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* Refactors Item Blood Overlays * update * remove blood color changing
162 lines
5.7 KiB
Plaintext
162 lines
5.7 KiB
Plaintext
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// Drill, Diamond drill, Mining scanner
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#define DRILL_BASIC 1
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#define DRILL_HARDENED 2
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/obj/item/mecha_parts/mecha_equipment/drill
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name = "exosuit drill"
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desc = "Equipment for engineering and combat exosuits. This is the drill that'll pierce the heavens!"
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icon_state = "mecha_drill"
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equip_cooldown = 15
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energy_drain = 10
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force = 15
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harmful = TRUE
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sharp = TRUE
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var/drill_delay = 7
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var/drill_level = DRILL_BASIC
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/obj/item/mecha_parts/mecha_equipment/drill/action(atom/target)
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if(!action_checks(target))
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return
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if(isspaceturf(target))
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return
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if(isobj(target))
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var/obj/target_obj = target
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if(target_obj.resistance_flags & UNACIDABLE)
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return
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target.visible_message("<span class='warning'>[chassis] starts to drill [target].</span>",
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"<span class='userdanger'>[chassis] starts to drill [target]...</span>",
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"<span class='italics'>You hear drilling.</span>")
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if(do_after_cooldown(target))
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set_ready_state(FALSE)
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log_message("Started drilling [target]")
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if(isturf(target))
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var/turf/T = target
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T.drill_act(src)
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set_ready_state(TRUE)
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return
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while(do_after_mecha(target, drill_delay))
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if(isliving(target))
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drill_mob(target, chassis.occupant)
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playsound(src, 'sound/weapons/drill.ogg', 40, TRUE)
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else if(isobj(target))
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var/obj/O = target
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O.take_damage(15, BRUTE, 0, FALSE, get_dir(chassis, target))
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playsound(src, 'sound/weapons/drill.ogg', 40, TRUE)
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else
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set_ready_state(TRUE)
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return
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set_ready_state(TRUE)
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/turf/proc/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
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return
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/turf/simulated/wall/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
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if(drill.do_after_mecha(src, 60 / drill.drill_level))
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drill.log_message("Drilled through [src]")
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dismantle_wall(TRUE, FALSE)
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/turf/simulated/wall/r_wall/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
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if(drill.drill_level >= DRILL_HARDENED)
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if(drill.do_after_mecha(src, 120 / drill.drill_level))
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drill.log_message("Drilled through [src]")
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dismantle_wall(TRUE, FALSE)
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else
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drill.occupant_message("<span class='danger'>[src] is too durable to drill through.</span>")
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/turf/simulated/mineral/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
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for(var/turf/simulated/mineral/M in range(drill.chassis, 1))
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if(get_dir(drill.chassis, M) & drill.chassis.dir)
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M.gets_drilled()
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drill.log_message("Drilled through [src]")
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drill.move_ores()
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/turf/simulated/floor/plating/asteroid/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
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for(var/turf/simulated/floor/plating/asteroid/M in range(1, drill.chassis))
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if((get_dir(drill.chassis, M) & drill.chassis.dir) && !M.dug)
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M.getDug()
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drill.log_message("Drilled through [src]")
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drill.move_ores()
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/obj/item/mecha_parts/mecha_equipment/drill/proc/move_ores()
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if((locate(/obj/item/mecha_parts/mecha_equipment/hydraulic_clamp) in chassis.equipment) && istype(chassis, /obj/mecha/working/ripley))
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var/obj/mecha/working/ripley/R = chassis //we could assume that it's a ripley because it has a clamp, but that's ~unsafe~ and ~bad practice~
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R.collect_ore()
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/obj/item/mecha_parts/mecha_equipment/drill/can_attach(obj/mecha/M)
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if(..())
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if(istype(M, /obj/mecha/working) || istype(M, /obj/mecha/combat))
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return 1
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return 0
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/obj/item/mecha_parts/mecha_equipment/drill/proc/drill_mob(mob/living/target, mob/user)
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target.visible_message("<span class='danger'>[chassis] is drilling [target] with [src]!</span>",
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"<span class='userdanger'>[chassis] is drilling you with [src]!</span>")
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add_attack_logs(user, target, "DRILLED with [src] ([uppertext(user.a_intent)]) ([uppertext(damtype)])")
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if(target.stat == DEAD && target.getBruteLoss() >= 200)
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add_attack_logs(user, target, "gibbed")
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if(LAZYLEN(target.butcher_results))
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target.harvest(chassis) // Butcher the mob with our drill.
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else
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target.gib()
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else
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var/splatter_dir = get_dir(chassis, target)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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var/obj/item/organ/external/target_part = H.get_organ(ran_zone("chest"))
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H.apply_damage(10, BRUTE, "chest", H.run_armor_check(target_part, MELEE))
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//blood splatters
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(H.drop_location(), splatter_dir, H.dna.species.blood_color)
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//organs go everywhere
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if(target_part && prob(10 * drill_level))
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target_part.droplimb()
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else
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target.adjustBruteLoss(10)
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if(isalien(target))
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new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target.drop_location(), splatter_dir)
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/obj/item/mecha_parts/mecha_equipment/drill/diamonddrill
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name = "diamond-tipped exosuit drill"
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desc = "Equipment for engineering and combat exosuits. This is an upgraded version of the drill that'll pierce the heavens!"
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icon_state = "mecha_diamond_drill"
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origin_tech = "materials=4;engineering=4"
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equip_cooldown = 10
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drill_delay = 4
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drill_level = DRILL_HARDENED
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force = 15
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/obj/item/mecha_parts/mecha_equipment/mining_scanner
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name = "exosuit mining scanner"
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desc = "Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals."
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icon_state = "mecha_analyzer"
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selectable = 0
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equip_cooldown = 15
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var/scanning_time = 0
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/obj/item/mecha_parts/mecha_equipment/mining_scanner/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSfastprocess, src)
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/obj/item/mecha_parts/mecha_equipment/mining_scanner/Destroy()
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STOP_PROCESSING(SSfastprocess, src)
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return ..()
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/obj/item/mecha_parts/mecha_equipment/mining_scanner/process()
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if(!loc)
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STOP_PROCESSING(SSfastprocess, src)
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qdel(src)
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if(istype(loc, /obj/mecha/working) && scanning_time <= world.time)
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var/obj/mecha/working/mecha = loc
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if(!mecha.occupant)
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return
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scanning_time = world.time + equip_cooldown
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mineral_scan_pulse(get_turf(src))
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#undef DRILL_BASIC
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#undef DRILL_HARDENED
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