Files
Paradise/code/game/objects/items/clothing/powerarmor.dm
mport2004@gmail.com 62e28c2abf Organs:
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
2011-10-08 10:38:01 +00:00

282 lines
7.8 KiB
Plaintext

/obj/item/clothing/suit/powered
name = "Powered armor"
desc = "Not for rookies."
icon_state = "swat"
item_state = "swat"
w_class = 4//bulky item
protective_temperature = 1000
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 9
var/fuel = 0
var/list/togglearmor = list(melee = 90, bullet = 70, laser = 60,energy = 40, bomb = 75, bio = 75, rad = 75)
var/active = 0
var/helmrequired = 1
var/obj/item/clothing/head/powered/helm
var/glovesrequired = 0
var/obj/item/clothing/gloves/powered/gloves
var/shoesrequired = 0
var/obj/item/clothing/shoes/powered/shoes
//Adding gloves and shoes as possible armor components. --NEO
var/obj/item/powerarmor/servos/servos
var/obj/item/powerarmor/reactive/reactive
var/obj/item/powerarmor/atmoseal/atmoseal
var/obj/item/powerarmor/power/power
New()
verbs += /obj/item/clothing/suit/powered/proc/poweron
proc/poweron()
set category = "Object"
set name = "Activate armor systems"
var/mob/living/carbon/human/user = usr
if(user.stat)
return //if you're unconscious or dead, no dicking with your armor. --NEO
if(!istype(user))
user << "\red This suit was engineered for human use only."
return
if(user.wear_suit!=src)
user << "\red The suit functions best if you are inside of it."
return
if(helmrequired && !istype(user.head, /obj/item/clothing/head/powered))
user << "\red Helmet missing, unable to initiate power-on procedure."
return
if(glovesrequired && !istype(user.gloves, /obj/item/clothing/gloves/powered))
user << "\red Gloves missing, unable to initiate power-on procedure."
return
if(shoesrequired && !istype(user.shoes, /obj/item/clothing/shoes/powered))
user << "\red Shoes missing, unable to initiate power-on procedure."
return
if(active)
user << "\red The suit is already on, you can't turn it on twice."
return
if(!power || !power.checkpower())
user << "\red Powersource missing or depleted."
return
verbs -= /obj/item/clothing/suit/powered/proc/poweron
user << "\blue Suit interlocks engaged."
if(helmrequired)
helm = user.head
helm.canremove = 0
if(glovesrequired)
gloves = user.gloves
gloves.canremove = 0
if(shoesrequired)
shoes = user.shoes
shoes.canremove = 0
canremove = 0
sleep(20)
if(atmoseal)
atmoseal.toggle()
sleep(20)
if(reactive)
reactive.toggle()
sleep(20)
if(servos)
servos.toggle()
sleep(20)
user << "\blue All systems online."
active = 1
power.process()
verbs += /obj/item/clothing/suit/powered/proc/poweroff
proc/poweroff()
set category = "Object"
set name = "Deactivate armor systems"
powerdown() //BYOND doesn't seem to like it if you try using a proc with vars in it as a verb, hence this. --NEO
proc/powerdown(sudden = 0)
var/delay = sudden?0:20
var/mob/living/carbon/human/user = usr
if(user.stat && !sudden)
return //if you're unconscious or dead, no dicking with your armor. --NEO
if(!active)
return
verbs -= /obj/item/clothing/suit/powered/proc/poweroff
if(sudden)
user << "\red Your armor loses power!"
if(servos)
servos.toggle(sudden)
sleep(delay)
if(reactive)
reactive.toggle(sudden)
sleep(delay)
if(atmoseal)
if(istype(atmoseal, /obj/item/powerarmor/atmoseal/optional) && helm)
atmoseal:helmtoggle(sudden)
atmoseal.toggle(sudden)
sleep(delay)
if(!sudden)
usr << "\blue Suit interlocks disengaged."
if(helm)
helm.canremove = 1
helm = null
if(gloves)
gloves.canremove = 1
gloves = null
if(shoes)
shoes.canremove = 1
gloves = null
canremove = 1
//Not a tabbing error, the thing only unlocks if you intentionally power-down the armor. --NEO
sleep(delay)
if(!sudden)
usr << "\blue All systems disengaged."
active = 0
verbs += /obj/item/clothing/suit/powered/proc/poweron
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(power && istype(power,/obj/item/powerarmor/power/plasma))
switch(W.type)
if(/obj/item/stack/sheet/plasma)
if(fuel < 50)
user << "\blue You feed some refined plasma into the armor's generator."
power:fuel += 25
W:amount--
if (W:amount <= 0)
del(W)
return
else
user << "\red The generator already has plenty of plasma."
return
if(/obj/item/weapon/ore/plasma) //raw plasma has impurities, so it doesn't provide as much fuel. --NEO
if(fuel < 50)
user << "\blue You feed some plasma into the armor's generator."
power:fuel += 15
del(W)
return
else
user << "\red The generator already has plenty of plasma."
return
..()
/obj/item/clothing/head/powered
name = "Powered armor"
icon_state = "swat"
desc = "Not for rookies."
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
see_face = 0.0
item_state = "swat"
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
var/obj/item/clothing/suit/powered/parent
proc/atmotoggle()
set category = "Object"
set name = "Toggle helmet seals"
var/mob/living/carbon/human/user = usr
if(!istype(user))
user << "\red This helmet is not rated for nonhuman use."
return
if(user.head != src)
user << "\red Can't engage the seals without wearing the helmet."
return
if(!user.wear_suit || !istype(user.wear_suit,/obj/item/clothing/suit/powered))
user << "\red This helmet can only couple with powered armor."
return
var/obj/item/clothing/suit/powered/armor = user.wear_suit
if(!armor.atmoseal || !istype(armor.atmoseal, /obj/item/powerarmor/atmoseal/optional))
user << "\red This armor's atmospheric seals are missing or incompatible."
return
armor.atmoseal:helmtoggle(0,1)
/obj/item/clothing/gloves/powered
name = "Powered armor"
icon_state = "swat"
desc = "Not for rookies."
flags = FPRINT | TABLEPASS
item_state = "swat"
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
/obj/item/clothing/shoes/powered
name = "Powered armor"
icon_state = "swat"
desc = "Not for rookies."
flags = FPRINT | TABLEPASS
item_state = "swat"
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
obj/item/clothing/suit/powered/spawnable/badmin
New()
servos = new /obj/item/powerarmor/servos(src)
servos.parent = src
reactive = new /obj/item/powerarmor/reactive(src)
reactive.parent = src
atmoseal = new /obj/item/powerarmor/atmoseal/optional/adminbus(src)
atmoseal.parent = src
power = new /obj/item/powerarmor/power(src)
power.parent = src
verbs += /obj/item/clothing/suit/powered/proc/poweron
var/obj/item/clothing/head/powered/helm = new /obj/item/clothing/head/powered(src.loc)
helm.verbs += /obj/item/clothing/head/powered/proc/atmotoggle
obj/item/clothing/suit/powered/spawnable/regular
New()
servos = new /obj/item/powerarmor/servos(src)
servos.parent = src
reactive = new /obj/item/powerarmor/reactive/centcomm(src)
reactive.parent = src
atmoseal = new /obj/item/powerarmor/atmoseal/optional/adminbus(src)
atmoseal.parent = src
power = new /obj/item/powerarmor/power(src)
power.parent = src
verbs += /obj/item/clothing/suit/powered/proc/poweron
var/obj/item/clothing/head/powered/helm = new /obj/item/clothing/head/powered(src.loc)
helm.verbs += /obj/item/clothing/head/powered/proc/atmotoggle