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