mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
454 lines
14 KiB
Plaintext
454 lines
14 KiB
Plaintext
// SUIT STORAGE UNIT /////////////////
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/obj/machinery/suit_storage_unit
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name = "suit storage unit"
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desc = "An industrial unit made to hold and decontaminate irradiated equipment. It comes with a built-in UV cauterization mechanism. A small warning label advises that organic matter should not be placed into the unit."
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icon = 'icons/obj/machines/suit_storage.dmi'
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icon_state = "close"
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density = TRUE
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max_integrity = 250
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var/obj/item/clothing/suit/space/suit = null
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var/obj/item/clothing/head/helmet/space/helmet = null
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var/obj/item/clothing/mask/mask = null
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var/obj/item/storage = null
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var/suit_type = null
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var/helmet_type = null
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var/mask_type = null
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var/storage_type = null
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state_open = FALSE
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var/locked = FALSE
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panel_open = FALSE
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var/safeties = TRUE
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var/uv = FALSE
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var/uv_super = FALSE
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var/uv_cycles = 6
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var/message_cooldown
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var/breakout_time = 300
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/obj/machinery/suit_storage_unit/standard_unit
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suit_type = /obj/item/clothing/suit/space/eva
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helmet_type = /obj/item/clothing/head/helmet/space/eva
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mask_type = /obj/item/clothing/mask/breath
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/obj/machinery/suit_storage_unit/captain
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suit_type = /obj/item/clothing/suit/space/hardsuit/captain
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mask_type = /obj/item/clothing/mask/gas/sechailer
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storage_type = /obj/item/tank/jetpack/oxygen/captain
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/obj/machinery/suit_storage_unit/engine
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suit_type = /obj/item/clothing/suit/space/hardsuit/engine
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mask_type = /obj/item/clothing/mask/breath
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storage_type= /obj/item/clothing/shoes/magboots
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/obj/machinery/suit_storage_unit/ce
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suit_type = /obj/item/clothing/suit/space/hardsuit/engine/elite
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mask_type = /obj/item/clothing/mask/breath
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storage_type= /obj/item/clothing/shoes/magboots/advance
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/obj/machinery/suit_storage_unit/security
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suit_type = /obj/item/clothing/suit/space/hardsuit/security
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mask_type = /obj/item/clothing/mask/gas/sechailer
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storage_type = /obj/item/tank/jetpack/oxygen/security
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/obj/machinery/suit_storage_unit/hos
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suit_type = /obj/item/clothing/suit/space/hardsuit/security/hos
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mask_type = /obj/item/clothing/mask/gas/sechailer
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storage_type = /obj/item/tank/internals/oxygen
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/obj/machinery/suit_storage_unit/atmos
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suit_type = /obj/item/clothing/suit/space/hardsuit/engine/atmos
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mask_type = /obj/item/clothing/mask/gas
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storage_type = /obj/item/watertank/atmos
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/obj/machinery/suit_storage_unit/mining
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suit_type = /obj/item/clothing/suit/hooded/explorer/standard
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mask_type = /obj/item/clothing/mask/gas/explorer
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/obj/machinery/suit_storage_unit/mining/eva
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suit_type = /obj/item/clothing/suit/space/hardsuit/mining
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mask_type = /obj/item/clothing/mask/breath
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/obj/machinery/suit_storage_unit/cmo
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suit_type = /obj/item/clothing/suit/space/hardsuit/medical
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mask_type = /obj/item/clothing/mask/breath
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/obj/machinery/suit_storage_unit/rd
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suit_type = /obj/item/clothing/suit/space/hardsuit/rd
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mask_type = /obj/item/clothing/mask/breath
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/obj/machinery/suit_storage_unit/syndicate
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suit_type = /obj/item/clothing/suit/space/hardsuit/syndi
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mask_type = /obj/item/clothing/mask/gas/syndicate
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storage_type = /obj/item/tank/jetpack/oxygen/harness
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/obj/machinery/suit_storage_unit/ert/command
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suit_type = /obj/item/clothing/suit/space/hardsuit/ert
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mask_type = /obj/item/clothing/mask/breath
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storage_type = /obj/item/tank/internals/emergency_oxygen/double
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/obj/machinery/suit_storage_unit/ert/security
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suit_type = /obj/item/clothing/suit/space/hardsuit/ert/sec
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mask_type = /obj/item/clothing/mask/breath
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storage_type = /obj/item/tank/internals/emergency_oxygen/double
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/obj/machinery/suit_storage_unit/ert/engineer
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suit_type = /obj/item/clothing/suit/space/hardsuit/ert/engi
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mask_type = /obj/item/clothing/mask/breath
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storage_type = /obj/item/tank/internals/emergency_oxygen/double
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/obj/machinery/suit_storage_unit/ert/medical
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suit_type = /obj/item/clothing/suit/space/hardsuit/ert/med
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mask_type = /obj/item/clothing/mask/breath
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storage_type = /obj/item/tank/internals/emergency_oxygen/double
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/obj/machinery/suit_storage_unit/radsuit
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name = "radiation suit storage unit"
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suit_type = /obj/item/clothing/suit/radiation
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helmet_type = /obj/item/clothing/head/radiation
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storage_type = /obj/item/geiger_counter
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/obj/machinery/suit_storage_unit/open
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state_open = TRUE
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density = FALSE
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/obj/machinery/suit_storage_unit/Initialize()
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. = ..()
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wires = new /datum/wires/suit_storage_unit(src)
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if(suit_type)
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suit = new suit_type(src)
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if(helmet_type)
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helmet = new helmet_type(src)
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if(mask_type)
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mask = new mask_type(src)
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if(storage_type)
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storage = new storage_type(src)
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update_icon()
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/obj/machinery/suit_storage_unit/Destroy()
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QDEL_NULL(suit)
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QDEL_NULL(helmet)
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QDEL_NULL(mask)
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QDEL_NULL(storage)
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return ..()
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/obj/machinery/suit_storage_unit/update_icon()
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cut_overlays()
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if(uv)
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if(uv_super)
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add_overlay("super")
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else if(occupant)
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add_overlay("uvhuman")
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else
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add_overlay("uv")
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else if(state_open)
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if(stat & BROKEN)
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add_overlay("broken")
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else
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add_overlay("open")
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if(suit)
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add_overlay("suit")
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if(helmet)
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add_overlay("helm")
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if(storage)
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add_overlay("storage")
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else if(occupant)
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add_overlay("human")
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/obj/machinery/suit_storage_unit/power_change()
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..()
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if(!is_operational() && state_open)
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open_machine()
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dump_contents()
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update_icon()
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/obj/machinery/suit_storage_unit/proc/dump_contents()
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dropContents()
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helmet = null
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suit = null
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mask = null
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storage = null
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occupant = null
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/obj/machinery/suit_storage_unit/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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open_machine()
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dump_contents()
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new /obj/item/stack/sheet/metal (loc, 2)
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qdel(src)
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/obj/machinery/suit_storage_unit/MouseDrop_T(atom/A, mob/user)
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if(user.stat || user.lying || !Adjacent(user) || !Adjacent(A) || !isliving(A))
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return
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var/mob/living/target = A
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if(!state_open)
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to_chat(user, "<span class='warning'>The unit's doors are shut!</span>")
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return
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if(!is_operational())
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to_chat(user, "<span class='warning'>The unit is not operational!</span>")
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return
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if(occupant || helmet || suit || storage)
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to_chat(user, "<span class='warning'>It's too cluttered inside to fit in!</span>")
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return
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if(target == user)
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user.visible_message("<span class='warning'>[user] starts squeezing into [src]!</span>", "<span class='notice'>You start working your way into [src]...</span>")
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else
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target.visible_message("<span class='warning'>[user] starts shoving [target] into [src]!</span>", "<span class='userdanger'>[user] starts shoving you into [src]!</span>")
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if(do_mob(user, target, 30))
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if(occupant || helmet || suit || storage)
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return
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if(target == user)
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user.visible_message("<span class='warning'>[user] slips into [src] and closes the door behind [user.p_them()]!</span>", "<span class=notice'>You slip into [src]'s cramped space and shut its door.</span>")
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else
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target.visible_message("<span class='warning'>[user] pushes [target] into [src] and shuts its door!<span>", "<span class='userdanger'>[user] shoves you into [src] and shuts the door!</span>")
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close_machine(target)
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add_fingerprint(user)
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/obj/machinery/suit_storage_unit/proc/cook()
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var/mob/living/mob_occupant = occupant
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if(uv_cycles)
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uv_cycles--
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uv = TRUE
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locked = TRUE
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update_icon()
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if(occupant)
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if(uv_super)
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mob_occupant.adjustFireLoss(rand(20, 36))
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else
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mob_occupant.adjustFireLoss(rand(10, 16))
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mob_occupant.emote("scream")
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addtimer(CALLBACK(src, .proc/cook), 50)
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else
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uv_cycles = initial(uv_cycles)
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uv = FALSE
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locked = FALSE
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if(uv_super)
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visible_message("<span class='warning'>[src]'s door creaks open with a loud whining noise. A cloud of foul black smoke escapes from its chamber.</span>")
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playsound(src, 'sound/machines/airlock_alien_prying.ogg', 50, 1)
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helmet = null
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qdel(helmet)
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suit = null
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qdel(suit) // Delete everything but the occupant.
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mask = null
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qdel(mask)
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storage = null
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qdel(storage)
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// The wires get damaged too.
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wires.cut_all()
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else
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if(!occupant)
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visible_message("<span class='notice'>[src]'s door slides open. The glowing yellow lights dim to a gentle green.</span>")
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else
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visible_message("<span class='warning'>[src]'s door slides open, barraging you with the nauseating smell of charred flesh.</span>")
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mob_occupant.radiation = 0
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playsound(src, 'sound/machines/airlockclose.ogg', 25, 1)
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var/list/things_to_clear = list() //Done this way since using GetAllContents on the SSU itself would include circuitry and such.
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if(suit)
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things_to_clear += suit
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things_to_clear += suit.GetAllContents()
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if(helmet)
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things_to_clear += helmet
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things_to_clear += helmet.GetAllContents()
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if(mask)
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things_to_clear += mask
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things_to_clear += mask.GetAllContents()
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if(storage)
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things_to_clear += storage
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things_to_clear += storage.GetAllContents()
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if(occupant)
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things_to_clear += occupant
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things_to_clear += occupant.GetAllContents()
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for(var/atom/movable/AM in things_to_clear) //Scorches away blood and forensic evidence, although the SSU itself is unaffected
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SEND_SIGNAL(AM, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRONG)
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AM.clean_blood()
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AM.fingerprints = null
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var/datum/component/radioactive/contamination = AM.GetComponent(/datum/component/radioactive)
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if(contamination)
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qdel(contamination)
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open_machine(FALSE)
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if(occupant)
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dump_contents()
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/obj/machinery/suit_storage_unit/proc/shock(mob/user, prb)
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if(!prob(prb))
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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if(electrocute_mob(user, src, src, 1, TRUE))
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return 1
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/obj/machinery/suit_storage_unit/relaymove(mob/user)
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if(locked)
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if(message_cooldown <= world.time)
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message_cooldown = world.time + 50
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to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
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return
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open_machine()
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dump_contents()
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/obj/machinery/suit_storage_unit/container_resist(mob/living/user)
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if(!locked)
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open_machine()
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dump_contents()
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return
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user.changeNext_move(CLICK_CD_BREAKOUT)
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user.last_special = world.time + CLICK_CD_BREAKOUT
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user.visible_message("<span class='notice'>You see [user] kicking against the doors of [src]!</span>", \
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"<span class='notice'>You start kicking against the doors... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
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"<span class='italics'>You hear a thump from [src].</span>")
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if(do_after(user,(breakout_time), target = src))
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if(!user || user.stat != CONSCIOUS || user.loc != src )
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return
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user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
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"<span class='notice'>You successfully break out of [src]!</span>")
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open_machine()
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dump_contents()
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add_fingerprint(user)
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if(locked)
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visible_message("<span class='notice'>You see [user] kicking against the doors of [src]!</span>", \
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"<span class='notice'>You start kicking against the doors...</span>")
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addtimer(CALLBACK(src, .proc/resist_open, user), 300)
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else
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open_machine()
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dump_contents()
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/obj/machinery/suit_storage_unit/proc/resist_open(mob/user)
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if(!state_open && occupant && (user in src) && user.stat == 0) // Check they're still here.
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visible_message("<span class='notice'>You see [user] burst out of [src]!</span>", \
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"<span class='notice'>You escape the cramped confines of [src]!</span>")
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open_machine()
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/obj/machinery/suit_storage_unit/attackby(obj/item/I, mob/user, params)
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if(state_open && is_operational())
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if(istype(I, /obj/item/clothing/head/mob_holder))
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to_chat(user, "<span class='warning'>You can't quite fit that in while you hold it!</span>")
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return
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if(istype(I, /obj/item/clothing/suit))
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if(suit)
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to_chat(user, "<span class='warning'>The unit already contains a suit!.</span>")
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return
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if(!user.transferItemToLoc(I, src))
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return
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suit = I
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else if(istype(I, /obj/item/clothing/head))
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if(helmet)
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to_chat(user, "<span class='warning'>The unit already contains a helmet!</span>")
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return
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if(!user.transferItemToLoc(I, src))
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return
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helmet = I
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else if(istype(I, /obj/item/clothing/mask))
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if(mask)
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to_chat(user, "<span class='warning'>The unit already contains a mask!</span>")
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return
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if(!user.transferItemToLoc(I, src))
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return
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mask = I
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else
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if(storage)
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to_chat(user, "<span class='warning'>The auxiliary storage compartment is full!</span>")
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return
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if(!user.transferItemToLoc(I, src))
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return
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storage = I
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visible_message("<span class='notice'>[user] inserts [I] into [src]</span>", "<span class='notice'>You load [I] into [src].</span>")
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update_icon()
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return
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if(panel_open && is_wire_tool(I))
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wires.interact(user)
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return
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if(!state_open)
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if(default_deconstruction_screwdriver(user, "panel", "close", I))
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return
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if(default_pry_open(I))
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dump_contents()
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return
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return ..()
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/obj/machinery/suit_storage_unit/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
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datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "suit_storage_unit", name, 400, 305, master_ui, state)
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ui.open()
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/obj/machinery/suit_storage_unit/ui_data()
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var/list/data = list()
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data["locked"] = locked
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data["open"] = state_open
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data["safeties"] = safeties
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data["uv_active"] = uv
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data["uv_super"] = uv_super
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if(helmet)
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data["helmet"] = helmet.name
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else
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data["helmet"] = null
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if(suit)
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data["suit"] = suit.name
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else
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data["suit"] = null
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if(mask)
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data["mask"] = mask.name
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else
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data["mask"] = null
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if(storage)
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data["storage"] = storage.name
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else
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data["storage"] = null
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if(occupant)
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data["occupied"] = TRUE
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else
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data["occupied"] = FALSE
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return data
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/obj/machinery/suit_storage_unit/ui_act(action, params)
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if(..() || uv)
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return
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switch(action)
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if("door")
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if(state_open)
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close_machine()
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else
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open_machine(0)
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if(occupant)
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dump_contents() // Dump out contents if someone is in there.
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. = TRUE
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if("lock")
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if(state_open)
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return
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locked = !locked
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. = TRUE
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if("uv")
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if(occupant && safeties)
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return
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else if(!helmet && !mask && !suit && !storage && !occupant)
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return
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else
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if(occupant)
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var/mob/living/mob_occupant = occupant
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to_chat(mob_occupant, "<span class='userdanger'>[src]'s confines grow warm, then hot, then scorching. You're being burned [!mob_occupant.stat ? "alive" : "away"]!</span>")
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cook()
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. = TRUE
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if("dispense")
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if(!state_open)
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return
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var/static/list/valid_items = list("helmet", "suit", "mask", "storage")
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var/item_name = params["item"]
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if(item_name in valid_items)
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var/obj/item/I = vars[item_name]
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vars[item_name] = null
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if(I)
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I.forceMove(loc)
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. = TRUE
|
|
update_icon()
|