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f81ef075f1
* coefficient balancing * damage and meltdowns * meltdown stuff * alert stuff * lots of work - whew * some enrichment code * rod encrichmnt * working on enrichment * more fabrication * rod fab * start to the nuke * overload sprites * overload code work * some overload tweaking * small tweak * coolant ejections and QOL things * overheat events + ripley gripper * rebase + venting code * save before rebase * some pre-work for rods * finishing the base rods * fixed my dme * de linting * tiny lint fix * more lint fixes * linting * linting * linting * linting * linting * temp delint * temp delint * undo TM stuff + minor fix * didnt save * some fixes * fixes * fixes and engine repair * fixed broken durability decay * LOTS of things * tgui * lint * linter * linter * minor shit * Update boxstation.dmm * major refactors and fixes * saved this * critical testing tweaks and fixes * fixes and tweaks * smithing start * forgot to save * craftables + grill start * saved * fix * more grill work * Update tgui.bundle.js * linter * linter * fixes * rod fabricator initial * cooking work * push * soundwork * sound work tweak * comments + sounds + toxins gen rework * lots of work * sprite stuff * deconflicting * delinting * bundle rebuild * prettier * feex * fuck you OD * who asked? * update to tgui * another edit to tgui * finish tgui * remove debug metadata button * rod tweaks for tgui * Update code/datums/uplink_items/uplink_traitor.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/game/mecha/equipment/tools/work_tools.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/game/mecha/equipment/tools/work_tools.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/game/objects/items/robot/cyborg_gripper.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/mob/living/simple_animal/parrot.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/mob/living/simple_animal/parrot.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/mob/living/simple_animal/parrot.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/mob/living/simple_animal/parrot.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/nuclear_misc.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/nuclear_misc.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/nuclear_misc.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/nuclear_rods.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/nuclear_rods.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/reactor.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/reactor.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/nuclear_rods.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/nuclear_rods.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/nuclear_rods.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/reactor.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/smithing/components/misc_components.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/nuclear_rods.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update tgui/packages/tgui/interfaces/NuclearRodFabricator.jsx Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Spans * tgui build * rod redo * improve tgui for fabricator * sprites and centrifuge/fab work * tgui update * spritework * cyberiad + hydrogen conversion * kerberos + counter * Update code/modules/power/engines/fission/nuclear_rods.dm Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * sprite + fab tweak * tgui bundle * lintering * bugfixing * linting * linting * event tweak * add missing gases to fission monitor * issue fixing * sprite/overlay fixes * mapping * stations again * space lattice * tine tweak * linter * no rod alerts * buttons * loose wire * make it so you can interact through rod casings and the uhh big thing in the center, what's that called again * fixes * door fix * many bug fixes + crates * fab ghost touch * water convert + maint sprite + fixes * pack changes + neighbor fix * doors rename * didnt save * hydrogen fix * map tweaks * repair fixes + corium LETHALITY * upped broken rad damage * pipe rename + overload icons * more roundstart moderators * rod tree tweaks * tweaks * pack and enrichment fixes * misc tweaks and fixes * fixes: Density, circuits, coolant offline negation * Apply suggestions from code review Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * review changes * linter + fix * reviews and fixes * LOTS of tweaks and changes * supermatter kit * spacematter balance * tgui * fixes and tweaks * didnt save this * mapping + smith fix * cargo rods arnt radioactive til opened * Apply suggestions from code review Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * review items * fixes * linters * moving components out of nullspace * examine fix * Update tgui.bundle.js * explosion nerf and minor fix * Apply suggestions from code review Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * reviews * map fix + ripley rad immune * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * review * fix chamber examine * tweaks + rod fab disk drop * Apply suggestions from code review Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * review changes * Update code/modules/power/engines/fission/nuclear_rods.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * fixes * tgui bundle * small rod tweaks * Update code/game/machinery/computer/buildandrepair.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/smithing/components/reactor_components.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/reactor_machines.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/power/engines/fission/reactor_machines.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * reviews * Update code/modules/power/engines/fission/reactor_machines.dm Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> --------- Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Paul <pmerkamp@gmail.com> Co-authored-by: Pooble <90473506+poobsie@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
404 lines
14 KiB
Plaintext
404 lines
14 KiB
Plaintext
/* CONTENTS:
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* 0. Generic Gripper
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* 1. Gripper Types
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* 1.1 Universal Gripper
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* 1.2 Medical Gripper
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* 1.3 Service Gripper
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* 1.4 Mining Gripper
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* 1.5 Engineering Gripper
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*/
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// Generic gripper. This should never appear anywhere.
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/obj/item/gripper
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name = "generic gripper item"
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desc = "If you can see this, make an issue report to Github. Something has gone wrong!"
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icon = 'icons/obj/device.dmi'
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icon_state = "gripper"
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actions_types = list(/datum/action/item_action/drop_gripped_item)
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flags = ABSTRACT
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flags_2 = RAD_NO_CONTAMINATE_2
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new_attack_chain = TRUE
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/// Set to TRUE to removal of cells/lights from machine objects containing them.
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var/engineering_machine_interaction = FALSE
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/// Defines what items the gripper can carry.
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var/list/can_hold = list()
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/// Set to TRUE to allow ANY item to be held, bypassing can_hold checks.
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var/can_hold_all_items = FALSE
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/// Set to TRUE to allow the gripper to shake people awake and help them up.
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var/can_help_up = FALSE
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/// The item currently being held.
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var/obj/item/gripped_item
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/// Tracks gripper's state, prevents us from spamming actions
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var/busy = FALSE
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/obj/item/gripper/examine(mob/user)
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. = ..()
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if(!gripped_item)
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. += SPAN_NOTICE("[src] is empty.")
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return
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. += SPAN_NOTICE("[src] is currently holding [gripped_item].")
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/obj/item/gripper/examine_more(mob/user)
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. = ..()
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. += "Cyborg grippers are well-developed, and despite some anatomical differences that manifest in some models, they can be used just as effectively as a regular hand with enough practice."
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. += ""
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. += "Companies like Nanotrasen use software to limit the items that a cyborg can manipulate to a specific pre-defined list, \
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as part of their multi-layered protections to try and eliminate the chance of a hypothetical synthetic uprising, not wishing to see a repeat of the IPC uprising in 2525."
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/obj/item/gripper/Initialize(mapload)
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. = ..()
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can_hold = typecacheof(can_hold)
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/obj/item/gripper/ui_action_click(mob/user)
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drop_gripped_item(user)
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/obj/item/gripper/proc/drop_gripped_item(mob/user, silent = FALSE)
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if(!gripped_item)
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to_chat(user, SPAN_WARNING("[src] is empty."))
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return FALSE
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if(!silent)
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to_chat(user, SPAN_WARNING("You drop [gripped_item]."))
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gripped_item.forceMove(get_turf(src))
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gripped_item = null
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return TRUE
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/obj/item/gripper/activate_self(mob/user)
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. = ..()
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if(!gripped_item)
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to_chat(user, SPAN_WARNING("[src] is empty."))
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return ITEM_INTERACT_COMPLETE
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if(gripped_item.new_attack_chain)
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gripped_item.activate_self(user)
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else
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gripped_item.attack_self__legacy__attackchain(user)
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return ITEM_INTERACT_COMPLETE
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// This is required to ensure that the forceMove checks on some objects don't rip the gripper out of the borg's inventory and toss it on the floor. That would hurt, a lot!
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/obj/item/gripper/forceMove(atom/destination)
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return
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/obj/item/gripper/interact_with_atom(atom/target, mob/living/user, list/modifiers)
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if(!target)
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return ITEM_INTERACT_COMPLETE
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if(busy)
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return TRUE // prevents us from punching atom we clicked on, don't wanna return interact_complete because we didn't really complete anything
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// Does the gripper already have an item?
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if(gripped_item)
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busy = TRUE
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// Pass the attack on to the target. This might delete/relocate gripped_item.
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if(!target.item_interaction(user, gripped_item, modifiers))
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gripped_item.melee_attack_chain(user, target, list2params(modifiers))
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// Check to see if there is still an item in the gripper (stackable items trigger this).
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if(!gripped_item && length(contents))
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gripped_item = contents[1]
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// If the gripper thinks it has something but it actually doesn't, we fix this.
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else if(gripped_item && !length(contents))
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gripped_item = null
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busy = FALSE
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return ITEM_INTERACT_COMPLETE
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// Is the gripper interacting with an item?
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if(isitem(target))
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var/obj/item/I = target
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// Make sure the item is something the gripper can hold
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if(can_hold_all_items || is_type_in_typecache(I, can_hold))
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to_chat(user, SPAN_NOTICE("You collect [I]."))
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I.forceMove(src)
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gripped_item = I
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return ITEM_INTERACT_COMPLETE
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to_chat(user, SPAN_WARNING("You hold your gripper over [target], but no matter how hard you try, you cannot make yourself grab it."))
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return ITEM_INTERACT_COMPLETE
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// Everything past this point requires being able to engineer.
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if(!engineering_machine_interaction)
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// Allow attack chain to continue into pre_attack()
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return
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// Removing cells from APCs.
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if(istype(target, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = target
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if(A.opened && A.cell)
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gripped_item = A.cell
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A.cell.add_fingerprint(user)
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A.cell.update_icon()
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A.cell.forceMove(src)
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A.cell = null
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A.charging = APC_NOT_CHARGING
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A.update_icon()
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user.visible_message(
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SPAN_WARNING("[user] removes the cell from [A]!"),
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SPAN_WARNING("You remove the cell from [A].")
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)
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return ITEM_INTERACT_COMPLETE
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// Removing cells from cell chargers.
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if(istype(target, /obj/machinery/cell_charger))
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var/obj/machinery/cell_charger/cell_charger = target
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if(cell_charger.charging)
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gripped_item = cell_charger.charging
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cell_charger.charging.add_fingerprint(user)
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cell_charger.charging.forceMove(src)
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cell_charger.removecell()
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user.visible_message(
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SPAN_NOTICE("[user] removes the cell from [cell_charger]."),
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SPAN_NOTICE("You remove the cell from [cell_charger].")
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)
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return ITEM_INTERACT_COMPLETE
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// Removing lights from fixtures.
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if(istype(target, /obj/machinery/light))
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var/obj/machinery/light/light = target
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var/obj/item/light/L = light.drop_light_tube()
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L.forceMove(src)
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gripped_item = L
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user.visible_message(
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SPAN_NOTICE("[user] removes [L] from [light]."),
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SPAN_NOTICE("You remove [L] from [light].")
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)
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return ITEM_INTERACT_COMPLETE
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if(istype(target, /obj/machinery/atmospherics/reactor_chamber))
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var/obj/machinery/atmospherics/reactor_chamber/chamber = target
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if(chamber.chamber_state == CHAMBER_OPEN && chamber.held_rod)
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chamber.held_rod.forceMove(src)
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gripped_item = chamber.held_rod
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user.visible_message(
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SPAN_NOTICE("[user] removes [chamber.held_rod] from [chamber]."),
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SPAN_NOTICE("You remove [chamber.held_rod] from [chamber].")
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)
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chamber.held_rod = null
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chamber.update_appearance(UPDATE_OVERLAYS)
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return ITEM_INTERACT_COMPLETE
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/obj/item/gripper/emag_act(mob/user)
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emagged = !emagged
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..()
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return TRUE
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/obj/item/gripper/pre_attack(atom/atom_target, mob/living/user, params)
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. = FINISH_ATTACK | MELEE_COOLDOWN_PREATTACK
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if(gripped_item)
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gripped_item.attack(atom_target, user)
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return
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if(!ismob(atom_target))
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return ..()
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var/mob/living/target = atom_target
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// If a human target is horizonal, try to help them up. Unless you're trying to kill them.
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if(ishuman(target) && user.a_intent == INTENT_HELP && can_help_up)
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var/mob/living/carbon/human/pickup_target = target
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if(IS_HORIZONTAL(pickup_target))
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// Same restorative effects as when a human tries to help someone up.
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pickup_target.AdjustSleeping(-10 SECONDS)
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pickup_target.AdjustParalysis(-6 SECONDS)
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pickup_target.AdjustStunned(-6 SECONDS)
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pickup_target.AdjustWeakened(-6 SECONDS)
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pickup_target.AdjustKnockDown(-6 SECONDS)
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pickup_target.adjustStaminaLoss(-10)
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pickup_target.resting = FALSE
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pickup_target.stand_up()
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playsound(user.loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
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user.visible_message(
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SPAN_NOTICE("[user] shakes [pickup_target] trying to wake [pickup_target.p_them()] up!"),
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SPAN_NOTICE("You shake [pickup_target] trying to wake [pickup_target.p_them()] up!")
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)
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return
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if(user.a_intent == INTENT_HELP)
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if(target == user)
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user.visible_message(
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SPAN_NOTICE("[user] gives [user.p_themselves()] a hug to make [user.p_themselves()] feel better."),
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SPAN_NOTICE("You give yourself a hug to make yourself feel better.")
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)
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
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return
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// Checks if holder_type exists to prevent picking up animals like mice, because we're about to use the hands that borgs secretly have.
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if(isanimal_or_basicmob(target) && !target.holder_type)
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var/list/modifiers = params2list(params)
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// This enables borgs to get the floating heart icon and mob emote from simple_animals that have petbonus == TRUE.
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target.attack_hand(user, modifiers)
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return
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if(user.zone_selected == BODY_ZONE_HEAD)
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user.visible_message(
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SPAN_NOTICE("[user] playfully boops [target] on the head."),
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SPAN_NOTICE("You playfully boop [target] on the head.")
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)
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user.do_attack_animation(target, ATTACK_EFFECT_BOOP)
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playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
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return
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if(ishuman(target))
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user.visible_message(
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SPAN_NOTICE("[user] hugs [target] to make [target.p_them()] feel better."),
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SPAN_NOTICE("You hug [target] to make [target.p_them()] feel better.")
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)
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else
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user.visible_message(
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SPAN_NOTICE("[user] pets [target]!"),
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SPAN_NOTICE("You pet [target]!")
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)
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
|
|
return
|
|
|
|
if(user.a_intent == INTENT_HARM && !emagged)
|
|
if(target == user)
|
|
user.visible_message(
|
|
SPAN_NOTICE("[user] gives [user.p_themselves()] a firm bear-hug to make [user.p_themselves()] feel better."),
|
|
SPAN_NOTICE("You give yourself a firm bear-hug to make yourself feel better.")
|
|
)
|
|
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
|
|
return
|
|
|
|
if(!ishuman(target) || user.zone_selected == BODY_ZONE_HEAD)
|
|
user.visible_message(
|
|
SPAN_WARNING("[user] bops [target] on the head!"),
|
|
SPAN_WARNING("You bop [target] on the head!")
|
|
)
|
|
user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
|
|
playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
|
|
else
|
|
user.visible_message(
|
|
SPAN_WARNING("[user] hugs [target] in a firm bear-hug! [target] looks uncomfortable..."),
|
|
SPAN_WARNING("You hug [target] firmly to make [target.p_them()] feel better! [target] looks uncomfortable...")
|
|
)
|
|
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
|
|
return
|
|
|
|
// Just in case.
|
|
if(!emagged)
|
|
return
|
|
|
|
if(target == user)
|
|
user.visible_message(
|
|
SPAN_DANGER("[user] punches [user.p_themselves()] in the face!."),
|
|
SPAN_USERDANGER("You punch yourself in the face!")
|
|
)
|
|
user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
|
|
playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE, -1)
|
|
user.adjustBruteLoss(15)
|
|
return
|
|
|
|
if(ishuman(target))
|
|
// Try to punch them in the face... Unless it fell off or something.
|
|
if(user.zone_selected == BODY_ZONE_HEAD && target.get_organ("head"))
|
|
user.visible_message(
|
|
SPAN_DANGER("[user] punches [target] squarely in the face!"),
|
|
SPAN_DANGER("You punch [target] in the face!")
|
|
)
|
|
var/obj/item/organ/external/head/their_face = target.get_organ("head")
|
|
user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
|
|
playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE, -1)
|
|
their_face.receive_damage(15)
|
|
target.UpdateDamageIcon()
|
|
return
|
|
|
|
user.visible_message(
|
|
SPAN_DANGER("[user] crushes [target] in [user.p_their()] grip!"),
|
|
SPAN_DANGER("You crush [target] in your grip!")
|
|
)
|
|
playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE, -1)
|
|
target.adjustBruteLoss(15)
|
|
|
|
// MARK: Gripper Types
|
|
|
|
/*
|
|
* Universal Gripper
|
|
* Not supplied to any cyborg by default.
|
|
* Can be varedited onto a borg for event stuff.
|
|
* Functions almost like a real hand!
|
|
*/
|
|
/obj/item/gripper/universal
|
|
name = "cyborg gripper"
|
|
desc = "A grasping tool for cyborgs. This one is not restricted by any restraining software, allowing it to handle any object the user wishes."
|
|
// It's UNIVERSAL so it has all functions enabled.
|
|
engineering_machine_interaction = TRUE
|
|
can_help_up = TRUE
|
|
can_hold_all_items = TRUE
|
|
|
|
/obj/item/gripper/universal/Initialize(mapload)
|
|
. = ..()
|
|
ADD_TRAIT(src,TRAIT_SURGICAL_OPEN_HAND, ROUNDSTART_TRAIT)
|
|
|
|
// Medical Gripper
|
|
// For medical borgs, for doing medical stuff!
|
|
// Not giving this anything to hold yet, but stuff may be added in the future. Organs/implants are currently viewed as too strong to hold.
|
|
/obj/item/gripper/medical
|
|
name = "medical gripper"
|
|
desc = "A grasping tool for cyborgs. This one is covered with hygenic medical-grade silicone rubber. \
|
|
Use it to help patients up once surgery is complete, or to substitute for hands in surgical operations."
|
|
can_help_up = TRUE
|
|
// REMOVE actions_types from here if you add a can_hold list for this gripper!
|
|
actions_types = list()
|
|
|
|
/obj/item/gripper/medical/Initialize(mapload)
|
|
. = ..()
|
|
ADD_TRAIT(src,TRAIT_SURGICAL_OPEN_HAND, ROUNDSTART_TRAIT)
|
|
|
|
// Service Gripper
|
|
// For service borgs. To make them slightly better at their job.
|
|
/obj/item/gripper/service
|
|
name = "service gripper"
|
|
desc = "A grasping tool for cyborgs. This version is made from hygenic easy-clean material. Maybe some day you'll be able to grab food with it..."
|
|
// For waking up drunkards.
|
|
can_help_up = TRUE
|
|
// Everything in this list is currently for either playing games or otherwise assisting the crew in mundane, non-impactful ways.
|
|
can_hold = list(
|
|
/obj/item/deck,
|
|
/obj/item/cardhand,
|
|
/obj/item/coin,
|
|
/obj/item/paper,
|
|
/obj/item/photo,
|
|
/obj/item/toy/plushie,
|
|
/obj/item/clothing/mask/cigarette
|
|
)
|
|
|
|
// Mining Gripper
|
|
// For mining borgs. Mostly for self-application of goliath armour.
|
|
/obj/item/gripper/mining
|
|
name = "mining gripper"
|
|
desc = "A grasping tool for cyborgs. This ruggedized version will let you add goliath plating to yourself and activate survival capsules. You could also use it to swing a pickaxe if you don't feel like using your drill."
|
|
can_hold = list(
|
|
/obj/item/pickaxe, // Because the image of a mining borg ignoring its built-in drill and instead choosing to swing an old-fashioned pickaxe is funny.
|
|
/obj/item/stack/sheet/animalhide/goliath_hide,
|
|
/obj/item/survivalcapsule
|
|
)
|
|
|
|
// Engineering Gripper
|
|
// For engineering and sabotage borgs, and drones.
|
|
/obj/item/gripper/engineering
|
|
name = "engineering gripper"
|
|
desc = "A grasping tool for cyborgs. This version can hold a wide variety of constructon components for use in engineering work."
|
|
engineering_machine_interaction = TRUE
|
|
can_hold = list(
|
|
/obj/item/firealarm_electronics,
|
|
/obj/item/airalarm_electronics,
|
|
/obj/item/airlock_electronics,
|
|
/obj/item/firelock_electronics,
|
|
/obj/item/intercom_electronics,
|
|
/obj/item/apc_electronics,
|
|
/obj/item/tracker_electronics,
|
|
/obj/item/stock_parts,
|
|
/obj/item/vending_refill,
|
|
/obj/item/mounted/frame,
|
|
/obj/item/assembly/prox_sensor,
|
|
/obj/item/assembly/igniter,
|
|
/obj/item/rack_parts,
|
|
/obj/item/camera_assembly,
|
|
/obj/item/tank,
|
|
/obj/item/circuitboard,
|
|
/obj/item/stack/ore/bluespace_crystal,
|
|
/obj/item/stack/tile/light,
|
|
/obj/item/light,
|
|
/obj/item/nuclear_rod,
|
|
)
|