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Allows empty borg shells to be disassembled. (#38639)
* Adds the ability to deconstruct empty cyborg shells. * Update robot_parts.dm * Able to directly swap cells Added ability to change out power cells with a screwdriver. * Update robot_parts.dm * Removing unnecessary `src` prefixes from code. * Update robot_parts.dm * Moved to wrench_act and screwdriver_act overrides I think I did this right * Replaced screwdriver code * Swapping out qdeleted for an if-not * Adds a check for cell-less shells when MMI is added. * Update robot_parts.dm * Adds the ability to just remove the cell Re-organized the screwdriver section as well, and added the ability to add a cell to a shell with no cell. * Whoops Copypaste error * Changed the screwdriver section from nested if statements to use a function Also removed the line that forced the naked endoskeleton out of your hand in the wrench section.
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@@ -62,6 +62,76 @@
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return 1
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return 0
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/obj/item/robot_suit/wrench_act(mob/living/user, obj/item/I) //Deconstucts empty borg shell. Flashes remain unbroken because they haven't been used yet
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var/turf/T = get_turf(src)
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if(l_leg || r_leg || chest || l_arm || r_arm || head)
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if(I.use_tool(src, user, 5, volume=50))
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if(l_leg)
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l_leg.forceMove(T)
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l_leg = null
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if(r_leg)
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r_leg.forceMove(T)
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r_leg = null
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if(chest)
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if (chest.cell) //Sanity check.
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chest.cell.forceMove(T)
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chest.cell = null
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chest.forceMove(T)
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new /obj/item/stack/cable_coil(T, 1)
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chest.wired = FALSE
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chest = null
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if(l_arm)
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l_arm.forceMove(T)
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l_arm = null
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if(r_arm)
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r_arm.forceMove(T)
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r_arm = null
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if(head)
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head.forceMove(T)
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head.flash1.forceMove(T)
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head.flash1 = null
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head.flash2.forceMove(T)
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head.flash2 = null
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head = null
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to_chat(user, "<span class='notice'>You disassemble the cyborg shell.</span>")
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else
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to_chat(user, "<span class='notice'>There is nothing to remove from the endoskeleton.</span>")
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updateicon()
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/obj/item/robot_suit/proc/put_in_hand_or_drop(mob/living/user, obj/item/I) //normal put_in_hands() drops the item ontop of the player, this drops it at the suit's loc
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if(!user.put_in_hands(I))
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I.forceMove(drop_location())
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return FALSE
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return TRUE
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/obj/item/robot_suit/screwdriver_act(mob/living/user, obj/item/I) //Swaps the power cell if you're holding a new one in your other hand.
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if(!chest) //can't remove a cell if there's no chest to remove it from.
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to_chat(user, "<span class='notice'>[src] has no attached torso.</span>")
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return
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var/obj/item/stock_parts/cell/temp_cell = user.is_holding_item_of_type(/obj/item/stock_parts/cell)
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var/swap_failed
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if(!temp_cell) //if we're not holding a cell
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swap_failed = TRUE
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else if(!user.transferItemToLoc(temp_cell, chest))
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swap_failed = TRUE
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to_chat(user, "<span class='warning'>[temp_cell] is stuck to your hand, you can't put it in [src]!</span>")
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if(chest.cell) //drop the chest's current cell no matter what.
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put_in_hand_or_drop(user, chest.cell)
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if(swap_failed) //we didn't transfer any new items.
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if(chest.cell) //old cell ejected, nothing inserted.
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to_chat(user, "<span class='notice'>You remove [chest.cell] from [src].</span>")
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chest.cell = null
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else
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to_chat(user, "<span class='notice'>The power cell slot in [src]'s torso is empty.</span>")
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return
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to_chat(user, "<span class='notice'>You [chest.cell ? "replace [src]'s [chest.cell.name] with [temp_cell]" : "insert [temp_cell] into [src]"].</span>")
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chest.cell = temp_cell
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return TRUE
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/obj/item/robot_suit/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stack/sheet/metal))
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@@ -161,6 +231,9 @@
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else if(istype(W, /obj/item/mmi))
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var/obj/item/mmi/M = W
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if(check_completion())
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if(!chest.cell)
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to_chat(user, "<span class='warning'>The endoskeleton still needs a power cell!</span>")
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return
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if(!isturf(loc))
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to_chat(user, "<span class='warning'>You can't put [M] in, the frame has to be standing on the ground to be perfectly precise!</span>")
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return
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