//NASA Voidsuit /obj/item/clothing/head/helmet/space/void name = "void helmet" desc = "A high-tech dark red space suit helmet. Used for AI satellite maintenance." icon_state = "void" item_state_slots = list(slot_r_hand_str = "syndicate", slot_l_hand_str = "syndicate") heat_protection = HEAD armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20) max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE // flags_inv = HIDEEARS|BLOCKHAIR //Species-specific stuff. species_restricted = list("Human", "Promethean") sprite_sheets_refit = list( SPECIES_UNATHI = 'icons/mob/species/unathi/helmet.dmi', SPECIES_TAJ = 'icons/mob/species/tajaran/helmet.dmi', SPECIES_SKRELL = 'icons/mob/species/skrell/helmet.dmi' //Teshari have a general sprite sheet defined in modules/clothing/clothing.dm ) sprite_sheets_obj = list( SPECIES_UNATHI = 'icons/obj/clothing/species/unathi/hats.dmi', SPECIES_TAJ = 'icons/obj/clothing/species/tajaran/hats.dmi', SPECIES_SKRELL = 'icons/obj/clothing/species/skrell/hats.dmi', SPECIES_TESHARI = 'icons/obj/clothing/species/seromi/hats.dmi' ) light_overlay = "helmet_light" /obj/item/clothing/suit/space/void name = "voidsuit" icon_state = "void" item_state_slots = list(slot_r_hand_str = "space_suit_syndicate", slot_l_hand_str = "space_suit_syndicate") desc = "A high-tech dark red space suit. Used for AI satellite maintenance." slowdown = 1 armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20) allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit) heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE species_restricted = list("Human", SPECIES_SKRELL, "Promethean") sprite_sheets_refit = list( SPECIES_UNATHI = 'icons/mob/species/unathi/suit.dmi', SPECIES_TAJ = 'icons/mob/species/tajaran/suit.dmi', SPECIES_SKRELL = 'icons/mob/species/skrell/suit.dmi' //Teshari have a general sprite sheet defined in modules/clothing/clothing.dm ) sprite_sheets_obj = list( SPECIES_UNATHI = 'icons/obj/clothing/species/unathi/suits.dmi', SPECIES_TAJ = 'icons/obj/clothing/species/tajaran/suits.dmi', SPECIES_SKRELL = 'icons/obj/clothing/species/skrell/suits.dmi', SPECIES_TESHARI = 'icons/obj/clothing/species/seromi/suits.dmi' ) //Breach thresholds, should ideally be inherited by most (if not all) voidsuits. //With 0.2 resiliance, will reach 10 breach damage after 3 laser carbine blasts or 8 smg hits. breach_threshold = 12 can_breach = 1 //Inbuilt devices. var/obj/item/clothing/shoes/magboots/boots = null // Deployable boots, if any. var/obj/item/clothing/head/helmet/helmet = null // Deployable helmet, if any. var/obj/item/weapon/tank/tank = null // Deployable tank, if any. var/obj/item/device/suit_cooling_unit/cooler = null// Cooling unit, for FBPs. Cannot be installed alongside a tank. /obj/item/clothing/suit/space/void/examine(user) ..(user) var/list/part_list = new for(var/obj/item/I in list(helmet,boots,tank,cooler)) part_list += "\a [I]" user << "\The [src] has [english_list(part_list)] installed." if(tank && in_range(src,user)) user << "The wrist-mounted pressure gauge reads [max(round(tank.air_contents.return_pressure()),0)] kPa remaining in \the [tank]." /obj/item/clothing/suit/space/void/refit_for_species(var/target_species) ..() if(istype(helmet)) helmet.refit_for_species(target_species) if(istype(boots)) boots.refit_for_species(target_species) /obj/item/clothing/suit/space/void/equipped(mob/M) ..() var/mob/living/carbon/human/H = M if(!istype(H)) return if(H.wear_suit != src) return if(boots) if (H.equip_to_slot_if_possible(boots, slot_shoes)) boots.canremove = 0 if(helmet) if(H.head) M << "You are unable to deploy your suit's helmet as \the [H.head] is in the way." else if (H.equip_to_slot_if_possible(helmet, slot_head)) M << "Your suit's helmet deploys with a hiss." helmet.canremove = 0 if(tank) if(H.s_store) //In case someone finds a way. M << "Alarmingly, the valve on your suit's installed tank fails to engage." else if (H.equip_to_slot_if_possible(tank, slot_s_store)) M << "The valve on your suit's installed tank safely engages." tank.canremove = 0 if(cooler) if(H.s_store) //Ditto M << "Alarmingly, the cooling unit installed into your suit fails to deploy." else if (H.equip_to_slot_if_possible(cooler, slot_s_store)) M << "Your suit's cooling unit deploys." cooler.canremove = 0 /obj/item/clothing/suit/space/void/dropped() ..() var/mob/living/carbon/human/H if(helmet) helmet.canremove = 1 H = helmet.loc if(istype(H)) if(helmet && H.head == helmet) H.drop_from_inventory(helmet) helmet.forceMove(src) if(boots) boots.canremove = 1 H = boots.loc if(istype(H)) if(boots && H.shoes == boots) H.drop_from_inventory(boots) boots.forceMove(src) if(tank) tank.canremove = 1 tank.forceMove(src) if(cooler) cooler.canremove = 1 cooler.forceMove(src) /obj/item/clothing/suit/space/void/verb/toggle_helmet() set name = "Toggle Helmet" set category = "Object" set src in usr if(!istype(src.loc,/mob/living)) return if(!helmet) usr << "There is no helmet installed." return var/mob/living/carbon/human/H = usr if(!istype(H)) return if(H.stat) return if(H.wear_suit != src) return if(H.head == helmet) H << "You retract your suit helmet." helmet.canremove = 1 H.drop_from_inventory(helmet) helmet.forceMove(src) else if(H.head) H << "You cannot deploy your helmet while wearing \the [H.head]." return if(H.equip_to_slot_if_possible(helmet, slot_head)) helmet.pickup(H) helmet.canremove = 0 H << "You deploy your suit helmet, sealing you off from the world." helmet.update_light(H) /obj/item/clothing/suit/space/void/verb/eject_tank() set name = "Eject Voidsuit Tank/Cooler" set category = "Object" set src in usr if(!istype(src.loc,/mob/living)) return if(!tank && !cooler) usr << "There is no tank or cooling unit inserted." return var/mob/living/carbon/human/H = usr if(!istype(H)) return if(H.stat) return if(H.wear_suit != src) return var/obj/item/removing = null if(tank) removing = tank tank = null else removing = cooler cooler = null H << "You press the emergency release, ejecting \the [removing] from your suit." removing.canremove = 1 H.drop_from_inventory(removing) /obj/item/clothing/suit/space/void/attackby(obj/item/W as obj, mob/user as mob) if(!istype(user,/mob/living)) return if(istype(W,/obj/item/clothing/accessory) || istype(W, /obj/item/weapon/hand_labeler)) return ..() if(user.get_inventory_slot(src) == slot_wear_suit) //TFF 18/4/19: Port Polaris QoL edit - allow attaching voidsuit parts WHILE holding it! user << "You cannot modify \the [src] while it is being worn." return if(istype(W,/obj/item/weapon/screwdriver)) if(helmet || boots || tank) var/choice = input("What component would you like to remove?") as null|anything in list(helmet,boots,tank,cooler) if(!choice) return if(choice == tank) //No, a switch doesn't work here. Sorry. ~Techhead user << "You pop \the [tank] out of \the [src]'s storage compartment." tank.forceMove(get_turf(src)) playsound(src, W.usesound, 50, 1) src.tank = null else if(choice == cooler) user << "You pop \the [cooler] out of \the [src]'s storage compartment." cooler.forceMove(get_turf(src)) playsound(src, W.usesound, 50, 1) src.cooler = null else if(choice == helmet) user << "You detatch \the [helmet] from \the [src]'s helmet mount." helmet.forceMove(get_turf(src)) playsound(src, W.usesound, 50, 1) src.helmet = null else if(choice == boots) user << "You detatch \the [boots] from \the [src]'s boot mounts." boots.forceMove(get_turf(src)) playsound(src, W.usesound, 50, 1) src.boots = null else user << "\The [src] does not have anything installed." return else if(istype(W,/obj/item/clothing/head/helmet/space)) if(helmet) user << "\The [src] already has a helmet installed." else user << "You attach \the [W] to \the [src]'s helmet mount." user.drop_item() W.forceMove(src) src.helmet = W return else if(istype(W,/obj/item/clothing/shoes/magboots)) if(boots) user << "\The [src] already has magboots installed." else user << "You attach \the [W] to \the [src]'s boot mounts." user.drop_item() W.forceMove(src) boots = W return else if(istype(W,/obj/item/weapon/tank)) if(tank) user << "\The [src] already has an airtank installed." else if(cooler) user << "\The [src]'s suit cooling unit is in the way. Remove it first." else if(istype(W,/obj/item/weapon/tank/phoron)) user << "\The [W] cannot be inserted into \the [src]'s storage compartment." else user << "You insert \the [W] into \the [src]'s storage compartment." user.drop_item() W.forceMove(src) tank = W return else if(istype(W,/obj/item/device/suit_cooling_unit)) if(cooler) user << "\The [src] already has a suit cooling unit installed." else if(tank) user << "\The [src]'s airtank is in the way. Remove it first." else user << "You insert \the [W] into \the [src]'s storage compartment." user.drop_item() W.forceMove(src) cooler = W return ..()