GLOBAL_LIST_EMPTY(total_extraction_beacons)
/obj/item/extraction_pack
name = "fulton extraction pack"
desc = "A balloon that can be used to extract equipment or personnel to a Fulton Recovery Beacon. Anything not bolted down can be moved. Link the pack to a beacon by using the pack in hand."
icon = 'icons/obj/fulton.dmi'
icon_state = "extraction_pack"
w_class = WEIGHT_CLASS_NORMAL
var/obj/structure/extraction_point/beacon
var/list/beacon_networks = list("station")
var/uses_left = 3
var/can_use_indoors
var/safe_for_living_creatures = TRUE
var/max_force_fulton = MOVE_FORCE_STRONG
/obj/item/extraction_pack/examine(mob/user)
. = ..()
. += "It has [uses_left] use\s remaining."
/obj/item/extraction_pack/attack_self(mob/user)
var/list/possible_beacons = list()
for(var/B in GLOB.total_extraction_beacons)
var/obj/structure/extraction_point/EP = B
if(EP.beacon_network in beacon_networks)
possible_beacons += EP
if(!possible_beacons.len)
to_chat(user, "There are no extraction beacons in existence!")
return
else
var/A
A = tgui_input_list(user, "Select a beacon to connect to", "Balloon Extraction Pack", possible_beacons)
if(!A)
return
beacon = A
to_chat(user, "You link the extraction pack to the beacon system.")
/obj/item/extraction_pack/afterattack(atom/movable/A, mob/living/carbon/human/user, flag, params)
. = ..()
if(!beacon)
to_chat(user, "[src] is not linked to a beacon, and cannot be used!")
return
if(!can_use_indoors)
var/area/area = get_area(A)
if(!area.outdoors)
to_chat(user, "[src] can only be used on things that are outdoors!")
return
if(!flag)
return
if(!istype(A))
return
else
if(!safe_for_living_creatures && check_for_living_mobs(A))
to_chat(user, "[src] is not safe for use with living creatures, they wouldn't survive the trip back!")
return
if(!isturf(A.loc)) // no extracting stuff inside other stuff
return
if(A.anchored || (A.move_resist > max_force_fulton))
return
to_chat(user, "You start attaching the pack to [A]...")
if(do_after(user, 50, target = A))
to_chat(user, "You attach the pack to [A] and activate it.")
user.equip_to_slot_if_possible(src, SLOT_HUD_IN_BACKPACK, FALSE, TRUE)
uses_left--
if(uses_left <= 0)
user.drop_item(src)
forceMove(A)
var/mutable_appearance/balloon
var/mutable_appearance/balloon2
var/mutable_appearance/balloon3
if(isliving(A))
var/mob/living/M = A
M.Weaken(32 SECONDS) // Keep them from moving during the duration of the extraction
unbuckle_mob(M, force = TRUE) // Unbuckle them to prevent anchoring problems
else
A.anchored = TRUE
A.density = FALSE
var/obj/effect/extraction_holder/holder_obj = new(A.loc)
holder_obj.appearance = A.appearance
A.forceMove(holder_obj)
balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.add_overlay(balloon2)
sleep(4)
balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon2)
holder_obj.add_overlay(balloon)
playsound(holder_obj.loc, 'sound/items/fultext_deploy.ogg', 50, 1, -3)
animate(holder_obj, pixel_z = 10, time = 20)
sleep(20)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
playsound(holder_obj.loc, 'sound/items/fultext_launch.ogg', 50, 1, -3)
animate(holder_obj, pixel_z = 1000, time = 30)
if(ishuman(A))
var/mob/living/carbon/human/L = A
L.SetParalysis(0)
L.SetDrowsy(0)
L.SetSleeping(0)
sleep(30)
var/list/flooring_near_beacon = list()
for(var/turf/floor in orange(1, beacon))
if(floor.density)
continue
flooring_near_beacon += floor
if(!length(flooring_near_beacon))
to_chat(user, "Your fulton pack slowly brings you back down, it seems that the linked beacon has stopped functioning!")
flooring_near_beacon = get_turf(user)
holder_obj.forceMove(pick(flooring_near_beacon))
animate(holder_obj, pixel_z = 10, time = 50)
sleep(50)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon)
holder_obj.add_overlay(balloon3)
sleep(4)
holder_obj.cut_overlay(balloon3)
A.anchored = FALSE // An item has to be unanchored to be extracted in the first place.
A.density = initial(A.density)
animate(holder_obj, pixel_z = 0, time = 5)
sleep(5)
A.forceMove(holder_obj.loc)
qdel(holder_obj)
if(uses_left <= 0)
qdel(src)
/obj/item/fulton_core
name = "extraction beacon assembly kit"
desc = "When built, emits a signal which fulton recovery devices can lock onto. Activate in hand to unfold into a beacon."
icon = 'icons/obj/fulton.dmi'
icon_state = "folded_extraction"
/obj/item/fulton_core/attack_self(mob/user)
if(do_after(user, 15, target = user) && !QDELETED(src))
new /obj/structure/extraction_point(get_turf(user))
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
qdel(src)
/obj/structure/extraction_point
name = "fulton recovery beacon"
desc = "A beacon for the fulton recovery system. Activate a pack in your hand to link it to a beacon."
icon = 'icons/obj/fulton.dmi'
icon_state = "extraction_point"
anchored = TRUE
density = FALSE
var/beacon_network = "station"
/obj/structure/extraction_point/Initialize(mapload)
. = ..()
name += " ([rand(100,999)]) ([get_location_name(src)])"
GLOB.total_extraction_beacons += src
update_icon(UPDATE_OVERLAYS)
/obj/structure/extraction_point/Destroy()
GLOB.total_extraction_beacons -= src
return ..()
/obj/effect/extraction_holder
name = "extraction holder"
desc = "you shouldnt see this"
var/atom/movable/stored_obj
/obj/item/extraction_pack/proc/check_for_living_mobs(atom/A)
if(isliving(A))
var/mob/living/L = A
if(L.stat != DEAD)
return TRUE
for(var/thing in A.GetAllContents())
if(isliving(A))
var/mob/living/L = A
if(L.stat != DEAD)
return TRUE
return FALSE
/obj/structure/extraction_point/update_overlays()
. = ..()
underlays += emissive_appearance(icon, "[icon_state]_light", src, alpha = src.alpha)
/obj/effect/extraction_holder/singularity_act()
return
/obj/effect/extraction_holder/singularity_pull()
return