mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-30 15:38:02 +01:00
Merge branch 'suitcycler' of https://github.com/Zuhayr/Baystation12 into dev
This commit is contained in:
@@ -754,6 +754,7 @@
|
||||
#include "code\modules\clothing\shoes\magboots.dm"
|
||||
#include "code\modules\clothing\shoes\miscellaneous.dm"
|
||||
#include "code\modules\clothing\spacesuits\alien.dm"
|
||||
#include "code\modules\clothing\spacesuits\breaches.dm"
|
||||
#include "code\modules\clothing\spacesuits\captain.dm"
|
||||
#include "code\modules\clothing\spacesuits\ert.dm"
|
||||
#include "code\modules\clothing\spacesuits\miscellaneous.dm"
|
||||
|
||||
@@ -567,4 +567,642 @@
|
||||
return
|
||||
|
||||
|
||||
//////////////////////////////REMINDER: Make it lock once you place some fucker inside.
|
||||
//////////////////////////////REMINDER: Make it lock once you place some fucker inside.
|
||||
|
||||
//God this entire file is fucking awful
|
||||
//Suit painter for Bay's special snowflake aliums.
|
||||
|
||||
/obj/machinery/suit_cycler
|
||||
|
||||
name = "suit cycler"
|
||||
desc = "An industrial machine for repairing, painting and equipping hardsuits."
|
||||
anchored = 1
|
||||
density = 1
|
||||
|
||||
icon = 'icons/obj/suitstorage.dmi'
|
||||
icon_state = "suitstorage000000100"
|
||||
|
||||
req_access = list(access_captain,access_heads)
|
||||
|
||||
var/active = 0 // PLEASE HOLD.
|
||||
var/safeties = 1 // The cycler won't start with a living thing inside it unless safeties are off.
|
||||
var/irradiating = 0 // If this is > 0, the cycler is decontaminating whatever is inside it.
|
||||
var/radiation_level = 2 // 1 is removing germs, 2 is removing blood, 3 is removing phoron.
|
||||
var/model_text = "" // Some flavour text for the topic box.
|
||||
var/locked = 1 // If locked, nothing can be taken from or added to the cycler.
|
||||
var/panel_open = 0 // Hacking!
|
||||
|
||||
// Wiring bollocks.
|
||||
var/wires = 15
|
||||
var/electrified = 0
|
||||
var/const/WIRE_EXTEND = 1 // Safeties
|
||||
var/const/WIRE_SCANID = 2 // Locked status
|
||||
var/const/WIRE_SHOCK = 3 // What it says on the tin.
|
||||
|
||||
//Departments that the cycler can paint suits to look like.
|
||||
var/list/departments = list("Engineering","Mining","Medical","Security","Atmos")
|
||||
//Species that the suits can be configured to fit.
|
||||
var/list/species = list("Human","Skrell","Unathi","Tajaran")
|
||||
|
||||
var/target_department = "Engineering"
|
||||
var/target_species = "Human"
|
||||
|
||||
var/mob/living/carbon/human/occupant = null
|
||||
var/obj/item/clothing/suit/space/rig/suit = null
|
||||
var/obj/item/clothing/head/helmet/space/helmet = null
|
||||
|
||||
/obj/machinery/suit_cycler/engineering
|
||||
name = "Engineering suit cycler"
|
||||
model_text = "Engineering"
|
||||
req_access = list(access_construction)
|
||||
departments = list("Engineering","Atmos")
|
||||
species = list("Human","Unathi","Tajaran")
|
||||
|
||||
/obj/machinery/suit_cycler/mining
|
||||
name = "Mining suit cycler"
|
||||
model_text = "Mining"
|
||||
req_access = list(access_mining)
|
||||
departments = list("Mining")
|
||||
species = list("Human","Unathi","Tajaran")
|
||||
|
||||
/obj/machinery/suit_cycler/attack_ai(mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/suit_cycler/attack_paw(mob/user as mob)
|
||||
user << "\blue The console controls are far too complicated for your tiny brain!"
|
||||
return
|
||||
|
||||
/obj/machinery/suit_cycler/attackby(obj/item/I as obj, mob/user as mob)
|
||||
|
||||
if(electrified != 0)
|
||||
if(src.shock(user, 100))
|
||||
return
|
||||
|
||||
//Hacking init.
|
||||
if(istype(I, /obj/item/device/multitool) || istype(I, /obj/item/weapon/wirecutters))
|
||||
if(panel_open)
|
||||
attack_hand(user)
|
||||
return
|
||||
//Other interface stuff.
|
||||
if(istype(I, /obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = I
|
||||
|
||||
if(!(ismob(G.affecting)))
|
||||
return
|
||||
|
||||
if(locked)
|
||||
user << "\red The suit cycler is locked."
|
||||
return
|
||||
|
||||
if(src.contents.len > 0)
|
||||
user << "\red There is no room inside the cycler for [G.affecting.name]."
|
||||
return
|
||||
|
||||
visible_message("[user] starts putting [G.affecting.name] into the suit cycler.", 3)
|
||||
|
||||
if(do_after(user, 20))
|
||||
if(!G || !G.affecting) return
|
||||
var/mob/M = G.affecting
|
||||
if (M.client)
|
||||
M.client.perspective = EYE_PERSPECTIVE
|
||||
M.client.eye = src
|
||||
M.loc = src
|
||||
src.occupant = M
|
||||
|
||||
src.add_fingerprint(user)
|
||||
del(G)
|
||||
|
||||
src.updateUsrDialog()
|
||||
|
||||
return
|
||||
else if(istype(I,/obj/item/weapon/screwdriver))
|
||||
|
||||
panel_open = !panel_open
|
||||
user << "You [panel_open ? "open" : "close"] the maintenance panel."
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
else if(istype(I,/obj/item/weapon/card/emag))
|
||||
|
||||
if(emagged)
|
||||
user << "\red The cycler has already been subverted."
|
||||
return
|
||||
|
||||
var/obj/item/weapon/card/emag/E = I
|
||||
src.updateUsrDialog()
|
||||
E.uses--
|
||||
|
||||
//Clear the access reqs, disable the safeties, and open up all paintjobs.
|
||||
user << "\red You run the sequencer across the interface, corrupting the operating protocols."
|
||||
departments = list("Engineering","Mining","Medical","Security","Atmos","^%###^%$")
|
||||
emagged = 1
|
||||
safeties = 0
|
||||
req_access = list()
|
||||
return
|
||||
|
||||
else if(istype(I,/obj/item/clothing/head/helmet/space))
|
||||
|
||||
if(locked)
|
||||
user << "\red The suit cycler is locked."
|
||||
return
|
||||
|
||||
if(helmet)
|
||||
user << "The cycler already contains a helmet."
|
||||
return
|
||||
|
||||
user << "You fit \the [I] into the suit cycler."
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
helmet = I
|
||||
|
||||
src.update_icon()
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
else if(istype(I,/obj/item/clothing/suit/space/rig))
|
||||
|
||||
if(locked)
|
||||
user << "\red The suit cycler is locked."
|
||||
return
|
||||
|
||||
if(suit)
|
||||
user << "The cycler already contains a hardsuit."
|
||||
return
|
||||
|
||||
var/obj/item/clothing/suit/space/rig/S = I
|
||||
|
||||
if(S.helmet)
|
||||
user << "\The [S] will not fit into the cycler with a helmet attached."
|
||||
return
|
||||
|
||||
if(S.boots)
|
||||
user << "\The [S] will not fit into the cycler with boots attached."
|
||||
return
|
||||
|
||||
user << "You fit \the [I] into the suit cycler."
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
suit = I
|
||||
|
||||
src.update_icon()
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/machinery/suit_cycler/attack_hand(mob/user as mob)
|
||||
|
||||
add_fingerprint(user)
|
||||
|
||||
if(..() || stat & (BROKEN|NOPOWER))
|
||||
return
|
||||
|
||||
if(electrified != 0)
|
||||
if(src.shock(user, 100))
|
||||
return
|
||||
|
||||
usr.set_machine(src)
|
||||
|
||||
var/dat = "<HEAD><TITLE>Suit Cycler Interface</TITLE></HEAD>"
|
||||
|
||||
if(src.active)
|
||||
dat+= "<br><font color='red'><B>The [model_text ? "[model_text] " : ""]suit cycler is currently in use. Please wait...</b></font>"
|
||||
|
||||
else if(locked)
|
||||
dat += "<br><font color='red'><B>The [model_text ? "[model_text] " : ""]suit cycler is currently locked. Please contact your system administrator.</b></font>"
|
||||
if(src.allowed(usr))
|
||||
dat += "<br><a href='?src=\ref[src];toggle_lock=1'>\[unlock unit\]</a>"
|
||||
else
|
||||
dat += "<h1>Suit cycler</h1>"
|
||||
dat += "<B>Welcome to the [model_text ? "[model_text] " : ""]suit cycler control panel. <a href='?src=\ref[src];toggle_lock=1'>\[lock unit\]</a></B><HR>"
|
||||
|
||||
dat += "<h2>Maintenance</h2>"
|
||||
dat += "<b>Helmet: </b> [helmet ? "\the [helmet]" : "no helmet stored" ]. <A href='?src=\ref[src];eject_helmet=1'>\[eject\]</a><br/>"
|
||||
dat += "<b>Suit: </b> [suit ? "\the [suit]" : "no suit stored" ]. <A href='?src=\ref[src];eject_suit=1'>\[eject\]</a>"
|
||||
|
||||
if(suit && istype(suit))
|
||||
dat += "[(suit.damage ? " <A href='?src=\ref[src];repair_suit=1'>\[repair\]</a>" : "")]"
|
||||
|
||||
dat += "<br/><b>UV decontamination systems:</b> <font color = '[emagged ? "red'>SYSTEM ERROR" : "green'>READY"]</font><br>"
|
||||
dat += "Output level: [radiation_level]<br>"
|
||||
dat += "<A href='?src=\ref[src];select_rad_level=1'>\[select power level\]</a> <A href='?src=\ref[src];begin_decontamination=1'>\[begin decontamination cycle\]</a><br><hr>"
|
||||
|
||||
dat += "<h2>Customisation</h2>"
|
||||
dat += "<b>Target product: <A href='?src=\ref[src];select_department=1'>[target_department]</a>, <A href='?src=\ref[src];select_species=1'>[target_species]</a>."
|
||||
dat += "<A href='?src=\ref[src];apply_paintjob=1'><br>\[apply customisation routine\]</a><br><hr>"
|
||||
|
||||
if(panel_open)
|
||||
var/list/vendwires = list(
|
||||
"Violet" = 1,
|
||||
"Orange" = 2,
|
||||
"Goldenrod" = 3,
|
||||
)
|
||||
dat += "<h2><B>Access Panel</B></h2>"
|
||||
for(var/wiredesc in vendwires)
|
||||
var/is_uncut = src.wires & APCWireColorToFlag[vendwires[wiredesc]]
|
||||
dat += "[wiredesc] wire: "
|
||||
if(!is_uncut)
|
||||
dat += "<a href='?src=\ref[src];cutwire=[vendwires[wiredesc]]'>Mend</a>"
|
||||
else
|
||||
dat += "<a href='?src=\ref[src];cutwire=[vendwires[wiredesc]]'>Cut</a> "
|
||||
dat += "<a href='?src=\ref[src];pulsewire=[vendwires[wiredesc]]'>Pulse</a> "
|
||||
dat += "<br>"
|
||||
|
||||
dat += "<br>"
|
||||
dat += "The orange light is [(electrified == 0) ? "off" : "on"].<BR>"
|
||||
dat += "The red light is [safeties ? "blinking" : "off"].<BR>"
|
||||
dat += "The yellow light is [locked ? "on" : "off"].<BR>"
|
||||
|
||||
user << browse(dat, "window=suit_cycler")
|
||||
onclose(user, "suit_cycler")
|
||||
return
|
||||
|
||||
/obj/machinery/suit_cycler/Topic(href, href_list)
|
||||
if(href_list["eject_suit"])
|
||||
if(!suit) return
|
||||
suit.loc = get_turf(src)
|
||||
suit = null
|
||||
else if(href_list["eject_helmet"])
|
||||
if(!helmet) return
|
||||
helmet.loc = get_turf(src)
|
||||
helmet = null
|
||||
else if(href_list["select_department"])
|
||||
target_department = input("Please select the target department paintjob.","Suit cycler",null) as null|anything in departments
|
||||
else if(href_list["select_species"])
|
||||
target_species = input("Please select the target species configuration.","Suit cycler",null) as null|anything in species
|
||||
else if(href_list["select_rad_level"])
|
||||
var/choices = list(1,2,3)
|
||||
if(emagged)
|
||||
choices = list(1,2,3,4,5)
|
||||
radiation_level = input("Please select the desired radiation level.","Suit cycler",null) as null|anything in choices
|
||||
else if(href_list["repair_suit"])
|
||||
|
||||
if(!suit) return
|
||||
active = 1
|
||||
spawn(100)
|
||||
repair_suit()
|
||||
finished_job()
|
||||
|
||||
else if(href_list["apply_paintjob"])
|
||||
|
||||
if(!suit && !helmet) return
|
||||
active = 1
|
||||
spawn(100)
|
||||
apply_paintjob()
|
||||
finished_job()
|
||||
|
||||
else if(href_list["toggle_safties"])
|
||||
safeties = !safeties
|
||||
|
||||
else if(href_list["toggle_lock"])
|
||||
|
||||
if(src.allowed(usr))
|
||||
locked = !locked
|
||||
usr << "You [locked ? "" : "un"]lock \the [src]."
|
||||
else
|
||||
usr << "\red Access denied."
|
||||
|
||||
else if(href_list["begin_decontamination"])
|
||||
|
||||
if(safeties && occupant)
|
||||
usr << "\red The cycler has detected an occupant. Please remove the occupant before commencing the decontamination cycle."
|
||||
return
|
||||
|
||||
active = 1
|
||||
irradiating = 10
|
||||
src.updateUsrDialog()
|
||||
|
||||
sleep(10)
|
||||
|
||||
if(helmet)
|
||||
if(radiation_level > 2)
|
||||
helmet.decontaminate()
|
||||
if(radiation_level > 1)
|
||||
helmet.clean_blood()
|
||||
|
||||
if(suit)
|
||||
if(radiation_level > 2)
|
||||
suit.decontaminate()
|
||||
if(radiation_level > 1)
|
||||
suit.clean_blood()
|
||||
|
||||
else if ((href_list["cutwire"]) && (src.panel_open))
|
||||
var/twire = text2num(href_list["cutwire"])
|
||||
if (!( istype(usr.get_active_hand(), /obj/item/weapon/wirecutters) ))
|
||||
usr << "You need wirecutters!"
|
||||
return
|
||||
if (src.isWireColorCut(twire))
|
||||
src.mend(twire)
|
||||
else
|
||||
src.cut(twire)
|
||||
|
||||
else if ((href_list["pulsewire"]) && (src.panel_open))
|
||||
var/twire = text2num(href_list["pulsewire"])
|
||||
if (!istype(usr.get_active_hand(), /obj/item/device/multitool))
|
||||
usr << "You need a multitool!"
|
||||
return
|
||||
if (src.isWireColorCut(twire))
|
||||
usr << "You can't pulse a cut wire."
|
||||
return
|
||||
else
|
||||
src.pulse(twire)
|
||||
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
/obj/machinery/suit_cycler/process()
|
||||
|
||||
if(electrified > 0)
|
||||
electrified--
|
||||
|
||||
if(!active)
|
||||
return
|
||||
|
||||
if(active && stat & (BROKEN|NOPOWER))
|
||||
active = 0
|
||||
irradiating = 0
|
||||
electrified = 0
|
||||
return
|
||||
|
||||
if(irradiating == 1)
|
||||
finished_job()
|
||||
irradiating = 0
|
||||
return
|
||||
|
||||
irradiating--
|
||||
|
||||
if(occupant)
|
||||
if(prob(radiation_level*2)) occupant.emote("scream")
|
||||
if(radiation_level > 2)
|
||||
occupant.take_organ_damage(0,radiation_level*2 + rand(1,3))
|
||||
if(radiation_level > 1)
|
||||
occupant.take_organ_damage(0,radiation_level + rand(1,3))
|
||||
occupant.radiation += radiation_level*10
|
||||
|
||||
/obj/machinery/suit_cycler/proc/finished_job()
|
||||
var/turf/T = get_turf(src)
|
||||
T.visible_message("\The [src] pings loudly.")
|
||||
icon_state = initial(icon_state)
|
||||
active = 0
|
||||
src.updateUsrDialog()
|
||||
|
||||
/obj/machinery/suit_cycler/proc/repair_suit()
|
||||
if(!suit || !suit.damage || !suit.can_breach)
|
||||
return
|
||||
|
||||
suit.breaches = list()
|
||||
suit.calc_breach_damage()
|
||||
|
||||
return
|
||||
|
||||
/obj/machinery/suit_cycler/verb/leave()
|
||||
set name = "Eject Cycler"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (usr.stat != 0)
|
||||
return
|
||||
|
||||
eject_occupant(usr)
|
||||
|
||||
/obj/machinery/suit_cycler/proc/eject_occupant(mob/user as mob)
|
||||
|
||||
if(locked || active)
|
||||
user << "\red The cycler is locked."
|
||||
return
|
||||
|
||||
if (!occupant)
|
||||
return
|
||||
|
||||
if (occupant.client)
|
||||
occupant.client.eye = occupant.client.mob
|
||||
occupant.client.perspective = MOB_PERSPECTIVE
|
||||
|
||||
occupant.loc = get_turf(occupant)
|
||||
occupant = null
|
||||
|
||||
add_fingerprint(usr)
|
||||
src.updateUsrDialog()
|
||||
src.update_icon()
|
||||
|
||||
return
|
||||
|
||||
//HACKING PROCS, MOSTLY COPIED FROM VENDING MACHINES
|
||||
/obj/machinery/suit_cycler/proc/isWireColorCut(var/wireColor)
|
||||
var/wireFlag = APCWireColorToFlag[wireColor]
|
||||
return ((src.wires & wireFlag) == 0)
|
||||
|
||||
/obj/machinery/suit_cycler/proc/isWireCut(var/wireIndex)
|
||||
var/wireFlag = APCIndexToFlag[wireIndex]
|
||||
return ((src.wires & wireFlag) == 0)
|
||||
|
||||
/obj/machinery/suit_cycler/proc/cut(var/wireColor)
|
||||
var/wireFlag = APCWireColorToFlag[wireColor]
|
||||
var/wireIndex = APCWireColorToIndex[wireColor]
|
||||
src.wires &= ~wireFlag
|
||||
switch(wireIndex)
|
||||
|
||||
if(WIRE_EXTEND)
|
||||
safeties = 0
|
||||
if(WIRE_SHOCK)
|
||||
electrified = -1
|
||||
if (WIRE_SCANID)
|
||||
locked = 0
|
||||
|
||||
/obj/machinery/suit_cycler/proc/mend(var/wireColor)
|
||||
var/wireFlag = APCWireColorToFlag[wireColor]
|
||||
var/wireIndex = APCWireColorToIndex[wireColor] //not used in this function
|
||||
src.wires |= wireFlag
|
||||
switch(wireIndex)
|
||||
if(WIRE_SHOCK)
|
||||
src.electrified = 0
|
||||
|
||||
/obj/machinery/suit_cycler/proc/pulse(var/wireColor)
|
||||
var/wireIndex = APCWireColorToIndex[wireColor]
|
||||
switch(wireIndex)
|
||||
if(WIRE_EXTEND)
|
||||
safeties = !locked
|
||||
if(WIRE_SHOCK)
|
||||
electrified = 30
|
||||
if (WIRE_SCANID)
|
||||
locked = !locked
|
||||
|
||||
/obj/machinery/suit_cycler/proc/shock(mob/user, prb)
|
||||
if(stat & (BROKEN|NOPOWER)) // unpowered, no shock
|
||||
return 0
|
||||
if(!prob(prb))
|
||||
return 0
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
if (electrocute_mob(user, get_area(src), src, 0.7))
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
|
||||
//There HAS to be a less bloated way to do this. TODO: some kind of table/icon name coding? ~Z
|
||||
/obj/machinery/suit_cycler/proc/apply_paintjob()
|
||||
|
||||
if(!target_species || !target_department)
|
||||
return
|
||||
|
||||
switch(target_species)
|
||||
if("Human" || "Skrell")
|
||||
if(helmet) helmet.species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
|
||||
if(suit) suit.species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
|
||||
if("Unathi")
|
||||
if(helmet) helmet.species_restricted = list("Unathi")
|
||||
if(suit) suit.species_restricted = list("Unathi")
|
||||
if("Tajaran")
|
||||
if(helmet) helmet.species_restricted = list("Tajaran")
|
||||
if(suit) suit.species_restricted = list("Tajaran")
|
||||
|
||||
if(target_department == "Engineering")
|
||||
|
||||
if(helmet) helmet.name = "engineering hardsuit helmet"
|
||||
if(suit) suit.name = "engineering hardsuit"
|
||||
|
||||
switch(target_species)
|
||||
if("Human")
|
||||
if(helmet)
|
||||
helmet.icon_state = "rig0-engineering"
|
||||
helmet.item_state = "eng_helm"
|
||||
helmet.item_color = "engineering"
|
||||
if(suit)
|
||||
suit.icon_state = "rig-engineering"
|
||||
suit.item_state = "eng_hardsuit"
|
||||
if("Skrell")
|
||||
return //TODO
|
||||
if("Unathi")
|
||||
return //TODO
|
||||
if("Tajaran")
|
||||
if(helmet)
|
||||
helmet.icon_state = "rig0-taj-helmet"
|
||||
helmet.item_state = "rig0-taj-helmet"
|
||||
helmet.item_color = "taj-helmet"
|
||||
if(suit)
|
||||
suit.icon_state = "rig-taj"
|
||||
suit.item_state = "rig-taj"
|
||||
|
||||
else if(target_department == "Mining")
|
||||
|
||||
if(helmet) helmet.name = "mining hardsuit helmet"
|
||||
if(suit) suit.name = "mining hardsuit"
|
||||
|
||||
switch(target_species)
|
||||
if("Human")
|
||||
if(helmet)
|
||||
helmet.icon_state = "rig0-mining"
|
||||
helmet.item_state = "mining_helm"
|
||||
helmet.item_color = "mining"
|
||||
if(suit)
|
||||
suit.icon_state = "rig-mining"
|
||||
suit.item_state = "mining_hardsuit"
|
||||
if("Skrell")
|
||||
return //TODO
|
||||
if("Unathi")
|
||||
return //TODO
|
||||
if("Tajaran")
|
||||
return //TODO
|
||||
|
||||
else if(target_department == "^%###^%$")
|
||||
|
||||
if(helmet) helmet.name = "blood-red hardsuit helmet"
|
||||
if(suit) suit.name = "blood-red hardsuit"
|
||||
|
||||
switch(target_species)
|
||||
if("Human")
|
||||
if(helmet)
|
||||
helmet.icon_state = "rig0-syndie-human"
|
||||
helmet.item_state = "syndie_helm"
|
||||
helmet.item_color = "syndie-human"
|
||||
if(suit)
|
||||
suit.item_state = "syndie_hardsuit"
|
||||
suit.icon_state = "rig-syndie-human"
|
||||
if("Skrell")
|
||||
if(helmet)
|
||||
helmet.icon_state = "rig0-syndie-skrell"
|
||||
helmet.item_state = "syndie_helm"
|
||||
helmet.item_color = "syndie-skrell"
|
||||
if(suit)
|
||||
suit.item_state = "syndie_hardsuit"
|
||||
suit.icon_state = "rig-syndie-skrell"
|
||||
if("Unathi")
|
||||
if(helmet)
|
||||
helmet.icon_state = "rig0-syndie-unathi"
|
||||
helmet.item_state = "syndie_helm"
|
||||
helmet.item_color = "syndie-unathi"
|
||||
if(suit)
|
||||
suit.item_state = "syndie_hardsuit"
|
||||
suit.icon_state = "rig-syndie-unathi"
|
||||
if("Tajaran")
|
||||
if(helmet)
|
||||
helmet.icon_state = "rig0-syndie-taj"
|
||||
helmet.item_state = "syndie_helm"
|
||||
helmet.item_color = "syndie-taj"
|
||||
if(suit)
|
||||
suit.item_state = "syndie_hardsuit"
|
||||
suit.icon_state = "rig-syndie-taj"
|
||||
|
||||
else if(target_department == "Medical")
|
||||
|
||||
if(helmet) helmet.name = "medical hardsuit helmet"
|
||||
if(suit) suit.name = "medical hardsuit"
|
||||
|
||||
switch(target_species)
|
||||
if("Human")
|
||||
if(helmet)
|
||||
helmet.icon_state = "rig0-medical"
|
||||
helmet.item_state = "medical_helm"
|
||||
helmet.item_color = "medical"
|
||||
if(suit)
|
||||
suit.icon_state = "rig-medical"
|
||||
suit.item_state = "medical_hardsuit"
|
||||
if("Skrell")
|
||||
return //TODO
|
||||
if("Unathi")
|
||||
return //TODO
|
||||
if("Tajaran")
|
||||
return //TODO
|
||||
|
||||
else if(target_department == "Security")
|
||||
|
||||
if(helmet) helmet.name = "security hardsuit helmet"
|
||||
if(suit) suit.name = "security hardsuit"
|
||||
|
||||
switch(target_species)
|
||||
if("Human")
|
||||
if(helmet)
|
||||
helmet.icon_state = "rig0-sec"
|
||||
helmet.item_state = "sec_helm"
|
||||
helmet.item_color = "sec"
|
||||
if(suit)
|
||||
suit.icon_state = "rig-sec"
|
||||
suit.item_state = "sec_hardsuit"
|
||||
if("Skrell")
|
||||
return //TODO
|
||||
if("Unathi")
|
||||
return //TODO
|
||||
if("Tajaran")
|
||||
return //TODO
|
||||
|
||||
else if(target_department == "Atmos")
|
||||
|
||||
if(helmet) helmet.name = "atmospherics hardsuit helmet"
|
||||
if(suit) suit.name = "atmospherics hardsuit"
|
||||
|
||||
switch(target_species)
|
||||
if("Human")
|
||||
if(helmet)
|
||||
helmet.icon_state = "rig0-atmos"
|
||||
helmet.item_state = "atmos_helm"
|
||||
helmet.item_color = "atmos"
|
||||
if(suit)
|
||||
suit.icon_state = "rig-atmos"
|
||||
suit.item_state = "atmos_hardsuit"
|
||||
if("Skrell")
|
||||
return //TODO
|
||||
if("Unathi")
|
||||
return //TODO
|
||||
if("Tajaran")
|
||||
return //TODO
|
||||
@@ -0,0 +1,221 @@
|
||||
//A 'wound' system for space suits.
|
||||
//Breaches greatly increase the amount of lost gas and decrease the armour rating of the suit.
|
||||
//They can be healed with plastic or metal sheeting.
|
||||
|
||||
/datum/breach
|
||||
var/class = 0 // Size. Lower is smaller.
|
||||
var/descriptor // 'gaping hole' etc.
|
||||
var/damtype = BURN // Punctured or melted
|
||||
var/obj/item/clothing/suit/space/holder // Suit containing the list of breaches holding this instance.
|
||||
|
||||
/obj/item/clothing/suit/space
|
||||
|
||||
var/can_breach = 1 // Set to 0 to disregard all breaching.
|
||||
var/list/breaches = list() // Breach datum container.
|
||||
var/resilience = 0.2 // Multiplier that turns damage into breach class. 1 is 100% of damage to breach, 0.1 is 10%.
|
||||
var/breach_threshold = 3 // Min damage before a breach is possible.
|
||||
var/damage = 0 // Current total damage
|
||||
var/brute_damage = 0 // Specifically brute damage.
|
||||
var/burn_damage = 0 // Specifically burn damage.
|
||||
var/base_name // Used to keep the original name safe while we apply modifiers.
|
||||
|
||||
/obj/item/clothing/suit/space/New()
|
||||
..()
|
||||
base_name = "[name]"
|
||||
|
||||
//Some simple descriptors for breaches. Global because lazy, TODO: work out a better way to do this.
|
||||
|
||||
var/global/list/breach_brute_descriptors = list(
|
||||
"tiny puncture",
|
||||
"ragged tear",
|
||||
"large split",
|
||||
"huge tear",
|
||||
"gaping wound"
|
||||
)
|
||||
|
||||
var/global/list/breach_burn_descriptors = list(
|
||||
"small burn",
|
||||
"melted patch",
|
||||
"sizable burn",
|
||||
"large scorched area",
|
||||
"huge scorched area"
|
||||
)
|
||||
|
||||
/datum/breach/proc/update_descriptor()
|
||||
|
||||
//Sanity...
|
||||
class = max(1,min(class,5))
|
||||
//Apply the correct descriptor.
|
||||
if(damtype == BURN)
|
||||
descriptor = breach_burn_descriptors[class]
|
||||
else if(damtype == BRUTE)
|
||||
descriptor = breach_brute_descriptors[class]
|
||||
|
||||
//Repair a certain amount of brute or burn damage to the suit.
|
||||
/obj/item/clothing/suit/space/proc/repair_breaches(var/damtype, var/amount, var/mob/user)
|
||||
|
||||
if(!can_breach || !breaches || !breaches.len || !damage)
|
||||
user << "There are no breaches to repair on \the [src]."
|
||||
return
|
||||
|
||||
var/list/valid_breaches = list()
|
||||
|
||||
for(var/datum/breach/B in breaches)
|
||||
if(B.damtype == damtype)
|
||||
valid_breaches += B
|
||||
|
||||
if(!valid_breaches.len)
|
||||
user << "There are no breaches to repair on \the [src]."
|
||||
return
|
||||
|
||||
var/amount_left = amount
|
||||
for(var/datum/breach/B in valid_breaches)
|
||||
if(!amount_left) break
|
||||
|
||||
if(B.class <= amount_left)
|
||||
amount_left -= B.class
|
||||
valid_breaches -= B
|
||||
breaches -= B
|
||||
else
|
||||
B.class -= amount_left
|
||||
amount_left = 0
|
||||
B.update_descriptor()
|
||||
|
||||
user.visible_message("<b>[user]</b> patches some of the damage on \the [src].")
|
||||
calc_breach_damage()
|
||||
|
||||
/obj/item/clothing/suit/space/proc/create_breaches(var/damtype, var/amount)
|
||||
|
||||
if(!can_breach || !amount)
|
||||
return
|
||||
|
||||
if(!breaches)
|
||||
breaches = list()
|
||||
|
||||
if(damage > 25) return //We don't need to keep tracking it when it's at 250% pressure loss, really.
|
||||
|
||||
if(!loc) return
|
||||
var/turf/T = get_turf(src)
|
||||
if(!T) return
|
||||
|
||||
amount = amount * src.resilience
|
||||
|
||||
//Increase existing breaches.
|
||||
for(var/datum/breach/existing in breaches)
|
||||
|
||||
if(existing.damtype != damtype)
|
||||
continue
|
||||
|
||||
if (existing.class < 5)
|
||||
var/needs = 5 - existing.class
|
||||
if(amount < needs)
|
||||
existing.class += amount
|
||||
amount = 0
|
||||
else
|
||||
existing.class = 5
|
||||
amount -= needs
|
||||
|
||||
if(existing.damtype == BRUTE)
|
||||
T.visible_message("<span class = 'warning'>\The [existing.descriptor] on [src] gapes wider!</span>")
|
||||
else if(existing.damtype == BURN)
|
||||
T.visible_message("<span class = 'warning'>\The [existing.descriptor] on [src] widens!</span>")
|
||||
|
||||
if (amount)
|
||||
//Spawn a new breach.
|
||||
var/datum/breach/B = new()
|
||||
breaches += B
|
||||
|
||||
B.class = min(amount,5)
|
||||
|
||||
B.damtype = damtype
|
||||
B.update_descriptor()
|
||||
B.holder = src
|
||||
|
||||
if(B.damtype == BRUTE)
|
||||
T.visible_message("<span class = 'warning'>\A [B.descriptor] opens up on [src]!</span>")
|
||||
else if(B.damtype == BURN)
|
||||
T.visible_message("<span class = 'warning'>\A [B.descriptor] marks the surface of [src]!</span>")
|
||||
|
||||
calc_breach_damage()
|
||||
|
||||
//Calculates the current extent of the damage to the suit.
|
||||
/obj/item/clothing/suit/space/proc/calc_breach_damage()
|
||||
|
||||
damage = 0
|
||||
brute_damage = 0
|
||||
burn_damage = 0
|
||||
|
||||
if(!can_breach || !breaches || !breaches.len)
|
||||
name = base_name
|
||||
return 0
|
||||
|
||||
for(var/datum/breach/B in breaches)
|
||||
if(!B.class)
|
||||
src.breaches -= B
|
||||
del(B)
|
||||
else
|
||||
damage += B.class
|
||||
if(B.damtype == BRUTE)
|
||||
brute_damage += B.class
|
||||
else if(B.damtype == BURN)
|
||||
burn_damage += B.class
|
||||
|
||||
if(damage >= 3)
|
||||
if(brute_damage >= 3 && brute_damage > burn_damage)
|
||||
name = "punctured [base_name]"
|
||||
else if(burn_damage >= 3 && burn_damage > brute_damage)
|
||||
name = "scorched [base_name]"
|
||||
else
|
||||
name = "damaged [base_name]"
|
||||
else
|
||||
name = "[base_name]"
|
||||
|
||||
return damage
|
||||
|
||||
//Handles repairs (and also upgrades).
|
||||
|
||||
/obj/item/clothing/suit/space/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/stack/sheet/mineral/plastic) || istype(W,/obj/item/stack/sheet/metal))
|
||||
|
||||
if(istype(src.loc,/mob/living))
|
||||
user << "\red How do you intend to patch a hardsuit while someone is wearing it?"
|
||||
return
|
||||
|
||||
if(!damage || !burn_damage)
|
||||
user << "There is no surface damage on \the [src] to repair."
|
||||
return
|
||||
|
||||
var/obj/item/stack/sheet/P = W
|
||||
if(P.amount < 3)
|
||||
P.use(P.amount)
|
||||
repair_breaches(BURN, ( istype(P,/obj/item/stack/sheet/mineral/plastic) ? P.amount : (P.amount*2) ), user)
|
||||
else
|
||||
P.use(3)
|
||||
repair_breaches(BURN, ( istype(P,/obj/item/stack/sheet/mineral/plastic) ? 3 : 5), user)
|
||||
return
|
||||
|
||||
else if(istype(W, /obj/item/weapon/weldingtool))
|
||||
|
||||
if(istype(src.loc,/mob/living))
|
||||
user << "\red How do you intend to patch a hardsuit while someone is wearing it?"
|
||||
return
|
||||
|
||||
if (!damage || ! brute_damage)
|
||||
user << "There is no structural damage on \the [src] to repair."
|
||||
return
|
||||
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(!WT.remove_fuel(5))
|
||||
user << "\red You need more welding fuel to repair this suit."
|
||||
return
|
||||
|
||||
repair_breaches(BRUTE, 3, user)
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/clothing/suit/space/examine()
|
||||
..()
|
||||
if(can_breach && breaches && breaches.len)
|
||||
for(var/datum/breach/B in breaches)
|
||||
usr << "\red <B>It has \a [B.descriptor].</B>"
|
||||
@@ -53,6 +53,226 @@
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
|
||||
|
||||
//Breach thresholds, should ideally be inherited by most (if not all) hardsuits.
|
||||
breach_threshold = 18
|
||||
can_breach = 1
|
||||
|
||||
//Component/device holders.
|
||||
var/obj/item/weapon/stock_parts/gloves = null // Basic capacitor allows insulation, upgrades allow shock gloves etc.
|
||||
|
||||
var/attached_boots = 1 // Can't wear boots if some are attached
|
||||
var/obj/item/clothing/shoes/magboots/boots = null // Deployable boots, if any.
|
||||
var/attached_helmet = 1 // Can't wear a helmet if one is deployable.
|
||||
var/obj/item/clothing/head/helmet/helmet = null // Deployable helmet, if any.
|
||||
|
||||
var/list/max_mounted_devices = 0 // Maximum devices. Easy.
|
||||
var/list/can_mount = null // Types of device that can be hardpoint mounted.
|
||||
var/list/mounted_devices = null // Holder for the above device.
|
||||
var/obj/item/active_device = null // Currently deployed device, if any.
|
||||
|
||||
/obj/item/clothing/suit/space/rig/equipped(mob/M)
|
||||
..()
|
||||
|
||||
var/mob/living/carbon/human/H = M
|
||||
|
||||
if(!istype(H)) return
|
||||
|
||||
if(H.wear_suit != src)
|
||||
return
|
||||
|
||||
if(attached_helmet && helmet)
|
||||
if(H.head)
|
||||
M << "You are unable to deploy your suit's helmet as \the [H.head] is in the way."
|
||||
else
|
||||
M << "Your suit's helmet deploys with a hiss."
|
||||
//TODO: Species check, skull damage for forcing an unfitting helmet on?
|
||||
helmet.loc = H
|
||||
H.equip_to_slot(helmet, slot_head)
|
||||
helmet.canremove = 0
|
||||
|
||||
if(attached_boots && boots)
|
||||
if(H.shoes)
|
||||
M << "You are unable to deploy your suit's magboots as \the [H.shoes] are in the way."
|
||||
else
|
||||
M << "Your suit's boots deploy with a hiss."
|
||||
boots.loc = H
|
||||
H.equip_to_slot(boots, slot_shoes)
|
||||
boots.canremove = 0
|
||||
|
||||
/obj/item/clothing/suit/space/rig/dropped()
|
||||
..()
|
||||
|
||||
var/mob/living/carbon/human/H
|
||||
|
||||
H = helmet.loc
|
||||
if(istype(H))
|
||||
if(helmet && H.head == helmet)
|
||||
helmet.canremove = 1
|
||||
H.drop_from_inventory(helmet)
|
||||
helmet.loc = src
|
||||
|
||||
H = boots.loc
|
||||
if(istype(H))
|
||||
if(boots && H.shoes == boots)
|
||||
boots.canremove = 1
|
||||
H.drop_from_inventory(boots)
|
||||
boots.loc = src
|
||||
|
||||
/obj/item/clothing/suit/space/rig/verb/get_mounted_device()
|
||||
|
||||
set name = "Deploy Mounted Device"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(!can_mount)
|
||||
verbs -= /obj/item/clothing/suit/space/rig/verb/get_mounted_device
|
||||
verbs -= /obj/item/clothing/suit/space/rig/verb/stow_mounted_device
|
||||
return
|
||||
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
|
||||
if(active_device)
|
||||
usr << "You already have \the [active_device] deployed."
|
||||
return
|
||||
|
||||
if(!mounted_devices.len)
|
||||
usr << "You do not have any devices mounted on \the [src]."
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/space/rig/verb/stow_mounted_device()
|
||||
|
||||
set name = "Stow Mounted Device"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(!can_mount)
|
||||
verbs -= /obj/item/clothing/suit/space/rig/verb/get_mounted_device
|
||||
verbs -= /obj/item/clothing/suit/space/rig/verb/stow_mounted_device
|
||||
return
|
||||
|
||||
if(!istype(usr, /mob/living)) return
|
||||
|
||||
if(usr.stat) return
|
||||
|
||||
if(!active_device)
|
||||
usr << "You have no device currently deployed."
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/space/rig/verb/toggle_helmet()
|
||||
|
||||
set name = "Toggle Helmet"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(!istype(src.loc,/mob/living)) return
|
||||
|
||||
if(!helmet)
|
||||
usr << "There is no helmet installed."
|
||||
return
|
||||
|
||||
var/mob/living/carbon/human/H = usr
|
||||
|
||||
if(!istype(H)) return
|
||||
if(H.stat) return
|
||||
if(H.wear_suit != src) return
|
||||
|
||||
if(H.head == helmet)
|
||||
helmet.canremove = 1
|
||||
H.drop_from_inventory(helmet)
|
||||
helmet.loc = src
|
||||
H << "\blue You retract your hardsuit helmet."
|
||||
else
|
||||
if(H.head)
|
||||
H << "\red You cannot deploy your helmet while wearing another helmet."
|
||||
return
|
||||
//TODO: Species check, skull damage for forcing an unfitting helmet on?
|
||||
helmet.loc = H
|
||||
H.equip_to_slot(helmet, slot_head)
|
||||
helmet.canremove = 0
|
||||
H << "\blue You deploy your hardsuit helmet, sealing you off from the world."
|
||||
|
||||
/obj/item/clothing/suit/space/rig/attackby(obj/item/W as obj, mob/user as mob)
|
||||
|
||||
if(!istype(user,/mob/living)) return
|
||||
|
||||
if(user.a_intent == "help")
|
||||
|
||||
if(istype(src.loc,/mob/living))
|
||||
user << "How do you propose to modify a hardsuit while it is being worn?"
|
||||
return
|
||||
|
||||
var/target_zone = user.zone_sel.selecting
|
||||
|
||||
if(target_zone == "head")
|
||||
|
||||
//Installing a component into or modifying the contents of the helmet.
|
||||
if(!attached_helmet)
|
||||
user << "\The [src] does not have a helmet mount."
|
||||
return
|
||||
|
||||
if(istype(W,/obj/item/weapon/screwdriver))
|
||||
if(!helmet)
|
||||
user << "\The [src] does not have a helmet installed."
|
||||
else
|
||||
user << "You detatch \the [helmet] from \the [src]'s helmet mount."
|
||||
helmet.loc = get_turf(src)
|
||||
src.helmet = null
|
||||
return
|
||||
else if(istype(W,/obj/item/clothing/head/helmet/space))
|
||||
if(helmet)
|
||||
user << "\The [src] already has a helmet installed."
|
||||
else
|
||||
user << "You attach \the [W] to \the [src]'s helmet mount."
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
src.helmet = W
|
||||
return
|
||||
else
|
||||
return ..()
|
||||
|
||||
else if(target_zone == "l_leg" || target_zone == "r_leg" || target_zone == "l_foot" || target_zone == "r_foot")
|
||||
|
||||
//Installing a component into or modifying the contents of the feet.
|
||||
if(!attached_boots)
|
||||
user << "\The [src] does not have boot mounts."
|
||||
return
|
||||
|
||||
if(istype(W,/obj/item/weapon/screwdriver))
|
||||
if(!boots)
|
||||
user << "\The [src] does not have any boots installed."
|
||||
else
|
||||
user << "You detatch \the [boots] from \the [src]'s boot mounts."
|
||||
boots.loc = get_turf(src)
|
||||
boots = null
|
||||
return
|
||||
else if(istype(W,/obj/item/clothing/shoes/magboots))
|
||||
if(boots)
|
||||
user << "\The [src] already has magboots installed."
|
||||
else
|
||||
user << "You attach \the [W] to \the [src]'s boot mounts."
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
boots = W
|
||||
else
|
||||
return ..()
|
||||
|
||||
else if(target_zone == "l_arm" || target_zone == "r_arm" || target_zone == "l_hand" || target_zone == "r_hand")
|
||||
|
||||
//Installing a component into or modifying the contents of the hands.
|
||||
|
||||
else if(target_zone == "torso" || target_zone == "groin")
|
||||
|
||||
//Modifying the cell or mounted devices
|
||||
|
||||
if(!mounted_devices)
|
||||
return
|
||||
|
||||
else //wat
|
||||
return ..()
|
||||
|
||||
..()
|
||||
|
||||
//Chief Engineer's rig
|
||||
/obj/item/clothing/head/helmet/space/rig/elite
|
||||
name = "advanced hardsuit helmet"
|
||||
|
||||
@@ -229,6 +229,8 @@ This function restores all organs.
|
||||
|
||||
/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/obj/used_weapon = null)
|
||||
|
||||
handle_suit_punctures(damagetype, damage)
|
||||
|
||||
//visible_message("Hit debug. [damage] | [damagetype] | [def_zone] | [blocked] | [sharp] | [used_weapon]")
|
||||
if((damagetype != BRUTE) && (damagetype != BURN))
|
||||
..(damage, damagetype, def_zone, blocked)
|
||||
|
||||
@@ -53,6 +53,7 @@ emp_act
|
||||
|
||||
if(check_shields(P.damage, "the [P.name]"))
|
||||
P.on_hit(src, 2, def_zone)
|
||||
handle_suit_punctures(P.damage_type, P.damage)
|
||||
return 2
|
||||
|
||||
//BEGIN BOOK'S TASER NERF.
|
||||
@@ -296,3 +297,14 @@ emp_act
|
||||
if(w_uniform)
|
||||
w_uniform.add_blood(source)
|
||||
update_inv_w_uniform(0)
|
||||
|
||||
/mob/living/carbon/human/proc/handle_suit_punctures(var/damtype, var/damage)
|
||||
|
||||
if(!wear_suit) return
|
||||
if(!istype(wear_suit,/obj/item/clothing/suit/space)) return
|
||||
if(damtype != BURN && damtype != BRUTE) return
|
||||
|
||||
var/obj/item/clothing/suit/space/SS = wear_suit
|
||||
var/penetrated_dam = max(0,(damage - max(0,(SS.breach_threshold - SS.damage))))
|
||||
|
||||
if(penetrated_dam) SS.create_breaches(damtype, penetrated_dam)
|
||||
|
||||
@@ -133,12 +133,24 @@
|
||||
var/pressure_difference = abs( pressure - ONE_ATMOSPHERE )
|
||||
|
||||
var/pressure_adjustment_coefficient = 1 //Determins how much the clothing you are wearing protects you in percent.
|
||||
if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE))
|
||||
pressure_adjustment_coefficient -= PRESSURE_SUIT_REDUCTION_COEFFICIENT
|
||||
|
||||
if(head && (head.flags & STOPSPRESSUREDMAGE))
|
||||
pressure_adjustment_coefficient -= PRESSURE_HEAD_REDUCTION_COEFFICIENT
|
||||
pressure_adjustment_coefficient = max(pressure_adjustment_coefficient,0) //So it isn't less than 0
|
||||
|
||||
if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE))
|
||||
pressure_adjustment_coefficient -= PRESSURE_SUIT_REDUCTION_COEFFICIENT
|
||||
|
||||
//Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure reduction.
|
||||
if(istype(wear_suit,/obj/item/clothing/suit/space))
|
||||
var/obj/item/clothing/suit/space/S = wear_suit
|
||||
if(S.can_breach && S.damage)
|
||||
var/pressure_loss = S.damage * 0.1
|
||||
pressure_adjustment_coefficient += pressure_loss
|
||||
|
||||
pressure_adjustment_coefficient = min(1,max(pressure_adjustment_coefficient,0)) //So it isn't less than 0 or larger than 1.
|
||||
|
||||
pressure_difference = pressure_difference * pressure_adjustment_coefficient
|
||||
|
||||
if(pressure > ONE_ATMOSPHERE)
|
||||
return ONE_ATMOSPHERE + pressure_difference
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user