/obj/item/robot_parts name = "robot parts" icon = 'icons/obj/robot_parts.dmi' item_state = "buildpipe" icon_state = "blank" flags = CONDUCT slot_flags = SLOT_BELT var/construction_time = 100 var/list/construction_cost = list("metal"=20000,"glass"=5000) var/list/part = null var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics. var/model_info dir = SOUTH /obj/item/robot_parts/New(var/newloc, var/model) ..(newloc) if(model_info && model) model_info = model var/datum/robolimb/R = all_robolimbs[model] if(R) name = "[R.company] [initial(name)]" desc = "[R.desc]" if(icon_state in icon_states(R.icon)) icon = R.icon else name = "robot [initial(name)]" /obj/item/robot_parts/l_arm name = "left arm" desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "l_arm" construction_time = 200 construction_cost = list("metal"=10000) part = list("l_arm","l_hand") model_info = 1 /obj/item/robot_parts/r_arm name = "right arm" desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "r_arm" construction_time = 200 construction_cost = list("metal"=10000) part = list("r_arm","r_hand") model_info = 1 /obj/item/robot_parts/l_leg name = "left leg" desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "l_leg" construction_time = 200 construction_cost = list("metal"=10000) part = list("l_leg","l_foot") model_info = 1 /obj/item/robot_parts/r_leg name = "right leg" desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "r_leg" construction_time = 200 construction_cost = list("metal"=10000) part = list("r_leg","r_foot") model_info = 1 /obj/item/robot_parts/chest name = "torso" desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell." icon_state = "chest" construction_time = 350 construction_cost = list("metal"=40000) var/wires = 0.0 var/obj/item/weapon/stock_parts/cell/cell = null /obj/item/robot_parts/head name = "head" desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals." icon_state = "head" construction_time = 350 construction_cost = list("metal"=5000) var/obj/item/device/flash/flash1 = null var/obj/item/device/flash/flash2 = null /obj/item/robot_parts/robot_suit name = "endoskeleton" desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors." icon_state = "robo_suit" construction_time = 500 construction_cost = list("metal"=15000) var/obj/item/robot_parts/l_arm/l_arm = null var/obj/item/robot_parts/r_arm/r_arm = null var/obj/item/robot_parts/l_leg/l_leg = null var/obj/item/robot_parts/r_leg/r_leg = null var/obj/item/robot_parts/chest/chest = null var/obj/item/robot_parts/head/head = null var/created_name = "" /obj/item/robot_parts/robot_suit/New() ..() src.updateicon() /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" /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) 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) ..() if(istype(W, /obj/item/stack/sheet/metal) && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head) var/obj/item/weapon/ed209_assembly/B = new /obj/item/weapon/ed209_assembly B.loc = get_turf(src) user << "You armed the robot frame" W: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 user.drop_item() W.loc = src src.l_leg = W src.updateicon() if(istype(W, /obj/item/robot_parts/r_leg)) if(src.r_leg) return user.drop_item() W.loc = src src.r_leg = W src.updateicon() if(istype(W, /obj/item/robot_parts/l_arm)) if(src.l_arm) return user.drop_item() W.loc = src src.l_arm = W src.updateicon() if(istype(W, /obj/item/robot_parts/r_arm)) if(src.r_arm) return user.drop_item() W.loc = src src.r_arm = W src.updateicon() if(istype(W, /obj/item/robot_parts/chest)) if(src.chest) return if(W:wires && W:cell) user.drop_item() W.loc = src src.chest = W src.updateicon() else if(!W:wires) user << "\blue You need to attach wires to it first!" else user << "\blue You need to attach a cell to it first!" if(istype(W, /obj/item/robot_parts/head)) if(src.head) return if(W:flash2 && W:flash1) user.drop_item() W.loc = src src.head = W src.updateicon() else user << "\blue You need to attach a flash to it first!" if(istype(W, /obj/item/device/mmi)) var/obj/item/device/mmi/M = W if(check_completion()) if(!istype(loc,/turf)) user << "\red You can't put \the [W] in, the frame has to be standing on the ground to be perfectly precise." return if(!M.brainmob) user << "\red Sticking an empty [W] into the frame would sort of defeat the purpose." return if(!M.brainmob.key) var/ghost_can_reenter = 0 if(M.brainmob.mind) for(var/mob/dead/observer/G in player_list) if(G.can_reenter_corpse && G.mind == M.brainmob.mind) ghost_can_reenter = 1 break for(var/mob/living/simple_animal/S in player_list) if(S in respawnable_list) ghost_can_reenter = 1 break if(!ghost_can_reenter) user << "\The [W] is completely unresponsive; there's no point." return if(M.brainmob.stat == DEAD) user << "\red Sticking a dead [W] into the frame would sort of defeat the purpose." return if(M.brainmob.mind in ticker.mode.head_revolutionaries) user << "\red The frame's firmware lets out a shrill sound, and flashes 'Abnormal Memory Engram'. It refuses to accept the [W]." return if(jobban_isbanned(M.brainmob, "Cyborg") || jobban_isbanned(M.brainmob,"nonhumandept")) user << "\red This [W] does not seem to fit." return var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc), unfinished = 1) if(!O) return user.drop_item() var/datum/job_objective/make_cyborg/task = user.mind.findJobTask(/datum/job_objective/make_cyborg) if(istype(task)) task.unit_completed() O.mmi = W O.invisibility = 0 O.custom_name = created_name O.updatename("Default") if(O.connected_ai) O.notify_ai(1) M.brainmob.mind.transfer_to(O) if(O.mind && O.mind.special_role) O.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite") O.job = "Cyborg" O.cell = chest.cell O.cell.loc = O W.loc = 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"] cell_component.wrapped = O.cell cell_component.installed = 1 feedback_inc("cyborg_birth",1) callHook("borgify", list(O)) O.Namepick() qdel(src) else user << "\blue The MMI must go in after everything else!" if (istype(W, /obj/item/weapon/pen)) var/t = stripped_input(user, "Enter new robot name", src.name, src.created_name, MAX_NAME_LEN) if (!t) return if (!in_range(src, usr) && src.loc != usr) return src.created_name = t return /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) user << "\blue You have already inserted a cell!" return else user.drop_item() W.loc = src src.cell = W user << "\blue You insert the cell!" if(istype(W, /obj/item/stack/cable_coil)) if(src.wires) user << "\blue You have already inserted wire!" return else var/obj/item/stack/cable_coil/coil = W coil.use(1) src.wires = 1.0 user << "\blue You insert the wire!" return /obj/item/robot_parts/head/attackby(obj/item/W as obj, mob/user as mob, params) ..() if(istype(W, /obj/item/device/flash)) if(istype(user,/mob/living/silicon/robot)) user << "\red How do you propose to do that?" return else if(src.flash1 && src.flash2) user << "\blue You have already inserted the eyes!" return else if(src.flash1) user.drop_item() W.loc = src src.flash2 = W user << "\blue You insert the flash into the eye socket!" else user.drop_item() W.loc = src src.flash1 = W user << "\blue You insert the flash into the eye socket!" else if(istype(W, /obj/item/weapon/stock_parts/manipulator)) user << "\blue You install some manipulators and modify the head, creating a functional spider-bot!" new /mob/living/simple_animal/spiderbot(get_turf(loc)) 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) user << "\red [src] is already sabotaged!" else user << "\red You slide [W] into the dataport on [src] and short out the safeties." sabotaged = 1 return ..()