Files
Yogstation/code/game/objects/items/robot/robot_parts.dm

364 lines
11 KiB
Plaintext

/obj/item/robot_parts
name = "robot parts"
icon = 'icons/obj/robot_parts.dmi'
item_state = "buildpipe"
icon_state = "blank"
flags = CONDUCT
slot_flags = SLOT_BELT
var/body_zone
/obj/item/robot_parts/l_arm
name = "cyborg left arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_arm"
body_zone = "l_arm"
/obj/item/robot_parts/r_arm
name = "cyborg right arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_arm"
body_zone = "r_arm"
/obj/item/robot_parts/l_leg
name = "cyborg left leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_leg"
body_zone = "l_leg"
/obj/item/robot_parts/r_leg
name = "cyborg right leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_leg"
body_zone = "r_leg"
/obj/item/robot_parts/chest
name = "cyborg torso"
desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
icon_state = "chest"
body_zone = "chest"
var/wired = 0
var/obj/item/weapon/stock_parts/cell/cell = null
/obj/item/robot_parts/head
name = "cyborg head"
desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
icon_state = "head"
body_zone = "head"
var/obj/item/device/assembly/flash/handheld/flash1 = null
var/obj/item/device/assembly/flash/handheld/flash2 = null
/obj/item/robot_parts/robot_suit
name = "cyborg endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon_state = "robo_suit"
var/obj/item/robot_parts/l_arm/l_arm = null
var/obj/item/robot_parts/r_arm/r_arm = null
var/obj/item/robot_parts/l_leg/l_leg = null
var/obj/item/robot_parts/r_leg/r_leg = null
var/obj/item/robot_parts/chest/chest = null
var/obj/item/robot_parts/head/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_parts/robot_suit/New()
..()
src.updateicon()
/obj/item/robot_parts/robot_suit/proc/updateicon()
src.overlays.Cut()
if(src.l_arm)
src.overlays += "l_arm+o"
if(src.r_arm)
src.overlays += "r_arm+o"
if(src.chest)
src.overlays += "chest+o"
if(src.l_leg)
src.overlays += "l_leg+o"
if(src.r_leg)
src.overlays += "r_leg+o"
if(src.head)
src.overlays += "head+o"
/obj/item/robot_parts/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_parts/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_hand()==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/robot_parts/l_leg))
if(src.l_leg)
return
if(!user.unEquip(W))
return
W.loc = src
src.l_leg = W
src.updateicon()
else if(istype(W, /obj/item/robot_parts/r_leg))
if(src.r_leg)
return
if(!user.unEquip(W))
return
W.loc = src
src.r_leg = W
src.updateicon()
else if(istype(W, /obj/item/robot_parts/l_arm))
if(src.l_arm)
return
if(!user.unEquip(W))
return
W.loc = src
src.l_arm = W
src.updateicon()
else if(istype(W, /obj/item/robot_parts/r_arm))
if(src.r_arm)
return
if(!user.unEquip(W))
return
W.loc = src
src.r_arm = W
src.updateicon()
else if(istype(W, /obj/item/robot_parts/chest))
if(src.chest)
return
if(W:wired && W:cell)
if(!user.unEquip(W))
return
W.loc = src
src.chest = W
src.updateicon()
else if(!W: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/robot_parts/head))
if(src.head)
return
if(W:flash2 && W:flash1)
if(!user.unEquip(W))
return
W.loc = src
src.head = W
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/carbon/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
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc))
if(!O)
return
if(!user.unEquip(W))
return
if(M.syndiemmi)
aisync = 0
lawsync = 0
O.laws = new /datum/ai_laws/syndicate_override
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 && !M.syndiemmi)
O.lawupdate = 0
O.make_laws()
ticker.mode.remove_antag_for_borging(BM.mind)
BM.mind.transfer_to(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_parts/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_parts/robot_suit/Topic(href, href_list)
if(usr.lying || usr.stat || usr.stunned || !Adjacent(usr))
return
var/mob/living/living_user = usr
var/obj/item/item_in_hand = living_user.get_active_hand()
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)
return
/obj/item/robot_parts/chest/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weapon/stock_parts/cell))
if(src.cell)
user << "<span class='warning'>You have already inserted a cell!</span>"
return
else
if(!user.unEquip(W))
return
W.loc = src
src.cell = W
user << "<span class='notice'>You insert the cell.</span>"
else if(istype(W, /obj/item/stack/cable_coil))
if(src.wired)
user << "<span class='warning'>You have already inserted wire!</span>"
return
var/obj/item/stack/cable_coil/coil = W
if (coil.use(1))
src.wired = 1
user << "<span class='notice'>You insert the wire.</span>"
else
user << "<span class='warning'>You need one length of coil to wire it!</span>"
else
return ..()
/obj/item/robot_parts/head/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/device/assembly/flash/handheld))
var/obj/item/device/assembly/flash/handheld/F = W
if(src.flash1 && src.flash2)
user << "<span class='warning'>You have already inserted the eyes!</span>"
return
else if(F.crit_fail)
user << "<span class='warning'>You can't use a broken flash!</span>"
return
else
if(!user.unEquip(W))
return
F.loc = src
if(src.flash1)
src.flash2 = F
else
src.flash1 = F
user << "<span class='notice'>You insert the flash into the eye socket.</span>"
else
return ..()