Files
Yogstation/code/game/objects/items/robot/robot_parts.dm
phil235 443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00

303 lines
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//The robot bodyparts have been moved to code/module/surgery/bodyparts/robot_bodyparts.dm
/obj/item/robot_suit
name = "cyborg endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon = 'icons/obj/robot_parts.dmi'
icon_state = "robo_suit"
var/obj/item/bodypart/l_arm/robot/l_arm = null
var/obj/item/bodypart/r_arm/robot/r_arm = null
var/obj/item/bodypart/l_leg/robot/l_leg = null
var/obj/item/bodypart/r_leg/robot/r_leg = null
var/obj/item/bodypart/chest/robot/chest = null
var/obj/item/bodypart/head/robot/head = null
var/created_name = ""
var/mob/living/silicon/ai/forced_ai
var/locomotion = 1
var/lawsync = 1
var/aisync = 1
var/panel_locked = 1
/obj/item/robot_suit/New()
..()
src.updateicon()
/obj/item/robot_suit/proc/updateicon()
src.cut_overlays()
if(src.l_arm)
src.add_overlay("l_arm+o")
if(src.r_arm)
src.add_overlay("r_arm+o")
if(src.chest)
src.add_overlay("chest+o")
if(src.l_leg)
src.add_overlay("l_leg+o")
if(src.r_leg)
src.add_overlay("r_leg+o")
if(src.head)
src.add_overlay("head+o")
/obj/item/robot_suit/proc/check_completion()
if(src.l_arm && src.r_arm)
if(src.l_leg && src.r_leg)
if(src.chest && src.head)
feedback_inc("cyborg_frames_built",1)
return 1
return 0
/obj/item/robot_suit/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = W
if(!l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
if (M.use(1))
var/obj/item/weapon/ed209_assembly/B = new /obj/item/weapon/ed209_assembly
B.loc = get_turf(src)
user << "<span class='notice'>You arm the robot frame.</span>"
if (user.get_inactive_held_item()==src)
user.unEquip(src)
user.put_in_inactive_hand(B)
qdel(src)
else
user << "<span class='warning'>You need one sheet of metal to start building ED-209!</span>"
return
else if(istype(W, /obj/item/bodypart/l_leg/robot))
if(src.l_leg)
return
if(!user.unEquip(W))
return
W.forceMove(src)
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.l_leg = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/r_leg/robot))
if(src.r_leg)
return
if(!user.unEquip(W))
return
W.forceMove(src)
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.r_leg = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/l_arm/robot))
if(src.l_arm)
return
if(!user.unEquip(W))
return
W.forceMove(src)
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.l_arm = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/r_arm/robot))
if(src.r_arm)
return
if(!user.unEquip(W))
return
W.forceMove(src)
W.icon_state = initial(W.icon_state)//in case it is a dismembered robotic limb
W.cut_overlays()
src.r_arm = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/chest/robot))
var/obj/item/bodypart/chest/robot/CH = W
if(src.chest)
return
if(CH.wired && CH.cell)
if(!user.unEquip(CH))
return
CH.forceMove(src)
CH.icon_state = initial(CH.icon_state) //in case it is a dismembered robotic limb
CH.cut_overlays()
src.chest = CH
src.updateicon()
else if(!CH.wired)
user << "<span class='warning'>You need to attach wires to it first!</span>"
else
user << "<span class='warning'>You need to attach a cell to it first!</span>"
else if(istype(W, /obj/item/bodypart/head/robot))
var/obj/item/bodypart/head/robot/HD = W
for(var/X in HD.contents)
if(istype(X, /obj/item/organ))
user << "<span class='warning'>There are organs inside [HD]!</span>"
return
if(src.head)
return
if(HD.flash2 && HD.flash1)
if(!user.unEquip(HD))
return
HD.loc = src
HD.icon_state = initial(HD.icon_state)//in case it is a dismembered robotic limb
HD.cut_overlays()
src.head = HD
src.updateicon()
else
user << "<span class='warning'>You need to attach a flash to it first!</span>"
else if (istype(W, /obj/item/device/multitool))
if(check_completion())
Interact(user)
else
user << "<span class='warning'>The endoskeleton must be assembled before debugging can begin!</span>"
else if(istype(W, /obj/item/device/mmi))
var/obj/item/device/mmi/M = W
if(check_completion())
if(!istype(loc,/turf))
user << "<span class='warning'>You can't put the MMI in, the frame has to be standing on the ground to be perfectly precise!</span>"
return
if(!M.brainmob)
user << "<span class='warning'>Sticking an empty MMI into the frame would sort of defeat the purpose!</span>"
return
var/mob/living/brain/BM = M.brainmob
if(!BM.key || !BM.mind)
user << "<span class='warning'>The mmi indicates that their mind is completely unresponsive; there's no point!</span>"
return
if(!BM.client) //braindead
user << "<span class='warning'>The mmi indicates that their mind is currently inactive; it might change!</span>"
return
if(BM.stat == DEAD || (M.brain && M.brain.damaged_brain))
user << "<span class='warning'>Sticking a dead brain into the frame would sort of defeat the purpose!</span>"
return
if(jobban_isbanned(BM, "Cyborg"))
user << "<span class='warning'>This MMI does not seem to fit!</span>"
return
if(!user.unEquip(W))
return
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc))
if(!O)
return
if(M.hacked || M.clockwork)
aisync = 0
lawsync = 0
var/datum/ai_laws/L
if(M.clockwork)
L = new/datum/ai_laws/ratvar
else
L = new/datum/ai_laws/syndicate_override
O.laws = L
L.associate(O)
O.invisibility = 0
//Transfer debug settings to new mob
O.custom_name = created_name
O.locked = panel_locked
if(!aisync)
lawsync = 0
O.connected_ai = null
else
O.notify_ai(1)
if(forced_ai)
O.connected_ai = forced_ai
if(!lawsync)
O.lawupdate = 0
if(!M.hacked && !M.clockwork)
O.make_laws()
ticker.mode.remove_antag_for_borging(BM.mind)
BM.mind.transfer_to(O)
if(M.clockwork)
add_servant_of_ratvar(O)
if(O.mind && O.mind.special_role)
O.mind.store_memory("As a cyborg, you must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.")
O << "<span class='userdanger'>You have been robotized!</span>"
O << "<span class='danger'>You must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.</span>"
O.job = "Cyborg"
O.cell = chest.cell
chest.cell.loc = O
chest.cell = null
W.loc = O//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
if(O.mmi) //we delete the mmi created by robot/New()
qdel(O.mmi)
O.mmi = W //and give the real mmi to the borg.
O.updatename()
feedback_inc("cyborg_birth",1)
src.loc = O
O.robot_suit = src
if(!locomotion)
O.lockcharge = 1
O.update_canmove()
O << "<span class='warning'>Error: Servo motors unresponsive.</span>"
else
user << "<span class='warning'>The MMI must go in after everything else!</span>"
else if(istype(W,/obj/item/weapon/pen))
user << "<span class='warning'>You need to use a multitool to name [src]!</span>"
else
return ..()
/obj/item/robot_suit/proc/Interact(mob/user)
var/t1 = text("Designation: <A href='?src=\ref[];Name=1'>[(created_name ? "[created_name]" : "Default Cyborg")]</a><br>\n",src)
t1 += text("Master AI: <A href='?src=\ref[];Master=1'>[(forced_ai ? "[forced_ai.name]" : "Automatic")]</a><br><br>\n",src)
t1 += text("LawSync Port: <A href='?src=\ref[];Law=1'>[(lawsync ? "Open" : "Closed")]</a><br>\n",src)
t1 += text("AI Connection Port: <A href='?src=\ref[];AI=1'>[(aisync ? "Open" : "Closed")]</a><br>\n",src)
t1 += text("Servo Motor Functions: <A href='?src=\ref[];Loco=1'>[(locomotion ? "Unlocked" : "Locked")]</a><br>\n",src)
t1 += text("Panel Lock: <A href='?src=\ref[];Panel=1'>[(panel_locked ? "Engaged" : "Disengaged")]</a><br>\n",src)
var/datum/browser/popup = new(user, "robotdebug", "Cyborg Boot Debug", 310, 220)
popup.set_content(t1)
popup.open()
/obj/item/robot_suit/Topic(href, href_list)
if(usr.incapacitated() || !Adjacent(usr))
return
var/mob/living/living_user = usr
var/obj/item/item_in_hand = living_user.get_active_held_item()
if(!istype(item_in_hand, /obj/item/device/multitool))
living_user << "<span class='warning'>You need a multitool!</span>"
return
if(href_list["Name"])
var/new_name = reject_bad_name(input(usr, "Enter new designation. Set to blank to reset to default.", "Cyborg Debug", src.created_name),1)
if(!in_range(src, usr) && src.loc != usr)
return
if(new_name)
created_name = new_name
else
created_name = ""
else if(href_list["Master"])
forced_ai = select_active_ai(usr)
if(!forced_ai)
usr << "<span class='error'>No active AIs detected.</span>"
else if(href_list["Law"])
lawsync = !lawsync
else if(href_list["AI"])
aisync = !aisync
else if(href_list["Loco"])
locomotion = !locomotion
else if(href_list["Panel"])
panel_locked = !panel_locked
add_fingerprint(usr)
Interact(usr)