Files
CHOMPStation2/code/game/objects/items/robot/robot_parts.dm
2015-05-17 01:46:53 +09:30

336 lines
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/obj/item/robot_parts
name = "robot parts"
icon = 'icons/obj/robot_parts.dmi'
item_state = "buildpipe"
icon_state = "blank"
flags = CONDUCT
slot_flags = SLOT_BELT
var/construction_time = 100
var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"glass"=5000)
var/list/part = null // Order of args is important for installing robolimbs.
var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics.
var/model_info
dir = SOUTH
/obj/item/robot_parts/set_dir()
return
/obj/item/robot_parts/New(var/newloc, var/model)
..(newloc)
if(model_info && model)
model_info = model
var/datum/robolimb/R = all_robolimbs[model]
if(R)
name = "[R.company] [initial(name)]"
desc = "[R.desc]"
if(icon_state in icon_states(R.icon))
icon = R.icon
else
name = "robot [initial(name)]"
/obj/item/robot_parts/l_arm
name = "left arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_arm"
construction_time = 200
construction_cost = list(DEFAULT_WALL_MATERIAL=18000)
part = list("l_arm","l_hand")
model_info = 1
/obj/item/robot_parts/r_arm
name = "right arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_arm"
construction_time = 200
construction_cost = list(DEFAULT_WALL_MATERIAL=18000)
part = list("r_arm","r_hand")
model_info = 1
/obj/item/robot_parts/l_leg
name = "left leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_leg"
construction_time = 200
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)
part = list("l_leg","l_foot")
model_info = 1
/obj/item/robot_parts/r_leg
name = "right leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_leg"
construction_time = 200
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)
part = list("r_leg","r_foot")
model_info = 1
/obj/item/robot_parts/chest
name = "torso"
desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
icon_state = "chest"
construction_time = 350
construction_cost = list(DEFAULT_WALL_MATERIAL=40000)
var/wires = 0.0
var/obj/item/weapon/cell/cell = null
/obj/item/robot_parts/head
name = "head"
desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
icon_state = "head"
construction_time = 350
construction_cost = list(DEFAULT_WALL_MATERIAL=25000)
var/obj/item/device/flash/flash1 = null
var/obj/item/device/flash/flash2 = null
/obj/item/robot_parts/robot_suit
name = "endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon_state = "robo_suit"
construction_time = 500
construction_cost = list(DEFAULT_WALL_MATERIAL=50000)
var/obj/item/robot_parts/l_arm/l_arm = null
var/obj/item/robot_parts/r_arm/r_arm = null
var/obj/item/robot_parts/l_leg/l_leg = null
var/obj/item/robot_parts/r_leg/r_leg = null
var/obj/item/robot_parts/chest/chest = null
var/obj/item/robot_parts/head/head = null
var/created_name = ""
/obj/item/robot_parts/robot_suit/New()
..()
src.updateicon()
/obj/item/robot_parts/robot_suit/proc/updateicon()
src.overlays.Cut()
if(src.l_arm)
src.overlays += "l_arm+o"
if(src.r_arm)
src.overlays += "r_arm+o"
if(src.chest)
src.overlays += "chest+o"
if(src.l_leg)
src.overlays += "l_leg+o"
if(src.r_leg)
src.overlays += "r_leg+o"
if(src.head)
src.overlays += "head+o"
/obj/item/robot_parts/robot_suit/proc/check_completion()
if(src.l_arm && src.r_arm)
if(src.l_leg && src.r_leg)
if(src.chest && src.head)
feedback_inc("cyborg_frames_built",1)
return 1
return 0
/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/stack/material/steel) && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
var/obj/item/stack/material/steel/M = W
if (M.use(1))
var/obj/item/weapon/secbot_assembly/ed209_assembly/B = new /obj/item/weapon/secbot_assembly/ed209_assembly
B.loc = get_turf(src)
user << "<span class='notice'>You armed the robot frame.</span>"
if (user.get_inactive_hand()==src)
user.remove_from_mob(src)
user.put_in_inactive_hand(B)
qdel(src)
else
user << "<span class='warning'>You need one sheet of metal to arm the robot frame.</span>"
if(istype(W, /obj/item/robot_parts/l_leg))
if(src.l_leg) return
user.drop_item()
W.loc = src
src.l_leg = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/r_leg))
if(src.r_leg) return
user.drop_item()
W.loc = src
src.r_leg = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/l_arm))
if(src.l_arm) return
user.drop_item()
W.loc = src
src.l_arm = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/r_arm))
if(src.r_arm) return
user.drop_item()
W.loc = src
src.r_arm = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/chest))
if(src.chest) return
if(W:wires && W:cell)
user.drop_item()
W.loc = src
src.chest = W
src.updateicon()
else if(!W:wires)
user << "\blue You need to attach wires to it first!"
else
user << "\blue You need to attach a cell to it first!"
if(istype(W, /obj/item/robot_parts/head))
if(src.head) return
if(W:flash2 && W:flash1)
user.drop_item()
W.loc = src
src.head = W
src.updateicon()
else
user << "\blue You need to attach a flash to it first!"
if(istype(W, /obj/item/device/mmi))
var/obj/item/device/mmi/M = W
if(check_completion())
if(!istype(loc,/turf))
user << "\red You can't put \the [W] in, the frame has to be standing on the ground to be perfectly precise."
return
if(!M.brainmob)
user << "\red Sticking an empty [W] into the frame would sort of defeat the purpose."
return
if(!M.brainmob.key)
var/ghost_can_reenter = 0
if(M.brainmob.mind)
for(var/mob/dead/observer/G in player_list)
if(G.can_reenter_corpse && G.mind == M.brainmob.mind)
ghost_can_reenter = 1
break
if(!ghost_can_reenter)
user << "<span class='notice'>\The [W] is completely unresponsive; there's no point.</span>"
return
if(M.brainmob.stat == DEAD)
user << "\red Sticking a dead [W] into the frame would sort of defeat the purpose."
return
if(M.brainmob.mind in revs.head_revolutionaries)
user << "\red The frame's firmware lets out a shrill sound, and flashes 'Abnormal Memory Engram'. It refuses to accept the [W]."
return
if(jobban_isbanned(M.brainmob, "Cyborg"))
user << "\red This [W] does not seem to fit."
return
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc), unfinished = 1)
if(!O) return
user.drop_item()
O.mmi = W
O.invisibility = 0
O.custom_name = created_name
O.updatename("Default")
M.brainmob.mind.transfer_to(O)
if(O.mind && O.mind.special_role)
O.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
O.job = "Cyborg"
O.cell = chest.cell
O.cell.loc = O
W.loc = O//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
// Since we "magically" installed a cell, we also have to update the correct component.
if(O.cell)
var/datum/robot_component/cell_component = O.components["power cell"]
cell_component.wrapped = O.cell
cell_component.installed = 1
feedback_inc("cyborg_birth",1)
callHook("borgify", list(O))
O.Namepick()
qdel(src)
else
user << "\blue The MMI must go in after everything else!"
if (istype(W, /obj/item/weapon/pen))
var/t = sanitizeSafe(input(user, "Enter new robot name", src.name, src.created_name), MAX_NAME_LEN)
if (!t)
return
if (!in_range(src, usr) && src.loc != usr)
return
src.created_name = t
return
/obj/item/robot_parts/chest/attackby(obj/item/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/weapon/cell))
if(src.cell)
user << "\blue You have already inserted a cell!"
return
else
user.drop_item()
W.loc = src
src.cell = W
user << "\blue You insert the cell!"
if(istype(W, /obj/item/stack/cable_coil))
if(src.wires)
user << "\blue You have already inserted wire!"
return
else
var/obj/item/stack/cable_coil/coil = W
coil.use(1)
src.wires = 1.0
user << "\blue You insert the wire!"
return
/obj/item/robot_parts/head/attackby(obj/item/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/device/flash))
if(istype(user,/mob/living/silicon/robot))
var/current_module = user.get_active_hand()
if(current_module == W)
user << "<span class='warning'>How do you propose to do that?</span>"
return
else
add_flashes(W,user)
else
add_flashes(W,user)
else if(istype(W, /obj/item/weapon/stock_parts/manipulator))
user << "\blue You install some manipulators and modify the head, creating a functional spider-bot!"
new /mob/living/simple_animal/spiderbot(get_turf(loc))
user.drop_item()
qdel(W)
qdel(src)
return
return
/obj/item/robot_parts/head/proc/add_flashes(obj/item/W as obj, mob/user as mob) //Made into a seperate proc to avoid copypasta
if(src.flash1 && src.flash2)
user << "<span class='notice'>You have already inserted the eyes!</span>"
return
else if(src.flash1)
user.drop_item()
W.loc = src
src.flash2 = W
user << "<span class='notice'>You insert the flash into the eye socket!</span>"
else
user.drop_item()
W.loc = src
src.flash1 = W
user << "<span class='notice'>You insert the flash into the eye socket!</span>"
/obj/item/robot_parts/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/card/emag))
if(sabotaged)
user << "\red [src] is already sabotaged!"
else
user << "\red You slide [W] into the dataport on [src] and short out the safeties."
sabotaged = 1
return
..()