mirror of
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Moved into their own folder and got split into three files. Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head. Attacking: Armor is properly checked. Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer. Stungloves/Disarm now show up in the attack log. Stungloves ignore intent. Silicon: AI units can now move between cams that are not on the ss13 network. Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round. Robot vision now uses the standard amount of energy. Gamemodes: Added Deuryn's unrev message. Runes can only be examined if you are close to them. Moved the Loyalty implants to the HoS' locker at the request of HerpA. Nuke agents now come with explosive implants that will activate upon death. Projectiles: Once again went though the gun code and cleaned things up, it is much better now. Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff. Freeze /caplaser/xbow no longer have an infinite loop. Shotguns have to be pumped manually. Went though the latest runtime log. Power cells now use return on their give/use procs Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items. Laying down will now only take 3 ticks to get up, from 5. You can no longer punch people on the spawn screen. This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal. This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
596 lines
18 KiB
Plaintext
596 lines
18 KiB
Plaintext
//MEDBOT
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//MEDBOT PATHFINDING
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//MEDBOT ASSEMBLY
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/obj/machinery/bot/medbot
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name = "Medibot"
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desc = "A little medical robot. He looks somewhat underwhelmed."
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icon = 'aibots.dmi'
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icon_state = "medibot0"
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layer = 5.0
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density = 1
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anchored = 0
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health = 20
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maxhealth = 20
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req_access =list(access_medical)
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var/stunned = 0 //It can be stunned by tasers. Delicate circuits.
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var/locked = 1
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//var/emagged = 0
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var/obj/machinery/camera/cam = null
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var/list/botcard_access = list(access_medical, access_morgue, access_medlab, access_robotics)
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var/obj/item/weapon/reagent_containers/glass/reagent_glass = null //Can be set to draw from this for reagents.
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var/skin = null //Set to "tox", "ointment" or "o2" for the other two firstaid kits.
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var/frustration = 0
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var/path[] = new()
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var/mob/living/carbon/patient = null
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var/mob/living/carbon/oldpatient = null
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var/oldloc = null
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var/last_found = 0
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var/last_newpatient_speak = 0 //Don't spam the "HEY I'M COMING" messages
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var/currently_healing = 0
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var/injection_amount = 15 //How much reagent do we inject at a time?
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var/heal_threshold = 15 //Start healing when they have this much damage in a category
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var/use_beaker = 0 //Use reagents in beaker instead of default treatment agents.
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//Setting which reagents to use to treat what by default. By id.
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var/treatment_brute = "bicaridine"
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var/treatment_oxy = "dexalin"
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var/treatment_fire = "kelotane"
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var/treatment_tox = "anti_toxin"
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var/treatment_virus = "spaceacillin"
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var/shut_up = 0 //self explanatory :)
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/obj/machinery/bot/medbot/mysterious
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name = "Mysterious Medibot"
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desc = "International Medibot of mystery."
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skin = "bezerk"
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treatment_oxy = "dexalinp"
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/obj/item/weapon/firstaid_arm_assembly
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name = "first aid/robot arm assembly"
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desc = "A first aid kit with a robot arm permanently grafted to it."
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icon = 'aibots.dmi'
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icon_state = "firstaid_arm"
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var/build_step = 0
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var/created_name = "Medibot" //To preserve the name if it's a unique medbot I guess
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var/skin = null //Same as medbot, set to tox or ointment for the respective kits.
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w_class = 3.0
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New()
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..()
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spawn(5)
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if(src.skin)
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src.overlays += image('aibots.dmi', "kit_skin_[src.skin]")
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/obj/machinery/bot/medbot/New()
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..()
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src.icon_state = "medibot[src.on]"
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spawn(4)
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if(src.skin)
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src.overlays += image('aibots.dmi', "medskin_[src.skin]")
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src.botcard = new /obj/item/weapon/card/id(src)
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if(isnull(src.botcard_access) || (src.botcard_access.len < 1))
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src.botcard.access = get_access("Medical Doctor")
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else
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src.botcard.access = src.botcard_access
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src.cam = new /obj/machinery/camera(src)
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src.cam.c_tag = src.name
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src.cam.network = "SS13"
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/obj/machinery/bot/medbot/turn_on()
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. = ..()
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src.icon_state = "medibot[src.on]"
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src.updateUsrDialog()
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/obj/machinery/bot/medbot/turn_off()
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..()
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src.patient = null
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src.oldpatient = null
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src.oldloc = null
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src.path = new()
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src.currently_healing = 0
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src.last_found = world.time
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src.icon_state = "medibot[src.on]"
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src.updateUsrDialog()
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/obj/machinery/bot/medbot/attack_paw(mob/user as mob)
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return attack_hand(user)
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/obj/machinery/bot/medbot/attack_hand(mob/user as mob)
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. = ..()
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if (.)
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return
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var/dat
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dat += "<TT><B>Automatic Medical Unit v1.0</B></TT><BR><BR>"
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dat += "Status: <A href='?src=\ref[src];power=1'>[src.on ? "On" : "Off"]</A><BR>"
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dat += "Beaker: "
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if (src.reagent_glass)
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dat += "<A href='?src=\ref[src];eject=1'>Loaded \[[src.reagent_glass.reagents.total_volume]/[src.reagent_glass.reagents.maximum_volume]\]</a>"
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else
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dat += "None Loaded"
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dat += "<br>Behaviour controls are [src.locked ? "locked" : "unlocked"]<hr>"
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if(!src.locked)
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dat += "<TT>Healing Threshold: "
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dat += "<a href='?src=\ref[src];adj_threshold=-10'>--</a> "
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dat += "<a href='?src=\ref[src];adj_threshold=-5'>-</a> "
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dat += "[src.heal_threshold] "
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dat += "<a href='?src=\ref[src];adj_threshold=5'>+</a> "
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dat += "<a href='?src=\ref[src];adj_threshold=10'>++</a>"
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dat += "</TT><br>"
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dat += "<TT>Injection Level: "
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dat += "<a href='?src=\ref[src];adj_inject=-5'>-</a> "
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dat += "[src.injection_amount] "
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dat += "<a href='?src=\ref[src];adj_inject=5'>+</a> "
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dat += "</TT><br>"
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dat += "Reagent Source: "
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dat += "<a href='?src=\ref[src];use_beaker=1'>[src.use_beaker ? "Loaded Beaker (When available)" : "Internal Synthesizer"]</a><br>"
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dat += "The speaker switch is [src.shut_up ? "off" : "on"]. <a href='?src=\ref[src];togglevoice=[1]'>Toggle</a>"
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user << browse("<HEAD><TITLE>Medibot v1.0 controls</TITLE></HEAD>[dat]", "window=automed")
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onclose(user, "automed")
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return
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/obj/machinery/bot/medbot/Topic(href, href_list)
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if(..())
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return
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usr.machine = src
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src.add_fingerprint(usr)
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if ((href_list["power"]) && (src.allowed(usr)))
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if (src.on)
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turn_off()
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else
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turn_on()
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else if((href_list["adj_threshold"]) && (!src.locked))
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var/adjust_num = text2num(href_list["adj_threshold"])
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src.heal_threshold += adjust_num
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if(src.heal_threshold < 5)
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src.heal_threshold = 5
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if(src.heal_threshold > 75)
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src.heal_threshold = 75
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else if((href_list["adj_inject"]) && (!src.locked))
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var/adjust_num = text2num(href_list["adj_inject"])
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src.injection_amount += adjust_num
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if(src.injection_amount < 5)
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src.injection_amount = 5
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if(src.injection_amount > 15)
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src.injection_amount = 15
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else if((href_list["use_beaker"]) && (!src.locked))
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src.use_beaker = !src.use_beaker
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else if (href_list["eject"] && (!isnull(src.reagent_glass)))
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if(!src.locked)
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src.reagent_glass.loc = get_turf(src)
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src.reagent_glass = null
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else
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usr << "You cannot eject the beaker because the panel is locked!"
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else if ((href_list["togglevoice"]) && (!src.locked))
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src.shut_up = !src.shut_up
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src.updateUsrDialog()
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return
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/obj/machinery/bot/medbot/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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src.updateUsrDialog()
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else
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user << "\red Access denied."
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else if (istype(W, /obj/item/weapon/reagent_containers/glass))
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if(src.locked)
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user << "You cannot insert a beaker because the panel is locked!"
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return
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if(!isnull(src.reagent_glass))
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user << "There is already a beaker loaded!"
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return
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user.drop_item()
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W.loc = src
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src.reagent_glass = W
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user << "You insert [W]."
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src.updateUsrDialog()
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return
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else
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..()
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if (health < maxhealth && !istype(W, /obj/item/weapon/screwdriver) && W.force)
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step_to(src, (get_step_away(src,user)))
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/obj/machinery/bot/medbot/Emag(mob/user as mob)
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..()
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if(user) user << "\red You short out [src]'s reagent synthesis circuits."
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spawn(0)
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for(var/mob/O in hearers(src, null))
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O.show_message("\red <B>[src] buzzes oddly!</B>", 1)
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flick("medibot_spark", src)
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src.patient = null
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if(user) src.oldpatient = user
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src.currently_healing = 0
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src.last_found = world.time
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src.anchored = 0
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src.emagged = 1
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src.on = 1
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src.icon_state = "medibot[src.on]"
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/obj/machinery/bot/medbot/process()
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set background = 1
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if(!src.on)
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src.stunned = 0
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return
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if(src.stunned)
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src.icon_state = "medibota"
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src.stunned--
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src.oldpatient = src.patient
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src.patient = null
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src.currently_healing = 0
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if(src.stunned <= 0)
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src.icon_state = "medibot[src.on]"
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src.stunned = 0
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return
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if(src.frustration > 8)
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src.oldpatient = src.patient
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src.patient = null
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src.currently_healing = 0
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src.last_found = world.time
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src.path = new()
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if(!src.patient)
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if(prob(1) && (!src.shut_up))
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var/message = pick("Radar, put a mask on!","There's always a catch, and it's the best there is.","I knew it, I should've been a plastic surgeon.","What kind of medbay is this? Everyone's dropping like dead flies.","Delicious!")
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src.speak(message)
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for (var/mob/living/carbon/C in view(7,src)) //Time to find a patient!
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if ((C.stat == 2) || !istype(C, /mob/living/carbon/human))
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continue
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if ((C == src.oldpatient) && (world.time < src.last_found + 100))
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continue
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if(src.assess_patient(C))
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src.patient = C
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src.oldpatient = C
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src.last_found = world.time
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spawn(0)
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if((src.last_newpatient_speak + 100) < world.time) //Don't spam these messages!
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var/message = pick("Hey, you! Hold on, I'm coming.","Wait! I want to help!","You appear to be injured!")
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src.speak(message)
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src.last_newpatient_speak = world.time
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src.visible_message("<b>[src]</b> points at [C.name]!")
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break
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else
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continue
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if(src.patient && (get_dist(src,src.patient) <= 1))
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if(!src.currently_healing)
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src.currently_healing = 1
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src.frustration = 0
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src.medicate_patient(src.patient)
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return
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else if(src.patient && (src.path.len) && (get_dist(src.patient,src.path[src.path.len]) > 2))
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src.path = new()
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src.currently_healing = 0
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src.last_found = world.time
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if(src.patient && src.path.len == 0 && (get_dist(src,src.patient) > 1))
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spawn(0)
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src.path = AStar(src.loc, get_turf(src.patient), /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 30,id=botcard)
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src.path = reverselist(src.path)
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if(src.path.len == 0)
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src.oldpatient = src.patient
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src.patient = null
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src.currently_healing = 0
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src.last_found = world.time
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return
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if(src.path.len > 0 && src.patient)
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step_to(src, src.path[1])
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src.path -= src.path[1]
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spawn(3)
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if(src.path.len)
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step_to(src, src.path[1])
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src.path -= src.path[1]
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if(src.path.len > 8 && src.patient)
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src.frustration++
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return
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/obj/machinery/bot/medbot/proc/assess_patient(mob/living/carbon/C as mob)
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//Time to see if they need medical help!
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if(C.stat == 2)
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return 0 //welp too late for them!
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if(C.suiciding)
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return 0 //Kevorkian school of robotic medical assistants.
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if(src.emagged) //Everyone needs our medicine. (Our medicine is toxins)
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return 1
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//If they're injured, we're using a beaker, and don't have one of our WONDERCHEMS.
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if((src.reagent_glass) && (src.use_beaker) && ((C.bruteloss >= heal_threshold) || (C.toxloss >= heal_threshold) || (C.toxloss >= heal_threshold) || (C.oxyloss >= (heal_threshold + 15))))
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for(var/datum/reagent/R in src.reagent_glass.reagents.reagent_list)
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if(!C.reagents.has_reagent(R))
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return 1
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continue
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//They're injured enough for it!
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if((C.bruteloss >= heal_threshold) && (!C.reagents.has_reagent(src.treatment_brute)))
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return 1 //If they're already medicated don't bother!
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if((C.oxyloss >= (15 + heal_threshold)) && (!C.reagents.has_reagent(src.treatment_oxy)))
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return 1
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if((C.fireloss >= heal_threshold) && (!C.reagents.has_reagent(src.treatment_fire)))
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return 1
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if((C.toxloss >= heal_threshold) && (!C.reagents.has_reagent(src.treatment_tox)))
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return 1
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for(var/datum/disease/D in C.viruses)
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if((D.stage > 1) || (D.spread_type == AIRBORNE))
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if (!C.reagents.has_reagent(src.treatment_virus))
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return 1 //STOP DISEASE FOREVER
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return 0
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/obj/machinery/bot/medbot/proc/medicate_patient(mob/living/carbon/C as mob)
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if(!src.on)
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return
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if(!istype(C))
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src.oldpatient = src.patient
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src.patient = null
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src.currently_healing = 0
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src.last_found = world.time
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return
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if(C.stat == 2)
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var/death_message = pick("No! NO!","Live, damnit! LIVE!","I...I've never lost a patient before. Not today, I mean.")
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src.speak(death_message)
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src.oldpatient = src.patient
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src.patient = null
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src.currently_healing = 0
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src.last_found = world.time
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return
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var/reagent_id = null
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//Use whatever is inside the loaded beaker. If there is one.
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if((src.use_beaker) && (src.reagent_glass) && (src.reagent_glass.reagents.total_volume))
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reagent_id = "internal_beaker"
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if(src.emagged) //Emagged! Time to poison everybody.
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reagent_id = "toxin"
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var/virus = 0
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for(var/datum/disease/D in C.viruses)
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virus = 1
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if (!reagent_id && (virus))
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if(!C.reagents.has_reagent(src.treatment_virus))
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reagent_id = src.treatment_virus
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if (!reagent_id && (C.bruteloss >= heal_threshold))
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if(!C.reagents.has_reagent(src.treatment_brute))
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reagent_id = src.treatment_brute
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if (!reagent_id && (C.oxyloss >= (15 + heal_threshold)))
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if(!C.reagents.has_reagent(src.treatment_oxy))
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reagent_id = src.treatment_oxy
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if (!reagent_id && (C.fireloss >= heal_threshold))
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if(!C.reagents.has_reagent(src.treatment_fire))
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reagent_id = src.treatment_fire
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if (!reagent_id && (C.toxloss >= heal_threshold))
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if(!C.reagents.has_reagent(src.treatment_tox))
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reagent_id = src.treatment_tox
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if(!reagent_id) //If they don't need any of that they're probably cured!
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src.oldpatient = src.patient
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src.patient = null
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src.currently_healing = 0
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src.last_found = world.time
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var/message = pick("All patched up!","An apple a day keeps me away.","Feel better soon!")
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src.speak(message)
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return
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else
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src.icon_state = "medibots"
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src] is trying to inject [src.patient]!</B>", 1)
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spawn(30)
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if ((get_dist(src, src.patient) <= 1) && (src.on))
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if((reagent_id == "internal_beaker") && (src.reagent_glass) && (src.reagent_glass.reagents.total_volume))
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src.reagent_glass.reagents.trans_to(src.patient,src.injection_amount) //Inject from beaker instead.
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src.reagent_glass.reagents.reaction(src.patient, 2)
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else
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src.patient.reagents.add_reagent(reagent_id,src.injection_amount)
|
|
for(var/mob/O in viewers(src, null))
|
|
O.show_message("\red <B>[src] injects [src.patient] with the syringe!</B>", 1)
|
|
|
|
src.icon_state = "medibot[src.on]"
|
|
src.currently_healing = 0
|
|
return
|
|
|
|
// src.speak(reagent_id)
|
|
reagent_id = null
|
|
return
|
|
|
|
|
|
/obj/machinery/bot/medbot/proc/speak(var/message)
|
|
if((!src.on) || (!message))
|
|
return
|
|
for(var/mob/O in hearers(src, null))
|
|
O.show_message("<span class='game say'><span class='name'>[src]</span> beeps, \"[message]\"",2)
|
|
return
|
|
|
|
/obj/machinery/bot/medbot/bullet_act(var/obj/item/projectile/Proj)
|
|
if(Proj.flag == "taser")
|
|
src.stunned = min(stunned+10,20)
|
|
..()
|
|
|
|
/obj/machinery/bot/medbot/emp_act(severity)
|
|
if (cam)
|
|
cam.emp_act(severity)
|
|
..()
|
|
|
|
/obj/machinery/bot/medbot/explode()
|
|
src.on = 0
|
|
for(var/mob/O in hearers(src, null))
|
|
O.show_message("\red <B>[src] blows apart!</B>", 1)
|
|
var/turf/Tsec = get_turf(src)
|
|
|
|
new /obj/item/weapon/storage/firstaid(Tsec)
|
|
|
|
new /obj/item/device/assembly/prox_sensor(Tsec)
|
|
|
|
new /obj/item/device/healthanalyzer(Tsec)
|
|
|
|
if(src.reagent_glass)
|
|
src.reagent_glass.loc = Tsec
|
|
src.reagent_glass = null
|
|
|
|
if (prob(50))
|
|
new /obj/item/robot_parts/l_arm(Tsec)
|
|
|
|
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
del(src)
|
|
return
|
|
|
|
/obj/machinery/bot/medbot/Bump(M as mob|obj) //Leave no door unopened!
|
|
spawn(0)
|
|
if ((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
|
|
var/obj/machinery/door/D = M
|
|
if (!istype(D, /obj/machinery/door/firedoor) && D.check_access(src.botcard))
|
|
D.open()
|
|
src.frustration = 0
|
|
else if ((istype(M, /mob/living/)) && (!src.anchored))
|
|
src.loc = M:loc
|
|
src.frustration = 0
|
|
|
|
return
|
|
return
|
|
|
|
/obj/machinery/bot/medbot/Bumped(atom/movable/M as mob|obj)
|
|
spawn(0)
|
|
if (M)
|
|
var/turf/T = get_turf(src)
|
|
M:loc = T
|
|
|
|
/*
|
|
* Pathfinding procs, allow the medibot to path through doors it has access to.
|
|
*/
|
|
|
|
//Pretty ugh
|
|
/*
|
|
/turf/proc/AdjacentTurfsAllowMedAccess()
|
|
var/L[] = new()
|
|
for(var/turf/t in oview(src,1))
|
|
if(!t.density)
|
|
if(!LinkBlocked(src, t) && !TurfBlockedNonWindowNonDoor(t,get_access("Medical Doctor")))
|
|
L.Add(t)
|
|
return L
|
|
|
|
|
|
//It isn't blocked if we can open it, man.
|
|
/proc/TurfBlockedNonWindowNonDoor(turf/loc, var/list/access)
|
|
for(var/obj/O in loc)
|
|
if(O.density && !istype(O, /obj/structure/window) && !istype(O, /obj/machinery/door))
|
|
return 1
|
|
|
|
if (O.density && (istype(O, /obj/machinery/door)) && (access.len))
|
|
var/obj/machinery/door/D = O
|
|
for(var/req in D.req_access)
|
|
if(!(req in access)) //doesn't have this access
|
|
return 1
|
|
|
|
return 0
|
|
*/
|
|
|
|
/*
|
|
* Medbot Assembly -- Can be made out of all three medkits.
|
|
*/
|
|
|
|
/obj/item/weapon/storage/firstaid/attackby(var/obj/item/robot_parts/S, mob/user as mob)
|
|
|
|
if ((!istype(S, /obj/item/robot_parts/l_arm)) && (!istype(S, /obj/item/robot_parts/r_arm)))
|
|
..()
|
|
return
|
|
|
|
//Making a medibot!
|
|
if(src.contents.len >= 1)
|
|
user << "\red You need to empty [src] out first!"
|
|
return
|
|
|
|
var/obj/item/weapon/firstaid_arm_assembly/A = new /obj/item/weapon/firstaid_arm_assembly
|
|
if(istype(src,/obj/item/weapon/storage/firstaid/fire))
|
|
A.skin = "ointment"
|
|
else if(istype(src,/obj/item/weapon/storage/firstaid/toxin))
|
|
A.skin = "tox"
|
|
else if(istype(src,/obj/item/weapon/storage/firstaid/o2))
|
|
A.skin = "o2"
|
|
|
|
A.loc = user
|
|
if (user.r_hand == S)
|
|
user.u_equip(S)
|
|
user.r_hand = A
|
|
else
|
|
user.u_equip(S)
|
|
user.l_hand = A
|
|
A.layer = 20
|
|
user << "You add the robot arm to the first aid kit"
|
|
del(S)
|
|
del(src)
|
|
|
|
|
|
/obj/item/weapon/firstaid_arm_assembly/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
..()
|
|
if((istype(W, /obj/item/device/healthanalyzer)) && (!src.build_step))
|
|
src.build_step++
|
|
user << "You add the health sensor to [src]!"
|
|
src.name = "First aid/robot arm/health analyzer assembly"
|
|
src.overlays += image('aibots.dmi', "na_scanner")
|
|
del(W)
|
|
|
|
else if((isprox(W)) && (src.build_step == 1))
|
|
src.build_step++
|
|
user << "You complete the Medibot! Beep boop."
|
|
var/obj/machinery/bot/medbot/S = new /obj/machinery/bot/medbot
|
|
S.skin = src.skin
|
|
S.loc = get_turf(src)
|
|
S.name = src.created_name
|
|
del(W)
|
|
del(src)
|
|
|
|
else if(istype(W, /obj/item/weapon/pen))
|
|
var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
|
|
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
|
|
if (!t)
|
|
return
|
|
if (!in_range(src, usr) && src.loc != usr)
|
|
return
|
|
|
|
src.created_name = t |