#define ONLY_DEPLOY 1 #define ONLY_RETRACT 2 #define SEAL_DELAY 30 /* * Defines the behavior of hardsuits/rigs/power armour. */ /obj/item/weapon/rig name = "hardsuit control module" icon = 'icons/obj/rig_modules.dmi' desc = "A back-mounted hardsuit deployment and control mechanism." slot_flags = SLOT_BACK req_one_access = list() req_access = list() w_class = ITEMSIZE_HUGE action_button_name = "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 = 1 preserve_item = 1 var/interface_path = "hardsuit.tmpl" var/ai_interface_path = "hardsuit.tmpl" 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/weapon/cell/high var/air_type = /obj/item/weapon/tank/oxygen //Component/device holders. var/obj/item/weapon/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/weapon/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 = 3 // 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 and STOPPRESSUREDAMAGE flags on components. Otherwise it should leave them untouched. 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 /obj/item/weapon/rig/examine() usr << "This is \icon[src][src.name]." usr << "[src.desc]" if(wearer) for(var/obj/item/piece in list(helmet,gloves,chest,boots)) if(!piece || piece.loc != wearer) continue usr << "\icon[piece] \The [piece] [piece.gender == PLURAL ? "are" : "is"] deployed." if(src.loc == usr) usr << "The access panel is [locked? "locked" : "unlocked"]." usr << "The maintenance panel is [open ? "open" : "closed"]." usr << "Hardsuit systems are [offline ? "offline" : "online"]." usr << "The cooling stystem is [cooling_on ? "active" : "inactive"]." if(open) usr << "It's equipped with [english_list(installed_modules)]." /obj/item/weapon/rig/New() ..() item_state = icon_state wires = new(src) if((!req_access || !req_access.len) && (!req_one_access || !req_one_access.len)) locked = 0 spark_system = new() spark_system.set_up(5, 0, src) spark_system.attach(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(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/weapon/rig/proc/toggle_gauntlets if(helm_type) helmet = new helm_type(src) verbs |= /obj/item/weapon/rig/proc/toggle_helmet if(boot_type) boots = new boot_type(src) verbs |= /obj/item/weapon/rig/proc/toggle_boots if(chest_type) chest = new chest_type(src) if(allowed) chest.allowed = allowed verbs |= /obj/item/weapon/rig/proc/toggle_chest for(var/obj/item/piece in list(gloves,helmet,boots,chest)) if(!istype(piece)) continue piece.canremove = 0 piece.name = "[suit_type] [initial(piece.name)]" piece.desc = "It seems to be part of a [src.name]." piece.icon_state = "[initial(icon_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/weapon/rig/Destroy() 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) qdel(piece) processing_objects -= src qdel(wires) wires = null qdel(spark_system) spark_system = null return ..() /obj/item/weapon/rig/get_worn_icon_file(var/body_type,var/slot_name,var/default_icon,var/inhands) if(!inhands && slot_name == slot_back_str) if(icon_override) return icon_override else if(mob_icon) return mob_icon return ..() /obj/item/weapon/rig/proc/suit_is_deployed() if(!istype(wearer) || src.loc != wearer || wearer.back != 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 /obj/item/weapon/rig/proc/reset() offline = 2 canremove = 1 for(var/obj/item/piece in list(helmet,boots,gloves,chest)) if(!piece) continue piece.icon_state = "[initial(icon_state)]" if(airtight) piece.item_flags &= ~(STOPPRESSUREDAMAGE|AIRTIGHT) update_icon(1) /obj/item/weapon/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 = 0 // No removing the suit while unsealing. sealing = 1 if(!seal_target && !suit_is_deployed()) M.visible_message("[M]'s suit flashes an error light.","Your suit flashes an error light. It can't function properly without being fully deployed.") failed_to_seal = 1 if(!failed_to_seal) if(!instant) M.visible_message("[M]'s suit emits a quiet hum as it begins to adjust its seals.","With a quiet hum, the suit begins running checks and adjusting components.") if(seal_delay && !do_after(M,seal_delay)) if(M) M << "You must remain still while the suit is adjusting the components." 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) M << "You must remain still while the suit is adjusting the components." failed_to_seal = 1 break if(!failed_to_seal && M.back == src && piece == compare_piece) if(seal_delay && !instant && !do_after(M,seal_delay,needhand=0)) failed_to_seal = 1 piece.icon_state = "[initial(icon_state)][!seal_target ? "_sealed" : ""]" switch(msg_type) if("boots") M << "\The [piece] [!seal_target ? "seal around your feet" : "relax their grip on your legs"]." M.update_inv_shoes() if("gloves") M << "\The [piece] [!seal_target ? "tighten around your fingers and wrists" : "become loose around your fingers"]." M.update_inv_gloves() if("chest") M << "\The [piece] [!seal_target ? "cinches tight again your chest" : "releases your chest"]." M.update_inv_wear_suit() if("helmet") M << "\The [piece] hisses [!seal_target ? "closed" : "open"]." M.update_inv_head() if(helmet) 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"] 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) 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 = "[initial(icon_state)][!seal_target ? "" : "_sealed"]" canremove = !seal_target if(airtight) update_component_sealed() update_icon(1) return 0 // Success! canremove = seal_target M << "Your entire suit [canremove ? "loosens as the components relax" : "tightens around you as the components lock into place"]." 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/weapon/rig/proc/update_component_sealed() for(var/obj/item/piece in list(helmet,boots,gloves,chest)) if(canremove) piece.item_flags &= ~(STOPPRESSUREDAMAGE|AIRTIGHT) else piece.item_flags |= (STOPPRESSUREDAMAGE|AIRTIGHT) /obj/item/weapon/rig/ui_action_click() toggle_cooling(usr) /obj/item/weapon/rig/proc/toggle_cooling(var/mob/user) if(cooling_on) turn_cooling_off(user) else turn_cooling_on(user) /obj/item/weapon/rig/proc/turn_cooling_on(var/mob/user) if(!cell) return if(cell.charge <= 0) user << "\The [src] has no power!." return if(!suit_is_deployed()) user << "The hardsuit needs to be deployed first!." return cooling_on = 1 usr << "You switch \the [src]'s cooling system on." /obj/item/weapon/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 usr << "You switch \the [src]'s cooling system off." cooling_on = 0 /obj/item/weapon/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/weapon/rig/proc/attached_to_back(mob/M) if (!ishuman(M)) return 0 var/mob/living/carbon/human/H = M if (!H.wear_suit || H.back != src) return 0 return 1 /obj/item/weapon/rig/proc/coolingProcess() if (!cooling_on || !cell) return if (!ismob(loc)) return if (!attached_to_back(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/efficiency = 1 - H.get_pressure_weakness() //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) 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/weapon/rig/process() // 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(istype(piece.loc, /mob/living)) M = piece.loc M.unEquip(piece) piece.forceMove(src) // Run through cooling coolingProcess() if(!istype(wearer) || loc != wearer || wearer.back != 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 < 3) wearer << "Your suit beeps stridently, and suddenly goes dead." else wearer << "Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic composites instead of a powered suit." if(offline_vision_restriction == 1) wearer << "The suit optics flicker and die, leaving you with restricted vision." else if(offline_vision_restriction == 2) wearer << "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 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/weapon/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 = "You must be wearing \the [src] to do this." else if(user.incorporeal_move) fail_msg = "You must be solid to do this." if(sealing) fail_msg = "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 = "You are in no fit state to do that." else if(!cell) fail_msg = "There is no cell installed in the suit." else if(cost && cell.charge < cost * 10) //TODO: Cellrate? fail_msg = "Not enough stored power." 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/rig/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/nano_state = inventory_state) if(!user) return var/list/data = list() if(selected_module) data["primarysystem"] = "[selected_module.interface_name]" if(src.loc != user) data["ai"] = 1 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 ? round(cell.charge,1) : 0 data["maxcharge"] = cell ? cell.maxcharge : 0 data["chargestatus"] = cell ? Floor((cell.charge/cell.maxcharge)*50) : 0 data["emagged"] = subverted data["coverlock"] = locked data["interfacelock"] = interface_locked data["aicontrol"] = control_overridden data["aioverride"] = ai_override_enabled data["securitycheck"] = security_check_enabled data["malf"] = malfunction_delay 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, "engagestring" = module.engage_string, "activatestring" = module.activate_string, "deactivatestring" = module.deactivate_string, "damage" = module.damage ) 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, ((src.loc != user) ? ai_interface_path : interface_path), interface_title, 480, 550, state = nano_state) ui.set_initial_data(data) ui.open() ui.set_auto_update(1) /obj/item/weapon/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 || update_mob_icon) var/species_icon = 'icons/mob/rig_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.get_bodytype(wearer)]) species_icon = sprite_sheets[wearer.species.get_bodytype(wearer)] mob_icon = icon(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) 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/rig/proc/check_suit_access(var/mob/living/carbon/human/user) if(!security_check_enabled) return 1 if(istype(user)) if(!canremove) return 1 if(malfunction_check(user)) return 0 if(user.back != src) return 0 else if(!src.allowed(user)) user << "Unauthorized user. Access denied." return 0 else if(!ai_override_enabled) user << "Synthetic access disabled. Please consult hardware provider." return 0 return 1 //TODO: Fix Topic vulnerabilities for malfunction and AI override. /obj/item/weapon/rig/Topic(href,href_list) if(!check_suit_access(usr)) return 0 if(href_list["toggle_piece"]) if(ishuman(usr) && (usr.stat || usr.stunned || usr.lying)) return 0 toggle_piece(href_list["toggle_piece"], usr) else if(href_list["toggle_seals"]) toggle_seals(usr) 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"] else if(href_list["toggle_ai_control"]) ai_override_enabled = !ai_override_enabled notify_ai("Synthetic suit control has been [ai_override_enabled ? "enabled" : "disabled"].") else if(href_list["toggle_suit_lock"]) locked = !locked usr.set_machine(src) src.add_fingerprint(usr) return 0 /obj/item/weapon/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) module.integrated_ai << "[message]" . = 1 /obj/item/weapon/rig/equipped(mob/living/carbon/human/M) ..() if(seal_delay > 0 && istype(M) && M.back == src) M.visible_message("[M] starts putting on \the [src]...", "You start putting on \the [src]...") if(!do_after(M,seal_delay)) if(M && M.back == src) if(!M.unEquip(src)) return src.forceMove(get_turf(src)) return if(istype(M) && M.back == src) M.visible_message("[M] struggles into \the [src].", "You struggle into \the [src].") wearer = M wearer.wearing_rig = src update_icon() /obj/item/weapon/rig/proc/toggle_piece(var/piece, var/mob/living/carbon/human/H, var/deploy_mode) if(sealing || !cell || !cell.charge) return if(!istype(wearer) || !wearer.back == src) return if(usr == wearer && (usr.stat||usr.paralysis||usr.stunned)) // If the usr isn't wearing the suit it's probably an AI. return var/obj/item/check_slot var/equip_to var/obj/item/use_obj 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 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) H << "Your [use_obj.name] [use_obj.gender == PLURAL ? "retract" : "retracts"] swiftly." use_obj.canremove = 1 holder.drop_from_inventory(use_obj) use_obj.forceMove(get_turf(src)) use_obj.dropped() use_obj.canremove = 0 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) H << "You are unable to deploy \the [piece] as \the [check_slot] [check_slot.gender == PLURAL ? "are" : "is"] in the way." return else H << "Your [use_obj.name] [use_obj.gender == PLURAL ? "deploy" : "deploys"] swiftly." if(piece == "helmet" && helmet) helmet.update_light(H) /obj/item/weapon/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 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/weapon/rig/dropped(var/mob/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/weapon/rig/proc/malfunction() return 0 /obj/item/weapon/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/weapon/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/weapon/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) wearer << "The [source] has disabled your [dam_module.interface_name]!" else wearer << "The [source] has damaged your [dam_module.interface_name]!" dam_module.deactivate() /obj/item/weapon/rig/proc/malfunction_check(var/mob/living/carbon/human/user) if(malfunction_delay) if(offline) user << "The suit is completely unresponsive." else user << "ERROR: Hardware fault. Rebooting interface..." return 1 return 0 /obj/item/weapon/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) user << "Your host module is unable to interface with the suit." return 0 if(offline || !cell || !cell.charge || locked_down) if(user) user << "Your host rig is unpowered and unresponsive." return 0 if(!wearer || wearer.back != src) if(user) user << "Your host rig is not being worn." return 0 if(!wearer.stat && !control_overridden && !ai_override_enabled) if(user) user << "You are locked out of the suit servo controller." return 0 return 1 /obj/item/weapon/rig/proc/force_rest(var/mob/user) if(!ai_can_move_suit(user, check_user_module = 1)) return wearer.lay_down() user << "\The [wearer] is now [wearer.resting ? "resting" : "getting up"]." /obj/item/weapon/rig/proc/forced_move(var/direction, var/mob/user) // Why is all this shit in client/Move()? Who knows? if(world.time < wearer_move_delay) return if(!wearer || !wearer.loc || !ai_can_move_suit(user, check_user_module = 1)) return //This is sota the goto stop mobs from moving var if(wearer.transforming || !wearer.canmove) return if(locate(/obj/effect/stop/, wearer.loc)) for(var/obj/effect/stop/S in wearer.loc) if(S.victim == wearer) return if(!wearer.lastarea) wearer.lastarea = get_area(wearer.loc) if((istype(wearer.loc, /turf/space)) || (wearer.lastarea.has_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)) user << "Your host is restrained! They can't move!" return 0 else M.stop_pulling() if(wearer.pinned.len) src << "Your host is pinned to a wall by [wearer.pinned[1]]!" return 0 // AIs are a bit slower than regular and ignore move intent. wearer_move_delay = world.time + ai_controlled_move_delay var/tickcomp = 0 if(config.Tickcomp) tickcomp = ((1/(world.tick_lag))*1.3) - 1.3 wearer_move_delay += tickcomp 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 + tickcomp 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) cell.use(200) //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/weapon/rig/get_rig() return src /mob/living/carbon/human/get_rig() return back //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