Files
CHOMPStation2/code/game/machinery/robot_fabricator.dm
rastaf.zero@gmail.com 09e0bcf987 Stackable items redo. Many improvements, massive code clean up.
Metal and related materials now noticeable more user-friendly.
Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once.
Some typos were fixed.
dsay verb now uses fakekey in stealth mode.
AI cannot remove the cell from the charger.
Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes.
Binary translator done by more convenient may by Barhandar.
Is possible now to wash bloody hands in sink.
Probably fixed bug causes gibbed revheads be not counted as dead.
Some other fixes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-03 01:26:01 +00:00

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/obj/machinery/robotic_fabricator
name = "Robotic Fabricator"
icon = 'surgery.dmi'
icon_state = "fab-idle"
density = 1
anchored = 1
var/metal_amount = 0
var/operating = 0
var/obj/item/robot_parts/being_built = null
/obj/machinery/robotic_fabricator/attackby(var/obj/item/O as obj, var/mob/user as mob)
if (istype(O, /obj/item/stack/sheet/metal))
if (src.metal_amount < 150000.0)
var/count = 0
spawn(15)
if(O)
if(!O:amount)
return
while(metal_amount < 150000 && O:amount)
src.metal_amount += O:m_amt /*O:height * O:width * O:length * 100000.0*/
O:amount--
count++
if (O:amount < 1)
del(O)
user << "You insert [count] metal sheet\s into the fabricator."
updateDialog()
else
user << "The robot part maker is full. Please remove metal from the robot part maker in order to insert more."
/obj/machinery/robotic_fabricator/power_change()
if (powered())
stat &= ~NOPOWER
else
stat |= NOPOWER
/obj/machinery/robotic_fabricator/process()
if (stat & (NOPOWER | BROKEN))
return
use_power(1000)
/obj/machinery/robotic_fabricator/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/robotic_fabricator/attack_hand(user as mob)
var/dat
if (..())
return
if (src.operating)
dat = {"
<TT>Building [src.being_built.name].<BR>
Please wait until completion...</TT><BR>
<BR>
"}
else
dat = {"
<B>Metal Amount:</B> [min(150000, src.metal_amount)] cm<sup>3</sup> (MAX: 150,000)<BR><HR>
<BR>
<A href='?src=\ref[src];make=1'>Left Arm (25,000 cc metal.)<BR>
<A href='?src=\ref[src];make=2'>Right Arm (25,000 cc metal.)<BR>
<A href='?src=\ref[src];make=3'>Left Leg (25,000 cc metal.)<BR>
<A href='?src=\ref[src];make=4'>Right Leg (25,000 cc metal).<BR>
<A href='?src=\ref[src];make=5'>Chest (50,000 cc metal).<BR>
<A href='?src=\ref[src];make=6'>Head (50,000 cc metal).<BR>
<A href='?src=\ref[src];make=7'>Robot Frame (75,000 cc metal).<BR>
"}
user << browse("<HEAD><TITLE>Robotic Fabricator Control Panel</TITLE></HEAD><TT>[dat]</TT>", "window=robot_fabricator")
onclose(user, "robot_fabricator")
return
/obj/machinery/robotic_fabricator/Topic(href, href_list)
if (..())
return
usr.machine = src
src.add_fingerprint(usr)
if (href_list["make"])
if (!src.operating)
var/part_type = text2num(href_list["make"])
var/build_type = ""
var/build_time = 200
var/build_cost = 25000
switch (part_type)
if (1)
build_type = "/obj/item/robot_parts/l_arm"
build_time = 200
build_cost = 25000
if (2)
build_type = "/obj/item/robot_parts/r_arm"
build_time = 200
build_cost = 25000
if (3)
build_type = "/obj/item/robot_parts/l_leg"
build_time = 200
build_cost = 25000
if (4)
build_type = "/obj/item/robot_parts/r_leg"
build_time = 200
build_cost = 25000
if (5)
build_type = "/obj/item/robot_parts/chest"
build_time = 350
build_cost = 50000
if (6)
build_type = "/obj/item/robot_parts/head"
build_time = 350
build_cost = 50000
if (7)
build_type = "/obj/item/robot_parts/robot_suit"
build_time = 600
build_cost = 75000
var/building = text2path(build_type)
if (!isnull(building))
if (src.metal_amount >= build_cost)
src.operating = 1
src.metal_amount = max(0, src.metal_amount - build_cost)
src.being_built = new building(src)
src.icon_state = "fab-active"
src.updateUsrDialog()
use_power(5000)
spawn (build_time)
if (!isnull(src.being_built))
src.being_built.loc = get_turf(src)
src.being_built = null
src.operating = 0
src.icon_state = "fab-idle"
return
for (var/mob/M in viewers(1, src))
if (M.client && M.machine == src)
src.attack_hand(M)