Files
VOREStation/code/game/objects/items/robot/robot_parts.dm
PsiOmega 95b12da391 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/__defines/gamemode.dm
	code/game/antagonist/outsider/ert.dm
	code/game/gamemodes/ninja/ninja.dm
2015-09-05 09:35:02 +02:00

316 lines
9.3 KiB
Plaintext

/obj/item/robot_parts
name = "robot parts"
icon = 'icons/obj/robot_parts.dmi'
item_state = "buildpipe"
icon_state = "blank"
flags = CONDUCT
slot_flags = SLOT_BELT
var/list/part = null // Order of args is important for installing robolimbs.
var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics.
var/model_info
dir = SOUTH
/obj/item/robot_parts/set_dir()
return
/obj/item/robot_parts/New(var/newloc, var/model)
..(newloc)
if(model_info && model)
model_info = model
var/datum/robolimb/R = all_robolimbs[model]
if(R)
name = "[R.company] [initial(name)]"
desc = "[R.desc]"
if(icon_state in icon_states(R.icon))
icon = R.icon
else
name = "robot [initial(name)]"
/obj/item/robot_parts/l_arm
name = "left arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_arm"
part = list("l_arm","l_hand")
model_info = 1
/obj/item/robot_parts/r_arm
name = "right arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_arm"
part = list("r_arm","r_hand")
model_info = 1
/obj/item/robot_parts/l_leg
name = "left leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_leg"
part = list("l_leg","l_foot")
model_info = 1
/obj/item/robot_parts/r_leg
name = "right leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_leg"
part = list("r_leg","r_foot")
model_info = 1
/obj/item/robot_parts/chest
name = "torso"
desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
icon_state = "chest"
part = list("groin","chest")
var/wires = 0.0
var/obj/item/weapon/cell/cell = null
/obj/item/robot_parts/head
name = "head"
desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
icon_state = "head"
part = list("head")
var/obj/item/device/flash/flash1 = null
var/obj/item/device/flash/flash2 = null
/obj/item/robot_parts/robot_suit
name = "endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon_state = "robo_suit"
var/obj/item/robot_parts/l_arm/l_arm = null
var/obj/item/robot_parts/r_arm/r_arm = null
var/obj/item/robot_parts/l_leg/l_leg = null
var/obj/item/robot_parts/r_leg/r_leg = null
var/obj/item/robot_parts/chest/chest = null
var/obj/item/robot_parts/head/head = null
var/created_name = ""
/obj/item/robot_parts/robot_suit/New()
..()
src.updateicon()
/obj/item/robot_parts/robot_suit/proc/updateicon()
src.overlays.Cut()
if(src.l_arm)
src.overlays += "l_arm+o"
if(src.r_arm)
src.overlays += "r_arm+o"
if(src.chest)
src.overlays += "chest+o"
if(src.l_leg)
src.overlays += "l_leg+o"
if(src.r_leg)
src.overlays += "r_leg+o"
if(src.head)
src.overlays += "head+o"
/obj/item/robot_parts/robot_suit/proc/check_completion()
if(src.l_arm && src.r_arm)
if(src.l_leg && src.r_leg)
if(src.chest && src.head)
feedback_inc("cyborg_frames_built",1)
return 1
return 0
/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
var/obj/item/stack/material/M = W
if (M.use(1))
var/obj/item/weapon/secbot_assembly/ed209_assembly/B = new /obj/item/weapon/secbot_assembly/ed209_assembly
B.loc = get_turf(src)
user << "<span class='notice'>You armed the robot frame.</span>"
if (user.get_inactive_hand()==src)
user.remove_from_mob(src)
user.put_in_inactive_hand(B)
qdel(src)
else
user << "<span class='warning'>You need one sheet of metal to arm the robot frame.</span>"
if(istype(W, /obj/item/robot_parts/l_leg))
if(src.l_leg) return
user.drop_item()
W.loc = src
src.l_leg = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/r_leg))
if(src.r_leg) return
user.drop_item()
W.loc = src
src.r_leg = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/l_arm))
if(src.l_arm) return
user.drop_item()
W.loc = src
src.l_arm = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/r_arm))
if(src.r_arm) return
user.drop_item()
W.loc = src
src.r_arm = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/chest))
if(src.chest) return
if(W:wires && W:cell)
user.drop_item()
W.loc = src
src.chest = W
src.updateicon()
else if(!W:wires)
user << "<span class='warning'>You need to attach wires to it first!</span>"
else
user << "<span class='warning'>You need to attach a cell to it first!</span>"
if(istype(W, /obj/item/robot_parts/head))
if(src.head) return
if(W:flash2 && W:flash1)
user.drop_item()
W.loc = src
src.head = W
src.updateicon()
else
user << "<span class='warning'>You need to attach a flash to it first!</span>"
if(istype(W, /obj/item/device/mmi))
var/obj/item/device/mmi/M = W
if(check_completion())
if(!istype(loc,/turf))
user << "<span class='warning'>You can't put \the [W] in, the frame has to be standing on the ground to be perfectly precise.</span>"
return
if(!M.brainmob)
user << "<span class='warning'>Sticking an empty [W] into the frame would sort of defeat the purpose.</span>"
return
if(!M.brainmob.key)
var/ghost_can_reenter = 0
if(M.brainmob.mind)
for(var/mob/dead/observer/G in player_list)
if(G.can_reenter_corpse && G.mind == M.brainmob.mind)
ghost_can_reenter = 1
break
if(!ghost_can_reenter)
user << "<span class='notice'>\The [W] is completely unresponsive; there's no point.</span>"
return
if(M.brainmob.stat == DEAD)
user << "<span class='warning'>Sticking a dead [W] into the frame would sort of defeat the purpose.</span>"
return
if(jobban_isbanned(M.brainmob, "Cyborg"))
user << "<span class='warning'>This [W] does not seem to fit.</span>"
return
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc), unfinished = 1)
if(!O) return
user.drop_item()
O.mmi = W
O.invisibility = 0
O.custom_name = created_name
O.updatename("Default")
M.brainmob.mind.transfer_to(O)
if(O.mind && O.mind.special_role)
O.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
O.job = "Cyborg"
O.cell = chest.cell
O.cell.loc = O
W.loc = O//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
// Since we "magically" installed a cell, we also have to update the correct component.
if(O.cell)
var/datum/robot_component/cell_component = O.components["power cell"]
cell_component.wrapped = O.cell
cell_component.installed = 1
feedback_inc("cyborg_birth",1)
callHook("borgify", list(O))
O.Namepick()
qdel(src)
else
user << "<span class='warning'>The MMI must go in after everything else!</span>"
if (istype(W, /obj/item/weapon/pen))
var/t = sanitizeSafe(input(user, "Enter new robot name", src.name, src.created_name), MAX_NAME_LEN)
if (!t)
return
if (!in_range(src, usr) && src.loc != usr)
return
src.created_name = t
return
/obj/item/robot_parts/chest/attackby(obj/item/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/weapon/cell))
if(src.cell)
user << "<span class='warning'>You have already inserted a cell!</span>"
return
else
user.drop_item()
W.loc = src
src.cell = W
user << "<span class='notice'>You insert the cell!</span>"
if(istype(W, /obj/item/stack/cable_coil))
if(src.wires)
user << "<span class='warning'>You have already inserted wire!</span>"
return
else
var/obj/item/stack/cable_coil/coil = W
coil.use(1)
src.wires = 1.0
user << "<span class='notice'>You insert the wire!</span>"
return
/obj/item/robot_parts/head/attackby(obj/item/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/device/flash))
if(istype(user,/mob/living/silicon/robot))
var/current_module = user.get_active_hand()
if(current_module == W)
user << "<span class='warning'>How do you propose to do that?</span>"
return
else
add_flashes(W,user)
else
add_flashes(W,user)
else if(istype(W, /obj/item/weapon/stock_parts/manipulator))
user << "<span class='notice'>You install some manipulators and modify the head, creating a functional spider-bot!</span>"
new /mob/living/simple_animal/spiderbot(get_turf(loc))
user.drop_item()
qdel(W)
qdel(src)
return
return
/obj/item/robot_parts/head/proc/add_flashes(obj/item/W as obj, mob/user as mob) //Made into a seperate proc to avoid copypasta
if(src.flash1 && src.flash2)
user << "<span class='notice'>You have already inserted the eyes!</span>"
return
else if(src.flash1)
user.drop_item()
W.loc = src
src.flash2 = W
user << "<span class='notice'>You insert the flash into the eye socket!</span>"
else
user.drop_item()
W.loc = src
src.flash1 = W
user << "<span class='notice'>You insert the flash into the eye socket!</span>"
/obj/item/robot_parts/emag_act(var/remaining_charges, var/mob/user)
if(sabotaged)
user << "<span class='warning'>[src] is already sabotaged!</span>"
else
user << "<span class='warning'>You short out the safeties.</span>"
sabotaged = 1
return 1