BEEPSKY FASHION
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@@ -0,0 +1,75 @@
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//similar to dog_fashion, but for beepsky, who has far more refined fashion tastes
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/datum/beepsky_fashion
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var/name
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var/desc
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var/icon_file = 'icons/mob/secbot_head.dmi'
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var/obj_icon_state
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var/obj_alpha
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var/obj_color
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//emotes
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var/death_emote
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var/capture_one
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var/capture_two
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var/infraction
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var/taunt
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var/attack_one
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var/attack_two
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/datum/beepsky_fashion/proc/get_overlay(var/dir)
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if(icon_file && obj_icon_state)
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var/image/beepsky_overlay = image(icon_file, obj_icon_state, dir = dir)
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beepsky_overlay.alpha = obj_alpha
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beepsky_overlay.color = obj_color
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return beepsky_overlay
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/datum/beepsky_fashion/proc/apply(mob/living/simple_animal/bot/secbot/beepers) //set the emote depending on the fashion datum, if nothing set, turn it back to how it was initially
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//assume name and description is always set, because otherwise, what would be the point of beepsky fashion?
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src.name = name
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src.desc = desc
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if(death_emote)
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beepers.death_emote = death_emote
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else
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beepers.death_emote = initial(beepers.death_emote)
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if(capture_one)
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beepers.capture_one = capture_one
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else
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beepers.capture_one = initial(beepers.capture_one)
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if(capture_two)
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beepers.capture_two = capture_two
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else
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beepers.capture_two = initial(beepers.capture_two)
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if(infraction)
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beepers.infraction = infraction
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else
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beepers.infraction = initial(beepers.infraction)
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if(infraction)
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beepers.taunt = taunt
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else
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beepers.taunt = initial(beepers.taunt)
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if(attack_one)
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beepers.attack_one = attack_one
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else
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beepers.attack_one = initial(beepers.attack_one)
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if(attack_two)
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beepers.attack_two = attack_two
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else
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beepers.attack_two = initial(beepers.attack_two)
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//actual fashions from here on out
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/datum/beepsky_fashion/wizard
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name = "Archmage Beepsky"
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desc = "A secbot stolen from the wizard federation."
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death_emote = "BOT casts EI NATH on themselves!"
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capture_one = "BOT is casting cable ties on CRIMINAL!"
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capture_two = "BOT is casting cable ties on you!"
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infraction = "Magical disturbance of magnitude THREAT_LEVEL detected!"
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attack_one = "BOT casts magic missile on CRIMINAL!"
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attack_two = "BOT casts magic missile on you!"
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@@ -38,7 +38,6 @@
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corgI.color = obj_color
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return corgI
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/datum/dog_fashion/head
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icon_file = 'icons/mob/corgi_head.dmi'
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@@ -53,7 +52,6 @@
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name = "Sous chef REAL_NAME"
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desc = "Your food will be taste-tested. All of it."
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/datum/dog_fashion/head/captain
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name = "Captain REAL_NAME"
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desc = "Probably better than the last captain."
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@@ -8,6 +8,7 @@
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var/blockTracking = 0 //For AI tracking
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var/can_toggle = null
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dynamic_hair_suffix = "+generic"
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var/datum/beepsky_fashion/beepsky_fashion //the associated datum for applying this hat to a secbot
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/obj/item/clothing/head/Initialize()
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. = ..()
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@@ -116,6 +116,7 @@
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icon_state = "wizard"
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dog_fashion = /datum/dog_fashion/head/blue_wizard
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beepsky_fashion = /datum/beepsky_fashion/wizard
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/obj/item/clothing/head/collectable/hardhat
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name = "collectable hard hat"
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@@ -9,6 +9,7 @@
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equip_delay_other = 50
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resistance_flags = FIRE_PROOF | ACID_PROOF
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dog_fashion = /datum/dog_fashion/head/blue_wizard
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beepsky_fashion = /datum/beepsky_fashion/wizard
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var/magic_flags = SPELL_WIZARD_HAT
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/obj/item/clothing/head/wizard/ComponentInitialize()
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@@ -33,6 +33,17 @@
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var/check_records = TRUE //Does it check security records?
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var/arrest_type = FALSE //If true, don't handcuff
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var/obj/item/clothing/head/bot_hat
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//emotes (BOT is replaced with bot name, CRIMINAL with criminal name, THREAT_LEVEL with threat level)
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var/death_emote = "BOT blows apart!"
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var/capture_one = "BOT is trying to put zipties on CRIMINAL!"
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var/capture_two = "BOT is trying to put zipties on you!"
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var/infraction = "Level THREAT_LEVEL infraction alert!"
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var/taunt = "<b>BOT</b> points at CRIMINAL!"
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var/attack_one = "BOT has stunned CRIMINAL!"
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var/attack_two = "BOT has stunned you!"
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/mob/living/simple_animal/bot/secbot/beepsky
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name = "Officer Beep O'sky"
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desc = "It's Officer Beep O'sky! Powered by a potato and a shot of whiskey."
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@@ -49,6 +60,34 @@
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resize = 0.8
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update_transform()
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/mob/living/simple_animal/bot/secbot/proc/process_emote(var/emote_type, var/atom/criminal, var/threat)
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var/emote = "The continuity of space itself collapses around [src]. You should probably report that to someone higher up."
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switch(emote_type)
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if("DEATH")
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emote = death_emote
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if("CAPTURE_ONE")
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emote = capture_one
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if("CAPTURE_TWO")
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emote = capture_two
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if("INFRACTION")
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emote = infraction
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if("TAUNT")
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emote = taunt
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if("ATTACK_PME")
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emote = attack_one
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if("ATTACK_TWO")
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emote = attack_two
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//now replace pieces of the text with the information we have
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if(!taunt)
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emote = replacetext(emote, "BOT", name)
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else
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emote = replacetext(emote, "BOT", "<b>[name]</b>") //needs to be bold if its a taunt
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if(criminal)
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emote = replacetext(emote, "CRIMINAL", criminal.name)
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if(threat)
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emote = replacetext(emote, "THREAT_LEVEL", threat)
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return emote
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/mob/living/simple_animal/bot/secbot/beepsky/explode()
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var/atom/Tsec = drop_location()
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@@ -185,11 +224,38 @@ Auto Patrol: []"},
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..()
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if(istype(W, /obj/item/weldingtool) && user.a_intent != INTENT_HARM) // Any intent but harm will heal, so we shouldn't get angry.
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return
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if(istype(W, /obj/item/clothing/head))
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attempt_place_on_head(user, W)
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return
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if(!istype(W, /obj/item/screwdriver) && (W.force) && (!target) && (W.damtype != STAMINA) ) // Added check for welding tool to fix #2432. Welding tool behavior is handled in superclass.
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retaliate(user)
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if(special_retaliate_after_attack(user))
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return
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/mob/living/simple_animal/bot/secbot/proc/attempt_place_on_head(mob/user, obj/item/clothing/head/H)
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if(user && !user.temporarilyRemoveItemFromInventory(H))
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to_chat(user, "<span class='warning'>\The [H] is stuck to your hand, you cannot put it on [src]'s head!</span>")
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return
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if(bot_hat)
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to_chat("<span class='warning'>\[src] already has a hat, and the laws of physics disallow him from wearing a second!</span>")
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if(H.beepsky_fashion)
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bot_hat = H
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H.forceMove(src)
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else
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to_chat(user, "<span class='warning'>You set [H] on [src]'s head, but it falls off!</span>")
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H.forceMove(drop_location())
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/mob/living/simple_animal/bot/secbot/proc/update_beepsky_fluff()
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var/datum/beepsky_fashion/BF = new bot_hat.beepsky_fashion
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if(BF)
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BF.apply(src)
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/mob/living/simple_animal/bot/secbot/regenerate_icons()
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..()
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if(bot_hat)
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update_beepsky_fluff()
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add_overlay(bot_hat.beepsky_fashion.get_overlay())
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/mob/living/simple_animal/bot/secbot/emag_act(mob/user)
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. = ..()
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if(emagged == 2)
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@@ -233,8 +299,8 @@ Auto Patrol: []"},
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/mob/living/simple_animal/bot/secbot/proc/cuff(mob/living/carbon/C)
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mode = BOT_ARREST
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playsound(src, 'sound/weapons/cablecuff.ogg', 30, TRUE, -2)
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C.visible_message("<span class='danger'>[src] is trying to put zipties on [C]!</span>",\
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"<span class='userdanger'>[src] is trying to put zipties on you!</span>")
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C.visible_message("<span class='danger'>[process_emote("CAPTURE_ONE", C)]</span>",\
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"<span class='userdanger'>[process_emote("CAPTURE_TWO", C)]</span>")
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if(do_after(src, 60, FALSE, C))
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attempt_handcuff(C)
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@@ -267,8 +333,8 @@ Auto Patrol: []"},
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if(declare_arrests)
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var/area/location = get_area(src)
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speak("[arrest_type ? "Detaining" : "Arresting"] level [threat] scumbag <b>[C]</b> in [location].", radio_channel)
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C.visible_message("<span class='danger'>[src] has stunned [C]!</span>",\
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"<span class='userdanger'>[src] has stunned you!</span>")
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C.visible_message("<span class='danger'>[process_emote("ATTACK_ONE", C)]</span>",\
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"<span class='userdanger'>[process_emote("ATTACK_TWO", C)]</span>")
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/mob/living/simple_animal/bot/secbot/handle_automated_action()
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if(!..())
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@@ -391,9 +457,9 @@ Auto Patrol: []"},
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else if(threatlevel >= 4)
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target = C
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oldtarget_name = C.name
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speak("Level [threatlevel] infraction alert!")
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speak(process_emote("INFRACTION", target, threatlevel))
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playsound(loc, pick('sound/voice/beepsky/criminal.ogg', 'sound/voice/beepsky/justice.ogg', 'sound/voice/beepsky/freeze.ogg'), 50, FALSE)
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visible_message("<b>[src]</b> points at [C.name]!")
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visible_message(process_emote("TAUNT", target, threatlevel))
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mode = BOT_HUNT
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INVOKE_ASYNC(src, .proc/handle_automated_action)
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break
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@@ -408,7 +474,7 @@ Auto Patrol: []"},
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/mob/living/simple_animal/bot/secbot/explode()
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walk_to(src,0)
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visible_message("<span class='boldannounce'>[src] blows apart!</span>")
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visible_message("<span class='boldannounce'>[process_emote("DEATH")]</span>")
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var/atom/Tsec = drop_location()
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var/obj/item/bot_assembly/secbot/Sa = new (Tsec)
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Binary file not shown.
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After Width: | Height: | Size: 364 B |
@@ -352,6 +352,7 @@
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#include "code\datums\ai_laws.dm"
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#include "code\datums\armor.dm"
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#include "code\datums\beam.dm"
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#include "code\datums\beepsky_fashion.dm"
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#include "code\datums\browser.dm"
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#include "code\datums\callback.dm"
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#include "code\datums\chatmessage.dm"
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