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Alan 25aac32c63 Migrate /obj/item/assembly to the new attack chain. (#31987)
* Migrate /obj/item/assembly to the new attack chain.

* Migrate more procs.

* Add parent calls to activate_self().

* Add parent call to activate_self() in noise sensor.

* Apply CRUNCH's style suggestions.

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* Change igniter attack to interact_with_atom().

* Restore assembly UIs.

* Ensure assembly interact procs fire, ensure fingerprints.

---------

Signed-off-by: Alan <alfalfascout@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
2026-05-17 18:42:49 +00:00

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// Embedded signaller used in anomalies.
/obj/item/assembly/signaler/anomaly
name = "anomaly core"
desc = "The neutralized core of an anomaly. It'd probably be valuable for research."
icon_state = "anomaly_core"
inhand_icon_state = "electronic"
resistance_flags = FIRE_PROOF
receiving = TRUE
var/anomaly_type = /obj/effect/anomaly
/obj/item/assembly/signaler/anomaly/signal_callback()
if(istype(loc, /obj/effect/anomaly))
var/obj/effect/anomaly/A = loc
A.anomalyNeutralize()
/obj/item/assembly/signaler/anomaly/activate_self(mob/user)
if(!user)
return ..()
return
//Anomaly cores
/obj/item/assembly/signaler/anomaly/pyro
name = "pyroclastic anomaly core"
desc = "The neutralized core of a pyroclastic anomaly. It feels warm to the touch. It'd probably be valuable for research."
icon_state = "pyro_core"
anomaly_type = /obj/effect/anomaly/pyro
origin_tech = "plasmatech=7"
/obj/item/assembly/signaler/anomaly/cryo
name = "cryogenic anomaly core"
desc = "The neutralized core of a cryogenic anomaly. Rime is forming on its cold surface. It'd probably be valuable for research."
icon_state = "cryo_core"
anomaly_type = /obj/effect/anomaly/cryo
origin_tech = "biotech=7"
/obj/item/assembly/signaler/anomaly/grav
name = "gravitational anomaly core"
desc = "The neutralized core of a gravitational anomaly. It feels much heavier than it looks. It'd probably be valuable for research."
icon_state = "grav_core"
anomaly_type = /obj/effect/anomaly/grav
origin_tech = "magnets=7"
/obj/item/assembly/signaler/anomaly/flux
name = "flux anomaly core"
desc = "The neutralized core of a flux anomaly. Touching it makes your skin tingle. It'd probably be valuable for research."
icon_state = "flux_core"
anomaly_type = /obj/effect/anomaly/flux
origin_tech = "powerstorage=7"
/obj/item/assembly/signaler/anomaly/bluespace
name = "bluespace anomaly core"
desc = "The neutralized core of a bluespace anomaly. It keeps phasing in and out of view. It'd probably be valuable for research."
anomaly_type = /obj/effect/anomaly/bluespace
origin_tech = "bluespace=7"
/obj/item/assembly/signaler/anomaly/vortex
name = "vortex anomaly core"
desc = "The neutralized core of a vortex anomaly. It won't sit still, as if some invisible force is acting on it. It'd probably be valuable for research."
icon_state = "vortex_core"
anomaly_type = /obj/effect/anomaly/bhole
origin_tech = "engineering=7"
/obj/item/assembly/signaler/anomaly/random
name = "Random anomaly core"
/obj/item/assembly/signaler/anomaly/random/Initialize(mapload)
. = ..()
var/list/types = list(/obj/item/assembly/signaler/anomaly/pyro, /obj/item/assembly/signaler/anomaly/cryo, /obj/item/assembly/signaler/anomaly/grav, /obj/item/assembly/signaler/anomaly/flux, /obj/item/assembly/signaler/anomaly/bluespace, /obj/item/assembly/signaler/anomaly/vortex)
var/A = pick(types)
new A(loc)
qdel(src)
/obj/item/raw_anomaly_core
name = "unrefined anomaly core"
desc = "The raw core of an unknown anomaly. It glimmers with potential."
icon_state = "unrefined_anomaly_core"
w_class = WEIGHT_CLASS_SMALL
var/target_explosion_size = 4
/obj/item/raw_anomaly_core/Initialize(mapload)
. = ..()
target_explosion_size = rand(4, 20)
/obj/item/reactive_armour_shell
name = "reactive armour shell"
desc = "An experimental suit of armour, awaiting installation of an anomaly core."
icon_state = "reactiveoff"
icon = 'icons/obj/clothing/suits.dmi'
materials = list(MAT_PLASMA = 8000, MAT_TITANIUM = 14000, MAT_BLUESPACE = 6000)
/obj/item/reactive_armour_shell/attackby__legacy__attackchain(obj/item/I, mob/user, params)
var/static/list/anomaly_armour_types = list(
/obj/item/assembly/signaler/anomaly/grav = /obj/item/clothing/suit/armor/reactive/repulse,
/obj/item/assembly/signaler/anomaly/flux = /obj/item/clothing/suit/armor/reactive/tesla,
/obj/item/assembly/signaler/anomaly/bluespace = /obj/item/clothing/suit/armor/reactive/teleport,
/obj/item/assembly/signaler/anomaly/pyro = /obj/item/clothing/suit/armor/reactive/fire,
/obj/item/assembly/signaler/anomaly/cryo = /obj/item/clothing/suit/armor/reactive/cryo,
/obj/item/assembly/signaler/anomaly/vortex = /obj/item/clothing/suit/armor/reactive/stealth
)
if(istype(I, /obj/item/assembly/signaler/anomaly))
var/obj/item/assembly/signaler/anomaly/A = I
var/armour_path = anomaly_armour_types[A.type]
if(!armour_path)
armour_path = /obj/item/clothing/suit/armor/reactive/stealth //Fallback
to_chat(user, SPAN_NOTICE("You insert [A] into the chest plate, and the armor gently hums to life."))
new armour_path(get_turf(src))
qdel(src)
qdel(A)
return ..()