Merge pull request #7109 from KillianKirilenko/kk-convkit

Conversion Kit Overhaul
This commit is contained in:
Aronai Sieyes
2020-04-19 23:12:32 -04:00
committed by GitHub
+103 -16
View File
@@ -36,36 +36,123 @@
var/from_suit = /obj/item/clothing/suit/space/void
var/to_helmet = /obj/item/clothing/head/cardborg
var/to_suit = /obj/item/clothing/suit/cardborg
//conversion costs. refunds all parts by default, but can be tweaked per-kit
var/from_helmet_cost = 1
var/from_suit_cost = 2
var/to_helmet_cost = -1
var/to_suit_cost = -2
var/owner_ckey = null //ckey of the kit owner as a string
var/skip_content_check = FALSE //can we skip the contents check? we generally shouldn't, but this is necessary for rigs/coats with hoods/etc.
var/transfer_contents = FALSE //should we transfer the contents across before deleting? we generally shouldn't, esp. in the case of rigs/coats with hoods/etc. note this does nothing if skip is FALSE.
var/can_repair = FALSE //can we be used to repair damaged voidsuits when converting them?
var/can_revert = TRUE //can we revert items, or is it a one-way trip?
var/delete_on_empty = FALSE //do we self-delete when emptied?
//Conversion proc
/obj/item/device/modkit_conversion/afterattack(obj/O, mob/user as mob)
var/flag
var/cost
var/to_type
if(istype(O,from_helmet))
flag = 1
var/keycheck
if(isturf(O)) //silently fail if you click on a turf. shouldn't work anyway because turfs aren't objects but if I don't do this it spits runtimes.
return
if(istype(O,/obj/item/clothing/suit/space/void/) && !can_repair) //check if we're a voidsuit and if we're allowed to repair
var/obj/item/clothing/suit/space/void/SS = O
if(LAZYLEN(SS.breaches))
to_chat(user, "<span class='warning'>You should probably repair that before you start tinkering with it.</span>")
return
if(O.blood_DNA || O.contaminated) //check if we're bloody or gooey or whatever, so modkits can't be used to hide crimes easily.
to_chat(user, "<span class='warning'>You should probably clean that up before you start tinkering with it.</span>")
return
//we have to check that it's not the original type first, because otherwise it might convert wrong based on pathing; the subtype can still count as the basetype
if(istype(O,to_helmet) && can_revert)
cost = to_helmet_cost
to_type = from_helmet
else if(istype(O,to_suit) && can_revert)
cost = to_suit_cost
to_type = from_suit
else if(!can_revert && (istype(O,to_helmet) || istype (O,to_suit)))
to_chat(user, "<span class='warning'>This kit doesn't seem to have the tools necessary to revert changes to modified items.</span>")
return
else if(istype(O,from_helmet))
cost = from_helmet_cost
to_type = to_helmet
keycheck = TRUE
else if(istype(O,from_suit))
flag = 2
cost = from_suit_cost
to_type = to_suit
keycheck = TRUE
else
return
if(!(parts & flag))
to_chat(user, "<span class='warning'>This kit has no parts for this modification left.</span>")
return
if(istype(O,to_type))
to_chat(user, "<span class='notice'>[O] is already modified.</span>")
return
if(!isturf(O.loc))
to_chat(user, "<span class='warning'>[O] must be safely placed on the ground for modification.</span>")
to_chat(user, "<span class='warning'>You need to put \the [O] on the ground, a table, or other worksurface before modifying it.</span>")
return
if(!skip_content_check && O.contents.len) //check if we're loaded/modified, in the event of gun/suit kits, to avoid purging stuff like ammo, badges, armbands, or suit helmets
to_chat(user, "<span class='warning'>You should probably remove any attached items or loaded ammunition before trying to modify that!</span>")
return
if(cost > parts)
to_chat(user, "<span class='warning'>The kit doesn't have enough parts left to modify that.</span>")
if(can_revert && ((to_helmet_cost || to_suit_cost) < 0))
to_chat(user, "<span class='notice'> You can recover parts by using the kit on an already-modified item.</span>")
return
if(keycheck && owner_ckey) //check if we're supposed to care
if(user.ckey != owner_ckey) //ERROR: UNAUTHORIZED USER
to_chat(user, "<span class='warning'>You probably shouldn't mess with all these strange tools and parts...</span>") //give them a slightly fluffy explanation as to why it didn't work
return
playsound(user.loc, 'sound/items/Screwdriver.ogg', 100, 1)
var/N = new to_type(O.loc)
user.visible_message("<span class='warning'>[user] opens \the [src] and modifies \the [O] into \the [N].</span>","<span class='warning'>You open \the [src] and modify \the [O] into \the [N].</span>")
var/obj/N = new to_type(O.loc)
user.visible_message("<span class='notice'>[user] opens \the [src] and modifies \the [O] into \the [N].</span>","<span class='notice'>You open \the [src] and modify \the [O] into \the [N].</span>")
//crude, but transfer prints and fibers to avoid forensics abuse, same as the bloody/gooey check above
N.fingerprints = O.fingerprints
N.fingerprintshidden = O.fingerprintshidden
N.fingerprintslast = O.fingerprintslast
N.suit_fibers = O.suit_fibers
//transfer logic could technically be made more thorough and handle stuff like helmet/boots/tank vars for suits, but in those cases you should be removing the items first anyway
if(skip_content_check && transfer_contents)
N.contents = O.contents
if(istype(N,/obj/item/weapon/gun/projectile/))
var/obj/item/weapon/gun/projectile/NN = N
var/obj/item/weapon/gun/projectile/OO = O
NN.magazine_type = OO.magazine_type
NN.ammo_magazine = OO.ammo_magazine
if(istype(N,/obj/item/weapon/gun/energy/))
var/obj/item/weapon/gun/energy/NE = N
var/obj/item/weapon/gun/energy/OE = O
NE.cell_type = OE.cell_type
else
if(istype(N,/obj/item/weapon/gun/projectile/))
var/obj/item/weapon/gun/projectile/NM = N
NM.contents = list()
NM.magazine_type = null
NM.ammo_magazine = null
if(istype(N,/obj/item/weapon/gun/energy/))
var/obj/item/weapon/gun/energy/NO = N
NO.contents = list()
NO.cell_type = null
qdel(O)
parts &= ~flag
if(!parts)
parts -= cost
if(!parts && delete_on_empty)
qdel(src)
//DEBUG ITEM
/obj/item/device/modkit_conversion/fluff/debug_gunkit
name = "Gun Transformation Kit"
desc = "A kit containing all the needed tools and fabric to modify one sidearm to another."
skip_content_check = FALSE
transfer_contents = FALSE
icon = 'icons/vore/custom_items_vr.dmi'
icon_state = "harmony_kit"
from_helmet = /obj/item/weapon/gun/energy/laser
to_helmet = /obj/item/weapon/gun/energy/retro
//DEBUG ITEM ENDS
//JoanRisu:Joan Risu
/obj/item/weapon/flame/lighter/zippo/fluff/joan
name = "Federation Zippo Lighter"