/* CONTENTS: * 0. Generic Gripper * 1. Gripper Types * 1.1 Universal Gripper * 1.2 Medical Gripper * 1.3 Service Gripper * 1.4 Mining Gripper * 1.5 Engineering Gripper */ // Generic gripper. This should never appear anywhere. /obj/item/gripper name = "generic gripper item" desc = "If you can see this, make an issue report to Github. Something has gone wrong!" icon = 'icons/obj/device.dmi' icon_state = "gripper" actions_types = list(/datum/action/item_action/drop_gripped_item) flags = ABSTRACT /// Set to TRUE to removal of cells/lights from machine objects containing them. var/engineering_machine_interaction = FALSE /// Defines what items the gripper can carry. var/list/can_hold = list() /// Set to TRUE to allow ANY item to be held, bypassing can_hold checks. var/can_hold_all_items = FALSE /// Set to TRUE to allow the gripper to shake people awake and help them up. var/can_help_up = FALSE /// The item currently being held. var/obj/item/gripped_item /obj/item/gripper/examine(mob/user) . = ..() if(!gripped_item) . += "[src] is empty." return . += "[src] is currently holding [gripped_item]." /obj/item/gripper/examine_more(mob/user) . = ..() . += "Cyborg grippers are well-developed, and despite some anatomical differences that manifest in some models, they can be used just as effectively as a regular hand with enough practice." . += "" . += "Companies like Nanotrasen use software to limit the items that a cyborg can manipulate to a specific pre-defined list, \ as part of their multi-layered protections to try and eliminate the chance of a hypothetical synthetic uprising, not wishing to see a repeat of the IPC uprising in 2525." /obj/item/gripper/Initialize(mapload) . = ..() can_hold = typecacheof(can_hold) /obj/item/gripper/ui_action_click(mob/user) drop_gripped_item(user) /obj/item/gripper/proc/drop_gripped_item(mob/user, silent = FALSE) if(!gripped_item) to_chat(user, "[src] is empty.") return FALSE if(!silent) to_chat(user, "You drop [gripped_item].") gripped_item.forceMove(get_turf(src)) gripped_item = null return TRUE /obj/item/gripper/attack_self(mob/user) if(!gripped_item) to_chat(user, "[src] is empty.") return gripped_item.attack_self(user) // This is required to ensure that the forceMove checks on some objects don't rip the gripper out of the borg's inventory and toss it on the floor. That would hurt, a lot! /obj/item/gripper/forceMove(atom/destination) return /obj/item/gripper/afterattack(atom/target, mob/living/user, proximity, params) // Target is invalid or we are not adjacent. if(!target || !proximity) return // Does the gripper already have an item? if(gripped_item) // Pass the attack on to the target. This might delete/relocate gripped_item. If the attackby doesn't resolve or delete the target or gripped_item, afterattack. if(!target.attackby(gripped_item, user, params)) gripped_item?.afterattack(target, user, 1, params) // Check to see if there is still an item in the gripper (stackable items trigger this). if(!gripped_item && length(contents)) gripped_item = contents[1] return // If the gripper thinks it has something but it actually doesn't, we fix this. if(gripped_item && !length(contents)) gripped_item = null return return TRUE // Is the gripper interacting with an item? if(isitem(target)) var/obj/item/I = target // Make sure the item is something the gripper can hold if(can_hold_all_items || is_type_in_typecache(I, can_hold)) to_chat(user, "You collect [I].") I.forceMove(src) gripped_item = I return to_chat(user, "You hold your gripper over [target], but no matter how hard you try, you cannot make yourself grab it.") return // Attack code will handle this. if(ismob(target)) return // Everything past this point requires being able to engineer. if(!engineering_machine_interaction) return // Removing cells from APCs. if(istype(target, /obj/machinery/power/apc)) var/obj/machinery/power/apc/A = target if(A.opened && A.cell) gripped_item = A.cell A.cell.add_fingerprint(user) A.cell.update_icon() A.cell.forceMove(src) A.cell = null A.charging = APC_NOT_CHARGING A.update_icon() user.visible_message( "[user] removes the cell from [A]!", "You remove the cell from [A]." ) return // Removing cells from cell chargers. if(istype(target, /obj/machinery/cell_charger)) var/obj/machinery/cell_charger/cell_charger = target if(cell_charger.charging) gripped_item = cell_charger.charging cell_charger.charging.add_fingerprint(user) cell_charger.charging.forceMove(src) cell_charger.removecell() user.visible_message( "[user] removes the cell from [cell_charger].", "You remove the cell from [cell_charger]." ) return // Removing lights from fixtures. if(istype(target, /obj/machinery/light)) var/obj/machinery/light/light = target var/obj/item/light/L = light.drop_light_tube() L.forceMove(src) gripped_item = L user.visible_message( "[user] removes [L] from [light].", "You remove [L] from [light]." ) /obj/item/gripper/emag_act(mob/user) emagged = !emagged ..() return TRUE /obj/item/gripper/attack(mob/living/M, mob/living/silicon/robot/user, params) if(gripped_item) return // If a human target is horizonal, try to help them up. Unless you're trying to kill them. if(ishuman(M) && user.a_intent == INTENT_HELP && can_help_up) var/mob/living/carbon/human/pickup_target = M if(IS_HORIZONTAL(pickup_target)) // Same restorative effects as when a human tries to help someone up. pickup_target.AdjustSleeping(-10 SECONDS) pickup_target.AdjustParalysis(-6 SECONDS) pickup_target.AdjustStunned(-6 SECONDS) pickup_target.AdjustWeakened(-6 SECONDS) pickup_target.AdjustKnockDown(-6 SECONDS) pickup_target.adjustStaminaLoss(-10) pickup_target.resting = FALSE pickup_target.stand_up() playsound(user.loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1) user.visible_message( "[user] shakes [pickup_target] trying to wake [pickup_target.p_them()] up!", "You shake [pickup_target] trying to wake [pickup_target.p_them()] up!" ) return if(user.a_intent == INTENT_HELP) if(M == user) user.visible_message( "[user] gives [user.p_themselves()] a hug to make [user.p_themselves()] feel better.", "You give yourself a hug to make yourself feel better." ) playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1) return // Checks if holder_type exists to prevent picking up animals like mice, because we're about to use the hands that borgs secretly have. if(isanimal(M) && !M.holder_type) var/list/modifiers = params2list(params) // This enables borgs to get the floating heart icon and mob emote from simple_animals that have petbonus == TRUE. M.attack_hand(user, modifiers) if(user.zone_selected == BODY_ZONE_HEAD) user.visible_message( "[user] playfully boops [M] on the head.", "You playfully boop [M] on the head." ) user.do_attack_animation(M, ATTACK_EFFECT_BOOP) playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1) return if(ishuman(M)) user.visible_message( "[user] hugs [M] to make [M.p_them()] feel better.", "You hug [M] to make [M.p_them()] feel better." ) else user.visible_message( "[user] pets [M]!", "You pet [M]!" ) playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1) return if(user.a_intent == INTENT_HARM && !emagged) if(M == user) user.visible_message( "[user] gives [user.p_themselves()] a firm bear-hug to make [user.p_themselves()] feel better.", "You give yourself a firm bear-hug to make yourself feel better." ) playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1) return if(!ishuman(M) || user.zone_selected == BODY_ZONE_HEAD) user.visible_message( "[user] bops [M] on the head!", "You bop [M] on the head!" ) user.do_attack_animation(M, ATTACK_EFFECT_PUNCH) playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1) else user.visible_message( "[user] hugs [M] in a firm bear-hug! [M] looks uncomfortable...", "You hug [M] firmly to make [M.p_them()] feel better! [M] looks uncomfortable..." ) playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1) return // Just in case. if(!emagged) return if(M == user) user.visible_message( "[user] punches [user.p_themselves()] in the face!.", "You punch yourself in the face!" ) user.do_attack_animation(M, ATTACK_EFFECT_PUNCH) playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE, -1) user.adjustBruteLoss(15) return if(ishuman(M)) // Try to punch them in the face... Unless it fell off or something. if(user.zone_selected == BODY_ZONE_HEAD && M.get_organ("head")) user.visible_message( "[user] punches [M] squarely in the face!", "You punch [M] in the face!" ) var/obj/item/organ/external/head/their_face = M.get_organ("head") user.do_attack_animation(M, ATTACK_EFFECT_PUNCH) playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE, -1) their_face.receive_damage(15) M.UpdateDamageIcon() return user.visible_message( "[user] crushes [M] in [user.p_their()] grip!", "You crush [M] in your grip!" ) playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE, -1) M.adjustBruteLoss(15) // MARK: Gripper Types /* * Universal Gripper * Not supplied to any cyborg by default. * Can be varedited onto a borg for event stuff. * Functions almost like a real hand! */ /obj/item/gripper/universal name = "cyborg gripper" desc = "A grasping tool for cyborgs. This one is not restricted by any restraining software, allowing it to handle any object the user wishes." // It's UNIVERSAL so it has all functions enabled. engineering_machine_interaction = TRUE can_help_up = TRUE can_hold_all_items = TRUE /obj/item/gripper/universal/Initialize(mapload) . = ..() ADD_TRAIT(src,TRAIT_SURGICAL_OPEN_HAND, ROUNDSTART_TRAIT) // Medical Gripper // For medical borgs, for doing medical stuff! // Not giving this anything to hold yet, but stuff may be added in the future. Organs/implants are currently viewed as too strong to hold. /obj/item/gripper/medical name = "medical gripper" desc = "A grasping tool for cyborgs. This one is covered with hygenic medical-grade silicone rubber. \ Use it to help patients up once surgery is complete, or to substitute for hands in surgical operations." can_help_up = TRUE // REMOVE actions_types from here if you add a can_hold list for this gripper! actions_types = list() /obj/item/gripper/medical/Initialize(mapload) . = ..() ADD_TRAIT(src,TRAIT_SURGICAL_OPEN_HAND, ROUNDSTART_TRAIT) // Service Gripper // For service borgs. To make them slightly better at their job. /obj/item/gripper/service name = "service gripper" desc = "A grasping tool for cyborgs. This version is made from hygenic easy-clean material. Maybe some day you'll be able to grab food with it..." // For waking up drunkards. can_help_up = TRUE // Everything in this list is currently for either playing games or otherwise assisting the crew in mundane, non-impactful ways. can_hold = list( /obj/item/deck, /obj/item/cardhand, /obj/item/coin, /obj/item/paper, /obj/item/photo, /obj/item/toy/plushie, /obj/item/clothing/mask/cigarette ) // Mining Gripper // For mining borgs. Mostly for self-application of goliath armour. /obj/item/gripper/mining name = "mining gripper" desc = "A grasping tool for cyborgs. This ruggedized version will let you add goliath plating to yourself and activate survival capsules. You could also use it to swing a pickaxe if you don't feel like using your drill." can_hold = list( /obj/item/pickaxe, // Because the image of a mining borg ignoring its built-in drill and instead choosing to swing an old-fashioned pickaxe is funny. /obj/item/stack/sheet/animalhide/goliath_hide, /obj/item/survivalcapsule ) // Engineering Gripper // For engineering and sabotage borgs, and drones. /obj/item/gripper/engineering name = "engineering gripper" desc = "A grasping tool for cyborgs. This version can hold a wide variety of constructon components for use in engineering work." engineering_machine_interaction = TRUE can_hold = list( /obj/item/firealarm_electronics, /obj/item/airalarm_electronics, /obj/item/airlock_electronics, /obj/item/firelock_electronics, /obj/item/intercom_electronics, /obj/item/apc_electronics, /obj/item/tracker_electronics, /obj/item/stock_parts, /obj/item/vending_refill, /obj/item/mounted/frame, /obj/item/assembly/prox_sensor, /obj/item/assembly/igniter, /obj/item/rack_parts, /obj/item/camera_assembly, /obj/item/tank, /obj/item/circuitboard, /obj/item/stack/ore/bluespace_crystal, /obj/item/stack/tile/light, /obj/item/light )