mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
485 lines
17 KiB
Plaintext
485 lines
17 KiB
Plaintext
/****************Explorer's Suit**************************/
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/obj/item/clothing/suit/hooded/explorer
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name = "explorer suit"
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desc = "An armoured suit for exploring harsh environments."
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icon_state = "explorer"
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item_state = "explorer"
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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cold_protection = CHEST|GROIN|LEGS|ARMS
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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heat_protection = CHEST|GROIN|LEGS|ARMS
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hooded = 1
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hoodtype = /obj/item/clothing/head/explorer
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armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator, /obj/item/weapon/pickaxe)
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/obj/item/clothing/head/explorer
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name = "explorer hood"
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desc = "An armoured hood for exploring harsh environments."
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icon_state = "explorer"
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body_parts_covered = HEAD
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flags = NODROP
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flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
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armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50)
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/obj/item/clothing/mask/gas/explorer
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name = "explorer gas mask"
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desc = "A military-grade gas mask that can be connected to an air supply."
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icon_state = "gas_mining"
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visor_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
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visor_flags_inv = HIDEFACIALHAIR
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visor_flags_cover = MASKCOVERSMOUTH
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actions_types = list(/datum/action/item_action/adjust)
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armor = list(melee = 10, bullet = 5, laser = 5, energy = 5, bomb = 0, bio = 50, rad = 0)
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/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
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adjustmask(user)
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/obj/item/clothing/mask/gas/explorer/adjustmask(user)
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..()
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w_class = mask_adjusted ? 3 : 2
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/obj/item/clothing/mask/gas/explorer/folded/New()
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..()
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adjustmask()
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/**********************Mining Equipment Vendor Items**************************/
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/**********************Jaunter**********************/
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/obj/item/device/wormhole_jaunter
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name = "wormhole jaunter"
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desc = "A single use device harnessing outdated wormhole technology, Nanotrasen has since turned its eyes to blue space for more accurate teleportation. The wormholes it creates are unpleasant to travel through, to say the least.\nThanks to modifications provided by the Free Golems, this jaunter can be worn on the belt to provide protection from chasms."
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icon = 'icons/obj/mining.dmi'
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icon_state = "Jaunter"
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item_state = "electronic"
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throwforce = 0
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w_class = 2
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throw_speed = 3
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throw_range = 5
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origin_tech = "bluespace=2"
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slot_flags = SLOT_BELT
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/obj/item/device/wormhole_jaunter/attack_self(mob/user)
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user.visible_message("<span class='notice'>[user.name] activates the [src.name]!</span>")
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feedback_add_details("jaunter", "U") // user activated
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activate(user)
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/obj/item/device/wormhole_jaunter/proc/turf_check(mob/user)
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var/turf/device_turf = get_turf(user)
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if(!device_turf||device_turf.z==2||device_turf.z>=7)
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user << "<span class='notice'>You're having difficulties getting the [src.name] to work.</span>"
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return FALSE
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return TRUE
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/obj/item/device/wormhole_jaunter/proc/get_destinations(mob/user)
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var/list/destinations = list()
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if(isgolem(user))
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for(var/obj/item/device/radio/beacon/B in world)
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var/turf/T = get_turf(B)
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if(istype(T.loc, /area/ruin/powered/golem_ship))
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destinations += B
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// In the event golem beacon is destroyed, send to station instead
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if(destinations.len)
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return destinations
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for(var/obj/item/device/radio/beacon/B in world)
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var/turf/T = get_turf(B)
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if(T.z == ZLEVEL_STATION)
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destinations += B
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return destinations
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/obj/item/device/wormhole_jaunter/proc/activate(mob/user)
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if(!turf_check(user))
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return
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var/list/L = get_destinations(user)
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if(!L.len)
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user << "<span class='notice'>The [src.name] found no beacons in the world to anchor a wormhole to.</span>"
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return
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var/chosen_beacon = pick(L)
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var/obj/effect/portal/wormhole/jaunt_tunnel/J = new /obj/effect/portal/wormhole/jaunt_tunnel(get_turf(src), chosen_beacon, lifespan=100)
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J.target = chosen_beacon
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try_move_adjacent(J)
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playsound(src,'sound/effects/sparks4.ogg',50,1)
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qdel(src)
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/obj/item/device/wormhole_jaunter/emp_act(power)
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var/triggered = FALSE
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if(usr.get_item_by_slot(slot_belt) == src)
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if(power == 1)
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triggered = TRUE
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else if(power == 2 && prob(50))
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triggered = TRUE
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if(triggered)
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usr.visible_message("<span class='warning'>The [src] overloads and activates!</span>")
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feedback_add_details("jaunter","E") // EMP accidental activation
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activate(usr)
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/obj/item/device/wormhole_jaunter/proc/chasm_react(mob/user)
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if(user.get_item_by_slot(slot_belt) == src)
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user << "Your [src] activates, saving you from the chasm!</span>"
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feedback_add_details("jaunter","C") // chasm automatic activation
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activate(user)
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else
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user << "The [src] is not attached to your belt, preventing it from saving you from the chasm. RIP.</span>"
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/obj/effect/portal/wormhole/jaunt_tunnel
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name = "jaunt tunnel"
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icon = 'icons/effects/effects.dmi'
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icon_state = "bhole3"
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desc = "A stable hole in the universe made by a wormhole jaunter. Turbulent doesn't even begin to describe how rough passage through one of these is, but at least it will always get you somewhere near a beacon."
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/obj/effect/portal/wormhole/jaunt_tunnel/teleport(atom/movable/M)
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if(istype(M, /obj/effect))
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return
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if(istype(M, /atom/movable))
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if(do_teleport(M, target, 6))
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// KERPLUNK
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playsound(M,'sound/weapons/resonator_blast.ogg',50,1)
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if(iscarbon(M))
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var/mob/living/carbon/L = M
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L.Weaken(3)
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if(ishuman(L))
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shake_camera(L, 20, 1)
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addtimer(L, "vomit", 20)
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/**********************Resonator**********************/
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/obj/item/weapon/resonator
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name = "resonator"
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icon = 'icons/obj/mining.dmi'
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icon_state = "resonator"
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item_state = "resonator"
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desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It can also be activated without a target to create a field at the user's location, to act as a delayed time trap. It's more effective in a vacuum."
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w_class = 3
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force = 15
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throwforce = 10
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var/cooldown = 0
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var/fieldsactive = 0
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var/burst_time = 30
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var/fieldlimit = 4
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origin_tech = "magnets=3;engineering=3"
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/obj/item/weapon/resonator/upgraded
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name = "upgraded resonator"
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desc = "An upgraded version of the resonator that can produce more fields at once."
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icon_state = "resonator_u"
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item_state = "resonator_u"
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origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
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fieldlimit = 6
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/obj/item/weapon/resonator/proc/CreateResonance(target, creator)
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var/turf/T = get_turf(target)
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if(locate(/obj/effect/resonance) in T)
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return
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if(fieldsactive < fieldlimit)
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playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
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new /obj/effect/resonance(T, creator, burst_time)
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fieldsactive++
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spawn(burst_time)
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fieldsactive--
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/obj/item/weapon/resonator/attack_self(mob/user)
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if(burst_time == 50)
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burst_time = 30
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user << "<span class='info'>You set the resonator's fields to detonate after 3 seconds.</span>"
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else
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burst_time = 50
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user << "<span class='info'>You set the resonator's fields to detonate after 5 seconds.</span>"
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/obj/item/weapon/resonator/afterattack(atom/target, mob/user, proximity_flag)
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if(proximity_flag)
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if(!check_allowed_items(target, 1)) return
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CreateResonance(target, user)
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/obj/effect/resonance
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name = "resonance field"
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desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures."
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icon = 'icons/effects/effects.dmi'
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icon_state = "shield1"
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layer = ABOVE_ALL_MOB_LAYER
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mouse_opacity = 0
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var/resonance_damage = 20
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/obj/effect/resonance/New(loc, var/creator = null, var/timetoburst)
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var/turf/proj_turf = get_turf(src)
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if(!istype(proj_turf))
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return
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if(istype(proj_turf, /turf/closed/mineral))
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var/turf/closed/mineral/M = proj_turf
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spawn(timetoburst)
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playsound(src,'sound/weapons/resonator_blast.ogg',50,1)
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M.gets_drilled(creator)
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qdel(src)
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else
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var/datum/gas_mixture/environment = proj_turf.return_air()
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var/pressure = environment.return_pressure()
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if(pressure < 50)
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name = "strong resonance field"
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resonance_damage = 60
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spawn(timetoburst)
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playsound(src,'sound/weapons/resonator_blast.ogg',50,1)
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if(creator)
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for(var/mob/living/L in src.loc)
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add_logs(creator, L, "used a resonator field on", "resonator")
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L << "<span class='danger'>The [src.name] ruptured with you in it!</span>"
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L.adjustBruteLoss(resonance_damage)
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else
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for(var/mob/living/L in src.loc)
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L << "<span class='danger'>The [src.name] ruptured with you in it!</span>"
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L.adjustBruteLoss(resonance_damage)
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qdel(src)
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/**********************Facehugger toy**********************/
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/obj/item/clothing/mask/facehugger/toy
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item_state = "facehugger_inactive"
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desc = "A toy often used to play pranks on other miners by putting it in their beds. It takes a bit to recharge after latching onto something."
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throwforce = 0
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real = 0
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sterile = 1
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tint = 3 //Makes it feel more authentic when it latches on
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/obj/item/clothing/mask/facehugger/toy/Die()
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return
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/**********************Lazarus Injector**********************/
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/obj/item/weapon/lazarus_injector
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name = "lazarus injector"
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desc = "An injector with a cocktail of nanomachines and chemicals, this device can seemingly raise animals from the dead, making them become friendly to the user. Unfortunately, the process is useless on higher forms of life and incredibly costly, so these were hidden in storage until an executive thought they'd be great motivation for some of their employees."
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icon = 'icons/obj/syringe.dmi'
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icon_state = "lazarus_hypo"
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item_state = "hypo"
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throwforce = 0
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w_class = 2
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throw_speed = 3
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throw_range = 5
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var/loaded = 1
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var/malfunctioning = 0
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var/revive_type = SENTIENCE_ORGANIC //So you can't revive boss monsters or robots with it
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origin_tech = "biotech=4;magnets=6"
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/obj/item/weapon/lazarus_injector/afterattack(atom/target, mob/user, proximity_flag)
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if(!loaded)
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return
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if(istype(target, /mob/living) && proximity_flag)
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if(istype(target, /mob/living/simple_animal))
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var/mob/living/simple_animal/M = target
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if(M.sentience_type != revive_type)
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user << "<span class='info'>[src] does not work on this sort of creature.</span>"
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return
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if(M.stat == DEAD)
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M.faction = list("neutral")
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M.revive(full_heal = 1, admin_revive = 1)
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if(istype(target, /mob/living/simple_animal/hostile))
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var/mob/living/simple_animal/hostile/H = M
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if(malfunctioning)
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H.faction |= list("lazarus", "\ref[user]")
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H.robust_searching = 1
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H.friends += user
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H.attack_same = 1
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log_game("[user] has revived hostile mob [target] with a malfunctioning lazarus injector")
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else
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H.attack_same = 0
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loaded = 0
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user.visible_message("<span class='notice'>[user] injects [M] with [src], reviving it.</span>")
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feedback_add_details("lazarus_injector", "[M.type]")
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playsound(src,'sound/effects/refill.ogg',50,1)
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icon_state = "lazarus_empty"
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return
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else
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user << "<span class='info'>[src] is only effective on the dead.</span>"
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return
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else
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user << "<span class='info'>[src] is only effective on lesser beings.</span>"
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return
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/obj/item/weapon/lazarus_injector/emp_act()
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if(!malfunctioning)
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malfunctioning = 1
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/obj/item/weapon/lazarus_injector/examine(mob/user)
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..()
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if(!loaded)
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user << "<span class='info'>[src] is empty.</span>"
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if(malfunctioning)
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user << "<span class='info'>The display on [src] seems to be flickering.</span>"
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/**********************Mining Scanners**********************/
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/obj/item/device/mining_scanner
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desc = "A scanner that checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear material scanners for optimal results."
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name = "manual mining scanner"
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icon_state = "mining1"
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item_state = "analyzer"
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w_class = 2
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flags = CONDUCT
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slot_flags = SLOT_BELT
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var/cooldown = 0
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origin_tech = "engineering=1;magnets=1"
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/obj/item/device/mining_scanner/attack_self(mob/user)
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if(!user.client)
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return
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if(!cooldown)
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cooldown = 1
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spawn(40)
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cooldown = 0
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var/list/mobs = list()
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mobs |= user
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mineral_scan_pulse(mobs, get_turf(user))
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//Debug item to identify all ore spread quickly
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/obj/item/device/mining_scanner/admin
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/obj/item/device/mining_scanner/admin/attack_self(mob/user)
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for(var/turf/closed/mineral/M in world)
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if(M.scan_state)
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M.icon_state = M.scan_state
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qdel(src)
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/obj/item/device/t_scanner/adv_mining_scanner
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desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear meson scanners for optimal results. This one has an extended range."
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name = "advanced automatic mining scanner"
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icon_state = "mining0"
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item_state = "analyzer"
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w_class = 2
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flags = CONDUCT
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slot_flags = SLOT_BELT
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var/cooldown = 35
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var/on_cooldown = 0
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var/range = 7
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var/meson = TRUE
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origin_tech = "engineering=3;magnets=3"
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/obj/item/device/t_scanner/adv_mining_scanner/material
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meson = FALSE
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desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear material scanners for optimal results. This one has an extended range."
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/obj/item/device/t_scanner/adv_mining_scanner/lesser
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name = "automatic mining scanner"
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desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear meson scanners for optimal results."
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range = 4
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cooldown = 50
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/obj/item/device/t_scanner/adv_mining_scanner/lesser/material
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desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear material scanners for optimal results."
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meson = FALSE
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/obj/item/device/t_scanner/adv_mining_scanner/scan()
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if(!on_cooldown)
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on_cooldown = 1
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spawn(cooldown)
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on_cooldown = 0
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var/turf/t = get_turf(src)
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var/list/mobs = recursive_mob_check(t, 1,0,0)
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if(!mobs.len)
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return
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if(meson)
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mineral_scan_pulse(mobs, t, range)
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else
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mineral_scan_pulse_material(mobs, t, range)
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//For use with mesons
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/proc/mineral_scan_pulse(list/mobs, turf/T, range = world.view)
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var/list/minerals = list()
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for(var/turf/closed/mineral/M in range(range, T))
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if(M.scan_state)
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minerals += M
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if(minerals.len)
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for(var/mob/user in mobs)
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if(user.client)
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var/client/C = user.client
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for(var/turf/closed/mineral/M in minerals)
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var/turf/F = get_turf(M)
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var/image/I = image('icons/turf/smoothrocks.dmi', loc = F, icon_state = M.scan_state, layer = FLASH_LAYER)
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C.images += I
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spawn(30)
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if(C)
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C.images -= I
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//For use with material scanners
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/proc/mineral_scan_pulse_material(list/mobs, turf/T, range = world.view)
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var/list/minerals = list()
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for(var/turf/closed/mineral/M in range(range, T))
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if(M.scan_state)
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minerals += M
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if(minerals.len)
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for(var/turf/closed/mineral/M in minerals)
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var/obj/effect/overlay/temp/mining_overlay/C = PoolOrNew(/obj/effect/overlay/temp/mining_overlay, M)
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C.icon_state = M.scan_state
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/obj/effect/overlay/temp/mining_overlay
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layer = FLASH_LAYER
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icon = 'icons/turf/smoothrocks.dmi'
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anchored = 1
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mouse_opacity = 0
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duration = 30
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|
pixel_x = -4
|
|
pixel_y = -4
|
|
|
|
|
|
/**********************Xeno Warning Sign**********************/
|
|
/obj/structure/sign/xeno_warning_mining
|
|
name = "DANGEROUS ALIEN LIFE"
|
|
desc = "A sign that warns would be travellers of hostile alien life in the vicinity."
|
|
icon = 'icons/obj/mining.dmi'
|
|
icon_state = "xeno_warning"
|
|
|
|
/******************Hardsuit Jetpack Upgrade*******************/
|
|
/obj/item/hardsuit_jetpack
|
|
name = "hardsuit jetpack upgrade"
|
|
icon_state = "jetpack_upgrade"
|
|
desc = "A modular, compact set of thrusters designed to integrate with a hardsuit. It is fueled by a tank inserted into the suit's storage compartment."
|
|
origin_tech = "materials=4;magnets=4;engineering=5"
|
|
// Same as jetpack implant minus biotech, makes sense.
|
|
|
|
|
|
/obj/item/hardsuit_jetpack/afterattack(var/obj/item/clothing/suit/space/hardsuit/S, mob/user)
|
|
..()
|
|
if(!istype(S))
|
|
user << "<span class='warning'>This upgrade can only be applied to a hardsuit.</span>"
|
|
else if(S.jetpack)
|
|
user << "<span class='warning'>[S] already has a jetpack installed.</span>"
|
|
else if(S == user.get_item_by_slot(slot_wear_suit)) //Make sure the player is not wearing the suit before applying the upgrade.
|
|
user << "<span class='warning'>You cannot install the upgrade to [S] while wearing it.</span>"
|
|
else
|
|
S.jetpack = new /obj/item/weapon/tank/jetpack/suit(S)
|
|
user << "<span class='notice'>You successfully install the jetpack into [S].</span>"
|
|
qdel(src)
|
|
|
|
/*********************Hivelord stabilizer****************/
|
|
|
|
/obj/item/weapon/hivelordstabilizer
|
|
name = "stabilizing serum"
|
|
icon = 'icons/obj/chemical.dmi'
|
|
icon_state = "bottle19"
|
|
desc = "Inject certain types of monster organs with this stabilizer to preserve their healing powers indefinitely."
|
|
w_class = 1
|
|
origin_tech = "biotech=3"
|
|
|
|
/obj/item/weapon/hivelordstabilizer/afterattack(obj/item/organ/M, mob/user)
|
|
var/obj/item/organ/hivelord_core/C = M
|
|
if(!istype(C, /obj/item/organ/hivelord_core))
|
|
user << "<span class='warning'>The stabilizer only works on certain types of monster organs, generally regenerative in nature.</span>"
|
|
return ..()
|
|
C.preserved = 1
|
|
feedback_add_details("hivelord_core", "[C.type]|stabilizer") // preserved
|
|
user << "<span class='notice'>You inject the [M] with the stabilizer. It will no longer go inert.</span>"
|
|
qdel(src)
|