/datum/component/armor_plate
var/amount = 0
var/maxamount = 3
var/upgrade_item = /obj/item/stack/sheet/animalhide/goliath_hide
var/datum/armor/added_armor = list("melee" = 10)
var/upgrade_name
/datum/component/armor_plate/Initialize(_maxamount,obj/item/_upgrade_item,datum/armor/_added_armor)
if(!isobj(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examine)
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/applyplate)
RegisterSignal(parent, COMSIG_PARENT_PREQDELETED, .proc/dropplates)
if(_maxamount)
maxamount = _maxamount
if(_upgrade_item)
upgrade_item = _upgrade_item
if(_added_armor)
if(islist(_added_armor))
added_armor = getArmor(arglist(_added_armor))
else if (istype(_added_armor, /datum/armor))
added_armor = _added_armor
else
stack_trace("Invalid type [_added_armor.type] passed as _armor_item argument to armorplate component")
else
added_armor = getArmor(arglist(added_armor))
var/obj/item/typecast = upgrade_item
upgrade_name = initial(typecast.name)
/datum/component/armor_plate/proc/examine(datum/source, mob/user)
//upgrade_item could also be typecast here instead
if(ismecha(parent))
if(amount)
if(amount < maxamount)
to_chat(user, "Its armor is enhanced with [amount] [upgrade_name].")
else
to_chat(user, "It's wearing a fearsome carapace entirely composed of [upgrade_name] - its pilot must be an experienced monster hunter.")
else
to_chat(user, "It has attachment points for strapping monster hide on for added protection.")
else
if(amount)
to_chat(user, "It has been strengthened with [amount]/[maxamount] [upgrade_name].")
else
to_chat(user, "It can be strengthened with up to [maxamount] [upgrade_name].")
/datum/component/armor_plate/proc/applyplate(datum/source, obj/item/I, mob/user, params)
if(!istype(I,upgrade_item))
return
if(amount >= maxamount)
to_chat(user, "You can't improve [parent] any further!")
return
if(istype(I,/obj/item/stack))
I.use(1)
else
if(length(I.contents))
to_chat(user, "[I] cannot be used for armoring while there's something inside!")
return
qdel(I)
var/obj/O = parent
amount++
O.armor = O.armor.attachArmor(added_armor)
if(ismecha(O))
var/obj/mecha/R = O
R.update_icon()
to_chat(user, "You strengthen [R], improving its resistance against melee, bullet and laser damage.")
else
to_chat(user, "You strengthen [O], improving its resistance against melee attacks.")
/datum/component/armor_plate/proc/dropplates(datum/source, force)
if(ismecha(parent)) //items didn't drop the plates before and it causes erroneous behavior for the time being with collapsible helmets
for(var/i in 1 to amount)
new upgrade_item(get_turf(parent))