//A portable analyzer, for research borgs. This is better then giving them a gripper which can hold anything and letting them use the normal analyzer. /obj/item/weapon/portable_destructive_analyzer name = "Portable Destructive Analyzer" icon = 'icons/obj/items.dmi' icon_state = "portable_analyzer" desc = "Similar to the stationary version, this rather unwieldy device allows you to break down objects in the name of science." var/min_reliability = 90 //Can't upgrade, call it laziness or a drawback var/datum/research/techonly/files //The device uses the same datum structure as the R&D computer/server. //This analyzer can only store tech levels, however. var/obj/item/weapon/loaded_item //What is currently inside the analyzer. /obj/item/weapon/portable_destructive_analyzer/New() ..() files = new /datum/research/techonly(src) //Setup the research data holder. /obj/item/weapon/portable_destructive_analyzer/attack_self(user as mob) var/response = alert(user, "Analyzing the item inside will *DESTROY* the item for good.\n\ Syncing to the research server will send the data that is stored inside to research.\n\ Ejecting will place the loaded item onto the floor.", "What would you like to do?", "Analyze", "Sync", "Eject") if(response == "Analyze") if(loaded_item) var/confirm = alert(user, "This will destroy the item inside forever. Are you sure?","Confirm Analyze","Yes","No") if(confirm == "Yes") //This is pretty copypasta-y user << "You activate the analyzer's microlaser, analyzing \the [loaded_item] and breaking it down." flick("portable_analyzer_scan", src) playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1) if(loaded_item.reliability >= min_reliability) var/list/temp_tech = ConvertReqString2List(loaded_item.origin_tech) for(var/T in temp_tech) files.UpdateTech(T, temp_tech[T]) user << "\The [loaded_item] had level [temp_tech[T]] in [T]." loaded_item = null for(var/obj/I in contents) for(var/mob/M in I.contents) M.death() if(istype(I,/obj/item/stack/material))//Only deconstructs one sheet at a time instead of the entire stack var/obj/item/stack/material/S = I if(S.get_amount() > 1) S.use(1) loaded_item = S else qdel(S) desc = initial(desc) icon_state = initial(icon_state) else qdel(I) desc = initial(desc) icon_state = initial(icon_state) else return else user << "The [src] is empty. Put something inside it first." if(response == "Sync") var/success = 0 for(var/obj/machinery/r_n_d/server/S in machines) if(S.disabled) continue for(var/datum/tech/T in files.known_tech) //Uploading S.files.AddTech2Known(T) for(var/datum/tech/T in S.files.known_tech) //Downloading files.AddTech2Known(T) success = 1 files.RefreshResearch() if(success) user << "You connect to the research server, push your data upstream to it, then pull the resulting merged data from the master branch." playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 1) else user << "Reserch server ping response timed out. Unable to connect. Please contact the system administrator." playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 1) if(response == "Eject") if(loaded_item) loaded_item.loc = get_turf(src) desc = initial(desc) icon_state = initial(icon_state) loaded_item = null else user << "The [src] is already empty." /obj/item/weapon/portable_destructive_analyzer/afterattack(var/atom/target, var/mob/living/user, proximity) if(!target) return if(!proximity) return if(!isturf(target.loc)) // Don't load up stuff if it's inside a container or mob! return if(istype(target,/obj/item)) if(loaded_item) user << "Your [src] already has something inside. Analyze or eject it first." return var/obj/item/I = target I.loc = src loaded_item = I for(var/mob/M in viewers()) M.show_message(text("[user] adds the [I] to the [src]."), 1) desc = initial(desc) + "
It is holding \the [loaded_item]." flick("portable_analyzer_load", src) icon_state = "portable_analyzer_full" //This is used to unlock other borg covers. /obj/item/weapon/card/robot //This is not a child of id cards, as to avoid dumb typechecks on computers. name = "access code transmission device" icon_state = "id-robot" desc = "A circuit grafted onto the bottom of an ID card. It is used to transmit access codes into other robot chassis, \ allowing you to lock and unlock other robots' panels." /obj/item/weapon/card/id/robot/attack_self() //override so borgs can't flash their IDs. return /obj/item/weapon/card/id/robot/read() usr << "The ID card does not appear to have any writing on it." return //A harvest item for serviceborgs. /obj/item/weapon/robot_harvester name = "auto harvester" desc = "A hand-held harvest tool that resembles a sickle. It uses energy to cut plant matter very efficently." icon = 'icons/obj/weapons.dmi' icon_state = "autoharvester" /obj/item/weapon/robot_harvester/afterattack(var/atom/target, var/mob/living/user, proximity) if(!target) return if(!proximity) return if(istype(target,/obj/machinery/portable_atmospherics/hydroponics)) var/obj/machinery/portable_atmospherics/hydroponics/T = target if(T.harvest) //Try to harvest, assuming it's alive. T.harvest(user) else if(T.dead) //It's probably dead otherwise. T.remove_dead(user) else user << "Harvesting \a [target] is not the purpose of this tool. The [src] is for plants being grown." // A special tray for the service droid. Allow droid to pick up and drop items as if they were using the tray normally // Click on table to unload, click on item to load. Otherwise works identically to a tray. // Unlike the base item "tray", robotrays ONLY pick up food, drinks and condiments. /obj/item/weapon/tray/robotray name = "RoboTray" desc = "An autoloading tray specialized for carrying refreshments." /obj/item/weapon/tray/robotray/afterattack(atom/target, mob/user as mob, proximity) if(!proximity) return if ( !target ) return // pick up items, mostly copied from base tray pickup proc // see code\game\objects\items\weapons\kitchen.dm line 241 if ( istype(target,/obj/item)) if ( !isturf(target.loc) ) // Don't load up stuff if it's inside a container or mob! return var turf/pickup = target.loc var addedSomething = 0 for(var/obj/item/weapon/reagent_containers/food/I in pickup) if( I != src && !I.anchored && !istype(I, /obj/item/clothing/under) && !istype(I, /obj/item/clothing/suit) && !istype(I, /obj/item/projectile) ) var/add = 0 if(I.w_class == 1.0) add = 1 else if(I.w_class == 2.0) add = 3 else add = 5 if(calc_carry() + add >= max_carry) break I.loc = src carrying.Add(I) overlays += image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = 30 + I.layer) addedSomething = 1 if ( addedSomething ) user.visible_message("\blue [user] load some items onto their service tray.") return // Unloads the tray, copied from base item's proc dropped() and altered // see code\game\objects\items\weapons\kitchen.dm line 263 if ( isturf(target) || istype(target,/obj/structure/table) ) var foundtable = istype(target,/obj/structure/table/) if ( !foundtable ) //it must be a turf! for(var/obj/structure/table/T in target) foundtable = 1 break var turf/dropspot if ( !foundtable ) // don't unload things onto walls or other silly places. dropspot = user.loc else if ( isturf(target) ) // they clicked on a turf with a table in it dropspot = target else // they clicked on a table dropspot = target.loc overlays = null var droppedSomething = 0 for(var/obj/item/I in carrying) I.loc = dropspot carrying.Remove(I) droppedSomething = 1 if(!foundtable && isturf(dropspot)) // if no table, presume that the person just shittily dropped the tray on the ground and made a mess everywhere! spawn() for(var/i = 1, i <= rand(1,2), i++) if(I) step(I, pick(NORTH,SOUTH,EAST,WEST)) sleep(rand(2,4)) if ( droppedSomething ) if ( foundtable ) user.visible_message("\blue [user] unloads their service tray.") else user.visible_message("\blue [user] drops all the items on their tray.") return ..() // A special pen for service droids. Can be toggled to switch between normal writting mode, and paper rename mode // Allows service droids to rename paper items. /obj/item/weapon/pen/robopen desc = "A black ink printing attachment with a paper naming mode." name = "Printing Pen" var/mode = 1 /obj/item/weapon/pen/robopen/attack_self(mob/user as mob) var/choice = input("Would you like to change colour or mode?") as null|anything in list("Colour","Mode") if(!choice) return playsound(src.loc, 'sound/effects/pop.ogg', 50, 0) switch(choice) if("Colour") var/newcolour = input("Which colour would you like to use?") as null|anything in list("black","blue","red","green","yellow") if(newcolour) colour = newcolour if("Mode") if (mode == 1) mode = 2 else mode = 1 user << "Changed printing mode to '[mode == 2 ? "Rename Paper" : "Write Paper"]'" return // Copied over from paper's rename verb // see code\modules\paperwork\paper.dm line 62 /obj/item/weapon/pen/robopen/proc/RenamePaper(mob/user as mob,obj/paper as obj) if ( !user || !paper ) return var/n_name = sanitizeSafe(input(user, "What would you like to label the paper?", "Paper Labelling", null) as text, 32) if ( !user || !paper ) return //n_name = copytext(n_name, 1, 32) if(( get_dist(user,paper) <= 1 && user.stat == 0)) paper.name = "paper[(n_name ? text("- '[n_name]'") : null)]" add_fingerprint(user) return //TODO: Add prewritten forms to dispense when you work out a good way to store the strings. /obj/item/weapon/form_printer //name = "paperwork printer" name = "paper dispenser" icon = 'icons/obj/bureaucracy.dmi' icon_state = "paper_bin1" item_state = "sheet-metal" /obj/item/weapon/form_printer/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob) return /obj/item/weapon/form_printer/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params) if(!target || !flag) return if(istype(target,/obj/structure/table)) deploy_paper(get_turf(target)) /obj/item/weapon/form_printer/attack_self(mob/user as mob) deploy_paper(get_turf(src)) /obj/item/weapon/form_printer/proc/deploy_paper(var/turf/T) T.visible_message("\blue \The [src.loc] dispenses a sheet of crisp white paper.") new /obj/item/weapon/paper(T) //Personal shielding for the combat module. /obj/item/borg/combat/shield name = "personal shielding" desc = "A powerful experimental module that turns aside or absorbs incoming attacks at the cost of charge." icon = 'icons/obj/decals.dmi' icon_state = "shock" var/shield_level = 0.5 //Percentage of damage absorbed by the shield. /obj/item/borg/combat/shield/verb/set_shield_level() set name = "Set shield level" set category = "Object" set src in range(0) var/N = input("How much damage should the shield absorb?") in list("5","10","25","50","75","100") if (N) shield_level = text2num(N)/100 /obj/item/borg/combat/mobility name = "mobility module" desc = "By retracting limbs and tucking in its head, a combat android can roll at high speeds." icon = 'icons/obj/decals.dmi' icon_state = "shock"