Merge branch 'suitcycler' of https://github.com/Zuhayr/Baystation12 into dev

This commit is contained in:
Zuhayr
2014-05-26 23:24:47 +09:30
7 changed files with 1110 additions and 4 deletions
+1
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@@ -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"
+639 -1
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@@ -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>"
+220
View File
@@ -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)
+15 -3
View File
@@ -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