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//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_ID_RIGHT_HAND = "syndicate", SLOT_ID_LEFT_HAND = "syndicate")
heat_protection_cover = HEAD
armor_type = /datum/armor/general/space/armored
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
min_pressure_protection = 0 * ONE_ATMOSPHERE
max_pressure_protection = 10 * ONE_ATMOSPHERE
encumbrance = ITEM_ENCUMBRANCE_VOIDSUIT_HELMET
weight = ITEM_WEIGHT_VOIDSUIT_HELMET
// inv_hide_flags = HIDEEARS|BLOCKHAIR
//Species-specific stuff.
sprite_sheets_refit = list(
SPECIES_UNATHI = 'icons/mob/clothing/species/unathi/helmet.dmi',
SPECIES_UNATHI_DIGI = 'icons/mob/clothing/species/unathidigi/head.dmi',
SPECIES_TAJ = 'icons/mob/clothing/species/tajaran/helmet.dmi',
SPECIES_SKRELL = 'icons/mob/clothing/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_UNATHI_DIGI = '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/teshari/hats.dmi',
SPECIES_VOX = 'icons/obj/clothing/species/vox/hats.dmi'
)
light_overlay = "helmet_light"
/obj/item/clothing/suit/space/void
name = "voidsuit"
icon_state = "void"
item_state_slots = list(SLOT_ID_RIGHT_HAND = "space_suit_syndicate", SLOT_ID_LEFT_HAND = "space_suit_syndicate")
desc = "A high-tech dark red space suit. Used for AI satellite maintenance."
encumbrance = ITEM_ENCUMBRANCE_VOIDSUIT
weight = ITEM_WEIGHT_VOIDSUIT
armor_type = /datum/armor/general/space/armored
heat_protection_cover = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
min_pressure_protection = 0 * ONE_ATMOSPHERE
max_pressure_protection = 10 * ONE_ATMOSPHERE
sprite_sheets_refit = list(
SPECIES_UNATHI = 'icons/mob/clothing/species/unathi/suits.dmi',
SPECIES_UNATHI_DIGI = 'icons/mob/clothing/species/unathidigi/suits.dmi',
SPECIES_TAJ = 'icons/mob/clothing/species/tajaran/suits.dmi',
SPECIES_SKRELL = 'icons/mob/clothing/species/skrell/suits.dmi'
//Teshari have a general sprite sheet defined in modules/clothing/clothing.dm
)
sprite_sheets_obj = list(
SPECIES_TAJ = 'icons/obj/clothing/species/tajaran/suits.dmi',
SPECIES_SKRELL = 'icons/obj/clothing/species/skrell/suits.dmi',
SPECIES_UNATHI = 'icons/obj/clothing/species/unathi/suits.dmi',
SPECIES_UNATHI_DIGI = 'icons/obj/clothing/species/unathi/suits.dmi',
SPECIES_TESHARI = 'icons/obj/clothing/species/teshari/suits.dmi',
SPECIES_NEVREAN = 'icons/obj/clothing/species/nevrean/suits.dmi',
SPECIES_AKULA = 'icons/obj/clothing/species/akula/suits.dmi',
SPECIES_SERGAL = 'icons/obj/clothing/species/sergal/suits.dmi',
SPECIES_ZORREN_FLAT = 'icons/obj/clothing/species/fennec/suits.dmi',
SPECIES_ZORREN_HIGH = 'icons/obj/clothing/species/fox/suits.dmi',
SPECIES_VULPKANIN = 'icons/obj/clothing/species/vulpkanin/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
/// nominal helmet type
var/helmet_type = /obj/item/clothing/head/helmet/space/void
/// do we contain helmet by default?
var/starts_with_helmet = FALSE
/// nominal magboots type
var/boots_type = /obj/item/clothing/shoes/magboots
/// do we contain boots by default?
var/starts_with_boots = FALSE
// todo: support for having both tank and cooler so anyone can use it
/// nominal tank type
var/tank_type = /obj/item/tank/oxygen/yellow
/// nominal suit cooler type
var/cooler_type = /obj/item/suit_cooling_unit
/// do we have a tank or cooler by default?
var/starts_with_life_support = FALSE
/// default to cooler instead of tank
var/starts_with_cooler_instead = FALSE
//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/tank/tank = null // Deployable tank, if any.
var/obj/item/suit_cooling_unit/cooler = null// Cooling unit, for FBPs. Cannot be installed alongside a tank.
item_action_name = "Toggle Helmet"
/**
* @params
* * mapload - mapload as usual
* * override_start_equipped - if TRUE / FALSE, we will start with all equipment populated
* * spawn_cooler_instead - spawn cooler instead of tank
*/
/obj/item/clothing/suit/space/void/Initialize(mapload, override_start_equipped, spawn_cooler_instead)
. = ..()
if(isnull(override_start_equipped)? starts_with_helmet : override_start_equipped)
helmet = new helmet_type
if(isnull(override_start_equipped)? starts_with_boots : override_start_equipped)
boots = new boots_type
if(isnull(override_start_equipped)? starts_with_life_support : override_start_equipped)
if(isnull(spawn_cooler_instead)? starts_with_cooler_instead : spawn_cooler_instead)
cooler = new cooler_type
else
tank = new tank_type
/obj/item/clothing/suit/space/void/worth_contents(flags)
. = ..()
if(boots)
. += boots
if(helmet)
. += helmet
if(tank)
. += tank
if(cooler)
. += cooler
/obj/item/clothing/suit/space/void/get_weight()
. = ..()
if(boots?.loc == src)
. += boots.get_weight()
if(helmet?.loc == src)
. += helmet.get_weight()
if(tank?.loc == src)
. += tank.get_weight()
if(cooler?.loc == src)
. += cooler.get_weight()
/obj/item/clothing/suit/space/void/examine(mob/user, dist)
. = ..()
var/list/part_list = new
for(var/obj/item/I in list(helmet,boots,tank,cooler))
part_list += "\a [I]"
. += "\The [src] has [english_list(part_list)] installed."
if(tank && in_range(src,user))
. += "<span class='notice'>The wrist-mounted pressure gauge reads [max(round(tank.air_contents.return_pressure()),0)] kPa remaining in \the [tank].</span>"
/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_ID_SHOES))
to_chat(M, "Your suit's magboots deploy with a click.")
ADD_TRAIT(boots, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
if(helmet)
if(H.head)
to_chat(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_ID_HEAD))
to_chat(M, "Your suit's helmet deploys with a hiss.")
ADD_TRAIT(helmet, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
if(tank)
if(H.s_store) //In case someone finds a way.
to_chat(M, "Alarmingly, the valve on your suit's installed tank fails to engage.")
else if (H.equip_to_slot_if_possible(tank, SLOT_ID_SUIT_STORAGE))
to_chat(M, "The valve on your suit's installed tank safely engages.")
ADD_TRAIT(tank, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
if(cooler)
if(H.s_store) //Ditto
to_chat(M, "Alarmingly, the cooling unit installed into your suit fails to deploy.")
else if (H.equip_to_slot_if_possible(cooler, SLOT_ID_SUIT_STORAGE))
to_chat(M, "Your suit's cooling unit deploys.")
ADD_TRAIT(cooler, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
/obj/item/clothing/suit/space/void/unequipped(mob/user, slot, flags)
. = ..()
if(helmet)
REMOVE_TRAIT(helmet, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
if(helmet.loc != src)
helmet.forceMove(src)
if(boots)
REMOVE_TRAIT(boots, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
if(boots.loc != src)
boots.forceMove(src)
if(tank)
REMOVE_TRAIT(tank, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
if(tank.loc != src)
tank.forceMove(src)
if(cooler)
REMOVE_TRAIT(cooler, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
if(cooler.loc != src)
cooler.forceMove(src)
/obj/item/clothing/suit/space/void/verb/toggle_helmet()
set name = "Toggle Helmet"
set category = VERB_CATEGORY_OBJECT
set src in usr
if(!istype(src.loc,/mob/living)) return
if(!helmet)
to_chat(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)
to_chat(H, "<span class='notice'>You retract your suit helmet.</span>")
playsound(src, 'sound/items/helmetdeploy.ogg', 40, 1)
helmet.forceMove(src)
REMOVE_TRAIT(helmet, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
else
if(H.head)
to_chat(H, "<span class='danger'>You cannot deploy your helmet while wearing \the [H.head].</span>")
return
if(H.equip_to_slot_if_possible(helmet, SLOT_ID_HEAD))
ADD_TRAIT(helmet, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
to_chat(H, "<span class='info'>You deploy your suit helmet, sealing you off from the world.</span>")
playsound(src, 'sound/items/helmetdeploy.ogg', 40, 1)
helmet.update_light(H)
/obj/item/clothing/suit/space/void/verb/toggle_magboots()
set name = "Toggle Magboots"
set category = VERB_CATEGORY_OBJECT
set src in usr
if(!istype(src.loc,/mob/living))
return
if(!boots)
to_chat(usr, "There are no magboots 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.shoes == boots)
to_chat(H, "<span class='notice'>You retract your magboots.</span>")
REMOVE_TRAIT(boots, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
boots.forceMove(src)
else
if(H.equip_to_slot_if_possible(boots, SLOT_ID_SHOES))
ADD_TRAIT(boots, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
to_chat(H, "<span class='info'>You deploy your magboots.</span>")
// below is code for the action button method. im dumb. but it works? if you figure out a way to make it better tell me // hey peesh i made it better -hatter
/obj/item/clothing/suit/space/void/attack_self(mob/user, datum/event_args/actor/actor)
. = ..()
if(.)
return
toggle_helmet()
/obj/item/clothing/suit/space/void/verb/eject_tank()
set name = "Eject Voidsuit Tank/Cooler"
set category = VERB_CATEGORY_OBJECT
set src in usr
if(!istype(src.loc,/mob/living))
return
if(!tank && !cooler)
to_chat(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
to_chat(H, "<span class='info'>You press the emergency release, ejecting \the [removing] from your suit.</span>")
REMOVE_TRAIT(removing, TRAIT_ITEM_NODROP, TOGGLE_CLOTHING_TRAIT)
removing.forceMove(drop_location())
/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/hand_labeler))
return ..()
if(is_being_worn())
to_chat(user, "<span class='warning'>You cannot modify \the [src] while it is being worn.</span>")
return
if(W.is_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
to_chat(user, "You pop \the [tank] out of \the [src]'s storage compartment.")
tank.forceMove(get_turf(src))
tank.clothing_flags &= ~CLOTHING_IGNORE_DELIMB
playsound(src, W.tool_sound, 50, 1)
src.tank = null
else if(choice == cooler)
to_chat(user, "You pop \the [cooler] out of \the [src]'s storage compartment.")
cooler.forceMove(get_turf(src))
cooler.clothing_flags &= ~CLOTHING_IGNORE_DELIMB
playsound(src, W.tool_sound, 50, 1)
src.cooler = null
else if(choice == helmet)
to_chat(user, "You detach \the [helmet] from \the [src]'s helmet mount.")
helmet.forceMove(get_turf(src))
helmet.clothing_flags &= ~CLOTHING_IGNORE_DELIMB
playsound(src, W.tool_sound, 50, 1)
src.helmet = null
else if(choice == boots)
to_chat(user, "You detach \the [boots] from \the [src]'s boot mounts.")
boots.forceMove(get_turf(src))
boots.clothing_flags &= ~CLOTHING_IGNORE_DELIMB
playsound(src, W.tool_sound, 50, 1)
src.boots = null
else
to_chat(user, "\The [src] does not have anything installed.")
return
else if(istype(W,/obj/item/clothing/head/helmet/space))
if(helmet)
to_chat(user, "\The [src] already has a helmet installed.")
else if(user.attempt_insert_item_for_installation(W, src))
to_chat(user, "You attach \the [W] to \the [src]'s helmet mount.")
helmet = W
helmet.clothing_flags |= CLOTHING_IGNORE_DELIMB
return
else if(istype(W,/obj/item/clothing/shoes/magboots))
if(boots)
to_chat(user, "\The [src] already has magboots installed.")
else if(user.attempt_insert_item_for_installation(W, src))
to_chat(user, "You attach \the [W] to \the [src]'s boot mounts.")
boots = W
boots.clothing_flags |= CLOTHING_IGNORE_DELIMB
return
else if(istype(W,/obj/item/tank))
if(tank)
to_chat(user, "\The [src] already has an airtank installed.")
else if(cooler)
to_chat(user, "\The [src]'s suit cooling unit is in the way. Remove it first.")
else if(istype(W,/obj/item/tank/phoron))
to_chat(user, "\The [W] cannot be inserted into \the [src]'s storage compartment.")
else if(user.attempt_insert_item_for_installation(W, src))
to_chat(user, "You insert \the [W] into \the [src]'s storage compartment.")
tank = W
tank.clothing_flags |= CLOTHING_IGNORE_DELIMB
return
else if(istype(W,/obj/item/suit_cooling_unit))
if(cooler)
to_chat(user, "\The [src] already has a suit cooling unit installed.")
else if(tank)
to_chat(user, "\The [src]'s airtank is in the way. Remove it first.")
else if(user.attempt_insert_item_for_installation(W, src))
to_chat(user, "You insert \the [W] into \the [src]'s storage compartment.")
cooler = W
cooler.clothing_flags |= CLOTHING_IGNORE_DELIMB
return
..()