mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-10 06:34:45 +01:00
8d82546d9d
* Grab_ghost now checks the ckey of the mind * Remove superfluous loops for getting ghosts. * Early return for MMI --------- Co-authored-by: adrermail@gmail.com <adrermail@gmail.com>
426 lines
13 KiB
Plaintext
426 lines
13 KiB
Plaintext
/obj/item/robot_parts
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name = "robot parts"
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icon = 'icons/obj/robot_parts.dmi'
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item_state = "buildpipe"
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icon_state = "blank"
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flags = CONDUCT
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slot_flags = SLOT_FLAG_BELT
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var/list/part = null
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var/sabotaged = FALSE //Emagging limbs can have repercussions when installed as prosthetics.
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var/model_info = "Unbranded"
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dir = SOUTH
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/obj/item/robot_parts/New(newloc, model)
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..(newloc)
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if(model_info && model)
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model_info = model
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var/datum/robolimb/R = GLOB.all_robolimbs[model]
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if(R)
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name = "[R.company] [initial(name)]"
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desc = "[R.desc]"
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if(icon_state in icon_states(R.icon))
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icon = R.icon
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else
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name = "robot [initial(name)]"
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AddComponent(/datum/component/surgery_initiator/limb, forced_surgery = /datum/surgery/attach_robotic_limb)
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/obj/item/robot_parts/attack_self(mob/user)
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var/choice = tgui_input_list(user, "Select the company appearance for this limb", "Limb Company Selection", GLOB.selectable_robolimbs)
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if(!choice)
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return
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if(loc != user)
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return
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model_info = choice
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to_chat(usr, "<span class='notice'>You change the company limb model to [choice].</span>")
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/obj/item/robot_parts/l_arm
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name = "left arm"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "l_arm"
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part = list("l_arm","l_hand")
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/obj/item/robot_parts/r_arm
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name = "right arm"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "r_arm"
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part = list("r_arm","r_hand")
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/obj/item/robot_parts/l_leg
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name = "left leg"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "l_leg"
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part = list("l_leg","l_foot")
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/obj/item/robot_parts/r_leg
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name = "right leg"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "r_leg"
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part = list("r_leg","r_foot")
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/obj/item/robot_parts/chest
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name = "torso"
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desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
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icon_state = "chest"
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part = list("groin","chest")
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var/wired = FALSE
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var/obj/item/stock_parts/cell/cell = null
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/obj/item/robot_parts/chest/Destroy()
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QDEL_NULL(cell)
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return ..()
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/obj/item/robot_parts/head
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name = "head"
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desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
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icon_state = "head"
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part = list("head")
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var/obj/item/flash/flash1 = null
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var/obj/item/flash/flash2 = null
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/obj/item/robot_parts/head/Destroy()
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QDEL_NULL(flash1)
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QDEL_NULL(flash2)
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return ..()
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/obj/item/robot_parts/robot_suit
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name = "endoskeleton"
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desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
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icon_state = "robo_suit"
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w_class = WEIGHT_CLASS_BULKY
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model_info = null
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var/obj/item/robot_parts/l_arm/l_arm = null
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var/obj/item/robot_parts/r_arm/r_arm = null
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var/obj/item/robot_parts/l_leg/l_leg = null
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var/obj/item/robot_parts/r_leg/r_leg = null
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var/obj/item/robot_parts/chest/chest = null
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var/obj/item/robot_parts/head/head = null
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var/created_name = ""
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var/mob/living/silicon/ai/forced_ai
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var/locomotion = 1
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var/lawsync = 1
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var/aisync = 1
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var/panel_locked = 1
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/obj/item/robot_parts/robot_suit/New()
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..()
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update_icon(UPDATE_OVERLAYS)
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/obj/item/robot_parts/robot_suit/Destroy()
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QDEL_NULL(l_arm)
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QDEL_NULL(r_arm)
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QDEL_NULL(l_leg)
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QDEL_NULL(r_leg)
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QDEL_NULL(chest)
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QDEL_NULL(head)
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forced_ai = null
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return ..()
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/obj/item/robot_parts/robot_suit/attack_self(mob/user)
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return
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/obj/item/robot_parts/robot_suit/update_overlays()
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. = ..()
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if(l_arm)
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. += "l_arm+o"
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if(r_arm)
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. += "r_arm+o"
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if(chest)
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. += "chest+o"
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if(l_leg)
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. += "l_leg+o"
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if(r_leg)
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. += "r_leg+o"
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if(head)
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. += "head+o"
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/obj/item/robot_parts/robot_suit/proc/check_completion()
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if(l_arm && r_arm)
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if(l_leg && r_leg)
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if(chest && head)
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SSblackbox.record_feedback("amount", "cyborg_frames_built", 1)
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return 1
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return 0
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/obj/item/robot_parts/robot_suit/attackby(obj/item/W, mob/user, params)
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..()
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if(istype(W, /obj/item/stack/sheet/metal) && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
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var/obj/item/stack/sheet/metal/M = W
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var/obj/item/ed209_assembly/B = new /obj/item/ed209_assembly
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B.forceMove(get_turf(src))
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to_chat(user, "You armed the robot frame")
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M.use(1)
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if(user.get_inactive_hand()==src)
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user.unEquip(src)
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user.put_in_inactive_hand(B)
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qdel(src)
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if(istype(W, /obj/item/robot_parts/l_leg))
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if(l_leg)
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return
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user.drop_item()
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W.forceMove(src)
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l_leg = W
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update_icon(UPDATE_OVERLAYS)
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if(istype(W, /obj/item/robot_parts/r_leg))
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if(r_leg)
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return
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user.drop_item()
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W.forceMove(src)
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r_leg = W
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update_icon(UPDATE_OVERLAYS)
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if(istype(W, /obj/item/robot_parts/l_arm))
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if(l_arm)
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return
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user.drop_item()
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W.forceMove(src)
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l_arm = W
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update_icon(UPDATE_OVERLAYS)
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if(istype(W, /obj/item/robot_parts/r_arm))
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if(r_arm)
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return
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user.drop_item()
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W.forceMove(src)
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r_arm = W
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update_icon(UPDATE_OVERLAYS)
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if(istype(W, /obj/item/robot_parts/chest))
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var/obj/item/robot_parts/chest/CH = W
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if(chest)
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return
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if(CH.wired && CH.cell)
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user.drop_item()
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W.forceMove(src)
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chest = W
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update_icon(UPDATE_OVERLAYS)
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else if(!CH.wired)
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to_chat(user, "<span class='notice'>You need to attach wires to it first!</span>")
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else
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to_chat(user, "<span class='notice'>You need to attach a cell to it first!</span>")
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if(istype(W, /obj/item/robot_parts/head))
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var/obj/item/robot_parts/head/HD = W
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if(head)
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return
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if(HD.flash2 && HD.flash1)
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user.drop_item()
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W.forceMove(src)
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head = W
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update_icon(UPDATE_OVERLAYS)
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else
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to_chat(user, "<span class='notice'>You need to attach a flash to it first!</span>")
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if(istype(W, /obj/item/multitool))
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if(check_completion())
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Interact(user)
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else
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to_chat(user, "<span class='warning'>The endoskeleton must be assembled before debugging can begin!</span>")
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if(istype(W, /obj/item/mmi))
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var/obj/item/mmi/M = W
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if(check_completion())
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if(!isturf(loc))
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to_chat(user, "<span class='warning'>You can't put [M] in, the frame has to be standing on the ground to be perfectly precise.</span>")
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return
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if(!M.brainmob)
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to_chat(user, "<span class='warning'>Sticking an empty [M] into the frame would sort of defeat the purpose.</span>")
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return
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if(jobban_isbanned(M.brainmob, "Cyborg") || jobban_isbanned(M.brainmob, "nonhumandept"))
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to_chat(user, "<span class='warning'>This [W] is not fit to serve as a cyborg!</span>")
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return
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if(!M.brainmob.key)
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var/mob/dead/observer/G = M.brainmob.get_ghost()
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if(G)
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if(M.next_possible_ghost_ping < world.time)
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G.notify_cloning("Somebody is trying to borg you! Re-enter your corpse if you want to be borged!", 'sound/voice/liveagain.ogg', src)
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M.next_possible_ghost_ping = world.time + 30 SECONDS // Avoid spam
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else
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to_chat(user, "<span class='notice'>[M] is completely unresponsive; there's no point.</span>")
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return
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to_chat(user, "<span class='warning'>[M] is currently inactive. Try again later.</span>")
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return
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if(M.brainmob.stat == DEAD)
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to_chat(user, "<span class='warning'>Sticking a dead [M] into the frame would sort of defeat the purpose.</span>")
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return
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if(M.brainmob.mind?.has_antag_datum(/datum/antagonist/rev/head))
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to_chat(user, "<span class='warning'>The frame's firmware lets out a shrill sound, and flashes 'Abnormal Memory Engram'. It refuses to accept [M].</span>")
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return
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var/datum/ai_laws/laws_to_give
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if(!aisync)
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lawsync = FALSE
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var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc), unfinished = 1, connect_to_AI = aisync, ai_to_sync_to = forced_ai)
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if(!O)
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return
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user.drop_item()
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var/datum/job_objective/make_cyborg/task = user.mind.find_job_task(/datum/job_objective/make_cyborg)
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if(istype(task))
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task.completed = TRUE
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O.invisibility = 0
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//Transfer debug settings to new mob
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O.custom_name = created_name
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O.rename_character(O.real_name, O.get_default_name())
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O.locked = panel_locked
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if(laws_to_give)
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O.laws = laws_to_give
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else if(!lawsync)
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O.lawupdate = FALSE
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O.make_laws()
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M.brainmob.mind.transfer_to(O)
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if(O.mind && O.mind.special_role && !M.syndiemmi)
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O.mind.store_memory("As a cyborg, you must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.")
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to_chat(O, "<span class='userdanger'>You have been robotized!</span>")
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to_chat(O, "<span class='danger'>You must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.</span>")
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O.job = "Cyborg"
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var/datum/robot_component/cell_component = O.components["power cell"]
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cell_component.install(chest.cell)
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chest.cell = null
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M.forceMove(O) //Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
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O.mmi = W
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if(O.mmi.syndiemmi)
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O.syndiemmi_override()
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to_chat(O, "<span class='warning'>ALERT: Foreign hardware detected.</span>")
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to_chat(O, "<span class='warning'>ERRORERRORERROR</span>")
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to_chat(O, "<span class='boldwarning'>Obey these laws:</span>")
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O.laws.show_laws(O)
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O.Namepick()
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SSblackbox.record_feedback("amount", "cyborg_birth", 1)
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forceMove(O)
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O.robot_suit = src
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if(!locomotion)
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O.SetLockdown(TRUE)
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to_chat(O, "<span class='danger'>Error: Servo motors unresponsive. Lockdown enabled.</span>")
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else
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to_chat(user, "<span class='warning'>The MMI must go in after everything else!</span>")
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if(is_pen(W))
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to_chat(user, "<span class='warning'>You need to use a multitool to name [src]!</span>")
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return
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/obj/item/robot_parts/robot_suit/proc/Interact(mob/user)
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var/t1 = "Designation: <A href='byond://?src=[UID()];Name=1'>[(created_name ? "[created_name]" : "Default Cyborg")]</a><br>\n"
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t1 += "Master AI: <A href='byond://?src=[UID()];Master=1'>[(forced_ai ? "[forced_ai.name]" : "Automatic")]</a><br><br>\n"
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t1 += "LawSync Port: <A href='byond://?src=[UID()];Law=1'>[(lawsync ? "Open" : "Closed")]</a><br>\n"
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t1 += "AI Connection Port: <A href='byond://?src=[UID()];AI=1'>[(aisync ? "Open" : "Closed")]</a><br>\n"
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t1 += "Servo Motor Functions: <A href='byond://?src=[UID()];Loco=1'>[(locomotion ? "Unlocked" : "Locked")]</a><br>\n"
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t1 += "Panel Lock: <A href='byond://?src=[UID()];Panel=1'>[(panel_locked ? "Engaged" : "Disengaged")]</a><br>\n"
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var/datum/browser/popup = new(user, "robotdebug", "Cyborg Boot Debug", 310, 220)
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popup.set_content(t1)
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popup.open()
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/obj/item/robot_parts/robot_suit/Topic(href, href_list)
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var/mob/living/living_user = usr
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if(HAS_TRAIT(living_user, TRAIT_HANDS_BLOCKED) || living_user.stat || !Adjacent(living_user))
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return
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var/obj/item/item_in_hand = living_user.get_active_hand()
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if(!istype(item_in_hand, /obj/item/multitool))
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to_chat(living_user, "<span class='warning'>You need a multitool!</span>")
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return
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if(href_list["Name"])
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var/new_name = reject_bad_name(input(usr, "Enter new designation. Set to blank to reset to default.", "Cyborg Debug", created_name),1)
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if(!in_range(src, usr) && loc != usr)
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return
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if(new_name)
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created_name = new_name
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else
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created_name = ""
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else if(href_list["Master"])
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forced_ai = select_active_ai(usr)
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if(!forced_ai)
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to_chat(usr, "<span class='error'>No active AIs detected.</span>")
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else if(href_list["Law"])
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lawsync = !lawsync
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else if(href_list["AI"])
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aisync = !aisync
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else if(href_list["Loco"])
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locomotion = !locomotion
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else if(href_list["Panel"])
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panel_locked = !panel_locked
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add_fingerprint(usr)
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Interact(usr)
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return
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/obj/item/robot_parts/chest/attackby(obj/item/W as obj, mob/user as mob, params)
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..()
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if(istype(W, /obj/item/stock_parts/cell))
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if(cell)
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to_chat(user, "<span class='notice'>You have already inserted a cell!</span>")
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return
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else
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user.drop_item()
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W.forceMove(src)
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cell = W
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to_chat(user, "<span class='notice'>You insert the cell!</span>")
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if(istype(W, /obj/item/stack/cable_coil))
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if(wired)
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to_chat(user, "<span class='notice'>You have already inserted wire!</span>")
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return
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else
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var/obj/item/stack/cable_coil/coil = W
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coil.use(1)
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wired = TRUE
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to_chat(user, "<span class='notice'>You insert the wire!</span>")
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return
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/obj/item/robot_parts/head/attackby(obj/item/W as obj, mob/user as mob, params)
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..()
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if(istype(W, /obj/item/flash))
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if(isrobot(user))
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to_chat(user, "<span class='warning'>How do you propose to do that?</span>")
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return
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else if(flash1 && flash2)
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to_chat(user, "<span class='notice'>You have already inserted the eyes!</span>")
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return
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else if(flash1)
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user.drop_item()
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W.forceMove(src)
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flash2 = W
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to_chat(user, "<span class='notice'>You insert the flash into the eye socket!</span>")
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else
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user.drop_item()
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W.forceMove(src)
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flash1 = W
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to_chat(user, "<span class='notice'>You insert the flash into the eye socket!</span>")
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else if(istype(W, /obj/item/stock_parts/manipulator))
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to_chat(user, "<span class='notice'>You install some manipulators and modify the head, creating a functional spider-bot!</span>")
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new /mob/living/simple_animal/spiderbot(get_turf(loc))
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user.drop_item()
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qdel(W)
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qdel(src)
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/obj/item/robot_parts/emag_act(user)
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if(sabotaged)
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to_chat(user, "<span class='warning'>[src] is already sabotaged!</span>")
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else
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to_chat(user, "<span class='warning'>You slide the emag into the dataport on [src] and short out the safeties.</span>")
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sabotaged = TRUE
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return TRUE
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