Files
S.P.L.U.R.T-Station-13/code/modules/mod/mod_construction.dm
2023-05-01 00:16:20 -05:00

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/obj/item/mod/construction
desc = "A part used in MOD construction."
icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
item_state = "rack_parts"
/obj/item/mod/construction/helmet
name = "MOD helmet"
icon_state = "helmet"
/obj/item/mod/construction/chestplate
name = "MOD chestplate"
icon_state = "chestplate"
/obj/item/mod/construction/gauntlets
name = "MOD gauntlets"
icon_state = "gauntlets"
/obj/item/mod/construction/boots
name = "MOD boots"
icon_state = "boots"
/obj/item/mod/construction/core
name = "MOD core"
icon_state = "mod-core-standard"
desc = "Growing in the most lush, fertile areas of the planet Sprout, there is a crystal known as the Heartbloom. \
These rare, organic piezoelectric crystals are of incredible cultural significance to the artist castes of the Ethereals, \
owing to their appearance; which is exactly similar to that of an Ethereal's heart. \n\
Which one you have in your suit is unclear, but either way, \
it's been repurposed to be an internal power source for a Modular Outerwear Device."
/obj/item/mod/construction/broken_core
name = "broken MOD core"
icon_state = "mod-core"
desc = "An internal power source for a Modular Outerwear Device. You don't seem to be able to source any power from this one, though."
/obj/item/mod/construction/broken_core/examine(mob/user)
. = ..()
. += span_notice("You could repair it with a <b>screwdriver</b>...")
/obj/item/mod/construction/broken_core/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
if(!tool.use_tool(src, user, 5 SECONDS, volume = 30))
return
new /obj/item/mod/construction/core(drop_location())
qdel(src)
/obj/item/mod/construction/armor
name = "MOD armor plates"
desc = "Armor plates used to finish a MOD."
icon_state = "standard-plating"
var/datum/mod_theme/theme = /datum/mod_theme
/obj/item/mod/construction/armor/Initialize(mapload)
. = ..()
var/datum/mod_theme/used_theme = GLOB.mod_themes[theme]
name = "MOD [used_theme.name] armor plates"
desc = "[desc] [used_theme.desc]"
icon_state = "[used_theme.default_skin]-plating"
/obj/item/mod/construction/armor/engineering
theme = /datum/mod_theme/engineering
/obj/item/mod/construction/armor/atmospheric
theme = /datum/mod_theme/atmospheric
/obj/item/mod/construction/armor/advanced
theme = /datum/mod_theme/advanced
/obj/item/mod/construction/armor/mining
theme = /datum/mod_theme/mining
/obj/item/mod/construction/armor/medical
theme = /datum/mod_theme/medical
/obj/item/mod/construction/armor/rescue
theme = /datum/mod_theme/rescue
/obj/item/mod/construction/armor/security
theme = /datum/mod_theme/security
/obj/item/mod/construction/armor/research
theme = /datum/mod_theme/research
/obj/item/mod/construction/armor/cosmohonk
theme = /datum/mod_theme/cosmohonk
/obj/item/mod/construction/armor/magnate
theme = /datum/mod_theme/magnate
/obj/item/mod/paint
name = "MOD paint kit"
desc = "This kit will repaint your MODsuit to something unique."
icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
icon_state = "paintkit"
#define START_STEP "start"
#define CORE_STEP "core"
#define SCREWED_CORE_STEP "screwed_core"
#define HELMET_STEP "helmet"
#define CHESTPLATE_STEP "chestplate"
#define GAUNTLETS_STEP "gauntlets"
#define BOOTS_STEP "boots"
#define WRENCHED_ASSEMBLY_STEP "wrenched_assembly"
#define SCREWED_ASSEMBLY_STEP "screwed_assembly"
/obj/item/mod/construction/shell
name = "MOD shell"
icon_state = "mod-construction_start"
desc = "A MOD shell."
var/obj/item/core
var/obj/item/helmet
var/obj/item/chestplate
var/obj/item/gauntlets
var/obj/item/boots
var/step = START_STEP
/obj/item/mod/construction/shell/examine(mob/user)
. = ..()
var/display_text
switch(step)
if(START_STEP)
display_text = "It looks like it's missing a <b>MOD core</b>..."
if(CORE_STEP)
display_text = "The core seems <b>loose</b>..."
if(SCREWED_CORE_STEP)
display_text = "It looks like it's missing a <b>helmet</b>..."
if(HELMET_STEP)
display_text = "It looks like it's missing a <b>chestplate</b>..."
if(CHESTPLATE_STEP)
display_text = "It looks like it's missing <b>gauntlets</b>..."
if(GAUNTLETS_STEP)
display_text = "It looks like it's missing <b>boots</b>..."
if(BOOTS_STEP)
display_text = "The assembly seems <b>unsecured</b>..."
if(WRENCHED_ASSEMBLY_STEP)
display_text = "The assembly seems <b>loose</b>..."
if(SCREWED_ASSEMBLY_STEP)
display_text = "All it's missing is <b>external armor</b>..."
. += span_notice(display_text)
/obj/item/mod/construction/shell/attackby(obj/item/part, mob/user, params)
. = ..()
switch(step)
if(START_STEP)
if(!istype(part, /obj/item/mod/construction/core))
return
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "core stuck to your hand!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "core inserted")
core = part
step = CORE_STEP
if(CORE_STEP)
if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "core screwed")
step = SCREWED_CORE_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
core.forceMove(drop_location())
balloon_alert(user, "core taken out")
step = START_STEP
if(SCREWED_CORE_STEP)
if(istype(part, /obj/item/mod/construction/helmet)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "helmet stuck to your hand!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "helmet added")
helmet = part
step = HELMET_STEP
else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "core unscrewed")
step = CORE_STEP
if(HELMET_STEP)
if(istype(part, /obj/item/mod/construction/chestplate)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "chestplate stuck to your hand!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "chestplate added")
chestplate = part
step = CHESTPLATE_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
helmet.forceMove(drop_location())
balloon_alert(user, "helmet removed")
helmet = null
step = SCREWED_CORE_STEP
if(CHESTPLATE_STEP)
if(istype(part, /obj/item/mod/construction/gauntlets)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "gauntlets stuck to your hand!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "gauntlets added")
gauntlets = part
step = GAUNTLETS_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
chestplate.forceMove(drop_location())
balloon_alert(user, "chestplate removed")
chestplate = null
step = HELMET_STEP
if(GAUNTLETS_STEP)
if(istype(part, /obj/item/mod/construction/boots)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "boots added")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "You fit [part] onto [src].")
boots = part
step = BOOTS_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
gauntlets.forceMove(drop_location())
balloon_alert(user, "gauntlets removed")
gauntlets = null
step = CHESTPLATE_STEP
if(BOOTS_STEP)
if(part.tool_behaviour == TOOL_WRENCH) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly secured")
step = WRENCHED_ASSEMBLY_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
boots.forceMove(drop_location())
balloon_alert(user, "boots removed")
boots = null
step = GAUNTLETS_STEP
if(WRENCHED_ASSEMBLY_STEP)
if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly screwed")
step = SCREWED_ASSEMBLY_STEP
else if(part.tool_behaviour == TOOL_WRENCH) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly unsecured")
step = BOOTS_STEP
if(SCREWED_ASSEMBLY_STEP)
if(istype(part, /obj/item/mod/construction/armor)) //Construct
var/obj/item/mod/construction/armor/external_armor = part
if(!user.transferItemToLoc(part, src))
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "suit finished")
var/obj/item/modsuit = new /obj/item/mod/control(drop_location(), external_armor.theme)
qdel(src)
user.put_in_hands(modsuit)
else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly unscrewed")
step = SCREWED_ASSEMBLY_STEP
update_icon_state()
/obj/item/mod/construction/shell/update_icon_state()
. = ..()
icon_state = "mod-construction_[step]"
/obj/item/mod/construction/shell/Destroy()
QDEL_NULL(core)
QDEL_NULL(helmet)
QDEL_NULL(chestplate)
QDEL_NULL(gauntlets)
QDEL_NULL(boots)
return ..()
/obj/item/mod/construction/shell/handle_atom_del(atom/deleted_atom)
if(deleted_atom == core)
core = null
if(deleted_atom == helmet)
helmet = null
if(deleted_atom == chestplate)
chestplate = null
if(deleted_atom == gauntlets)
gauntlets = null
if(deleted_atom == boots)
boots = null
return ..()
#undef START_STEP
#undef CORE_STEP
#undef SCREWED_CORE_STEP
#undef HELMET_STEP
#undef CHESTPLATE_STEP
#undef GAUNTLETS_STEP
#undef BOOTS_STEP
#undef WRENCHED_ASSEMBLY_STEP
#undef SCREWED_ASSEMBLY_STEP