var/list/total_extraction_beacons = list() /obj/item/weapon/extraction_pack name = "fulton extraction pack" desc = "A balloon that can be used to extract equipment or personnel to a Fulton Recovery Beacon. Anything not bolted down can be moved. Link the pack to a beacon by using the pack in hand." icon = 'icons/obj/fulton.dmi' icon_state = "extraction_pack" w_class = WEIGHT_CLASS_NORMAL var/obj/structure/extraction_point/beacon var/list/beacon_networks = list("station") var/uses_left = 3 var/can_use_indoors var/safe_for_living_creatures = 1 /obj/item/weapon/extraction_pack/examine() . = ..() usr.show_message("It has [uses_left] uses remaining.", 1) /obj/item/weapon/extraction_pack/attack_self(mob/user) var/list/possible_beacons = list() for(var/B in total_extraction_beacons) var/obj/structure/extraction_point/EP = B if(EP.beacon_network in beacon_networks) possible_beacons += EP if(!possible_beacons.len) user << "There are no extraction beacons in existence!" return else var/A A = input("Select a beacon to connect to", "Balloon Extraction Pack", A) in possible_beacons if(!A) return beacon = A /obj/item/weapon/extraction_pack/afterattack(atom/movable/A, mob/living/carbon/human/user, flag, params) if(!beacon) user << "[src] is not linked to a beacon, and cannot be used." return if(!can_use_indoors) var/area/area = get_area(A) if(!area.outdoors) user << "[src] can only be used on things that are outdoors!" return if(!flag) return if(!istype(A)) return else if(!safe_for_living_creatures && check_for_living_mobs(A)) user << "[src] is not safe for use with living creatures, they wouldn't survive the trip back!" return if(A.loc == user) // no extracting stuff you're holding return if(A.anchored) return user << "You start attaching the pack to [A]..." if(do_after(user,50,target=A)) user << "You attach the pack to [A] and activate it." if(loc == user || istype(user.back, /obj/item/weapon/storage/backpack)) var/obj/item/weapon/storage/backpack/B = user.back if(B.can_be_inserted(src,stop_messages = 1)) B.handle_item_insertion(src) uses_left-- if(uses_left <= 0) user.drop_item(src) loc = A var/image/balloon var/image/balloon2 var/image/balloon3 if(isliving(A)) var/mob/living/M = A M.Weaken(16) // Keep them from moving during the duration of the extraction M.buckled = 0 // Unbuckle them to prevent anchoring problems else A.anchored = 1 A.density = 0 var/obj/effect/extraction_holder/holder_obj = new(A.loc) holder_obj.appearance = A.appearance A.loc = holder_obj balloon2 = image('icons/obj/fulton_balloon.dmi',"fulton_expand") balloon2.pixel_y = 10 balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM holder_obj.overlays += balloon2 sleep(4) balloon = image('icons/obj/fulton_balloon.dmi',"fulton_balloon") balloon.pixel_y = 10 balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM holder_obj.overlays -= balloon2 holder_obj.overlays += balloon playsound(holder_obj.loc, 'sound/items/fulext_deploy.wav', 50, 1, -3) animate(holder_obj, pixel_z = 10, time = 20) sleep(20) animate(holder_obj, pixel_z = 15, time = 10) sleep(10) animate(holder_obj, pixel_z = 10, time = 10) sleep(10) animate(holder_obj, pixel_z = 15, time = 10) sleep(10) animate(holder_obj, pixel_z = 10, time = 10) sleep(10) playsound(holder_obj.loc, 'sound/items/fultext_launch.wav', 50, 1, -3) animate(holder_obj, pixel_z = 1000, time = 30) if(ishuman(A)) var/mob/living/carbon/human/L = A L.SetParalysis(0) L.drowsyness = 0 L.sleeping = 0 sleep(30) var/list/flooring_near_beacon = list() for(var/turf/open/floor in orange(1, beacon)) flooring_near_beacon += floor holder_obj.loc = pick(flooring_near_beacon) animate(holder_obj, pixel_z = 10, time = 50) sleep(50) animate(holder_obj, pixel_z = 15, time = 10) sleep(10) animate(holder_obj, pixel_z = 10, time = 10) sleep(10) balloon3 = image('icons/obj/fulton_balloon.dmi',"fulton_retract") balloon3.pixel_y = 10 balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM holder_obj.overlays -= balloon holder_obj.overlays += balloon3 sleep(4) holder_obj.overlays -= balloon3 A.anchored = 0 // An item has to be unanchored to be extracted in the first place. A.density = initial(A.density) animate(holder_obj, pixel_z = 0, time = 5) sleep(5) A.loc = holder_obj.loc qdel(holder_obj) if(uses_left <= 0) qdel(src) /obj/item/fulton_core name = "extraction beacon signaller" desc = "Emits a signal which fulton recovery devices can lock onto. Activate in hand to create a beacon." icon = 'icons/obj/stock_parts.dmi' icon_state = "subspace_amplifier" /obj/item/fulton_core/attack_self(mob/user) if(do_after(user,15,target = user) && !QDELETED(src)) new /obj/structure/extraction_point(get_turf(user)) qdel(src) /obj/structure/extraction_point name = "fulton recovery beacon" desc = "A beacon for the fulton recovery system. Hit a beacon with a pack to link the pack to a beacon." icon = 'icons/obj/fulton.dmi' icon_state = "extraction_point" anchored = 1 density = 0 var/beacon_network = "station" /obj/structure/extraction_point/New() var/area/area_name = get_area(src) name += " ([rand(100,999)]) ([area_name.name])" total_extraction_beacons += src ..() /obj/structure/extraction_point/Destroy() total_extraction_beacons -= src ..() /obj/effect/extraction_holder name = "extraction holder" desc = "you shouldnt see this" var/atom/movable/stored_obj /obj/item/weapon/extraction_pack/proc/check_for_living_mobs(atom/A) if(isliving(A)) var/mob/living/L = A if(L.stat != DEAD) return 1 for(var/thing in A.GetAllContents()) if(isliving(A)) var/mob/living/L = A if(L.stat != DEAD) return 1 return 0