Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Initialize(mapload)

This commit is contained in:
SandPoot
2022-04-09 00:03:13 -03:00
428 changed files with 8031 additions and 7608 deletions
@@ -0,0 +1,18 @@
/obj/vehicle/sealed/mecha/combat
force = 30
internals_req_access = list(ACCESS_ROBOTICS, ACCESS_SECURITY)
internal_damage_threshold = 50
armor = list(MELEE = 30, BULLET = 30, LASER = 15, ENERGY = 20, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
mouse_pointer = 'icons/mecha/mecha_mouse.dmi'
destruction_sleep_duration = 40
exit_delay = 40
/obj/vehicle/sealed/mecha/combat/restore_equipment()
mouse_pointer = 'icons/mecha/mecha_mouse.dmi'
. = ..()
/obj/vehicle/sealed/mecha/combat/proc/max_ammo() //Max the ammo stored for Nuke Ops mechs, or anyone else that calls this
for(var/obj/item/I in equipment)
if(istype(I, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/))
var/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/gun = I
gun.projectiles_cache = gun.projectiles_cache_max
@@ -0,0 +1,241 @@
/obj/vehicle/sealed/mecha/combat/durand
desc = "An aging combat exosuit utilized by the Nanotrasen corporation. Originally developed to combat hostile alien lifeforms."
name = "\improper Durand"
icon_state = "durand"
movedelay = 4
dir_in = 1 //Facing North.
max_integrity = 400
deflect_chance = 20
armor = list(MELEE = 40, BULLET = 35, LASER = 15, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 50, FIRE = 100, ACID = 100)
max_temperature = 30000
force = 40
wreckage = /obj/structure/mecha_wreckage/durand
var/obj/durand_shield/shield
/obj/vehicle/sealed/mecha/combat/durand/Initialize()
. = ..()
shield = new /obj/durand_shield(loc, src, layer, dir)
RegisterSignal(src, COMSIG_MECHA_ACTION_TRIGGER, .proc/relay)
RegisterSignal(src, COMSIG_PROJECTILE_PREHIT, .proc/prehit)
/obj/vehicle/sealed/mecha/combat/durand/Destroy()
if(shield)
QDEL_NULL(shield)
return ..()
/obj/vehicle/sealed/mecha/combat/durand/generate_actions()
. = ..()
initialize_passenger_action_type(/datum/action/vehicle/sealed/mecha/mech_defense_mode)
/obj/vehicle/sealed/mecha/combat/durand/process()
. = ..()
if(defense_mode && !use_power(100)) //Defence mode can only be on with a occupant so we check if one of them can toggle it and toggle
for(var/O in occupants)
var/mob/living/occupant = O
var/datum/action/action = LAZYACCESSASSOC(occupant_actions, occupant, /datum/action/vehicle/sealed/mecha/mech_defense_mode)
if(action)
INVOKE_ASYNC(action, /datum/action.proc/Trigger)
break
/obj/vehicle/sealed/mecha/combat/durand/Move(direction)
. = ..()
if(shield)
shield.forceMove(loc)
shield.setDir(dir)
/obj/vehicle/sealed/mecha/combat/durand/forceMove(turf/T)
. = ..()
shield.forceMove(T)
/obj/vehicle/sealed/mecha/combat/durand/mob_exit(mob/M, silent, randomstep, forced)
if(defense_mode)
var/datum/action/action = LAZYACCESSASSOC(occupant_actions, M, /datum/action/vehicle/sealed/mecha/mech_defense_mode)
if(action)
INVOKE_ASYNC(action, /datum/action.proc/Trigger, FALSE)
return ..()
///Relays the signal from the action button to the shield, and creates a new shield if the old one is MIA.
/obj/vehicle/sealed/mecha/combat/durand/proc/relay(datum/source, mob/owner, list/signal_args)
SIGNAL_HANDLER
if(!shield) //if the shield somehow got deleted
stack_trace("Durand triggered relay without a shield")
shield = new /obj/durand_shield(loc, src, layer)
shield.setDir(dir)
SEND_SIGNAL(shield, COMSIG_MECHA_ACTION_TRIGGER, owner, signal_args)
//Redirects projectiles to the shield if defense_check decides they should be blocked and returns true.
/obj/vehicle/sealed/mecha/combat/durand/proc/prehit(obj/item/projectile/source, list/signal_args)
if(defense_check(source.loc) && shield)
signal_args[2] = shield
/**Checks if defense mode is enabled, and if the attacker is standing in an area covered by the shield.
Expects a turf. Returns true if the attack should be blocked, false if not.*/
/obj/vehicle/sealed/mecha/combat/durand/proc/defense_check(turf/aloc)
if (!defense_mode || !shield || shield.switching)
return FALSE
. = FALSE
switch(dir)
if (1)
if(abs(x - aloc.x) <= (y - aloc.y) * -2)
. = TRUE
if (2)
if(abs(x - aloc.x) <= (y - aloc.y) * 2)
. = TRUE
if (4)
if(abs(y - aloc.y) <= (x - aloc.x) * -2)
. = TRUE
if (8)
if(abs(y - aloc.y) <= (x - aloc.x) * 2)
. = TRUE
return
/obj/vehicle/sealed/mecha/combat/durand/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, armor_penetration = 0)
if(defense_check(user.loc))
log_message("Attack absorbed by defense field. Attacker - [user].", LOG_MECHA, color="orange")
shield.attack_generic(user, damage_amount, damage_type, damage_flag, sound_effect, armor_penetration)
else
. = ..()
/obj/vehicle/sealed/mecha/combat/durand/blob_act(obj/structure/blob/B)
if(defense_check(B.loc))
log_message("Attack by blob. Attacker - [B].", LOG_MECHA, color="red")
log_message("Attack absorbed by defense field.", LOG_MECHA, color="orange")
shield.blob_act(B)
else
. = ..()
/obj/vehicle/sealed/mecha/combat/durand/attackby(obj/item/W as obj, mob/user as mob, params)
if(defense_check(user.loc))
log_message("Attack absorbed by defense field. Attacker - [user], with [W]", LOG_MECHA, color="orange")
shield.attackby(W, user, params)
else
. = ..()
/obj/vehicle/sealed/mecha/combat/durand/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(defense_check(AM.loc))
log_message("Impact with [AM] absorbed by defense field.", LOG_MECHA, color="orange")
shield.hitby(AM, skipcatch, hitpush, blocked, throwingdatum)
else
. = ..()
////////////////////////////
///// Shield processing ////
////////////////////////////
/**An object to take the hit for us when using the Durand's defense mode.
It is spawned in during the durand's initilization, and always stays on the same tile.
Normally invisible, until defense mode is actvated. When the durand detects an attack that should be blocked, the
attack is passed to the shield. The shield takes the damage, uses it to calculate charge cost, and then sets its
own integrity back to max. Shield is automatically dropped if we run out of power or the user gets out.*/
/obj/durand_shield //projectiles get passed to this when defense mode is enabled
name = "defense grid"
icon = 'icons/mecha/durand_shield.dmi'
icon_state = "shield_null"
invisibility = INVISIBILITY_MAXIMUM //no showing on right-click
pixel_y = 4
max_integrity = 10000
obj_integrity = 10000
anchored = TRUE
light_range = MINIMUM_USEFUL_LIGHT_RANGE
light_power = 5
light_color = COLOR_CYAN
///Our link back to the durand
var/obj/vehicle/sealed/mecha/combat/durand/chassis
///To keep track of things during the animation
var/switching = FALSE
var/currentuser
/obj/durand_shield/Initialize(mapload, _chassis, _layer, _dir)
. = ..()
chassis = _chassis
layer = _layer
setDir(_dir)
RegisterSignal(src, COMSIG_MECHA_ACTION_TRIGGER, .proc/activate)
/obj/durand_shield/Destroy()
if(chassis)
chassis.shield = null
chassis = null
return ..()
/**
*Handles activating and deactivating the shield. This proc is called by a signal sent from the mech's action button
*and relayed by the mech itself. The "forced" variabe, signal_args[1], will skip the to-pilot text and is meant for when
*the shield is disabled by means other than the action button (like running out of power)
* Arguments:
* * source: the shield
* * owner: mob that activated the shield
* * signal_args: whether it's forced
*/
/obj/durand_shield/proc/activate(datum/source, mob/owner, list/signal_args)
SIGNAL_HANDLER
currentuser = owner
if(!chassis?.occupants)
return
if(switching && !signal_args[1])
return
if(!chassis.defense_mode && (!chassis.cell || chassis.cell.charge < 100)) //If it's off, and we have less than 100 units of power
to_chat(currentuser, "[icon2html(src, currentuser)]<span class='warn'>Insufficient power; cannot activate defense mode.</span>")
return
switching = TRUE
chassis.defense_mode = !chassis.defense_mode
if(!signal_args[1])
to_chat(currentuser, "[icon2html(src, currentuser)]<span class='notice'>Defense mode [chassis.defense_mode?"enabled":"disabled"].</span>")
chassis.log_message("User has toggled defense mode -- now [chassis.defense_mode?"enabled":"disabled"].", LOG_MECHA)
else
chassis.log_message("defense mode state changed -- now [chassis.defense_mode?"enabled":"disabled"].", LOG_MECHA)
for(var/occupant in chassis.occupants)
var/datum/action/button = chassis.occupant_actions[occupant][/datum/action/vehicle/sealed/mecha/mech_defense_mode]
button.button_icon_state = "mech_defense_mode_[chassis.defense_mode ? "on" : "off"]"
button.UpdateButtonIcon()
set_light(light_range, light_power, light_color)
if(chassis.defense_mode)
invisibility = 0
flick("shield_raise", src)
playsound(src, 'sound/mecha/mech_shield_raise.ogg', 50, FALSE)
set_light(l_range = MINIMUM_USEFUL_LIGHT_RANGE , l_power = 5, l_color = "#00FFFF")
icon_state = "shield"
RegisterSignal(chassis, COMSIG_ATOM_DIR_CHANGE, .proc/resetdir)
else
flick("shield_drop", src)
playsound(src, 'sound/mecha/mech_shield_drop.ogg', 50, FALSE)
set_light(0)
icon_state = "shield_null"
invisibility = INVISIBILITY_MAXIMUM //no showing on right-click
UnregisterSignal(chassis, COMSIG_ATOM_DIR_CHANGE)
switching = FALSE
/obj/durand_shield/proc/resetdir(datum/source, olddir, newdir)
setDir(newdir)
/obj/durand_shield/take_damage()
if(!chassis)
qdel(src)
return
if(!chassis.defense_mode) //if defense mode is disabled, we're taking damage that we shouldn't be taking
return
. = ..()
flick("shield_impact", src)
if(!chassis.use_power((max_integrity - obj_integrity) * 100))
chassis.cell?.charge = 0
for(var/O in chassis.occupants)
var/mob/living/occupant = O
var/datum/action/action = LAZYACCESSASSOC(chassis.occupant_actions, occupant, /datum/action/vehicle/sealed/mecha/mech_defense_mode)
action.Trigger(FALSE)
obj_integrity = 10000
/obj/durand_shield/play_attack_sound()
playsound(src, 'sound/mecha/mech_shield_deflect.ogg', 100, TRUE)
/obj/durand_shield/bullet_act()
play_attack_sound()
. = ..()
@@ -0,0 +1,21 @@
/obj/vehicle/sealed/mecha/combat/five_stars
desc = "A state of the art tank deployed by the Spinward Stellar Coalition National Guard."
name = "\improper Tank"
icon = 'icons/mecha/mecha_96x96.dmi'
icon_state = "five_stars"
armor = list(MELEE = 100, BULLET = 50, LASER = 35, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
step_in = 4
dir_in = 1 //Facing North.
max_integrity = 800
pixel_x = -32
pixel_y = -32
/obj/vehicle/sealed/mecha/combat/five_stars/Initialize(mapload)
. = ..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/spacecops(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay(src)
ME.attach(src)
max_ammo()
@@ -0,0 +1,59 @@
/obj/vehicle/sealed/mecha/combat/gygax
desc = "A lightweight, security exosuit. Popular among private and corporate security."
name = "\improper Gygax"
icon_state = "gygax"
allow_diagonal_movement = TRUE
movedelay = 3
dir_in = 1 //Facing North.
max_integrity = 250
deflect_chance = 5
armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 25000
leg_overload_coeff = 80
force = 25
wreckage = /obj/structure/mecha_wreckage/gygax
internal_damage_threshold = 35
max_equip = 3
step_energy_drain = 3
/obj/vehicle/sealed/mecha/combat/gygax/dark
desc = "A lightweight exosuit, painted in a dark scheme. This model appears to have some modifications."
name = "\improper Dark Gygax"
icon_state = "darkgygax"
max_integrity = 300
deflect_chance = 20
armor = list(MELEE = 40, BULLET = 40, LASER = 50, ENERGY = 35, BOMB = 20, BIO = 0, RAD =20, FIRE = 100, ACID = 100)
max_temperature = 35000
leg_overload_coeff = 70
force = 30
operation_req_access = list(ACCESS_SYNDICATE)
internals_req_access = list(ACCESS_SYNDICATE)
wreckage = /obj/structure/mecha_wreckage/gygax/dark
max_equip = 5
destruction_sleep_duration = 20
/obj/vehicle/sealed/mecha/combat/gygax/dark/loaded/Initialize()
. = ..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/thrusters/ion(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay
ME.attach(src)
max_ammo()
/obj/vehicle/sealed/mecha/combat/gygax/dark/add_cell(obj/item/stock_parts/cell/C=null)
if(C)
C.forceMove(src)
cell = C
return
cell = new /obj/item/stock_parts/cell/bluespace(src)
/obj/vehicle/sealed/mecha/combat/gygax/generate_actions()
. = ..()
initialize_passenger_action_type(/datum/action/vehicle/sealed/mecha/mech_overload_mode)
@@ -0,0 +1,167 @@
/obj/vehicle/sealed/mecha/combat/honker
desc = "Produced by \"Tyranny of Honk, INC\", this exosuit is designed as heavy clown-support. Used to spread the fun and joy of life. HONK!"
name = "\improper H.O.N.K"
icon_state = "honker"
movedelay = 3
max_integrity = 140
deflect_chance = 60
internal_damage_threshold = 60
armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 25000
operation_req_access = list(ACCESS_THEATRE)
internals_req_access = list(ACCESS_ROBOTICS, ACCESS_THEATRE)
wreckage = /obj/structure/mecha_wreckage/honker
mecha_flags = CANSTRAFE | IS_ENCLOSED | HAS_LIGHTS
max_equip = 3
var/squeak = TRUE
/obj/vehicle/sealed/mecha/combat/honker/get_stats_part(mob/user)
var/integrity = obj_integrity/max_integrity*100
var/cell_charge = get_charge()
var/datum/gas_mixture/int_tank_air = internal_tank.return_air()
var/tank_pressure = internal_tank ? round(int_tank_air.return_pressure(),0.01) : "None"
var/tank_temperature = internal_tank ? int_tank_air.return_temperature() : "Unknown"
var/cabin_pressure = round(return_pressure(),0.01)
var/output = {"[report_internal_damage()]
[integrity<30?"<font color='red'><b>DAMAGE LEVEL CRITICAL</b></font><br>":null]
[internal_damage&MECHA_INT_TEMP_CONTROL?"<font color='red'><b>CLOWN SUPPORT SYSTEM MALFUNCTION</b></font><br>":null]
[internal_damage&MECHA_INT_TANK_BREACH?"<font color='red'><b>GAS TANK HONK</b></font><br>":null]
[internal_damage&MECHA_INT_CONTROL_LOST?"<font color='red'><b>HONK-A-DOODLE</b></font> - <a href='?src=[REF(src)];repair_int_control_lost=1'>Recalibrate</a><br>":null]
<b>IntegriHONK: </b> [integrity]%<br>
<b>PowerHONK charge: </b>[isnull(cell_charge)?"No power cell installed":"[cell.percent()]%"]<br>
<b>Air source: </b>[use_internal_tank?"Internal Airtank":"Environment"]<br>
<b>AirHONK pressure: </b>[tank_pressure]kPa<br>
<b>AirHONK temperature: </b>[tank_temperature]&deg;K|[tank_temperature - T0C]&deg;C<br>
<b>HONK pressure: </b>[cabin_pressure>WARNING_HIGH_PRESSURE ? "<font color='red'>[cabin_pressure]</font>": cabin_pressure]kPa<br>
<b>HONK temperature: </b> [return_temperature()]&deg;K|[return_temperature() - T0C]&deg;C<br>
<b>Lights: </b>[(mecha_flags & LIGHTS_ON)?"on":"off"]<br>
[dna_lock?"<b>DNA-locked:</b><br> <span style='font-size:10px;letter-spacing:-1px;'>[dna_lock]</span> \[<a href='?src=[REF(src)];reset_dna=1'>Reset</a>\]<br>":null]
"}
return output
/obj/vehicle/sealed/mecha/combat/honker/get_stats_html(mob/user)
var/output = {"<html>
<head>
<meta http-equiv='Content-Type' content='text/html; charset=UTF-8'>
<title>[src.name] data</title>
<style>
body {color: #00ff00; background: #32CD32; font-family:"Courier",monospace; font-size: 12px;}
hr {border: 1px solid #0f0; color: #fff; background-color: #000;}
a {padding:2px 5px;;color:#0f0;}
.wr {margin-bottom: 5px;}
.header {cursor:pointer;}
.open, .closed {background: #32CD32; color:#000; padding:1px 2px;}
.links a {margin-bottom: 2px;padding-top:3px;}
.visible {display: block;}
.hidden {display: none;}
</style>
<script language='javascript' type='text/javascript'>
[js_byjax]
[js_dropdowns]
function SSticker() {
setInterval(function(){
window.location='byond://?src=[REF(src)]&update_content=1';
document.body.style.color = get_rand_color_string();
document.body.style.background = get_rand_color_string();
}, 1000);
}
function get_rand_color_string() {
var color = new Array;
for(var i=0;i<3;i++){
color.push(Math.floor(Math.random()*255));
}
return "rgb("+color.toString()+")";
}
window.onload = function() {
dropdowns();
SSticker();
}
</script>
</head>
<body>
<div id='content'>
[src.get_stats_part(user)]
</div>
<div id='eq_list'>
[src.get_equipment_list()]
</div>
<hr>
<div id='commands'>
[src.get_commands()]
</div>
</body>
</html>
"}
return output
/obj/vehicle/sealed/mecha/combat/honker/get_commands()
var/output = {"<div class='wr'>
<div class='header'>Sounds of HONK:</div>
<div class='links'>
<a href='?src=[REF(src)];play_sound=sadtrombone'>Sad Trombone</a>
<a href='?src=[REF(src)];play_sound=bikehorn'>Bike Horn</a>
<a href='?src=[REF(src)];play_sound=airhorn2'>Air Horn</a>
<a href='?src=[REF(src)];play_sound=carhorn'>Car Horn</a>
<a href='?src=[REF(src)];play_sound=party_horn'>Party Horn</a>
<a href='?src=[REF(src)];play_sound=reee'>Reee</a>
<a href='?src=[REF(src)];play_sound=weeoo1'>Siren</a>
<a href='?src=[REF(src)];play_sound=hiss1'>Hissing Creature</a>
<a href='?src=[REF(src)];play_sound=armbomb'>Armed Grenade</a>
<a href='?src=[REF(src)];play_sound=saberon'>Energy Sword</a>
<a href='?src=[REF(src)];play_sound=airlock_alien_prying'>Airlock Prying</a>
<a href='?src=[REF(src)];play_sound=lightningbolt'>Lightning Bolt</a>
<a href='?src=[REF(src)];play_sound=explosionfar'>Distant Explosion</a>
</div>
</div>
"}
output += ..()
return output
/obj/vehicle/sealed/mecha/combat/honker/get_equipment_list()
if(!LAZYLEN(equipment))
return
var/output = "<b>Honk-ON-Systems:</b><div style=\"margin-left: 15px;\">"
for(var/obj/item/mecha_parts/mecha_equipment/MT in equipment)
output += "<div id='[REF(MT)]'>[MT.get_equip_info()]</div>"
output += "</div>"
return output
/obj/vehicle/sealed/mecha/combat/honker/play_stepsound()
if(squeak)
playsound(src, "clownstep", 70, 1)
squeak = !squeak
/obj/vehicle/sealed/mecha/combat/honker/Topic(href, href_list)
..()
if (href_list["play_sound"])
switch(href_list["play_sound"])
if("sadtrombone")
playsound(src, 'sound/misc/sadtrombone.ogg', 50)
if("bikehorn")
playsound(src, 'sound/items/bikehorn.ogg', 50)
if("airhorn2")
playsound(src, 'sound/items/airhorn2.ogg', 40) //soundfile has higher than average volume
if("carhorn")
playsound(src, 'sound/items/carhorn.ogg', 80) //soundfile has lower than average volume
if("party_horn")
playsound(src, 'sound/items/party_horn.ogg', 50)
if("reee")
playsound(src, 'sound/effects/reee.ogg', 50)
if("weeoo1")
playsound(src, 'sound/items/weeoo1.ogg', 50)
if("hiss1")
playsound(src, 'sound/voice/hiss1.ogg', 50)
if("armbomb")
playsound(src, 'sound/weapons/armbomb.ogg', 50)
if("saberon")
playsound(src, 'sound/weapons/saberon.ogg', 50)
if("airlock_alien_prying")
playsound(src, 'sound/machines/airlock_alien_prying.ogg', 50)
if("lightningbolt")
playsound(src, 'sound/magic/lightningbolt.ogg', 50)
if("explosionfar")
playsound(src, 'sound/effects/explosionfar.ogg', 50)
return
@@ -0,0 +1,97 @@
/obj/vehicle/sealed/mecha/combat/marauder
desc = "Heavy-duty, combat exosuit, developed after the Durand model. Rarely found among civilian populations."
name = "\improper Marauder"
icon_state = "marauder"
movedelay = 5
max_integrity = 500
deflect_chance = 25
armor = list(MELEE = 50, BULLET = 55, LASER = 40, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 60, FIRE = 100, ACID = 100)
max_temperature = 60000
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
operation_req_access = list(ACCESS_CENT_SPECOPS)
internals_req_access = list(ACCESS_CENT_SPECOPS)
wreckage = /obj/structure/mecha_wreckage/marauder
mecha_flags = CANSTRAFE | IS_ENCLOSED | HAS_LIGHTS
internal_damage_threshold = 25
force = 45
max_equip = 5
bumpsmash = TRUE
/obj/vehicle/sealed/mecha/combat/marauder/generate_actions()
. = ..()
initialize_passenger_action_type(/datum/action/vehicle/sealed/mecha/mech_smoke)
initialize_passenger_action_type(/datum/action/vehicle/sealed/mecha/mech_zoom)
/obj/vehicle/sealed/mecha/combat/marauder/loaded/Initialize(mapload)
. = ..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/thrusters/ion(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/energy/pulse(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster(src)
ME.attach(src)
max_ammo()
/obj/vehicle/sealed/mecha/combat/marauder/seraph
desc = "Heavy-duty, command-type exosuit. This is a custom model, utilized only by high-ranking military personnel."
name = "\improper Seraph"
icon_state = "seraph"
operation_req_access = list(ACCESS_CENT_SPECOPS)
internals_req_access = list(ACCESS_CENT_SPECOPS)
movedelay = 3
max_integrity = 550
wreckage = /obj/structure/mecha_wreckage/seraph
internal_damage_threshold = 20
force = 55
max_equip = 6
/obj/vehicle/sealed/mecha/combat/marauder/seraph/Initialize(mapload)
. = ..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/thrusters/ion(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/energy/pulse(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/teleporter(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster(src)
ME.attach(src)
max_ammo()
/obj/vehicle/sealed/mecha/combat/marauder/mauler
desc = "Heavy-duty, combat exosuit, developed off of the existing Marauder model."
name = "\improper Mauler"
icon_state = "mauler"
operation_req_access = list(ACCESS_SYNDICATE)
internals_req_access = list(ACCESS_SYNDICATE)
wreckage = /obj/structure/mecha_wreckage/mauler
max_equip = 6
destruction_sleep_duration = 20
/obj/vehicle/sealed/mecha/combat/marauder/mauler/Initialize(mapload)
. = ..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/thrusters/ion(src)
ME.attach(src)
/obj/vehicle/sealed/mecha/combat/marauder/mauler/loaded/Initialize(mapload)
. = ..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster(src)
ME.attach(src)
max_ammo()
@@ -0,0 +1,36 @@
/obj/vehicle/sealed/mecha/medical/medigax
desc = "A Gygax with it's actuator overload stripped and a slick white paint scheme, for medical use, These exosuits are developed and produced by Vey-Med. (&copy; All rights reserved)."
name = "\improper Medical Gygax"
icon_state = "medigax"
allow_diagonal_movement = TRUE
movedelay = 2
dir_in = 1 //Facing North.
max_integrity = 250
deflect_chance = 15
armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 25000
wreckage = /obj/structure/mecha_wreckage/odysseus
internal_damage_threshold = 35
step_energy_drain = 6
infra_luminosity = 6
internals_req_access = list(ACCESS_ROBOTICS, ACCESS_MEDICAL)
/obj/vehicle/sealed/mecha/medical/medigax/moved_inside(mob/living/carbon/human/H)
. = ..()
if(.)
var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
hud.add_hud_to(H)
/obj/vehicle/sealed/mecha/medical/medigax/remove_occupant(mob/M)
if(isliving(M))
var/mob/living/L = M
var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
hud.remove_hud_from(L)
return ..()
/obj/vehicle/sealed/mecha/medical/medigax/mmi_moved_inside(obj/item/mmi/M, mob/user)
. = ..()
if(.)
var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
var/mob/living/brain/B = M.brainmob
hud.add_hud_to(B)
@@ -0,0 +1,102 @@
/obj/vehicle/sealed/mecha/combat/neovgre
name = "Neovgre, the Anima Bulwark"
desc = "Nezbere's most powerful creation, a mighty war machine of unmatched power said to have ended wars in a single night. Armed with a heavy laser and a tesla sphere generator. Requires a pilot and a gunner."
icon = 'icons/mecha/neovgre.dmi'
icon_state = "neovgre"
max_integrity = 500 //This is THE ratvarian superweaon, its deployment is an investment
armor = list(MELEE = 50, BULLET = 40, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) //Its similar to the clockwork armour albeit with a few buffs becuase RATVARIAN SUPERWEAPON!!
force = 50 //SMASHY SMASHY!!
movedelay = 3
internal_damage_threshold = 0
pixel_x = -16
layer = ABOVE_MOB_LAYER
var/breach_time = 100 //ten seconds till all goes to shit
var/recharge_rate = 100
internals_req_access = list()
wreckage = /obj/structure/mecha_wreckage/durand/neovgre
stepsound = 'sound/mecha/neostep2.ogg'
turnsound = 'sound/mecha/powerloader_step.ogg'
max_occupants = 2
//override this proc if you need to split up mecha control between multiple people (see savannah_ivanov.dm)
/obj/vehicle/sealed/mecha/combat/neovgre/auto_assign_occupant_flags(mob/M)
if(driver_amount() < max_drivers)
add_control_flags(M, VEHICLE_CONTROL_DRIVE|VEHICLE_CONTROL_SETTINGS)
else
add_control_flags(M, VEHICLE_CONTROL_MELEE|VEHICLE_CONTROL_EQUIPMENT)
/obj/vehicle/sealed/mecha/combat/neovgre/mob_exit(mob/M, silent, forced)
if(forced)
..()
/obj/vehicle/sealed/mecha/combat/neovgre/MouseDrop_T(mob/M, mob/user)
if(!is_servant_of_ratvar(user))
to_chat(user, "<span class='neovgre'>BEGONE HEATHEN!</span>")
return
else
..()
/obj/vehicle/sealed/mecha/combat/neovgre/moved_inside(mob/living/carbon/human/H)
var/list/Itemlist = H.get_contents()
for(var/obj/item/clockwork/slab/W in Itemlist)
to_chat(H, "<span class='brass'>You safely store [W] inside [src].</span>")
qdel(W)
. = ..()
/obj/vehicle/sealed/mecha/combat/neovgre/obj_destruction()
for(var/mob/M in src)
to_chat(M, "<span class='brass'>You are consumed by the fires raging within Neovgre...</span>")
M.dust()
playsound(src, 'sound/effects/neovgre_exploding.ogg', 100, 0)
src.visible_message("<span class = 'userdanger'>The reactor has gone critical, its going to blow!</span>")
addtimer(CALLBACK(src,.proc/go_critical),breach_time)
/obj/vehicle/sealed/mecha/combat/neovgre/proc/go_critical()
explosion(get_turf(loc), 3, 5, 10, 20, 30)
Destroy(src)
/obj/vehicle/sealed/mecha/combat/neovgre/container_resist(mob/living/user)
to_chat(user, "<span class='brass'>Neovgre requires a lifetime commitment friend, no backing out now!</span>")
return
/obj/vehicle/sealed/mecha/combat/neovgre/process()
..()
if(!obj_integrity) //Integrity is zero but we would heal out of that state if we went into this before it recognises it being zero
return
if(GLOB.ratvar_awakens) // At this point only timley intervention by lord singulo could hope to stop the superweapon
cell.charge = INFINITY
max_integrity = INFINITY
obj_integrity = max_integrity
else
if(cell.charge < cell.maxcharge)
for(var/obj/effect/clockwork/sigil/transmission/T in range(SIGIL_ACCESS_RANGE, src))
var/delta = min(recharge_rate, cell.maxcharge - cell.charge)
if (get_clockwork_power() >= delta)
cell.charge += delta
adjust_clockwork_power(-delta)
if(obj_integrity < max_integrity && istype(loc, /turf/open/floor/clockwork))
obj_integrity += min(max_integrity - obj_integrity, max_integrity / 200)
/obj/vehicle/sealed/mecha/combat/neovgre/Initialize(mapload)
.=..()
GLOB.neovgre_exists ++
var/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy/neovgre/N = new
N.attach(src)
var/obj/item/mecha_parts/mecha_equipment/weapon/energy/tesla/shocking = new
shocking.attach(src)
/obj/structure/mecha_wreckage/durand/neovgre
name = "\improper Neovgre wreckage?"
desc = "On closer inspection this looks like the wreck of a durand with some spraypainted cardboard duct taped to it!"
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy/neovgre
equip_cooldown = 8 //Rapid fire heavy laser cannon, simple yet elegant
energy_drain = 30
name = "Arbiter Laser Cannon"
desc = "Please re-attach this to neovgre and stop asking questions about why it looks like a normal Nanotrasen issue Solaris laser cannon - Nezbere"
fire_sound = 'sound/weapons/neovgre_laser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy/neovgre/can_attach(obj/vehicle/sealed/mecha/combat/neovgre/M)
if(istype(M))
return 1
return 0
@@ -0,0 +1,21 @@
/obj/vehicle/sealed/mecha/combat/phazon
desc = "This is a Phazon exosuit. The pinnacle of scientific research and pride of Nanotrasen, it uses cutting edge bluespace technology and expensive materials."
name = "\improper Phazon"
icon_state = "phazon"
movedelay = 2
dir_in = 2 //Facing South.
step_energy_drain = 3
max_integrity = 200
deflect_chance = 30
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 50, FIRE = 100, ACID = 100)
max_temperature = 25000
wreckage = /obj/structure/mecha_wreckage/phazon
internal_damage_threshold = 25
force = 15
max_equip = 3
phase_state = "phazon-phase"
/obj/vehicle/sealed/mecha/combat/phazon/generate_actions()
. = ..()
initialize_passenger_action_type(/datum/action/vehicle/sealed/mecha/mech_toggle_phasing)
initialize_passenger_action_type(/datum/action/vehicle/sealed/mecha/mech_switch_damtype)
@@ -0,0 +1,27 @@
/obj/vehicle/sealed/mecha/combat/reticence
desc = "A silent, fast, and nigh-invisible miming exosuit. Popular among mimes and mime assassins."
name = "\improper reticence"
icon_state = "reticence"
movedelay = 2
dir_in = 1 //Facing North.
max_integrity = 100
deflect_chance = 3
armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 15000
wreckage = /obj/structure/mecha_wreckage/reticence
operation_req_access = list(ACCESS_THEATRE)
internals_req_access = list(ACCESS_ROBOTICS, ACCESS_THEATRE)
mecha_flags = CANSTRAFE | IS_ENCLOSED | HAS_LIGHTS
internal_damage_threshold = 25
max_equip = 2
step_energy_drain = 3
color = "#87878715"
stepsound = null
turnsound = null
/obj/vehicle/sealed/mecha/combat/reticence/loaded/Initialize(mapload)
. = ..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/silenced
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/rcd //HAHA IT MAKES WALLS GET IT
ME.attach(src)