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Missed a line on the flashes, they will once again stun cyborgs Few adminverbs changed by request of the heads Roburgers will only provide 2 nanites down from 10 The random round spawn code now checks jobbans Players with a Cyborg jobban cannot become a cyborg normally Re added the old power armor typepaths as there seem to be a few of them in the .dmm and the thing's autocorrect/remove items seems to just fuck up the rest of the map when used. I have no idea where they are located and don't like leaving errors in the code, so if someone could remove them and the old typepaths it would be great. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2024 316c924e-a436-60f5-8080-3fe189b3f50e
257 lines
7.5 KiB
Plaintext
257 lines
7.5 KiB
Plaintext
/obj/item/robot_parts
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name = "robot parts"
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icon = 'robot_parts.dmi'
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item_state = "buildpipe"
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icon_state = "blank"
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flags = FPRINT | ONBELT | TABLEPASS | CONDUCT
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var/construction_time = 100
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var/list/construction_cost = list("metal"=20000,"glass"=5000)
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/obj/item/robot_parts/l_arm
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name = "Cyborg Left Arm"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "l_arm"
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construction_time = 200
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construction_cost = list("metal"=18000)
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/obj/item/robot_parts/r_arm
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name = "Cyborg Right Arm"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "r_arm"
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construction_time = 200
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construction_cost = list("metal"=18000)
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/obj/item/robot_parts/l_leg
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name = "Cyborg Left Leg"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "l_leg"
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construction_time = 200
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construction_cost = list("metal"=15000)
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/obj/item/robot_parts/r_leg
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name = "Cyborg Right Leg"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "r_leg"
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construction_time = 200
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construction_cost = list("metal"=15000)
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/obj/item/robot_parts/chest
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name = "Cyborg Torso"
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desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
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icon_state = "chest"
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construction_time = 350
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construction_cost = list("metal"=40000)
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var/wires = 0.0
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var/obj/item/weapon/cell/cell = null
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/obj/item/robot_parts/head
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name = "Cyborg Head"
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desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
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icon_state = "head"
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construction_time = 350
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construction_cost = list("metal"=25000)
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var/obj/item/device/flash/flash1 = null
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var/obj/item/device/flash/flash2 = null
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/obj/item/robot_parts/robot_suit
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name = "Cyborg Endoskeleton"
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desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
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icon_state = "robo_suit"
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construction_time = 500
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construction_cost = list("metal"=50000)
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var/obj/item/robot_parts/l_arm/l_arm = null
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var/obj/item/robot_parts/r_arm/r_arm = null
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var/obj/item/robot_parts/l_leg/l_leg = null
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var/obj/item/robot_parts/r_leg/r_leg = null
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var/obj/item/robot_parts/chest/chest = null
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var/obj/item/robot_parts/head/head = null
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var/created_name = "Cyborg"
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/obj/item/robot_parts/robot_suit/New()
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..()
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src.updateicon()
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/obj/item/robot_parts/robot_suit/proc/updateicon()
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src.overlays = null
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if(src.l_arm)
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src.overlays += "l_arm+o"
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if(src.r_arm)
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src.overlays += "r_arm+o"
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if(src.chest)
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src.overlays += "chest+o"
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if(src.l_leg)
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src.overlays += "l_leg+o"
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if(src.r_leg)
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src.overlays += "r_leg+o"
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if(src.head)
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src.overlays += "head+o"
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/obj/item/robot_parts/robot_suit/proc/check_completion()
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if(src.l_arm && src.r_arm)
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if(src.l_leg && src.r_leg)
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if(src.chest && src.head)
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return 1
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return 0
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/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/stack/sheet/metal))
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var/obj/item/weapon/ed209_assembly/B = new /obj/item/weapon/ed209_assembly
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B.loc = get_turf(src)
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user << "You armed the robot frame"
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W:use(1)
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if (user.get_inactive_hand()==src)
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user.before_take_item(src)
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user.put_in_inactive_hand(B)
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del(src)
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if(istype(W, /obj/item/robot_parts/l_leg))
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user.drop_item()
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W.loc = src
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src.l_leg = W
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src.updateicon()
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if(istype(W, /obj/item/robot_parts/r_leg))
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user.drop_item()
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W.loc = src
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src.r_leg = W
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src.updateicon()
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if(istype(W, /obj/item/robot_parts/l_arm))
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user.drop_item()
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W.loc = src
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src.l_arm = W
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src.updateicon()
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if(istype(W, /obj/item/robot_parts/r_arm))
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user.drop_item()
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W.loc = src
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src.r_arm = W
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src.updateicon()
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if(istype(W, /obj/item/robot_parts/chest))
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if(W:wires && W:cell)
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user.drop_item()
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W.loc = src
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src.chest = W
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src.updateicon()
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else if(!W:wires)
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user << "\blue You need to attach wires to it first!"
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else
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user << "\blue You need to attach a cell to it first!"
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if(istype(W, /obj/item/robot_parts/head))
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if(W:flash2 && W:flash1)
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user.drop_item()
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W.loc = src
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src.head = W
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src.updateicon()
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else
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user << "\blue You need to attach a flash to it first!"
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if(istype(W, /obj/item/device/mmi))
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var/obj/item/device/mmi/M = W
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if(check_completion())
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if(!istype(loc,/turf))
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user << "\red You can't put the MMI in, the frame has to be standing on the ground to be perfectly precise."
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return
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if(!M.brainmob)
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user << "\red Sticking an empty MMI into the frame would sort of defeat the purpose."
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return
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if(M.brainmob.stat == 2)
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user << "\red Sticking a dead brain into the frame would sort of defeat the purpose."
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return
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if(jobban_isbanned(M.brainmob, "Cyborg"))
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user << "\red This MMI does not seem to fit."
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return
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var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc))
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if(!O) return
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user.drop_item()
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O.invisibility = 0
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O.name = created_name
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O.real_name = created_name
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if (M.brainmob && M.brainmob.mind)
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M.brainmob.mind.transfer_to(O)
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else
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for(var/mob/dead/observer/G in world)
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if(G.corpse == M.brainmob && G.client && G.corpse.mind)
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G.corpse.mind.transfer_to(O)
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del(G)
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break
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if(O.mind && O.mind.special_role)
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O.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
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O << "<B>You are playing a Robot. The Robot can interact with most electronic objects in its view point.</B>"
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O << "<B>You must follow the laws that the AI has. You are the AI's assistant to the station basically.</B>"
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O << "To use something, simply double-click it."
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O << {"Use say ":s to speak to fellow cyborgs and the AI through binary."}
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O.job = "Cyborg"
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O.cell = chest.cell
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O.cell.loc = O
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W.loc = O//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
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O.mmi = W
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del(src)
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else
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user << "\blue The MMI must go in after everything else!"
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if (istype(W, /obj/item/weapon/pen))
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var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
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t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
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if (!t)
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return
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if (!in_range(src, usr) && src.loc != usr)
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return
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src.created_name = t
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return
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/obj/item/robot_parts/chest/attackby(obj/item/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/weapon/cell))
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if(src.cell)
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user << "\blue You have already inserted a cell!"
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return
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else
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user.drop_item()
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W.loc = src
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src.cell = W
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user << "\blue You insert the cell!"
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if(istype(W, /obj/item/weapon/cable_coil))
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if(src.wires)
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user << "\blue You have already inserted wire!"
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return
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else
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var/obj/item/weapon/cable_coil/coil = W
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coil.use(1)
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src.wires = 1.0
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user << "\blue You insert the wire!"
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return
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/obj/item/robot_parts/head/attackby(obj/item/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/device/flash))
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if(src.flash1 && src.flash2)
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user << "\blue You have already inserted the eyes!"
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return
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else if(src.flash1)
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user.drop_item()
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W.loc = src
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src.flash2 = W
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user << "\blue You insert the flash into the eye socket!"
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else
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user.drop_item()
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W.loc = src
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src.flash1 = W
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user << "\blue You insert the flash into the eye socket!"
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return
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