mirror of
https://github.com/yogstation13/Yogstation.git
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* - 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.
303 lines
9.3 KiB
Plaintext
303 lines
9.3 KiB
Plaintext
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//The robot bodyparts have been moved to code/module/surgery/bodyparts/robot_bodyparts.dm
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/obj/item/robot_suit
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name = "cyborg endoskeleton"
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desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
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icon = 'icons/obj/robot_parts.dmi'
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icon_state = "robo_suit"
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var/obj/item/bodypart/l_arm/robot/l_arm = null
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var/obj/item/bodypart/r_arm/robot/r_arm = null
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var/obj/item/bodypart/l_leg/robot/l_leg = null
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var/obj/item/bodypart/r_leg/robot/r_leg = null
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var/obj/item/bodypart/chest/robot/chest = null
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var/obj/item/bodypart/head/robot/head = null
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var/created_name = ""
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var/mob/living/silicon/ai/forced_ai
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var/locomotion = 1
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var/lawsync = 1
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var/aisync = 1
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var/panel_locked = 1
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/obj/item/robot_suit/New()
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..()
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src.updateicon()
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/obj/item/robot_suit/proc/updateicon()
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src.cut_overlays()
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if(src.l_arm)
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src.add_overlay("l_arm+o")
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if(src.r_arm)
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src.add_overlay("r_arm+o")
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if(src.chest)
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src.add_overlay("chest+o")
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if(src.l_leg)
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src.add_overlay("l_leg+o")
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if(src.r_leg)
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src.add_overlay("r_leg+o")
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if(src.head)
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src.add_overlay("head+o")
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/obj/item/robot_suit/proc/check_completion()
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if(src.l_arm && src.r_arm)
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if(src.l_leg && src.r_leg)
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if(src.chest && src.head)
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feedback_inc("cyborg_frames_built",1)
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return 1
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return 0
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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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var/obj/item/stack/sheet/metal/M = W
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if(!l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
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if (M.use(1))
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var/obj/item/weapon/ed209_assembly/B = new /obj/item/weapon/ed209_assembly
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B.loc = get_turf(src)
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user << "<span class='notice'>You arm the robot frame.</span>"
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if (user.get_inactive_held_item()==src)
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user.unEquip(src)
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user.put_in_inactive_hand(B)
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qdel(src)
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else
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user << "<span class='warning'>You need one sheet of metal to start building ED-209!</span>"
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return
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else if(istype(W, /obj/item/bodypart/l_leg/robot))
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if(src.l_leg)
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return
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if(!user.unEquip(W))
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return
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W.forceMove(src)
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W.icon_state = initial(W.icon_state)
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W.cut_overlays()
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src.l_leg = W
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src.updateicon()
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else if(istype(W, /obj/item/bodypart/r_leg/robot))
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if(src.r_leg)
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return
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if(!user.unEquip(W))
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return
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W.forceMove(src)
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W.icon_state = initial(W.icon_state)
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W.cut_overlays()
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src.r_leg = W
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src.updateicon()
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else if(istype(W, /obj/item/bodypart/l_arm/robot))
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if(src.l_arm)
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return
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if(!user.unEquip(W))
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return
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W.forceMove(src)
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W.icon_state = initial(W.icon_state)
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W.cut_overlays()
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src.l_arm = W
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src.updateicon()
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else if(istype(W, /obj/item/bodypart/r_arm/robot))
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if(src.r_arm)
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return
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if(!user.unEquip(W))
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return
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W.forceMove(src)
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W.icon_state = initial(W.icon_state)//in case it is a dismembered robotic limb
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W.cut_overlays()
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src.r_arm = W
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src.updateicon()
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else if(istype(W, /obj/item/bodypart/chest/robot))
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var/obj/item/bodypart/chest/robot/CH = W
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if(src.chest)
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return
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if(CH.wired && CH.cell)
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if(!user.unEquip(CH))
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return
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CH.forceMove(src)
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CH.icon_state = initial(CH.icon_state) //in case it is a dismembered robotic limb
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CH.cut_overlays()
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src.chest = CH
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src.updateicon()
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else if(!CH.wired)
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user << "<span class='warning'>You need to attach wires to it first!</span>"
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else
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user << "<span class='warning'>You need to attach a cell to it first!</span>"
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else if(istype(W, /obj/item/bodypart/head/robot))
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var/obj/item/bodypart/head/robot/HD = W
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for(var/X in HD.contents)
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if(istype(X, /obj/item/organ))
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user << "<span class='warning'>There are organs inside [HD]!</span>"
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return
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if(src.head)
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return
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if(HD.flash2 && HD.flash1)
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if(!user.unEquip(HD))
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return
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HD.loc = src
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HD.icon_state = initial(HD.icon_state)//in case it is a dismembered robotic limb
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HD.cut_overlays()
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src.head = HD
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src.updateicon()
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else
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user << "<span class='warning'>You need to attach a flash to it first!</span>"
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else if (istype(W, /obj/item/device/multitool))
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if(check_completion())
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Interact(user)
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else
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user << "<span class='warning'>The endoskeleton must be assembled before debugging can begin!</span>"
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else if(istype(W, /obj/item/device/mmi))
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var/obj/item/device/mmi/M = W
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if(check_completion())
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if(!istype(loc,/turf))
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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>"
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return
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if(!M.brainmob)
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user << "<span class='warning'>Sticking an empty MMI into the frame would sort of defeat the purpose!</span>"
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return
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var/mob/living/brain/BM = M.brainmob
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if(!BM.key || !BM.mind)
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user << "<span class='warning'>The mmi indicates that their mind is completely unresponsive; there's no point!</span>"
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return
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if(!BM.client) //braindead
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user << "<span class='warning'>The mmi indicates that their mind is currently inactive; it might change!</span>"
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return
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if(BM.stat == DEAD || (M.brain && M.brain.damaged_brain))
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user << "<span class='warning'>Sticking a dead brain into the frame would sort of defeat the purpose!</span>"
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return
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if(jobban_isbanned(BM, "Cyborg"))
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user << "<span class='warning'>This MMI does not seem to fit!</span>"
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return
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if(!user.unEquip(W))
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return
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var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc))
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if(!O)
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return
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if(M.hacked || M.clockwork)
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aisync = 0
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lawsync = 0
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var/datum/ai_laws/L
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if(M.clockwork)
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L = new/datum/ai_laws/ratvar
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else
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L = new/datum/ai_laws/syndicate_override
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O.laws = L
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L.associate(O)
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O.invisibility = 0
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//Transfer debug settings to new mob
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O.custom_name = created_name
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O.locked = panel_locked
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if(!aisync)
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lawsync = 0
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O.connected_ai = null
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else
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O.notify_ai(1)
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if(forced_ai)
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O.connected_ai = forced_ai
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if(!lawsync)
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O.lawupdate = 0
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if(!M.hacked && !M.clockwork)
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O.make_laws()
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ticker.mode.remove_antag_for_borging(BM.mind)
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BM.mind.transfer_to(O)
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if(M.clockwork)
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add_servant_of_ratvar(O)
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if(O.mind && O.mind.special_role)
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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.")
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O << "<span class='userdanger'>You have been robotized!</span>"
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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>"
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O.job = "Cyborg"
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O.cell = chest.cell
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chest.cell.loc = O
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chest.cell = null
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W.loc = O//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
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if(O.mmi) //we delete the mmi created by robot/New()
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qdel(O.mmi)
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O.mmi = W //and give the real mmi to the borg.
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O.updatename()
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feedback_inc("cyborg_birth",1)
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src.loc = O
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O.robot_suit = src
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if(!locomotion)
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O.lockcharge = 1
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O.update_canmove()
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O << "<span class='warning'>Error: Servo motors unresponsive.</span>"
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else
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user << "<span class='warning'>The MMI must go in after everything else!</span>"
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else if(istype(W,/obj/item/weapon/pen))
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user << "<span class='warning'>You need to use a multitool to name [src]!</span>"
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else
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return ..()
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/obj/item/robot_suit/proc/Interact(mob/user)
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var/t1 = text("Designation: <A href='?src=\ref[];Name=1'>[(created_name ? "[created_name]" : "Default Cyborg")]</a><br>\n",src)
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t1 += text("Master AI: <A href='?src=\ref[];Master=1'>[(forced_ai ? "[forced_ai.name]" : "Automatic")]</a><br><br>\n",src)
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t1 += text("LawSync Port: <A href='?src=\ref[];Law=1'>[(lawsync ? "Open" : "Closed")]</a><br>\n",src)
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t1 += text("AI Connection Port: <A href='?src=\ref[];AI=1'>[(aisync ? "Open" : "Closed")]</a><br>\n",src)
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t1 += text("Servo Motor Functions: <A href='?src=\ref[];Loco=1'>[(locomotion ? "Unlocked" : "Locked")]</a><br>\n",src)
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t1 += text("Panel Lock: <A href='?src=\ref[];Panel=1'>[(panel_locked ? "Engaged" : "Disengaged")]</a><br>\n",src)
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var/datum/browser/popup = new(user, "robotdebug", "Cyborg Boot Debug", 310, 220)
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popup.set_content(t1)
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popup.open()
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/obj/item/robot_suit/Topic(href, href_list)
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if(usr.incapacitated() || !Adjacent(usr))
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return
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var/mob/living/living_user = usr
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var/obj/item/item_in_hand = living_user.get_active_held_item()
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if(!istype(item_in_hand, /obj/item/device/multitool))
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living_user << "<span class='warning'>You need a multitool!</span>"
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return
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if(href_list["Name"])
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var/new_name = reject_bad_name(input(usr, "Enter new designation. Set to blank to reset to default.", "Cyborg Debug", src.created_name),1)
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if(!in_range(src, usr) && src.loc != usr)
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return
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if(new_name)
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created_name = new_name
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else
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created_name = ""
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else if(href_list["Master"])
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forced_ai = select_active_ai(usr)
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if(!forced_ai)
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usr << "<span class='error'>No active AIs detected.</span>"
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else if(href_list["Law"])
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lawsync = !lawsync
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else if(href_list["AI"])
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aisync = !aisync
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else if(href_list["Loco"])
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locomotion = !locomotion
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else if(href_list["Panel"])
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panel_locked = !panel_locked
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add_fingerprint(usr)
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Interact(usr)
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