//NASA Voidsuit
/obj/item/clothing/head/helmet/space/void
name = "void helmet"
desc = "A high-tech dark red space suit helmet. Used for AI satellite maintenance."
icon_state = "void"
item_state_slots = list(slot_r_hand_str = "syndicate", slot_l_hand_str = "syndicate")
heat_protection = HEAD
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
min_pressure_protection = 0 * ONE_ATMOSPHERE
max_pressure_protection = 10 * ONE_ATMOSPHERE
// flags_inv = HIDEEARS|BLOCKHAIR
//Species-specific stuff.
species_restricted = list("Human", "Promethean")
sprite_sheets_refit = list(
SPECIES_UNATHI = 'icons/mob/species/unathi/helmet.dmi',
SPECIES_TAJ = 'icons/mob/species/tajaran/helmet.dmi',
SPECIES_SKRELL = 'icons/mob/species/skrell/helmet.dmi'
//Teshari have a general sprite sheet defined in modules/clothing/clothing.dm
)
sprite_sheets_obj = list(
SPECIES_UNATHI = 'icons/obj/clothing/species/unathi/hats.dmi',
SPECIES_TAJ = 'icons/obj/clothing/species/tajaran/hats.dmi',
SPECIES_SKRELL = 'icons/obj/clothing/species/skrell/hats.dmi',
SPECIES_TESHARI = 'icons/obj/clothing/species/seromi/hats.dmi'
)
light_overlay = "helmet_light"
var/no_cycle = FALSE //stop this item from being put in a cycler
/obj/item/clothing/suit/space/void
name = "voidsuit"
icon_state = "void"
item_state_slots = list(slot_r_hand_str = "space_suit_syndicate", slot_l_hand_str = "space_suit_syndicate")
desc = "A high-tech dark red space suit. Used for AI satellite maintenance."
slowdown = 1
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
min_pressure_protection = 0 * ONE_ATMOSPHERE
max_pressure_protection = 10 * ONE_ATMOSPHERE
species_restricted = list("Human", SPECIES_SKRELL, "Promethean")
sprite_sheets_refit = list(
SPECIES_UNATHI = 'icons/mob/species/unathi/suit.dmi',
SPECIES_TAJ = 'icons/mob/species/tajaran/suit.dmi',
SPECIES_SKRELL = 'icons/mob/species/skrell/suit.dmi'
//Teshari have a general sprite sheet defined in modules/clothing/clothing.dm
)
sprite_sheets_obj = list(
SPECIES_UNATHI = 'icons/obj/clothing/species/unathi/suits.dmi',
SPECIES_TAJ = 'icons/obj/clothing/species/tajaran/suits.dmi',
SPECIES_SKRELL = 'icons/obj/clothing/species/skrell/suits.dmi',
SPECIES_TESHARI = 'icons/obj/clothing/species/seromi/suits.dmi'
)
//Breach thresholds, should ideally be inherited by most (if not all) voidsuits.
//With 0.2 resiliance, will reach 10 breach damage after 3 laser carbine blasts or 8 smg hits.
breach_threshold = 12
can_breach = 1
//Inbuilt devices.
var/obj/item/clothing/shoes/magboots/boots = null // Deployable boots, if any.
var/obj/item/clothing/head/helmet/helmet = null // Deployable helmet, if any.
var/obj/item/weapon/tank/tank = null // Deployable tank, if any.
var/obj/item/device/suit_cooling_unit/cooler = null// Cooling unit, for FBPs. Cannot be installed alongside a tank.
//Cycler settings
var/no_cycle = FALSE //stop this item from being put in a cycler
/obj/item/clothing/suit/space/void/examine(user)
. = ..()
for(var/obj/item/I in list(helmet,boots,tank,cooler))
. += "It has \a [I] installed."
if(tank && in_range(src,user))
. += "The wrist-mounted pressure gauge reads [max(round(tank.air_contents.return_pressure()),0)] kPa remaining in \the [tank]."
/obj/item/clothing/suit/space/void/refit_for_species(var/target_species)
..()
if(istype(helmet))
helmet.refit_for_species(target_species)
if(istype(boots))
boots.refit_for_species(target_species)
/obj/item/clothing/suit/space/void/equipped(mob/M)
..()
var/mob/living/carbon/human/H = M
if(!istype(H)) return
if(H.wear_suit != src)
return
if(boots)
if (H.equip_to_slot_if_possible(boots, slot_shoes))
boots.canremove = 0
if(helmet)
if(H.head)
to_chat(M, "You are unable to deploy your suit's helmet as \the [H.head] is in the way.")
else if (H.equip_to_slot_if_possible(helmet, slot_head))
to_chat(M, "Your suit's helmet deploys with a hiss.")
helmet.canremove = 0
if(tank)
if(H.s_store) //In case someone finds a way.
to_chat(M, "Alarmingly, the valve on your suit's installed tank fails to engage.")
else if (H.equip_to_slot_if_possible(tank, slot_s_store))
to_chat(M, "The valve on your suit's installed tank safely engages.")
tank.canremove = 0
if(cooler)
if(H.s_store) //Ditto
to_chat(M, "Alarmingly, the cooling unit installed into your suit fails to deploy.")
else if (H.equip_to_slot_if_possible(cooler, slot_s_store))
to_chat(M, "Your suit's cooling unit deploys.")
cooler.canremove = 0
/obj/item/clothing/suit/space/void/dropped()
..()
var/mob/living/carbon/human/H
if(helmet)
helmet.canremove = 1
H = helmet.loc
if(istype(H))
if(helmet && H.head == helmet)
H.drop_from_inventory(helmet)
helmet.forceMove(src)
if(boots)
boots.canremove = 1
H = boots.loc
if(istype(H))
if(boots && H.shoes == boots)
H.drop_from_inventory(boots)
boots.forceMove(src)
if(tank)
tank.canremove = 1
tank.forceMove(src)
if(cooler)
cooler.canremove = 1
cooler.forceMove(src)
/obj/item/clothing/suit/space/void/verb/toggle_helmet()
set name = "Toggle Helmet"
set category = "Object"
set src in usr
if(!istype(src.loc,/mob/living)) return
if(!helmet)
to_chat(usr, "There is no helmet installed.")
return
var/mob/living/carbon/human/H = usr
if(!istype(H))
return
if(H.stat)
return
if(H.wear_suit != src)
return
if(H.head == helmet)
to_chat(H, "You retract your suit helmet.")
helmet.canremove = 1
H.drop_from_inventory(helmet)
helmet.forceMove(src)
else
if(H.head)
to_chat(H, "You cannot deploy your helmet while wearing \the [H.head].")
return
if(H.equip_to_slot_if_possible(helmet, slot_head))
helmet.pickup(H)
helmet.canremove = 0
to_chat(H, "You deploy your suit helmet, sealing you off from the world.")
helmet.update_light(H)
/obj/item/clothing/suit/space/void/verb/eject_tank()
set name = "Eject Voidsuit Tank/Cooler"
set category = "Object"
set src in usr
if(!istype(src.loc,/mob/living)) return
if(!tank && !cooler)
to_chat(usr, "There is no tank or cooling unit inserted.")
return
var/mob/living/carbon/human/H = usr
if(!istype(H)) return
if(H.stat) return
if(H.wear_suit != src) return
var/obj/item/removing = null
if(tank)
removing = tank
tank = null
else
removing = cooler
cooler = null
to_chat(H, "You press the emergency release, ejecting \the [removing] from your suit.")
removing.canremove = 1
H.drop_from_inventory(removing)
/obj/item/clothing/suit/space/void/attackby(obj/item/W as obj, mob/user as mob)
if(!istype(user,/mob/living)) return
if(istype(W,/obj/item/clothing/accessory) || istype(W, /obj/item/weapon/hand_labeler))
return ..()
if(user.get_inventory_slot(src) == slot_wear_suit)
to_chat(user, "You cannot modify \the [src] while it is being worn.")
return
if(W.is_screwdriver())
if(helmet || boots || tank)
var/choice = input("What component would you like to remove?") as null|anything in list(helmet,boots,tank,cooler)
if(!choice) return
if(choice == tank) //No, a switch doesn't work here. Sorry. ~Techhead
to_chat(user, "You pop \the [tank] out of \the [src]'s storage compartment.")
tank.forceMove(get_turf(src))
playsound(src, W.usesound, 50, 1)
src.tank = null
else if(choice == cooler)
to_chat(user, "You pop \the [cooler] out of \the [src]'s storage compartment.")
cooler.forceMove(get_turf(src))
playsound(src, W.usesound, 50, 1)
src.cooler = null
else if(choice == helmet)
to_chat(user, "You detach \the [helmet] from \the [src]'s helmet mount.")
helmet.forceMove(get_turf(src))
playsound(src, W.usesound, 50, 1)
src.helmet = null
else if(choice == boots)
to_chat(user, "You detach \the [boots] from \the [src]'s boot mounts.")
boots.forceMove(get_turf(src))
playsound(src, W.usesound, 50, 1)
src.boots = null
else
to_chat(user, "\The [src] does not have anything installed.")
return
else if(istype(W,/obj/item/clothing/head/helmet/space))
if(helmet)
to_chat(user, "\The [src] already has a helmet installed.")
else
to_chat(user, "You attach \the [W] to \the [src]'s helmet mount.")
user.drop_item()
W.forceMove(src)
src.helmet = W
return
else if(istype(W,/obj/item/clothing/shoes/magboots))
if(boots)
to_chat(user, "\The [src] already has magboots installed.")
else
to_chat(user, "You attach \the [W] to \the [src]'s boot mounts.")
user.drop_item()
W.forceMove(src)
boots = W
return
else if(istype(W,/obj/item/weapon/tank))
if(tank)
to_chat(user, "\The [src] already has an airtank installed.")
else if(cooler)
to_chat(user, "\The [src]'s suit cooling unit is in the way. Remove it first.")
else if(istype(W,/obj/item/weapon/tank/phoron))
to_chat(user, "\The [W] cannot be inserted into \the [src]'s storage compartment.")
else
to_chat(user, "You insert \the [W] into \the [src]'s storage compartment.")
user.drop_item()
W.forceMove(src)
tank = W
return
else if(istype(W,/obj/item/device/suit_cooling_unit))
if(cooler)
to_chat(user, "\The [src] already has a suit cooling unit installed.")
else if(tank)
to_chat(user, "\The [src]'s airtank is in the way. Remove it first.")
else
to_chat(user, "You insert \the [W] into \the [src]'s storage compartment.")
user.drop_item()
W.forceMove(src)
cooler = W
return
..()