mirror of
https://github.com/fulpstation/fulpstation.git
synced 2025-12-10 10:01:40 +00:00
Merge pull request #1989 from Perakp/dnaDecon
DNA scanner and cloning pod deconstruction
This commit is contained in:
107
code/game/dna.dm
107
code/game/dna.dm
@@ -240,54 +240,54 @@
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if(blocks[NEARSIGHTEDBLOCK])
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M.disabilities |= NEARSIGHTED
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M << "\red Your eyes feel strange."
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M << "<span class='danger'>Your eyes feel strange.</span>"
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if(blocks[EPILEPSYBLOCK])
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M.disabilities |= EPILEPSY
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M << "\red You get a headache."
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M << "<span class='danger'>You get a headache.</span>"
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if(blocks[STRANGEBLOCK])
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M << "\red You feel strange."
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M << "<span class='danger'>You feel strange.</span>"
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if(prob(95))
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if(prob(50)) randmutb(M)
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else randmuti(M)
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else randmutg(M)
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if(blocks[COUGHBLOCK])
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M.disabilities |= COUGHING
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M << "\red You start coughing."
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M << "<span class='danger'>You start coughing.</span>"
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if(blocks[CLUMSYBLOCK])
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M << "\red You feel lightheaded."
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M << "<span class='danger'>You feel lightheaded.</span>"
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M.mutations |= CLUMSY
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if(blocks[TOURETTESBLOCK])
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M.disabilities |= TOURETTES
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M << "\red You twitch."
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M << "<span class='danger'>You twitch.</span>"
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if(blocks[NERVOUSBLOCK])
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M.disabilities |= NERVOUS
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M << "\red You feel nervous."
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M << "<span class='danger'>You feel nervous.</span>"
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if(blocks[DEAFBLOCK])
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M.sdisabilities |= DEAF
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M.ear_deaf = 1
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M << "\red You can't seem to hear anything..."
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M << "<span class='danger'>You can't seem to hear anything.</span>"
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if(blocks[BLINDBLOCK])
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M.sdisabilities |= BLIND
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M << "\red You can't seem to see anything."
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M << "<span class='danger'>You can't seem to see anything.</span>"
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if(blocks[HULKBLOCK])
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if(inj || prob(10))
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M.mutations |= HULK
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M << "\blue Your muscles hurt."
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M << "<span class='notice'>Your muscles hurt.</span>"
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if(blocks[XRAYBLOCK])
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if(inj || prob(30))
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M.mutations |= XRAY
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M << "\blue The walls suddenly disappear."
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M << "<span class='notice'>The walls suddenly disappear.</span>"
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M.sight |= SEE_MOBS|SEE_OBJS|SEE_TURFS
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M.see_in_dark = 8
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M.see_invisible = SEE_INVISIBLE_LEVEL_TWO
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if(blocks[FIREBLOCK])
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if(inj || prob(30))
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M.mutations |= COLD_RESISTANCE
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M << "\blue Your body feels warm."
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M << "<span class='notice'>Your body feels warm.</span>"
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if(blocks[TELEBLOCK])
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if(inj || prob(25))
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M.mutations |= TK
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M << "\blue You feel smarter."
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M << "<span class='notice'>You feel smarter.</span>"
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/* If you want the new mutations to work, UNCOMMENT THIS.
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@@ -339,20 +339,21 @@
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/obj/machinery/dna_scannernew/New()
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..()
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component_parts = newlist(
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/obj/item/weapon/circuitboard/clonescanner,
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/obj/item/weapon/stock_parts/scanning_module,
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/obj/item/weapon/stock_parts/manipulator,
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/obj/item/weapon/stock_parts/micro_laser,
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/obj/item/weapon/stock_parts/console_screen,
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/obj/item/weapon/cable_coil,
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/obj/item/weapon/cable_coil
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)
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RefreshParts()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/clonescanner(null)
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component_parts += new /obj/item/weapon/stock_parts/scanning_module(null)
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component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
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component_parts += new /obj/item/weapon/stock_parts/micro_laser(null)
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component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
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component_parts += new /obj/item/weapon/cable_coil(null, 1)
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component_parts += new /obj/item/weapon/cable_coil(null, 1)
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/obj/machinery/dna_scannernew/proc/toggle_open()
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if(open) return close()
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else return open()
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/obj/machinery/dna_scannernew/proc/toggle_open(mob/user=usr)
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if(!user)
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return
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if(open) return close(user)
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else return open(user)
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/obj/machinery/dna_scannernew/container_resist()
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var/mob/living/user = usr
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@@ -363,8 +364,7 @@
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user.next_move = world.time + 100
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user.last_special = world.time + 100
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user << "<span class='notice'>You lean on the back of [src] and start pushing the door open. (this will take about [breakout_time] minutes.)</span>"
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for(var/mob/O in viewers(src))
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O << "<span class='warning'>You hear a metallic creaking from [src]!</span>"
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user.visible_message("<span class='warning'>You hear a metallic creaking from [src]!</span>")
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if(do_after(user,(breakout_time*60*10))) //minutes * 60seconds * 10deciseconds
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if(!user || user.stat != CONSCIOUS || user.loc != src || open || !locked)
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@@ -374,10 +374,13 @@
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visible_message("<span class='danger'>[user] successfully broke out of [src]!</span>")
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user << "<span class='notice'>You successfully break out of [src]!</span>"
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open()
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open(user)
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/obj/machinery/dna_scannernew/proc/close()
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/obj/machinery/dna_scannernew/proc/close(mob/user)
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if(open)
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if(panel_open)
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user << "<span class='notice'>Close the maintenance panel first.</span>"
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return 0
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open = 0
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density = 1
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for(var/mob/living/carbon/C in loc)
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@@ -407,10 +410,13 @@
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return 1
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/obj/machinery/dna_scannernew/proc/open()
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/obj/machinery/dna_scannernew/proc/open(mob/user)
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if(!open)
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if(panel_open)
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user << "<span class='notice'>Close the maintenance panel first.</span>"
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return
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if(locked)
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usr << "<span class='notice'>The bolts are locked down, securing the door shut.</span>"
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user << "<span class='notice'>The bolts are locked down, securing the door shut.</span>"
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return
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var/turf/T = get_turf(src)
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if(T)
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@@ -428,10 +434,35 @@
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/obj/machinery/dna_scannernew/relaymove(mob/user as mob)
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if(user.stat)
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return
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open()
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open(user)
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return
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/obj/machinery/dna_scannernew/attackby(obj/item/weapon/grab/G, mob/user)
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if(istype(G, /obj/item/weapon/screwdriver))
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if(occupant)
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user << "<span class='notice'>The maintenance panel is locked.</span>"
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return
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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panel_open = !panel_open
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if(panel_open)
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icon_state = "[icon_state]_maintenance"
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user << "<span class='notice'>You open the maintenance panel of [src].</span>"
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else
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if(open)
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icon_state = "[initial(icon_state)]_open"
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else
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icon_state = "[initial(icon_state)]"
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user << "<span class='notice'>You close the maintenance panel of [src].</span>"
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return
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if(istype(G, /obj/item/weapon/crowbar))
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if(panel_open)
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for(var/obj/I in contents) // in case there is something in the scanner
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I.loc = src.loc
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default_deconstruction_crowbar()
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return
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if(!istype(G, /obj/item/weapon/grab) || !ismob(G.affecting))
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return
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if(!open)
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@@ -443,8 +474,9 @@
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del(G)
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/obj/machinery/dna_scannernew/attack_hand(mob/user)
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if(..()) return
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toggle_open()
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if(..())
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return
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toggle_open(user)
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add_fingerprint(user)
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@@ -482,6 +514,7 @@
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del(src)
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//DNA COMPUTER
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/obj/machinery/computer/scan_consolenew
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name = "\improper DNA scanner access console"
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desc = "Scan DNA."
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@@ -509,7 +542,7 @@
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user.drop_item()
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I.loc = src
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src.diskette = I
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user << "You insert [I]."
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user << "<span class='notice'>You insert [I].</span>"
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src.updateUsrDialog()
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return
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else
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@@ -749,7 +782,7 @@
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if("togglelock")
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if(connected) connected.locked = !connected.locked
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if("toggleopen")
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if(connected) connected.toggle_open()
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if(connected) connected.toggle_open(usr)
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if("setduration")
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if(!num)
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num = round(input(usr, "Choose pulse duration:", "Input an Integer", null) as num|null)
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@@ -176,21 +176,13 @@ var/global/list/autolathe_recipes_hidden = list( \
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return 1
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if (opened)
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if(istype(O, /obj/item/weapon/crowbar))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/I in component_parts)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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if(m_amount >= 3750)
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var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
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G.amount = round(m_amount / 3750)
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if(g_amount >= 3750)
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var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
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G.amount = round(g_amount / 3750)
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del(src)
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default_deconstruction_crowbar()
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return 1
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else
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user.set_machine(src)
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@@ -14,7 +14,6 @@
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var/c_tag_order = 999
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var/status = 1.0
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anchored = 1.0
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var/panel_open = 0 // 0 = Closed / 1 = Open
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var/invuln = null
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var/obj/item/device/camera_bug/bug = null
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var/obj/item/weapon/camera_assembly/assembly = null
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@@ -19,6 +19,19 @@
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var/attempting = 0 //One clone attempt at a time thanks
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var/eject_wait = 0 //Don't eject them as soon as they are created fuckkk
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/obj/machinery/clonepod/New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/clonepod(src)
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component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
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component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
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component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
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component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
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component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
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component_parts += new /obj/item/weapon/cable_coil(src, 1)
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component_parts += new /obj/item/weapon/cable_coil(src, 1)
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//The return of data disks?? Just for transferring between genetics machine/cloning machine.
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//TO-DO: Make the genetics machine accept them.
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/obj/item/weapon/disk/data
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@@ -98,6 +111,8 @@
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//Start growing a human clone in the pod!
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/obj/machinery/clonepod/proc/growclone(var/ckey, var/clonename, var/ui, var/se, var/mindref, var/mrace)
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if(panel_open)
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return 0
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if(mess || attempting)
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return 0
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var/datum/mind/clonemind = locate(mindref)
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@@ -217,7 +232,7 @@
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src.occupant = null
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if (src.locked)
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src.locked = 0
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if (!src.mess)
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if (!src.mess && !panel_open)
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icon_state = "pod_0"
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use_power(200)
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return
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@@ -226,14 +241,27 @@
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//Let's unlock this early I guess. Might be too early, needs tweaking.
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/obj/machinery/clonepod/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/screwdriver))
|
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if(occupant || mess || locked)
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user << "<span class='notice'>The maintenance panel is locked.</span>"
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return
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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default_deconstruction_screwdriver(user, "[icon_state]_maintenance", "[initial(icon_state)]")
|
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return
|
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|
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if(istype(W, /obj/item/weapon/crowbar))
|
||||
if(panel_open)
|
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default_deconstruction_crowbar()
|
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return
|
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|
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if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
|
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if (!src.check_access(W))
|
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user << "\red Access Denied."
|
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user << "<span class='danger'>Access Denied.</span>"
|
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return
|
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if ((!src.locked) || (isnull(src.occupant)))
|
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return
|
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if ((src.occupant.health < -20) && (src.occupant.stat != 2))
|
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user << "\red Access Refused."
|
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user << "<span class='danger'>Access Refused.</span>"
|
||||
return
|
||||
else
|
||||
src.locked = 0
|
||||
@@ -264,6 +292,8 @@
|
||||
set category = "Object"
|
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set src in oview(1)
|
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|
||||
if(!usr)
|
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return
|
||||
if (usr.stat != 0)
|
||||
return
|
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src.go_out()
|
||||
|
||||
@@ -49,7 +49,7 @@
|
||||
|
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/obj/machinery/constructable_frame/machine_frame/attackby(obj/item/P as obj, mob/user as mob)
|
||||
if(P.crit_fail)
|
||||
user << "\red This part is faulty, you cannot add this to the machine!"
|
||||
user << "<span class='danger'>This part is faulty, you cannot add this to the machine!</span>"
|
||||
return
|
||||
switch(state)
|
||||
if(1)
|
||||
@@ -57,17 +57,17 @@
|
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var/obj/item/weapon/cable_coil/C = P
|
||||
if(C.amount >= 5)
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
user << "\blue You start to add cables to the frame."
|
||||
user << "<span class='notice'>You start to add cables to the frame.</span>"
|
||||
if(do_after(user, 20))
|
||||
if(C)
|
||||
C.amount -= 5
|
||||
if(!C.amount) del(C)
|
||||
user << "\blue You add cables to the frame."
|
||||
user << "<span class='notice'>You add cables to the frame.</span>"
|
||||
state = 2
|
||||
icon_state = "box_1"
|
||||
if(istype(P, /obj/item/weapon/wrench))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
user << "\blue You dismantle the frame"
|
||||
user << "<span class='notice'>You dismantle the frame.</span>"
|
||||
new /obj/item/stack/sheet/metal(src.loc, 5)
|
||||
del(src)
|
||||
if(2)
|
||||
@@ -75,7 +75,7 @@
|
||||
var/obj/item/weapon/circuitboard/B = P
|
||||
if(B.board_type == "machine")
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
user << "\blue You add the circuit board to the frame."
|
||||
user << "<span class='notice'>You add the circuit board to the frame.</span>"
|
||||
circuit = P
|
||||
user.drop_item()
|
||||
P.loc = src
|
||||
@@ -86,10 +86,10 @@
|
||||
update_namelist()
|
||||
update_req_desc()
|
||||
else
|
||||
user << "\red This frame does not accept circuit boards of this type!"
|
||||
user << "<span class='danger'>This frame does not accept circuit boards of this type!</span>"
|
||||
if(istype(P, /obj/item/weapon/wirecutters))
|
||||
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
|
||||
user << "\blue You remove the cables."
|
||||
user << "<span class='notice'>You remove the cables.</span>"
|
||||
state = 1
|
||||
icon_state = "box_0"
|
||||
var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( src.loc )
|
||||
@@ -102,9 +102,9 @@
|
||||
circuit.loc = src.loc
|
||||
circuit = null
|
||||
if(components.len == 0)
|
||||
user << "\blue You remove the circuit board."
|
||||
user << "<span class='notice'>You remove the circuit board.</span>"
|
||||
else
|
||||
user << "\blue You remove the circuit board and other components."
|
||||
user << "<span class='notice'>You remove the circuit board and other components.</span>"
|
||||
for(var/obj/item/weapon/W in components)
|
||||
W.loc = src.loc
|
||||
desc = initial(desc)
|
||||
@@ -125,32 +125,33 @@
|
||||
del(O)
|
||||
new_machine.component_parts = list()
|
||||
for(var/obj/O in src)
|
||||
O.loc = new_machine
|
||||
O.loc = null
|
||||
new_machine.component_parts += O
|
||||
circuit.loc = new_machine
|
||||
circuit.loc = null
|
||||
new_machine.RefreshParts()
|
||||
del(src)
|
||||
|
||||
if(istype(P, /obj/item/weapon))
|
||||
var/success
|
||||
for(var/I in req_components)
|
||||
if(istype(P, text2path(I)) && (req_components[I] > 0))
|
||||
success=1
|
||||
if(istype(P, /obj/item/weapon/cable_coil))
|
||||
var/obj/item/weapon/cable_coil/CP = P
|
||||
if(CP.amount > 1)
|
||||
var/obj/item/weapon/cable_coil/CC = new /obj/item/weapon/cable_coil(src)
|
||||
CC.amount = 1
|
||||
var/obj/item/weapon/cable_coil/CC = new /obj/item/weapon/cable_coil(src, 1, CP.item_color)
|
||||
if(CP.use(1))
|
||||
components += CC
|
||||
req_components[I]--
|
||||
update_req_desc()
|
||||
break
|
||||
break
|
||||
user.drop_item()
|
||||
P.loc = src
|
||||
components += P
|
||||
req_components[I]--
|
||||
update_req_desc()
|
||||
break
|
||||
if(P.loc != src && !istype(P, /obj/item/weapon/cable_coil))
|
||||
user << "\red You cannot add that component to the machine!"
|
||||
if(!success)
|
||||
user << "<span class='danger'>You cannot add that to the machine!</span>"
|
||||
|
||||
|
||||
//Machine Frame Circuit Boards
|
||||
|
||||
@@ -108,6 +108,7 @@ Class Procs:
|
||||
var/uid
|
||||
var/manual = 0
|
||||
var/global/gl_uid = 1
|
||||
var/panel_open = 0
|
||||
|
||||
/obj/machinery/New()
|
||||
..()
|
||||
@@ -211,7 +212,7 @@ Class Procs:
|
||||
if ( ! (istype(usr, /mob/living/carbon/human) || \
|
||||
istype(usr, /mob/living/silicon) || \
|
||||
istype(usr, /mob/living/carbon/monkey) && ticker && ticker.mode.name == "monkey") )
|
||||
usr << "\red You don't have the dexterity to do this!"
|
||||
usr << "<span class='danger'>You don't have the dexterity to do this!</span>"
|
||||
return 1
|
||||
/*
|
||||
//distance checks are made by atom/proc/DblClick
|
||||
@@ -224,7 +225,7 @@ Class Procs:
|
||||
visible_message("\red [H] stares cluelessly at [src] and drools.")
|
||||
return 1
|
||||
else if(prob(H.getBrainLoss()))
|
||||
user << "\red You momentarily forget how to use [src]."
|
||||
user << "<span class='danger'>You momentarily forget how to use [src].</span>"
|
||||
return 1
|
||||
|
||||
src.add_fingerprint(user)
|
||||
@@ -238,3 +239,23 @@ Class Procs:
|
||||
uid = gl_uid
|
||||
gl_uid++
|
||||
|
||||
/obj/machinery/proc/default_deconstruction_crowbar()
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
|
||||
M.state = 2
|
||||
M.icon_state = "box_1"
|
||||
for(var/obj/I in component_parts)
|
||||
if(I.reliability != 100 && crit_fail)
|
||||
I.crit_fail = 1
|
||||
I.loc = src.loc
|
||||
del(src)
|
||||
|
||||
/obj/machinery/proc/default_deconstruction_screwdriver(var/mob/user, var/icon_state_open, var/icon_state_closed)
|
||||
if (!panel_open)
|
||||
panel_open = 1
|
||||
icon_state = icon_state_open
|
||||
user << "<span class='notice'>You open the maintenance hatch of [src].</span>"
|
||||
else
|
||||
panel_open = 0
|
||||
icon_state = icon_state_closed
|
||||
user << "<span class='notice'>You close the maintenance hatch of [src].</span>"
|
||||
|
||||
@@ -24,26 +24,26 @@
|
||||
switch(construct_op)
|
||||
if(0)
|
||||
if(istype(P, /obj/item/weapon/screwdriver))
|
||||
user << "You unfasten the bolts."
|
||||
user << "<span class='notice'>You unfasten the bolts.</span>"
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
|
||||
construct_op ++
|
||||
if(1)
|
||||
if(istype(P, /obj/item/weapon/screwdriver))
|
||||
user << "You fasten the bolts."
|
||||
user << "<span class='notice'>You fasten the bolts.</span>"
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
|
||||
construct_op --
|
||||
if(istype(P, /obj/item/weapon/wrench))
|
||||
user << "You dislodge the external plating."
|
||||
user << "<span class='notice'>You dislodge the external plating.</span>"
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
construct_op ++
|
||||
if(2)
|
||||
if(istype(P, /obj/item/weapon/wrench))
|
||||
user << "You secure the external plating."
|
||||
user << "<span class='notice'>You secure the external plating.</span>"
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
construct_op --
|
||||
if(istype(P, /obj/item/weapon/wirecutters))
|
||||
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
|
||||
user << "You remove the cables."
|
||||
user << "<span class='notice'>You remove the cables.</span>"
|
||||
construct_op ++
|
||||
var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( user.loc )
|
||||
A.amount = 5
|
||||
@@ -51,26 +51,25 @@
|
||||
if(3)
|
||||
if(istype(P, /obj/item/weapon/cable_coil))
|
||||
var/obj/item/weapon/cable_coil/A = P
|
||||
if(A.amount >= 5)
|
||||
user << "You insert the cables."
|
||||
A.amount -= 5
|
||||
if(A.amount <= 0)
|
||||
user.drop_item()
|
||||
del(A)
|
||||
if(A.use(5))
|
||||
user << "<span class='notice'>You insert the cables.</span>"
|
||||
construct_op --
|
||||
stat &= ~BROKEN // the machine's not borked anymore!
|
||||
else
|
||||
user << "You need more cable"
|
||||
user << "<span class='danger'>You need more cable to do that.</span>"
|
||||
if(istype(P, /obj/item/weapon/crowbar))
|
||||
user << "You begin prying out the circuit board and components..."
|
||||
user << "<span class='notice'>You begin prying out the circuit board and components...</span>"
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
if(do_after(user,60))
|
||||
user << "You finish prying out the components."
|
||||
user << "<span class='notice'>You finish prying out the components.</span>"
|
||||
|
||||
// Drop all the component stuff
|
||||
if(contents.len > 0)
|
||||
for(var/obj/x in src)
|
||||
x.loc = user.loc
|
||||
if(component_parts)
|
||||
for(var/obj/I in component_parts)
|
||||
if(I.reliability != 100 && crit_fail)
|
||||
I.crit_fail = 1
|
||||
I.loc = src.loc
|
||||
|
||||
else
|
||||
|
||||
// If the machine wasn't made during runtime, probably doesn't have components:
|
||||
@@ -81,13 +80,14 @@
|
||||
for(var/i = 1, i <= C.req_components[I], i++)
|
||||
newpath = text2path(I)
|
||||
var/obj/item/s = new newpath
|
||||
s.loc = user.loc
|
||||
if(istype(P, /obj/item/weapon/cable_coil))
|
||||
var/obj/item/weapon/cable_coil/A = P
|
||||
s.loc = src.loc
|
||||
if(istype(s, /obj/item/weapon/cable_coil))
|
||||
var/obj/item/weapon/cable_coil/A = s
|
||||
A.amount = 1
|
||||
A.update_icon()
|
||||
|
||||
// Drop a circuit board too
|
||||
C.loc = user.loc
|
||||
C.loc = src.loc
|
||||
|
||||
// Create a machine frame and delete the current machine
|
||||
var/obj/machinery/constructable_frame/machine_frame/F = new
|
||||
|
||||
@@ -40,7 +40,6 @@
|
||||
var/shoot_inventory = 0 //Fire items at customers! We're broken!
|
||||
var/shut_up = 0 //Stop spouting those godawful pitches!
|
||||
var/extended_inventory = 0 //can we access the hidden inventory?
|
||||
var/panel_open = 0 //Hacking that vending machine. Gonna get a free candy bar.
|
||||
var/scan_id = 1
|
||||
var/obj/item/weapon/coin/coin
|
||||
var/datum/wires/vending/wires = null
|
||||
|
||||
@@ -34,7 +34,6 @@
|
||||
var/list/queue = list()
|
||||
var/processing_queue = 0
|
||||
var/screen = "main"
|
||||
var/opened = 0
|
||||
var/temp
|
||||
var/list/part_sets = list( //set names must be unique
|
||||
"Cyborg"=list(
|
||||
@@ -701,25 +700,11 @@
|
||||
|
||||
/obj/machinery/mecha_part_fabricator/attackby(obj/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/weapon/screwdriver))
|
||||
if (!opened)
|
||||
opened = 1
|
||||
icon_state = "fab-o"
|
||||
user << "You open the maintenance hatch of [src]."
|
||||
else
|
||||
opened = 0
|
||||
icon_state = "fab-idle"
|
||||
user << "You close the maintenance hatch of [src]."
|
||||
default_deconstruction_screwdriver(user, "fab-o", "fab-idle")
|
||||
|
||||
return
|
||||
if (opened)
|
||||
if (panel_open)
|
||||
if(istype(W, /obj/item/weapon/crowbar))
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
|
||||
M.state = 2
|
||||
M.icon_state = "box_1"
|
||||
for(var/obj/I in component_parts)
|
||||
if(I.reliability != 100 && crit_fail)
|
||||
I.crit_fail = 1
|
||||
I.loc = src.loc
|
||||
if(src.resources["metal"] >= 3750)
|
||||
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
|
||||
G.amount = round(src.resources["metal"] / G.perunit)
|
||||
@@ -744,7 +729,7 @@
|
||||
if(src.resources["bananium"] >= 2000)
|
||||
var/obj/item/stack/sheet/mineral/clown/G = new /obj/item/stack/sheet/mineral/clown(src.loc)
|
||||
G.amount = round(src.resources["bananium"] / G.perunit)
|
||||
del(src)
|
||||
default_deconstruction_crowbar()
|
||||
return 1
|
||||
else
|
||||
user << "\red You can't load the [src.name] while it's opened."
|
||||
|
||||
@@ -302,8 +302,8 @@
|
||||
if(src.amount < used)
|
||||
return 0
|
||||
else if (src.amount == used)
|
||||
//handle mob icon update
|
||||
if(ismob(loc))
|
||||
.=1 //Because del(src) stops the proc, set the default return value to 1
|
||||
if(ismob(loc)) //handle mob icon update
|
||||
var/mob/M = loc
|
||||
M.u_equip(src)
|
||||
del(src)
|
||||
|
||||
@@ -53,7 +53,6 @@ display round(lastgen) and plasmatank amount
|
||||
|
||||
var/active = 0
|
||||
var/power_gen = 5000
|
||||
var/open = 0
|
||||
var/recent_fault = 0
|
||||
var/power_output = 1
|
||||
|
||||
@@ -115,8 +114,8 @@ display round(lastgen) and plasmatank amount
|
||||
component_parts = list()
|
||||
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
|
||||
component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src, 1)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src, 1)
|
||||
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
|
||||
component_parts += new board_path(src)
|
||||
var/obj/sheet = new sheet_path(null)
|
||||
@@ -231,21 +230,14 @@ display round(lastgen) and plasmatank amount
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
|
||||
else if(istype(O, /obj/item/weapon/screwdriver))
|
||||
open = !open
|
||||
panel_open = !panel_open
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
|
||||
if(open)
|
||||
if(panel_open)
|
||||
user << "\blue You open the access panel."
|
||||
else
|
||||
user << "\blue You close the access panel."
|
||||
else if(istype(O, /obj/item/weapon/crowbar) && !open)
|
||||
var/obj/machinery/constructable_frame/machine_frame/new_frame = new /obj/machinery/constructable_frame/machine_frame(src.loc)
|
||||
for(var/obj/item/I in component_parts)
|
||||
if(I.reliability < 100)
|
||||
I.crit_fail = 1
|
||||
I.loc = src.loc
|
||||
new_frame.state = 2
|
||||
new_frame.icon_state = "box_1"
|
||||
del(src)
|
||||
else if(istype(O, /obj/item/weapon/crowbar) && panel_open)
|
||||
default_deconstruction_crowbar()
|
||||
|
||||
/obj/machinery/power/port_gen/pacman/attack_hand(mob/user as mob)
|
||||
..()
|
||||
|
||||
@@ -52,19 +52,12 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis).
|
||||
if (shocked)
|
||||
shock(user,50)
|
||||
if (istype(O, /obj/item/weapon/screwdriver))
|
||||
if (!opened)
|
||||
opened = 1
|
||||
if(linked_console)
|
||||
linked_console.linked_imprinter = null
|
||||
linked_console = null
|
||||
icon_state = "circuit_imprinter_t"
|
||||
user << "You open the maintenance hatch of [src]."
|
||||
else
|
||||
opened = 0
|
||||
icon_state = "circuit_imprinter"
|
||||
user << "You close the maintenance hatch of [src]."
|
||||
if(linked_console)
|
||||
linked_console.linked_imprinter = null
|
||||
linked_console = null
|
||||
default_deconstruction_screwdriver(user, "circuit_imprinter_t", "circuit_imprinter")
|
||||
return
|
||||
if (opened)
|
||||
if (panel_open)
|
||||
if(istype(O, /obj/item/weapon/crowbar))
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
|
||||
|
||||
@@ -44,27 +44,14 @@ Note: Must be placed within 3 tiles of the R&D Console
|
||||
if (shocked)
|
||||
shock(user,50)
|
||||
if (istype(O, /obj/item/weapon/screwdriver))
|
||||
if (!opened)
|
||||
opened = 1
|
||||
if(linked_console)
|
||||
linked_console.linked_destroy = null
|
||||
linked_console = null
|
||||
icon_state = "d_analyzer_t"
|
||||
user << "You open the maintenance hatch of [src]."
|
||||
else
|
||||
opened = 0
|
||||
icon_state = "d_analyzer"
|
||||
user << "You close the maintenance hatch of [src]."
|
||||
if(linked_console)
|
||||
linked_console.linked_destroy = null
|
||||
linked_console = null
|
||||
default_deconstruction_screwdriver(user, "d_analyzer_t", "d_analyzer")
|
||||
return
|
||||
if (opened)
|
||||
if (panel_open)
|
||||
if(istype(O, /obj/item/weapon/crowbar))
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
|
||||
M.state = 2
|
||||
M.icon_state = "box_1"
|
||||
for(var/obj/I in component_parts)
|
||||
I.loc = src.loc
|
||||
del(src)
|
||||
default_deconstruction_crowbar()
|
||||
return 1
|
||||
else
|
||||
user << "\red You can't load the [src.name] while it's opened."
|
||||
|
||||
@@ -57,30 +57,13 @@ Note: Must be placed west/left of and R&D console to function.
|
||||
if (O.is_open_container())
|
||||
return 1
|
||||
if (istype(O, /obj/item/weapon/screwdriver))
|
||||
if (!opened)
|
||||
opened = 1
|
||||
if(linked_console)
|
||||
linked_console.linked_lathe = null
|
||||
linked_console = null
|
||||
icon_state = "protolathe_t"
|
||||
user << "You open the maintenance hatch of [src]."
|
||||
else
|
||||
opened = 0
|
||||
icon_state = "protolathe"
|
||||
user << "You close the maintenance hatch of [src]."
|
||||
if(linked_console)
|
||||
linked_console.linked_lathe = null
|
||||
linked_console = null
|
||||
default_deconstruction_screwdriver(user, "protolathe_t", "protolathe")
|
||||
return
|
||||
if (opened)
|
||||
if (panel_open)
|
||||
if(istype(O, /obj/item/weapon/crowbar))
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
|
||||
M.state = 2
|
||||
M.icon_state = "box_1"
|
||||
for(var/obj/I in component_parts)
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
|
||||
reagents.trans_to(I, reagents.total_volume)
|
||||
if(I.reliability != 100 && crit_fail)
|
||||
I.crit_fail = 1
|
||||
I.loc = src.loc
|
||||
if(m_amount >= 3750)
|
||||
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
|
||||
G.amount = round(m_amount / G.perunit)
|
||||
@@ -108,7 +91,7 @@ Note: Must be placed west/left of and R&D console to function.
|
||||
if(adamantine_amount >= 2000)
|
||||
var/obj/item/stack/sheet/mineral/adamantine/G = new /obj/item/stack/sheet/mineral/adamantine(src.loc)
|
||||
G.amount = round(adamantine_amount / G.perunit)
|
||||
del(src)
|
||||
default_deconstruction_crowbar()
|
||||
return 1
|
||||
else
|
||||
user << "\red You can't load the [src.name] while it's opened."
|
||||
|
||||
@@ -99,7 +99,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
|
||||
|
||||
/obj/machinery/computer/rdconsole/proc/SyncRDevices() //Makes sure it is properly sync'ed up with the devices attached to it (if any).
|
||||
for(var/obj/machinery/r_n_d/D in oview(3,src))
|
||||
if(D.linked_console != null || D.disabled || D.opened)
|
||||
if(D.linked_console != null || D.disabled || D.panel_open)
|
||||
continue
|
||||
if(istype(D, /obj/machinery/r_n_d/destructive_analyzer))
|
||||
if(linked_destroy == null)
|
||||
|
||||
@@ -17,7 +17,6 @@
|
||||
var/hack_wire
|
||||
var/disable_wire
|
||||
var/shock_wire
|
||||
var/opened = 0
|
||||
var/obj/machinery/computer/rdconsole/linked_console
|
||||
|
||||
/obj/machinery/r_n_d/New()
|
||||
@@ -53,7 +52,7 @@
|
||||
/obj/machinery/r_n_d/attack_hand(mob/user as mob)
|
||||
if (shocked)
|
||||
shock(user,50)
|
||||
if(opened)
|
||||
if(panel_open)
|
||||
var/dat as text
|
||||
dat += "[src.name] Wires:<BR>"
|
||||
for(var/wire in src.wires)
|
||||
|
||||
@@ -19,8 +19,8 @@
|
||||
component_parts = list()
|
||||
component_parts += new /obj/item/weapon/circuitboard/rdserver(src)
|
||||
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src, 1)
|
||||
component_parts += new /obj/item/weapon/cable_coil(src, 1)
|
||||
RefreshParts()
|
||||
src.initialize(); //Agouri
|
||||
|
||||
@@ -131,27 +131,12 @@
|
||||
if (shocked)
|
||||
shock(user,50)
|
||||
if (istype(O, /obj/item/weapon/screwdriver))
|
||||
if (!opened)
|
||||
opened = 1
|
||||
icon_state = "server_o"
|
||||
user << "You open the maintenance hatch of [src]."
|
||||
else
|
||||
opened = 0
|
||||
icon_state = "server"
|
||||
user << "You close the maintenance hatch of [src]."
|
||||
default_deconstruction_screwdriver(user, "server_o", "server")
|
||||
return
|
||||
if (opened)
|
||||
if (panel_open)
|
||||
if(istype(O, /obj/item/weapon/crowbar))
|
||||
griefProtection()
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
|
||||
M.state = 2
|
||||
M.icon_state = "box_1"
|
||||
for(var/obj/I in component_parts)
|
||||
if(I.reliability != 100 && crit_fail)
|
||||
I.crit_fail = 1
|
||||
I.loc = src.loc
|
||||
del(src)
|
||||
default_deconstruction_crowbar()
|
||||
return 1
|
||||
|
||||
/obj/machinery/r_n_d/server/attack_hand(mob/user as mob) // I guess only exists to stop ninjas or hell does it even work I dunno. See also ninja gloves.
|
||||
|
||||
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Reference in New Issue
Block a user