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CHOMPStation2/code/modules/clothing/spacesuits/spacesuits.dm
2024-05-15 16:56:31 +02:00

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//Spacesuit
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
// Meaning the the suit is defined directly after the corrisponding helmet. Just like below!
/obj/item/clothing/head/helmet/space
name = "Space helmet"
icon_state = "space"
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
randpixel = 0
center_of_mass_x = 0 //CHOMPEdit
center_of_mass_y = 0 //CHOMPEdit
flags = PHORONGUARD
item_flags = THICKMATERIAL | AIRTIGHT | ALLOW_SURVIVALFOOD
permeability_coefficient = 0 //Chompedit was 0.01, zeroed to test protecting those who are vulnerable to water.
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
min_pressure_protection = 0 * ONE_ATMOSPHERE
max_pressure_protection = 2 * ONE_ATMOSPHERE
siemens_coefficient = 0.9
species_restricted = list("exclude",SPECIES_DIONA)
preserve_item = 1
flash_protection = FLASH_PROTECTION_MAJOR
valid_accessory_slots = null
var/obj/machinery/camera/camera
var/list/camera_networks
action_button_name = "Toggle Helmet Light"
light_overlay = "helmet_light"
light_range = 4
/obj/item/clothing/head/helmet/space/Initialize()
. = ..()
if(camera_networks)
verbs |= /obj/item/clothing/head/helmet/space/proc/toggle_camera
if(type == /obj/item/clothing/head/helmet/space) //VOREStation edit - use the specially refitted sprites by KBraid. Done this way to avoid breaking subtypes.
LAZYSET(sprite_sheets, SPECIES_TESHARI, 'icons/inventory/head/mob_vr_teshari.dmi')
/obj/item/clothing/head/helmet/space/proc/toggle_camera()
set name = "Toggle Helmet Camera"
set desc = "Turn your helmet's camera on or off."
set category = "Hardsuit"
set src in usr
if(usr.stat || usr.restrained() || usr.incapacitated())
return
if(!camera)
camera = new /obj/machinery/camera(src)
camera.replace_networks(camera_networks)
camera.set_status(FALSE) //So the camera will activate in the following check.
if(camera.status == TRUE)
camera.set_status(FALSE)
to_chat(usr, span_blue("Camera deactivated."))
else
camera.set_status(TRUE)
camera.c_tag = usr.name
to_chat(usr, span_blue("User scanned as [camera.c_tag]. Camera activated."))
/obj/item/clothing/head/helmet/space/examine(mob/user)
. = ..()
if(camera_networks && Adjacent(user))
. += "This helmet has a built-in camera. It's [camera ? "" : "in"]active."
/obj/item/clothing/suit/space
name = "Space suit"
desc = "A suit that protects against low pressure environments."
icon = 'icons/inventory/suit/item.dmi'
icon_state = "space"
w_class = ITEMSIZE_HUGE // So you can't fit this in your bag and be prepared at all times.
gas_transfer_coefficient = 0.01
permeability_coefficient = 0 //Chompedit was 0.01, zeroed to test protecting those who are vulnerable to water.
flags = PHORONGUARD
item_flags = THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/backpack) //CHOMPedit
slowdown = 1 // CHOMPedit: 1.5 to 1. More sane movespeed delay. Voidsuits are still faster.
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
min_pressure_protection = 0 * ONE_ATMOSPHERE
max_pressure_protection = 2 * ONE_ATMOSPHERE
siemens_coefficient = 0.9
species_restricted = list("exclude",SPECIES_DIONA)
preserve_item = 1
valid_accessory_slots = (ACCESSORY_SLOT_OVER | ACCESSORY_SLOT_ARMBAND | ACCESSORY_SLOT_DECOR)
var/list/supporting_limbs //If not-null, automatically splints breaks. Checked when removing the suit.
//VOREStation edit start - use the specially refitted sprites by KBraid. Done this way to avoid breaking subtypes.
/obj/item/clothing/suit/space/Initialize()
. = ..()
if(type == /obj/item/clothing/suit/space)
LAZYSET(sprite_sheets, SPECIES_TESHARI, 'icons/inventory/suit/mob_vr_teshari.dmi')
//VOREStation edit end.
/obj/item/clothing/suit/space/equipped(mob/M)
check_limb_support(M)
..()
/obj/item/clothing/suit/space/dropped(var/mob/user)
check_limb_support(user)
..()
// Some space suits are equipped with reactive membranes that support
// broken limbs - at the time of writing, only the ninja suit, but
// I can see it being useful for other suits as we expand them. ~ Z
// The actual splinting occurs in /obj/item/organ/external/proc/fracture()
/obj/item/clothing/suit/space/proc/check_limb_support(var/mob/living/carbon/human/user)
// If this isn't set, then we don't need to care.
if(!istype(user) || isnull(supporting_limbs))
return
if(user.wear_suit == src)
for(var/obj/item/organ/external/E in user.bad_external_organs)
if(E.is_broken() && E.apply_splint(src))
to_chat(user, "You feel [src] constrict about your [E.name], supporting it.")
supporting_limbs |= E
else
// Otherwise, remove the splints.
for(var/obj/item/organ/external/E in supporting_limbs)
if(E.splinted == src && E.remove_splint(src))
to_chat(user, "\The [src] stops supporting your [E.name].")
supporting_limbs.Cut()
/obj/item/clothing/suit/space/proc/handle_fracture(var/mob/living/carbon/human/user, var/obj/item/organ/external/E)
if(!istype(user) || isnull(supporting_limbs))
return
if(E.is_broken() && E.apply_splint(src))
to_chat(user, "You feel [src] constrict about your [E.name], supporting it.")
supporting_limbs |= E