// Drill, Diamond drill, Mining scanner #define DRILL_BASIC 1 #define DRILL_HARDENED 2 /obj/item/mecha_parts/mecha_equipment/drill name = "exosuit drill" desc = "Equipment for engineering and combat exosuits. This is the drill that'll pierce the heavens!" icon_state = "mecha_drill" equip_cooldown = 15 energy_drain = 10 force = 15 harmful = TRUE var/drill_delay = 7 var/drill_level = DRILL_BASIC /obj/item/mecha_parts/mecha_equipment/drill/Initialize() . = ..() AddComponent(/datum/component/butchering, 50, 100) /obj/item/mecha_parts/mecha_equipment/drill/action(atom/target) if(!action_checks(target)) return if(isspaceturf(target)) return if(isobj(target)) var/obj/target_obj = target if(target_obj.resistance_flags & UNACIDABLE) return target.visible_message("[chassis] starts to drill [target].", \ "[chassis] starts to drill [target]...", \ "You hear drilling.") if(do_after_cooldown(target)) set_ready_state(FALSE) log_message("Started drilling [target]") if(isturf(target)) var/turf/T = target T.drill_act(src) set_ready_state(TRUE) return while(do_after_mecha(target, drill_delay)) if(isliving(target)) drill_mob(target, chassis.occupant) playsound(src,'sound/weapons/drill.ogg',40,1) else if(isobj(target)) var/obj/O = target O.take_damage(15, BRUTE, 0, FALSE, get_dir(chassis, target)) playsound(src,'sound/weapons/drill.ogg',40,1) else set_ready_state(TRUE) return set_ready_state(TRUE) /turf/proc/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill) return /turf/closed/wall/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill) if(drill.do_after_mecha(src, 60 / drill.drill_level)) drill.log_message("Drilled through [src]") dismantle_wall(TRUE, FALSE) /turf/closed/wall/r_wall/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill) if(drill.drill_level >= DRILL_HARDENED) if(drill.do_after_mecha(src, 120 / drill.drill_level)) drill.log_message("Drilled through [src]") dismantle_wall(TRUE, FALSE) else drill.occupant_message("[src] is too durable to drill through.") /turf/closed/mineral/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill) for(var/turf/closed/mineral/M in range(drill.chassis,1)) if(get_dir(drill.chassis,M)&drill.chassis.dir) M.gets_drilled() drill.log_message("Drilled through [src]") drill.move_ores() /turf/open/floor/plating/asteroid/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill) for(var/turf/open/floor/plating/asteroid/M in range(1, drill.chassis)) if(get_dir(drill.chassis,M)&drill.chassis.dir) for(var/I in GetComponents(/datum/component/archaeology)) var/datum/component/archaeology/archy = I archy.gets_dug() drill.log_message("Drilled through [src]") drill.move_ores() /obj/item/mecha_parts/mecha_equipment/drill/proc/move_ores() if(locate(/obj/item/mecha_parts/mecha_equipment/hydraulic_clamp) in chassis.equipment && istype(chassis, /obj/mecha/working/ripley)) var/obj/mecha/working/ripley/R = chassis //we could assume that it's a ripley because it has a clamp, but that's ~unsafe~ and ~bad practice~ R.collect_ore() /obj/item/mecha_parts/mecha_equipment/drill/can_attach(obj/mecha/M as obj) if(..()) if(istype(M, /obj/mecha/working) || istype(M, /obj/mecha/combat)) return 1 return 0 /obj/item/mecha_parts/mecha_equipment/drill/attach(obj/mecha/M) ..() GET_COMPONENT_FROM(butchering, /datum/component/butchering, src) butchering.butchering_enabled = TRUE /obj/item/mecha_parts/mecha_equipment/drill/detach(atom/moveto) ..() GET_COMPONENT_FROM(butchering, /datum/component/butchering, src) butchering.butchering_enabled = FALSE /obj/item/mecha_parts/mecha_equipment/drill/proc/drill_mob(mob/living/target, mob/user) target.visible_message("[chassis] is drilling [target] with [src]!", \ "[chassis] is drilling you with [src]!") add_logs(user, target, "drilled", "[name]", "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])") if(target.stat == DEAD && target.getBruteLoss() >= 200) add_logs(user, target, "gibbed", name) if(LAZYLEN(target.butcher_results) || LAZYLEN(target.guaranteed_butcher_results)) GET_COMPONENT_FROM(butchering, /datum/component/butchering, src) butchering.Butcher(chassis, target) else target.gib() else //drill makes a hole var/obj/item/bodypart/target_part = target.get_bodypart(ran_zone(BODY_ZONE_CHEST)) target.apply_damage(10, BRUTE, BODY_ZONE_CHEST, target.run_armor_check(target_part, "melee")) //blood splatters var/splatter_dir = get_dir(chassis, target) if(isalien(target)) new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target.drop_location(), splatter_dir) else new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir) //organs go everywhere if(target_part && prob(10 * drill_level)) target_part.dismember(BRUTE) /obj/item/mecha_parts/mecha_equipment/drill/diamonddrill name = "diamond-tipped exosuit drill" desc = "Equipment for engineering and combat exosuits. This is an upgraded version of the drill that'll pierce the heavens!" icon_state = "mecha_diamond_drill" equip_cooldown = 10 drill_delay = 4 drill_level = DRILL_HARDENED force = 15 /obj/item/mecha_parts/mecha_equipment/mining_scanner name = "exosuit mining scanner" desc = "Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals." icon_state = "mecha_analyzer" selectable = 0 equip_cooldown = 15 var/scanning_time = 0 /obj/item/mecha_parts/mecha_equipment/mining_scanner/Initialize() . = ..() START_PROCESSING(SSfastprocess, src) /obj/item/mecha_parts/mecha_equipment/mining_scanner/process() if(!loc) STOP_PROCESSING(SSfastprocess, src) qdel(src) if(istype(loc, /obj/mecha/working) && scanning_time <= world.time) var/obj/mecha/working/mecha = loc if(!mecha.occupant) return scanning_time = world.time + equip_cooldown mineral_scan_pulse(get_turf(src)) #undef DRILL_BASIC #undef DRILL_HARDENED