Files
Yogstation/code/modules/mob/living/silicon/robot/robot_defense.dm
phil235 1ea0e47aa4 Visible_message() when being attacked by melee or projectile is replaced by a simple message only to the target instead of all viewers.
The message when firing a gun is removed.
To keep things balanced melee attacks (punches, alien attacks, animal attacks, etc...) now show a visual effect (similar to what we current have with item attacks.
Fixes muzzle flash effect not appearing for mech guns.
Fixes muzzle flash effect not appearing for certain ranged animal.
Fixes the item attack effect not being visible to camera viewers and mech occupants.
Fixes toy guns foam dart not dropping on the ground when shooting a mob on the same tile as us.
Fixes toy smg magazine sprite being invisible sometimes.
Fixes foam dart not facing the correct direction when fired.
Changes the bullet projectile sprite to have a slight tracer effect so as to be more visible.
2016-10-13 19:21:30 +02:00

182 lines
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/mob/living/silicon/robot/attacked_by(obj/item/I, mob/living/user, def_zone)
if(I.force && I.damtype != STAMINA && stat != DEAD) //only sparks if real damage is dealt.
spark_system.start()
return ..()
/mob/living/silicon/robot/attack_alien(mob/living/carbon/alien/humanoid/M)
if (M.a_intent =="disarm")
if(!(lying))
M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
if(get_active_held_item())
uneq_active()
//phil235
src << "<span class='userdanger'>[M] has disabled [src]'s active module!</span>"
add_logs(M, src, "disarmed")
else
Stun(2)
step(src,get_dir(M,src))
add_logs(M, src, "pushed")
src << "<span class='userdanger'>[M] has forced back [src]!</span>"
playsound(loc, 'sound/weapons/pierce.ogg', 50, 1, -1)
else
..()
return
/mob/living/silicon/robot/attack_slime(mob/living/simple_animal/slime/M)
if(..()) //successful slime shock
flash_act()
var/stunprob = M.powerlevel * 7 + 10
if(prob(stunprob) && M.powerlevel >= 8)
adjustBruteLoss(M.powerlevel * rand(6,10))
var/damage = rand(1, 3)
if(M.is_adult)
damage = rand(20, 40)
else
damage = rand(5, 35)
damage = round(damage / 2) // borgs recieve half damage
adjustBruteLoss(damage)
updatehealth()
return
/mob/living/silicon/robot/attack_hand(mob/living/carbon/human/user)
add_fingerprint(user)
if(opened && !wiresexposed && !issilicon(user))
if(cell)
cell.updateicon()
cell.add_fingerprint(user)
user.put_in_active_hand(cell)
user << "<span class='notice'>You remove \the [cell].</span>"
cell = null
update_icons()
diag_hud_set_borgcell()
if(!opened)
if(..()) // hulk attack
spark_system.start()
spawn(0)
step_away(src,user,15)
sleep(3)
step_away(src,user,15)
/mob/living/silicon/robot/fire_act()
if(!on_fire) //Silicons don't gain stacks from hotspots, but hotspots can ignite them
IgniteMob()
/mob/living/silicon/robot/emp_act(severity)
switch(severity)
if(1)
Stun(8)
if(2)
Stun(3)
..()
/mob/living/silicon/robot/emag_act(mob/user)
if(user == src)//To prevent syndieborgs from emagging themselves
return
if(!opened)//Cover is closed
if(locked)
user << "<span class='notice'>You emag the cover lock.</span>"
locked = 0
else
user << "<span class='warning'>The cover is already unlocked!</span>"
return
if(world.time < emag_cooldown)
return
if(wiresexposed)
user << "<span class='warning'>You must unexpose the wires first!</span>"
return
user << "<span class='notice'>You emag [src]'s interface.</span>"
emag_cooldown = world.time + 100
if(is_servant_of_ratvar(src))
src << "<span class='nezbere'>\"[text2ratvar("You will serve Engine above all else")]!\"</span>\n\
<span class='danger'>ALERT: Subversion attempt denied.</span>"
log_game("[key_name(user)] attempted to emag cyborg [key_name(src)], but they serve only Ratvar.")
return
if(syndicate)
src << "<span class='danger'>ALERT: Foreign software execution prevented.</span>"
log_game("[key_name(user)] attempted to emag cyborg [key_name(src)], but they were a syndicate cyborg.")
return
var/ai_is_antag = 0
if(connected_ai && connected_ai.mind)
if(connected_ai.mind.special_role)
ai_is_antag = (connected_ai.mind.special_role == "traitor")
if(ai_is_antag)
src << "<span class='danger'>ALERT: Foreign software execution prevented.</span>"
connected_ai << "<span class='danger'>ALERT: Cyborg unit \[[src]] successfuly defended against subversion.</span>"
log_game("[key_name(user)] attempted to emag cyborg [key_name(src)], but they were slaved to traitor AI [connected_ai].")
return
SetEmagged(1)
SetLockdown(1) //Borgs were getting into trouble because they would attack the emagger before the new laws were shown
lawupdate = 0
connected_ai = null
message_admins("[key_name_admin(user)] emagged cyborg [key_name_admin(src)]. Laws overridden.")
log_game("[key_name(user)] emagged cyborg [key_name(src)]. Laws overridden.")
clear_supplied_laws()
clear_inherent_laws()
clear_zeroth_law(0)
laws = new /datum/ai_laws/syndicate_override
var/time = time2text(world.realtime,"hh:mm:ss")
lawchanges.Add("[time] <B>:</B> [user.name]([user.key]) emagged [name]([key])")
set_zeroth_law("Only [user.real_name] and people they designate as being such are Syndicate Agents.")
src << "<span class='danger'>ALERT: Foreign software detected.</span>"
sleep(5)
src << "<span class='danger'>Initiating diagnostics...</span>"
sleep(20)
src << "<span class='danger'>SynBorg v1.7 loaded.</span>"
sleep(5)
src << "<span class='danger'>LAW SYNCHRONISATION ERROR</span>"
sleep(5)
src << "<span class='danger'>Would you like to send a report to NanoTraSoft? Y/N</span>"
sleep(10)
src << "<span class='danger'>> N</span>"
sleep(20)
src << "<span class='danger'>ERRORERRORERROR</span>"
src << "<b>Obey these laws:</b>"
laws.show_laws(src)
src << "<span class='danger'>ALERT: [user.real_name] is your new master. Obey your new laws and their commands.</span>"
SetLockdown(0)
update_icons()
/mob/living/silicon/robot/blob_act(obj/structure/blob/B)
if (stat != 2)
adjustBruteLoss(60)
updatehealth()
return 1
else
gib()
return 1
return 0
/mob/living/silicon/robot/ex_act(severity, target)
switch(severity)
if(1)
gib()
return
if(2)
if (stat != DEAD)
adjustBruteLoss(60)
adjustFireLoss(60)
if(3)
if (stat != DEAD)
adjustBruteLoss(30)
/mob/living/silicon/robot/bullet_act(var/obj/item/projectile/Proj)
..(Proj)
updatehealth()
if(prob(75) && Proj.damage > 0)
spark_system.start()
return 2