initial commit - cross reference with 5th port - obviously has compile errors
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@@ -0,0 +1,189 @@
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var/list/total_extraction_beacons = list()
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/obj/item/weapon/extraction_pack
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name = "fulton material extraction pack"
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desc = "A balloon that can be used to extract a target to a Fulton Recovery Beacon. Anything not bolted down can be moved. Link the pack to a beacon by using the pack in hand."
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icon = 'icons/obj/fulton.dmi'
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icon_state = "extraction_pack"
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w_class = 3
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var/obj/structure/extraction_point/beacon
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var/list/beacon_networks = list("station")
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var/uses_left = 3
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var/can_use_indoors
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var/safe_for_living_creatures = 0
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/obj/item/weapon/extraction_pack/medivac
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name = "fulton medivac extraction pack"
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desc = "A specialized extraction balloon capable of safely extracting living targets."
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uses_left = 1
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safe_for_living_creatures = 1
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/obj/item/weapon/extraction_pack/examine()
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. = ..()
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usr.show_message("It has [uses_left] uses remaining.", 1)
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/obj/item/weapon/extraction_pack/attack_self(mob/user)
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var/list/possible_beacons = list()
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for(var/B in total_extraction_beacons)
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var/obj/structure/extraction_point/EP = B
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if(EP.beacon_network in beacon_networks)
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possible_beacons += EP
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if(!possible_beacons.len)
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user << "There are no extraction beacons in existance!"
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return
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else
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var/A
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A = input("Select a beacon to connect to", "Balloon Extraction Pack", A) in possible_beacons
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if(!A)
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return
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beacon = A
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/obj/item/weapon/extraction_pack/afterattack(atom/movable/A, mob/living/carbon/human/user, flag, params)
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if(!beacon)
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user << "[src] is not linked to a beacon, and cannot be used."
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return
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if(!can_use_indoors)
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var/area/area = get_area(A)
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if(!area.outdoors)
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user << "[src] can only be used on things that are outdoors!"
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return
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if(!flag)
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return
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if(!istype(A))
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return
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else
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if(!safe_for_living_creatures && check_for_living_mobs(A))
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user << "[src] is not safe for use with living creatures, they wouldn't survive the trip back!"
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return
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if(A.loc == user || A == user) // no extracting stuff you're holding in your hands/yourself
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return
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if(A.anchored)
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return
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user << "<span class='notice'>You start attaching the pack to [A]...</span>"
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if(do_after(user,50,target=A))
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user << "<span class='notice'>You attach the pack to [A] and activate it.</span>"
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uses_left--
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if(uses_left <= 0)
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user.drop_item(src)
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loc = A
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var/image/balloon
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var/image/balloon2
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var/image/balloon3
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if(istype(A, /mob/living))
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var/mob/living/M = A
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M.Weaken(16) // Keep them from moving during the duration of the extraction
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M.buckled = 0 // Unbuckle them to prevent anchoring problems
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else
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A.anchored = 1
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A.density = 0
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var/obj/effect/extraction_holder/holder_obj = new(A.loc)
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holder_obj.appearance = A.appearance
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A.loc = holder_obj
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balloon2 = image('icons/obj/fulton_balloon.dmi',"fulton_expand")
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balloon2.pixel_y = 10
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balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.overlays += balloon2
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sleep(4)
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balloon = image('icons/obj/fulton_balloon.dmi',"fulton_balloon")
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balloon.pixel_y = 10
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balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.overlays -= balloon2
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holder_obj.overlays += balloon
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playsound(holder_obj.loc, 'sound/items/fulext_deploy.wav', 50, 1, -3)
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animate(holder_obj, pixel_z = 10, time = 20)
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sleep(20)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(10)
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playsound(holder_obj.loc, 'sound/items/fultext_launch.wav', 50, 1, -3)
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animate(holder_obj, pixel_z = 1000, time = 30)
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if(istype(A, /mob/living/carbon/human))
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var/mob/living/carbon/human/L = A
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L.SetParalysis(0)
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L.drowsyness = 0
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L.sleeping = 0
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sleep(30)
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var/list/flooring_near_beacon = list()
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for(var/turf/open/floor in orange(1, beacon))
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flooring_near_beacon += floor
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holder_obj.loc = pick(flooring_near_beacon)
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animate(holder_obj, pixel_z = 10, time = 50)
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sleep(50)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(10)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(10)
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balloon3 = image('icons/obj/fulton_balloon.dmi',"fulton_retract")
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balloon3.pixel_y = 10
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balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.overlays -= balloon
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holder_obj.overlays += balloon3
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sleep(4)
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holder_obj.overlays -= balloon3
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A.anchored = 0 // An item has to be unanchored to be extracted in the first place.
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A.density = initial(A.density)
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animate(holder_obj, pixel_z = 0, time = 5)
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sleep(5)
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A.loc = holder_obj.loc
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qdel(holder_obj)
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if(uses_left <= 0)
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qdel(src)
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/obj/item/fulton_core
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name = "extraction beacon signaller"
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desc = "Emits a signal which fulton recovery devices can lock on to. Craft with metal to create a beacon."
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icon = 'icons/obj/stock_parts.dmi'
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icon_state = "subspace_amplifier"
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/datum/crafting_recipe/fulton
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name = "Fulton Recovery Beacon"
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result = /obj/structure/extraction_point
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reqs = list(/obj/item/fulton_core = 1, /obj/item/stack/sheet/metal = 5)
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time = 15
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category = CAT_MISC
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/obj/structure/extraction_point
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name = "fulton recovery beacon"
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desc = "A beacon for the fulton recovery system. Hit a beacon with a pack to link the pack to a beacon."
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icon = 'icons/obj/fulton.dmi'
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icon_state = "extraction_point"
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anchored = 1
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density = 0
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var/beacon_network = "station"
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/obj/structure/extraction_point/New()
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var/area/area_name = get_area(src)
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name += " ([rand(100,999)]) ([area_name.name])"
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total_extraction_beacons += src
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..()
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/obj/structure/extraction_point/Destroy()
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total_extraction_beacons -= src
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..()
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/obj/effect/extraction_holder
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name = "extraction holder"
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desc = "you shouldnt see this"
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var/atom/movable/stored_obj
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/obj/item/weapon/extraction_pack/proc/check_for_living_mobs(atom/A)
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if(istype(A, /mob/living))
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var/mob/living/L = A
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if(L.stat != DEAD)
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return 1
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for(var/thing in A.GetAllContents())
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if(istype(A, /mob/living))
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var/mob/living/L = A
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if(L.stat != DEAD)
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return 1
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return 0
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