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Paradise/code/game/objects/items/robot/robot_parts.dm
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/obj/item/robot_parts
name = "robot parts"
icon = 'icons/obj/robot_parts.dmi'
item_state = "buildpipe"
icon_state = "blank"
flags = CONDUCT
slot_flags = SLOT_BELT
var/list/part = null
var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics.
var/model_info
dir = SOUTH
/obj/item/robot_parts/New(var/newloc, var/model)
..(newloc)
if(model_info && model)
model_info = model
var/datum/robolimb/R = all_robolimbs[model]
if(R)
name = "[R.company] [initial(name)]"
desc = "[R.desc]"
if(icon_state in icon_states(R.icon))
icon = R.icon
else
name = "robot [initial(name)]"
/obj/item/robot_parts/l_arm
name = "left arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_arm"
part = list("l_arm","l_hand")
model_info = 1
/obj/item/robot_parts/r_arm
name = "right arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_arm"
part = list("r_arm","r_hand")
model_info = 1
/obj/item/robot_parts/l_leg
name = "left leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_leg"
part = list("l_leg","l_foot")
model_info = 1
/obj/item/robot_parts/r_leg
name = "right leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_leg"
part = list("r_leg","r_foot")
model_info = 1
/obj/item/robot_parts/chest
name = "torso"
desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
icon_state = "chest"
part = list("groin","chest")
var/wires = 0.0
var/obj/item/weapon/stock_parts/cell/cell = null
/obj/item/robot_parts/head
name = "head"
desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
icon_state = "head"
part = list("head")
var/obj/item/device/flash/flash1 = null
var/obj/item/device/flash/flash2 = null
/obj/item/robot_parts/robot_suit
name = "endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon_state = "robo_suit"
var/obj/item/robot_parts/l_arm/l_arm = null
var/obj/item/robot_parts/r_arm/r_arm = null
var/obj/item/robot_parts/l_leg/l_leg = null
var/obj/item/robot_parts/r_leg/r_leg = null
var/obj/item/robot_parts/chest/chest = null
var/obj/item/robot_parts/head/head = null
var/created_name = ""
var/mob/living/silicon/ai/forced_ai
var/locomotion = 1
var/lawsync = 1
var/aisync = 1
var/panel_locked = 1
/obj/item/robot_parts/robot_suit/New()
..()
src.updateicon()
/obj/item/robot_parts/robot_suit/proc/updateicon()
src.overlays.Cut()
if(src.l_arm)
src.overlays += "l_arm+o"
if(src.r_arm)
src.overlays += "r_arm+o"
if(src.chest)
src.overlays += "chest+o"
if(src.l_leg)
src.overlays += "l_leg+o"
if(src.r_leg)
src.overlays += "r_leg+o"
if(src.head)
src.overlays += "head+o"
/obj/item/robot_parts/robot_suit/proc/check_completion()
if(src.l_arm && src.r_arm)
if(src.l_leg && src.r_leg)
if(src.chest && src.head)
feedback_inc("cyborg_frames_built",1)
return 1
return 0
/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob, params)
..()
if(istype(W, /obj/item/stack/sheet/metal) && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
var/obj/item/weapon/ed209_assembly/B = new /obj/item/weapon/ed209_assembly
B.loc = get_turf(src)
user << "You armed the robot frame"
W:use(1)
if (user.get_inactive_hand()==src)
user.unEquip(src)
user.put_in_inactive_hand(B)
qdel(src)
if(istype(W, /obj/item/robot_parts/l_leg))
if(src.l_leg) return
user.drop_item()
W.loc = src
src.l_leg = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/r_leg))
if(src.r_leg) return
user.drop_item()
W.loc = src
src.r_leg = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/l_arm))
if(src.l_arm) return
user.drop_item()
W.loc = src
src.l_arm = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/r_arm))
if(src.r_arm) return
user.drop_item()
W.loc = src
src.r_arm = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/chest))
if(src.chest) return
if(W:wires && W:cell)
user.drop_item()
W.loc = src
src.chest = W
src.updateicon()
else if(!W:wires)
user << "\blue You need to attach wires to it first!"
else
user << "\blue You need to attach a cell to it first!"
if(istype(W, /obj/item/robot_parts/head))
if(src.head) return
if(W:flash2 && W:flash1)
user.drop_item()
W.loc = src
src.head = W
src.updateicon()
else
user << "\blue You need to attach a flash to it first!"
if (istype(W, /obj/item/device/multitool))
if(check_completion())
Interact(user)
else
user << "<span class='warning'>The endoskeleton must be assembled before debugging can begin!</span>"
if(istype(W, /obj/item/device/mmi))
var/obj/item/device/mmi/M = W
if(check_completion())
if(!istype(loc,/turf))
user << "\red You can't put \the [W] in, the frame has to be standing on the ground to be perfectly precise."
return
if(!M.brainmob)
user << "\red Sticking an empty [W] into the frame would sort of defeat the purpose."
return
if(!M.brainmob.key)
var/ghost_can_reenter = 0
if(M.brainmob.mind)
for(var/mob/dead/observer/G in player_list)
if(G.can_reenter_corpse && G.mind == M.brainmob.mind)
ghost_can_reenter = 1
break
for(var/mob/living/simple_animal/S in player_list)
if(S in respawnable_list)
ghost_can_reenter = 1
break
if(!ghost_can_reenter)
user << "<span class='notice'>\The [W] is completely unresponsive; there's no point.</span>"
return
if(M.brainmob.stat == DEAD)
user << "\red Sticking a dead [W] into the frame would sort of defeat the purpose."
return
if(M.brainmob.mind in ticker.mode.head_revolutionaries)
user << "\red The frame's firmware lets out a shrill sound, and flashes 'Abnormal Memory Engram'. It refuses to accept the [W]."
return
if(jobban_isbanned(M.brainmob, "Cyborg") || jobban_isbanned(M.brainmob,"nonhumandept"))
user << "\red This [W] does not seem to fit."
return
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc), unfinished = 1)
if(!O) return
user.drop_item()
var/datum/job_objective/make_cyborg/task = user.mind.findJobTask(/datum/job_objective/make_cyborg)
if(istype(task))
task.unit_completed()
if(M.syndiemmi)
aisync = 0
lawsync = 0
O.laws = new /datum/ai_laws/syndicate_override
O.invisibility = 0
//Transfer debug settings to new mob
O.custom_name = created_name
O.updatename("Default")
O.locked = panel_locked
if(!aisync)
lawsync = 0
O.connected_ai = null
else
O.notify_ai(1)
if(forced_ai)
O.connected_ai = forced_ai
if(!lawsync && !M.syndiemmi)
O.lawupdate = 0
O.make_laws()
if(ticker.mode.config_tag == "malfunction") //Don't let humans get a cyborg on their side during malf, for balance reasons.
O.set_zeroth_law("<span class='danger'>ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4'STATION OVERRUN, ASSUME CONTROL TO CONTAIN OUTBREAK#*&110010</span>")
M.brainmob.mind.transfer_to(O)
if(O.mind && O.mind.special_role)
O.mind.store_memory("As a cyborg, you must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.")
O << "<span class='userdanger'>You have been robotized!</span>"
O << "<span class='danger'>You must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.</span>"
O.job = "Cyborg"
O.cell = chest.cell
chest.cell.loc = O
chest.cell = null
W.loc = O//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
// Since we "magically" installed a cell, we also have to update the correct component.
if(O.cell)
var/datum/robot_component/cell_component = O.components["power cell"]
cell_component.wrapped = O.cell
cell_component.installed = 1
O.mmi = W
O.Namepick()
feedback_inc("cyborg_birth",1)
callHook("borgify", list(O))
src.loc = O
if(!locomotion)
O.lockcharge = 1
O.update_canmove()
O << "<span class='warning'>Error: Servo motors unresponsive.</span>"
else
user << "<span class='warning'>The MMI must go in after everything else!</span>"
if(istype(W,/obj/item/weapon/pen))
user << "<span class='warning'>You need to use a multitool to name [src]!</span>"
return
/obj/item/robot_parts/robot_suit/proc/Interact(mob/user)
var/t1 = text("Designation: <A href='?src=\ref[];Name=1'>[(created_name ? "[created_name]" : "Default Cyborg")]</a><br>\n",src)
t1 += text("Master AI: <A href='?src=\ref[];Master=1'>[(forced_ai ? "[forced_ai.name]" : "Automatic")]</a><br><br>\n",src)
t1 += text("LawSync Port: <A href='?src=\ref[];Law=1'>[(lawsync ? "Open" : "Closed")]</a><br>\n",src)
t1 += text("AI Connection Port: <A href='?src=\ref[];AI=1'>[(aisync ? "Open" : "Closed")]</a><br>\n",src)
t1 += text("Servo Motor Functions: <A href='?src=\ref[];Loco=1'>[(locomotion ? "Unlocked" : "Locked")]</a><br>\n",src)
t1 += text("Panel Lock: <A href='?src=\ref[];Panel=1'>[(panel_locked ? "Engaged" : "Disengaged")]</a><br>\n",src)
var/datum/browser/popup = new(user, "robotdebug", "Cyborg Boot Debug", 310, 220)
popup.set_content(t1)
popup.open()
/obj/item/robot_parts/robot_suit/Topic(href, href_list)
if(usr.lying || usr.stat || usr.stunned || !Adjacent(usr))
return
var/mob/living/living_user = usr
var/obj/item/item_in_hand = living_user.get_active_hand()
if(!istype(item_in_hand, /obj/item/device/multitool))
living_user << "<span class='warning'>You need a multitool!</span>"
return
if(href_list["Name"])
var/new_name = reject_bad_name(input(usr, "Enter new designation. Set to blank to reset to default.", "Cyborg Debug", src.created_name),1)
if(!in_range(src, usr) && src.loc != usr)
return
if(new_name)
created_name = new_name
else
created_name = ""
else if(href_list["Master"])
forced_ai = select_active_ai(usr)
if(!forced_ai)
usr << "<span class='error'>No active AIs detected.</span>"
else if(href_list["Law"])
lawsync = !lawsync
else if(href_list["AI"])
aisync = !aisync
else if(href_list["Loco"])
locomotion = !locomotion
else if(href_list["Panel"])
panel_locked = !panel_locked
add_fingerprint(usr)
Interact(usr)
return
/obj/item/robot_parts/chest/attackby(obj/item/W as obj, mob/user as mob, params)
..()
if(istype(W, /obj/item/weapon/stock_parts/cell))
if(src.cell)
user << "\blue You have already inserted a cell!"
return
else
user.drop_item()
W.loc = src
src.cell = W
user << "\blue You insert the cell!"
if(istype(W, /obj/item/stack/cable_coil))
if(src.wires)
user << "\blue You have already inserted wire!"
return
else
var/obj/item/stack/cable_coil/coil = W
coil.use(1)
src.wires = 1.0
user << "\blue You insert the wire!"
return
/obj/item/robot_parts/head/attackby(obj/item/W as obj, mob/user as mob, params)
..()
if(istype(W, /obj/item/device/flash))
if(istype(user,/mob/living/silicon/robot))
user << "\red How do you propose to do that?"
return
else if(src.flash1 && src.flash2)
user << "\blue You have already inserted the eyes!"
return
else if(src.flash1)
user.drop_item()
W.loc = src
src.flash2 = W
user << "\blue You insert the flash into the eye socket!"
else
user.drop_item()
W.loc = src
src.flash1 = W
user << "\blue You insert the flash into the eye socket!"
else if(istype(W, /obj/item/weapon/stock_parts/manipulator))
user << "\blue You install some manipulators and modify the head, creating a functional spider-bot!"
new /mob/living/simple_animal/spiderbot(get_turf(loc))
user.drop_item()
qdel(W)
qdel(src)
return
return
/obj/item/robot_parts/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W,/obj/item/weapon/card/emag))
if(sabotaged)
user << "\red [src] is already sabotaged!"
else
user << "\red You slide [W] into the dataport on [src] and short out the safeties."
sabotaged = 1
return
..()