Hydro and Bees GC fixes (#7221)

* Hydro and Bees GC fixes

* more shit
This commit is contained in:
Fox McCloud
2017-05-06 15:01:36 -07:00
committed by Crazy Lemon
parent 9509cf7311
commit 12c4b2933c
10 changed files with 201 additions and 139 deletions
+4
View File
@@ -17,6 +17,10 @@
// No visible message
light(show_message = 0)
/obj/item/candle/Destroy()
processing_objects.Remove(src)
return ..()
/obj/item/candle/update_icon()
var/i
if(wax>150)
+108 -84
View File
@@ -10,8 +10,7 @@
var/model_info
dir = SOUTH
/obj/item/robot_parts/New(var/newloc, var/model)
/obj/item/robot_parts/New(newloc, model)
..(newloc)
if(model_info && model)
model_info = model
@@ -57,9 +56,13 @@
desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
icon_state = "chest"
part = list("groin","chest")
var/wires = 0.0
var/wired = FALSE
var/obj/item/weapon/stock_parts/cell/cell = null
/obj/item/robot_parts/chest/Destroy()
QDEL_NULL(cell)
return ..()
/obj/item/robot_parts/head
name = "head"
desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
@@ -68,6 +71,11 @@
var/obj/item/device/flash/flash1 = null
var/obj/item/device/flash/flash2 = null
/obj/item/robot_parts/head/Destroy()
QDEL_NULL(flash1)
QDEL_NULL(flash2)
return ..()
/obj/item/robot_parts/robot_suit
name = "endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
@@ -88,89 +96,108 @@
/obj/item/robot_parts/robot_suit/New()
..()
src.updateicon()
updateicon()
/obj/item/robot_parts/robot_suit/Destroy()
QDEL_NULL(l_arm)
QDEL_NULL(r_arm)
QDEL_NULL(l_leg)
QDEL_NULL(r_leg)
QDEL_NULL(chest)
QDEL_NULL(head)
forced_ai = null
return ..()
/obj/item/robot_parts/robot_suit/proc/updateicon()
src.overlays.Cut()
if(src.l_arm)
src.overlays += "l_arm+o"
if(src.r_arm)
src.overlays += "r_arm+o"
if(src.chest)
src.overlays += "chest+o"
if(src.l_leg)
src.overlays += "l_leg+o"
if(src.r_leg)
src.overlays += "r_leg+o"
if(src.head)
src.overlays += "head+o"
overlays.Cut()
if(l_arm)
overlays += "l_arm+o"
if(r_arm)
overlays += "r_arm+o"
if(chest)
overlays += "chest+o"
if(l_leg)
overlays += "l_leg+o"
if(r_leg)
overlays += "r_leg+o"
if(head)
overlays += "head+o"
/obj/item/robot_parts/robot_suit/proc/check_completion()
if(src.l_arm && src.r_arm)
if(src.l_leg && src.r_leg)
if(src.chest && src.head)
if(l_arm && r_arm)
if(l_leg && r_leg)
if(chest && head)
feedback_inc("cyborg_frames_built",1)
return 1
return 0
/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob, params)
/obj/item/robot_parts/robot_suit/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/stack/sheet/metal) && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
var/obj/item/stack/sheet/metal/M = W
var/obj/item/weapon/ed209_assembly/B = new /obj/item/weapon/ed209_assembly
B.loc = get_turf(src)
B.forceMove(get_turf(src))
to_chat(user, "You armed the robot frame")
W:use(1)
M.use(1)
if(user.get_inactive_hand()==src)
user.unEquip(src)
user.put_in_inactive_hand(B)
qdel(src)
if(istype(W, /obj/item/robot_parts/l_leg))
if(src.l_leg) return
if(l_leg)
return
user.drop_item()
W.loc = src
src.l_leg = W
src.updateicon()
W.forceMove(src)
l_leg = W
updateicon()
if(istype(W, /obj/item/robot_parts/r_leg))
if(src.r_leg) return
if(r_leg)
return
user.drop_item()
W.loc = src
src.r_leg = W
src.updateicon()
W.forceMove(src)
r_leg = W
updateicon()
if(istype(W, /obj/item/robot_parts/l_arm))
if(src.l_arm) return
if(l_arm)
return
user.drop_item()
W.loc = src
src.l_arm = W
src.updateicon()
W.forceMove(src)
l_arm = W
updateicon()
if(istype(W, /obj/item/robot_parts/r_arm))
if(src.r_arm) return
if(r_arm)
return
user.drop_item()
W.loc = src
src.r_arm = W
src.updateicon()
W.forceMove(src)
r_arm = W
updateicon()
if(istype(W, /obj/item/robot_parts/chest))
if(src.chest) return
if(W:wires && W:cell)
var/obj/item/robot_parts/chest/CH = W
if(chest)
return
if(CH.wired && CH.cell)
user.drop_item()
W.loc = src
src.chest = W
src.updateicon()
else if(!W:wires)
W.forceMove(src)
chest = W
updateicon()
else if(!CH.wired)
to_chat(user, "<span class='notice'>You need to attach wires to it first!</span>")
else
to_chat(user, "<span class='notice'>You need to attach a cell to it first!</span>")
if(istype(W, /obj/item/robot_parts/head))
if(src.head) return
if(W:flash2 && W:flash1)
var/obj/item/robot_parts/head/HD = W
if(head)
return
if(HD.flash2 && HD.flash1)
user.drop_item()
W.loc = src
src.head = W
src.updateicon()
W.forceMove(src)
head = W
updateicon()
else
to_chat(user, "<span class='notice'>You need to attach a flash to it first!</span>")
@@ -183,11 +210,11 @@
if(istype(W, /obj/item/device/mmi))
var/obj/item/device/mmi/M = W
if(check_completion())
if(!istype(loc,/turf))
to_chat(user, "<span class='warning'>You can't put \the [W] in, the frame has to be standing on the ground to be perfectly precise.</span>")
if(!isturf(loc))
to_chat(user, "<span class='warning'>You can't put [M] in, the frame has to be standing on the ground to be perfectly precise.</span>")
return
if(!M.brainmob)
to_chat(user, "<span class='warning'>Sticking an empty [W] into the frame would sort of defeat the purpose.</span>")
to_chat(user, "<span class='warning'>Sticking an empty [M] into the frame would sort of defeat the purpose.</span>")
return
if(!M.brainmob.key)
@@ -202,15 +229,15 @@
ghost_can_reenter = 1
break
if(!ghost_can_reenter)
to_chat(user, "<span class='notice'>\The [W] is completely unresponsive; there's no point.</span>")
to_chat(user, "<span class='notice'>[M] is completely unresponsive; there's no point.</span>")
return
if(M.brainmob.stat == DEAD)
to_chat(user, "<span class='warning'>Sticking a dead [W] into the frame would sort of defeat the purpose.</span>")
to_chat(user, "<span class='warning'>Sticking a dead [M] into the frame would sort of defeat the purpose.</span>")
return
if(M.brainmob.mind in ticker.mode.head_revolutionaries)
to_chat(user, "<span class='warning'>The frame's firmware lets out a shrill sound, and flashes 'Abnormal Memory Engram'. It refuses to accept the [W].</span>")
to_chat(user, "<span class='warning'>The frame's firmware lets out a shrill sound, and flashes 'Abnormal Memory Engram'. It refuses to accept the [M].</span>")
return
if(jobban_isbanned(M.brainmob, "Cyborg") || jobban_isbanned(M.brainmob,"nonhumandept"))
@@ -218,7 +245,8 @@
return
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc), unfinished = 1)
if(!O) return
if(!O)
return
user.drop_item()
@@ -257,9 +285,9 @@
O.job = "Cyborg"
O.cell = chest.cell
chest.cell.loc = O
chest.cell.forceMove(O)
chest.cell = null
W.loc = O//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
M.forceMove(O) //Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
// Since we "magically" installed a cell, we also have to update the correct component.
if(O.cell)
var/datum/robot_component/cell_component = O.components["power cell"]
@@ -271,7 +299,8 @@
feedback_inc("cyborg_birth",1)
callHook("borgify", list(O))
src.loc = O
forceMove(O)
O.robot_suit = src
if(!locomotion)
O.lockcharge = 1
@@ -308,8 +337,8 @@
return
if(href_list["Name"])
var/new_name = reject_bad_name(input(usr, "Enter new designation. Set to blank to reset to default.", "Cyborg Debug", src.created_name),1)
if(!in_range(src, usr) && src.loc != usr)
var/new_name = reject_bad_name(input(usr, "Enter new designation. Set to blank to reset to default.", "Cyborg Debug", created_name),1)
if(!in_range(src, usr) && loc != usr)
return
if(new_name)
created_name = new_name
@@ -337,22 +366,22 @@
/obj/item/robot_parts/chest/attackby(obj/item/W as obj, mob/user as mob, params)
..()
if(istype(W, /obj/item/weapon/stock_parts/cell))
if(src.cell)
if(cell)
to_chat(user, "<span class='notice'>You have already inserted a cell!</span>")
return
else
user.drop_item()
W.loc = src
src.cell = W
W.forceMove(src)
cell = W
to_chat(user, "<span class='notice'>You insert the cell!</span>")
if(istype(W, /obj/item/stack/cable_coil))
if(src.wires)
if(wired)
to_chat(user, "<span class='notice'>You have already inserted wire!</span>")
return
else
var/obj/item/stack/cable_coil/coil = W
coil.use(1)
src.wires = 1.0
wired = TRUE
to_chat(user, "<span class='notice'>You insert the wire!</span>")
return
@@ -362,18 +391,18 @@
if(istype(user,/mob/living/silicon/robot))
to_chat(user, "<span class='warning'>How do you propose to do that?</span>")
return
else if(src.flash1 && src.flash2)
else if(flash1 && flash2)
to_chat(user, "<span class='notice'>You have already inserted the eyes!</span>")
return
else if(src.flash1)
else if(flash1)
user.drop_item()
W.loc = src
src.flash2 = W
W.forceMove(src)
flash2 = W
to_chat(user, "<span class='notice'>You insert the flash into the eye socket!</span>")
else
user.drop_item()
W.loc = src
src.flash1 = W
W.forceMove(src)
flash1 = W
to_chat(user, "<span class='notice'>You insert the flash into the eye socket!</span>")
else if(istype(W, /obj/item/weapon/stock_parts/manipulator))
to_chat(user, "<span class='notice'>You install some manipulators and modify the head, creating a functional spider-bot!</span>")
@@ -381,15 +410,10 @@
user.drop_item()
qdel(W)
qdel(src)
return
return
/obj/item/robot_parts/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W,/obj/item/weapon/card/emag))
if(sabotaged)
to_chat(user, "<span class='warning'>[src] is already sabotaged!</span>")
else
to_chat(user, "<span class='warning'>You slide [W] into the dataport on [src] and short out the safeties.</span>")
sabotaged = 1
return
..()
/obj/item/robot_parts/emag_act(user)
if(sabotaged)
to_chat(user, "<span class='warning'>[src] is already sabotaged!</span>")
else
to_chat(user, "<span class='warning'>You slide the emag into the dataport on [src] and short out the safeties.</span>")
sabotaged = 1
@@ -18,6 +18,10 @@
var/sound_file = 'sound/misc/briefcase_bees.ogg'
var/next_sound = 0
/obj/item/weapon/bee_briefcase/Destroy()
blood_list.Cut()
return ..()
/obj/item/weapon/bee_briefcase/examine(mob/user)
..()
if(loc == user)
@@ -70,6 +74,6 @@
//Release up to 5 bees per use. Without using strange reagent, that means two uses. WITH strange reagent, you can get more if you don't release the last bee
for(var/bee = min(5, bees_left), bee > 0, bee--)
var/mob/living/simple_animal/hostile/poison/bees/syndi/B = new /mob/living/simple_animal/hostile/poison/bees/syndi(null)
B.master_and_friends = blood_list //Doesn't automatically add the person who opens the case, so the bees will attack the user unless they gave their blood
B.master_and_friends = blood_list.Copy() //Doesn't automatically add the person who opens the case, so the bees will attack the user unless they gave their blood
B.forceMove(get_turf(user)) //RELEASE THE BEES!
bees_left -= 5