/obj/machinery/mass_driver name = "mass driver" desc = "Shoots things into space." icon = 'icons/obj/objects.dmi' icon_state = "mass_driver" anchored = 1.0 use_power = 1 idle_power_usage = 2 active_power_usage = 50 var/power = 1.0 var/code = 1.0 var/id_tag = "default" settagwhitelist = list("id_tag") var/drive_range = 50 //this is mostly irrelevant since current mass drivers throw into space, but you could make a lower-range mass driver for interstation transport or something I guess. /obj/machinery/mass_driver/attackby(obj/item/weapon/W, mob/user as mob) if(istype(W, /obj/item/device/multitool)) update_multitool_menu(user) return 1 if(istype(W, /obj/item/weapon/screwdriver)) user << "You begin to unscrew the bolts off the [src]..." playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1) if(do_after(user, 30)) var/obj/machinery/mass_driver_frame/F = new(get_turf(src)) F.dir = src.dir F.anchored = 1 F.build = 4 F.update_icon() qdel(src) return 1 return ..() /obj/machinery/mass_driver/multitool_menu(var/mob/user, var/obj/item/device/multitool/P) return {" "} /obj/machinery/mass_driver/proc/drive(amount) if(stat & (BROKEN|NOPOWER)) return use_power(500*power) var/O_limit = 0 var/atom/target = get_edge_target_turf(src, dir) for(var/atom/movable/O in loc) if(!O.anchored||istype(O, /obj/mecha))//Mechs need their launch platforms. O_limit++ if(O_limit >= 20)//so no more than 20 items are sent at a time, probably for counter-lag purposes break use_power(500) spawn() var/coef = 1 if(emagged) coef = 5 O.throw_at(target, drive_range * power * coef, power * coef) flick("mass_driver1", src) return /obj/machinery/mass_driver/emp_act(severity) if(stat & (BROKEN|NOPOWER)) return drive() ..(severity) /obj/machinery/mass_driver/emag_act(mob/user) if(!emagged) emagged = 1 user << "You hack the Mass Driver, radically increasing the force at which it'll throw things. Better not stand in its way." return 1 return -1 ////////////////MASS BUMPER/////////////////// /obj/machinery/mass_driver/bumper name = "mass bumper" desc = "Now you're here, now you're over there." density = 1 /obj/machinery/mass_driver/bumper/Bumped(M as mob|obj) density = 0 step(M, get_dir(M,src)) spawn(1) density = 1 drive() return ////////////////MASS DRIVER FRAME/////////////////// /obj/machinery/mass_driver_frame name = "mass driver frame" icon = 'icons/obj/objects.dmi' icon_state = "mass_driver_b0" density = 0 anchored = 0 var/build = 0 /obj/machinery/mass_driver_frame/attackby(var/obj/item/W as obj, var/mob/user as mob) switch(build) if(0) // Loose frame if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(!WT.remove_fuel(0, user)) user << "The welding tool must be on to complete this task." return 1 playsound(get_turf(src), 'sound/items/Welder.ogg', 50, 1) user << "You begin to cut the frame apart..." if(do_after(user, 30) && (build == 0)) user << "You detach the plasteel sheets from each others." new /obj/item/stack/sheet/plasteel(get_turf(src),3) qdel(src) return 1 if(istype(W, /obj/item/weapon/wrench)) user << "You begin to anchor \the [src] on the floor." playsound(get_turf(src), 'sound/items/Ratchet.ogg', 50, 1) if(do_after(user, 10) && (build == 0)) user << "You anchor \the [src]!" anchored = 1 build++ update_icon() return 1 if(1) // Fixed to the floor if(istype(W, /obj/item/weapon/wrench)) user << "You begin to de-anchor \the [src] from the floor." playsound(get_turf(src), 'sound/items/Ratchet.ogg', 50, 1) if(do_after(user, 10) && (build == 1)) build-- update_icon() anchored = 0 user << "You de-anchored \the [src]!" return 1 if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(!WT.remove_fuel(0, user)) user << "The welding tool must be on to complete this task." return 1 playsound(get_turf(src), 'sound/items/Welder.ogg', 50, 1) user << "You begin to weld \the [src] to the floor..." if(do_after(user, 40) && (build == 1)) user << "You welded \the [src] to the floor." build++ update_icon() return 1 if(2) // Welded to the floor if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(!WT.remove_fuel(0, user)) user << "The welding tool must be on to complete this task." return 1 playsound(get_turf(src), 'sound/items/Welder.ogg', 50, 1) user << "You begin to unweld \the [src] to the floor..." if(do_after(user, 40) && (build == 2)) user << "You unwelded \the [src] to the floor." build-- update_icon() if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/C=W user << "You start adding cables to \the [src]..." playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1) if(do_after(user, 20) && (C.amount >= 3) && (build == 2)) C.use(3) user << "You've added cables to \the [src]." build++ update_icon() if(3) // Wired if(istype(W, /obj/item/weapon/wirecutters)) user << "You begin to remove the wiring from \the [src]." if(do_after(user, 10) && (build == 3)) new /obj/item/stack/cable_coil(loc,3) playsound(get_turf(src), 'sound/items/Wirecutter.ogg', 50, 1) user << "You've removed the cables from \the [src]." build-- update_icon() return 1 if(istype(W, /obj/item/stack/rods)) var/obj/item/stack/rods/R=W user << "You begin to complete \the [src]..." playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1) if(do_after(user, 20) && (R.amount >= 3) && (build == 3)) R.use(3) user << "You've added the grille to \the [src]." build++ update_icon() return 1 if(4) // Grille in place if(istype(W, /obj/item/weapon/crowbar)) user << "You begin to pry off the grille from \the [src]..." playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1) if(do_after(user, 30) && (build == 4)) new /obj/item/stack/rods(loc,2) build-- update_icon() return 1 if(istype(W, /obj/item/weapon/screwdriver)) user << "You finalize the Mass Driver..." playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1) var/obj/machinery/mass_driver/M = new(get_turf(src)) M.dir = src.dir qdel(src) return 1 ..() /obj/machinery/mass_driver_frame/update_icon() icon_state = "mass_driver_b[build]" /obj/machinery/mass_driver_frame/verb/rotate() set category = "Object" set name = "Rotate Frame" set src in view(1) if ( usr.stat || usr.restrained() || (usr.status_flags & FAKEDEATH)) return src.dir = turn(src.dir, -90) return