Files
GS13NG/code/game/mecha/mecha_wreckage.dm
2017-08-24 19:24:25 -07:00

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///////////////////////////////////
//////// Mecha wreckage ////////
///////////////////////////////////
/obj/structure/mecha_wreckage
name = "exosuit wreckage"
desc = "Remains of some unfortunate mecha. Completely unrepairable, but perhaps something can be salvaged."
icon = 'icons/mecha/mecha.dmi'
density = TRUE
anchored = FALSE
opacity = 0
var/list/welder_salvage = list(/obj/item/stack/sheet/plasteel, /obj/item/stack/sheet/metal, /obj/item/stack/rods)
var/list/wirecutters_salvage = list(/obj/item/stack/cable_coil)
var/list/crowbar_salvage = list()
var/salvage_num = 5
var/mob/living/silicon/ai/AI //AIs to be salvaged
/obj/structure/mecha_wreckage/New(loc, mob/living/silicon/ai/AI_pilot)
..()
if(AI_pilot) //Type-checking for this is already done in mecha/Destroy()
AI = AI_pilot
AI.apply_damage(150, BURN) //Give the AI a bit of damage from the "shock" of being suddenly shut down
AI.death() //The damage is not enough to kill the AI, but to be 'corrupted files' in need of repair.
AI.forceMove(src) //Put the dead AI inside the wreckage for recovery
add_overlay(mutable_appearance('icons/obj/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon
AI.controlled_mech = null
AI.remote_control = null
/obj/structure/mecha_wreckage/examine(mob/user)
..()
if(AI)
to_chat(user, "<span class='notice'>The AI recovery beacon is active.</span>")
/obj/structure/mecha_wreckage/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weldingtool))
if(salvage_num <= 0)
to_chat(user, "<span class='warning'>You don't see anything that can be cut with [I]!</span>")
return
var/obj/item/weldingtool/WT = I
if(welder_salvage && welder_salvage.len && WT.remove_fuel(0, user))
var/type = prob(70) ? pick(welder_salvage) : null
if(type)
var/N = new type(get_turf(user))
user.visible_message("[user] cuts [N] from [src].", "<span class='notice'>You cut [N] from [src].</span>")
if(istype(N, /obj/item/mecha_parts/part))
welder_salvage -= type
salvage_num--
else
to_chat(user, "<span class='warning'>You fail to salvage anything valuable from [src]!</span>")
else
return
else if(istype(I, /obj/item/wirecutters))
if(salvage_num <= 0)
to_chat(user, "<span class='warning'>You don't see anything that can be cut with [I]!</span>")
return
else if(wirecutters_salvage && wirecutters_salvage.len)
var/type = prob(70) ? pick(wirecutters_salvage) : null
if(type)
var/N = new type(get_turf(user))
user.visible_message("[user] cuts [N] from [src].", "<span class='notice'>You cut [N] from [src].</span>")
salvage_num--
else
to_chat(user, "<span class='warning'>You fail to salvage anything valuable from [src]!</span>")
else if(istype(I, /obj/item/crowbar))
if(crowbar_salvage && crowbar_salvage.len)
var/obj/S = pick(crowbar_salvage)
if(S)
S.loc = get_turf(user)
crowbar_salvage -= S
user.visible_message("[user] pries [S] from [src].", "<span class='notice'>You pry [S] from [src].</span>")
return
else
to_chat(user, "<span class='warning'>You don't see anything that can be pried with [I]!</span>")
/obj/structure/mecha_wreckage/transfer_ai(interaction, mob/user, null, obj/item/device/aicard/card)
if(!..())
return
//Proc called on the wreck by the AI card.
if(interaction == AI_TRANS_TO_CARD) //AIs can only be transferred in one direction, from the wreck to the card.
if(!AI) //No AI in the wreck
to_chat(user, "<span class='warning'>No AI backups found.</span>")
return
cut_overlays() //Remove the recovery beacon overlay
AI.forceMove(card) //Move the dead AI to the card.
card.AI = AI
if(AI.client) //AI player is still in the dead AI and is connected
to_chat(AI, "The remains of your file system have been recovered on a mobile storage device.")
else //Give the AI a heads-up that it is probably going to get fixed.
AI.notify_ghost_cloning("You have been recovered from the wreckage!", source = card)
to_chat(user, "<span class='boldnotice'>Backup files recovered</span>: [AI.name] ([rand(1000,9999)].exe) salvaged from [name] and stored within local memory.")
else
return ..()
/obj/structure/mecha_wreckage/gygax
name = "\improper Gygax wreckage"
icon_state = "gygax-broken"
/obj/structure/mecha_wreckage/gygax/New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/gygax_torso,
/obj/item/mecha_parts/part/gygax_head,
/obj/item/mecha_parts/part/gygax_left_arm,
/obj/item/mecha_parts/part/gygax_right_arm,
/obj/item/mecha_parts/part/gygax_left_leg,
/obj/item/mecha_parts/part/gygax_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/gygax/dark
name = "\improper Dark Gygax wreckage"
icon_state = "darkgygax-broken"
/obj/structure/mecha_wreckage/marauder
name = "\improper Marauder wreckage"
icon_state = "marauder-broken"
/obj/structure/mecha_wreckage/mauler
name = "\improper Mauler wreckage"
icon_state = "mauler-broken"
desc = "The syndicate won't be very happy about this..."
/obj/structure/mecha_wreckage/seraph
name = "\improper Seraph wreckage"
icon_state = "seraph-broken"
/obj/structure/mecha_wreckage/reticence
name = "\improper Reticence wreckage"
icon_state = "reticence-broken"
color = "#87878715"
desc = "..."
/obj/structure/mecha_wreckage/ripley
name = "\improper Ripley wreckage"
icon_state = "ripley-broken"
/obj/structure/mecha_wreckage/ripley/New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/ripley_torso,
/obj/item/mecha_parts/part/ripley_left_arm,
/obj/item/mecha_parts/part/ripley_right_arm,
/obj/item/mecha_parts/part/ripley_left_leg,
/obj/item/mecha_parts/part/ripley_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/ripley/firefighter
name = "\improper Firefighter wreckage"
icon_state = "firefighter-broken"
/obj/structure/mecha_wreckage/ripley/firefighter/New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/ripley_torso,
/obj/item/mecha_parts/part/ripley_left_arm,
/obj/item/mecha_parts/part/ripley_right_arm,
/obj/item/mecha_parts/part/ripley_left_leg,
/obj/item/mecha_parts/part/ripley_right_leg,
/obj/item/clothing/suit/fire)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/ripley/deathripley
name = "\improper Death-Ripley wreckage"
icon_state = "deathripley-broken"
/obj/structure/mecha_wreckage/honker
name = "\improper H.O.N.K wreckage"
icon_state = "honker-broken"
desc = "All is right in the universe."
/obj/structure/mecha_wreckage/honker/New()
..()
var/list/parts = list(
/obj/item/mecha_parts/chassis/honker,
/obj/item/mecha_parts/part/honker_torso,
/obj/item/mecha_parts/part/honker_head,
/obj/item/mecha_parts/part/honker_left_arm,
/obj/item/mecha_parts/part/honker_right_arm,
/obj/item/mecha_parts/part/honker_left_leg,
/obj/item/mecha_parts/part/honker_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/durand
name = "\improper Durand wreckage"
icon_state = "durand-broken"
/obj/structure/mecha_wreckage/durand/New()
..()
var/list/parts = list(
/obj/item/mecha_parts/part/durand_torso,
/obj/item/mecha_parts/part/durand_head,
/obj/item/mecha_parts/part/durand_left_arm,
/obj/item/mecha_parts/part/durand_right_arm,
/obj/item/mecha_parts/part/durand_left_leg,
/obj/item/mecha_parts/part/durand_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/phazon
name = "\improper Phazon wreckage"
icon_state = "phazon-broken"
/obj/structure/mecha_wreckage/odysseus
name = "\improper Odysseus wreckage"
icon_state = "odysseus-broken"
/obj/structure/mecha_wreckage/odysseus/New()
..()
var/list/parts = list(
/obj/item/mecha_parts/part/odysseus_torso,
/obj/item/mecha_parts/part/odysseus_head,
/obj/item/mecha_parts/part/odysseus_left_arm,
/obj/item/mecha_parts/part/odysseus_right_arm,
/obj/item/mecha_parts/part/odysseus_left_leg,
/obj/item/mecha_parts/part/odysseus_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part