diff --git a/baystation12.dme b/baystation12.dme index 3285a6fcb61..a4dce912325 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -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" diff --git a/code/game/machinery/suit_storage_unit.dm b/code/game/machinery/suit_storage_unit.dm index 1d8fd6a36b7..069994dbf85 100644 --- a/code/game/machinery/suit_storage_unit.dm +++ b/code/game/machinery/suit_storage_unit.dm @@ -567,4 +567,642 @@ return -//////////////////////////////REMINDER: Make it lock once you place some fucker inside. \ No newline at end of file +//////////////////////////////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 = "Suit Cycler Interface" + + if(src.active) + dat+= "
The [model_text ? "[model_text] " : ""]suit cycler is currently in use. Please wait..." + + else if(locked) + dat += "
The [model_text ? "[model_text] " : ""]suit cycler is currently locked. Please contact your system administrator." + if(src.allowed(usr)) + dat += "
\[unlock unit\]" + else + dat += "

Suit cycler

" + dat += "Welcome to the [model_text ? "[model_text] " : ""]suit cycler control panel. \[lock unit\]
" + + dat += "

Maintenance

" + dat += "Helmet: [helmet ? "\the [helmet]" : "no helmet stored" ]. \[eject\]
" + dat += "Suit: [suit ? "\the [suit]" : "no suit stored" ]. \[eject\]" + + if(suit && istype(suit)) + dat += "[(suit.damage ? " \[repair\]" : "")]" + + dat += "
UV decontamination systems: SYSTEM ERROR" : "green'>READY"]
" + dat += "Output level: [radiation_level]
" + dat += "\[select power level\] \[begin decontamination cycle\]

" + + dat += "

Customisation

" + dat += "Target product: [target_department], [target_species]." + dat += "
\[apply customisation routine\]


" + + if(panel_open) + var/list/vendwires = list( + "Violet" = 1, + "Orange" = 2, + "Goldenrod" = 3, + ) + dat += "

Access Panel

" + for(var/wiredesc in vendwires) + var/is_uncut = src.wires & APCWireColorToFlag[vendwires[wiredesc]] + dat += "[wiredesc] wire: " + if(!is_uncut) + dat += "Mend" + else + dat += "Cut " + dat += "Pulse " + dat += "
" + + dat += "
" + dat += "The orange light is [(electrified == 0) ? "off" : "on"].
" + dat += "The red light is [safeties ? "blinking" : "off"].
" + dat += "The yellow light is [locked ? "on" : "off"].
" + + 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 \ No newline at end of file diff --git a/code/modules/clothing/spacesuits/breaches.dm b/code/modules/clothing/spacesuits/breaches.dm new file mode 100644 index 00000000000..19f795561c0 --- /dev/null +++ b/code/modules/clothing/spacesuits/breaches.dm @@ -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("[user] 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("\The [existing.descriptor] on [src] gapes wider!") + else if(existing.damtype == BURN) + T.visible_message("\The [existing.descriptor] on [src] widens!") + + 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("\A [B.descriptor] opens up on [src]!") + else if(B.damtype == BURN) + T.visible_message("\A [B.descriptor] marks the surface of [src]!") + + 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 It has \a [B.descriptor]." \ No newline at end of file diff --git a/code/modules/clothing/spacesuits/rig.dm b/code/modules/clothing/spacesuits/rig.dm index 9a527b32135..8a17cee5fb7 100644 --- a/code/modules/clothing/spacesuits/rig.dm +++ b/code/modules/clothing/spacesuits/rig.dm @@ -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" diff --git a/code/modules/mob/living/carbon/human/human_damage.dm b/code/modules/mob/living/carbon/human/human_damage.dm index 1b12f625620..3583b6822e4 100644 --- a/code/modules/mob/living/carbon/human/human_damage.dm +++ b/code/modules/mob/living/carbon/human/human_damage.dm @@ -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) diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 44deb248ca8..12a16567c56 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -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) diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index 036a84b8b1a..a687940ea2b 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -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