Files
Paradise/code/game/machinery/transformer.dm
2016-07-13 22:04:23 -04:00

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/obj/machinery/transformer
name = "Automatic Robotic Factory 5000"
desc = "A large metalic machine with an entrance and an exit. A sign on the side reads, 'human go in, robot come out', human must be lying down and alive. Has to cooldown between each use."
icon = 'icons/obj/recycling.dmi'
icon_state = "separator-AO1"
layer = MOB_LAYER+1 // Overhead
anchored = 1
density = 1
var/transform_dead = 0
var/transform_standing = 0
var/cooldown_duration = 600 // 1 minute
var/cooldown = 0
var/robot_cell_charge = 5000
/obj/machinery/transformer/New()
// On us
..()
new /obj/machinery/conveyor/auto(loc, WEST)
/obj/machinery/transformer/power_change()
..()
update_icon()
/obj/machinery/transformer/update_icon()
..()
if(stat & (BROKEN|NOPOWER) || cooldown == 1)
icon_state = "separator-AO0"
else
icon_state = initial(icon_state)
/obj/machinery/transformer/Bumped(var/atom/movable/AM)
if(cooldown == 1)
return
// Crossed didn't like people lying down.
if(ishuman(AM))
// Only humans can enter from the west side, while lying down.
var/move_dir = get_dir(loc, AM.loc)
var/mob/living/carbon/human/H = AM
if((transform_standing || H.lying) && move_dir == EAST)// || move_dir == WEST)
AM.loc = src.loc
do_transform(AM)
/obj/machinery/transformer/proc/do_transform(var/mob/living/carbon/human/H)
if(stat & (BROKEN|NOPOWER))
return
if(cooldown == 1)
return
if(!transform_dead && H.stat == DEAD)
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
return
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
H.emote("scream") // It is painful
H.adjustBruteLoss(max(0, 80 - H.getBruteLoss())) // Hurt the human, don't try to kill them though.
H.handle_regular_hud_updates() // Make sure they see the pain.
// Sleep for a couple of ticks to allow the human to see the pain
sleep(5)
use_power(5000) // Use a lot of power.
var/mob/living/silicon/robot/R = H.Robotize(1) // Delete the items or they'll all pile up in a single tile and lag
R.cell.maxcharge = robot_cell_charge
R.cell.charge = robot_cell_charge
// So he can't jump out the gate right away.
R.lockcharge = !R.lockcharge
spawn(50)
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
sleep(30)
if(R)
R.lockcharge = !R.lockcharge
R.notify_ai(1)
// Activate the cooldown
cooldown = 1
update_icon()
spawn(cooldown_duration)
cooldown = 0
update_icon()
/obj/machinery/transformer/conveyor/New()
..()
var/turf/T = loc
if(T)
// Spawn Conveyour Belts
//East
var/turf/east = locate(T.x + 1, T.y, T.z)
if(istype(east, /turf/simulated/floor))
new /obj/machinery/conveyor/auto(east, WEST)
// West
var/turf/west = locate(T.x - 1, T.y, T.z)
if(istype(west, /turf/simulated/floor))
new /obj/machinery/conveyor/auto(west, WEST)
/obj/machinery/transformer/mime
name = "Mimetech Greyscaler"
desc = "Turns anything placed inside black and white."
/obj/machinery/transformer/mime/conveyor/New()
..()
var/turf/T = loc
if(T)
// Spawn Conveyour Belts
//East
var/turf/east = locate(T.x + 1, T.y, T.z)
if(istype(east, /turf/simulated/floor))
new /obj/machinery/conveyor/auto(east, WEST)
// West
var/turf/west = locate(T.x - 1, T.y, T.z)
if(istype(west, /turf/simulated/floor))
new /obj/machinery/conveyor/auto(west, WEST)
/obj/machinery/transformer/mime/Bumped(var/atom/movable/AM)
if(cooldown == 1)
return
// Crossed didn't like people lying down.
if(isobject(AM))
AM.loc = src.loc
do_transform_mime(AM)
else
to_chat(AM, "Only items can be greyscaled.")
return
/obj/machinery/transformer/proc/do_transform_mime(var/obj/item/I)
if(stat & (BROKEN|NOPOWER))
return
if(cooldown == 1)
return
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
// Sleep for a couple of ticks to allow the human to see the pain
sleep(5)
use_power(5000) // Use a lot of power.
var/icon/newicon = new(I.icon, I.icon_state)
newicon.GrayScale()
I.icon = newicon
// Activate the cooldown
cooldown = 1
update_icon()
spawn(cooldown_duration)
cooldown = 0
update_icon()
/obj/machinery/transformer/xray
name = "Automatic X-Ray 5000"
desc = "A large metalic machine with an entrance and an exit. A sign on the side reads, 'backpack go in, backpack come out', 'human go in, irradiated human come out'."
/obj/machinery/transformer/xray/New()
// On us
new /obj/machinery/conveyor/auto(loc, EAST)
addAtProcessing()
/obj/machinery/transformer/xray/conveyor/New()
..()
var/turf/T = loc
if(T)
// Spawn Conveyour Belts
//East
var/turf/east = locate(T.x + 1, T.y, T.z)
if(istype(east, /turf/simulated/floor))
new /obj/machinery/conveyor/auto(east, EAST)
//East2
var/turf/east2 = locate(T.x + 2, T.y, T.z)
if(istype(east2, /turf/simulated/floor))
new /obj/machinery/conveyor/auto(east2, EAST)
// West
var/turf/west = locate(T.x - 1, T.y, T.z)
if(istype(west, /turf/simulated/floor))
new /obj/machinery/conveyor/auto(west, EAST)
// West2
var/turf/west2 = locate(T.x - 2, T.y, T.z)
if(istype(west2, /turf/simulated/floor))
new /obj/machinery/conveyor/auto(west2, EAST)
/obj/machinery/transformer/xray/power_change()
..()
update_icon()
/obj/machinery/transformer/xray/update_icon()
..()
if(stat & (BROKEN|NOPOWER))
icon_state = "separator-AO0"
else
icon_state = initial(icon_state)
/obj/machinery/transformer/xray/Bumped(var/atom/movable/AM)
if(cooldown == 1)
return
// Crossed didn't like people lying down.
if(ishuman(AM))
// Only humans can enter from the west side, while lying down.
var/move_dir = get_dir(loc, AM.loc)
var/mob/living/carbon/human/H = AM
if(H.lying && move_dir == WEST)// || move_dir == WEST)
AM.loc = src.loc
irradiate(AM)
else if(isobject(AM))
AM.loc = src.loc
scan(AM)
/obj/machinery/transformer/xray/proc/irradiate(var/mob/living/carbon/human/H)
if(stat & (BROKEN|NOPOWER))
return
flick("separator-AO0",src)
playsound(src.loc, 'sound/effects/alert.ogg', 50, 0)
sleep(5)
H.apply_effect((rand(150,200)),IRRADIATE,0)
if(prob(5))
if(prob(75))
randmutb(H) // Applies bad mutation
domutcheck(H,null,1)
else
randmutg(H) // Applies good mutation
domutcheck(H,null,1)
/obj/machinery/transformer/xray/proc/scan(var/obj/item/I)
var/badcount = 0
for(var/obj/item/weapon/gun/G in src.loc)
badcount++
for(var/obj/item/device/transfer_valve/B in src.loc)
badcount++
for(var/obj/item/weapon/kitchen/knife/K in src.loc)
badcount++
for(var/obj/item/weapon/grenade/plastic/c4/KK in src.loc)
badcount++
for(var/obj/item/weapon/melee/ML in src.loc)
badcount++
if(badcount)
playsound(src.loc, 'sound/effects/alert.ogg', 50, 0)
flick("separator-AO0",src)
else
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
sleep(30)