Files
Paradise/code/game/objects/items/robot/cyborg_gripper.dm

371 lines
14 KiB
Plaintext

/* 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)
. += "<span class='notice'>[src] is empty.</span>"
return
. += "<span class='notice'>[src] is currently holding [gripped_item].</span>"
/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, "<span class='warning'>[src] is empty.</span>")
return FALSE
if(!silent)
to_chat(user, "<span class='warning'>You drop [gripped_item].</span>")
gripped_item.forceMove(get_turf(src))
gripped_item = null
return TRUE
/obj/item/gripper/attack_self(mob/user)
if(!gripped_item)
to_chat(user, "<span class='warning'>[src] is empty.</span>")
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, "<span class='notice'>You collect [I].</span>")
I.forceMove(src)
gripped_item = I
return
to_chat(user, "<span class='warning'>You hold your gripper over [target], but no matter how hard you try, you cannot make yourself grab it.</span>")
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(
"<span class='warning'>[user] removes the cell from [A]!</span>",
"<span class='warning'>You remove the cell from [A].</span>"
)
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(
"<span class='notice'>[user] removes the cell from [cell_charger].</span>",
"<span class='notice'>You remove the cell from [cell_charger].</span>"
)
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(
"<span class='notice'>[user] removes [L] from [light].</span>",
"<span class='notice'>You remove [L] from [light].</span>"
)
/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(
"<span class='notice'>[user] shakes [pickup_target] trying to wake [pickup_target.p_them()] up!</span>",
"<span class='notice'>You shake [pickup_target] trying to wake [pickup_target.p_them()] up!</span>"
)
return
if(user.a_intent == INTENT_HELP)
if(M == user)
user.visible_message(
"<span class='notice'>[user] gives [user.p_themselves()] a hug to make [user.p_themselves()] feel better.</span>",
"<span class='notice'>You give yourself a hug to make yourself feel better.</span>"
)
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(
"<span class='notice'>[user] playfully boops [M] on the head.</span>",
"<span class='notice'>You playfully boop [M] on the head.</span>"
)
user.do_attack_animation(M, ATTACK_EFFECT_BOOP)
playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
return
if(ishuman(M))
user.visible_message(
"<span class='notice'>[user] hugs [M] to make [M.p_them()] feel better.</span>",
"<span class='notice'>You hug [M] to make [M.p_them()] feel better.</span>"
)
else
user.visible_message(
"<span class='notice'>[user] pets [M]!</span>",
"<span class='notice'>You pet [M]!</span>"
)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
return
if(user.a_intent == INTENT_HARM && !emagged)
if(M == user)
user.visible_message(
"<span class='notice'>[user] gives [user.p_themselves()] a firm bear-hug to make [user.p_themselves()] feel better.</span>",
"<span class='notice'>You give yourself a firm bear-hug to make yourself feel better.</span>"
)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
return
if(!ishuman(M) || user.zone_selected == BODY_ZONE_HEAD)
user.visible_message(
"<span class='warning'>[user] bops [M] on the head!</span>",
"<span class='warning'>You bop [M] on the head!</span>"
)
user.do_attack_animation(M, ATTACK_EFFECT_PUNCH)
playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
else
user.visible_message(
"<span class='warning'>[user] hugs [M] in a firm bear-hug! [M] looks uncomfortable...</span>",
"<span class='warning'>You hug [M] firmly to make [M.p_them()] feel better! [M] looks uncomfortable...</span>"
)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
return
// Just in case.
if(!emagged)
return
if(M == user)
user.visible_message(
"<span class='danger'>[user] punches [user.p_themselves()] in the face!.</span>",
"<span class='userdanger'>You punch yourself in the face!</span>"
)
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(
"<span class='danger'>[user] punches [M] squarely in the face!</span>",
"<span class='danger'>You punch [M] in the face!</span>"
)
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(
"<span class='danger'>[user] crushes [M] in [user.p_their()] grip!</span>",
"<span class='danger'>You crush [M] in your grip!</span>"
)
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
)