mirror of
https://github.com/yogstation13/Yogstation.git
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* Adds separate MMI/borg messages for damaged brains * better switch toggle msg, M.brain?.damaged_brain * ree * thanks helen * I hate Mondays * Update code/modules/mob/living/brain/MMI.dm Co-Authored-By: 81Denton <32391752+81Denton@users.noreply.github.com> * condenses vars
421 lines
14 KiB
Plaintext
421 lines
14 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/mob/augmentation/augments.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 = TRUE
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/obj/item/robot_suit/New()
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..()
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updateicon()
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/obj/item/robot_suit/prebuilt/New()
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l_arm = new(src)
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r_arm = new(src)
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l_leg = new(src)
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r_leg = new(src)
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head = new(src)
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head.flash1 = new(head)
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head.flash2 = new(head)
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chest = new(src)
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chest.wired = TRUE
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chest.cell = new /obj/item/stock_parts/cell/high/plus(chest)
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..()
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/obj/item/robot_suit/proc/updateicon()
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cut_overlays()
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if(l_arm)
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add_overlay("[l_arm.icon_state]+o")
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if(r_arm)
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add_overlay("[r_arm.icon_state]+o")
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if(chest)
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add_overlay("[chest.icon_state]+o")
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if(l_leg)
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add_overlay("[l_leg.icon_state]+o")
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if(r_leg)
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add_overlay("[r_leg.icon_state]+o")
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if(head)
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add_overlay("[head.icon_state]+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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SSblackbox.record_feedback("amount", "cyborg_frames_built", 1)
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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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. = ..()
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if(.)
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return TRUE
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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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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/bot_assembly/ed209/B = new
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B.forceMove(drop_location())
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to_chat(user, "<span class='notice'>You arm the robot frame.</span>")
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var/holding_this = user.get_inactive_held_item()==src
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qdel(src)
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if (holding_this)
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user.put_in_inactive_hand(B)
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else
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to_chat(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.transferItemToLoc(W, src))
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return
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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.transferItemToLoc(W, src))
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return
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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.transferItemToLoc(W, src))
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return
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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.transferItemToLoc(W, src))
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return
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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.transferItemToLoc(CH, src))
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return
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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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to_chat(user, "<span class='warning'>You need to attach wires to it first!</span>")
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else
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to_chat(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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to_chat(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.transferItemToLoc(HD, src))
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return
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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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to_chat(user, "<span class='warning'>You need to attach a flash to it first!</span>")
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else if (W.tool_behaviour == TOOL_MULTITOOL)
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if(check_completion())
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Interact(user)
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else
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to_chat(user, "<span class='warning'>The endoskeleton must be assembled before debugging can begin!</span>")
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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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if(!M.brainmob)
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to_chat(user, "<span class='warning'>Sticking an empty [M.name] 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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to_chat(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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to_chat(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 || BM.suiciding || (M.brain && (M.brain.brain_death || M.brain.suicided)))
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to_chat(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(M.brain?.damaged_brain)
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to_chat(user, "<span class='warning'>The MMI indicates that the brain is damaged!</span>")
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return
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if(jobban_isbanned(BM, "Cyborg") || QDELETED(src) || QDELETED(BM) || QDELETED(user) || QDELETED(M) || !Adjacent(user))
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if(!QDELETED(M))
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to_chat(user, "<span class='warning'>This [M.name] does not seem to fit!</span>")
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return
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if(!user.temporarilyRemoveItemFromInventory(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.laws && M.laws.id != DEFAULT_AI_LAWID)
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aisync = 0
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lawsync = 0
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O.laws = M.laws
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M.laws.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(NEW_BORG)
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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.laws.id == DEFAULT_AI_LAWID)
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O.make_laws()
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SSticker.mode.remove_antag_for_borging(BM.mind)
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if(!istype(M.laws, /datum/ai_laws/ratvar))
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remove_servant_of_ratvar(BM, TRUE)
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O.job = "Cyborg"
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O.cell = chest.cell
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chest.cell.forceMove(O)
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chest.cell = null
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W.forceMove(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(BM.client)
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BM.mind.transfer_to(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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to_chat(O, "<span class='userdanger'>You have been robotized!</span>")
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to_chat(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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SSblackbox.record_feedback("amount", "cyborg_birth", 1)
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forceMove(O)
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O.robot_suit = src
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if(!locomotion)
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O.lockcharge = TRUE
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O.update_mobility()
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to_chat(O, "<span class='warning'>Error: Servo motors unresponsive.</span>")
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else
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to_chat(user, "<span class='warning'>The MMI must go in after everything else!</span>")
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else if(istype(W, /obj/item/borg/upgrade/ai))
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var/obj/item/borg/upgrade/ai/M = W
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if(check_completion())
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if(!isturf(loc))
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to_chat(user, "<span class='warning'>You cannot install[M], the frame has to be standing on the ground to be perfectly precise!</span>")
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return
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if(!user.temporarilyRemoveItemFromInventory(M))
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to_chat(user, "<span class='warning'>[M] is stuck to your hand!</span>")
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return
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qdel(M)
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var/mob/living/silicon/robot/O = new /mob/living/silicon/robot/shell(get_turf(src))
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if(!aisync)
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lawsync = FALSE
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O.connected_ai = null
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else
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if(forced_ai)
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O.connected_ai = forced_ai
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O.notify_ai(AI_SHELL)
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if(!lawsync)
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O.lawupdate = FALSE
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O.make_laws()
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O.cell = chest.cell
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chest.cell.forceMove(O)
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chest.cell = null
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O.locked = panel_locked
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O.job = "Cyborg"
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forceMove(O)
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O.robot_suit = src
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if(!locomotion)
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O.lockcharge = TRUE
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O.update_mobility()
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else if(istype(W, /obj/item/pen))
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to_chat(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 = "Designation: <A href='?src=[REF(src)];Name=1'>[(created_name ? "[created_name]" : "Default Cyborg")]</a><br>\n"
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t1 += "Master AI: <A href='?src=[REF(src)];Master=1'>[(forced_ai ? "[forced_ai.name]" : "Automatic")]</a><br><br>\n"
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t1 += "LawSync Port: <A href='?src=[REF(src)];Law=1'>[(lawsync ? "Open" : "Closed")]</a><br>\n"
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t1 += "AI Connection Port: <A href='?src=[REF(src)];AI=1'>[(aisync ? "Open" : "Closed")]</a><br>\n"
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t1 += "Servo Motor Functions: <A href='?src=[REF(src)];Loco=1'>[(locomotion ? "Unlocked" : "Locked")]</a><br>\n"
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t1 += "Panel Lock: <A href='?src=[REF(src)];Panel=1'>[(panel_locked ? "Engaged" : "Disengaged")]</a><br>\n"
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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(!item_in_hand || !item_in_hand.tool_behaviour == TOOL_MULTITOOL)
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to_chat(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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to_chat(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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