mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-08 16:32:21 +00:00
There were several desyncs between robot.cell and robot.components["power cell"].installed, leading to very annoying bugs.
297 lines
8.6 KiB
Plaintext
297 lines
8.6 KiB
Plaintext
/obj/item/robot_parts
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name = "robot parts"
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icon = 'icons/obj/robot_parts.dmi'
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item_state = "buildpipe"
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icon_state = "blank"
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BELT
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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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var/list/part = null
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var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics.
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/obj/item/robot_parts/l_arm
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name = "robot 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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part = list("l_arm","l_hand")
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/obj/item/robot_parts/r_arm
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name = "robot 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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part = list("r_arm","r_hand")
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/obj/item/robot_parts/l_leg
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name = "robot 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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part = list("l_leg","l_foot")
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/obj/item/robot_parts/r_leg
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name = "robot 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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part = list("r_leg","r_foot")
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/obj/item/robot_parts/chest
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name = "robot 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 = "robot 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 = "robot 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 = ""
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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.Cut()
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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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feedback_inc("cyborg_frames_built",1)
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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) && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
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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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if(src.l_leg) return
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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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if(src.r_leg) return
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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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if(src.l_arm) return
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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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if(src.r_arm) return
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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(src.chest) return
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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(src.head) return
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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 [W] 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 [W] into the frame would sort of defeat the purpose."
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return
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if(!M.brainmob.key)
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var/ghost_can_reenter = 0
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if(M.brainmob.mind)
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for(var/mob/dead/observer/G in player_list)
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if(G.can_reenter_corpse && G.mind == M.brainmob.mind)
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ghost_can_reenter = 1
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break
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if(!ghost_can_reenter)
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user << "<span class='notice'>The [W] is completely unresponsive; there's no point.</span>"
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return
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if(M.brainmob.stat == DEAD)
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user << "\red Sticking a dead [W] into the frame would sort of defeat the purpose."
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return
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if(M.brainmob.mind in ticker.mode.head_revolutionaries)
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user << "\red The frame's firmware lets out a shrill sound, and flashes 'Abnormal Memory Engram'. It refuses to accept the [W]."
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return
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if(jobban_isbanned(M.brainmob, "Cyborg"))
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user << "\red This [W] 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), unfinished = 1)
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if(!O) return
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user.drop_item()
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O.mmi = W
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O.invisibility = 0
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O.custom_name = created_name
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O.updatename("Default")
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M.brainmob.mind.transfer_to(O)
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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.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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// Since we "magically" installed a cell, we also have to update the correct component.
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if(O.cell)
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var/datum/robot_component/cell_component = O.components["power cell"]
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cell_component.wrapped = O.cell
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cell_component.installed = 1
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feedback_inc("cyborg_birth",1)
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O.Namepick()
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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 = stripped_input(user, "Enter new robot name", src.name, src.created_name, MAX_NAME_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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else if(istype(W, /obj/item/weapon/stock_parts/manipulator))
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user << "\blue You install some manipulators and modify the head, creating a functional spider-bot!"
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new /mob/living/simple_animal/spiderbot(get_turf(loc))
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user.drop_item()
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del(W)
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del(src)
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return
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return
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/obj/item/robot_parts/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/card/emag))
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if(sabotaged)
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user << "\red [src] is already sabotaged!"
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else
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user << "\red You slide [W] into the dataport on [src] and short out the safeties."
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sabotaged = 1
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return
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..() |