//DO NOT ADD MECHA PARTS TO THE GAME WITH THE DEFAULT "SPRITE ME" SPRITE!
//I'm annoyed I even have to tell you this! SPRITE FIRST, then commit.
/obj/item/mecha_parts/mecha_equipment
name = "mecha equipment"
icon = 'icons/mecha/mecha_equipment.dmi'
icon_state = "mecha_equip"
force = 5
origin_tech = "materials=2;engineering=2"
max_integrity = 300
var/equip_cooldown = 0 // cooldown after use
var/equip_ready = 1 //whether the equipment is ready for use. (or deactivated/activated for static stuff)
var/energy_drain = 0
var/obj/mecha/chassis = null
var/range = MELEE //bitflags
var/salvageable = 1
var/selectable = 1 // Set to 0 for passive equipment such as mining scanner or armor plates
/obj/item/mecha_parts/mecha_equipment/proc/update_chassis_page()
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","eq_list",chassis.get_equipment_list())
send_byjax(chassis.occupant,"exosuit.browser","equipment_menu",chassis.get_equipment_menu(),"dropdowns")
return 1
return
/obj/item/mecha_parts/mecha_equipment/proc/update_equip_info()
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","[REF(src)]",get_equip_info())
return 1
return
/obj/item/mecha_parts/mecha_equipment/Destroy()
if(chassis)
chassis.equipment -= src
if(chassis.selected == src)
chassis.selected = null
src.update_chassis_page()
chassis.occupant_message("[src] is destroyed!")
chassis.log_append_to_last("[src] is destroyed.",1)
SEND_SOUND(chassis.occupant, sound(istype(src, /obj/item/mecha_parts/mecha_equipment/weapon) ? 'sound/mecha/weapdestr.ogg' : 'sound/mecha/critdestr.ogg', volume=50))
chassis = null
return ..()
/obj/item/mecha_parts/mecha_equipment/proc/critfail()
if(chassis)
log_message("Critical failure",1)
/obj/item/mecha_parts/mecha_equipment/proc/get_equip_info()
if(!chassis)
return
var/txt = "* "
if(chassis.selected == src)
txt += "[src.name]"
else if(selectable)
txt += "[src.name]"
else
txt += "[src.name]"
return txt
/obj/item/mecha_parts/mecha_equipment/proc/is_ranged()//add a distance restricted equipment. Why not?
return range&RANGED
/obj/item/mecha_parts/mecha_equipment/proc/is_melee()
return range&MELEE
/obj/item/mecha_parts/mecha_equipment/proc/action_checks(atom/target)
if(!target)
return 0
if(!chassis)
return 0
if(!equip_ready)
return 0
if(crit_fail)
return 0
if(energy_drain && !chassis.has_charge(energy_drain))
return 0
return 1
/obj/item/mecha_parts/mecha_equipment/proc/action(atom/target)
return 0
/obj/item/mecha_parts/mecha_equipment/proc/start_cooldown()
set_ready_state(0)
chassis.use_power(energy_drain)
addtimer(CALLBACK(src, .proc/set_ready_state, 1), equip_cooldown)
/obj/item/mecha_parts/mecha_equipment/proc/do_after_cooldown(atom/target)
if(!chassis)
return
var/C = chassis.loc
set_ready_state(0)
chassis.use_power(energy_drain)
. = do_after(chassis.occupant, equip_cooldown, target=target)
set_ready_state(1)
if(!chassis || chassis.loc != C || src != chassis.selected)
return 0
/obj/item/mecha_parts/mecha_equipment/proc/can_attach(obj/mecha/M)
if(M.equipment.len[src]: [message]")
return
//Used for reloading weapons/tools etc. that use some form of resource
/obj/item/mecha_parts/mecha_equipment/proc/rearm()
return 0
/obj/item/mecha_parts/mecha_equipment/proc/needs_rearm()
return 0