///////////////////////////////////
//////// Mecha wreckage ////////
///////////////////////////////////
/obj/structure/mecha_wreckage
name = "exosuit wreckage"
desc = "Remains of some unfortunate mecha. Completely irreparable, but perhaps something can be salvaged."
icon = 'icons/mecha/mecha.dmi'
density = TRUE
anchored = FALSE
opacity = FALSE
var/list/welder_salvage = list(/obj/item/stack/sheet/plasteel, /obj/item/stack/sheet/metal, /obj/item/stack/rods)
var/salvage_num = 5
var/list/crowbar_salvage = list()
var/wires_removed = FALSE
var/mob/living/silicon/ai/AI //AIs to be salvaged
var/list/parts
/obj/structure/mecha_wreckage/Initialize(mapload, mob/living/silicon/ai/AI_pilot)
. = ..()
if(parts)
for(var/i in 1 to 2)
if(!parts.len)
break
if(prob(60))
continue
var/part = pick(parts)
welder_salvage += part
parts = null
if(!AI_pilot) //Type-checking for this is already done in mecha/Destroy()
return
AI = AI_pilot
AI.apply_damage(150, BURN) //Give the AI a bit of damage from the "shock" of being suddenly shut down
AI.death() //The damage is not enough to kill the AI, but to be 'corrupted files' in need of repair.
AI.forceMove(src) //Put the dead AI inside the wreckage for recovery
add_overlay(mutable_appearance('icons/obj/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon
AI.controlled_equipment = null
AI.remote_control = null
/obj/structure/mecha_wreckage/Destroy()
if(AI)
QDEL_NULL(AI)
QDEL_LIST(crowbar_salvage)
return ..()
/obj/structure/mecha_wreckage/examine(mob/user)
. = ..()
if(!AI)
return
. += "The AI recovery beacon is active."
/obj/structure/mecha_wreckage/welder_act(mob/living/user, obj/item/I)
..()
. = TRUE
if(salvage_num <= 0 || !length(welder_salvage))
to_chat(user, "You don't see anything that can be cut with [I]!")
return
if(!I.use_tool(src, user, 0, volume=50))
return
if(prob(30))
to_chat(user, "You fail to salvage anything valuable from [src]!")
return
var/type = pick(welder_salvage)
var/N = new type(get_turf(user))
user.visible_message("[user] cuts [N] from [src].", "You cut [N] from [src].")
if(!istype(N, /obj/item/stack))
welder_salvage -= type
salvage_num--
/obj/structure/mecha_wreckage/wirecutter_act(mob/living/user, obj/item/I)
..()
. = TRUE
if(wires_removed)
to_chat(user, "You don't see anything that can be cut with [I]!")
return
var/N = new /obj/item/stack/cable_coil(get_turf(user), rand(1,3))
user.visible_message("[user] cuts [N] from [src].", "You cut [N] from [src].")
wires_removed = TRUE
/obj/structure/mecha_wreckage/crowbar_act(mob/living/user, obj/item/I)
..()
. = TRUE
if(crowbar_salvage.len)
var/obj/S = pick(crowbar_salvage)
S.forceMove(user.drop_location())
user.visible_message("[user] pries [S] from [src].", "You pry [S] from [src].")
crowbar_salvage -= S
return
to_chat(user, "You don't see anything that can be cut with [I]!")
/obj/structure/mecha_wreckage/transfer_ai(interaction, mob/user, null, obj/item/aicard/card)
if(!..())
return
//Proc called on the wreck by the AI card.
if(interaction != AI_TRANS_TO_CARD) //AIs can only be transferred in one direction, from the wreck to the card.
return
if(!AI) //No AI in the wreck
to_chat(user, "No AI backups found.")
return
cut_overlays() //Remove the recovery beacon overlay
AI.forceMove(card) //Move the dead AI to the card.
card.AI = AI
if(AI.client) //AI player is still in the dead AI and is connected
to_chat(AI, "The remains of your file system have been recovered on a mobile storage device.")
else //Give the AI a heads-up that it is probably going to get fixed.
AI.notify_ghost_cloning("You have been recovered from the wreckage!", source = card)
to_chat(user, "Backup files recovered: [AI.name] ([rand(1000,9999)].exe) salvaged from [name] and stored within local memory.")
AI = null
/obj/structure/mecha_wreckage/gygax
name = "\improper Gygax wreckage"
icon_state = "gygax-broken"
parts = list(
/obj/item/mecha_parts/part/gygax_torso,
/obj/item/mecha_parts/part/gygax_head,
/obj/item/mecha_parts/part/gygax_left_arm,
/obj/item/mecha_parts/part/gygax_right_arm,
/obj/item/mecha_parts/part/gygax_left_leg,
/obj/item/mecha_parts/part/gygax_right_leg
)
/obj/structure/mecha_wreckage/gygax/dark
name = "\improper Dark Gygax wreckage"
icon_state = "darkgygax-broken"
/obj/structure/mecha_wreckage/marauder
name = "\improper Marauder wreckage"
icon_state = "marauder-broken"
/obj/structure/mecha_wreckage/mauler
name = "\improper Mauler wreckage"
icon_state = "mauler-broken"
desc = "The syndicate won't be very happy about this..."
/obj/structure/mecha_wreckage/seraph
name = "\improper Seraph wreckage"
icon_state = "seraph-broken"
/obj/structure/mecha_wreckage/reticence
name = "\improper Reticence wreckage"
icon_state = "reticence-broken"
color = "#87878715"
desc = "..."
/obj/structure/mecha_wreckage/ripley
name = "\improper Ripley wreckage"
icon_state = "ripley-broken"
parts = list(
/obj/item/mecha_parts/part/ripley_torso,
/obj/item/mecha_parts/part/ripley_left_arm,
/obj/item/mecha_parts/part/ripley_right_arm,
/obj/item/mecha_parts/part/ripley_left_leg,
/obj/item/mecha_parts/part/ripley_right_leg)
/obj/structure/mecha_wreckage/ripley/mkii
name = "\improper Ripley MK-II wreckage"
icon_state = "ripleymkii-broken"
/obj/structure/mecha_wreckage/ripley/deathripley
name = "\improper Death-Ripley wreckage"
icon_state = "deathripley-broken"
parts = null
/obj/structure/mecha_wreckage/ripley/firefighter
name = "\improper Firefighter wreckage"
icon_state = "firefighter-broken"
parts = list(
/obj/item/mecha_parts/part/ripley_torso,
/obj/item/mecha_parts/part/ripley_left_arm,
/obj/item/mecha_parts/part/ripley_right_arm,
/obj/item/mecha_parts/part/ripley_left_leg,
/obj/item/mecha_parts/part/ripley_right_leg)
/obj/structure/mecha_wreckage/honker
name = "\improper H.O.N.K wreckage"
icon_state = "honker-broken"
desc = "All is right in the universe."
parts = list(
/obj/item/mecha_parts/part/honker_torso,
/obj/item/mecha_parts/part/honker_head,
/obj/item/mecha_parts/part/honker_left_arm,
/obj/item/mecha_parts/part/honker_right_arm,
/obj/item/mecha_parts/part/honker_left_leg,
/obj/item/mecha_parts/part/honker_right_leg)
/obj/structure/mecha_wreckage/durand
name = "\improper Durand wreckage"
icon_state = "durand-broken"
parts = list(
/obj/item/mecha_parts/part/durand_torso,
/obj/item/mecha_parts/part/durand_head,
/obj/item/mecha_parts/part/durand_left_arm,
/obj/item/mecha_parts/part/durand_right_arm,
/obj/item/mecha_parts/part/durand_left_leg,
/obj/item/mecha_parts/part/durand_right_leg)
/obj/structure/mecha_wreckage/phazon
name = "\improper Phazon wreckage"
icon_state = "phazon-broken"
parts = list(
/obj/item/mecha_parts/part/phazon_torso,
/obj/item/mecha_parts/part/phazon_head,
/obj/item/mecha_parts/part/phazon_left_arm,
/obj/item/mecha_parts/part/phazon_right_arm,
/obj/item/mecha_parts/part/phazon_left_leg,
/obj/item/mecha_parts/part/phazon_right_leg)
/obj/structure/mecha_wreckage/odysseus
name = "\improper Odysseus wreckage"
icon_state = "odysseus-broken"
parts = list(
/obj/item/mecha_parts/part/odysseus_torso,
/obj/item/mecha_parts/part/odysseus_head,
/obj/item/mecha_parts/part/odysseus_left_arm,
/obj/item/mecha_parts/part/odysseus_right_arm,
/obj/item/mecha_parts/part/odysseus_left_leg,
/obj/item/mecha_parts/part/odysseus_right_leg)