/*****************************Survival Pod********************************/ /area/survivalpod name = "\improper Emergency Shelter" icon_state = "away" dynamic_lighting = DYNAMIC_LIGHTING_FORCED requires_power = FALSE has_gravity = STANDARD_GRAVITY area_flags = BLOBS_ALLOWED | UNIQUE_AREA flags_1 = CAN_BE_DIRTY_1 /area/survivalpod/nonpowered name = "\proper Emergency Shelter" requires_power = TRUE //Survival Capsule /obj/item/survivalcapsule name = "bluespace shelter capsule" desc = "An emergency shelter stored within a pocket of bluespace." icon = 'icons/obj/mining.dmi' icon_state = "capsule" w_class = WEIGHT_CLASS_TINY var/template_id = "shelter_alpha" var/datum/map_template/shelter/template var/used = FALSE /obj/item/survivalcapsule/proc/get_template() if(template) return template = SSmapping.shelter_templates[template_id] if(!template) stack_trace("Shelter template ([template_id]) not found!") qdel(src) /obj/item/survivalcapsule/Destroy() template = null // without this, capsules would be one use. per round. . = ..() /obj/item/survivalcapsule/examine(mob/user) . = ..() get_template() . += "This capsule has the [template.name] stored." . += template.description /obj/item/survivalcapsule/attack_self() //Can't grab when capsule is New() because templates aren't loaded then get_template() if(!used) loc.visible_message("\The [src] begins to shake. Stand back!") used = TRUE sleep(50) var/turf/deploy_location = get_turf(src) var/status = template.check_deploy(deploy_location) switch(status) if(SHELTER_DEPLOY_BAD_AREA) src.loc.visible_message("\The [src] will not function in this area.") if(SHELTER_DEPLOY_BAD_TURFS, SHELTER_DEPLOY_ANCHORED_OBJECTS) var/width = template.width var/height = template.height src.loc.visible_message("\The [src] doesn't have room to deploy! You need to clear a [width]x[height] area!") if(status != SHELTER_DEPLOY_ALLOWED) used = FALSE return playsound(src, 'sound/effects/phasein.ogg', 100, 1) var/turf/T = deploy_location if(!is_mining_level(T.z)) //only report capsules away from the mining/lavaland level message_admins("[ADMIN_LOOKUPFLW(usr)] activated a bluespace capsule away from the mining level! [ADMIN_VERBOSEJMP(T)]") log_admin("[key_name(usr)] activated a bluespace capsule away from the mining level at [AREACOORD(T)]") template.load(deploy_location, centered = TRUE) new /obj/effect/particle_effect/smoke(get_turf(src)) qdel(src) //Non-default pods /obj/item/survivalcapsule/luxury name = "luxury bluespace shelter capsule" desc = "An exorbitantly expensive luxury suite stored within a pocket of bluespace." icon_state = "capsule-lux" template_id = "shelter_beta" /obj/item/survivalcapsule/luxury/elitebar name = "luxury elite bar capsule" desc = "A luxury bar in a capsule. Bartender required and not included." template_id = "shelter_charlie" /obj/item/survivalcapsule/luxury/empty name = "large empty capsule" desc = "An extremly large capsule which requires power. Useful for projects all over." template_id = "shelter_delta" /obj/item/survivalcapsule/luxury/penthouse name = "penthouse bluespace shelter capsule" desc = "The absolute pinnacle of luxury in terms of survival capsules. While exuberantly expensive it has everything needed to survive in luxury." template_id = "shelter_epsilon" /obj/item/survivalcapsule/luxury/garden name = "garden & kitchen bluespace shelter capsule" desc = "Everything someone needs to make a home cooked meal while surviving the depths of hell... or space." template_id = "shelter_zeta" // RBMK reactor beacon so people can create the engine /obj/item/survivalcapsule/reactor // the not-so-survival capsule name = "RMBK Reactor Beacon" desc = "A special bluespace beacon designed to implement a reactor into the hull of the ship or station that it is activated on." icon = 'icons/obj/device.dmi' icon_state = "beacon" template_id = "reactor" //Pod objects //Window /obj/structure/window/shuttle/survival_pod name = "pod window" icon = 'icons/obj/smooth_structures/pod_window.dmi' icon_state = "smooth" smooth = SMOOTH_MORE canSmoothWith = list(/turf/closed/wall/mineral/titanium/survival, /obj/machinery/door/airlock/survival_pod, /obj/structure/window/shuttle/survival_pod) /obj/structure/window/shuttle/survival_pod/spawner/north dir = NORTH /obj/structure/window/shuttle/survival_pod/spawner/east dir = EAST /obj/structure/window/shuttle/survival_pod/spawner/west dir = WEST /obj/structure/window/reinforced/survival_pod name = "pod window" icon = 'icons/obj/lavaland/survival_pod.dmi' icon_state = "pwindow" //Door /obj/machinery/door/airlock/survival_pod name = "airlock" icon = 'icons/obj/doors/airlocks/survival/survival.dmi' overlays_file = 'icons/obj/doors/airlocks/survival/survival_overlays.dmi' assemblytype = /obj/structure/door_assembly/door_assembly_pod /obj/machinery/door/airlock/survival_pod/glass opacity = FALSE glass = TRUE /obj/structure/door_assembly/door_assembly_pod name = "pod airlock assembly" icon = 'icons/obj/doors/airlocks/survival/survival.dmi' base_name = "pod airlock" overlays_file = 'icons/obj/doors/airlocks/survival/survival_overlays.dmi' airlock_type = /obj/machinery/door/airlock/survival_pod glass_type = /obj/machinery/door/airlock/survival_pod/glass //Windoor /obj/machinery/door/window/survival_pod icon = 'icons/obj/lavaland/survival_pod.dmi' icon_state = "windoor" base_state = "windoor" //Table /obj/structure/table/survival_pod icon = 'icons/obj/lavaland/survival_pod.dmi' icon_state = "table" smooth = SMOOTH_FALSE //Sleeper /obj/machinery/sleeper/survival_pod icon = 'icons/obj/lavaland/survival_pod.dmi' icon_state = "sleeper" /obj/machinery/sleeper/survival_pod/update_icon_state() return /obj/machinery/sleeper/survival_pod/update_overlays() . = ..() if(!state_open) . += "sleeper_cover" //Lifeform Stasis Unit /obj/machinery/stasis/survival_pod icon = 'icons/obj/lavaland/survival_pod.dmi' icon_state = "sleeper" mattress_state = null buckle_lying = 270 /obj/machinery/stasis/survival_pod/play_power_sound() return //NanoMed /obj/machinery/vending/wallmed/survival_pod name = "survival pod medical supply" desc = "Wall-mounted Medical Equipment dispenser. This one seems just a tiny bit smaller." refill_canister = null onstation = FALSE //Computer /obj/item/gps/computer name = "pod computer" icon_state = "pod_computer" icon = 'icons/obj/lavaland/pod_computer.dmi' anchored = TRUE density = TRUE pixel_y = -32 /obj/item/gps/computer/wrench_act(mob/living/user, obj/item/I) if(flags_1 & NODECONSTRUCT_1) return TRUE user.visible_message("[user] disassembles [src].", "You start to disassemble [src]...", "You hear clanking and banging noises.") if(I.use_tool(src, user, 20, volume=50)) new /obj/item/gps(loc) qdel(src) return TRUE /obj/item/gps/computer/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags) attack_self(user) //Bed /obj/structure/bed/pod icon = 'icons/obj/lavaland/survival_pod.dmi' icon_state = "bed" /obj/structure/bed/double/pod icon = 'icons/obj/lavaland/survival_pod.dmi' icon_state = "bed_double" //Survival Storage Unit /obj/machinery/smartfridge/survival_pod name = "survival pod storage" desc = "A heated storage unit." icon_state = "donkvendor" icon = 'icons/obj/lavaland/donkvendor.dmi' light_range = 5 light_power = 1.2 light_color = "#DDFFD3" max_n_of_items = 10 pixel_y = -4 flags_1 = NODECONSTRUCT_1 var/empty = FALSE /obj/machinery/smartfridge/survival_pod/ComponentInitialize() . = ..() AddElement(/datum/element/update_icon_blocker) /obj/machinery/smartfridge/survival_pod/Initialize(mapload) . = ..() if(empty) return for(var/i in 1 to 5) var/obj/item/reagent_containers/food/snacks/donkpocket/warm/W = new(src) load(W) if(prob(50)) var/obj/item/storage/dice/D = new(src) load(D) else var/obj/item/instrument/guitar/G = new(src) load(G) /obj/machinery/smartfridge/survival_pod/accept_check(obj/item/O) return isitem(O) /obj/machinery/smartfridge/survival_pod/empty name = "dusty survival pod storage" desc = "A heated storage unit. This one's seen better days." empty = TRUE //Fans /obj/structure/fans icon = 'icons/obj/lavaland/survival_pod.dmi' icon_state = "fans" name = "environmental regulation system" desc = "A large machine releasing a constant gust of air." anchored = TRUE density = TRUE var/buildstacktype = /obj/item/stack/sheet/metal var/buildstackamount = 5 CanAtmosPass = ATMOS_PASS_NO /obj/structure/fans/deconstruct() if(!(flags_1 & NODECONSTRUCT_1)) if(buildstacktype) new buildstacktype(loc,buildstackamount) qdel(src) /obj/structure/fans/wrench_act(mob/living/user, obj/item/I) if(flags_1 & NODECONSTRUCT_1) return TRUE user.visible_message("[user] disassembles [src].", "You start to disassemble [src]...", "You hear clanking and banging noises.") if(I.use_tool(src, user, 20, volume=50)) deconstruct() return TRUE /obj/structure/fans/tiny name = "tiny fan" desc = "A tiny fan, releasing a thin gust of air." layer = ABOVE_NORMAL_TURF_LAYER density = FALSE icon_state = "fan_tiny" buildstackamount = 2 /obj/structure/fans/Initialize(mapload) . = ..() air_update_turf(1) //Inivisible, indestructible fans /obj/structure/fans/tiny/invisible name = "air flow blocker" resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF invisibility = INVISIBILITY_ABSTRACT //Signs /obj/structure/sign/mining name = "nanotrasen mining corps sign" desc = "A sign of relief for weary miners, and a warning for would-be competitors to GATO's mining claims." //GS13 - Nanotrasen to GATO icon = 'icons/turf/walls/survival_pod_walls.dmi' icon_state = "ntpod" buildable_sign = FALSE /obj/structure/sign/mining/survival name = "shelter sign" desc = "A high visibility sign designating a safe shelter." icon = 'icons/turf/walls/survival_pod_walls.dmi' icon_state = "survival" //Fluff /obj/structure/tubes icon_state = "tubes" icon = 'icons/obj/lavaland/survival_pod.dmi' name = "tubes" anchored = TRUE layer = BELOW_MOB_LAYER density = FALSE /obj/item/fakeartefact name = "expensive forgery" icon = 'icons/mob/screen_gen.dmi' icon_state = "x2" var/possible = list(/obj/item/ship_in_a_bottle, /obj/item/gun/energy/pulse, /obj/item/book/granter/martial/carp, /obj/item/melee/supermatter_sword, /obj/item/shield/changeling, /obj/item/lava_staff, /obj/item/energy_katana, /obj/item/hierophant_club, /obj/item/his_grace, /obj/item/gun/energy/minigun, /obj/item/gun/ballistic/automatic/l6_saw, /obj/item/gun/magic/staff/chaos, /obj/item/gun/magic/staff/spellblade, /obj/item/gun/magic/wand/death, /obj/item/gun/magic/wand/fireball, /obj/item/stack/telecrystal/twenty, /obj/item/nuke_core, /obj/item/phylactery, /obj/item/banhammer) /obj/item/fakeartefact/Initialize(mapload) . = ..() var/obj/item/I = pick(possible) name = initial(I.name) icon = initial(I.icon) desc = initial(I.desc) icon_state = initial(I.icon_state) item_state = initial(I.item_state)