Files
Kyani 203105788c [IDB Ignore] Heretic: The Mansus Re-Opened (#30738)
* fixes

* fuck my stupid chungus life

* Minion limit, heal fix, dead sac fix

* cooldown, no sacrificing star gazer or ascended alive heretics

* blade debuff

* oopsy

* Update tgui.bundle.js

* map diff bot what ya doing

* fuck that chat spam

* lets heretic armour hold a haunted longsword

* why not it makes sense

* do_after

* god I hate this bullshit

* other lewc stuff

* push

* heretic id card fix

* she tg on my ui till I css

* yes

* spent

* fix / ipc buff (real)™️

* moderate again

* revert

* no reserve

* bringing up to master

* update map files to master

* didnt replace centcomm

* beginning some rebalancing

* aggressive spread tweaks

* lots of tweaks and fixes

* trying to un-key the maps

* maybe this time

* this time????

* oops

* sql fix

* basicmob conversion

* paintings! and a critical influence fix

* rust + tweaks

* monster tweak

* small change

* removing this

* more tweaks. no more dusting

* added some examine_more

* flower seeds

* various tweaks. more to come

* no more conduit spacing

* fixed some dumb stuff

* silly stuff

* its always prettier

* bugfixes and linters

* linters, wow

* oops

* bah

* linter

* fuck you

* temp check

* hidden influence drain

* influence visible message

* tweak fix

* void cloak bugfix

* small fixes

* fixes

* do_after_once broken

* fixes and tweaks

* heretic blade potential fix + sacrifice changes

* batch of fixes

* tiny tweak

* rebuilt TGUI

* no greentext + rerolls

* logging + bugfix

* unused var

* small fix

* various fixes

* comment

* projectile change

* tgui rebuild

* tgui bundle redo

* rune issue solved

* influence visible now

* fix ui reloading

* new moon ascension + fixes + icons

* tweaks, species sprites

* tgui rebuild

* small tweak + linter

* harvester icon tweak

* spans

* fixes and tweaks

* caretaker nerf + tweaks

* potential fix for knowledge

* roller fix

* mad mask

* Update tgui.bundle.js

* void phase tweak

* Update tgui.bundle.js

* misc tweaks

* fix heretic not retargeting correctly with cryo

* simplify logic

* this is better

* lots of fixes and tweaks

* Update tgui.bundle.js

* linter

* linter

* fireshark and greyscale insanity

* fish

* Update tgui.bundle.js

* linter

* linter

* tgui

* no window shopping

* fish fix

* tgui rebundle

* moon smile runtime fix

* various fixes

* sacrifice fixes

* insanity is easier now, madness mask changes.

* bugfixing + teleport change

* linters + tweaks

* Update code/modules/antagonists/heretic/status_effects/mark_effects.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com>

* Update code/modules/antagonists/heretic/status_effects/mark_effects.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com>

---------

Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com>
Co-authored-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: Paul <pmerkamp@gmail.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2026-01-27 20:36:52 +00:00

1709 lines
58 KiB
Plaintext

#define OCCUPANT_LOGGING occupant ? occupant : "empty mech"
/obj/mecha
name = "Mecha"
desc = "Exosuit."
icon = 'icons/mecha/mecha.dmi'
density = TRUE //Dense. To raise the heat.
anchored = TRUE //no pulling around.
resistance_flags = FIRE_PROOF
layer = MOB_LAYER //icon draw layer
infra_luminosity = 15 //byond implementation is bugged.
force = 5
max_integrity = 300 //max_integrity is base health
armor = list(MELEE = 20, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 75)
bubble_icon = "machine"
cares_about_temperature = TRUE
var/alist/facing_modifiers = alist(MECHA_FRONT_ARMOUR = 1.5, MECHA_SIDE_ARMOUR = 1, MECHA_BACK_ARMOUR = 0.5)
var/initial_icon = null //Mech type for resetting icon. Only used for reskinning kits (see custom items)
var/can_move = 0 // time of next allowed movement
/// Time it takes to enter the mech
var/mech_enter_time = 4 SECONDS
var/mob/living/carbon/occupant = null
var/step_in = 10 //make a step in step_in/10 sec.
var/dir_in = 2//What direction will the mech face when entered/powered on? Defaults to South.
var/normal_step_energy_drain = 10
var/step_energy_drain = 10
var/melee_energy_drain = 15
var/overload_step_energy_drain_min = 100
var/deflect_chance = 10 //chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.
var/obj/item/stock_parts/cell/cell
var/state = MECHA_MAINT_OFF
var/list/log = list()
var/last_message = 0
var/add_req_access = 1
var/maint_access = 1
var/dna //dna-locking the mech
var/list/proc_res = list() //stores proc owners, like proc_res["functionname"] = owner reference
var/datum/effect_system/spark_spread/spark_system = new
var/lights = FALSE
var/lights_power = 6
var/lights_range = 6
var/lights_power_ambient = LIGHTING_MINIMUM_POWER
var/lights_range_ambient = MINIMUM_USEFUL_LIGHT_RANGE
var/frozen = FALSE
var/repairing = FALSE
var/emp_proof = FALSE //If it is immune to emps
var/emag_proof = FALSE //If it is immune to emagging. Used by CC mechs.
//inner atmos
var/use_internal_tank = 0
var/internal_tank_valve = ONE_ATMOSPHERE
var/obj/machinery/atmospherics/portable/canister/internal_tank
var/datum/gas_mixture/cabin_air
var/obj/machinery/atmospherics/unary/portables_connector/connected_port = null
var/obj/item/radio/radio = null
var/list/trackers = list()
var/max_temperature = 25000
var/internal_damage_threshold = 50 //health percentage below which internal damage is possible
var/internal_damage = 0 //contains bitflags
var/list/operation_req_access = list()//required access level for mecha operation
var/list/internals_req_access = list(ACCESS_ENGINE,ACCESS_ROBOTICS)//required access level to open cell compartment
var/obj/structure/mecha_wreckage/wreckage = null // type that the mecha becomes when destroyed
var/list/equipment = list()
var/obj/item/mecha_parts/mecha_equipment/selected
var/max_equip = 3
var/turf/crashing = null
var/occupant_sight_flags = 0
var/stepsound = 'sound/mecha/mechstep.ogg'
var/turnsound = 'sound/mecha/mechturn.ogg'
var/nominalsound = 'sound/mecha/nominal.ogg'
var/zoomsound = 'sound/mecha/imag_enh.ogg'
var/critdestrsound = 'sound/mecha/critdestr.ogg'
var/weapdestrsound = 'sound/mecha/weapdestr.ogg'
var/lowpowersound = 'sound/mecha/lowpower.ogg'
var/longactivationsound = 'sound/mecha/nominal.ogg'
var/starting_voice = /obj/item/mecha_modkit/voice
var/activated = FALSE
var/power_warned = FALSE
/// DMI containing greyscale emissive overlays, responsible for what parts of the mech glow in the dark
var/emissive_appearance_icon = 'icons/mecha/mecha_emissive.dmi'
var/destruction_sleep_duration = 2 SECONDS //Time that mech pilot is put to sleep for if mech is destroyed
var/melee_cooldown = 10
var/mecha_melee_cooldown = FALSE
/// How many ion thrusters we got on this bad boy
var/thruster_count = 0
// Action vars
var/defence_mode = FALSE
var/defence_mode_deflect_chance = 35
var/leg_overload_mode = FALSE
var/leg_overload_coeff = 100
var/thrusters_active = FALSE
var/smoke = 5
var/smoke_ready = 1
var/smoke_cooldown = 100
var/zoom_mode = FALSE
var/phasing = FALSE
var/phasing_energy_drain = 200
var/phase_state = "" //icon_state when phasing
/// How much speed the mech loses while the buffer is active
var/buffer_delay = 1
/// Does it clean the tile under it?
var/floor_buffer = FALSE
//Action datums
var/datum/action/innate/mecha/mech_eject/eject_action = new
var/datum/action/innate/mecha/mech_toggle_internals/internals_action = new
var/datum/action/innate/mecha/mech_toggle_lights/lights_action = new
var/datum/action/innate/mecha/mech_view_stats/stats_action = new
var/datum/action/innate/mecha/mech_defence_mode/defense_action = new
var/datum/action/innate/mecha/mech_overload_mode/overload_action = new
var/datum/action/innate/mecha/mech_toggle_thrusters/thrusters_action = new
var/datum/effect_system/smoke_spread/smoke_system = new //not an action, but trigged by one
var/datum/action/innate/mecha/mech_smoke/smoke_action = new
var/datum/action/innate/mecha/mech_zoom/zoom_action = new
var/datum/action/innate/mecha/mech_toggle_phasing/phasing_action = new
var/datum/action/innate/mecha/mech_switch_damtype/switch_damtype_action = new
var/list/select_actions = list()
hud_possible = list (DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_MECH_HUD, DIAG_TRACK_HUD)
/obj/mecha/Initialize(mapload)
. = ..()
icon_state += "-open"
add_radio()
add_cabin()
add_airtank()
spark_system.set_up(2, 0, src)
spark_system.attach(src)
smoke_system.set_up(3, FALSE, src)
smoke_system.attach(src)
add_cell()
START_PROCESSING(SSobj, src)
GLOB.poi_list |= src
log_message("[src] created.")
GLOB.mechas_list += src //global mech list
prepare_huds()
for(var/hud_key, hud in GLOB.huds)
var/datum/atom_hud/data/diagnostic/diag_hud = hud
if(!istype(diag_hud))
continue
diag_hud.add_to_hud(src)
diag_hud_set_mechhealth()
diag_hud_set_mechcell()
diag_hud_set_mechstat()
diag_hud_set_mechtracking()
var/obj/item/mecha_modkit/voice/V = new starting_voice(src)
V.install(src)
qdel(V)
set_light(lights_range_ambient, lights_power_ambient)
update_icon(UPDATE_OVERLAYS)
AddElement(/datum/element/hostile_machine)
/obj/mecha/update_overlays()
. = ..()
underlays.Cut()
underlays += emissive_appearance(emissive_appearance_icon, "[icon_state]_lightmask")
overlays.Cut()
if(istype(selected, /obj/item/mecha_parts/mecha_equipment/pulse_shield) && !leg_overload_mode && !istype(cell, /obj/item/stock_parts/cell/infinite) && occupant)
overlays += mutable_appearance('icons/effects/effects.dmi', "at_shield2", MOB_LAYER + 0.01, alpha = 120)
////////////////////////
////// Helpers /////////
////////////////////////
/obj/mecha/get_cell()
return cell
/obj/mecha/proc/add_airtank()
internal_tank = new /obj/machinery/atmospherics/portable/canister/air(src)
return internal_tank
/obj/mecha/proc/add_cell(obj/item/stock_parts/cell/C=null)
if(C)
C.forceMove(src)
cell = C
return
cell = new/obj/item/stock_parts/cell/high/plus(src)
/obj/mecha/proc/add_cabin()
cabin_air = new
cabin_air.set_temperature(T20C)
cabin_air.volume = 200
cabin_air.set_oxygen(O2STANDARD * cabin_air.volume / (R_IDEAL_GAS_EQUATION * cabin_air.temperature()))
cabin_air.set_nitrogen(N2STANDARD * cabin_air.volume / (R_IDEAL_GAS_EQUATION * cabin_air.temperature()))
return cabin_air
/obj/mecha/proc/add_radio()
radio = new(src)
radio.name = "[src] radio"
radio.icon = icon
radio.icon_state = icon_state
/obj/mecha/examine(mob/user)
. = ..()
var/integrity = obj_integrity * 100 / max_integrity
switch(integrity)
if(85 to 100)
. += "It's fully intact."
if(65 to 85)
. += "It's slightly damaged."
if(45 to 65)
. += "It's badly damaged."
if(25 to 45)
. += "It's heavily damaged."
else
. += "It's falling apart."
if(equipment && length(equipment))
. += "It's equipped with:"
for(var/obj/item/mecha_parts/mecha_equipment/ME in equipment)
. += "[bicon(ME)] [ME]"
/obj/mecha/hear_talk(mob/M, list/message_pieces)
if(M == occupant && radio.broadcasting)
radio.talk_into(M, message_pieces)
/obj/mecha/proc/click_action(atom/target, mob/user, params)
if(!occupant || occupant != user)
return
if(user.incapacitated())
return
if(phasing)
occupant_message(SPAN_WARNING("Unable to interact with objects while phasing."))
return
if(state)
occupant_message(SPAN_WARNING("Maintenance protocols in effect."))
return
if(!get_charge())
return
if(src == target)
return
var/dir_to_target = get_dir(src, target)
if(dir_to_target && !(dir_to_target & dir)) // Wrong direction
to_chat(user, SPAN_WARNING("You're facing the wrong way!"))
return
if(hasInternalDamage(MECHA_INT_CONTROL_LOST))
target = safepick(view(3, target))
if(!target)
return
var/mob/living/L = user
if(isliving(target) && selected.harmful && HAS_TRAIT(L, TRAIT_PACIFISM))
to_chat(user, SPAN_WARNING("You don't want to harm other living beings!"))
return
if(selected?.is_ranged())
if(!target.Adjacent(src) || (target.Adjacent(src) && (occupant.a_intent == INTENT_HELP || occupant.a_intent == INTENT_GRAB)))
if(user.mind?.martial_art?.no_guns)
to_chat(L, SPAN_WARNING("[L.mind.martial_art.no_guns_message]"))
return
selected.action(target, params)
return
do_melee_attack(target)
else if(selected && selected.is_melee())
selected.action(target, params)
else
do_melee_attack(target)
/obj/mecha/proc/do_melee_attack(atom/target)
if(internal_damage & MECHA_INT_CONTROL_LOST)
target = safepick(oview(1, src))
if(mecha_melee_cooldown || !isatom(target) || !target.Adjacent(src))
return
if(!iswallturf(target) && !isliving(target) && !isobj(target))
return
target.mech_melee_attack(src)
mecha_melee_cooldown = TRUE
addtimer(VARSET_CALLBACK(src, mecha_melee_cooldown, FALSE), melee_cooldown)
/obj/mecha/proc/mech_toxin_damage(mob/living/target)
playsound(src, 'sound/effects/spray2.ogg', 50, 1)
if(target.reagents)
if(target.reagents.get_reagent_amount("atropine") + force < force*2)
target.reagents.add_reagent("atropine", force/2)
if(target.reagents.get_reagent_amount("toxin") + force < force*2)
target.reagents.add_reagent("toxin", force/2.5)
/obj/mecha/proc/range_action(atom/target)
return
//////////////////////////////////
//////// MARK: Movement procs
//////////////////////////////////
/obj/mecha/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
. = ..()
if(.)
return TRUE
if(thrusters_active && movement_dir && use_power(step_energy_drain))
step_in = initial(step_in) / thruster_count
new /obj/effect/particle_effect/ion_trails(get_turf(src), dir)
return TRUE
var/atom/movable/backup = get_spacemove_backup()
if(backup)
if(istype(backup) && movement_dir && !backup.anchored)
if(backup.newtonian_move(turn(movement_dir, 180)))
if(occupant)
to_chat(occupant, SPAN_NOTICE("You push off of [backup] to propel yourself."))
return TRUE
/obj/mecha/relaymove(mob/user, direction)
if(!direction || frozen)
return
if(user != occupant) //While not "realistic", this piece is player friendly.
user.forceMove(get_turf(src))
to_chat(user, SPAN_NOTICE("You climb out from [src]."))
return FALSE
if(connected_port)
if(world.time - last_message > 20)
occupant_message(SPAN_WARNING("Unable to move while connected to the air system port!"))
last_message = world.time
return FALSE
if(state)
occupant_message(SPAN_DANGER("Maintenance protocols in effect."))
return
return domove(direction)
/obj/mecha/proc/domove(direction)
if(can_move >= world.time)
return FALSE
if(!Process_Spacemove(direction))
return FALSE
if(!has_charge(step_energy_drain))
return FALSE
if(defence_mode)
if(world.time - last_message > 20)
occupant_message(SPAN_DANGER("Unable to move while in defence mode."))
last_message = world.time
return FALSE
if(zoom_mode)
if(world.time - last_message > 20)
occupant_message(SPAN_DANGER("Unable to move while in zoom mode."))
last_message = world.time
return FALSE
if(thrusters_active && has_gravity(src))
thrusters_active = FALSE
to_chat(occupant, SPAN_NOTICE("Thrusters automatically disabled."))
step_in = initial(step_in)
var/move_result = 0
var/move_type = 0
if(internal_damage & MECHA_INT_CONTROL_LOST)
move_result = mechsteprand()
move_type = MECHAMOVE_RAND
else if(dir != direction)
move_result = mechturn(direction)
move_type = MECHAMOVE_TURN
else
move_result = mechstep(direction)
move_type = MECHAMOVE_STEP
if(move_result && move_type)
aftermove(move_type)
can_move = world.time + step_in
return TRUE
return FALSE
/obj/mecha/proc/aftermove(move_type)
use_power(step_energy_drain)
if(move_type & (MECHAMOVE_RAND | MECHAMOVE_STEP) && occupant)
var/obj/machinery/atmospherics/unary/portables_connector/possible_port = locate(/obj/machinery/atmospherics/unary/portables_connector) in loc
if(possible_port)
var/atom/movable/screen/alert/mech_port_available/A = occupant.throw_alert("mechaport", /atom/movable/screen/alert/mech_port_available)
if(A)
A.target = possible_port
else
occupant.clear_alert("mechaport")
if(leg_overload_mode)
log_message("Leg Overload damage.")
take_damage(1, BRUTE, FALSE, FALSE)
if(obj_integrity < max_integrity - max_integrity / 3)
leg_overload_mode = FALSE
step_in = initial(step_in)
step_energy_drain = initial(step_energy_drain)
occupant_message("<font color='red'>Leg actuators damage threshold exceded. Disabling overload.</font>")
/obj/mecha/proc/mechturn(direction)
dir = direction
if(turnsound)
playsound(src,turnsound,40,1)
return TRUE
/obj/mecha/proc/mechstep(direction)
. = step(src, direction)
if(!.)
if(phasing && get_charge() >= phasing_energy_drain)
if(can_move < world.time)
. = FALSE // We lie to mech code and say we didn't get to move, because we want to handle power usage + cooldown ourself
flick("[initial_icon]-phase", src)
forceMove(get_step(src, direction))
use_power(phasing_energy_drain)
playsound(src, stepsound, 40, 1)
can_move = world.time + (step_in * 3)
else if(stepsound)
playsound(src, stepsound, 40, 1)
/obj/mecha/proc/mechsteprand()
. = step_rand(src)
if(. && stepsound)
playsound(src, stepsound, 40, 1)
/obj/mecha/Bump(atom/obstacle)
if(throwing) //high velocity mechas in your face!
var/breakthrough = FALSE
if(istype(obstacle, /obj/structure/window))
qdel(obstacle)
breakthrough = TRUE
else if(istype(obstacle, /obj/structure/grille/))
var/obj/structure/grille/G = obstacle
G.obj_break()
breakthrough = TRUE
else if(istype(obstacle, /obj/structure/table))
var/obj/structure/table/T = obstacle
qdel(T)
breakthrough = TRUE
else if(istype(obstacle, /obj/structure/rack))
new /obj/item/rack_parts(obstacle.loc)
qdel(obstacle)
breakthrough = TRUE
else if(istype(obstacle, /obj/structure/reagent_dispensers/fueltank))
obstacle.ex_act(EXPLODE_DEVASTATE)
else if(isliving(obstacle))
var/mob/living/L = obstacle
var/hit_sound = list('sound/weapons/genhit1.ogg','sound/weapons/genhit2.ogg','sound/weapons/genhit3.ogg')
if(L.flags & GODMODE)
return
L.take_overall_damage(5,0)
if(L.buckled)
L.buckled = 0
L.Weaken(10 SECONDS)
L.apply_effect(STUTTER, 10 SECONDS)
playsound(src, pick(hit_sound), 50, FALSE, 0)
breakthrough = TRUE
else
if(throwing)
throwing.finalize(FALSE)
crashing = null
..()
if(breakthrough)
if(crashing)
spawn(1)
throw_at(crashing, 50, throw_speed)
else
spawn(1)
crashing = get_distant_turf(get_turf(src), dir, 3)//don't use get_dir(src, obstacle) or the mech will stop if he bumps into a one-direction window on his tile.
throw_at(crashing, 50, throw_speed)
else
if(..())
return
if(isobj(obstacle))
var/obj/O = obstacle
if(!O.anchored)
step(obstacle, dir)
else if(ismob(obstacle))
step(obstacle, dir)
///////////////////////////////////
//////// MARK: Internal damage
///////////////////////////////////
/obj/mecha/proc/check_for_internal_damage(list/possible_int_damage, ignore_threshold=null)
if(!islist(possible_int_damage) || isemptylist(possible_int_damage))
return
if(prob(20))
if(ignore_threshold || obj_integrity*100/max_integrity < internal_damage_threshold)
for(var/T in possible_int_damage)
if(internal_damage & T)
possible_int_damage -= T
var/int_dam_flag = safepick(possible_int_damage)
if(int_dam_flag)
setInternalDamage(int_dam_flag)
if(prob(5))
if(ignore_threshold || obj_integrity*100/max_integrity < internal_damage_threshold)
var/obj/item/mecha_parts/mecha_equipment/ME = safepick(equipment)
if(ME)
qdel(ME)
/obj/mecha/proc/hasInternalDamage(int_dam_flag=null)
return int_dam_flag ? internal_damage&int_dam_flag : internal_damage
/obj/mecha/proc/setInternalDamage(int_dam_flag)
internal_damage |= int_dam_flag
log_append_to_last("Internal damage of type [int_dam_flag].",1)
SEND_SOUND(occupant, sound('sound/machines/warning-buzzer.ogg'))
diag_hud_set_mechstat()
/obj/mecha/proc/clearInternalDamage(int_dam_flag)
internal_damage &= ~int_dam_flag
switch(int_dam_flag)
if(MECHA_INT_TEMP_CONTROL)
occupant_message(SPAN_NOTICE("Life support system reactivated."))
if(MECHA_INT_FIRE)
occupant_message(SPAN_NOTICE("Internal fire extinquished."))
if(MECHA_INT_TANK_BREACH)
occupant_message(SPAN_NOTICE("Damaged internal tank has been sealed."))
diag_hud_set_mechstat()
////////////////////////////////////////
//////// MARK: Health related procs
////////////////////////////////////////
/obj/mecha/proc/get_armour_facing(relative_dir)
switch(abs(relative_dir))
if(180) // BACKSTAB!
return facing_modifiers[MECHA_BACK_ARMOUR]
if(0, 45)
return facing_modifiers[MECHA_FRONT_ARMOUR]
return facing_modifiers[MECHA_SIDE_ARMOUR] //always return non-0
/obj/mecha/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
for(var/obj/item/mecha_parts/mecha_equipment/pulse_shield/shield in equipment)
if(selected == shield && !leg_overload_mode && !istype(cell, /obj/item/stock_parts/cell/infinite) && occupant)
var/required_power = shield.energy_drain * damage_amount
if(cell && cell.use(required_power))
log_message("Took [damage_amount] points of damage. Damage absorbed by [shield].")
damage_amount = 0
spark_system.start()
else
occupant_message(SPAN_USERDANGER("Shield breached!"))
shield.on_unequip()
. = ..()
if(. && obj_integrity > 0)
spark_system.start()
switch(damage_flag)
if(FIRE)
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL))
if(MELEE)
check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
else
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT))
if((. >= 5 || prob(33)) && !(. == 1 && leg_overload_mode)) //If it takes 1 damage and leg_overload_mode is true, do not say TAKING DAMAGE! to the user several times a second.
occupant_message(SPAN_USERDANGER("Taking damage!"))
log_message("Took [damage_amount] points of damage. Damage type: [damage_type]")
/obj/mecha/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
. = ..()
if(!damage_amount)
return FALSE
var/booster_deflection_modifier = 1
var/booster_damage_modifier = 1
if(damage_flag == BULLET || damage_flag == LASER || damage_flag == ENERGY)
for(var/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/B in equipment)
if(B.projectile_react())
booster_deflection_modifier = B.deflect_coeff
booster_damage_modifier = B.damage_coeff
break
else if(damage_flag == MELEE)
for(var/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster/B in equipment)
if(B.attack_react())
booster_deflection_modifier *= B.deflect_coeff
booster_damage_modifier *= B.damage_coeff
break
if(attack_dir)
var/facing_modifier = get_armour_facing(dir2angle(attack_dir) - dir2angle(dir))
booster_damage_modifier /= facing_modifier
booster_deflection_modifier *= facing_modifier
if(prob(deflect_chance * booster_deflection_modifier))
visible_message(SPAN_DANGER("[src]'s armour deflects the attack!"))
log_message("Armor saved.")
return FALSE
if(.)
. *= booster_damage_modifier
/obj/mecha/attack_hand(mob/living/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
playsound(loc, 'sound/weapons/tap.ogg', 40, TRUE, -1)
user.visible_message(SPAN_NOTICE("[user] hits [name]. Nothing happens"), SPAN_NOTICE("You hit [name] with no visible effect."))
log_message("Attack by hand/paw. Attacker - [user].")
/obj/mecha/attack_alien(mob/living/user)
log_message("Attack by alien. Attacker - [user].", TRUE)
add_attack_logs(user, OCCUPANT_LOGGING, "Alien attacked mech [src]")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
attack_generic(user, 15, BRUTE, MELEE, 0)
/obj/mecha/attack_animal(mob/living/simple_animal/user)
log_message("Attack by simple animal. Attacker - [user].")
if(!user.melee_damage_upper && !user.obj_damage)
user.custom_emote(EMOTE_VISIBLE, "[user.friendly] [src].")
return FALSE
else
var/play_soundeffect = TRUE
var/animal_damage = rand(user.melee_damage_lower,user.melee_damage_upper)
if(user.obj_damage)
animal_damage = min(animal_damage * 2, user.obj_damage * 2)
animal_damage = max(animal_damage, min(10 * user.environment_smash, 40))
if(animal_damage)
add_attack_logs(user, OCCUPANT_LOGGING, "Animal attacked mech [src]")
if(user.environment_smash)
play_soundeffect = FALSE
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
attack_generic(user, animal_damage, user.melee_damage_type, MELEE, play_soundeffect)
return TRUE
/obj/mecha/handle_basic_attack(mob/living/basic/attacker, list/modifiers)
log_message("Attack by basic mob. Attacker - [attacker].")
if(!attacker.melee_damage_upper && !attacker.obj_damage)
attacker.custom_emote(EMOTE_VISIBLE, "[attacker.friendly_verb_continuous] [src].")
return FALSE
var/play_soundeffect = TRUE
var/animal_damage = rand(attacker.melee_damage_lower, attacker.melee_damage_upper)
if(attacker.obj_damage)
animal_damage = min(animal_damage * 2, attacker.obj_damage * 2)
animal_damage = max(animal_damage, min(10 * attacker.environment_smash, 40))
if(animal_damage)
add_attack_logs(attacker, OCCUPANT_LOGGING, "Basic mob attacked mech [src]")
if(attacker.environment_smash)
play_soundeffect = FALSE
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
attack_generic(attacker, animal_damage, attacker.melee_damage_type, MELEE, play_soundeffect)
if(!attacker.client)
var/melee_attack_cooldown = rand(attacker.melee_attack_cooldown_min, attacker.melee_attack_cooldown_max)
attacker.changeNext_move(melee_attack_cooldown)
return TRUE
/obj/mecha/hulk_damage()
return 15
/obj/mecha/attack_hulk(mob/living/carbon/human/user)
. = ..()
if(.)
log_message("Attack by hulk. Attacker - [user].", 1)
add_attack_logs(user, OCCUPANT_LOGGING, "Hulk punched mech [src]")
/obj/mecha/blob_act(obj/structure/blob/B)
log_message("Attack by blob. Attacker - [B].")
take_damage(30, BRUTE, MELEE, 0, get_dir(src, B))
/obj/mecha/attack_tk()
return
/obj/mecha/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum) //wrapper
log_message("Hit by [AM].")
if(isitem(AM))
var/obj/item/I = AM
add_attack_logs(locateUID(I.thrownby), OCCUPANT_LOGGING, "threw [AM] at mech [src]")
. = ..()
/obj/mecha/bullet_act(obj/projectile/Proj) //wrapper
log_message("Hit by projectile. Type: [Proj.name]([Proj.flag]).")
add_attack_logs(Proj.firer, OCCUPANT_LOGGING, "shot [Proj.name]([Proj.flag]) at mech [src]")
if(Proj.shield_buster && istype(selected, /obj/item/mecha_parts/mecha_equipment/pulse_shield))
occupant_message(SPAN_USERDANGER("Shield breached!"))
selected.on_unequip()
..()
/obj/mecha/ex_act(severity, target)
log_message("Affected by explosion of severity: [severity].")
if(prob(deflect_chance))
severity++
log_message("Armor saved, changing severity to [severity]")
..()
severity++
for(var/X in equipment)
var/obj/item/mecha_parts/mecha_equipment/ME = X
ME.ex_act(severity)
for(var/Y in trackers)
var/obj/item/mecha_parts/mecha_tracking/MT = Y
MT.ex_act(severity)
if(occupant)
occupant.ex_act(severity)
/obj/mecha/handle_atom_del(atom/A)
if(A == occupant)
occupant = null
icon_state = reset_icon(icon_state)+"-open"
setDir(dir_in)
if(A in trackers)
trackers -= A
/obj/mecha/Destroy()
STOP_PROCESSING(SSobj, src)
if(occupant)
occupant.SetSleeping(destruction_sleep_duration)
go_out()
for(var/mob/M in src) //Let's just be ultra sure
if(is_ai(M))
var/mob/living/silicon/ai/AI = M //AIs are loaded into the mech computer itself. When the mech dies, so does the AI. They can be recovered with an AI card from the wreck.
AI.gib() //No wreck, no AI to recover
else
M.forceMove(loc)
occupant = null
selected = null
for(var/obj/item/mecha_parts/mecha_equipment/E in equipment)
E.detach(loc)
qdel(E)
equipment.Cut()
QDEL_NULL(cell)
QDEL_NULL(internal_tank)
QDEL_NULL(radio)
GLOB.poi_list.Remove(src)
var/turf/T = get_turf(src)
if(T)
T.blind_release_air(cabin_air)
else
qdel(cabin_air)
cabin_air = null
connected_port = null
QDEL_NULL(spark_system)
QDEL_NULL(smoke_system)
QDEL_LIST_CONTENTS(trackers)
remove_from_all_data_huds()
GLOB.mechas_list -= src //global mech list
return ..()
//TODO
/obj/mecha/emp_act(severity)
if(emp_proof)
return
if(istype(selected, /obj/item/mecha_parts/mecha_equipment/pulse_shield))
occupant_message(SPAN_USERDANGER("Shield breached!"))
selected.on_unequip()
if(get_charge())
use_power((cell.charge/3)/(severity*2))
take_damage(30 / severity, BURN, ENERGY, 1)
log_message("EMP detected", 1)
check_for_internal_damage(list(MECHA_INT_FIRE, MECHA_INT_TEMP_CONTROL, MECHA_INT_CONTROL_LOST, MECHA_INT_SHORT_CIRCUIT), 1)
/obj/mecha/temperature_expose(exposed_temperature, exposed_volume)
..()
if(exposed_temperature > max_temperature)
log_message("Exposed to dangerous temperature.", 1)
take_damage(5, BURN, 0, 1)
check_for_internal_damage(list(MECHA_INT_FIRE, MECHA_INT_TEMP_CONTROL))
//////////////////////
////// MARK: AttackBy
//////////////////////
/obj/mecha/attackby__legacy__attackchain(obj/item/W, mob/user, params)
if(istype(W, /obj/item/mmi))
if(mmi_move_inside(W,user))
to_chat(user, "[src]-MMI interface initialized successfuly")
else
to_chat(user, "[src]-MMI interface initialization failed.")
return
if(istype(W, /obj/item/mecha_parts/mecha_equipment))
var/obj/item/mecha_parts/mecha_equipment/E = W
spawn()
if(E.can_attach(src))
if(!user.drop_item())
return
E.attach(src)
user.visible_message("[user] attaches [W] to [src].", SPAN_NOTICE("You attach [W] to [src]."))
else
to_chat(user, SPAN_WARNING("You were unable to attach [W] to [src]!"))
return
if(W.GetID())
if(add_req_access || maint_access)
if(internals_access_allowed(usr))
var/obj/item/card/id/id_card
if(istype(W, /obj/item/card/id))
id_card = W
else
var/obj/item/pda/pda = W
id_card = pda.id
output_maintenance_dialog(id_card, user)
return
else
to_chat(user, SPAN_WARNING("Invalid ID: Access denied."))
else
to_chat(user, SPAN_WARNING("Maintenance protocols disabled by operator."))
else if(istype(W, /obj/item/stack/cable_coil))
if(state == MECHA_OPEN_HATCH && hasInternalDamage(MECHA_INT_SHORT_CIRCUIT))
var/obj/item/stack/cable_coil/CC = W
if(CC.get_amount() > 1)
CC.use(2)
clearInternalDamage(MECHA_INT_SHORT_CIRCUIT)
to_chat(user, "You replace the fused wires.")
else
to_chat(user, "There's not enough wire to finish the task.")
return
else if(istype(W, /obj/item/stock_parts/cell))
if(state == MECHA_BATTERY_UNSCREW)
if(!cell)
if(!user.drop_item())
return
to_chat(user, SPAN_NOTICE("You install the powercell."))
W.forceMove(src)
cell = W
log_message("Powercell installed")
if(istype(selected, /obj/item/mecha_parts/mecha_equipment/pulse_shield) && istype(cell, /obj/item/stock_parts/cell/infinite))
occupant_message(SPAN_DANGER("The immense power of the cell overloads the shields."))
selected.on_unequip()
else
to_chat(user, SPAN_NOTICE("There's already a powercell installed."))
return
else if(istype(W, /obj/item/mecha_parts/mecha_tracking))
if(!user.drop_item_to_ground(W))
to_chat(user, SPAN_NOTICE("\the [W] is stuck to your hand, you cannot put it in \the [src]"))
return
// Check if a tracker exists
var/obj/item/mecha_parts/mecha_tracking/new_tracker = W
for(var/obj/item/mecha_parts/mecha_tracking/current_tracker in trackers)
if(new_tracker.type == current_tracker.type)
to_chat(user, SPAN_WARNING("This exosuit already has a [current_tracker]."))
user.put_in_hands(new_tracker)
return
trackers -= current_tracker
to_chat(user, SPAN_NOTICE("You remove [current_tracker]."))
var/obj/item/mecha_parts/mecha_tracking/duplicate_tracker = new current_tracker.type
user.put_in_hands(duplicate_tracker)
qdel(current_tracker)
new_tracker.forceMove(src)
trackers += W
user.visible_message("[user] attaches [new_tracker] to [src].", SPAN_NOTICE("You attach [new_tracker] to [src]."))
diag_hud_set_mechtracking()
return
else if(istype(W, /obj/item/paintkit))
if(occupant)
to_chat(user, "You can't customize a mech while someone is piloting it - that would be unsafe!")
return
var/obj/item/paintkit/P = W
var/found = null
for(var/type in P.allowed_types)
if(type == initial_icon)
found = 1
break
if(!found)
to_chat(user, "That kit isn't meant for use on this class of exosuit.")
return
user.visible_message("[user] opens [P] and spends some quality time customising [src].")
if(do_after_once(user, 3 SECONDS, target = src))
name = P.new_name
desc = P.new_desc
initial_icon = P.new_icon
reset_icon()
user.drop_item()
qdel(P)
else if(istype(W, /obj/item/mecha_modkit))
if(occupant)
to_chat(user, SPAN_NOTICE("You can't access the mech's modification port while it is occupied."))
return
var/obj/item/mecha_modkit/M = W
if(do_after_once(user, M.install_time, target = src))
M.install(src, user)
else
to_chat(user, SPAN_NOTICE("You stop installing [M]."))
else
if(W.force)
add_attack_logs(user, OCCUPANT_LOGGING, "attacked mech '[src]' using [W]")
return ..()
/obj/mecha/crowbar_act(mob/user, obj/item/I)
if(state != MECHA_BOLTS_UP && state != MECHA_OPEN_HATCH && !(state == MECHA_BATTERY_UNSCREW && occupant))
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(state == MECHA_BOLTS_UP)
state = MECHA_OPEN_HATCH
to_chat(user, "You open the hatch to the power unit")
else if(state == MECHA_OPEN_HATCH)
state = MECHA_BOLTS_UP
to_chat(user, "You close the hatch to the power unit")
else if(ishuman(occupant))
user.visible_message(SPAN_NOTICE("[user] begins levering out the driver from the [src]."), SPAN_NOTICE("You begin to lever out the driver from the [src]."))
to_chat(occupant, SPAN_WARNING("[user] is prying you out of the exosuit!"))
if(I.use_tool(src, user, 8 SECONDS, volume = I.tool_volume))
user.visible_message(SPAN_NOTICE("[user] pries the driver out of the [src]!"), SPAN_NOTICE("You finish removing the driver from the [src]!"))
go_out()
else
// Since having maint protocols available is controllable by the MMI, I see this as a consensual way to remove an MMI without destroying the mech
user.visible_message(SPAN_NOTICE("[user] begins levering out the MMI from [src]."), SPAN_NOTICE("You begin to lever out the MMI from [src]."))
to_chat(occupant, SPAN_WARNING("[user] is prying you out of the exosuit!"))
if(I.use_tool(src, user, 8 SECONDS, volume = I.tool_volume) && pilot_is_mmi())
user.visible_message(SPAN_NOTICE("[user] pries the MMI out of [src]!"), SPAN_NOTICE("You finish removing the MMI from [src]!"))
go_out()
/obj/mecha/screwdriver_act(mob/user, obj/item/I)
if(user.a_intent == INTENT_HARM)
return
if(!(state == MECHA_OPEN_HATCH && cell) && !(state == MECHA_BATTERY_UNSCREW && cell))
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(hasInternalDamage(MECHA_INT_TEMP_CONTROL))
clearInternalDamage(MECHA_INT_TEMP_CONTROL)
to_chat(user, SPAN_NOTICE("You repair the damaged temperature controller."))
else if(state == MECHA_OPEN_HATCH && cell)
cell.forceMove(loc)
cell = null
state = MECHA_BATTERY_UNSCREW
to_chat(user, SPAN_NOTICE("You unscrew and pry out the powercell."))
log_message("Powercell removed")
else if(state == MECHA_BATTERY_UNSCREW && cell)
state = MECHA_OPEN_HATCH
to_chat(user, SPAN_NOTICE("You screw the cell in place."))
/obj/mecha/wrench_act(mob/user, obj/item/I)
if(state != MECHA_MAINT_ON && state != MECHA_BOLTS_UP)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(state == MECHA_MAINT_ON)
state = MECHA_BOLTS_UP
to_chat(user, "You undo the securing bolts.")
else
state = MECHA_MAINT_ON
to_chat(user, "You tighten the securing bolts.")
/obj/mecha/welder_act(mob/user, obj/item/I)
if(user.a_intent == INTENT_HARM)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
if((obj_integrity >= max_integrity) && !internal_damage)
to_chat(user, SPAN_NOTICE("[src] is at full integrity!"))
return
if(repairing)
to_chat(user, SPAN_NOTICE("[src] is currently being repaired!"))
return
if(state == MECHA_MAINT_OFF) // If maint protocols are not active, the state is zero
to_chat(user, SPAN_WARNING("[src] can not be repaired without maintenance protocols active!"))
return
WELDER_ATTEMPT_REPAIR_MESSAGE
repairing = TRUE
if(I.use_tool(src, user, 15, volume = I.tool_volume))
if(internal_damage & MECHA_INT_TANK_BREACH)
clearInternalDamage(MECHA_INT_TANK_BREACH)
user.visible_message(SPAN_NOTICE("[user] repairs the damaged gas tank."), SPAN_NOTICE("You repair the damaged gas tank."))
else if(obj_integrity < max_integrity)
user.visible_message(SPAN_NOTICE("[user] repairs some damage to [name]."), SPAN_NOTICE("You repair some damage to [name]."))
obj_integrity += min(10, max_integrity - obj_integrity)
else
to_chat(user, SPAN_NOTICE("[src] is at full integrity!"))
repairing = FALSE
/obj/mecha/mech_melee_attack(obj/mecha/M)
if(!has_charge(melee_energy_drain))
return FALSE
use_power(melee_energy_drain)
if(M.damtype == BRUTE || M.damtype == BURN)
add_attack_logs(M.occupant, src, "Mecha-attacked with [M] ([uppertext(M.occupant.a_intent)]) ([uppertext(M.damtype)])")
. = ..()
/obj/mecha/emag_act(mob/user)
if(emag_proof)
to_chat(user, SPAN_WARNING("[src]'s ID slot rejects the card."))
return
user.visible_message(SPAN_NOTICE("[user] slides a card through [src]'s id slot."), SPAN_NOTICE("You slide the card through [src]'s ID slot, resetting the DNA and access locks."))
playsound(loc, "sparks", 100, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
dna = null
operation_req_access = list()
return TRUE
/////////////////////////////////////
//////////// MARK: AI piloting
/////////////////////////////////////
/obj/mecha/attack_ai(mob/living/silicon/ai/user)
if(!is_ai(user))
return
//Allows the Malf to scan a mech's status and loadout, helping it to decide if it is a worthy chariot.
if(user.can_dominate_mechs)
examine(user) //Get diagnostic information!
for(var/obj/item/mecha_parts/mecha_tracking/B in trackers)
to_chat(user, "<span class='danger'>Warning: Tracking Beacon detected. Enter at your own risk. Beacon Data:")
to_chat(user, "[B.get_mecha_info_text()]")
break
//Nothing like a big, red link to make the player feel powerful!
to_chat(user, "<a href='byond://?src=[user.UID()];ai_take_control=\ref[src]'>[SPAN_USERDANGER("ASSUME DIRECT CONTROL?")]</a><br>")
else
examine(user)
if(occupant)
to_chat(user, SPAN_WARNING("This exosuit has a pilot and cannot be controlled."))
return
var/can_control_mech = FALSE
for(var/obj/item/mecha_parts/mecha_tracking/ai_control/A in trackers)
can_control_mech = TRUE
to_chat(user, "[SPAN_NOTICE("[bicon(src)] Status of [name]:")]\n\
[A.get_mecha_info_text()]")
break
if(!can_control_mech)
to_chat(user, SPAN_WARNING("You cannot control exosuits without AI control beacons installed."))
return
to_chat(user, "<a href='byond://?src=[user.UID()];ai_take_control=\ref[src]'>[SPAN_BOLDNOTICE("Take control of exosuit?")]</a><br>")
/obj/mecha/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
if(!..())
return
//Transfer from core or card to mech. Proc is called by mech.
switch(interaction)
if(AI_TRANS_TO_CARD) //Upload AI from mech to AI card.
if(!maint_access) //Mech must be in maint mode to allow carding.
to_chat(user, SPAN_WARNING("[name] must have maintenance protocols active in order to allow a transfer."))
return
AI = occupant
if(!AI || !is_ai(occupant)) //Mech does not have an AI for a pilot
to_chat(user, SPAN_WARNING("No AI detected in the [name] onboard computer."))
return
if(AI.mind.special_role) //Malf AIs cannot leave mechs. Except through death.
to_chat(user, SPAN_BOLDANNOUNCEIC("ACCESS DENIED."))
return
AI.aiRestorePowerRoutine = 0//So the AI initially has power.
AI.control_disabled = TRUE
AI.aiRadio.disabledAi = TRUE
AI.forceMove(card)
occupant = null
AI.controlled_mech = null
AI.remote_control = null
icon_state = reset_icon(icon_state)+"-open"
to_chat(AI, "You have been downloaded to a mobile storage device. Wireless connection offline.")
to_chat(user, "[SPAN_BOLDNOTICE("Transfer successful")]: [AI.name] ([rand(1000,9999)].exe) removed from [name] and stored within local memory.")
if(AI_MECH_HACK) //Called by AIs on the mech
AI.linked_core = new /obj/structure/ai_core/deactivated(AI.loc)
if(AI.can_dominate_mechs)
if(occupant) //Oh, I am sorry, were you using that?
to_chat(AI, "<span class='warning'>Pilot detected! Forced ejection initiated!")
to_chat(occupant, SPAN_DANGER("You have been forcibly ejected!"))
go_out(1) //IT IS MINE, NOW. SUCK IT, RD!
ai_enter_mech(AI, interaction)
if(AI_TRANS_FROM_CARD) //Using an AI card to upload to a mech.
AI = locate(/mob/living/silicon/ai) in card
if(!AI)
to_chat(user, SPAN_WARNING("There is no AI currently installed on this device."))
return
else if(AI.stat || !AI.client)
to_chat(user, SPAN_WARNING("[AI.name] is currently unresponsive, and cannot be uploaded."))
return
else if(occupant || dna) //Normal AIs cannot steal mechs!
to_chat(user, "<span class='warning'>Access denied. [name] is [occupant ? "currently occupied" : "secured with a DNA lock"].")
return
AI.control_disabled = FALSE
AI.aiRadio.disabledAi = FALSE
to_chat(user, "[SPAN_BOLDNOTICE("Transfer successful")]: [AI.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed.")
ai_enter_mech(AI, interaction)
//Hack and From Card interactions share some code, so leave that here for both to use.
/obj/mecha/proc/ai_enter_mech(mob/living/silicon/ai/AI, interaction)
var/mob/camera/eye/hologram/hologram_eye = AI.remote_control
if(istype(hologram_eye))
hologram_eye.release_control()
qdel(hologram_eye)
AI.aiRestorePowerRoutine = 0
AI.forceMove(src)
occupant = AI
icon_state = reset_icon(icon_state)
update_icon(UPDATE_OVERLAYS)
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
if(!hasInternalDamage())
SEND_SOUND(occupant, sound(nominalsound, volume = 50))
AI.cancel_camera()
AI.controlled_mech = src
AI.remote_control = src
AI.reset_perspective(src)
AI.can_shunt = FALSE //ONE AI ENTERS. NO AI LEAVES.
to_chat(AI, "[AI.can_dominate_mechs ? SPAN_BOLDNOTICE("Takeover of [name] complete! You are now permanently loaded onto the onboard computer. Do not attempt to leave the station sector!") \
: "<span class='notice'>You have been uploaded to a mech's onboard computer."]")
to_chat(AI, SPAN_BOLDNOTICE("Use Middle-Mouse to activate mech functions and equipment. Click normally for AI interactions."))
if(interaction == AI_TRANS_FROM_CARD)
GrantActions(AI, FALSE)
else
GrantActions(AI, !AI.can_dominate_mechs)
/////////////////////////////////////
//////// MARK: Atmospheric stuff
/////////////////////////////////////
/obj/mecha/return_obj_air()
RETURN_TYPE(/datum/gas_mixture)
if(use_internal_tank)
return cabin_air
return null
/obj/mecha/return_analyzable_air()
if(use_internal_tank)
return cabin_air
return null
/obj/mecha/proc/connect(obj/machinery/atmospherics/unary/portables_connector/new_port)
//Make sure not already connected to something else
if(connected_port || !istype(new_port) || new_port.connected_device)
return FALSE
//Make sure are close enough for a valid connection
if(new_port.loc != loc)
return FALSE
//Perform the connection
connected_port = new_port
connected_port.connected_device = src
connected_port.parent.reconcile_air()
if(occupant)
occupant.clear_alert("mechaport")
occupant.throw_alert("mechaport_d", /atom/movable/screen/alert/mech_port_disconnect)
log_message("Connected to gas port.")
return TRUE
/obj/mecha/proc/disconnect()
if(!connected_port)
return FALSE
connected_port.connected_device = null
connected_port = null
log_message("Disconnected from gas port.")
if(occupant)
occupant.clear_alert("mechaport_d")
return TRUE
/obj/mecha/portableConnectorReturnAir()
return internal_tank.return_obj_air()
/obj/mecha/proc/toggle_lights(show_message = TRUE)
lights = !lights
if(lights)
set_light(lights_range, lights_power)
else
set_light(lights_range_ambient, lights_power_ambient)
if(show_message)
occupant_message("Toggled lights [lights ? "on" : "off"].")
log_message("Toggled lights [lights ? "on" : "off"].")
/obj/mecha/extinguish_light(force)
if(!lights)
return
toggle_lights(show_message = FALSE)
/obj/mecha/proc/toggle_internal_tank()
use_internal_tank = !use_internal_tank
occupant_message("Now taking air from [use_internal_tank ? "internal airtank" : "environment"].")
log_message("Now taking air from [use_internal_tank ? "internal airtank" : "environment"].")
/obj/mecha/MouseDrop_T(mob/M, mob/user)
if(frozen)
to_chat(user, SPAN_WARNING("Do not enter Admin-Frozen mechs."))
return TRUE
if(user.incapacitated())
return
if(user != M)
return
log_message("[user] tries to move in.")
if(occupant)
to_chat(user, SPAN_WARNING("[src] is already occupied!"))
log_append_to_last("Permission denied.")
return TRUE
var/passed
if(dna)
if(ishuman(user))
if(user.dna.unique_enzymes == dna)
passed = TRUE
else if(operation_allowed(user))
passed = TRUE
if(!passed)
to_chat(user, SPAN_WARNING("Access denied."))
log_append_to_last("Permission denied.")
return TRUE
if(user.buckled)
to_chat(user, SPAN_WARNING("You are currently buckled and cannot move."))
log_append_to_last("Permission denied.")
return TRUE
if(user.has_buckled_mobs()) //mob attached to us
to_chat(user, SPAN_WARNING("You can't enter the exosuit with other creatures attached to you!"))
return TRUE
visible_message("<span class='notice'>[user] starts to climb into [src]")
INVOKE_ASYNC(src, TYPE_PROC_REF(/obj/mecha, put_in), user)
return TRUE
/obj/mecha/proc/put_in(mob/user) // need this proc to use INVOKE_ASYNC in other proc. You're not recommended to use that one
if(do_after(user, mech_enter_time, target = src))
if(obj_integrity <= 0)
to_chat(user, SPAN_WARNING("You cannot get in the [name], it has been destroyed!"))
else if(occupant)
to_chat(user, SPAN_DANGER("[occupant] was faster! Try better next time, loser."))
else if(user.buckled)
to_chat(user, SPAN_WARNING("You can't enter the exosuit while buckled."))
else if(user.has_buckled_mobs())
to_chat(user, SPAN_WARNING("You can't enter the exosuit with other creatures attached to you!"))
else
moved_inside(user)
else
to_chat(user, SPAN_WARNING("You stop entering the exosuit!"))
/obj/mecha/proc/moved_inside(mob/living/carbon/human/H as mob)
if(H && H.client && (H in range(1)))
occupant = H
H.stop_pulling()
H.forceMove(src)
add_fingerprint(H)
GrantActions(H, human_occupant = 1)
forceMove(loc)
log_append_to_last("[H] moved in as pilot.")
icon_state = reset_icon()
dir = dir_in
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
if(!activated)
SEND_SOUND(occupant, sound(longactivationsound, volume = 50))
activated = TRUE
else if(!hasInternalDamage())
SEND_SOUND(occupant, sound(nominalsound, volume = 50))
if(state)
H.throw_alert("locked", /atom/movable/screen/alert/mech_maintenance)
if(connected_port)
H.throw_alert("mechaport_d", /atom/movable/screen/alert/mech_port_disconnect)
update_icon(UPDATE_OVERLAYS)
return TRUE
else
return FALSE
/obj/mecha/proc/mmi_move_inside(obj/item/mmi/mmi_as_oc as obj,mob/user as mob)
if(!mmi_as_oc.brainmob || !mmi_as_oc.brainmob.client)
to_chat(user, SPAN_WARNING("Consciousness matrix not detected!"))
return FALSE
else if(mmi_as_oc.brainmob.stat)
to_chat(user, SPAN_WARNING("Beta-rhythm below acceptable level!"))
return FALSE
else if(occupant)
to_chat(user, SPAN_WARNING("Occupant detected!"))
return FALSE
else if(dna && dna != mmi_as_oc.brainmob.dna.unique_enzymes)
to_chat(user, SPAN_WARNING("Access denied. [name] is secured with a DNA lock."))
return FALSE
else if(!operation_allowed(user))
to_chat(user, SPAN_WARNING("Access denied. [name] is secured with an ID lock."))
return FALSE
if(do_after(user, 4 SECONDS, target = src))
if(!occupant)
return mmi_moved_inside(mmi_as_oc,user)
else
to_chat(user, SPAN_WARNING("Occupant detected!"))
else
to_chat(user, SPAN_NOTICE("You stop inserting the MMI."))
return FALSE
/obj/mecha/proc/mmi_moved_inside(obj/item/mmi/mmi_as_oc, mob/user)
if(mmi_as_oc && (user in range(1)))
if(!mmi_as_oc.brainmob || !mmi_as_oc.brainmob.client)
to_chat(user, "Consciousness matrix not detected.")
return FALSE
else if(mmi_as_oc.brainmob.stat)
to_chat(user, "Beta-rhythm below acceptable level.")
return FALSE
if(!user.drop_item_to_ground(mmi_as_oc))
to_chat(user, SPAN_NOTICE("\the [mmi_as_oc] is stuck to your hand, you cannot put it in \the [src]"))
return FALSE
var/mob/living/brain/brainmob = mmi_as_oc.brainmob
brainmob.reset_perspective(src)
occupant = brainmob
brainmob.forceMove(src) //should allow relaymove
if(istype(mmi_as_oc, /obj/item/mmi/robotic_brain))
var/obj/item/mmi/robotic_brain/R = mmi_as_oc
if(R.imprinted_master)
to_chat(brainmob, SPAN_BIGGERDANGER("Your imprint to [R.imprinted_master] has been temporarily disabled. You should help the crew and not commit harm."))
mmi_as_oc.loc = src
mmi_as_oc.mecha = src
Entered(mmi_as_oc)
Move(loc)
icon_state = reset_icon()
dir = dir_in
update_icon(UPDATE_OVERLAYS)
log_message("[mmi_as_oc] moved in as pilot.")
if(!hasInternalDamage())
SEND_SOUND(occupant, sound(nominalsound, volume = 50))
GrantActions(brainmob)
return TRUE
else
return FALSE
/obj/mecha/proc/pilot_is_mmi()
var/atom/movable/mob_container
if(isbrain(occupant))
var/mob/living/brain/brain = occupant
mob_container = brain.container
if(istype(mob_container, /obj/item/mmi))
return TRUE
return FALSE
/obj/mecha/proc/pilot_mmi_hud(mob/living/brain/pilot)
return
/obj/mecha/Exited(atom/movable/M, direction)
var/new_loc = get_step(M, direction)
if(occupant && occupant == M) // The occupant exited the mech without calling go_out()
if(!is_ai(occupant)) //This causes carded AIS to gib, so we do not want this to be called during carding.
go_out(1, new_loc)
/obj/mecha/proc/go_out(forced, atom/newloc = loc)
if(!occupant)
return
var/atom/movable/mob_container
occupant.clear_alert("charge")
occupant.clear_alert("locked")
occupant.clear_alert("mech damage")
occupant.clear_alert("mechaport")
occupant.clear_alert("mechaport_d")
if(ishuman(occupant))
mob_container = occupant
RemoveActions(occupant, human_occupant = 1)
else if(isbrain(occupant))
var/mob/living/brain/brain = occupant
RemoveActions(brain)
mob_container = brain.container
else if(is_ai(occupant))
var/mob/living/silicon/ai/AI = occupant
if(forced)//This should only happen if there are multiple AIs in a round, and at least one is Malf.
RemoveActions(occupant)
occupant.gib() //If one Malf decides to steal a mech from another AI (even other Malfs!), they are destroyed, as they have nowhere to go when replaced.
occupant = null
return
else
if(!AI.linked_core || QDELETED(AI.linked_core))
to_chat(AI, SPAN_USERDANGER("Inactive core destroyed. Unable to return."))
AI.linked_core = null
return
to_chat(AI, SPAN_NOTICE("Returning to core..."))
AI.controlled_mech = null
if(istype(AI.eyeobj))
AI.remote_control = AI.eyeobj
AI.reset_perspective(AI.eyeobj)
else
AI.eyeobj = new /mob/camera/eye/ai(loc, AI.name, AI, AI)
RemoveActions(occupant, 1)
mob_container = AI
newloc = get_turf(AI.linked_core)
AI.eyeobj?.set_loc(newloc)
qdel(AI.linked_core)
else
return
var/mob/living/L = occupant
occupant = null //we need it null when forceMove calls Exited().
if(mob_container.forceMove(newloc))//ejecting mob container
log_message("[mob_container] moved out.")
L << browse(null, "window=exosuit")
if(istype(mob_container, /obj/item/mmi))
var/obj/item/mmi/mmi = mob_container
if(mmi.brainmob)
L.forceMove(mmi)
L.reset_perspective()
mmi.mecha = null
mmi.update_icon()
if(istype(mmi, /obj/item/mmi/robotic_brain))
var/obj/item/mmi/robotic_brain/R = mmi
if(R.imprinted_master)
to_chat(L, SPAN_NOTICE("Imprint re-enabled, you are once again bound to [R.imprinted_master]'s commands."))
icon_state = reset_icon(icon_state)+"-open"
dir = dir_in
if(L && L.client)
L.client.RemoveViewMod("mecha")
zoom_mode = FALSE
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.regenerate_icons() // workaround for 14457
update_icon(UPDATE_OVERLAYS)
/obj/mecha/force_eject_occupant(mob/target)
go_out()
// Called when a shuttle lands on top of the mech. Prevents the mech from just dropping the pilot unharmed inside the shuttle when destroyed.
/obj/mecha/proc/get_out_and_die()
var/mob/living/pilot = occupant
pilot.visible_message(
SPAN_WARNING("[src] is hit by a hyperspace ripple!"),
SPAN_USERDANGER("You feel an immense crushing pressure as the space around you ripples.")
)
go_out(TRUE)
if(iscarbon(pilot))
pilot.gib()
qdel(src)
/////////////////////////
////// MARK: Access stuff
/////////////////////////
/obj/mecha/proc/operation_allowed(mob/living/carbon/human/H)
if(!ishuman(H))
return 0
for(var/ID in list(H.get_active_hand(), H.wear_id, H.belt, H.wear_pda))
if(check_access(ID, operation_req_access))
return TRUE
return FALSE
/obj/mecha/proc/internals_access_allowed(mob/living/carbon/human/H)
for(var/atom/ID in list(H.get_active_hand(), H.wear_id, H.belt, H.wear_pda))
if(check_access(ID, internals_req_access))
return TRUE
return FALSE
/obj/mecha/check_access(obj/item/card/id/I, list/access_list)
if(!istype(access_list))
return TRUE
if(!length(access_list)) //no requirements
return TRUE
I = I?.GetID()
if(!istype(I) || !I.access) //not ID or no access
return FALSE
if(access_list==operation_req_access)
for(var/req in access_list)
if(!(req in I.access)) //doesn't have this access
return FALSE
else if(access_list==internals_req_access)
for(var/req in access_list)
if(req in I.access)
return TRUE
return TRUE
///////////////////////
///// MARK: Power stuff
///////////////////////
/obj/mecha/proc/has_charge(amount)
return (get_charge()>=amount)
/obj/mecha/proc/get_charge()
for(var/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/R in equipment)
var/relay_charge = R.get_charge()
if(relay_charge)
return relay_charge
if(cell)
return max(0, cell.charge)
/obj/mecha/proc/use_power(amount)
if(get_charge())
cell.use(amount)
if(occupant)
update_cell()
return TRUE
return FALSE
/obj/mecha/proc/give_power(amount)
if(!isnull(get_charge()))
cell.give(amount)
if(occupant)
update_cell()
return TRUE
return FALSE
/obj/mecha/proc/update_cell()
if(cell)
var/cellcharge = cell.charge/cell.maxcharge
switch(cellcharge)
if(0.75 to INFINITY)
occupant.clear_alert("charge")
if(0.5 to 0.75)
occupant.throw_alert("charge", /atom/movable/screen/alert/mech_lowcell, 1)
if(0.25 to 0.5)
occupant.throw_alert("charge", /atom/movable/screen/alert/mech_lowcell, 2)
if(power_warned)
power_warned = FALSE
if(0.01 to 0.25)
occupant.throw_alert("charge", /atom/movable/screen/alert/mech_lowcell, 3)
if(!power_warned)
SEND_SOUND(occupant, sound(lowpowersound, volume = 50))
power_warned = TRUE
else
occupant.throw_alert("charge", /atom/movable/screen/alert/mech_emptycell)
else
occupant.throw_alert("charge", /atom/movable/screen/alert/mech_nocell)
/obj/mecha/proc/reset_icon()
if(initial_icon)
icon_state = initial_icon
else
icon_state = reset_icon(icon_state)
return icon_state
//////////////////////////////////////////
//////// MARK: Mecha global iterators
//////////////////////////////////////////
/obj/mecha/process()
process_internal_damage()
regulate_temp()
give_air()
update_huds()
/obj/mecha/proc/process_internal_damage()
if(!internal_damage)
return
if(internal_damage & MECHA_INT_FIRE)
if(!(internal_damage & MECHA_INT_TEMP_CONTROL) && prob(5))
clearInternalDamage(MECHA_INT_FIRE)
if(internal_tank)
var/datum/gas_mixture/int_tank_air = internal_tank.return_obj_air()
if(int_tank_air.return_pressure() > internal_tank.maximum_pressure && !(internal_damage & MECHA_INT_TANK_BREACH))
setInternalDamage(MECHA_INT_TANK_BREACH)
if(int_tank_air && int_tank_air.return_volume() > 0)
int_tank_air.set_temperature(min(6000 + T0C, cabin_air.temperature() + rand(10, 15)))
if(cabin_air && cabin_air.return_volume() > 0)
cabin_air.set_temperature(min(6000 + T0C, cabin_air.temperature() + rand(10, 15)))
if(cabin_air.temperature() > max_temperature / 2)
take_damage(4 / round(max_temperature / cabin_air.temperature(), 0.1), BURN, 0, 0)
if(internal_damage & MECHA_INT_TANK_BREACH) //remove some air from internal tank
if(internal_tank)
var/datum/gas_mixture/int_tank_air = internal_tank.return_obj_air()
var/datum/gas_mixture/leaked_gas = int_tank_air.remove_ratio(0.10)
var/turf/T = get_turf(src)
if(T)
T.blind_release_air(leaked_gas)
else
qdel(leaked_gas)
if(internal_damage & MECHA_INT_SHORT_CIRCUIT)
if(get_charge())
spark_system.start()
cell.charge -= min(20,cell.charge)
cell.maxcharge -= min(20,cell.maxcharge)
/obj/mecha/proc/release_gas(datum/gas_mixture/environment, datum/gas_mixture/leaked_gas)
// Any proc that wants MILLA to be synchronous should not sleep.
SHOULD_NOT_SLEEP(TRUE)
environment.merge(leaked_gas)
/obj/mecha/proc/regulate_temp()
if(internal_damage & MECHA_INT_TEMP_CONTROL)
return
if(cabin_air && cabin_air.return_volume() > 0)
var/delta = cabin_air.temperature() - T20C
cabin_air.set_temperature(cabin_air.temperature() - max(-10, min(10, round(delta / 4, 0.1))))
/obj/mecha/proc/give_air()
if(!internal_tank)
return
var/datum/gas_mixture/tank_air = internal_tank.return_obj_air()
var/release_pressure = internal_tank_valve
var/cabin_pressure = cabin_air.return_pressure()
var/pressure_delta = min(release_pressure - cabin_pressure, (tank_air.return_pressure() - cabin_pressure)/2)
var/transfer_moles = 0
if(pressure_delta > 0) //cabin pressure lower than release pressure
if(tank_air.temperature() > 0)
transfer_moles = pressure_delta*cabin_air.return_volume() / (cabin_air.temperature() * R_IDEAL_GAS_EQUATION)
var/datum/gas_mixture/removed = tank_air.remove(transfer_moles)
cabin_air.merge(removed)
else if(pressure_delta < 0) //cabin pressure higher than release pressure
var/datum/gas_mixture/active_tank_air = return_obj_air()
pressure_delta = cabin_pressure - release_pressure
if(active_tank_air)
pressure_delta = min(cabin_pressure - active_tank_air.return_pressure(), pressure_delta)
if(pressure_delta > 0) //if location pressure is lower than cabin pressure
transfer_moles = pressure_delta * cabin_air.return_volume() / (cabin_air.temperature() * R_IDEAL_GAS_EQUATION)
var/datum/gas_mixture/removed = cabin_air.remove(transfer_moles)
if(active_tank_air)
active_tank_air.merge(removed)
else
var/turf/T = get_turf(src)
if(T)
T.blind_release_air(removed)
else
qdel(removed)
/obj/mecha/proc/update_huds()
diag_hud_set_mechhealth()
diag_hud_set_mechcell()
diag_hud_set_mechstat()
diag_hud_set_mechtracking()
/obj/mecha/speech_bubble(bubble_state = "", bubble_loc = src, list/bubble_recipients = list())
var/image/I = image('icons/mob/talk.dmi', bubble_loc, bubble_state, FLY_LAYER)
I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(flick_overlay), I, bubble_recipients, 30)
/obj/mecha/update_remote_sight(mob/living/user)
if(occupant_sight_flags)
if(user == occupant)
user.sight |= occupant_sight_flags
..()
/obj/mecha/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect)
if(!no_effect)
if(selected)
used_item = selected
else if(!visual_effect_icon)
visual_effect_icon = ATTACK_EFFECT_SMASH
if(damtype == BURN)
visual_effect_icon = ATTACK_EFFECT_MECHFIRE
else if(damtype == TOX)
visual_effect_icon = ATTACK_EFFECT_MECHTOXIN
..()
/obj/mecha/obj_destruction()
if(wreckage)
var/mob/living/silicon/ai/AI
if(is_ai(occupant))
AI = occupant
occupant = null
var/obj/structure/mecha_wreckage/WR = new wreckage(loc, AI)
WR.icon_state = "[reset_icon(loc, AI)]-broken"
for(var/obj/item/mecha_parts/mecha_equipment/E in equipment)
if(E.salvageable && prob(30))
WR.crowbar_salvage += E
E.detach(WR) //detaches from src into WR
E.equip_ready = 1
else
E.detach(loc)
qdel(E)
if(cell)
WR.crowbar_salvage += cell
cell.forceMove(WR)
cell.charge = rand(0, cell.charge)
cell = null
if(internal_tank)
WR.crowbar_salvage += internal_tank
internal_tank.forceMove(WR)
internal_tank = null
. = ..()
/obj/mecha/CtrlClick(mob/living/L)
if(occupant != L || !istype(L))
return ..()
var/list/choices = list("Cancel / No Change" = mutable_appearance(icon = 'icons/mob/screen_gen.dmi', icon_state = "x"))
var/list/choices_to_refs = list()
for(var/obj/item/mecha_parts/mecha_equipment/MT in equipment)
if(!MT.selectable || selected == MT)
continue
var/mutable_appearance/clean/MA = mutable_appearance(MT.icon, MT.icon_state, MT.layer)
choices[MT.name] = MA
choices_to_refs[MT.name] = MT
var/choice = show_radial_menu(L, L, choices, radius = 48, custom_check = CALLBACK(src, PROC_REF(check_menu), L))
if(!check_menu(L) || choice == "Cancel / No Change")
return
var/obj/item/mecha_parts/mecha_equipment/new_sel = LAZYACCESS(choices_to_refs, choice)
if(istype(new_sel))
selected = new_sel
occupant_message(SPAN_NOTICE("You switch to [selected]."))
visible_message("[src] raises [selected]")
send_byjax(occupant, "exosuit.browser", "eq_list", get_equipment_list())
/obj/mecha/proc/check_menu(mob/living/L)
if(L != occupant || !istype(L))
return FALSE
if(L.incapacitated())
return FALSE
return TRUE
/obj/mecha/rust_heretic_act()
take_damage(500, BRUTE)
#undef OCCUPANT_LOGGING