Files
CHOMPStation2/code/game/mecha/equipment/tools/tools.dm
2018-10-16 14:17:44 -04:00

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/obj/item/mecha_parts/mecha_equipment/tool
equip_type = EQUIP_UTILITY
/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp
name = "hydraulic clamp"
icon_state = "mecha_clamp"
equip_cooldown = 15
energy_drain = 10
var/dam_force = 20
var/obj/mecha/working/ripley/cargo_holder
required_type = /obj/mecha/working
/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp/attach(obj/mecha/M as obj)
..()
cargo_holder = M
return
/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp/action(atom/target)
if(!action_checks(target)) return
if(!cargo_holder) return
//loading
if(istype(target,/obj))
var/obj/O = target
if(O.has_buckled_mobs())
return
if(locate(/mob/living) in O)
occupant_message("<span class='warning'>You can't load living things into the cargo compartment.</span>")
return
if(O.anchored)
occupant_message("<span class='warning'>[target] is firmly secured.</span>")
return
if(cargo_holder.cargo.len >= cargo_holder.cargo_capacity)
occupant_message("<span class='warning'>Not enough room in cargo compartment.</span>")
return
occupant_message("You lift [target] and start to load it into cargo compartment.")
chassis.visible_message("[chassis] lifts [target] and starts to load it into cargo compartment.")
set_ready_state(0)
chassis.use_power(energy_drain)
O.anchored = 1
var/T = chassis.loc
if(do_after_cooldown(target))
if(T == chassis.loc && src == chassis.selected)
cargo_holder.cargo += O
O.loc = chassis
O.anchored = 0
occupant_message("<span class='notice'>[target] succesfully loaded.</span>")
log_message("Loaded [O]. Cargo compartment capacity: [cargo_holder.cargo_capacity - cargo_holder.cargo.len]")
else
occupant_message("<span class='warning'>You must hold still while handling objects.</span>")
O.anchored = initial(O.anchored)
//attacking
else if(istype(target,/mob/living))
var/mob/living/M = target
if(M.stat>1) return
if(chassis.occupant.a_intent == I_HURT || istype(chassis.occupant,/mob/living/carbon/brain)) //No tactile feedback for brains
M.take_overall_damage(dam_force)
M.adjustOxyLoss(round(dam_force/2))
M.updatehealth()
occupant_message("<span class='warning'>You squeeze [target] with [src.name]. Something cracks.</span>")
playsound(src.loc, "fracture", 5, 1, -2) //CRACK
chassis.visible_message("<span class='warning'>[chassis] squeezes [target].</span>")
else
step_away(M,chassis)
occupant_message("You push [target] out of the way.")
chassis.visible_message("[chassis] pushes [target] out of the way.")
set_ready_state(0)
chassis.use_power(energy_drain)
do_after_cooldown()
return 1
/obj/item/mecha_parts/mecha_equipment/tool/drill
name = "drill"
desc = "This is the drill that'll pierce the heavens! (Can be attached to: Combat and Engineering Exosuits)"
icon_state = "mecha_drill"
equip_cooldown = 30
energy_drain = 10
force = 15
required_type = list(/obj/mecha/working/ripley, /obj/mecha/combat)
/obj/item/mecha_parts/mecha_equipment/tool/drill/action(atom/target)
if(!action_checks(target)) return
if(isobj(target))
var/obj/target_obj = target
if(!target_obj.vars.Find("unacidable") || target_obj.unacidable) return
set_ready_state(0)
chassis.use_power(energy_drain)
chassis.visible_message("<span class='danger'>[chassis] starts to drill [target]</span>", "<span class='warning'>You hear the drill.</span>")
occupant_message("<span class='danger'>You start to drill [target]</span>")
var/T = chassis.loc
var/C = target.loc //why are these backwards? we may never know -Pete
if(do_after_cooldown(target))
if(T == chassis.loc && src == chassis.selected)
if(istype(target, /turf/simulated/wall))
var/turf/simulated/wall/W = target
if(W.reinf_material)
occupant_message("<span class='warning'>[target] is too durable to drill through.</span>")
else
log_message("Drilled through [target]")
target.ex_act(2)
else if(istype(target, /turf/simulated/mineral))
for(var/turf/simulated/mineral/M in range(chassis,1))
if(get_dir(chassis,M)&chassis.dir)
M.GetDrilled()
log_message("Drilled through [target]")
if(locate(/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp) in chassis.equipment)
var/obj/structure/ore_box/ore_box = locate(/obj/structure/ore_box) in chassis:cargo
if(ore_box)
for(var/obj/item/weapon/ore/ore in range(chassis,1))
if(get_dir(chassis,ore)&chassis.dir)
ore.Move(ore_box)
log_message("Drilled through [target]")
if(locate(/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp) in chassis.equipment)
var/obj/structure/ore_box/ore_box = locate(/obj/structure/ore_box) in chassis:cargo
if(ore_box)
for(var/obj/item/weapon/ore/ore in range(chassis,1))
if(get_dir(chassis,ore)&chassis.dir)
ore.Move(ore_box)
else if(target.loc == C)
log_message("Drilled through [target]")
target.ex_act(2)
return 1
/obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill
name = "diamond drill"
desc = "This is an upgraded version of the drill that'll pierce the heavens! (Can be attached to: Combat and Engineering Exosuits)"
icon_state = "mecha_diamond_drill"
origin_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
equip_cooldown = 20
force = 15
/obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill/action(atom/target)
if(!action_checks(target)) return
if(isobj(target))
var/obj/target_obj = target
if(target_obj.unacidable) return
set_ready_state(0)
chassis.use_power(energy_drain)
chassis.visible_message("<span class='danger'>[chassis] starts to drill [target]</span>", "<span class='warning'>You hear the drill.</span>")
occupant_message("<span class='danger'>You start to drill [target]</span>")
var/T = chassis.loc
var/C = target.loc //why are these backwards? we may never know -Pete
if(do_after_cooldown(target))
if(T == chassis.loc && src == chassis.selected)
if(istype(target, /turf/simulated/wall))
var/turf/simulated/wall/W = target
if(!W.reinf_material || do_after_cooldown(target))//To slow down how fast mechs can drill through the station
log_message("Drilled through [target]")
target.ex_act(3)
else if(istype(target, /turf/simulated/mineral))
for(var/turf/simulated/mineral/M in range(chassis,1))
if(get_dir(chassis,M)&chassis.dir)
M.GetDrilled()
log_message("Drilled through [target]")
if(locate(/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp) in chassis.equipment)
var/obj/structure/ore_box/ore_box = locate(/obj/structure/ore_box) in chassis:cargo
if(ore_box)
for(var/obj/item/weapon/ore/ore in range(chassis,1))
if(get_dir(chassis,ore)&chassis.dir)
ore.Move(ore_box)
else if(target.loc == C)
log_message("Drilled through [target]")
target.ex_act(2)
return 1
/obj/item/mecha_parts/mecha_equipment/tool/extinguisher
name = "extinguisher"
desc = "Exosuit-mounted extinguisher (Can be attached to: Engineering exosuits)"
icon_state = "mecha_exting"
equip_cooldown = 5
energy_drain = 0
range = MELEE|RANGED
required_type = /obj/mecha/working
var/spray_particles = 5
var/spray_amount = 5 //units of liquid per particle. 5 is enough to wet the floor - it's a big fire extinguisher, so should be fine
var/max_water = 1000
/obj/item/mecha_parts/mecha_equipment/tool/extinguisher/New()
reagents = new/datum/reagents(max_water)
reagents.my_atom = src
reagents.add_reagent("water", max_water)
..()
return
/obj/item/mecha_parts/mecha_equipment/tool/extinguisher/action(atom/target) //copypasted from extinguisher. TODO: Rewrite from scratch.
if(!action_checks(target) || get_dist(chassis, target)>3) return
if(get_dist(chassis, target)>2) return
set_ready_state(0)
if(do_after_cooldown(target))
if( istype(target, /obj/structure/reagent_dispensers/watertank) && get_dist(chassis,target) <= 1)
var/obj/o = target
var/amount = o.reagents.trans_to_obj(src, 200)
occupant_message("<span class='notice'>[amount] units transferred into internal tank.</span>")
playsound(chassis, 'sound/effects/refill.ogg', 50, 1, -6)
return
if (src.reagents.total_volume < 1)
occupant_message("<span class='warning'>\The [src] is empty.</span>")
return
playsound(chassis, 'sound/effects/extinguish.ogg', 75, 1, -3)
var/direction = get_dir(chassis,target)
var/turf/T = get_turf(target)
var/turf/T1 = get_step(T,turn(direction, 90))
var/turf/T2 = get_step(T,turn(direction, -90))
var/list/the_targets = list(T,T1,T2)
for(var/a = 1 to 5)
spawn(0)
var/obj/effect/effect/water/W = new /obj/effect/effect/water(get_turf(chassis))
var/turf/my_target
if(a == 1)
my_target = T
else if(a == 2)
my_target = T1
else if(a == 3)
my_target = T2
else
my_target = pick(the_targets)
W.create_reagents(5)
if(!W || !src)
return
reagents.trans_to_obj(W, spray_amount)
W.set_color()
W.set_up(my_target)
return 1
/obj/item/mecha_parts/mecha_equipment/tool/extinguisher/get_equip_info()
return "[..()] \[[src.reagents.total_volume]\]"
/obj/item/mecha_parts/mecha_equipment/tool/extinguisher/on_reagent_change()
return
/obj/item/mecha_parts/mecha_equipment/tool/rcd
name = "mounted RCD"
desc = "An exosuit-mounted Rapid Construction Device. (Can be attached to: Any exosuit)"
icon_state = "mecha_rcd"
origin_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 3, TECH_MAGNET = 4, TECH_POWER = 4)
equip_cooldown = 10
energy_drain = 250
range = MELEE|RANGED
equip_type = EQUIP_SPECIAL
var/obj/item/weapon/rcd/electric/mounted/mecha/my_rcd = null
/obj/item/mecha_parts/mecha_equipment/tool/rcd/initialize()
my_rcd = new(src)
return ..()
/obj/item/mecha_parts/mecha_equipment/tool/rcd/Destroy()
QDEL_NULL(my_rcd)
return ..()
/obj/item/mecha_parts/mecha_equipment/tool/rcd/action(atom/target)
if(!action_checks(target) || get_dist(chassis, target) > 3)
return FALSE
my_rcd.use_rcd(target, chassis.occupant)
/obj/item/mecha_parts/mecha_equipment/tool/rcd/Topic(href,href_list)
..()
if(href_list["mode"])
my_rcd.mode_index = text2num(href_list["mode"])
occupant_message("RCD reconfigured to '[my_rcd.modes[my_rcd.mode_index]]'.")
/*
/obj/item/mecha_parts/mecha_equipment/tool/rcd/get_equip_info()
return "[..()] \[<a href='?src=\ref[src];mode=0'>D</a>|<a href='?src=\ref[src];mode=1'>C</a>|<a href='?src=\ref[src];mode=2'>A</a>\]"
*/
/obj/item/mecha_parts/mecha_equipment/tool/rcd/get_equip_info()
var/list/content = list(..()) // This is all for one line, in the interest of string tree conservation.
var/i = 1
content += "<br>"
for(var/mode in my_rcd.modes)
content += " <a href='?src=\ref[src];mode=[i]'>[mode]</a>"
if(i < my_rcd.modes.len)
content += "<br>"
i++
return content.Join()
/obj/item/mecha_parts/mecha_equipment/teleporter
name = "teleporter"
desc = "An exosuit module that allows exosuits to teleport to any position in view."
icon_state = "mecha_teleport"
origin_tech = list(TECH_BLUESPACE = 10)
equip_cooldown = 150
energy_drain = 1000
range = RANGED
equip_type = EQUIP_SPECIAL
/obj/item/mecha_parts/mecha_equipment/teleporter/action(atom/target)
if(!action_checks(target) || src.loc.z == 2) return
var/turf/T = get_turf(target)
if(T)
set_ready_state(0)
chassis.use_power(energy_drain)
do_teleport(chassis, T, 4)
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/wormhole_generator
name = "wormhole generator"
desc = "An exosuit module that allows generating of small quasi-stable wormholes."
icon_state = "mecha_wholegen"
origin_tech = list(TECH_BLUESPACE = 3)
equip_cooldown = 50
energy_drain = 300
range = RANGED
equip_type = EQUIP_SPECIAL
/obj/item/mecha_parts/mecha_equipment/wormhole_generator/action(atom/target)
if(!action_checks(target) || src.loc.z == 2) return
var/list/theareas = list()
for(var/area/AR in orange(100, chassis))
if(AR in theareas) continue
theareas += AR
if(!theareas.len)
return
var/area/thearea = pick(theareas)
var/list/L = list()
var/turf/pos = get_turf(src)
for(var/turf/T in get_area_turfs(thearea.type))
if(!T.density && pos.z == T.z)
var/clear = 1
for(var/obj/O in T)
if(O.density)
clear = 0
break
if(clear)
L+=T
if(!L.len)
return
var/turf/target_turf = pick(L)
if(!target_turf)
return
chassis.use_power(energy_drain)
set_ready_state(0)
var/obj/effect/portal/P = new /obj/effect/portal(get_turf(target))
P.target = target_turf
P.creator = null
P.icon = 'icons/obj/objects.dmi'
P.failchance = 0
P.icon_state = "anom"
P.name = "wormhole"
do_after_cooldown()
src = null
spawn(rand(150,300))
qdel(P)
return
/obj/item/mecha_parts/mecha_equipment/gravcatapult
name = "gravitational catapult"
desc = "An exosuit mounted gravitational catapult."
icon_state = "mecha_teleport"
origin_tech = list(TECH_BLUESPACE = 2, TECH_MAGNET = 3)
equip_cooldown = 10
energy_drain = 100
range = MELEE|RANGED
var/atom/movable/locked
var/mode = 1 //1 - gravsling 2 - gravpush
var/last_fired = 0 //Concept stolen from guns.
var/fire_delay = 10 //Used to prevent spam-brute against humans.
equip_type = EQUIP_UTILITY
/obj/item/mecha_parts/mecha_equipment/gravcatapult/action(atom/movable/target)
if(world.time >= last_fired + fire_delay)
last_fired = world.time
else
if (world.time % 3)
occupant_message("<span class='warning'>[src] is not ready to fire again!</span>")
return 0
switch(mode)
if(1)
if(!action_checks(target) && !locked) return
if(!locked)
if(!istype(target) || target.anchored)
occupant_message("Unable to lock on [target]")
return
locked = target
occupant_message("Locked on [target]")
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
return
else if(target!=locked)
if(locked in view(chassis))
locked.throw_at(target, 14, 1.5, chassis)
locked = null
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
set_ready_state(0)
chassis.use_power(energy_drain)
do_after_cooldown()
else
locked = null
occupant_message("Lock on [locked] disengaged.")
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
if(2)
if(!action_checks(target)) return
var/list/atoms = list()
if(isturf(target))
atoms = range(target,3)
else
atoms = orange(target,3)
for(var/atom/movable/A in atoms)
if(A.anchored) continue
spawn(0)
var/iter = 5-get_dist(A,target)
for(var/i=0 to iter)
step_away(A,target)
sleep(2)
set_ready_state(0)
chassis.use_power(energy_drain)
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/gravcatapult/get_equip_info()
return "[..()] [mode==1?"([locked||"Nothing"])":null] \[<a href='?src=\ref[src];mode=1'>S</a>|<a href='?src=\ref[src];mode=2'>P</a>\]"
/obj/item/mecha_parts/mecha_equipment/gravcatapult/Topic(href, href_list)
..()
if(href_list["mode"])
mode = text2num(href_list["mode"])
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
return
/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster //what is that noise? A BAWWW from TK mutants.
name = "\improper CCW armor booster"
desc = "Close-combat armor booster. Boosts exosuit armor against armed melee attacks. Requires energy to operate."
icon_state = "mecha_abooster_ccw"
origin_tech = list(TECH_MATERIAL = 3)
equip_cooldown = 10
energy_drain = 50
range = 0
var/deflect_coeff = 1.15
var/damage_coeff = 0.8
equip_type = EQUIP_HULL
/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster/can_attach(obj/mecha/M as obj)
if(..())
if(!M.proc_res["dynattackby"])
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster/attach(obj/mecha/M as obj)
..()
chassis.proc_res["dynattackby"] = src
return
/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster/detach()
chassis.proc_res["dynattackby"] = null
..()
return
/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster/get_equip_info()
if(!chassis) return
return "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;[src.name]"
/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster/proc/dynattackby(obj/item/weapon/W as obj, mob/user as mob)
if(!action_checks(user))
return chassis.dynattackby(W,user)
chassis.log_message("Attacked by [W]. Attacker - [user]")
if(prob(chassis.deflect_chance*deflect_coeff))
user << "<span class='danger'>\The [W] bounces off [chassis] armor.</span>"
chassis.log_append_to_last("Armor saved.")
else
chassis.occupant_message("<span class='danger'>\The [user] hits [chassis] with [W].</span>")
user.visible_message("<span class='danger'>\The [user] hits [chassis] with [W].</span>", "<span class='danger'>You hit [src] with [W].</span>")
chassis.take_damage(round(W.force*damage_coeff),W.damtype)
chassis.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
set_ready_state(0)
chassis.use_power(energy_drain)
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster
name = "\improper RW armor booster"
desc = "Ranged-weaponry armor booster. Boosts exosuit armor against ranged attacks. Completely blocks taser shots, but requires energy to operate."
icon_state = "mecha_abooster_proj"
origin_tech = list(TECH_MATERIAL = 4)
equip_cooldown = 10
energy_drain = 50
range = 0
var/deflect_coeff = 1.15
var/damage_coeff = 0.8
equip_type = EQUIP_HULL
/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/can_attach(obj/mecha/M as obj)
if(..())
if(!M.proc_res["dynbulletdamage"] && !M.proc_res["dynhitby"])
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/attach(obj/mecha/M as obj)
..()
chassis.proc_res["dynbulletdamage"] = src
chassis.proc_res["dynhitby"] = src
return
/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/detach()
chassis.proc_res["dynbulletdamage"] = null
chassis.proc_res["dynhitby"] = null
..()
return
/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/get_equip_info()
if(!chassis) return
return "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;[src.name]"
/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/proc/dynbulletdamage(var/obj/item/projectile/Proj)
if(!action_checks(src))
return chassis.dynbulletdamage(Proj)
if(prob(chassis.deflect_chance*deflect_coeff))
chassis.occupant_message("<span class='notice'>The armor deflects incoming projectile.</span>")
chassis.visible_message("The [chassis.name] armor deflects the projectile")
chassis.log_append_to_last("Armor saved.")
else
chassis.take_damage(round(Proj.damage*src.damage_coeff),Proj.check_armour)
chassis.check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
Proj.on_hit(chassis)
set_ready_state(0)
chassis.use_power(energy_drain)
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/proc/dynhitby(atom/movable/A)
if(!action_checks(A))
return chassis.dynhitby(A)
if(prob(chassis.deflect_chance*deflect_coeff) || istype(A, /mob/living) || istype(A, /obj/item/mecha_parts/mecha_tracking))
chassis.occupant_message("<span class='notice'>The [A] bounces off the armor.</span>")
chassis.visible_message("The [A] bounces off the [chassis] armor")
chassis.log_append_to_last("Armor saved.")
if(istype(A, /mob/living))
var/mob/living/M = A
M.take_organ_damage(10)
else if(istype(A, /obj))
var/obj/O = A
if(O.throwforce)
chassis.take_damage(round(O.throwforce*damage_coeff))
chassis.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
set_ready_state(0)
chassis.use_power(energy_drain)
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/repair_droid
name = "repair droid"
desc = "Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost any type of external or internal damage."
icon_state = "repair_droid"
origin_tech = list(TECH_MAGNET = 3, TECH_DATA = 3)
equip_cooldown = 20
energy_drain = 100
range = 0
var/health_boost = 2
var/datum/global_iterator/pr_repair_droid
var/icon/droid_overlay
var/list/repairable_damage = list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH)
equip_type = EQUIP_HULL
/obj/item/mecha_parts/mecha_equipment/repair_droid/New()
..()
pr_repair_droid = new /datum/global_iterator/mecha_repair_droid(list(src),0)
pr_repair_droid.set_delay(equip_cooldown)
return
/obj/item/mecha_parts/mecha_equipment/repair_droid/Destroy()
qdel(pr_repair_droid)
pr_repair_droid = null
..()
/obj/item/mecha_parts/mecha_equipment/repair_droid/attach(obj/mecha/M as obj)
..()
droid_overlay = new(src.icon, icon_state = "repair_droid")
M.overlays += droid_overlay
return
/obj/item/mecha_parts/mecha_equipment/repair_droid/destroy()
chassis.overlays -= droid_overlay
..()
return
/obj/item/mecha_parts/mecha_equipment/repair_droid/detach()
chassis.overlays -= droid_overlay
pr_repair_droid.stop()
..()
return
/obj/item/mecha_parts/mecha_equipment/repair_droid/get_equip_info()
if(!chassis) return
return "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;[src.name] - <a href='?src=\ref[src];toggle_repairs=1'>[pr_repair_droid.active()?"Dea":"A"]ctivate</a>"
/obj/item/mecha_parts/mecha_equipment/repair_droid/Topic(href, href_list)
..()
if(href_list["toggle_repairs"])
chassis.overlays -= droid_overlay
if(pr_repair_droid.toggle())
droid_overlay = new(src.icon, icon_state = "repair_droid_a")
log_message("Activated.")
else
droid_overlay = new(src.icon, icon_state = "repair_droid")
log_message("Deactivated.")
set_ready_state(1)
chassis.overlays += droid_overlay
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
return
/datum/global_iterator/mecha_repair_droid
/datum/global_iterator/mecha_repair_droid/process(var/obj/item/mecha_parts/mecha_equipment/repair_droid/RD as obj)
if(!RD.chassis)
stop()
RD.set_ready_state(1)
return
var/health_boost = RD.health_boost
var/repaired = 0
if(RD.chassis.hasInternalDamage(MECHA_INT_SHORT_CIRCUIT))
health_boost *= -2
else if(RD.chassis.hasInternalDamage() && prob(15))
for(var/int_dam_flag in RD.repairable_damage)
if(RD.chassis.hasInternalDamage(int_dam_flag))
RD.chassis.clearInternalDamage(int_dam_flag)
repaired = 1
break
if(health_boost<0 || RD.chassis.health < initial(RD.chassis.health))
RD.chassis.health += min(health_boost, initial(RD.chassis.health)-RD.chassis.health)
repaired = 1
if(repaired)
if(RD.chassis.use_power(RD.energy_drain))
RD.set_ready_state(0)
else
stop()
RD.set_ready_state(1)
return
else
RD.set_ready_state(1)
return
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay
name = "energy relay"
desc = "Wirelessly drains energy from any available power channel in area. The performance index is quite low."
icon_state = "tesla"
origin_tech = list(TECH_MAGNET = 4, TECH_ILLEGAL = 2)
equip_cooldown = 10
energy_drain = 0
range = 0
var/datum/global_iterator/pr_energy_relay
var/coeff = 100
var/list/use_channels = list(EQUIP,ENVIRON,LIGHT)
equip_type = EQUIP_UTILITY
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/New()
..()
pr_energy_relay = new /datum/global_iterator/mecha_energy_relay(list(src),0)
pr_energy_relay.set_delay(equip_cooldown)
return
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/Destroy()
qdel(pr_energy_relay)
pr_energy_relay = null
..()
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/detach()
pr_energy_relay.stop()
// chassis.proc_res["dynusepower"] = null
chassis.proc_res["dyngetcharge"] = null
..()
return
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/attach(obj/mecha/M)
..()
chassis.proc_res["dyngetcharge"] = src
// chassis.proc_res["dynusepower"] = src
return
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/can_attach(obj/mecha/M)
if(..())
if(!M.proc_res["dyngetcharge"])// && !M.proc_res["dynusepower"])
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/proc/dyngetcharge()
if(equip_ready) //disabled
return chassis.dyngetcharge()
var/area/A = get_area(chassis)
var/pow_chan = get_power_channel(A)
var/charge = 0
if(pow_chan)
charge = 1000 //making magic
else
return chassis.dyngetcharge()
return charge
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/proc/get_power_channel(var/area/A)
var/pow_chan
if(A)
for(var/c in use_channels)
if(A.powered(c))
pow_chan = c
break
return pow_chan
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/Topic(href, href_list)
..()
if(href_list["toggle_relay"])
if(pr_energy_relay.toggle())
set_ready_state(0)
log_message("Activated.")
else
set_ready_state(1)
log_message("Deactivated.")
return
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/get_equip_info()
if(!chassis) return
return "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;[src.name] - <a href='?src=\ref[src];toggle_relay=1'>[pr_energy_relay.active()?"Dea":"A"]ctivate</a>"
/* proc/dynusepower(amount)
if(!equip_ready) //enabled
var/area/A = get_area(chassis)
var/pow_chan = get_power_channel(A)
if(pow_chan)
A.master.use_power(amount*coeff, pow_chan)
return 1
return chassis.dynusepower(amount)*/
/datum/global_iterator/mecha_energy_relay
/datum/global_iterator/mecha_energy_relay/process(var/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/ER)
if(!ER.chassis || ER.chassis.hasInternalDamage(MECHA_INT_SHORT_CIRCUIT))
stop()
ER.set_ready_state(1)
return
var/cur_charge = ER.chassis.get_charge()
if(isnull(cur_charge) || !ER.chassis.cell)
stop()
ER.set_ready_state(1)
ER.occupant_message("No powercell detected.")
return
if(cur_charge<ER.chassis.cell.maxcharge)
var/area/A = get_area(ER.chassis)
if(A)
var/pow_chan
for(var/c in list(EQUIP,ENVIRON,LIGHT))
if(A.powered(c))
pow_chan = c
break
if(pow_chan)
var/delta = min(12, ER.chassis.cell.maxcharge-cur_charge)
ER.chassis.give_power(delta)
A.use_power(delta*ER.coeff, pow_chan)
return
/obj/item/mecha_parts/mecha_equipment/combat_shield
name = "linear combat shield"
desc = "A shield generator that forms a rectangular, unidirectionally projectile-blocking wall in front of the exosuit."
icon_state = "shield"
origin_tech = list(TECH_PHORON = 3, TECH_MAGNET = 6, TECH_ILLEGAL = 4)
equip_cooldown = 5
energy_drain = 20
range = 0
var/obj/item/shield_projector/line/exosuit/my_shield = null
var/my_shield_type = /obj/item/shield_projector/line/exosuit
var/icon/drone_overlay
equip_type = EQUIP_HULL
/obj/item/mecha_parts/mecha_equipment/combat_shield/New()
..()
my_shield = new my_shield_type
my_shield.shield_regen_delay = equip_cooldown
my_shield.my_tool = src
return
/obj/item/mecha_parts/mecha_equipment/combat_shield/critfail()
..()
my_shield.adjust_health(-200)
return
/obj/item/mecha_parts/mecha_equipment/combat_shield/Destroy()
chassis.overlays -= drone_overlay
my_shield.forceMove(src)
my_shield.destroy_shields()
my_shield.my_tool = null
my_shield.my_mecha = null
qdel(my_shield)
my_shield = null
..()
/obj/item/mecha_parts/mecha_equipment/combat_shield/attach(obj/mecha/M as obj)
..()
if(chassis)
my_shield.shield_health = 0
my_shield.my_mecha = chassis
my_shield.forceMove(chassis)
drone_overlay = new(src.icon, icon_state = "shield_droid")
M.overlays += drone_overlay
return
/obj/item/mecha_parts/mecha_equipment/combat_shield/detach()
chassis.overlays -= drone_overlay
..()
my_shield.destroy_shields()
my_shield.my_mecha = null
my_shield.shield_health = my_shield.max_shield_health
my_shield.forceMove(src)
return
/obj/item/mecha_parts/mecha_equipment/combat_shield/handle_movement_action()
if(chassis)
my_shield.update_shield_positions()
return
/obj/item/mecha_parts/mecha_equipment/combat_shield/proc/toggle_shield()
..()
if(chassis)
my_shield.attack_self(chassis.occupant)
if(my_shield.active)
set_ready_state(0)
log_message("Activated.")
else
set_ready_state(1)
log_message("Deactivated.")
/obj/item/mecha_parts/mecha_equipment/combat_shield/Topic(href, href_list)
..()
if(href_list["toggle_shield"])
toggle_shield()
return
/obj/item/mecha_parts/mecha_equipment/combat_shield/get_equip_info()
if(!chassis) return
return "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;[src.name] - <a href='?src=\ref[src];toggle_shield=1'>[my_shield.active?"Dea":"A"]ctivate</a>"
/obj/item/mecha_parts/mecha_equipment/generator
name = "phoron generator"
desc = "Generates power using solid phoron as fuel. Pollutes the environment."
icon_state = "tesla"
origin_tech = list(TECH_PHORON = 2, TECH_POWER = 2, TECH_ENGINEERING = 1)
equip_cooldown = 10
energy_drain = 0
range = MELEE
var/datum/global_iterator/pr_mech_generator
var/coeff = 100
var/obj/item/stack/material/fuel
var/max_fuel = 150000
var/fuel_per_cycle_idle = 100
var/fuel_per_cycle_active = 500
var/power_per_cycle = 20
equip_type = EQUIP_UTILITY
/obj/item/mecha_parts/mecha_equipment/generator/New()
..()
init()
return
/obj/item/mecha_parts/mecha_equipment/generator/Destroy()
qdel(pr_mech_generator)
pr_mech_generator = null
..()
/obj/item/mecha_parts/mecha_equipment/generator/proc/init()
fuel = new /obj/item/stack/material/phoron(src)
fuel.amount = 0
pr_mech_generator = new /datum/global_iterator/mecha_generator(list(src),0)
pr_mech_generator.set_delay(equip_cooldown)
return
/obj/item/mecha_parts/mecha_equipment/generator/detach()
pr_mech_generator.stop()
..()
return
/obj/item/mecha_parts/mecha_equipment/generator/Topic(href, href_list)
..()
if(href_list["toggle"])
if(pr_mech_generator.toggle())
set_ready_state(0)
log_message("Activated.")
else
set_ready_state(1)
log_message("Deactivated.")
return
/obj/item/mecha_parts/mecha_equipment/generator/get_equip_info()
var/output = ..()
if(output)
return "[output] \[[fuel]: [round(fuel.amount*fuel.perunit,0.1)] cm<sup>3</sup>\] - <a href='?src=\ref[src];toggle=1'>[pr_mech_generator.active()?"Dea":"A"]ctivate</a>"
return
/obj/item/mecha_parts/mecha_equipment/generator/action(target)
if(chassis)
var/result = load_fuel(target)
var/message
if(isnull(result))
message = "<span class='warning'>[fuel] traces in target minimal. [target] cannot be used as fuel.</span>"
else if(!result)
message = "Unit is full."
else
message = "[result] unit\s of [fuel] successfully loaded."
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
occupant_message(message)
return
/obj/item/mecha_parts/mecha_equipment/generator/proc/load_fuel(var/obj/item/stack/material/P)
if(P.type == fuel.type && P.amount)
var/to_load = max(max_fuel - fuel.amount*fuel.perunit,0)
if(to_load)
var/units = min(max(round(to_load / P.perunit),1),P.amount)
if(units)
fuel.amount += units
P.use(units)
return units
else
return 0
return
/obj/item/mecha_parts/mecha_equipment/generator/attackby(weapon,mob/user)
var/result = load_fuel(weapon)
if(isnull(result))
user.visible_message("[user] tries to shove [weapon] into [src]. What a dumb-ass.","<span class='warning'>[fuel] traces minimal. [weapon] cannot be used as fuel.</span>")
else if(!result)
user << "Unit is full."
else
user.visible_message("[user] loads [src] with [fuel].","[result] unit\s of [fuel] successfully loaded.")
return
/obj/item/mecha_parts/mecha_equipment/generator/critfail()
..()
var/turf/simulated/T = get_turf(src)
if(!T)
return
var/datum/gas_mixture/GM = new
if(prob(10))
T.assume_gas("phoron", 100, 1500+T0C)
T.visible_message("The [src] suddenly disgorges a cloud of heated phoron.")
destroy()
else
T.assume_gas("phoron", 5, istype(T) ? T.air.temperature : T20C)
T.visible_message("The [src] suddenly disgorges a cloud of phoron.")
T.assume_air(GM)
return
/datum/global_iterator/mecha_generator
/datum/global_iterator/mecha_generator/process(var/obj/item/mecha_parts/mecha_equipment/generator/EG)
if(!EG.chassis)
stop()
EG.set_ready_state(1)
return 0
if(EG.fuel.amount<=0)
stop()
EG.log_message("Deactivated - no fuel.")
EG.set_ready_state(1)
return 0
var/cur_charge = EG.chassis.get_charge()
if(isnull(cur_charge))
EG.set_ready_state(1)
EG.occupant_message("No powercell detected.")
EG.log_message("Deactivated.")
stop()
return 0
var/use_fuel = EG.fuel_per_cycle_idle
if(cur_charge<EG.chassis.cell.maxcharge)
use_fuel = EG.fuel_per_cycle_active
EG.chassis.give_power(EG.power_per_cycle)
EG.fuel.amount -= min(use_fuel/EG.fuel.perunit,EG.fuel.amount)
EG.update_equip_info()
return 1
/obj/item/mecha_parts/mecha_equipment/generator/nuclear
name = "\improper ExoNuclear reactor"
desc = "Generates power using uranium. Pollutes the environment."
icon_state = "tesla"
origin_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3)
max_fuel = 50000
fuel_per_cycle_idle = 10
fuel_per_cycle_active = 30
power_per_cycle = 50
var/rad_per_cycle = 0.3
/obj/item/mecha_parts/mecha_equipment/generator/nuclear/init()
fuel = new /obj/item/stack/material/uranium(src)
fuel.amount = 0
pr_mech_generator = new /datum/global_iterator/mecha_generator/nuclear(list(src),0)
pr_mech_generator.set_delay(equip_cooldown)
return
/obj/item/mecha_parts/mecha_equipment/generator/nuclear/critfail()
return
/datum/global_iterator/mecha_generator/nuclear
/datum/global_iterator/mecha_generator/nuclear/process(var/obj/item/mecha_parts/mecha_equipment/generator/nuclear/EG)
if(..())
radiation_repository.radiate(EG, (EG.rad_per_cycle * 3))
return 1
//This is pretty much just for the death-ripley so that it is harmless
/obj/item/mecha_parts/mecha_equipment/tool/safety_clamp
name = "\improper KILL CLAMP"
icon_state = "mecha_clamp"
equip_cooldown = 15
energy_drain = 0
var/dam_force = 0
var/obj/mecha/working/ripley/cargo_holder
required_type = /obj/mecha/working/ripley
equip_type = EQUIP_SPECIAL
/obj/item/mecha_parts/mecha_equipment/tool/safety_clamp/attach(obj/mecha/M as obj)
..()
cargo_holder = M
return
/obj/item/mecha_parts/mecha_equipment/tool/safety_clamp/action(atom/target)
if(!action_checks(target)) return
if(!cargo_holder) return
if(istype(target,/obj))
var/obj/O = target
if(!O.anchored)
if(cargo_holder.cargo.len < cargo_holder.cargo_capacity)
chassis.occupant_message("You lift [target] and start to load it into cargo compartment.")
chassis.visible_message("[chassis] lifts [target] and starts to load it into cargo compartment.")
set_ready_state(0)
chassis.use_power(energy_drain)
O.anchored = 1
var/T = chassis.loc
if(do_after_cooldown(target))
if(T == chassis.loc && src == chassis.selected)
cargo_holder.cargo += O
O.loc = chassis
O.anchored = 0
chassis.occupant_message("<span class='notice'>[target] succesfully loaded.</span>")
chassis.log_message("Loaded [O]. Cargo compartment capacity: [cargo_holder.cargo_capacity - cargo_holder.cargo.len]")
else
chassis.occupant_message("<span class='warning'>You must hold still while handling objects.</span>")
O.anchored = initial(O.anchored)
else
chassis.occupant_message("<span class='warning'>Not enough room in cargo compartment.</span>")
else
chassis.occupant_message("<span class='warning'>[target] is firmly secured.</span>")
else if(istype(target,/mob/living))
var/mob/living/M = target
if(M.stat>1) return
if(chassis.occupant.a_intent == I_HURT)
chassis.occupant_message("<span class='danger'>You obliterate [target] with [src.name], leaving blood and guts everywhere.</span>")
chassis.visible_message("<span class='danger'>[chassis] destroys [target] in an unholy fury.</span>")
if(chassis.occupant.a_intent == I_DISARM)
chassis.occupant_message("<span class='danger'>You tear [target]'s limbs off with [src.name].</span>")
chassis.visible_message("<span class='danger'>[chassis] rips [target]'s arms off.</span>")
else
step_away(M,chassis)
chassis.occupant_message("You smash into [target], sending them flying.")
chassis.visible_message("[chassis] tosses [target] like a piece of paper.")
set_ready_state(0)
chassis.use_power(energy_drain)
do_after_cooldown()
return 1
/obj/item/mecha_parts/mecha_equipment/tool/passenger
name = "passenger compartment"
desc = "A mountable passenger compartment for exosuits. Rather cramped."
icon_state = "mecha_abooster_ccw"
origin_tech = list(TECH_ENGINEERING = 1, TECH_BIO = 1)
energy_drain = 10
range = MELEE
equip_cooldown = 20
var/mob/living/carbon/occupant = null
var/door_locked = 1
salvageable = 0
allow_duplicate = TRUE
equip_type = EQUIP_HULL
/obj/item/mecha_parts/mecha_equipment/tool/passenger/destroy()
for(var/atom/movable/AM in src)
AM.forceMove(get_turf(src))
AM << "<span class='danger'>You tumble out of the destroyed [src.name]!</span>"
return ..()
/obj/item/mecha_parts/mecha_equipment/tool/passenger/Exit(atom/movable/O)
return 0
/obj/item/mecha_parts/mecha_equipment/tool/passenger/proc/move_inside(var/mob/user)
if (chassis)
chassis.visible_message("<span class='notice'>[user] starts to climb into [chassis].</span>")
if(do_after(user, 40, needhand=0))
if(!src.occupant)
user.forceMove(src)
occupant = user
log_message("[user] boarded.")
occupant_message("[user] boarded.")
else if(src.occupant != user)
to_chat(user, "<span class='warning'>[src.occupant] was faster. Try harder next time, loser.</span>")
else
to_chat(user, "You stop entering the exosuit.")
/obj/item/mecha_parts/mecha_equipment/tool/passenger/verb/eject()
set name = "Eject"
set category = "Exosuit Interface"
set src = usr.loc
set popup_menu = 0
if(usr != occupant)
return
to_chat(occupant, "You climb out from \the [src].")
go_out()
occupant_message("[occupant] disembarked.")
log_message("[occupant] disembarked.")
add_fingerprint(usr)
/obj/item/mecha_parts/mecha_equipment/tool/passenger/proc/go_out()
if(!occupant)
return
occupant.forceMove(get_turf(src))
occupant.reset_view()
/*
if(occupant.client)
occupant.client.eye = occupant.client.mob
occupant.client.perspective = MOB_PERSPECTIVE
*/
occupant = null
return
/obj/item/mecha_parts/mecha_equipment/tool/passenger/attach()
..()
if (chassis)
chassis.verbs |= /obj/mecha/proc/move_inside_passenger
/obj/item/mecha_parts/mecha_equipment/tool/passenger/detach()
if(occupant)
occupant_message("Unable to detach [src] - equipment occupied.")
return
var/obj/mecha/M = chassis
..()
if (M && !(locate(/obj/item/mecha_parts/mecha_equipment/tool/passenger) in M))
M.verbs -= /obj/mecha/proc/move_inside_passenger
/obj/item/mecha_parts/mecha_equipment/tool/passenger/get_equip_info()
return "[..()] <br />[occupant? "\[Occupant: [occupant]\]|" : ""]Exterior Hatch: <a href='?src=\ref[src];toggle_lock=1'>Toggle Lock</a>"
/obj/item/mecha_parts/mecha_equipment/tool/passenger/Topic(href,href_list)
..()
if (href_list["toggle_lock"])
door_locked = !door_locked
occupant_message("Passenger compartment hatch [door_locked? "locked" : "unlocked"].")
if (chassis)
chassis.visible_message("The hatch on \the [chassis] [door_locked? "locks" : "unlocks"].", "You hear something latching.")
#define LOCKED 1
#define OCCUPIED 2
/obj/mecha/proc/move_inside_passenger()
set category = "Object"
set name = "Enter Passenger Compartment"
set src in oview(1)
//check that usr can climb in
if (usr.stat || !ishuman(usr))
return
if (!usr.Adjacent(src))
return
if (!isturf(usr.loc))
usr << "<span class='danger'>You can't reach the passenger compartment from here.</span>"
return
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(C.handcuffed)
usr << "<span class='danger'>Kinda hard to climb in while handcuffed don't you think?</span>"
return
for(var/mob/living/simple_animal/slime/M in range(1,usr))
if(M.victim == usr)
usr << "<span class='danger'>You're too busy getting your life sucked out of you.</span>"
return
//search for a valid passenger compartment
var/feedback = 0 //for nicer user feedback
for(var/obj/item/mecha_parts/mecha_equipment/tool/passenger/P in src)
if (P.occupant)
feedback |= OCCUPIED
continue
if (P.door_locked)
feedback |= LOCKED
continue
//found a boardable compartment
P.move_inside(usr)
return
//didn't find anything
switch (feedback)
if (OCCUPIED)
usr << "<span class='danger'>The passenger compartment is already occupied!</span>"
if (LOCKED)
usr << "<span class='warning'>The passenger compartment hatch is locked!</span>"
if (OCCUPIED|LOCKED)
usr << "<span class='danger'>All of the passenger compartments are already occupied or locked!</span>"
if (0)
usr << "<span class='warning'>\The [src] doesn't have a passenger compartment.</span>"
#undef LOCKED
#undef OCCUPIED
/obj/item/mecha_parts/mecha_equipment/tool/jetpack
name = "ion jetpack"
desc = "Using directed ion bursts and cunning solar wind reflection technique, this device enables controlled space flight."
icon_state = "mecha_jetpack"
equip_cooldown = 5
energy_drain = 50
var/wait = 0
var/datum/effect/effect/system/ion_trail_follow/ion_trail
/obj/item/mecha_parts/mecha_equipment/tool/jetpack/can_attach(obj/mecha/M as obj)
if(!(locate(src.type) in M.equipment) && !M.proc_res["dyndomove"])
return ..()
/obj/item/mecha_parts/mecha_equipment/tool/jetpack/detach()
..()
chassis.proc_res["dyndomove"] = null
return
/obj/item/mecha_parts/mecha_equipment/tool/jetpack/attach(obj/mecha/M as obj)
..()
if(!ion_trail)
ion_trail = new
ion_trail.set_up(chassis)
return
/obj/item/mecha_parts/mecha_equipment/tool/jetpack/proc/toggle()
if(!chassis)
return
!equip_ready? turn_off() : turn_on()
return equip_ready
/obj/item/mecha_parts/mecha_equipment/tool/jetpack/proc/turn_on()
set_ready_state(0)
chassis.proc_res["dyndomove"] = src
ion_trail.start()
occupant_message("Activated")
log_message("Activated")
/obj/item/mecha_parts/mecha_equipment/tool/jetpack/proc/turn_off()
set_ready_state(1)
chassis.proc_res["dyndomove"] = null
ion_trail.stop()
occupant_message("Deactivated")
log_message("Deactivated")
/obj/item/mecha_parts/mecha_equipment/tool/jetpack/proc/dyndomove(direction)
if(!action_checks())
return chassis.dyndomove(direction)
var/move_result = 0
if(chassis.hasInternalDamage(MECHA_INT_CONTROL_LOST))
move_result = step_rand(chassis)
else if(chassis.dir!=direction)
chassis.set_dir(direction)
move_result = 1
else
move_result = step(chassis,direction)
if(chassis.occupant)
for(var/obj/effect/speech_bubble/B in range(1, chassis))
if(B.parent == chassis.occupant)
B.loc = chassis.loc
if(move_result)
wait = 1
chassis.use_power(energy_drain)
if(!chassis.pr_inertial_movement.active())
chassis.pr_inertial_movement.start(list(chassis,direction))
else
chassis.pr_inertial_movement.set_process_args(list(chassis,direction))
do_after_cooldown()
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/tool/jetpack/action_checks()
if(equip_ready || wait)
return 0
if(energy_drain && !chassis.has_charge(energy_drain))
return 0
if(chassis.check_for_support())
return 0
return 1
/obj/item/mecha_parts/mecha_equipment/tool/jetpack/get_equip_info()
if(!chassis) return
return "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;[src.name] \[<a href=\"?src=\ref[src];toggle=1\">Toggle</a>\]"
/obj/item/mecha_parts/mecha_equipment/tool/jetpack/Topic(href,href_list)
..()
if(href_list["toggle"])
toggle()
/obj/item/mecha_parts/mecha_equipment/tool/jetpack/do_after_cooldown()
sleep(equip_cooldown)
wait = 0
return 1