Files
VOREStation/code/game/objects/items/robot_items.dm
petethegoat@gmail.com 24df02ec4a You can now fit basic pipes directly into wall girders.
You probably won't notice this, but it makes things slightly easier for atmos techs.

Several instances of ReplaceWithFloor changed to ReplaceWithPlating- the floor tiles under walls were annoying me. RCDs now create plating instead of floor also.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2786 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-23 21:09:04 +00:00

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/**********************************************************************
Cyborg Spec Items
***********************************************************************/
//Might want to move this into several files later but for now it works here
/obj/item/borg/stun
name = "Electrified Arm"
icon = 'decals.dmi'
icon_state = "shock"
attack(mob/M as mob, mob/living/silicon/robot/user as mob)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
user.cell.charge -= 30
M.Weaken(5)
if (M.stuttering < 5)
M.stuttering = 5
M.Stun(5)
for(var/mob/O in viewers(M, null))
if (O.client)
O.show_message("\red <B>[user] has prodded [M] with an electrically-charged arm!</B>", 1, "\red You hear someone fall", 2)
/**********************************************************************
HUD/SIGHT things
***********************************************************************/
/obj/item/borg/sight
icon = 'decals.dmi'
icon_state = "securearea"
var/sight_mode = null
/obj/item/borg/sight/xray
name = "X-ray Vision"
sight_mode = BORGXRAY
/obj/item/borg/sight/thermal
name = "Thermal Vision"
sight_mode = BORGTHERM
/obj/item/borg/sight/meson
name = "Meson Vision"
sight_mode = BORGMESON
/obj/item/borg/sight/hud
name = "Hud"
var/obj/item/clothing/glasses/hud/hud = null
/obj/item/borg/sight/hud/med
name = "Medical Hud"
New()
..()
hud = new /obj/item/clothing/glasses/hud/health(src)
return
/obj/item/borg/sight/hud/sec
name = "Security Hud"
New()
..()
hud = new /obj/item/clothing/glasses/hud/security(src)
return
/**********************************************************************
Chemical things
***********************************************************************/
/obj/item/weapon/reagent_containers/glass/bottle/robot
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
volume = 60
var
reagent = ""
/obj/item/weapon/reagent_containers/glass/bottle/robot/inaprovaline
name = "internal inaprovaline bottle"
desc = "A small bottle. Contains inaprovaline - used to stabilize patients."
icon = 'chemical.dmi'
icon_state = "bottle16"
reagent = "inaprovaline"
New()
..()
reagents.add_reagent("inaprovaline", 60)
return
/obj/item/weapon/reagent_containers/glass/bottle/robot/antitoxin
name = "internal anti-toxin bottle"
desc = "A small bottle of Anti-toxins. Counters poisons, and repairs damage, a wonder drug."
icon = 'chemical.dmi'
icon_state = "bottle17"
reagent = "anti_toxin"
New()
..()
reagents.add_reagent("anti_toxin", 60)
return
/obj/item/weapon/reagent_containers/robodropper
name = "Industrial Dropper"
desc = "A larger dropper. Transfers 10 units."
icon = 'chemical.dmi'
icon_state = "dropper0"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(1,2,3,4,5,6,7,8,9,10)
volume = 10
var/filled = 0
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
if(filled)
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(!target.is_open_container() && !ismob(target) && !istype(target,/obj/item/weapon/reagent_containers/food)) //You can inject humans and food but you cant remove the shit.
user << "\red You cannot directly fill this object."
return
if(ismob(target))
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] drips something onto []!</B>", user, target), 1)
src.reagents.reaction(target, TOUCH)
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution."
if (src.reagents.total_volume<=0)
filled = 0
icon_state = "dropper[filled]"
else
if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers))
user << "\red You cannot directly remove reagents from [target]."
return
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this)
user << "\blue You fill the dropper with [trans] units of the solution."
filled = 1
icon_state = "dropper[filled]"
return
/**********************************************************************
Chemical things
***********************************************************************/
/obj/item/borg/rcd
name = "robotic rapid-construction-device"
desc = "A device used to rapidly build walls/floor."
icon = 'items.dmi'
icon_state = "rcd"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
w_class = 3.0
var
datum/effect/effect/system/spark_spread/spark_system
working = 0
mode = 1
New()
src.spark_system = new /datum/effect/effect/system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
return
proc/activate()
spark_system.set_up(5, 0, src)
src.spark_system.start()
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
attack_self(mob/user as mob)
//Change the mode
playsound(src.loc, 'pop.ogg', 50, 0)
if(mode == 1)
mode = 2
user << "Changed mode to 'Airlock'"
src.spark_system.start()
return
if(mode == 2)
mode = 3
user << "Changed mode to 'Deconstruct'"
src.spark_system.start()
return
if(mode == 3)
mode = 1
user << "Changed mode to 'Floor & Walls'"
src.spark_system.start()
return
afterattack(atom/A, mob/user as mob)
if(!isrobot(user)) return
if(!(istype(A, /turf) || istype(A, /obj/machinery/door/airlock))) return
var/mob/living/silicon/robot/R = user
var/obj/item/weapon/cell/cell = R.cell
if(!cell) return
if(istype(A, /turf))
switch(mode)
if(1)
if(istype(A, /turf/space))
if(!cell.use(30)) return
user << "Building Floor..."
activate()
A:ReplaceWithPlating()
return
if(istype(A, /turf/simulated/floor))
if(!cell.use(90)) return
user << "Building Wall (3)..."
playsound(src.loc, 'click.ogg', 50, 1)
if(do_after(user, 20))
activate()
A:ReplaceWithWall()
return
if(2)
if(istype(A, /turf/simulated/floor))
if(!cell.use(300)) return
user << "Building Airlock..."
playsound(src.loc, 'click.ogg', 50, 1)
if(do_after(user, 50))
activate()
if(locate(/obj/machinery/door) in get_turf(src)) return
var/obj/machinery/door/airlock/T = new /obj/machinery/door/airlock( A )
T.autoclose = 1
return
if(3)
if(istype(A, /turf/simulated/wall))
if(!cell.use(150)) return
user << "Deconstructing Wall..."
playsound(src.loc, 'click.ogg', 50, 1)
if(do_after(user, 40))
activate()
A:ReplaceWithPlating()
return
if(istype(A, /turf/simulated/wall/r_wall))
if(!cell.use(300)) return
user << "Deconstructing RWall..."
playsound(src.loc, 'click.ogg', 50, 1)
if(do_after(user, 60))
activate()
A:ReplaceWithWall()
return
if(istype(A, /turf/simulated/floor))
user << "Deconstructing Floor..."
playsound(src.loc, 'click.ogg', 50, 1)
if(do_after(user, 50))
activate()
A:ReplaceWithSpace()
return
if(istype(A, /obj/machinery/door/airlock))
user << "Deconstructing Airlock..."
playsound(src.loc, 'click.ogg', 50, 1)
if(do_after(user, 50))
playsound(src.loc, 'click.ogg', 50, 1)
del(A)
return
return