Files
Paradise/code/game/objects/items/clothing/powerarmorcomponents.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

247 lines
7.6 KiB
Plaintext

/obj/item/powerarmor
name = "Generic power armor component"
desc = "This is the base object, you should never see one."
var/obj/item/clothing/suit/powered/parent //so the component knows which armor it belongs to.
var/slowdown = 0 //how much the component slows down the wearer
proc/toggle()
return
//The child objects will use this proc
/obj/item/powerarmor/power
name = "Adminbus power armor power source"
desc = "Runs on the rare Badminium molecule."
process()
return
proc/checkpower()
return 1
plasma
name = "Miniaturized plasma generator"
desc = "Runs on plasma."
slowdown = 1
var/fuel = 0
process()
if (fuel > 0 && parent.active)
fuel--
spawn(50)
process()
return
else if (parent.active)
parent.powerdown(1)
return
checkpower()
return fuel
powercell
name = "Powercell interface"
desc = "Boring, but reliable."
var/obj/item/weapon/cell/cell
slowdown = 0.5
process()
if (cell && cell.charge > 0 && parent.active)
cell.use(50)
spawn(50)
process()
return
else if (parent.active)
parent.powerdown(1)
return
checkpower()
return max(cell.charge, 0)
nuclear
name = "Miniaturized nuclear generator"
desc = "For all your radioactive needs."
slowdown = 1.5
process()
if(!crit_fail)
if (prob(src.reliability)) return 1 //No failure
if (prob(src.reliability))
for (var/mob/M in range(0,src.parent)) //Only a minor failure, enjoy your radiation.
if (src.parent in M.contents)
M << "\red Your armor feels pleasantly warm for a moment."
else
M << "\red You feel a warm sensation."
M.radiation += rand(1,40)
else
for (var/mob/M in range(rand(1,4),src.parent)) //Big failure, TIME FOR RADIATION BITCHES
if (src.parent in M.contents)
M << "\red Your armor's reactor overloads!"
M << "\red You feel a wave of heat wash over you."
M.radiation += 100
crit_fail = 1 //broken~
parent.powerdown(1)
spawn(50)
process()
checkpower()
return !crit_fail
/obj/item/powerarmor/reactive
name = "Adminbus power armor reactive plating"
desc = "Made with the rare Badminium molecule."
var/list/togglearmor = list(melee = 250, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
//Good lord an active energy axe does 150 damage a swing? Anyway, barring var editing, this armor loadout should be impervious to anything. Enjoy, badmins~ --NEO
toggle(sudden = 0)
switch(parent.active)
if(1)
if(!sudden)
usr << "\blue Reactive armor systems disengaged."
if(0)
usr << "\blue Reactive armor systems engaged."
var/list/switchover = list()
for (var/armorvar in parent.armor)
switchover[armorvar] = togglearmor[armorvar]
togglearmor[armorvar] = parent.armor[armorvar]
parent.armor[armorvar] = switchover[armorvar]
//Probably not the most elegant way to have the vars switch over, but it works. Also propagates the values to the other objects.
if(parent.helm)
parent.helm.armor[armorvar] = parent.armor[armorvar]
if(parent.gloves)
parent.gloves.armor[armorvar] = parent.armor[armorvar]
if(parent.shoes)
parent.shoes.armor[armorvar] = parent.armor[armorvar]
centcomm
name = "CentComm power armor reactive plating"
desc = "Pretty effective against everything, not perfect though."
togglearmor = list(melee = 90, bullet = 70, laser = 60,energy = 40, bomb = 75, bio = 75, rad = 75)
slowdown = 2
/obj/item/powerarmor/servos
name = "Adminbus power armor movement servos"
desc = "Made with the rare Badminium molecule."
var/toggleslowdown = 9
toggle(sudden = 0)
switch(parent.active)
if(1)
if(!sudden)
usr << "\blue Movement assist servos disengaged."
parent.slowdown += toggleslowdown
if(0)
usr << "\blue Movement assist servos engaged."
parent.slowdown -= toggleslowdown
/obj/item/powerarmor/atmoseal
name = "Power armor atmospheric seals"
desc = "Keeps the bad stuff out."
slowdown = 1
var/sealed = 0
toggle(sudden = 0)
switch(parent.active)
if(1)
if(!sudden)
usr << "\blue Atmospheric seals disengaged."
parent.gas_transfer_coefficient = 1
parent.permeability_coefficient = 1
parent.heat_transfer_coefficient = 1
parent.flags &= ~SUITSPACE
if(parent.helmrequired)
parent.helm.gas_transfer_coefficient = 1
parent.helm.permeability_coefficient = 1
parent.helm.heat_transfer_coefficient = 1
parent.helm.flags &= ~HEADSPACE
if(parent.glovesrequired)
parent.gloves.gas_transfer_coefficient = 1
parent.gloves.permeability_coefficient = 1
parent.gloves.heat_transfer_coefficient = 1
if(parent.shoesrequired)
parent.shoes.gas_transfer_coefficient = 1
parent.shoes.permeability_coefficient = 1
parent.shoes.heat_transfer_coefficient = 1
sealed = 0
if(0)
usr << "\blue Atmospheric seals engaged."
parent.gas_transfer_coefficient = 0.01
parent.permeability_coefficient = 0.02
parent.heat_transfer_coefficient = 0.02
parent.flags |= SUITSPACE
if(parent.helmrequired)
parent.helm.gas_transfer_coefficient = 0.01
parent.helm.permeability_coefficient = 0.02
parent.helm.heat_transfer_coefficient = 0.02
parent.helm.flags |= HEADSPACE
if(parent.glovesrequired)
parent.gloves.gas_transfer_coefficient = 0.01
parent.gloves.permeability_coefficient = 0.02
parent.gloves.heat_transfer_coefficient = 0.02
if(parent.shoesrequired)
parent.shoes.gas_transfer_coefficient = 0.01
parent.shoes.permeability_coefficient = 0.02
parent.shoes.heat_transfer_coefficient = 0.02
sealed = 1
adminbus
name = "Adminbus power armor atmospheric seals"
desc = "Made with the rare Badminium molecule."
slowdown = 0
optional
name = "Togglable power armor atmospheric seals"
desc = "Keeps the bad stuff out, but lets you remove your helmet without having to turn the whole suit off."
proc/helmtoggle(sudden = 0, manual = 0)
var/mob/living/carbon/human/user = usr
var/obj/item/clothing/head/powered/helm
if(user.head && istype(user.head,/obj/item/clothing/head/powered))
helm = user.head
if(!sealed)
user << "\red Unable to initialize helmet seal, armor seals not active."
return
if(!helm.parent)
user << "\blue Helmet locked."
helm.canremove = 0
parent.helm = helm
helm.parent = parent
sleep(20)
parent.helm.gas_transfer_coefficient = 0.01
parent.helm.permeability_coefficient = 0.02
parent.helm.heat_transfer_coefficient = 0.02
parent.helm.flags |= HEADSPACE
user << "\blue Helmet atmospheric seals engaged."
if(manual)
for (var/armorvar in helm.armor)
helm.armor[armorvar] = parent.armor[armorvar]
return
else
if(manual)
user << "\blue Helmet atmospheric seals disengaged."
parent.helm.gas_transfer_coefficient = 1
parent.helm.permeability_coefficient = 1
parent.helm.heat_transfer_coefficient = 1
parent.helm.flags &= ~HEADSPACE
if(manual)
for (var/armorvar in helm.armor)
helm.armor[armorvar] = parent.reactive.togglearmor[armorvar]
if(!sudden)
if(manual)
sleep(20)
user << "\blue Helmet unlocked."
helm.canremove = 1
parent.helm = null
helm.parent = null
adminbus
name = "Adminbus togglable power armor atmospheric seals"
desc = "Made with the rare Badminium molecule."
slowdown = 0