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CHOMPStation2/modular_chomp/code/game/objects/structures/tyr_project_props.dm
2025-01-02 16:55:53 +01:00

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/obj/structure/prop/blackbox/tyr_precursor_a
catalogue_data = list(/datum/category_item/catalogue/information/blackbox/tyr_precursor_a)
/datum/category_item/catalogue/information/blackbox/tyr_precursor_a
/obj/structure/prop/blackbox/tyr_precursor_b
catalogue_data = list(/datum/category_item/catalogue/information/blackbox/tyr_precursor_b)
/datum/category_item/catalogue/information/blackbox/tyr_precursor_b
/obj/structure/prop/blackbox/tyr_precursor_c
catalogue_data = list(/datum/category_item/catalogue/information/blackbox/tyr_precursor_c)
/datum/category_item/catalogue/information/blackbox/tyr_precursor_c
//oooh, shiny
/obj/structure/prop/tyr_elevator //This won't function for a while, if ever
name = "odd elevator"
desc = "A strange metal cylandir. Seems sealed shut."
icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
icon_state = "elevator"
anchored = TRUE
/obj/machinery/door/blast/puzzle/tyrdoor
name = "strange door"
icon = 'modular_chomp/icons/obj/weather_ruins.dmi'
/obj/machinery/door/blast/puzzle/tyrdoor
name = "strange door"
icon = 'modular_chomp/icons/obj/weather_ruins.dmi'
icon_state_open = "open_door"
icon_state_closed = "star_door"
icon_state = "star_door"
/obj/machinery/door/blast/puzzle/tyrdoor/finale
name = "strange door"
desc = "A strange door. With no way to open it, they will remain shut for quite some time.."
icon_state_closed = "final_door"
//Okay, actual special puzzle doors for reals
/obj/machinery/door/blast/puzzle/tyrdoor/keypad
icon_state_closed = "star_door"
var/list/code = list()
var/list/lastattempt = list()
var/codelen = 6
/obj/machinery/door/blast/puzzle/tyrdoor/keypad/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/multitool))
to_chat(user, span_notice("The door is locked."))
var/input = tgui_input_text(usr, "Enter [codelen] digits. All digits must be unique.", "Deca-Code Lock", "")
if(!Adjacent(user))
return
var/list/sanitised = list()
var/sanitycheck = 1
for(var/i=1,i<=length(input),i++) //put the guess into a list
sanitised += text2num(copytext(input,i,i+1))
for(var/i=1,i<=(length(input)-1),i++) //compare each digit in the guess to all those following it
for(var/j=(i+1),j<=length(input),j++)
if(sanitised[i] == sanitised[j])
sanitycheck = null //if a digit is repeated, reject the input
if(input == null || sanitycheck == null || length(input) != codelen)
to_chat(user, span_notice("You leave the lock alone."))
else if(check_input(input))
to_chat(user, span_notice("The door unlocks and open!"))
playsound(src, 'sound/machines/lockreset.ogg', 50, 1)
open()
else
visible_message(span_warning("A red light on \the [src]'s control panel flashes briefly."))
..()
/obj/machinery/door/blast/puzzle/tyrdoor/keypad/proc/check_input(var/input)
if(length(input) != codelen)
return 0
. = 1
lastattempt.Cut()
for(var/i in 1 to codelen)
var/guesschar = copytext(input, i, i+1)
lastattempt += guesschar
if(guesschar != code[i])
. = 0
/obj/machinery/door/blast/puzzle/tyrdoor/firedoor
icon_state_closed = "fog_door"
var/heatcheck = 300
/obj/machinery/door/blast/puzzle/tyrdoor/firedoor/proc/ignite(exposed_temperature)
if(exposed_temperature > heatcheck)
open()
/*
/obj/machinery/door/blast/puzzle/tyrdoor/
/obj/machinery/door/blast/puzzle/tyrdoor/
*/
/obj/machinery/door/blast/tyremittercheck //Desire is for them to set up an emitter, and break the door that way.
name = "strange door"
desc = "A strange door, but seems weaker then others. May break under extreme firepower.."
icon = 'modular_chomp/icons/obj/weather_ruins.dmi'
icon_state_closed = "ultra_blast_door"
health = 4500
/*
//Funky Buildings
/obj/machinery/restoration_cell
name = "restoration cell"
desc = "A precusor device that generators a healing fluid"
icon = 'modular_chomp/icons/obj/weather_ruins.dmi'
icon_state = "pod_preview"
density = TRUE
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 200
active_power_usage = 7500
buckle_lying = FALSE
buckle_dir = SOUTH
var/mob/living/carbon/occupant = null
/obj/machinery/restoration_cell/attackby(var/obj/item/G as obj, var/mob/user as mob)
if(istype(G, /obj/item/grab))
var/obj/item/grab/grab = G
if(!ismob(grab.affecting))
return
if(occupant)
to_chat(user,span_warning("\The [src] is already occupied by [occupant]."))
if(grab.affecting.has_buckled_mobs())
to_chat(user, span_warning("\The [grab.affecting] has other entities attached to it. Remove them first."))
return
var/mob/M = grab.affecting
qdel(grab)
put_mob(M)
return
/obj/machinery/restoration_cell/proc/process_occupant()
if(occupant)
if(occupant.radiation || occupant.accumulated_rads)
occupant.radiation -= 40
occupant.accumulated_rads -= 40
occupant.heal_organ_damage(8,8)
/obj/machinery/restoration_cell/proc/go_out()
if(!(occupant))
return
//for(var/obj/O in src)
// O.loc = src.loc
if(occupant.client)
occupant.client.eye = occupant.client.mob
occupant.client.perspective = MOB_PERSPECTIVE
vis_contents -= occupant
occupant.pixel_x = occupant.default_pixel_x
occupant.pixel_y = occupant.default_pixel_y
occupant.loc = get_step(src.loc, SOUTH)
unbuckle_mob(occupant, force = TRUE)
occupant = null
update_use_power(USE_POWER_IDLE)
return
/obj/machinery/restoration_cell/proc/put_mob(mob/living/carbon/M as mob)
if(stat & (NOPOWER|BROKEN))
to_chat(usr, span_warning("The cryo cell is not functioning."))
return
if(!istype(M))
to_chat(usr, span_danger("The cryo cell cannot handle such a lifeform!"))
return
if(occupant)
to_chat(usr, span_danger("The cryo cell is already occupied!"))
return
if(M.abiotic())
to_chat(usr, span_warning("Subject may not have abiotic items on."))
return
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.stop_pulling()
M.loc = src
M.ExtinguishMob()
if(M.health > -100 && (M.health < 0 || M.sleeping))
to_chat(M, span_notice("<b>You feel a warm liquid surround you.</b>"))
occupant = M
buckle_mob(occupant, forced = TRUE, check_loc = FALSE)
vis_contents |= occupant
occupant.pixel_y += 19
update_use_power(USE_POWER_ACTIVE)
add_fingerprint(usr)
update_icon()
return 1
/obj/machinery/restoration_cell/verb/move_eject()
set name = "Eject occupant"
set category = "Object"
set src in oview(1)
if(usr == occupant)//If the user is inside the tube...
if(usr.stat == 2)//and he's not dead....
return
to_chat(usr, span_notice("Release sequence activated. This will take one minute."))
sleep(600)
if(!src || !usr || !occupant || (occupant != usr)) //Check if someone's released/replaced/bombed him already
return
go_out()//and release him from the eternal prison.
else
if(usr.stat != 0)
return
go_out()
add_fingerprint(usr)
return
/obj/machinery/restoration_cell/verb/move_inside()
set name = "Move Inside"
set category = "Object"
set src in oview(1)
if(isliving(usr))
var/mob/living/L = usr
if(L.has_buckled_mobs())
to_chat(L, span_warning("You have other entities attached to yourself. Remove them first."))
return
if(L.stat != CONSCIOUS)
return
put_mob(L)
*/
//Rocc and stone
/obj/structure/outcrop/diamond/tyr
mindrop = 4
upperdrop = 8
/obj/structure/outcrop/phoron/tyr
mindrop = 8
upperdrop = 16
/obj/structure/outcrop/iron/tyr
mindrop = 20
upperdrop = 40
/obj/structure/outcrop/coal/tyr
mindrop = 20
upperdrop = 40
/obj/structure/outcrop/lead/tyr
mindrop = 4
upperdrop = 10
/obj/structure/outcrop/gold/tyr
mindrop = 8
upperdrop = 12
/obj/structure/outcrop/silver/tyr
mindrop = 12
upperdrop = 16
/obj/structure/outcrop/platinum/tyr
mindrop = 4
upperdrop = 10
/obj/structure/outcrop/uranium/tyr
mindrop = 8
upperdrop = 16
/obj/structure/outcrop/hydrogen
name = "spiky outcrop"
desc = "A spiky rocky outcrop."
icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
icon_state = "outcrop-hydrogen"
mindrop = 4
upperdrop = 8
outcropdrop = /obj/item/ore/hydrogen
/obj/structure/outcrop/verdantium
name = "spiky outcrop"
desc = "A spiky rocky outcrop."
icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
icon_state = "outcrop-verdantium"
mindrop = 4
upperdrop = 8
outcropdrop = /obj/item/ore/verdantium
/obj/random/tyroutcrop //In case you want an outcrop without pre-determining the type of ore.
name = "random rock outcrop"
desc = "This is a random rock outcrop."
icon = 'icons/obj/outcrop.dmi'
icon_state = "outcrop-random"
/obj/random/tyroutcrop/item_to_spawn()
return pick(prob(3);/obj/structure/outcrop/verdantium,
prob(1);/obj/structure/outcrop/iron/tyr,
prob(1);/obj/structure/outcrop/coal/tyr,
prob(1);/obj/structure/outcrop/silver/tyr,
prob(1);/obj/structure/outcrop/gold/tyr,
prob(1);/obj/structure/outcrop/uranium/tyr,
prob(3);/obj/structure/outcrop/diamond/tyr,
prob(1);/obj/structure/outcrop/platinum/tyr,
prob(5);/obj/structure/outcrop/weathered_gate,
prob(3);/obj/structure/outcrop/hydrogen,
prob(1);/obj/structure/outcrop/lead/tyr)