#define ONLY_DEPLOY 1 #define ONLY_RETRACT 2 #define SEAL_DELAY 30 /* * Defines the behavior of hardsuits/rigs/power armour. */ /obj/item/rig name = "hardsuit control module" icon = 'icons/obj/rig_modules.dmi' desc = "A back-mounted hardsuit deployment and control mechanism." flags = PHORONGUARD slot_flags = SLOT_BACK req_one_access = list() req_access = list() w_class = ITEMSIZE_HUGE actions_types = list(/datum/action/item_action/toggle_heatsink) // 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 = 0.2 permeability_coefficient = 0.1 unacidable = TRUE preserve_item = 1 var/default_mob_icon = 'icons/mob/rig_back.dmi' var/suit_state //The string used for the suit's icon_state. var/interface_path = "RIGSuit" var/ai_interface_path = "RIGSuit" var/interface_title = "Hardsuit Controller" var/wearer_move_delay //Used for AI moving. var/ai_controlled_move_delay = 10 // 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/magboots/rig var/glove_type = /obj/item/clothing/gloves/gauntlets/rig var/cell_type = /obj/item/cell/high var/air_type = /obj/item/tank/oxygen //Component/device holders. var/obj/item/tank/air_supply // Air tank, if any. var/obj/item/clothing/shoes/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/gauntlets/rig/gloves = null // Deployable gauntlets, if any. var/obj/item/cell/cell // Power supply, if any. var/obj/item/rig_module/selected_module = null // Primary system (used with middle-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. // Cooling system vars. var/cooling_on = 0 //is it turned on? var/max_cooling = 15 // in degrees per second - probably don't need to mess with heat capacity here var/charge_consumption = 2 // charge per second at max_cooling //more effective on a rig, because it's all built in already var/thermostat = T20C // Rig status vars. var/open = 0 // Access panel status. var/locked = 1 // Lock status. var/subverted = 0 var/interface_locked = 0 var/control_overridden = 0 var/ai_override_enabled = 0 var/security_check_enabled = 1 var/malfunctioning = 0 var/malfunction_delay = 0 var/electrified = 0 var/locked_down = 0 var/seal_delay = SEAL_DELAY var/sealing // Keeps track of seal status independantly of canremove. var/offline = 1 // Should we be applying suit maluses? var/offline_slowdown = 1.5 // If the suit is deployed and unpowered, it sets slowdown to this. var/vision_restriction var/offline_vision_restriction = 1 // 0 - none, 1 - welder vision, 2 - blind. Maybe move this to helmets. var/airtight = 1 //If set, will adjust AIRTIGHT flag and pressure protections on components. Otherwise it should leave them untouched. var/rigsuit_max_pressure = 10 * ONE_ATMOSPHERE // Max pressure the rig protects against when sealed var/rigsuit_min_pressure = 0 // Min pressure the rig protects against when sealed var/emp_protection = 0 item_flags = PHORONGUARD //VOREStation add // Wiring! How exciting. var/datum/wires/rig/wires var/datum/effect/effect/system/spark_spread/spark_system var/datum/mini_hud/rig/minihud // Action button actions_types = list(/datum/action/item_action/hardsuit_interface) // Protean var/protean = 0 var/obj/item/storage/backpack/rig_storage permeability_coefficient = 0 //Protect the squishies, after all this shit should be waterproof. /obj/item/rig/Initialize(mapload) . = ..() suit_state = icon_state item_state = icon_state wires = new(src) if(!LAZYLEN(req_access) && !LAZYLEN(req_one_access)) locked = 0 spark_system = new() spark_system.set_up(5, 0, src) spark_system.attach(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(cell_type) cell = new cell_type(src) if(air_type) air_supply = new air_type(src) if(glove_type) gloves = new glove_type(src) verbs |= /obj/item/rig/proc/toggle_gauntlets if(helm_type) helmet = new helm_type(src) verbs |= /obj/item/rig/proc/toggle_helmet if(boot_type) boots = new boot_type(src) verbs |= /obj/item/rig/proc/toggle_boots if(chest_type) chest = new chest_type(src) if(allowed) chest.allowed = allowed verbs |= /obj/item/rig/proc/toggle_chest for(var/obj/item/piece in list(gloves,helmet,boots,chest)) if(!istype(piece)) continue piece.canremove = FALSE piece.name = "[suit_type] [initial(piece.name)]" piece.desc = "It seems to be part of a [src.name]." piece.icon_state = "[suit_state]" piece.min_cold_protection_temperature = min_cold_protection_temperature piece.max_heat_protection_temperature = max_heat_protection_temperature if(piece.siemens_coefficient > siemens_coefficient) //So that insulated gloves keep their insulation. piece.siemens_coefficient = siemens_coefficient piece.permeability_coefficient = permeability_coefficient piece.unacidable = unacidable if(islist(armor)) piece.armor = armor.Copy() if(islist(armorsoak)) piece.armorsoak = armorsoak.Copy() update_icon(1) /obj/item/rig/Destroy() for(var/obj/item/piece in list(gloves,boots,helmet,chest,cell,air_supply)) var/mob/living/M = piece.loc if(istype(M)) M.drop_from_inventory(piece) qdel(piece) gloves = null boots = null helmet = null chest = null cell = null air_supply = null for(var/obj/item/rig_module/module in installed_modules) qdel(module) STOP_PROCESSING(SSobj, src) qdel(wires) wires = null qdel(spark_system) spark_system = null return ..() /obj/item/rig/examine(mob/user) . = ..() if(wearer) for(var/obj/item/piece in list(helmet,gloves,chest,boots)) if(!piece || piece.loc != wearer) continue . += "[icon2html(piece, user.client)] \The [piece] [piece.gender == PLURAL ? "are" : "is"] deployed." if(src.loc == user) . += "The access panel is [locked? "locked" : "unlocked"]." . += "The maintenance panel is [open ? "open" : "closed"]." . += "Hardsuit systems are [offline ? span_warning("offline") : span_notice("online")]." . += "The cooling system is [cooling_on ? "active" : "inactive"]." if(open) . += "It's equipped with [english_list(installed_modules)]." // We only care about processing when we're on a mob /obj/item/rig/Moved(old_loc, direction, forced) if(ismob(loc)) START_PROCESSING(SSobj, src) else STOP_PROCESSING(SSobj, src) QDEL_NULL(minihud) // Just in case we get removed some other way // If we've lost any parts, grab them back. var/mob/living/M for(var/obj/item/piece in list(gloves,boots,helmet,chest)) if(piece.loc != src && !(wearer && piece.loc == wearer)) if(isliving(piece.loc)) M = piece.loc M.unEquip(piece) piece.forceMove(src) /obj/item/rig/get_worn_icon_file(var/body_type,var/slot_name,var/default_icon,var/inhands) if(!inhands && (slot_name == slot_back_str || slot_name == slot_belt_str)) if(icon_override) return icon_override else if(mob_icon) return mob_icon return ..() /obj/item/rig/proc/suit_is_deployed() if(!istype(wearer) || src.loc != wearer || (wearer.back != src && wearer.belt != src)) 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 // Updates pressure protection // Seal = 1 sets protection // Seal = 0 unsets protection /obj/item/rig/proc/update_airtight(var/obj/item/piece, var/seal = 0) if(seal == 1) piece.min_pressure_protection = rigsuit_min_pressure piece.max_pressure_protection = rigsuit_max_pressure piece.item_flags |= AIRTIGHT else piece.min_pressure_protection = null piece.max_pressure_protection = null piece.item_flags &= ~AIRTIGHT return /obj/item/rig/proc/reset() offline = 2 canremove = TRUE for(var/obj/item/piece in list(helmet,boots,gloves,chest)) if(!piece) continue piece.icon_state = "[suit_state]" if(airtight) update_airtight(piece, 0) // Unseal update_icon(1) /obj/item/rig/proc/cut_suit() offline = 2 canremove = TRUE toggle_piece("helmet", loc, ONLY_RETRACT, TRUE) toggle_piece("gauntlets", loc, ONLY_RETRACT, TRUE) toggle_piece("boots", loc, ONLY_RETRACT, TRUE) toggle_piece("chest", loc, ONLY_RETRACT, TRUE) update_icon(1) /obj/item/rig/proc/toggle_seals(var/mob/living/carbon/human/M,var/instant) if(sealing) return if(!check_power_cost(M)) return 0 deploy(M,instant) var/seal_target = !canremove var/failed_to_seal var/obj/screen/rig_booting/booting_L = new var/obj/screen/rig_booting/booting_R = new if(!seal_target) booting_L.icon_state = "boot_left" booting_R.icon_state = "boot_load" animate(booting_L, alpha=230, time=30, easing=SINE_EASING) animate(booting_R, alpha=200, time=20, easing=SINE_EASING) M.client?.screen += booting_L M.client?.screen += booting_R canremove = FALSE // No removing the suit while unsealing. sealing = 1 if(!seal_target && !suit_is_deployed()) M.visible_message(span_danger("[M]'s suit flashes an error light."),span_danger("Your suit flashes an error light. It can't function properly without being fully deployed.")) playsound(src, 'sound/machines/rig/rigerror.ogg', 20, FALSE) failed_to_seal = 1 if(!failed_to_seal) if(!instant) M.visible_message(span_notice("[M]'s suit emits a quiet hum as it begins to adjust its seals."),span_notice("With a quiet hum, the suit begins running checks and adjusting components.")) if(seal_delay && !do_after(M,seal_delay)) if(M) to_chat(M, span_warning("You must remain still while the suit is adjusting the components.")) playsound(src, 'sound/machines/rig/rigerror.ogg', 20, FALSE) failed_to_seal = 1 if(!M) failed_to_seal = 1 else for(var/list/piece_data in list(list(M.shoes,boots,"boots",boot_type),list(M.gloves,gloves,"gloves",glove_type),list(M.head,helmet,"helmet",helm_type),list(M.wear_suit,chest,"chest",chest_type))) var/obj/item/piece = piece_data[1] var/obj/item/compare_piece = piece_data[2] var/msg_type = piece_data[3] var/piece_type = piece_data[4] if(!piece || !piece_type) continue if(!istype(M) || !istype(piece) || !istype(compare_piece) || !msg_type) if(M) to_chat(M, span_warning("You must remain still while the suit is adjusting the components.")) failed_to_seal = 1 break if(!failed_to_seal && (M.back == src || M.belt == src) && piece == compare_piece) if(seal_delay && !instant && !do_after(M,seal_delay,needhand=0)) failed_to_seal = 1 piece.icon_state = "[suit_state][!seal_target ? "_sealed" : ""]" switch(msg_type) if("boots") to_chat(M, span_notice("\The [piece] [!seal_target ? "seal around your feet" : "relax their grip on your legs"].")) M.update_inv_shoes() if("gloves") to_chat(M, span_notice("\The [piece] [!seal_target ? "tighten around your fingers and wrists" : "become loose around your fingers"].")) M.update_inv_gloves() if("chest") to_chat(M, span_notice("\The [piece] [!seal_target ? "cinches tight again your chest" : "releases your chest"].")) M.update_inv_wear_suit() if("helmet") to_chat(M, span_notice("\The [piece] hisses [!seal_target ? "closed" : "open"].")) M.update_inv_head() if(helmet?.light_system == STATIC_LIGHT) helmet.update_light(wearer) //sealed pieces become airtight, protecting against diseases if (!seal_target) piece.armor["bio"] = 100 else piece.armor["bio"] = src.armor["bio"] playsound(src,'sound/machines/rig/rigservo.ogg', 10, FALSE) else failed_to_seal = 1 if((M && !(istype(M) && (M.back == src || M.belt == src)) && !istype(M,/mob/living/silicon)) || (!seal_target && !suit_is_deployed())) failed_to_seal = 1 sealing = null if(failed_to_seal) M.client?.screen -= booting_L M.client?.screen -= booting_R qdel(booting_L) qdel(booting_R) for(var/obj/item/piece in list(helmet,boots,gloves,chest)) if(!piece) continue piece.icon_state = "[suit_state][!seal_target ? "" : "_sealed"]" canremove = !seal_target if(airtight) update_component_sealed() update_icon(1) return 0 // Success! canremove = seal_target if(M.hud_used) if(canremove) QDEL_NULL(minihud) else minihud = new (M.hud_used, src) to_chat(M, span_boldnotice("Your entire suit [canremove ? "loosens as the components relax" : "tightens around you as the components lock into place"].")) playsound(src, 'sound/machines/rig/rigstarted.ogg', 10, FALSE) M.client?.screen -= booting_L qdel(booting_L) booting_R.icon_state = "boot_done" spawn(40) M.client?.screen -= booting_R qdel(booting_R) if(canremove) for(var/obj/item/rig_module/module in installed_modules) module.deactivate() if(airtight) update_component_sealed() update_icon(1) /obj/item/rig/proc/update_component_sealed() for(var/obj/item/piece in list(helmet,boots,gloves,chest)) if(canremove) update_airtight(piece, 0) // Unseal else update_airtight(piece, 1) // Seal /obj/item/rig/proc/toggle_cooling(var/mob/user) if(cooling_on) turn_cooling_off(user) else turn_cooling_on(user) /obj/item/rig/proc/turn_cooling_on(var/mob/user) if(!cell) return if(cell.charge <= 0) to_chat(user, span_notice("\The [src] has no power!")) return if(!suit_is_deployed()) to_chat(user, span_notice("The hardsuit needs to be deployed first!")) return cooling_on = 1 to_chat(user, span_notice("You switch \the [src]'s cooling system on.")) /obj/item/rig/proc/turn_cooling_off(var/mob/user, var/failed) if(failed) visible_message("\The [src]'s cooling system clicks and whines as it powers down.") else to_chat(user, span_notice("You switch \the [src]'s cooling system off.")) cooling_on = 0 /obj/item/rig/proc/get_environment_temperature() if (ishuman(loc)) var/mob/living/carbon/human/H = loc if(istype(H.loc, /obj/mecha)) var/obj/mecha/M = H.loc return M.return_temperature() else if(istype(H.loc, /obj/machinery/atmospherics/unary/cryo_cell)) var/obj/machinery/atmospherics/unary/cryo_cell/cryo = H.loc return cryo.air_contents.temperature var/turf/T = get_turf(src) if(istype(T, /turf/space)) return 0 //space has no temperature, this just makes sure the cooling unit works in space var/datum/gas_mixture/environment = T.return_air() if (!environment) return 0 return environment.temperature /obj/item/rig/proc/attached_to_user(mob/M) if (!ishuman(M)) return 0 var/mob/living/carbon/human/H = M if (!H.wear_suit || (H.back != src && H.belt != src)) return 0 return 1 /obj/item/rig/proc/coolingProcess() if (!cooling_on || !cell) return if (!ismob(loc)) return if (!attached_to_user(loc)) //make sure the rig's not just in their hands return if (!suit_is_deployed()) //inbuilt systems only work on the suit they're designed to work on return var/mob/living/carbon/human/H = loc var/turf/T = get_turf(src) var/datum/gas_mixture/environment = T.return_air() var/efficiency = 1 - H.get_pressure_weakness(environment.return_pressure()) // You need to have a good seal for effective cooling var/env_temp = get_environment_temperature() //wont save you from a fire var/temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling) var/thermal_protection = H.get_heat_protection(env_temp) // ... unless you've got a good suit. if(thermal_protection < 0.99) //For some reason, < 1 returns false if the value is 1. temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling) else temp_adj = min(H.bodytemperature - thermostat, max_cooling) if (temp_adj < 0.5) //only cools, doesn't heat, also we don't need extreme precision return var/charge_usage = (temp_adj/max_cooling)*charge_consumption H.bodytemperature -= temp_adj*efficiency cell.use(charge_usage) if(cell.charge <= 0) turn_cooling_off(H, 1) /obj/item/rig/process() // Not on a mob...? if(!ismob(loc)) if(wearer?.wearing_rig == src) wearer.wearing_rig = null wearer = null return PROCESS_KILL // Run through cooling coolingProcess() if(!istype(wearer) || loc != wearer || (wearer.back != src && wearer.belt != src) || canremove || !cell || cell.charge <= 0) if(!cell || cell.charge <= 0) if(electrified > 0) electrified = 0 if(!offline) if(istype(wearer)) if(!canremove) if (offline_slowdown < 1.5) to_chat(wearer, span_danger("Your suit beeps stridently, and suddenly goes dead.")) else to_chat(wearer, span_danger("Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic composites instead of a powered suit.")) playsound(src, 'sound/machines/rig/rigdown.ogg', 60, FALSE) if(offline_vision_restriction == 1) to_chat(wearer, span_danger("The suit optics flicker and die, leaving you with restricted vision.")) else if(offline_vision_restriction == 2) to_chat(wearer, span_danger("The suit optics drop out completely, drowning you in darkness.")) if(!offline) offline = 1 else if (offline) offline = 0 if(istype(wearer) && !wearer.wearing_rig) wearer.wearing_rig = src if(!istype(src,/obj/item/rig/protean)) // Stupid snowflake protean special check for rig assimilation code 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 if(cell && cell.charge > 0 && electrified > 0) electrified-- if(malfunction_delay > 0) malfunction_delay-- else if(malfunctioning) malfunctioning-- malfunction() for(var/obj/item/rig_module/module in installed_modules) cell.use(module.process()*10) /obj/item/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 && H.belt != src)) fail_msg = span_warning("You must be wearing \the [src] to do this.") else if(user.is_incorporeal()) fail_msg = span_warning("You must be solid to do this.") if(sealing) fail_msg = span_warning("The hardsuit is in the process of adjusting seals and cannot be activated.") else if(!fail_msg && ((use_unconcious && user.stat > 1) || (!use_unconcious && user.stat))) fail_msg = span_warning("You are in no fit state to do that.") else if(!cell) fail_msg = span_warning("There is no cell installed in the suit.") else if(cost && cell.charge < cost * 10) //TODO: Cellrate? fail_msg = span_warning("Not enough stored power.") if(fail_msg) to_chat(user, fail_msg) playsound(src, 'sound/machines/rig/rigerror.ogg', 20, FALSE) 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/rig/update_icon(var/update_mob_icon) cut_overlays() if(!mob_icon || update_mob_icon) var/species_icon = default_mob_icon // Since setting mob_icon will override the species checks in // update_inv_wear_suit(), handle species checks here. if(wearer && LAZYACCESS(sprite_sheets, wearer.species.get_bodytype(wearer))) species_icon = sprite_sheets[wearer.species.get_bodytype(wearer)] mob_icon = icon(icon = species_icon, icon_state = "[icon_state]") chest.cut_overlays() if(installed_modules.len) for(var/obj/item/rig_module/module in installed_modules) if(module.suit_overlay) chest.add_overlay(image(module.suit_overlay_icon, 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/rig/proc/check_suit_access(var/mob/living/carbon/human/user, var/do_message = TRUE) if(!security_check_enabled) return 1 if(istype(user)) if(!canremove) return 1 if(malfunction_check(user)) return 0 if(user.back != src && user.belt != src) return 0 else if(!src.allowed(user)) if(do_message) to_chat(user, span_danger("Unauthorized user. Access denied.")) return 0 else if(!ai_override_enabled) if(do_message) to_chat(user, span_danger("Synthetic access disabled. Please consult hardware provider.")) return 0 return 1 /obj/item/rig/proc/notify_ai(var/message) for(var/obj/item/rig_module/ai_container/module in installed_modules) if(module.integrated_ai && module.integrated_ai.client && !module.integrated_ai.stat) to_chat(module.integrated_ai, "[message]") . = 1 /obj/item/rig/equipped(mob/living/carbon/human/M) ..() if(istype(M.back, /obj/item/rig) && istype(M.belt, /obj/item/rig)) to_chat(M, span_notice("You try to put on the [src], but it won't fit.")) if(M && (M.back == src || M.belt == src)) if(!M.unEquip(src)) return src.forceMove(get_turf(src)) return if(seal_delay > 0 && istype(M) && (M.back == src || M.belt == src)) M.visible_message(span_notice("[M] starts putting on \the [src]..."), span_notice("You start putting on \the [src]...")) if(!do_after(M,seal_delay)) if(M && (M.back == src || M.belt == src)) if(!M.unEquip(src)) return src.forceMove(get_turf(src)) return if(istype(M) && (M.back == src || M.belt == src)) M.visible_message(span_boldnotice("[M] struggles into \the [src]."), span_boldnotice("You struggle into \the [src].")) wearer = M wearer.wearing_rig = src update_icon() /obj/item/rig/proc/toggle_piece(var/piece, var/mob/living/carbon/human/H, var/deploy_mode, var/forced = FALSE) if((sealing || !cell || !cell.charge) && !forced) return if((!istype(wearer) || (!wearer.back == src && !wearer.belt == src)) && !forced) return if(!H) return if((H == wearer && (H.stat||H.paralysis||H.stunned)) && !forced) // If the user isn't wearing the suit it's probably an AI. return var/obj/item/check_slot var/equip_to var/obj/item/use_obj 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 if("boots") equip_to = slot_shoes use_obj = boots check_slot = H.shoes 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) to_chat(H, span_boldnotice("Your [use_obj.name] [use_obj.gender == PLURAL ? "retract" : "retracts"] swiftly.")) playsound(src, 'sound/machines/rig/rigservo.ogg', 10, FALSE) use_obj.canremove = TRUE holder.drop_from_inventory(use_obj) use_obj.forceMove(get_turf(src)) use_obj.dropped(holder) use_obj.canremove = FALSE use_obj.forceMove(src) else if (deploy_mode != ONLY_RETRACT) if(check_slot && check_slot == use_obj) return use_obj.forceMove(H) if(!H.equip_to_slot_if_possible(use_obj, equip_to, 0, 1)) use_obj.forceMove(src) if(check_slot) to_chat(H, span_danger("You are unable to deploy \the [piece] as \the [check_slot] [check_slot.gender == PLURAL ? "are" : "is"] in the way.")) return else to_chat(H, span_notice("Your [use_obj.name] [use_obj.gender == PLURAL ? "deploy" : "deploys"] swiftly.")) playsound(src, 'sound/machines/rig/rigservo.ogg', 10, FALSE) if(piece == "helmet" && helmet?.light_system == STATIC_LIGHT) helmet.update_light() /obj/item/rig/proc/deploy(mob/M,var/sealed) var/mob/living/carbon/human/H = M if(!H || !istype(H)) return if(H.back != src && H.belt != src) return if(sealed) if(H.head) var/obj/item/garbage = H.head H.drop_from_inventory(garbage) H.head = null qdel(garbage) if(H.gloves) var/obj/item/garbage = H.gloves H.drop_from_inventory(garbage) H.gloves = null qdel(garbage) if(H.shoes) var/obj/item/garbage = H.shoes H.drop_from_inventory(garbage) H.shoes = null qdel(garbage) if(H.wear_suit) var/obj/item/garbage = H.wear_suit H.drop_from_inventory(garbage) H.wear_suit = null qdel(garbage) for(var/piece in list("helmet","gauntlets","chest","boots")) toggle_piece(piece, H, ONLY_DEPLOY) /obj/item/rig/dropped(mob/user) . = ..(user) for(var/piece in list("helmet","gauntlets","chest","boots")) toggle_piece(piece, user, ONLY_RETRACT) if(wearer && wearer.wearing_rig == src) wearer.wearing_rig = null wearer = null //Todo /obj/item/rig/proc/malfunction() return 0 /obj/item/rig/emp_act(severity_class) //set malfunctioning if(emp_protection < 30) //for ninjas, really. malfunctioning += 10 if(malfunction_delay <= 0) malfunction_delay = max(malfunction_delay, round(30/severity_class)) //drain some charge if(cell) cell.emp_act(severity_class + 15) //possibly damage some modules take_hit((100/severity_class), "electrical pulse", 1) /obj/item/rig/proc/shock(mob/user) if (electrocute_mob(user, cell, src)) //electrocute_mob() handles removing charge from the cell, no need to do that here. spark_system.start() if(user.stunned) return 1 return 0 /obj/item/rig/proc/take_hit(damage, source, is_emp=0) if(!installed_modules.len) return var/chance if(!is_emp) chance = 2*max(0, damage - (chest? chest.breach_threshold : 0)) else //Want this to be roughly independant of the number of modules, meaning that X emp hits will disable Y% of the suit's modules on average. //that way people designing hardsuits don't have to worry (as much) about how adding that extra module will affect emp resiliance by 'soaking' hits for other modules chance = 2*max(0, damage - emp_protection)*min(installed_modules.len/15, 1) if(!prob(chance)) return //deal addition damage to already damaged module first. //This way the chances of a module being disabled aren't so remote. var/list/valid_modules = list() var/list/damaged_modules = list() for(var/obj/item/rig_module/module in installed_modules) if(module.damage < 2) valid_modules |= module if(module.damage > 0) damaged_modules |= module var/obj/item/rig_module/dam_module = null if(damaged_modules.len) dam_module = pick(damaged_modules) else if(valid_modules.len) dam_module = pick(valid_modules) if(!dam_module) return dam_module.damage++ if(!source) source = "hit" if(wearer) if(dam_module.damage >= 2) to_chat(wearer, span_danger("The [source] has disabled your [dam_module.interface_name]!")) else to_chat(wearer, span_warning("The [source] has damaged your [dam_module.interface_name]!")) dam_module.deactivate() /obj/item/rig/proc/malfunction_check(var/mob/living/carbon/human/user) if(malfunction_delay) if(offline) to_chat(user, span_danger("The suit is completely unresponsive.")) else to_chat(user, span_danger("ERROR: Hardware fault. Rebooting interface...")) return 1 return 0 /obj/item/rig/proc/ai_can_move_suit(var/mob/user, var/check_user_module = 0, var/check_for_ai = 0) if(check_for_ai) if(!(locate(/obj/item/rig_module/ai_container) in contents)) return 0 var/found_ai for(var/obj/item/rig_module/ai_container/module in contents) if(module.damage >= 2) continue if(module.integrated_ai && module.integrated_ai.client && !module.integrated_ai.stat) found_ai = 1 break if(!found_ai) return 0 if(check_user_module) if(!user || !user.loc || !user.loc.loc) return 0 var/obj/item/rig_module/ai_container/module = user.loc.loc if(!istype(module) || module.damage >= 2) to_chat(user, span_warning("Your host module is unable to interface with the suit.")) return 0 if(offline || !cell || !cell.charge || locked_down) if(user) to_chat(user, span_warning("Your host rig is unpowered and unresponsive.")) return 0 if(!wearer || (wearer.back != src && wearer.belt != src)) if(user) to_chat(user, span_warning("Your host rig is not being worn.")) return 0 if(!wearer.stat && !control_overridden && !ai_override_enabled) if(user) to_chat(user, span_warning("You are locked out of the suit servo controller.")) return 0 return 1 /obj/item/rig/proc/force_rest(var/mob/user) if(!ai_can_move_suit(user, check_user_module = 1)) return wearer.lay_down() to_chat(user, span_notice("\The [wearer] is now [wearer.resting ? "resting" : "getting up"].")) /obj/item/rig/proc/forced_move(var/direction, var/mob/user, var/ai_moving = TRUE) // Why is all this shit in client/Move()? Who knows? if(world.time < wearer_move_delay) return if(!wearer || !wearer.loc) // Removed some stuff for protean living hardsuit return // Added this for protean living hardsuit wearer_move_delay = world.time + 2 if(ai_moving) if(!ai_can_move_suit(user, check_user_module = 1)) return // AIs are a bit slower than regular and ignore move intent. // Moved this to where it's relevant wearer_move_delay = world.time + ai_controlled_move_delay //This is sota the goto stop mobs from moving var if(wearer.transforming || !wearer.canmove) return if((istype(wearer.loc, /turf/space)) || (wearer.lastarea.get_gravity() == 0)) if(!wearer.Process_Spacemove(0)) return 0 if(malfunctioning) direction = pick(cardinal) // Inside an object, tell it we moved. if(isobj(wearer.loc) || ismob(wearer.loc)) var/atom/O = wearer.loc return O.relaymove(wearer, direction) if(isturf(wearer.loc)) if(wearer.restrained())//Why being pulled while cuffed prevents you from moving for(var/mob/M in range(wearer, 1)) if(M.pulling == wearer) if(!M.restrained() && M.stat == 0 && M.canmove && wearer.Adjacent(M)) to_chat(user, span_notice("Your host is restrained! They can't move!")) return 0 else M.stop_pulling() if(wearer.pinned.len) to_chat(src, span_notice("Your host is pinned to a wall by [wearer.pinned[1]]!")) return 0 if(istype(wearer.buckled, /obj/vehicle)) //manually set move_delay for vehicles so we don't inherit any mob movement penalties //specific vehicle move delays are set in code\modules\vehicles\vehicle.dm wearer_move_delay = world.time return wearer.buckled.relaymove(wearer, direction) if(istype(wearer.machine, /obj/machinery)) if(wearer.machine.relaymove(wearer, direction)) return if(wearer.pulledby || wearer.buckled) // Wheelchair driving! if(istype(wearer.loc, /turf/space)) return // No wheelchair driving in space if(istype(wearer.pulledby, /obj/structure/bed/chair/wheelchair)) return wearer.pulledby.relaymove(wearer, direction) else if(istype(wearer.buckled, /obj/structure/bed/chair/wheelchair)) if(ishuman(wearer.buckled)) var/obj/item/organ/external/l_hand = wearer.get_organ("l_hand") var/obj/item/organ/external/r_hand = wearer.get_organ("r_hand") if((!l_hand || (l_hand.status & ORGAN_DESTROYED)) && (!r_hand || (r_hand.status & ORGAN_DESTROYED))) return // No hands to drive your chair? Tough luck! wearer_move_delay += 2 return wearer.buckled.relaymove(wearer,direction) var/power_cost = 200 if(!ai_moving) power_cost = 20 cell.use(power_cost) //Arbitrary, TODO wearer.Move(get_step(get_turf(wearer),direction),direction) // This returns the rig if you are contained inside one, but not if you are wearing it /atom/proc/get_rig() if(loc) return loc.get_rig() return null /obj/item/rig/get_rig() return src /mob/living/carbon/human/get_rig() if(istype(back, /obj/item/rig)) return back else if(istype(belt, /obj/item/rig)) return belt else return null //Boot animation screen objects /obj/screen/rig_booting screen_loc = "1,1" icon = 'icons/obj/rig_boot.dmi' icon_state = "" layer = SCREEN_LAYER plane = PLANE_FULLSCREEN mouse_opacity = 0 alpha = 20 //Animated up when loading #undef ONLY_DEPLOY #undef ONLY_RETRACT #undef SEAL_DELAY