|
||||
if("engage")
|
||||
module.engage()
|
||||
if("select")
|
||||
selected_module = module
|
||||
if("select_charge_type")
|
||||
module.charge_selected = href_list["charge_type"]
|
||||
|
||||
usr.set_machine(src)
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
|
||||
/obj/item/weapon/storage/rig/equipped(mob/living/carbon/human/M)
|
||||
..()
|
||||
|
||||
if(istype(M) && M.back == src)
|
||||
M.visible_message("<font color='blue'>[M] starts putting on \the [src]...</font>", "<font color='blue'>You start putting on \the [src]...</font>")
|
||||
|
||||
if(!do_after(M,SEAL_DELAY))
|
||||
if(M && M.back == src)
|
||||
M.back = null
|
||||
M.drop_from_inventory(src)
|
||||
src.loc = get_turf(src)
|
||||
return
|
||||
|
||||
if(istype(M) && M.back == src)
|
||||
M.visible_message("<font color='blue'><b>[M] struggles into \the [src].</b></font>", "<font color='blue'><b>You struggle into \the [src].</b></font>")
|
||||
wearer = M
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/storage/rig/proc/toggle_piece(var/piece, var/mob/living/carbon/human/H, var/deploy_mode)
|
||||
|
||||
if(sealing)
|
||||
return
|
||||
|
||||
if(!cell || !cell.charge)
|
||||
H << "<span class='warning'>The suit is out of power.</span>"
|
||||
return
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
H << "<span class='warning'>The hardsuit is not being worn.</span>"
|
||||
return
|
||||
|
||||
var/check_slot
|
||||
var/equip_to
|
||||
var/obj/item/use_obj
|
||||
var/plural
|
||||
|
||||
if(!canremove)
|
||||
return
|
||||
|
||||
if(!H)
|
||||
return
|
||||
|
||||
switch(piece)
|
||||
|
||||
if("helmet")
|
||||
equip_to = slot_head
|
||||
use_obj = helmet
|
||||
check_slot = H.head
|
||||
|
||||
if("gauntlets")
|
||||
equip_to = slot_gloves
|
||||
use_obj = gloves
|
||||
check_slot = H.gloves
|
||||
plural = 1
|
||||
|
||||
if("boots")
|
||||
equip_to = slot_shoes
|
||||
use_obj = boots
|
||||
check_slot = H.shoes
|
||||
plural = 1
|
||||
|
||||
if("chest")
|
||||
equip_to = slot_wear_suit
|
||||
use_obj = chest
|
||||
check_slot = H.wear_suit
|
||||
|
||||
if(use_obj)
|
||||
if(check_slot == use_obj && deploy_mode != ONLY_DEPLOY)
|
||||
|
||||
var/mob/living/carbon/human/holder
|
||||
|
||||
if(use_obj)
|
||||
holder = use_obj.loc
|
||||
if(istype(holder))
|
||||
if(use_obj && check_slot == use_obj)
|
||||
H << "<font color='blue'><b>Your [use_obj.name] [plural ? "retract" : "retracts"] swiftly.</b></font>"
|
||||
use_obj.canremove = 1
|
||||
holder.drop_from_inventory(use_obj)
|
||||
use_obj.loc = null
|
||||
|
||||
else if (deploy_mode != ONLY_RETRACT)
|
||||
if(check_slot)
|
||||
if(check_slot != use_obj)
|
||||
H << "<span class='danger'>You are unable to deploy \the [piece] as \the [check_slot] is in the way.</span>"
|
||||
return
|
||||
else
|
||||
H << "<font color='blue'><b>Your [use_obj.name] [plural ? "deploy" : "deploys"] swiftly.</b></span>"
|
||||
use_obj.loc = H
|
||||
H.equip_to_slot(use_obj, equip_to)
|
||||
use_obj.canremove = 0
|
||||
|
||||
if(piece == "helmet" && helmet)
|
||||
helmet.update_light(H)
|
||||
|
||||
/obj/item/weapon/storage/rig/proc/deploy(mob/M,var/sealed)
|
||||
|
||||
var/mob/living/carbon/human/H = M
|
||||
|
||||
if(!H || !istype(H)) return
|
||||
|
||||
if(H.back != src)
|
||||
return
|
||||
|
||||
if(sealed)
|
||||
if(H.head)
|
||||
var/obj/item/garbage = H.head
|
||||
H.drop_from_inventory(garbage)
|
||||
H.head = null
|
||||
del(garbage)
|
||||
|
||||
if(H.gloves)
|
||||
var/obj/item/garbage = H.gloves
|
||||
H.drop_from_inventory(garbage)
|
||||
H.gloves = null
|
||||
del(garbage)
|
||||
|
||||
if(H.shoes)
|
||||
var/obj/item/garbage = H.shoes
|
||||
H.drop_from_inventory(garbage)
|
||||
H.shoes = null
|
||||
del(garbage)
|
||||
|
||||
if(H.wear_suit)
|
||||
var/obj/item/garbage = H.wear_suit
|
||||
H.drop_from_inventory(garbage)
|
||||
H.wear_suit = null
|
||||
del(garbage)
|
||||
|
||||
for(var/piece in list("helmet","gauntlets","chest","boots"))
|
||||
toggle_piece(piece, H, ONLY_DEPLOY)
|
||||
|
||||
/obj/item/weapon/storage/rig/dropped()
|
||||
..()
|
||||
for(var/piece in list("helmet","gauntlets","chest","boots"))
|
||||
toggle_piece(piece, wearer, ONLY_RETRACT)
|
||||
wearer = null
|
||||
|
||||
#undef ONLY_DEPLOY
|
||||
#undef ONLY_RETRACT
|
||||
#undef SEAL_DELAY
|
||||
100
code/modules/clothing/spacesuits/rig/rig_attackby.dm
Normal file
@@ -0,0 +1,100 @@
|
||||
/obj/item/weapon/storage/rig/attackby(obj/item/W as obj, mob/user as mob)
|
||||
|
||||
if(!istype(user,/mob/living)) return 0
|
||||
|
||||
// Pass repair items on to the chestpiece.
|
||||
if(chest && (istype(W,/obj/item/stack/sheet/mineral/plastic) || istype(W,/obj/item/stack/sheet/metal) || istype(W, /obj/item/weapon/weldingtool)))
|
||||
return chest.attackby(W,user)
|
||||
|
||||
// Check if this is a hardsuit upgrade or a modification.
|
||||
if(istype(W,/obj/item/rig_module))
|
||||
|
||||
if(istype(src.loc,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = src.loc
|
||||
if(H.back == src)
|
||||
user << "You can't install a hardsuit module while the suit is being worn."
|
||||
return 1
|
||||
|
||||
if(!installed_modules) installed_modules = list()
|
||||
if(installed_modules.len)
|
||||
for(var/obj/item/rig_module/installed_mod in installed_modules)
|
||||
if(!installed_mod.redundant && istype(installed_mod,W))
|
||||
user << "The hardsuit already has a module of that class installed."
|
||||
return 1
|
||||
|
||||
var/obj/item/rig_module/mod = W
|
||||
user << "You carefully install \the [mod] into \the [src]."
|
||||
user.drop_from_inventory(mod)
|
||||
installed_modules |= mod
|
||||
mod.loc = null
|
||||
mod.installed(src)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
else if(!cell && istype(W,/obj/item/weapon/cell))
|
||||
|
||||
user << "You jack \the [W] into \the [src]'s battery mount."
|
||||
user.drop_from_inventory(W)
|
||||
W.loc = null
|
||||
src.cell = W
|
||||
return
|
||||
|
||||
else if(istype(W,/obj/item/weapon/screwdriver))
|
||||
|
||||
var/list/current_mounts = list()
|
||||
if(cell) current_mounts += "cell"
|
||||
if(installed_modules && installed_modules.len) current_mounts += "system module"
|
||||
|
||||
var/to_remove = input("Which would you like to modify?") as null|anything in current_mounts
|
||||
if(!to_remove)
|
||||
return
|
||||
|
||||
if(istype(src.loc,/mob/living/carbon/human) && to_remove != "cell")
|
||||
var/mob/living/carbon/human/H = src.loc
|
||||
if(H.back == src)
|
||||
user << "You can't remove an installed device while the hardsuit is being worn."
|
||||
return
|
||||
|
||||
switch(to_remove)
|
||||
|
||||
if("cell")
|
||||
|
||||
if(cell)
|
||||
user << "You detatch \the [cell] from \the [src]'s battery mount."
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
module.deactivate()
|
||||
cell.loc = user.put_in_hands(cell)
|
||||
cell = null
|
||||
else
|
||||
user << "There is nothing loaded in that mount."
|
||||
|
||||
if("system module")
|
||||
|
||||
var/list/possible_removals = list()
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
if(module.permanent)
|
||||
continue
|
||||
possible_removals[module.name] = module
|
||||
|
||||
if(!possible_removals.len)
|
||||
user << "There are no installed modules to remove."
|
||||
return
|
||||
|
||||
var/removal_choice = input("Which module would you like to remove?") as null|anything in possible_removals
|
||||
if(!removal_choice)
|
||||
return
|
||||
|
||||
var/obj/item/rig_module/removed = possible_removals[removal_choice]
|
||||
user << "You detatch \the [removed] from \the [src]."
|
||||
removed.loc = get_turf(src)
|
||||
removed.removed()
|
||||
installed_modules -= removed
|
||||
update_icon()
|
||||
|
||||
return
|
||||
|
||||
else
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
if(module.accepts_item(W,user)) //Item is handled in this proc
|
||||
return
|
||||
..()
|
||||
64
code/modules/clothing/spacesuits/rig/rig_pieces.dm
Normal file
@@ -0,0 +1,64 @@
|
||||
/*
|
||||
* Defines the helmets, gloves and shoes for rigs.
|
||||
*/
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig
|
||||
name = "helmet"
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | THICKMATERIAL
|
||||
flags_inv = HIDEEARS
|
||||
body_parts_covered = HEAD
|
||||
heat_protection = HEAD
|
||||
cold_protection = HEAD
|
||||
brightness_on = 4
|
||||
species_restricted = null
|
||||
|
||||
/obj/item/clothing/gloves/rig
|
||||
name = "gauntlets"
|
||||
flags = FPRINT | TABLEPASS | THICKMATERIAL
|
||||
body_parts_covered = HANDS
|
||||
heat_protection = HANDS
|
||||
cold_protection = HANDS
|
||||
species_restricted = null
|
||||
|
||||
/obj/item/clothing/shoes/rig
|
||||
name = "boots"
|
||||
cold_protection = FEET
|
||||
heat_protection = FEET
|
||||
species_restricted = null
|
||||
|
||||
/obj/item/clothing/suit/space/rig
|
||||
name = "chestpiece"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT|HIDETAIL
|
||||
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | THICKMATERIAL | AIRTIGHT
|
||||
slowdown = 0
|
||||
breach_threshold = 35
|
||||
can_breach = 1
|
||||
supporting_limbs = list()
|
||||
|
||||
//TODO: move this to modules
|
||||
/obj/item/clothing/head/helmet/space/rig/proc/prevent_track()
|
||||
return 0
|
||||
|
||||
/obj/item/clothing/gloves/rig/Touch(var/atom/A, var/proximity)
|
||||
|
||||
if(!A || !proximity)
|
||||
return 0
|
||||
|
||||
var/mob/living/carbon/human/H = loc
|
||||
if(!istype(H) || !H.back)
|
||||
return 0
|
||||
|
||||
var/obj/item/weapon/storage/rig/suit = H.back
|
||||
if(!suit || !istype(suit) || !suit.installed_modules.len)
|
||||
return 0
|
||||
|
||||
for(var/obj/item/rig_module/module in suit.installed_modules)
|
||||
if(module.active && module.activates_on_touch)
|
||||
if(module.engage(A))
|
||||
return 1
|
||||
|
||||
return 0
|
||||
227
code/modules/clothing/spacesuits/rig/rig_verbs.dm
Normal file
@@ -0,0 +1,227 @@
|
||||
// Interface for humans.
|
||||
/obj/item/weapon/storage/rig/verb/hardsuit_interface()
|
||||
|
||||
set name = "Open Hardsuit Interface"
|
||||
set desc = "Open the hardsuit system interface."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(wearer && wearer.back == src)
|
||||
ui_interact(usr)
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/toggle_vision()
|
||||
|
||||
set name = "Toggle Visor"
|
||||
set desc = "Turns your rig visor off or on."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!check_power_cost(usr))
|
||||
return
|
||||
|
||||
if(canremove)
|
||||
usr << "<span class='warning'>The suit is not active.</span>"
|
||||
return
|
||||
|
||||
if(!visor)
|
||||
usr << "<span class='warning'>The hardsuit does not have a configurable visor.</span>"
|
||||
return
|
||||
|
||||
if(!visor.active)
|
||||
visor.activate()
|
||||
else
|
||||
visor.deactivate()
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/toggle_helmet()
|
||||
|
||||
set name = "Toggle Helmet"
|
||||
set desc = "Deploys or retracts your helmet."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
toggle_piece("helmet",wearer)
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/toggle_chest()
|
||||
|
||||
set name = "Toggle Chestpiece"
|
||||
set desc = "Deploys or retracts your chestpiece."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
toggle_piece("chest",wearer)
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/toggle_gauntlets()
|
||||
|
||||
set name = "Toggle Gauntlets"
|
||||
set desc = "Deploys or retracts your gauntlets."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
toggle_piece("gauntlets",wearer)
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/toggle_boots()
|
||||
|
||||
set name = "Toggle Boots"
|
||||
set desc = "Deploys or retracts your boots."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
toggle_piece("boots",wearer)
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/deploy_suit()
|
||||
|
||||
set name = "Deploy Hardsuit"
|
||||
set desc = "Deploys helmet, gloves and boots."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
usr << "<span class='warning'>The hardsuit is not being worn.</span>"
|
||||
return
|
||||
|
||||
if(!check_power_cost(usr))
|
||||
return
|
||||
|
||||
deploy(wearer)
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/toggle_seals_verb()
|
||||
|
||||
set name = "Toggle Seals"
|
||||
set desc = "Activates or deactivates your rig seals."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
usr << "<span class='warning'>The hardsuit is not being worn.</span>"
|
||||
return
|
||||
|
||||
toggle_seals(wearer)
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/switch_vision_mode()
|
||||
|
||||
set name = "Switch Vision Mode"
|
||||
set desc = "Switches between available vision modes."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!check_power_cost(usr, 0, 0, 0, 0))
|
||||
return
|
||||
|
||||
if(canremove)
|
||||
usr << "<span class='warning'>The suit is not active.</span>"
|
||||
return
|
||||
|
||||
if(!visor)
|
||||
usr << "<span class='warning'>The hardsuit does not have a configurable visor.</span>"
|
||||
return
|
||||
|
||||
if(!visor.active)
|
||||
visor.activate()
|
||||
|
||||
if(!visor.active)
|
||||
usr << "<span class='warning'>The visor is suffering a hardware fault and cannot be configured.</span>"
|
||||
return
|
||||
|
||||
visor.engage()
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/alter_voice()
|
||||
|
||||
set name = "Configure Voice Synthesiser"
|
||||
set desc = "Toggles or configures your voice synthesizer."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(canremove)
|
||||
usr << "<span class='warning'>The suit is not active.</span>"
|
||||
return
|
||||
|
||||
if(!speech)
|
||||
usr << "<span class='warning'>The hardsuit does not have a speech synthesiser.</span>"
|
||||
return
|
||||
|
||||
speech.engage()
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/select_module()
|
||||
|
||||
set name = "Select Module"
|
||||
set desc = "Selects a module as your primary system."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!check_power_cost(usr, 0, 0, 0, 0))
|
||||
return
|
||||
|
||||
if(canremove)
|
||||
usr << "<span class='warning'>The suit is not active.</span>"
|
||||
return
|
||||
|
||||
var/list/selectable = list()
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
if(module.selectable)
|
||||
selectable |= module
|
||||
|
||||
var/obj/item/rig_module/module = input("Which module do you wish to select?") as null|anything in selectable
|
||||
|
||||
if(!istype(module))
|
||||
return
|
||||
|
||||
selected_module = module
|
||||
usr << "<font color='blue'><b>Primary system is now: [selected_module.interface_name].</b></font>"
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/toggle_module()
|
||||
|
||||
set name = "Toggle Module"
|
||||
set desc = "Toggle a system module."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!check_power_cost(usr, 0, 0, 0, 0))
|
||||
return
|
||||
|
||||
if(canremove)
|
||||
usr << "<span class='warning'>The suit is not active.</span>"
|
||||
return
|
||||
|
||||
var/list/selectable = list()
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
if(module.toggleable)
|
||||
selectable |= module
|
||||
|
||||
var/obj/item/rig_module/module = input("Which module do you wish to toggle?") as null|anything in selectable
|
||||
|
||||
if(!istype(module))
|
||||
return
|
||||
|
||||
if(module.active)
|
||||
usr << "<font color='blue'><b>You attempt to deactivate \the [module.interface_name].</b></font>"
|
||||
module.deactivate()
|
||||
else
|
||||
usr << "<font color='blue'><b>You attempt to activate \the [module.interface_name].</b></font>"
|
||||
module.activate()
|
||||
|
||||
/obj/item/weapon/storage/rig/verb/engage_module()
|
||||
|
||||
set name = "Engage Module"
|
||||
set desc = "Engages a system module."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(canremove)
|
||||
usr << "<span class='warning'>The suit is not active.</span>"
|
||||
return
|
||||
|
||||
if(!check_power_cost(usr, 0, 0, 0, 0))
|
||||
return
|
||||
|
||||
var/list/selectable = list()
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
if(module.usable)
|
||||
selectable |= module
|
||||
|
||||
var/obj/item/rig_module/module = input("Which module do you wish to engage?") as null|anything in selectable
|
||||
|
||||
if(!istype(module))
|
||||
return
|
||||
|
||||
usr << "<font color='blue'><b>You attempt to engage the [module.interface_name].</b></font>"
|
||||
module.engage()
|
||||
33
code/modules/clothing/spacesuits/rig/suits/ert.dm
Normal file
@@ -0,0 +1,33 @@
|
||||
/obj/item/weapon/storage/rig/ert
|
||||
name = "ERT-C hardsuit control module"
|
||||
desc = "A suit worn by the commander of a NanoTrasen Emergency Response Team. Has blue highlights. Armoured and space ready."
|
||||
suit_type = "ERT commander"
|
||||
icon_state = "ert_commander_rig"
|
||||
siemens_coefficient = 0.6
|
||||
offline_slowdown = 3
|
||||
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100)
|
||||
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
|
||||
/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
|
||||
/obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, \
|
||||
/obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun)
|
||||
|
||||
initial_modules = list()
|
||||
|
||||
/obj/item/weapon/storage/rig/ert/engineer
|
||||
name = "ERT-E suit control module"
|
||||
desc = "A suit worn by the commander of a NanoTrasen Emergency Response Team. Has orange highlights. Armoured and space ready."
|
||||
suit_type = "ERT engineer"
|
||||
icon_state = "ert_engineer_rig"
|
||||
|
||||
/obj/item/weapon/storage/rig/ert/medical
|
||||
name = "ERT-M suit control module"
|
||||
desc = "A suit worn by the commander of a NanoTrasen Emergency Response Team. Has white highlights. Armoured and space ready."
|
||||
suit_type = "ERT medic"
|
||||
icon_state = "ert_medical_rig"
|
||||
|
||||
/obj/item/weapon/storage/rig/ert/security
|
||||
name = "ERT-S suit control module"
|
||||
desc = "A suit worn by the commander of a NanoTrasen Emergency Response Team. Has red highlights. Armoured and space ready."
|
||||
suit_type = "ERT security"
|
||||
icon_state = "ert_security_rig"
|
||||
17
code/modules/clothing/spacesuits/rig/suits/hacker.dm
Normal file
@@ -0,0 +1,17 @@
|
||||
/obj/item/weapon/storage/rig/light/hacker
|
||||
name = "cybersuit control module"
|
||||
suit_type = "cyber"
|
||||
desc = "An advanced powered armour suit with many cyberwarfare enhancements."
|
||||
icon_state = "hacker_rig"
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/rig/mask
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
/obj/item/rig_module/power_sink,
|
||||
/obj/item/rig_module/datajack
|
||||
)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/mask
|
||||
name = "mask"
|
||||
flags = FPRINT | TABLEPASS | THICKMATERIAL
|
||||
29
code/modules/clothing/spacesuits/rig/suits/light.dm
Normal file
@@ -0,0 +1,29 @@
|
||||
// Light rigs are not space-capable, but don't suffer excessive slowdown or sight issues when depowered.
|
||||
/obj/item/weapon/storage/rig/light
|
||||
name = "light suit control module"
|
||||
desc = "A lighter, less armoured rig suit."
|
||||
icon_state = "ninja_rig"
|
||||
suit_type = "light suit"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/cell)
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
slowdown = 0
|
||||
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
offline_slowdown = 0
|
||||
offline_vision_restriction = 0
|
||||
|
||||
chest_type = /obj/item/clothing/suit/space/rig/light
|
||||
helm_type = /obj/item/clothing/head/helmet/space/rig/light
|
||||
boot_type = /obj/item/clothing/shoes/rig/light
|
||||
glove_type = /obj/item/clothing/gloves/rig/light
|
||||
|
||||
/obj/item/clothing/suit/space/rig/light
|
||||
name = "suit"
|
||||
|
||||
/obj/item/clothing/gloves/rig/light
|
||||
name = "gloves"
|
||||
|
||||
/obj/item/clothing/shoes/rig/light
|
||||
name = "shoes"
|
||||
|
||||
/obj/item/clothing/head/helmet/space/rig/light
|
||||
name = "hood"
|
||||
25
code/modules/clothing/spacesuits/rig/suits/ninja.dm
Normal file
@@ -0,0 +1,25 @@
|
||||
/obj/item/weapon/storage/rig/light/ninja
|
||||
name = "ominous suit control module"
|
||||
suit_type = "ominous"
|
||||
desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
|
||||
icon_state = "ninja_rig"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/cell)
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
slowdown = 0
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/teleporter,
|
||||
/obj/item/rig_module/stealth_field,
|
||||
/obj/item/rig_module/mounted/energy_blade,
|
||||
/obj/item/rig_module/vision,
|
||||
/obj/item/rig_module/voice,
|
||||
/obj/item/rig_module/fabricator/energy_net,
|
||||
/obj/item/rig_module/chem_dispenser,
|
||||
/obj/item/rig_module/grenade_launcher,
|
||||
/obj/item/rig_module/ai_container,
|
||||
/obj/item/rig_module/power_sink,
|
||||
/obj/item/rig_module/datajack,
|
||||
/obj/item/rig_module/self_destruct
|
||||
)
|
||||
|
||||
..()
|
||||
11
code/modules/clothing/spacesuits/rig/suits/stealth.dm
Normal file
@@ -0,0 +1,11 @@
|
||||
/obj/item/weapon/storage/rig/light/stealth
|
||||
name = "stealth suit control module"
|
||||
suit_type = "stealth"
|
||||
desc = "A highly advanced and expensive suit designed for covert operations."
|
||||
icon_state = "ninja_rig"
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/teleporter,
|
||||
/obj/item/rig_module/stealth_field,
|
||||
/obj/item/rig_module/vision
|
||||
)
|
||||
@@ -1,11 +1,12 @@
|
||||
//Spacesuit
|
||||
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
|
||||
// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
|
||||
|
||||
/obj/item/clothing/head/helmet/space
|
||||
name = "Space helmet"
|
||||
icon_state = "space"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL | AIRTIGHT
|
||||
item_state = "space"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
|
||||
@@ -16,6 +17,68 @@
|
||||
siemens_coefficient = 0.9
|
||||
species_restricted = list("exclude","Diona","Vox")
|
||||
|
||||
var/obj/machinery/camera/camera
|
||||
var/list/camera_networks
|
||||
var/brightness_on
|
||||
var/on = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/space/attack_self(mob/user)
|
||||
|
||||
if(!camera && camera_networks)
|
||||
camera = new /obj/machinery/camera(src)
|
||||
camera.network = camera_networks
|
||||
cameranet.removeCamera(camera)
|
||||
camera.c_tag = user.name
|
||||
user << "\blue User scanned as [camera.c_tag]. Camera activated."
|
||||
return 1
|
||||
|
||||
else if(brightness_on)
|
||||
|
||||
if(!isturf(user.loc))
|
||||
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
|
||||
return
|
||||
|
||||
on = !on
|
||||
icon_state = "rig[on]-[item_color]"
|
||||
|
||||
if(on)
|
||||
user.SetLuminosity(user.luminosity + brightness_on)
|
||||
else
|
||||
user.SetLuminosity(user.luminosity - brightness_on)
|
||||
|
||||
if(istype(user,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
H.update_inv_head()
|
||||
|
||||
else
|
||||
return ..(user)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/proc/update_light(mob/user)
|
||||
|
||||
if(!brightness_on)
|
||||
return
|
||||
|
||||
if(on)
|
||||
user.SetLuminosity(user.luminosity - brightness_on)
|
||||
SetLuminosity(brightness_on)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/equipped(mob/user)
|
||||
..()
|
||||
update_light(user)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/pickup(mob/user)
|
||||
..()
|
||||
update_light(user)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/dropped(mob/user)
|
||||
..()
|
||||
update_light(user)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/examine()
|
||||
..()
|
||||
if(camera_networks && get_dist(usr,src) <= 1)
|
||||
usr << "This helmet has a built-in camera. It's [camera ? "" : "in"]active."
|
||||
|
||||
/obj/item/clothing/suit/space
|
||||
name = "Space suit"
|
||||
desc = "A suit that protects against low pressure environments. \"NSS EXODUS\" is written in large block letters on the back."
|
||||
|
||||
@@ -139,7 +139,6 @@
|
||||
icon_state = "syndicate-black-red"
|
||||
item_state = "syndicate-black-red"
|
||||
|
||||
|
||||
//Black with yellow/red engineering syndicate space suit
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/engie
|
||||
name = "Black Space Helmet"
|
||||
|
||||
@@ -1,14 +0,0 @@
|
||||
|
||||
//NASA Voidsuit
|
||||
/obj/item/clothing/head/helmet/space/nasavoid
|
||||
name = "NASA Void Helmet"
|
||||
desc = "A high tech, NASA Centcom branch designed, dark red space suit helmet. Used for AI satellite maintenance."
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
|
||||
/obj/item/clothing/suit/space/nasavoid
|
||||
name = "NASA Voidsuit"
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
desc = "A high tech, NASA Centcom branch designed, dark red Space suit. Used for AI satellite maintenance."
|
||||
slowdown = 1
|
||||
27
code/modules/clothing/spacesuits/void/merc.dm
Normal file
@@ -0,0 +1,27 @@
|
||||
//Syndicate rig
|
||||
/obj/item/clothing/head/helmet/space/void/merc
|
||||
name = "blood-red voidsuit helmet"
|
||||
desc = "An advanced helmet designed for work in special operations. Property of Gorlex Marauders."
|
||||
icon_state = "rig0-syndie"
|
||||
item_state = "syndie_helm"
|
||||
item_color = "syndie"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
|
||||
siemens_coefficient = 0.6
|
||||
species_restricted = list("exclude","Unathi","Tajara","Skrell","Vox")
|
||||
camera_networks = list("NUKE")
|
||||
|
||||
/obj/item/clothing/head/helmet/space/void/merc/examine(mob/user)
|
||||
if(..(user, 1))
|
||||
user << "This helmet has a built-in camera. It's [camera ? "" : "in"]active."
|
||||
|
||||
/obj/item/clothing/suit/space/void/merc
|
||||
icon_state = "rig-syndie"
|
||||
name = "blood-red voidsuit"
|
||||
desc = "An advanced suit that protects against injuries during special operations. Property of Gorlex Marauders."
|
||||
item_state = "syndie_voidsuit"
|
||||
slowdown = 1
|
||||
w_class = 3
|
||||
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
|
||||
siemens_coefficient = 0.6
|
||||
species_restricted = list("exclude","Unathi","Tajara","Skrell","Vox")
|
||||
105
code/modules/clothing/spacesuits/void/station.dm
Normal file
@@ -0,0 +1,105 @@
|
||||
// Station voidsuits
|
||||
//Engineering rig
|
||||
/obj/item/clothing/head/helmet/space/void/engineering
|
||||
name = "engineering voidsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
|
||||
icon_state = "rig0-engineering"
|
||||
item_state = "eng_helm"
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
|
||||
|
||||
/obj/item/clothing/suit/space/void/engineering
|
||||
name = "engineering voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
|
||||
icon_state = "rig-engineering"
|
||||
item_state = "eng_voidsuit"
|
||||
slowdown = 1
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
|
||||
|
||||
//Chief Engineer's rig
|
||||
/obj/item/clothing/head/helmet/space/void/engineering/chief
|
||||
name = "advanced voidsuit helmet"
|
||||
desc = "An advanced helmet designed for work in a hazardous, low pressure environment. Shines with a high polish."
|
||||
icon_state = "rig0-white"
|
||||
item_state = "ce_helm"
|
||||
item_color = "white"
|
||||
sprite_sheets_refit = null
|
||||
sprite_sheets_obj = null
|
||||
|
||||
/obj/item/clothing/suit/space/void/engineering/chief
|
||||
icon_state = "rig-white"
|
||||
name = "advanced voidsuit"
|
||||
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
|
||||
item_state = "ce_voidsuit"
|
||||
sprite_sheets_refit = null
|
||||
sprite_sheets_obj = null
|
||||
|
||||
//Mining rig
|
||||
/obj/item/clothing/head/helmet/space/void/mining
|
||||
name = "mining voidsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has reinforced plating."
|
||||
icon_state = "rig0-mining"
|
||||
item_state = "mining_helm"
|
||||
item_color = "mining"
|
||||
armor = list(melee = 50, bullet = 5, laser = 20,energy = 5, bomb = 55, bio = 100, rad = 20)
|
||||
|
||||
/obj/item/clothing/suit/space/void/mining
|
||||
icon_state = "rig-mining"
|
||||
name = "mining voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating."
|
||||
item_state = "mining_voidsuit"
|
||||
armor = list(melee = 50, bullet = 5, laser = 20,energy = 5, bomb = 55, bio = 100, rad = 20)
|
||||
|
||||
//Medical Rig
|
||||
/obj/item/clothing/head/helmet/space/void/medical
|
||||
name = "medical voidsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has minor radiation shielding."
|
||||
icon_state = "rig0-medical"
|
||||
item_state = "medical_helm"
|
||||
item_color = "medical"
|
||||
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 50)
|
||||
|
||||
/obj/item/clothing/suit/space/void/medical
|
||||
icon_state = "rig-medical"
|
||||
name = "medical voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has minor radiation shielding."
|
||||
item_state = "medical_voidsuit"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
|
||||
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 50)
|
||||
|
||||
//Security
|
||||
/obj/item/clothing/head/helmet/space/void/security
|
||||
name = "security voidsuit helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
|
||||
icon_state = "rig0-sec"
|
||||
item_state = "sec_helm"
|
||||
item_color = "sec"
|
||||
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
/obj/item/clothing/suit/space/void/security
|
||||
icon_state = "rig-sec"
|
||||
name = "security voidsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
|
||||
item_state = "sec_voidsuit"
|
||||
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton)
|
||||
siemens_coefficient = 0.7
|
||||
|
||||
//Atmospherics Rig (BS12)
|
||||
/obj/item/clothing/head/helmet/space/void/atmos
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding."
|
||||
name = "atmospherics voidsuit helmet"
|
||||
icon_state = "rig0-atmos"
|
||||
item_state = "atmos_helm"
|
||||
item_color = "atmos"
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 50)
|
||||
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
|
||||
/obj/item/clothing/suit/space/void/atmos
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has improved thermal protection and minor radiation shielding."
|
||||
icon_state = "rig-atmos"
|
||||
name = "atmos voidsuit"
|
||||
item_state = "atmos_voidsuit"
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 50)
|
||||
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
50
code/modules/clothing/spacesuits/void/void.dm
Normal file
@@ -0,0 +1,50 @@
|
||||
//NASA Voidsuit
|
||||
/obj/item/clothing/head/helmet/space/void
|
||||
name = "void helmet"
|
||||
desc = "A high-tech dark red space suit helmet. Used for AI satellite maintenance."
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
|
||||
heat_protection = HEAD
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
|
||||
//Species-specific stuff.
|
||||
species_restricted = list("exclude","Unathi","Tajara","Skrell","Diona","Vox")
|
||||
sprite_sheets_refit = list(
|
||||
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
|
||||
"Tajara" = 'icons/mob/species/tajaran/helmet.dmi',
|
||||
"Skrell" = 'icons/mob/species/skrell/helmet.dmi',
|
||||
)
|
||||
sprite_sheets_obj = list(
|
||||
"Unathi" = 'icons/obj/clothing/species/unathi/hats.dmi',
|
||||
"Tajara" = 'icons/obj/clothing/species/tajaran/hats.dmi',
|
||||
"Skrell" = 'icons/obj/clothing/species/skrell/hats.dmi',
|
||||
)
|
||||
|
||||
/obj/item/clothing/suit/space/void
|
||||
name = "voidsuit"
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
desc = "A high-tech dark red space suit. Used for AI satellite maintenance."
|
||||
slowdown = 1
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
|
||||
species_restricted = list("exclude","Unathi","Tajara","Diona","Vox")
|
||||
sprite_sheets_refit = list(
|
||||
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
|
||||
"Tajara" = 'icons/mob/species/tajaran/suit.dmi',
|
||||
"Skrell" = 'icons/mob/species/skrell/suit.dmi',
|
||||
)
|
||||
sprite_sheets_obj = list(
|
||||
"Unathi" = 'icons/obj/clothing/species/unathi/suits.dmi',
|
||||
"Tajara" = 'icons/obj/clothing/species/tajaran/suits.dmi',
|
||||
"Skrell" = 'icons/obj/clothing/species/skrell/suits.dmi',
|
||||
)
|
||||
|
||||
//Breach thresholds, should ideally be inherited by most (if not all) voidsuits.
|
||||
breach_threshold = 18
|
||||
can_breach = 1
|
||||
25
code/modules/clothing/spacesuits/void/wizard.dm
Normal file
@@ -0,0 +1,25 @@
|
||||
//Wizard Rig
|
||||
/obj/item/clothing/head/helmet/space/void/wizard
|
||||
name = "gem-encrusted voidsuit helmet"
|
||||
desc = "A bizarre gem-encrusted helmet that radiates magical energies."
|
||||
icon_state = "rig0-wiz"
|
||||
item_state = "wiz_helm"
|
||||
item_color = "wiz"
|
||||
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
|
||||
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
|
||||
siemens_coefficient = 0.7
|
||||
sprite_sheets_refit = null
|
||||
sprite_sheets_obj = null
|
||||
|
||||
/obj/item/clothing/suit/space/void/wizard
|
||||
icon_state = "rig-wiz"
|
||||
name = "gem-encrusted voidsuit"
|
||||
desc = "A bizarre gem-encrusted suit that radiates magical energies."
|
||||
item_state = "wiz_voidsuit"
|
||||
slowdown = 1
|
||||
w_class = 3
|
||||
unacidable = 1
|
||||
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
|
||||
siemens_coefficient = 0.7
|
||||
sprite_sheets_refit = null
|
||||
sprite_sheets_obj = null
|
||||
@@ -119,7 +119,7 @@
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/suit/chameleon, /obj/item/clothing/suit/space/space_ninja,
|
||||
var/blocked = list(/obj/item/clothing/suit/chameleon,
|
||||
/obj/item/clothing/suit/golem, /obj/item/clothing/suit/suit, /obj/item/clothing/suit/cyborg_suit, /obj/item/clothing/suit/justice,
|
||||
/obj/item/clothing/suit/greatcoat)//Prevent infinite loops and bad suits.
|
||||
for(var/U in typesof(/obj/item/clothing/suit)-blocked)
|
||||
|
||||
@@ -554,13 +554,13 @@
|
||||
user.drop_item()
|
||||
del(O)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/attackby(var/obj/item/O as obj, mob/user as mob)
|
||||
/obj/item/clothing/suit/space/void/attackby(var/obj/item/O as obj, mob/user as mob)
|
||||
..()
|
||||
|
||||
if(istype(O,/obj/item/device/kit/suit/fluff))
|
||||
|
||||
var/obj/item/device/kit/suit/fluff/kit = O
|
||||
name = "[kit.new_name] hardsuit"
|
||||
name = "[kit.new_name] voidsuit"
|
||||
desc = kit.new_suit_desc
|
||||
icon_state = kit.suit_icon
|
||||
item_state = kit.suit_icon
|
||||
|
||||
@@ -346,7 +346,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
|
||||
/obj/item/weapon/hand_tele, /obj/item/weapon/rcd, /obj/item/weapon/tank/jetpack,\
|
||||
/obj/item/clothing/under/rank/captain, /obj/item/device/aicard,\
|
||||
/obj/item/clothing/shoes/magboots, /obj/item/blueprints, /obj/item/weapon/disk/nuclear,\
|
||||
/obj/item/clothing/suit/space/nasavoid, /obj/item/weapon/tank)
|
||||
/obj/item/clothing/suit/space/void, /obj/item/weapon/tank)
|
||||
|
||||
/proc/fake_attack(var/mob/living/target)
|
||||
// var/list/possible_clones = new/list()
|
||||
|
||||
@@ -15,7 +15,7 @@ var/const/MAX_ACTIVE_TIME = 400
|
||||
icon_state = "facehugger"
|
||||
item_state = "facehugger"
|
||||
w_class = 1 //note: can be picked up by aliens unlike most other items of w_class below 4
|
||||
flags = FPRINT | TABLEPASS | MASKCOVERSMOUTH | MASKCOVERSEYES | MASKINTERNALS
|
||||
flags = FPRINT | TABLEPASS | MASKCOVERSMOUTH | MASKCOVERSEYES | AIRTIGHT
|
||||
body_parts_covered = FACE|EYES
|
||||
throw_range = 5
|
||||
|
||||
|
||||
@@ -102,12 +102,6 @@
|
||||
emote("deathgasp") //let the world KNOW WE ARE DEAD // Doing this with the deathgasp emote seems odd.
|
||||
if(species && species.death_sound) playsound(loc, species.death_sound, 80, 1, 1)
|
||||
|
||||
//For ninjas exploding when they die.
|
||||
if( istype(wear_suit, /obj/item/clothing/suit/space/space_ninja) && wear_suit:s_initialized )
|
||||
src << browse(null, "window=spideros")//Just in case.
|
||||
var/location = loc
|
||||
explosion(location, 0, 0, 3, 4)
|
||||
|
||||
update_canmove()
|
||||
if(client) blind.layer = 0
|
||||
|
||||
|
||||
@@ -70,15 +70,18 @@
|
||||
var/datum/organ/internal/xenos/plasmavessel/P = internal_organs_by_name["plasma vessel"]
|
||||
if(P)
|
||||
stat(null, "Phoron Stored: [P.stored_plasma]/[P.max_plasma]")
|
||||
|
||||
if(back && istype(back,/obj/item/weapon/storage/rig))
|
||||
var/obj/item/weapon/storage/rig/suit = back
|
||||
var/cell_status = "ERROR"
|
||||
if(suit.cell) cell_status = "[suit.cell.charge]/[suit.cell.maxcharge]"
|
||||
stat(null, "Suit charge: [cell_status]")
|
||||
|
||||
if(mind)
|
||||
if(mind.changeling)
|
||||
stat("Chemical Storage", mind.changeling.chem_charges)
|
||||
stat("Genetic Damage Time", mind.changeling.geneticdamage)
|
||||
|
||||
if (istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_initialized)
|
||||
stat("Energy Charge", round(wear_suit:cell:charge/100))
|
||||
|
||||
|
||||
/mob/living/carbon/human/ex_act(severity)
|
||||
if(!blinded)
|
||||
flick("flash", flash)
|
||||
@@ -762,6 +765,10 @@
|
||||
if(istype(src.head, /obj/item/clothing/head/welding))
|
||||
if(!src.head:up)
|
||||
number += 2
|
||||
if(istype(back, /obj/item/weapon/storage/rig))
|
||||
var/obj/item/weapon/storage/rig/O = back
|
||||
if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & EYES))
|
||||
number += 2
|
||||
if(istype(src.head, /obj/item/clothing/head/helmet/space))
|
||||
number += 2
|
||||
if(istype(src.glasses, /obj/item/clothing/glasses/thermal))
|
||||
|
||||
@@ -33,7 +33,6 @@
|
||||
var/temperature_alert = 0
|
||||
var/in_stasis = 0
|
||||
|
||||
|
||||
/mob/living/carbon/human/Life()
|
||||
|
||||
|
||||
@@ -423,9 +422,7 @@
|
||||
|
||||
proc/get_breath_from_internal(volume_needed)
|
||||
if(internal)
|
||||
if (!contents.Find(internal))
|
||||
internal = null
|
||||
if (!wear_mask || !(wear_mask.flags & MASKINTERNALS) )
|
||||
if (!contents.Find(internal) || !((wear_mask && (wear_mask.flags & AIRTIGHT)) || (head && (head.flags & AIRTIGHT))))
|
||||
internal = null
|
||||
if(internal)
|
||||
return internal.remove_air_volume(volume_needed)
|
||||
@@ -1180,6 +1177,13 @@
|
||||
|
||||
|
||||
//Eyes
|
||||
//Check rig first because it's two-check and other checks will override it.
|
||||
if(istype(back,/obj/item/weapon/storage/rig))
|
||||
var/obj/item/weapon/storage/rig/O = back
|
||||
if(O.offline && O.offline_vision_restriction == 2 && O.helmet && O.helmet == head && (O.helmet.body_parts_covered & EYES))
|
||||
blinded = 1
|
||||
|
||||
// Check everything else.
|
||||
if(!species.has_organ["eyes"]) // Presumably if a species has no eyes, they see via something else.
|
||||
eye_blind = 0
|
||||
blinded = 0
|
||||
@@ -1356,10 +1360,13 @@
|
||||
seer = 0
|
||||
|
||||
var/tmp/glasses_processed = 0
|
||||
if(istype(wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja))
|
||||
var/obj/item/clothing/mask/gas/voice/space_ninja/O = wear_mask
|
||||
glasses_processed = 1
|
||||
process_glasses(O.ninja_vision.glasses)
|
||||
|
||||
var/obj/item/weapon/storage/rig/rig = back
|
||||
if(istype(rig) && rig.visor)
|
||||
if(rig.visor.vision && rig.visor.active && rig.visor.vision.glasses)
|
||||
glasses_processed = 1
|
||||
process_glasses(rig.visor.vision.glasses)
|
||||
|
||||
if(glasses)
|
||||
glasses_processed = 1
|
||||
process_glasses(glasses)
|
||||
@@ -1470,19 +1477,27 @@
|
||||
|
||||
var/masked = 0
|
||||
|
||||
if( istype(head, /obj/item/clothing/head/welding) || istype(head, /obj/item/clothing/head/helmet/space/unathi))
|
||||
if(istype(head, /obj/item/clothing/head/welding) || istype(head, /obj/item/clothing/head/helmet/space/unathi))
|
||||
var/obj/item/clothing/head/welding/O = head
|
||||
if(!O.up && tinted_weldhelh)
|
||||
client.screen += global_hud.darkMask
|
||||
client.screen |= global_hud.darkMask
|
||||
masked = 1
|
||||
|
||||
if(!masked && istype(glasses, /obj/item/clothing/glasses/welding) )
|
||||
if(!masked && istype(glasses, /obj/item/clothing/glasses/welding))
|
||||
var/obj/item/clothing/glasses/welding/O = glasses
|
||||
if(!O.up && tinted_weldhelh)
|
||||
client.screen += global_hud.darkMask
|
||||
client.screen |= global_hud.darkMask
|
||||
masked = 1
|
||||
|
||||
if(!masked && istype(back, /obj/item/weapon/storage/rig))
|
||||
var/obj/item/weapon/storage/rig/O = back
|
||||
// Ugh, why is this done on a case by case basis? Why is there no flag for causing weldervision?
|
||||
if(O.offline && O.offline_vision_restriction == 1 && O.helmet && O.helmet == head && (O.helmet.body_parts_covered & EYES))
|
||||
client.screen |= global_hud.darkMask
|
||||
|
||||
if(machine)
|
||||
if(!machine.check_eye(src)) reset_view(null)
|
||||
if(!machine.check_eye(src))
|
||||
reset_view(null)
|
||||
else
|
||||
var/isRemoteObserve = 0
|
||||
if((mRemote in mutations) && remoteview_target)
|
||||
|
||||
@@ -202,12 +202,22 @@
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/GetVoice()
|
||||
if(istype(src.wear_mask, /obj/item/clothing/mask/gas/voice))
|
||||
var/obj/item/clothing/mask/gas/voice/V = src.wear_mask
|
||||
if(V.vchange)
|
||||
return V.voice
|
||||
else
|
||||
return name
|
||||
|
||||
var/voice_sub
|
||||
if(istype(back,/obj/item/weapon/storage/rig))
|
||||
var/obj/item/weapon/storage/rig/rig = back
|
||||
// todo: fix this shit
|
||||
if(rig.speech && rig.speech.voice_holder && rig.speech.voice_holder.active && rig.speech.voice_holder.voice)
|
||||
voice_sub = rig.speech.voice_holder.voice
|
||||
else
|
||||
for(var/obj/item/gear in list(wear_mask,wear_suit,head))
|
||||
if(!gear)
|
||||
continue
|
||||
var/obj/item/voice_changer/changer = locate() in gear
|
||||
if(changer && changer.active && changer.voice)
|
||||
voice_sub = changer.voice
|
||||
if(voice_sub)
|
||||
return voice_sub
|
||||
if(mind && mind.changeling && mind.changeling.mimicing)
|
||||
return mind.changeling.mimicing
|
||||
if(GetSpecialVoice())
|
||||
|
||||
@@ -752,10 +752,12 @@ proc/get_damage_icon_part(damage_state, body_part)
|
||||
|
||||
|
||||
/mob/living/carbon/human/update_inv_wear_suit(var/update_icons=1)
|
||||
|
||||
if( wear_suit && istype(wear_suit, /obj/item/clothing/suit) ) //TODO check this
|
||||
wear_suit.screen_loc = ui_oclothing //TODO
|
||||
|
||||
var/image/standing
|
||||
|
||||
if(wear_suit.icon_override)
|
||||
standing = image("icon" = wear_suit.icon_override, "icon_state" = "[wear_suit.icon_state]")
|
||||
else if(wear_suit.sprite_sheets && wear_suit.sprite_sheets[species.name])
|
||||
@@ -818,8 +820,12 @@ proc/get_damage_icon_part(damage_state, body_part)
|
||||
/mob/living/carbon/human/update_inv_back(var/update_icons=1)
|
||||
if(back)
|
||||
back.screen_loc = ui_back //TODO
|
||||
var/obj/item/weapon/storage/rig/rig = back
|
||||
if(back.icon_override)
|
||||
overlays_standing[BACK_LAYER] = image("icon" = back.icon_override, "icon_state" = "[back.icon_state]")
|
||||
//If this is a rig and a mob_icon is set, it will take species into account in the rig update_icon() proc.
|
||||
else if(istype(rig) && rig.mob_icon)
|
||||
overlays_standing[BACK_LAYER] = rig.mob_icon
|
||||
else if(back.sprite_sheets && back.sprite_sheets[species.name])
|
||||
overlays_standing[BACK_LAYER] = image("icon" = back.sprite_sheets[species.name], "icon_state" = "[back.icon_state]")
|
||||
else
|
||||
|
||||
@@ -61,7 +61,21 @@
|
||||
return
|
||||
|
||||
//looks like this only appears in whisper. Should it be elsewhere as well? Maybe handle_speech_problems?
|
||||
if(istype(src.wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja)&&src.wear_mask:voice=="Unknown")
|
||||
var/voice_sub
|
||||
if(istype(back,/obj/item/weapon/storage/rig))
|
||||
var/obj/item/weapon/storage/rig/rig = back
|
||||
// todo: fix this shit
|
||||
if(rig.speech && rig.speech.voice_holder && rig.speech.voice_holder.active && rig.speech.voice_holder.voice)
|
||||
voice_sub = rig.speech.voice_holder.voice
|
||||
else
|
||||
for(var/obj/item/gear in list(wear_mask,wear_suit,head))
|
||||
if(!gear)
|
||||
continue
|
||||
var/obj/item/voice_changer/changer = locate() in gear
|
||||
if(changer && changer.active && changer.voice)
|
||||
voice_sub = changer.voice
|
||||
|
||||
if(voice_sub == "Unknown")
|
||||
if(copytext(message, 1, 2) != "*")
|
||||
var/list/temp_message = text2list(message, " ")
|
||||
var/list/pick_list = list()
|
||||
|
||||
@@ -260,7 +260,7 @@
|
||||
if(internal)
|
||||
if (!contents.Find(internal))
|
||||
internal = null
|
||||
if (!wear_mask || !(wear_mask.flags|MASKINTERNALS) )
|
||||
if (!(wear_mask && (wear_mask.flags & AIRTIGHT)))
|
||||
internal = null
|
||||
if(internal)
|
||||
if (internals)
|
||||
|
||||
@@ -16,3 +16,19 @@
|
||||
else
|
||||
layer = MOB_LAYER
|
||||
src << text("\blue You have stopped hiding.")
|
||||
|
||||
// Hardsuit interface proc for AI. Defined here so MMIs can also use it.
|
||||
/mob/living/proc/hardsuit_interface_ai()
|
||||
|
||||
set name = "Open Hardsuit Interface"
|
||||
set desc = "Open the hardsuit system interface."
|
||||
set category = "Hardsuit"
|
||||
|
||||
var/obj/item/rig_module/module = src.loc
|
||||
|
||||
if(!istype(module) || !module.holder)
|
||||
verbs -= /mob/living/proc/hardsuit_interface_ai
|
||||
return 0
|
||||
|
||||
if(module.holder.check_power_cost(src, 0, 0, 0, 1))
|
||||
ui_interact(src)
|
||||
@@ -305,16 +305,19 @@ var/list/ai_verbs_default = list(
|
||||
//usr <<"You can only change your display once!"
|
||||
//return
|
||||
|
||||
|
||||
// displays the malf_ai information if the AI is the malf
|
||||
/mob/living/silicon/ai/show_malf_ai()
|
||||
/mob/living/silicon/ai/proc/is_malf()
|
||||
if(ticker.mode.name == "AI malfunction")
|
||||
var/datum/game_mode/malfunction/malf = ticker.mode
|
||||
for (var/datum/mind/malfai in malf.malf_ai)
|
||||
if (mind == malfai) // are we the evil one?
|
||||
if (malf.apcs >= 3)
|
||||
stat(null, "Time until station control secured: [max(malf.AI_win_timeleft/(malf.apcs/3), 0)] seconds")
|
||||
if (mind == malfai)
|
||||
return malf
|
||||
return 0
|
||||
|
||||
// displays the malf_ai information if the AI is the malf
|
||||
/mob/living/silicon/ai/show_malf_ai()
|
||||
var/datum/game_mode/malfunction/malf = is_malf()
|
||||
if(malf && malf.apcs >= 3)
|
||||
stat(null, "Time until station control secured: [max(malf.AI_win_timeleft/(malf.apcs/3), 0)] seconds")
|
||||
|
||||
/mob/living/silicon/ai/proc/ai_alerts()
|
||||
set category = "AI Commands"
|
||||
@@ -769,7 +772,12 @@ var/list/ai_verbs_default = list(
|
||||
|
||||
|
||||
/mob/living/silicon/ai/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
if(istype(W, /obj/item/device/aicard))
|
||||
|
||||
var/obj/item/device/aicard/card = W
|
||||
card.grab_ai(src, user)
|
||||
|
||||
else if(istype(W, /obj/item/weapon/wrench))
|
||||
if(anchored)
|
||||
user.visible_message("\blue \The [user] starts to unbolt \the [src] from the plating...")
|
||||
if(!do_after(user,40))
|
||||
|
||||
@@ -52,7 +52,8 @@
|
||||
spawn( 0 )
|
||||
O.mode = 2
|
||||
if (istype(loc, /obj/item/device/aicard))
|
||||
loc.icon_state = "aicard-404"
|
||||
var/obj/item/device/aicard/card = loc
|
||||
card.update_icon()
|
||||
|
||||
tod = worldtime2text() //weasellos time of death patch
|
||||
if(mind) mind.store_memory("Time of death: [tod]", 0)
|
||||
|
||||
@@ -284,19 +284,20 @@
|
||||
return
|
||||
|
||||
last_special = world.time + 100
|
||||
canmove = 1
|
||||
|
||||
//I'm not sure how much of this is necessary, but I would rather avoid issues.
|
||||
if(istype(card.loc,/mob))
|
||||
if(istype(card.loc,/obj/item/rig_module))
|
||||
src << "There is no room to unfold inside this rig module. You're good and stuck."
|
||||
return 0
|
||||
else if(istype(card.loc,/mob))
|
||||
var/mob/holder = card.loc
|
||||
holder.drop_from_inventory(card)
|
||||
else if(istype(card.loc,/obj/item/clothing/suit/space/space_ninja))
|
||||
var/obj/item/clothing/suit/space/space_ninja/holder = card.loc
|
||||
holder.pai = null
|
||||
else if(istype(card.loc,/obj/item/device/pda))
|
||||
var/obj/item/device/pda/holder = card.loc
|
||||
holder.pai = null
|
||||
|
||||
canmove = 1
|
||||
|
||||
src.client.perspective = EYE_PERSPECTIVE
|
||||
src.client.eye = src
|
||||
src.forceMove(get_turf(card))
|
||||
|
||||
@@ -75,6 +75,24 @@ var/list/robot_verbs_default = list(
|
||||
var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
|
||||
var/braintype = "Cyborg"
|
||||
|
||||
/mob/living/silicon/robot/drain_power(var/drain_check)
|
||||
|
||||
if(drain_check)
|
||||
return 1
|
||||
|
||||
if(!cell || !cell.charge)
|
||||
return 0
|
||||
|
||||
if(cell.charge)
|
||||
src << "<span class='danger'>Warning: Unauthorized access through power channel 12 detected.</span>"
|
||||
var/drained_power = rand(200,400)
|
||||
if(cell.charge < drained_power)
|
||||
drained_power = cell.charge
|
||||
cell.use(drained_power)
|
||||
return drained_power
|
||||
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/robot/New(loc,var/syndie = 0,var/unfinished = 0)
|
||||
spark_system = new /datum/effect/effect/system/spark_spread()
|
||||
spark_system.set_up(5, 0, src)
|
||||
|
||||
@@ -103,12 +103,12 @@
|
||||
/obj/effect/landmark/mobcorpse/syndicatecommando
|
||||
name = "Syndicate Commando"
|
||||
corpseuniform = /obj/item/clothing/under/syndicate
|
||||
corpsesuit = /obj/item/clothing/suit/space/rig/syndi
|
||||
corpsesuit = /obj/item/clothing/suit/space/void/merc
|
||||
corpseshoes = /obj/item/clothing/shoes/swat
|
||||
corpsegloves = /obj/item/clothing/gloves/swat
|
||||
corpseradio = /obj/item/device/radio/headset
|
||||
corpsemask = /obj/item/clothing/mask/gas/syndicate
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/rig/syndi
|
||||
corpsehelmet = /obj/item/clothing/head/helmet/space/void/merc
|
||||
corpseback = /obj/item/weapon/tank/jetpack/oxygen
|
||||
corpsepocket1 = /obj/item/weapon/tank/emergency_oxygen
|
||||
corpseid = 1
|
||||
|
||||
@@ -62,6 +62,13 @@
|
||||
for(var/mob/M in viewers(src))
|
||||
M.show_message( message, 1, blind_message, 2)
|
||||
|
||||
// Returns an amount of power drawn from the object (-1 if it's not viable).
|
||||
// If drain_check is set it will not actually drain power, just return a value.
|
||||
// If surge is set, it will destroy/damage the recipient and not return any power.
|
||||
// Not sure where to define this, so it can sit here for the rest of time.
|
||||
/atom/proc/drain_power(var/drain_check,var/surge)
|
||||
return -1
|
||||
|
||||
// Show a message to all mobs in earshot of this one
|
||||
// This would be for audible actions by the src mob
|
||||
// message is the message output to anyone who can hear.
|
||||
@@ -1069,7 +1076,7 @@ mob/proc/yank_out_object()
|
||||
var/datum/organ/external/affected
|
||||
|
||||
for(var/datum/organ/external/organ in H.organs) //Grab the organ holding the implant.
|
||||
for(var/obj/item/weapon/O in organ.implants)
|
||||
for(var/obj/item/O in organ.implants)
|
||||
if(O == selection)
|
||||
affected = organ
|
||||
|
||||
|
||||
@@ -116,6 +116,23 @@
|
||||
if(terminal)
|
||||
terminal.connect_to_network()
|
||||
|
||||
/obj/machinery/power/apc/drain_power(var/drain_check, var/surge)
|
||||
|
||||
if(drain_check)
|
||||
return 1
|
||||
|
||||
if(!cell)
|
||||
return 0
|
||||
|
||||
if(surge && !emagged)
|
||||
flick("apc-spark", src)
|
||||
emagged = 1
|
||||
locked = 0
|
||||
update_icon()
|
||||
return 0
|
||||
|
||||
return cell.drain_power(drain_check)
|
||||
|
||||
/obj/machinery/power/apc/New(turf/loc, var/ndir, var/building=0)
|
||||
..()
|
||||
wires = new(src)
|
||||
|
||||
@@ -36,6 +36,27 @@ By design, d1 is the smallest direction and d2 is the highest
|
||||
color = COLOR_RED
|
||||
var/obj/machinery/power/breakerbox/breaker_box
|
||||
|
||||
/obj/structure/cable/drain_power(var/drain_check)
|
||||
|
||||
if(drain_check)
|
||||
return 1
|
||||
|
||||
var/datum/powernet/PN = get_powernet()
|
||||
if(!PN) return 0
|
||||
|
||||
var/drained_power = round(rand(200,400)/2)
|
||||
var/drained_this_tick = PN.draw_power(drained_power)
|
||||
|
||||
if(drained_this_tick < drained_power)
|
||||
for(var/obj/machinery/power/terminal/T in PN.nodes)
|
||||
if(istype(T.master, /obj/machinery/power/apc))
|
||||
var/obj/machinery/power/apc/AP = T.master
|
||||
if(AP.emagged)
|
||||
continue
|
||||
drained_power += AP.drain_power() //Indirect draw won't emag the APC, should this be amended?
|
||||
|
||||
return drained_power
|
||||
|
||||
/obj/structure/cable/yellow
|
||||
color = COLOR_YELLOW
|
||||
|
||||
|
||||
@@ -9,6 +9,17 @@
|
||||
spawn(5)
|
||||
updateicon()
|
||||
|
||||
/obj/item/weapon/cell/drain_power(var/drain_check)
|
||||
|
||||
if(drain_check)
|
||||
return 1
|
||||
|
||||
var/drained_power = rand(200,400)
|
||||
if(charge < drained_power)
|
||||
drained_power = charge
|
||||
use(drained_power)
|
||||
return drained_power
|
||||
|
||||
/obj/item/weapon/cell/proc/updateicon()
|
||||
overlays.Cut()
|
||||
|
||||
@@ -64,16 +75,6 @@
|
||||
if(crit_fail)
|
||||
user << "\red This power cell seems to be faulty."
|
||||
|
||||
/obj/item/weapon/cell/attack_self(mob/user as mob)
|
||||
src.add_fingerprint(user)
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
var/obj/item/clothing/gloves/space_ninja/SNG = H.gloves
|
||||
if(!istype(SNG) || !SNG.candrain || !SNG.draining) return
|
||||
|
||||
SNG.drain("CELL",src,H.wear_suit)
|
||||
return
|
||||
|
||||
/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
|
||||
..()
|
||||
if(istype(W, /obj/item/weapon/reagent_containers/syringe))
|
||||
|
||||
@@ -33,6 +33,23 @@
|
||||
var/input_level_max = 200000
|
||||
var/output_level_max = 200000
|
||||
|
||||
/obj/machinery/power/smes/drain_power(var/drain_check)
|
||||
|
||||
if(drain_check)
|
||||
return 1
|
||||
|
||||
if(!charge)
|
||||
return 0
|
||||
|
||||
if(charge)
|
||||
var/drained_power = rand(200,400)
|
||||
if(charge < drained_power)
|
||||
drained_power = charge
|
||||
charge -= drained_power
|
||||
return drained_power
|
||||
|
||||
return 0
|
||||
|
||||
/obj/machinery/power/smes/New()
|
||||
..()
|
||||
spawn(5)
|
||||
|
||||
@@ -77,6 +77,18 @@ obj/item/weapon/gun/energy/laser/retro
|
||||
isHandgun()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/lasercannon/mounted/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
var/mob/living/carbon/human/H = loc
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/weapon/storage/rig/suit = H.back
|
||||
if(istype(suit) && suit.cell && suit.cell.charge >= 250)
|
||||
suit.cell.use(250)
|
||||
in_chamber = new /obj/item/projectile/beam/heavylaser(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/lasercannon/cyborg/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
@@ -84,7 +96,7 @@ obj/item/weapon/gun/energy/laser/retro
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
R.cell.use(250)
|
||||
in_chamber = new/obj/item/projectile/beam(src)
|
||||
in_chamber = new/obj/item/projectile/beam/heavylaser(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
@@ -35,8 +35,18 @@
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/mounted/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
var/mob/living/carbon/human/H = loc
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/weapon/storage/rig/suit = H.back
|
||||
if(istype(suit) && suit.cell && suit.cell.charge >= 250)
|
||||
suit.cell.use(250)
|
||||
var/prog_path = text2path(projectile_type)
|
||||
in_chamber = new prog_path(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear
|
||||
name = "Advanced Energy Gun"
|
||||
|
||||
@@ -96,7 +96,9 @@
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow/ninja
|
||||
name = "energy dart thrower"
|
||||
projectile_type = "/obj/item/projectile/energy/dart"
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow/largecrossbow
|
||||
name = "Energy Crossbow"
|
||||
|
||||
@@ -1358,6 +1358,21 @@ datum
|
||||
..()
|
||||
return
|
||||
|
||||
adrenaline
|
||||
name = "Adrenaline"
|
||||
id = "adrenaline"
|
||||
description = "Adrenaline is a hormone used as a drug to treat cardiac arrest and other cardiac dysrhythmias resulting in diminished or absent cardiac output."
|
||||
reagent_state = LIQUID
|
||||
color = "#C8A5DC" // rgb: 200, 165, 220
|
||||
|
||||
on_mob_life(var/mob/living/M as mob)
|
||||
if(!M) M = holder.my_atom
|
||||
M.SetParalysis(0)
|
||||
M.SetWeakened(0)
|
||||
M.adjustToxLoss(rand(3))
|
||||
..()
|
||||
return
|
||||
|
||||
cryoxadone
|
||||
name = "Cryoxadone"
|
||||
id = "cryoxadone"
|
||||
|
||||
@@ -40,7 +40,8 @@
|
||||
/obj/machinery/sleeper,
|
||||
/obj/machinery/smartfridge/,
|
||||
/obj/machinery/biogenerator,
|
||||
/obj/machinery/constructable_frame)
|
||||
/obj/machinery/constructable_frame
|
||||
)
|
||||
|
||||
New()
|
||||
..()
|
||||
@@ -119,10 +120,6 @@
|
||||
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
|
||||
user << "\blue You transfer [trans] units of the solution to [target]."
|
||||
|
||||
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
|
||||
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
|
||||
return
|
||||
|
||||
else if(istype(target, /obj/machinery/bunsen_burner))
|
||||
return
|
||||
|
||||
|
||||
@@ -191,18 +191,15 @@ var/MAX_EXPLOSION_RANGE = 14
|
||||
#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
|
||||
//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
|
||||
#define TABLEPASS 2 // can pass by a table or rack
|
||||
|
||||
#define MASKINTERNALS 8 // mask allows internals
|
||||
//#define SUITSPACE 8 // suit protects against space
|
||||
|
||||
#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message with the default handler
|
||||
#define AIRTIGHT 8 // functions with internals
|
||||
#define USEDELAY 16 // 1 second extra delay on use (Can be used once every 2s)
|
||||
#define NODELAY 32768 // 1 second attackby delay skipped (Can be used once every 0.2s). Most objects have a 1s attackby delay, which doesn't require a flag.
|
||||
#define NOSHIELD 32 // weapon not affected by shield
|
||||
#define CONDUCT 64 // conducts electricity (metal etc.)
|
||||
#define FPRINT 256 // takes a fingerprint
|
||||
#define ON_BORDER 512 // item has priority to check when entering or leaving
|
||||
#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message with the default handler
|
||||
#define NOBLOODY 2048 // used to items if they don't want to get a blood overlay
|
||||
#define NODELAY 32768 // 1 second attackby delay skipped (Can be used once every 0.2s). Most objects have a 1s attackby delay, which doesn't require a flag.
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#define GLASSESCOVERSEYES 1024
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#define MASKCOVERSEYES 1024 // get rid of some of the other retardation in these flags
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icons/mob/rig_modules.dmi
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Before Width: | Height: | Size: 9.9 KiB After Width: | Height: | Size: 13 KiB |
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Before Width: | Height: | Size: 64 KiB After Width: | Height: | Size: 64 KiB |
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Before Width: | Height: | Size: 90 KiB After Width: | Height: | Size: 92 KiB |
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icons/obj/rig_modules.dmi
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After Width: | Height: | Size: 773 B |
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Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 24 KiB |