mirror of
https://github.com/ParadiseSS13/Paradise.git
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495afc5e60
* wrench a bunch of acts * atmospherics * some last few things * last iswrench changes for anything that isn't construction * Update code/game/machinery/pipe/pipe_construction.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * thank you dgamer * oopsie daisy * tests and addresses some introduced bugs * proper testing * proper ci * Update code/game/objects/structures/fluff.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/game/objects/structures/fluff.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * thank you burza 🙏 Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/modules/recycling/disposal-construction.dm Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> --------- Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
678 lines
21 KiB
Plaintext
678 lines
21 KiB
Plaintext
//Bot Construction
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//Cleanbot assembly
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/obj/item/bucket_sensor
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desc = "It's a bucket. With a sensor attached."
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name = "proxy bucket"
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icon = 'icons/obj/aibots.dmi'
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icon_state = "bucket_proxy"
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force = 3
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throwforce = 5
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throw_speed = 2
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throw_range = 5
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w_class = WEIGHT_CLASS_NORMAL
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var/created_name = "Cleanbot"
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var/robot_arm = /obj/item/robot_parts/l_arm
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/obj/item/bucket_sensor/attackby(obj/item/W, mob/user as mob, params)
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..()
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if(istype(W, /obj/item/robot_parts/l_arm) || istype(W, /obj/item/robot_parts/r_arm))
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if(!user.unEquip(W))
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return
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qdel(W)
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var/turf/T = get_turf(loc)
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var/mob/living/simple_animal/bot/cleanbot/A = new /mob/living/simple_animal/bot/cleanbot(T)
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A.name = created_name
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A.robot_arm = W.type
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to_chat(user, "<span class='notice'>You add the robot arm to the bucket and sensor assembly. Beep boop!</span>")
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user.unEquip(src, 1)
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qdel(src)
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else if(is_pen(W))
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var/t = rename_interactive(user, W, prompt = "Enter new robot name")
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if(length(t))
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created_name = t
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log_game("[key_name(user)] has renamed a robot to [t]")
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else
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to_chat(user, "The robot's name must have at least one character.")
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//Edbot Assembly
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/obj/item/ed209_assembly
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name = "\improper ED-209 assembly"
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desc = "Some sort of bizarre assembly."
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icon = 'icons/obj/aibots.dmi'
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icon_state = "ed209_frame"
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item_state = "ed209_frame"
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var/build_step = 0
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var/created_name = "\improper ED-209 Security Robot" //To preserve the name if it's a unique securitron I guess
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var/lasercolor = ""
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var/new_name = ""
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/obj/item/ed209_assembly/attackby(obj/item/W, mob/user, params)
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..()
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if(is_pen(W))
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var/t = rename_interactive(user, W, prompt = "Enter new robot name")
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if(length(t))
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created_name = t
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log_game("[key_name(user)] has renamed a robot to [t]")
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else
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to_chat(user, "The robot's name must have at least one character.")
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return
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switch(build_step)
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if(0,1)
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if(istype(W, /obj/item/robot_parts/l_leg) || istype(W, /obj/item/robot_parts/r_leg))
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if(!user.unEquip(W))
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return
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qdel(W)
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build_step++
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to_chat(user, "<span class='notice'>You add the robot leg to [src].</span>")
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update_appearance(UPDATE_NAME|UPDATE_ICON_STATE)
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if(2)
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var/newcolor = ""
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if(istype(W, /obj/item/clothing/suit/redtag))
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newcolor = "r"
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else if(istype(W, /obj/item/clothing/suit/bluetag))
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newcolor = "b"
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if(newcolor || istype(W, /obj/item/clothing/suit/armor/vest))
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if(!user.unEquip(W))
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return
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lasercolor = newcolor
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qdel(W)
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build_step++
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to_chat(user, "<span class='notice'>You add the armor to [src].</span>")
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update_appearance(UPDATE_NAME|UPDATE_ICON_STATE)
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if(3)
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if(W.tool_behaviour == TOOL_WELDER && W.use_tool(src, user, volume = W.tool_volume))
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build_step++
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update_appearance(UPDATE_NAME|UPDATE_ICON_STATE)
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to_chat(user, "<span class='notice'>You weld the vest to [src].</span>")
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if(4)
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switch(lasercolor)
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if("b")
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if(!istype(W, /obj/item/clothing/head/helmet/bluetaghelm))
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return
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if("r")
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if(!istype(W, /obj/item/clothing/head/helmet/redtaghelm))
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return
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if("")
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if(!istype(W, /obj/item/clothing/head/helmet))
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return
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if(!user.unEquip(W))
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return
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qdel(W)
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build_step++
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to_chat(user, "<span class='notice'>You add the helmet to [src].</span>")
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update_appearance(UPDATE_NAME|UPDATE_ICON_STATE)
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if(5)
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if(isprox(W))
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if(!user.unEquip(W))
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return
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qdel(W)
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build_step++
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to_chat(user, "<span class='notice'>You add the prox sensor to [src].</span>")
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update_appearance(UPDATE_NAME|UPDATE_ICON_STATE)
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if(6)
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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if(coil.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one length of cable to wire the ED-209!</span>")
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return
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to_chat(user, "<span class='notice'>You start to wire [src]...</span>")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(coil.get_amount() >= 1 && build_step == 6)
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coil.use(1)
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build_step = 7
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playsound(loc, W.usesound, 50, 1)
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to_chat(user, "<span class='notice'>You wire the ED-209 assembly.</span>")
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update_appearance(UPDATE_NAME)
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if(7)
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new_name = ""
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switch(lasercolor)
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if("b")
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if(!istype(W, /obj/item/gun/energy/laser/tag/blue))
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return
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new_name = "bluetag ED-209 assembly"
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if("r")
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if(!istype(W, /obj/item/gun/energy/laser/tag/red))
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return
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new_name = "redtag ED-209 assembly"
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if("")
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if(!istype(W, /obj/item/gun/energy/disabler))
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return
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new_name = "disabler ED-209 assembly"
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else
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return
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if(!user.unEquip(W))
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return
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build_step++
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to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
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update_appearance(UPDATE_NAME|UPDATE_ICON_STATE)
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qdel(W)
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if(8)
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return
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// Handled by screwdriver act, return here to prevent errors being thrown for no switch(build_step) = 8 (might not be needed?)
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if(9)
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if(istype(W, /obj/item/stock_parts/cell))
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if(!user.unEquip(W))
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return
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build_step++
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to_chat(user, "<span class='notice'>You complete the ED-209.</span>")
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var/turf/T = get_turf(src)
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new /mob/living/simple_animal/bot/ed209(T,created_name,lasercolor)
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qdel(W)
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user.unEquip(src, 1)
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qdel(src)
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/obj/item/ed209_assembly/screwdriver_act(mob/living/user, obj/item/I)
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if(build_step != 8)
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return
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I.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You start attaching the gun to the frame...</span>")
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if(do_after(user, 40 * I.toolspeed, target = src))
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build_step++
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update_appearance(UPDATE_NAME)
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to_chat(user, "<span class='notice'>You attach the gun to the frame.</span>")
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return TRUE
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/obj/item/ed209_assembly/update_name()
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. = ..()
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switch(build_step)
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if(1,2)
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name = "legs/frame assembly"
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if(3)
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name = "vest/legs/frame assembly"
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if(4)
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name = "shielded frame assembly"
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if(5)
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name = "covered and shielded frame assembly"
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if(6)
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name = "covered, shielded and sensored frame assembly"
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if(7)
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name = "wired ED-209 assembly"
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if(8)
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name = new_name
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if(9)
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name = "armed [name]"
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/obj/item/ed209_assembly/update_icon_state()
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switch(build_step)
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if(1)
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item_state = "ed209_leg"
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icon_state = "ed209_leg"
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if(2)
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item_state = "ed209_legs"
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icon_state = "ed209_legs"
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if(3,4)
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item_state = "[lasercolor]ed209_shell"
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icon_state = "[lasercolor]ed209_shell"
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if(5)
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item_state = "[lasercolor]ed209_hat"
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icon_state = "[lasercolor]ed209_hat"
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if(6,7)
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item_state = "[lasercolor]ed209_prox"
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icon_state = "[lasercolor]ed209_prox"
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if(8,9)
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item_state = "[lasercolor]ed209_taser"
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icon_state = "[lasercolor]ed209_taser"
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//Floorbot assemblies
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/obj/item/toolbox_tiles
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desc = "It's a toolbox with tiles sticking out the top"
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name = "tiles and toolbox"
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icon = 'icons/obj/aibots.dmi'
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icon_state = "toolbox_tiles"
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force = 3
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throwforce = 10
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throw_speed = 2
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throw_range = 5
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w_class = WEIGHT_CLASS_NORMAL
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var/created_name = "Floorbot"
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var/toolbox = /obj/item/storage/toolbox/mechanical
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var/toolbox_color = "" //Blank for blue, r for red, y for yellow, etc.
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/obj/item/toolbox_tiles/sensor
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desc = "It's a toolbox with tiles sticking out the top and a sensor attached"
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name = "tiles, toolbox and sensor arrangement"
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icon_state = "toolbox_tiles_sensor"
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/obj/item/storage/toolbox/attackby(obj/item/stack/tile/plasteel/T, mob/user, params)
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if(!istype(T, /obj/item/stack/tile/plasteel))
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..()
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return
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if(!istype(src, /obj/item/storage/toolbox))
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return
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if(length(contents) >= 1)
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to_chat(user, "<span class='warning'>They won't fit in, as there is already stuff inside.</span>")
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return
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if(T.use(10))
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if(user.s_active)
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user.s_active.close(user)
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var/obj/item/toolbox_tiles/B = new /obj/item/toolbox_tiles
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B.toolbox = type
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switch(B.toolbox)
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if(/obj/item/storage/toolbox/mechanical/old)
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B.toolbox_color = "ob"
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if(/obj/item/storage/toolbox/emergency)
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B.toolbox_color = "r"
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if(/obj/item/storage/toolbox/emergency/old)
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B.toolbox_color = "or"
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if(/obj/item/storage/toolbox/electrical)
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B.toolbox_color = "y"
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if(/obj/item/storage/toolbox/artistic)
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B.toolbox_color = "g"
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if(/obj/item/storage/toolbox/syndicate)
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B.toolbox_color = "s"
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if(/obj/item/storage/toolbox/fakesyndi)
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B.toolbox_color = "s"
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B.update_icon(UPDATE_ICON_STATE)
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user.put_in_hands(B)
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to_chat(user, "<span class='notice'>You add the tiles into the empty toolbox. They protrude from the top.</span>")
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user.unEquip(src, 1)
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need 10 floor tiles to start building a floorbot.</span>")
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return
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/obj/item/toolbox_tiles/update_icon_state()
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icon_state = "[toolbox_color]toolbox_tiles"
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/obj/item/toolbox_tiles/attackby(obj/item/W, mob/user, params)
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..()
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if(isprox(W))
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qdel(W)
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var/obj/item/toolbox_tiles/sensor/B = new /obj/item/toolbox_tiles/sensor()
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B.created_name = created_name
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B.toolbox_color = src.toolbox_color
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B.update_icon(UPDATE_ICON_STATE)
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user.put_in_hands(B)
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to_chat(user, "<span class='notice'>You add the sensor to the toolbox and tiles.</span>")
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user.unEquip(src, 1)
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qdel(src)
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else if(is_pen(W))
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var/t = rename_interactive(user, W, prompt = "Enter new robot name")
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if(length(t))
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created_name = t
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log_game("[key_name(user)] has renamed a robot to [t]")
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else
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to_chat(user, "The robot's name must have at least one character.")
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/obj/item/toolbox_tiles/sensor/update_icon_state()
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icon_state = "[toolbox_color]toolbox_tiles_sensor"
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/obj/item/toolbox_tiles/sensor/attackby(obj/item/W, mob/user, params)
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..()
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if(istype(W, /obj/item/robot_parts/l_arm) || istype(W, /obj/item/robot_parts/r_arm))
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qdel(W)
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var/mob/living/simple_animal/bot/floorbot/A = new(get_turf(src), toolbox_color)
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A.name = created_name
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A.robot_arm = W.type
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to_chat(user, "<span class='notice'>You add the robot arm to the odd looking toolbox assembly. Boop beep!</span>")
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user.unEquip(src, 1)
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qdel(src)
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//Medbot Assembly
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/obj/item/storage/firstaid/attackby(obj/item/I, mob/user, params)
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if(!istype(I, /obj/item/robot_parts/l_arm) && !istype(I, /obj/item/robot_parts/r_arm))
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return ..()
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else
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robot_arm = I.type
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//Making a medibot!
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if(length(contents))
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to_chat(user, "<span class='warning'>You need to empty [src] out first!</span>")
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return
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var/obj/item/firstaid_arm_assembly/A = new /obj/item/firstaid_arm_assembly(loc, med_bot_skin)
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A.req_one_access = req_one_access
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A.syndicate_aligned = syndicate_aligned
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A.treatment_oxy = treatment_oxy
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A.treatment_brute = treatment_brute
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A.treatment_fire = treatment_fire
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A.treatment_tox = treatment_tox
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A.treatment_virus = treatment_virus
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qdel(I)
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user.put_in_hands(A)
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to_chat(user, "<span class='notice'>You add the robot arm to the first aid kit.</span>")
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user.unEquip(src, 1)
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qdel(src)
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/obj/item/firstaid_arm_assembly
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name = "incomplete medibot assembly."
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desc = "A first aid kit with a robot arm permanently grafted to it."
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icon = 'icons/obj/aibots.dmi'
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icon_state = "firstaid_arm"
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w_class = WEIGHT_CLASS_NORMAL
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req_one_access = list(ACCESS_MEDICAL, ACCESS_ROBOTICS)
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var/build_step = 0
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var/created_name = "Medibot" //To preserve the name if it's a unique medbot I guess
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var/skin = null //Same as medbot, set to tox or ointment for the respective kits.
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var/syndicate_aligned = FALSE
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var/treatment_brute = "salglu_solution"
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var/treatment_oxy = "salbutamol"
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var/treatment_fire = "salglu_solution"
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var/treatment_tox = "charcoal"
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var/treatment_virus = "spaceacillin"
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var/robot_arm = /obj/item/robot_parts/l_arm
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/obj/item/firstaid_arm_assembly/New(loc, new_skin)
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..()
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if(new_skin)
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skin = new_skin
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update_icon(UPDATE_OVERLAYS)
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/obj/item/firstaid_arm_assembly/update_overlays()
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. = ..()
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if(skin)
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. += "kit_skin_[skin]"
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if(build_step > 0)
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. += "na_scanner"
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/obj/item/firstaid_arm_assembly/attackby(obj/item/I, mob/user, params)
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..()
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if(is_pen(I))
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var/t = rename_interactive(user, I, prompt = "Enter new robot name")
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if(length(t))
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created_name = t
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log_game("[key_name(user)] has renamed a robot to [t]")
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else
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to_chat(user, "The robot's name must have at least one character.")
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else
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switch(build_step)
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if(0)
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if(istype(I, /obj/item/healthanalyzer))
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if(!user.drop_item())
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return
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qdel(I)
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build_step++
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to_chat(user, "<span class='notice'>You add the health sensor to [src].</span>")
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update_appearance(UPDATE_NAME)
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if(1)
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if(isprox(I))
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if(!user.drop_item())
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return
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qdel(I)
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build_step++
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to_chat(user, "<span class='notice'>You complete the Medibot. Beep boop!</span>")
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var/turf/T = get_turf(src)
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if(!syndicate_aligned)
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var/mob/living/simple_animal/bot/medbot/S = new /mob/living/simple_animal/bot/medbot(T, skin)
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S.name = created_name
|
|
S.req_access = req_one_access
|
|
S.treatment_oxy = treatment_oxy
|
|
S.treatment_brute = treatment_brute
|
|
S.treatment_fire = treatment_fire
|
|
S.treatment_tox = treatment_tox
|
|
S.treatment_virus = treatment_virus
|
|
S.robot_arm = robot_arm
|
|
else
|
|
new /mob/living/simple_animal/bot/medbot/syndicate(T) //Syndicate medibots are a special case that have so many unique vars on them, it's not worth passing them through construction phases
|
|
user.unEquip(src, 1)
|
|
qdel(src)
|
|
|
|
/obj/item/firstaid_arm_assembly/update_name()
|
|
. = ..()
|
|
if(build_step == 1)
|
|
name = "First aid/robot arm/health analyzer assembly"
|
|
|
|
//Secbot Assembly
|
|
/obj/item/secbot_assembly
|
|
name = "incomplete securitron assembly"
|
|
desc = "Some sort of bizarre assembly made from a proximity sensor, helmet, and signaler."
|
|
icon = 'icons/obj/aibots.dmi'
|
|
icon_state = "helmet_signaler"
|
|
item_state = "helmet"
|
|
var/created_name = "Securitron" //To preserve the name if it's a unique securitron I guess
|
|
var/build_step = 0
|
|
var/robot_arm = /obj/item/robot_parts/l_arm
|
|
|
|
/obj/item/clothing/head/helmet/attackby(obj/item/assembly/signaler/S, mob/user, params)
|
|
..()
|
|
if(!issignaler(S))
|
|
..()
|
|
return
|
|
|
|
if(S.secured)
|
|
to_chat(user, "<span class='notice'>[S] is secured.</span>")
|
|
return
|
|
qdel(S)
|
|
var/obj/item/secbot_assembly/A = new /obj/item/secbot_assembly
|
|
user.put_in_hands(A)
|
|
to_chat(user, "<span class='notice'>You add the signaler to the helmet.</span>")
|
|
user.unEquip(src, 1)
|
|
qdel(src)
|
|
|
|
|
|
/obj/item/secbot_assembly/attackby(obj/item/I, mob/user, params)
|
|
..()
|
|
if(I.tool_behaviour == TOOL_WELDER && I.use_tool(src, user, volume = I.tool_volume))
|
|
if(!build_step)
|
|
build_step++
|
|
to_chat(user, "<span class='notice'>You weld a hole in [src]!</span>")
|
|
else if(build_step == 1)
|
|
build_step--
|
|
to_chat(user, "<span class='notice'>You weld the hole in [src] shut!</span>")
|
|
|
|
else if(isprox(I) && (build_step == 1))
|
|
if(!user.unEquip(I))
|
|
return
|
|
build_step++
|
|
to_chat(user, "<span class='notice'>You add the prox sensor to [src]!</span>")
|
|
qdel(I)
|
|
|
|
else if(((istype(I, /obj/item/robot_parts/l_arm)) || (istype(I, /obj/item/robot_parts/r_arm))) && (build_step == 2))
|
|
if(!user.unEquip(I))
|
|
return
|
|
build_step++
|
|
to_chat(user, "<span class='notice'>You add the robot arm to [src]!</span>")
|
|
robot_arm = I.type
|
|
qdel(I)
|
|
|
|
else if((istype(I, /obj/item/melee/baton)) && (build_step >= 3))
|
|
if(!user.unEquip(I))
|
|
return
|
|
build_step++
|
|
to_chat(user, "<span class='notice'>You complete the Securitron! Beep boop.</span>")
|
|
var/mob/living/simple_animal/bot/secbot/S = new /mob/living/simple_animal/bot/secbot(get_turf(src))
|
|
S.name = created_name
|
|
S.robot_arm = robot_arm
|
|
qdel(I)
|
|
qdel(src)
|
|
|
|
else if(is_pen(I))
|
|
var/t = rename_interactive(user, I, prompt = "Enter new robot name")
|
|
if(length(t))
|
|
created_name = t
|
|
log_game("[key_name(user)] has renamed a robot to [t]")
|
|
else
|
|
to_chat(user, "The robot's name must have at least one character.")
|
|
|
|
//General Griefsky
|
|
|
|
else if(iswrench(I) && build_step == 3)
|
|
var/obj/item/griefsky_assembly/A = new /obj/item/griefsky_assembly(get_turf(src))
|
|
user.put_in_hands(A)
|
|
to_chat(user, "<span class='notice'>You adjust the arm slots for extra weapons!</span>")
|
|
user.unEquip(src, 1)
|
|
qdel(src)
|
|
|
|
update_appearance(UPDATE_NAME|UPDATE_OVERLAYS)
|
|
|
|
/obj/item/secbot_assembly/screwdriver_act(mob/living/user, obj/item/I)
|
|
if(build_step != 0 && build_step != 2 && build_step != 3)
|
|
return
|
|
|
|
switch(build_step)
|
|
if(0)
|
|
new /obj/item/assembly/signaler(get_turf(src))
|
|
new /obj/item/clothing/head/helmet(get_turf(src))
|
|
to_chat(user, "<span class='notice'>You disconnect the signaler from the helmet.</span>")
|
|
qdel(src)
|
|
if(2)
|
|
new /obj/item/assembly/prox_sensor(get_turf(src))
|
|
to_chat(user, "<span class='notice'>You detach the proximity sensor from [src].</span>")
|
|
build_step--
|
|
if(3)
|
|
new /obj/item/robot_parts/l_arm(get_turf(src))
|
|
to_chat(user, "<span class='notice'>You remove the robot arm from [src].</span>")
|
|
build_step--
|
|
|
|
I.play_tool_sound(src)
|
|
update_appearance(UPDATE_NAME|UPDATE_OVERLAYS)
|
|
return TRUE
|
|
|
|
/obj/item/secbot_assembly/update_name()
|
|
. = ..()
|
|
switch(build_step)
|
|
if(2)
|
|
name = "helmet/signaler/prox sensor assembly"
|
|
if(3)
|
|
name = "helmet/signaler/prox sensor/robot arm assembly"
|
|
|
|
/obj/item/secbot_assembly/update_overlays()
|
|
. = ..()
|
|
switch(build_step)
|
|
if(1)
|
|
. += "hs_hole"
|
|
if(2)
|
|
. += "hs_eye"
|
|
if(3)
|
|
. += "hs_arm"
|
|
|
|
/obj/item/griefsky_assembly
|
|
name = "\improper Griefsky assembly"
|
|
desc = "Some sort of bizarre assembly."
|
|
icon = 'icons/obj/aibots.dmi'
|
|
icon_state = "griefsky_assembly"
|
|
item_state = "griefsky_assembly"
|
|
var/build_step = 0
|
|
var/toy_step = 0
|
|
|
|
/obj/item/griefsky_assembly/attackby(obj/item/I, mob/user, params)
|
|
..()
|
|
if((istype(I, /obj/item/melee/energy/sword)) && (build_step < 3))
|
|
if(!user.unEquip(I))
|
|
return
|
|
build_step++
|
|
to_chat(user, "<span class='notice'>You add an energy sword to [src]!.</span>")
|
|
qdel(I)
|
|
|
|
else if((istype(I, /obj/item/melee/energy/sword)) && (build_step == 3))
|
|
if(!user.unEquip(I))
|
|
return
|
|
to_chat(user, "<span class='notice'>You complete General Griefsky!.</span>")
|
|
new /mob/living/simple_animal/bot/secbot/griefsky(get_turf(src))
|
|
qdel(I)
|
|
qdel(src)
|
|
|
|
else if((istype(I, /obj/item/toy/sword)) && (toy_step < 3))
|
|
if(!user.unEquip(I))
|
|
return
|
|
toy_step++
|
|
to_chat(user, "<span class='notice'>You add a toy sword to [src]!.</span>")
|
|
qdel(I)
|
|
|
|
else if((istype(I, /obj/item/toy/sword)) && (toy_step == 3))
|
|
if(!user.unEquip(I))
|
|
return
|
|
to_chat(user, "<span class='notice'>You complete Genewul Giftskee!.</span>")
|
|
new /mob/living/simple_animal/bot/secbot/griefsky/toy(get_turf(src))
|
|
qdel(I)
|
|
qdel(src)
|
|
|
|
/obj/item/griefsky_assembly/screwdriver_act(mob/living/user, obj/item/I)
|
|
if(!build_step && !toy_step)
|
|
return
|
|
|
|
if(build_step)
|
|
new /obj/item/melee/energy/sword(get_turf(src))
|
|
to_chat(user, "<span class='notice'>You detach the energy sword from [src].</span>")
|
|
build_step--
|
|
else if(toy_step)
|
|
new /obj/item/toy/sword(get_turf(src))
|
|
to_chat(user, "<span class='notice'>You detach the toy sword from [src].</span>")
|
|
toy_step--
|
|
I.play_tool_sound(src)
|
|
return TRUE
|
|
|
|
//Honkbot Assembly
|
|
/obj/item/storage/box/clown/attackby(obj/item/W, mob/user, params)
|
|
if(!istype(W, /obj/item/robot_parts/l_arm) && !istype(W, /obj/item/robot_parts/r_arm))
|
|
return ..()
|
|
else
|
|
robot_arm = W.type
|
|
|
|
if(length(contents))
|
|
to_chat(user, "<span class='warning'>You need to empty [src] out first!</span>")
|
|
return
|
|
|
|
var/obj/item/honkbot_arm_assembly/A = new /obj/item/honkbot_arm_assembly
|
|
qdel(W)
|
|
user.put_in_hands(A)
|
|
to_chat(user, "<span class='notice'>You add the robot arm to the honkbot.</span>")
|
|
user.unEquip(src, 1)
|
|
qdel(src)
|
|
|
|
/obj/item/honkbot_arm_assembly
|
|
name = "incomplete honkbot assembly"
|
|
desc = "A clown box with a robot arm permanently grafted to it."
|
|
icon = 'icons/obj/aibots.dmi'
|
|
icon_state = "honkbot_arm"
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
req_one_access = list(ACCESS_CLOWN, ACCESS_ROBOTICS, ACCESS_MIME)
|
|
var/build_step = 0
|
|
var/created_name = "Honkbot" //To preserve the name if it's a unique medbot I guess
|
|
var/robot_arm = /obj/item/robot_parts/l_arm
|
|
|
|
/obj/item/honkbot_arm_assembly/attackby(obj/item/W, mob/user, params)
|
|
..()
|
|
if(build_step == 0)
|
|
if(istype(W, /obj/item/assembly/prox_sensor))
|
|
if(!user.unEquip(W))
|
|
return
|
|
build_step++
|
|
to_chat(user, "<span class='notice'>You add the proximity sensor to [src].</span>")
|
|
qdel(W)
|
|
else if(build_step == 1)
|
|
if(istype(W, /obj/item/bikehorn))
|
|
if(!user.unEquip(W))
|
|
return
|
|
build_step++
|
|
to_chat(user, "<span class='notice'>You add the bikehorn to [src]! Honk!</span>")
|
|
qdel(W)
|
|
else if(build_step == 2)
|
|
if(istype(W, /obj/item/instrument/trombone))
|
|
if(!user.unEquip(W))
|
|
return
|
|
to_chat(user, "<span class='notice'>You add the trombone to [src]! Heeeenk!</span>")
|
|
qdel(W)
|
|
var/mob/living/simple_animal/bot/honkbot/A = new /mob/living/simple_animal/bot/honkbot(get_turf(src))
|
|
A.robot_arm = robot_arm
|
|
qdel(src)
|
|
update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
|
|
|
|
/obj/item/honkbot_arm_assembly/update_icon_state()
|
|
if(build_step == 1)
|
|
icon_state = "honkbot_proxy"
|
|
|
|
/obj/item/honkbot_arm_assembly/update_desc()
|
|
. = ..()
|
|
if(build_step == 2)
|
|
desc = "A clown box with a robot arm and a bikehorn permanently grafted to it. It needs a trombone to be finished"
|