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GS13NG/code/game/mecha/mecha.dm
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#define MECHA_INT_FIRE 1
#define MECHA_INT_TEMP_CONTROL 2
#define MECHA_INT_SHORT_CIRCUIT 4
#define MECHA_INT_TANK_BREACH 8
#define MECHA_INT_CONTROL_LOST 16
#define MELEE 1
#define RANGED 2
#define FRONT_ARMOUR 1
#define SIDE_ARMOUR 2
#define BACK_ARMOUR 3
/obj/mecha
name = "mecha"
desc = "Exosuit"
icon = 'icons/mecha/mecha.dmi'
density = 1 //Dense. To raise the heat.
opacity = 1 ///opaque. Menacing.
anchored = 1 //no pulling around.
unacidable = 1 //and no deleting hoomans inside
layer = BELOW_MOB_LAYER//icon draw layer
infra_luminosity = 15 //byond implementation is bugged.
force = 5
flags = HEAR
var/can_move = 1
var/mob/living/carbon/occupant = null
var/step_in = 10 //make a step in step_in/10 sec.
var/dir_in = 2//What direction will the mech face when entered/powered on? Defaults to South.
var/step_energy_drain = 10
var/health = 300 //health is health
var/deflect_chance = 10 //chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.
//the values in this list show how much damage will pass through, not how much will be absorbed.
var/list/damage_absorption = list("brute"=0.8,"fire"=1.2,"bullet"=0.9,"laser"=1,"energy"=1,"bomb"=1)
var/list/facing_modifiers = list(FRONT_ARMOUR = 1.5, SIDE_ARMOUR = 1, BACK_ARMOUR = 0.5)
var/obj/item/weapon/stock_parts/cell/cell
var/state = 0
var/cell_power_remaining = 1 // 0 - no power, 1 - 100% power in cell. Starts as 1 so putting any cell into empty mech doesn't deplete charge from it
var/list/log = new
var/last_message = 0
var/add_req_access = 1
var/maint_access = 0
var/dna_lock//dna-locking the mech
var/list/proc_res = list() //stores proc owners, like proc_res["functionname"] = owner reference
var/datum/effect_system/spark_spread/spark_system = new
var/lights = 0
var/lights_power = 6
var/last_user_hud = 1 // used to show/hide the mecha hud while preserving previous preference
var/bumpsmash = 0 //Whether or not the mech destroys walls by running into it.
//inner atmos
var/use_internal_tank = 0
var/internal_tank_valve = ONE_ATMOSPHERE
var/obj/machinery/portable_atmospherics/canister/internal_tank
var/datum/gas_mixture/cabin_air
var/obj/machinery/atmospherics/components/unary/portables_connector/connected_port = null
var/obj/item/device/radio/radio = null
var/max_temperature = 25000
var/internal_damage_threshold = 50 //health percentage below which internal damage is possible
var/internal_damage = 0 //contains bitflags
var/list/operation_req_access = list()//required access level for mecha operation
var/list/internals_req_access = list(access_engine,access_robotics)//required access level to open cell compartment
var/wreckage
var/list/equipment = new
var/obj/item/mecha_parts/mecha_equipment/selected
var/max_equip = 3
var/datum/events/events
var/stepsound = 'sound/mecha/mechstep.ogg'
var/turnsound = 'sound/mecha/mechturn.ogg'
var/melee_cooldown = 10
var/melee_can_hit = 1
//Action datums
var/datum/action/innate/mecha/mech_eject/eject_action = new
var/datum/action/innate/mecha/mech_toggle_internals/internals_action = new
var/datum/action/innate/mecha/mech_cycle_equip/cycle_action = new
var/datum/action/innate/mecha/mech_toggle_lights/lights_action = new
var/datum/action/innate/mecha/mech_view_stats/stats_action = new
var/datum/action/innate/mecha/mech_toggle_thrusters/thrusters_action = new
var/datum/action/innate/mecha/mech_defence_mode/defense_action = new
var/datum/action/innate/mecha/mech_overload_mode/overload_action = new
var/datum/effect_system/smoke_spread/smoke_system = new //not an action, but trigged by one
var/datum/action/innate/mecha/mech_smoke/smoke_action = new
var/datum/action/innate/mecha/mech_zoom/zoom_action = new
var/datum/action/innate/mecha/mech_switch_damtype/switch_damtype_action = new
var/datum/action/innate/mecha/mech_toggle_phasing/phasing_action = new
var/datum/action/innate/mecha/strafe/strafing_action = new
//Action vars
var/thrusters_active = FALSE
var/defence_mode = FALSE
var/defence_mode_deflect_chance = 35
var/leg_overload_mode = FALSE
var/leg_overload_coeff = 100
var/zoom_mode = FALSE
var/smoke = 5
var/smoke_ready = 1
var/smoke_cooldown = 100
var/phasing = FALSE
var/phasing_energy_drain = 200
var/phase_state = "" //icon_state when phasing
var/strafe = FALSE //If we are strafing
var/occupant_sight_flags = 0 //sight flags to give to the occupant (e.g. mech mining scanner gives meson-like vision)
hud_possible = list (DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_MECH_HUD)
/obj/mecha/New()
..()
events = new
icon_state += "-open"
add_radio()
add_cabin()
add_airtank()
spark_system.set_up(2, 0, src)
spark_system.attach(src)
smoke_system.set_up(3, src)
smoke_system.attach(src)
add_cell()
START_PROCESSING(SSobj, src)
poi_list |= src
log_message("[src.name] created.")
mechas_list += src //global mech list
prepare_huds()
var/datum/atom_hud/data/diagnostic/diag_hud = huds[DATA_HUD_DIAGNOSTIC]
diag_hud.add_to_hud(src)
diag_hud_set_mechhealth()
diag_hud_set_mechcell()
diag_hud_set_mechstat()
return
/obj/mecha/Destroy()
go_out()
for(var/mob/M in src) //Let's just be ultra sure
if(isAI(M))
M.gib() //AIs are loaded into the mech computer itself. When the mech dies, so does the AI. Forever.
else
M.forceMove(loc)
if(prob(30))
explosion(get_turf(loc), 0, 0, 1, 3)
if(wreckage)
var/obj/structure/mecha_wreckage/WR = new wreckage(loc)
for(var/obj/item/mecha_parts/mecha_equipment/E in equipment)
if(E.salvageable && prob(30))
WR.crowbar_salvage += E
E.detach(WR) //detaches from src into WR
E.equip_ready = 1
else
E.detach(loc)
qdel(E)
if(cell)
WR.crowbar_salvage += cell
cell.forceMove(WR)
cell.charge = rand(0, cell.charge)
if(internal_tank)
WR.crowbar_salvage += internal_tank
internal_tank.forceMove(WR)
else
for(var/obj/item/mecha_parts/mecha_equipment/E in equipment)
E.detach(loc)
qdel(E)
if(cell)
qdel(cell)
if(internal_tank)
qdel(internal_tank)
STOP_PROCESSING(SSobj, src)
poi_list.Remove(src)
equipment.Cut()
cell = null
internal_tank = null
if(loc)
loc.assume_air(cabin_air)
air_update_turf()
else
qdel(cabin_air)
cabin_air = null
qdel(spark_system)
spark_system = null
qdel(smoke_system)
smoke_system = null
mechas_list -= src //global mech list
return ..()
////////////////////////
////// Helpers /////////
////////////////////////
/obj/mecha/proc/add_airtank()
internal_tank = new /obj/machinery/portable_atmospherics/canister/air(src)
return internal_tank
/obj/mecha/proc/add_cell(var/obj/item/weapon/stock_parts/cell/C=null)
if(C)
C.forceMove(src)
cell = C
return
cell = new(src)
cell.charge = 15000
cell.maxcharge = 15000
/obj/mecha/proc/add_cabin()
cabin_air = new
cabin_air.temperature = T20C
cabin_air.volume = 200
cabin_air.assert_gases("o2","n2")
cabin_air.gases["o2"][MOLES] = O2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature)
cabin_air.gases["n2"][MOLES] = N2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature)
return cabin_air
/obj/mecha/proc/add_radio()
radio = new(src)
radio.name = "[src] radio"
radio.icon = icon
radio.icon_state = icon_state
radio.subspace_transmission = 1
/obj/mecha/proc/can_use(mob/user)
if(user != occupant)
return 0
if(user && ismob(user))
if(!user.incapacitated())
return 1
return 0
////////////////////////////////////////////////////////////////////////////////
/obj/mecha/examine(mob/user)
..()
var/integrity = health/initial(health)*100
switch(integrity)
if(85 to 100)
user << "It's fully intact."
if(65 to 85)
user << "It's slightly damaged."
if(45 to 65)
user << "It's badly damaged."
if(25 to 45)
user << "It's heavily damaged."
else
user << "It's falling apart."
if(equipment && equipment.len)
user << "It's equipped with:"
for(var/obj/item/mecha_parts/mecha_equipment/ME in equipment)
user << "\icon[ME] [ME]"
return
//processing internal damage, temperature, air regulation, alert updates, lights power use.
/obj/mecha/process()
var/internal_temp_regulation = 1
if(internal_damage)
if(internal_damage & MECHA_INT_FIRE)
if(!(internal_damage & MECHA_INT_TEMP_CONTROL) && prob(5))
clearInternalDamage(MECHA_INT_FIRE)
if(internal_tank)
var/datum/gas_mixture/int_tank_air = internal_tank.return_air()
if(int_tank_air.return_pressure() > internal_tank.maximum_pressure && !(internal_damage & MECHA_INT_TANK_BREACH))
setInternalDamage(MECHA_INT_TANK_BREACH)
if(int_tank_air && int_tank_air.return_volume() > 0) //heat the air_contents
int_tank_air.temperature = min(6000+T0C, int_tank_air.temperature+rand(10,15))
if(cabin_air && cabin_air.return_volume()>0)
cabin_air.temperature = min(6000+T0C, cabin_air.return_temperature()+rand(10,15))
if(cabin_air.return_temperature() > max_temperature/2)
take_damage(4/round(max_temperature/cabin_air.return_temperature(),0.1),"fire")
if(internal_damage & MECHA_INT_TEMP_CONTROL)
internal_temp_regulation = 0
if(internal_damage & MECHA_INT_TANK_BREACH) //remove some air from internal tank
if(internal_tank)
var/datum/gas_mixture/int_tank_air = internal_tank.return_air()
var/datum/gas_mixture/leaked_gas = int_tank_air.remove_ratio(0.10)
if(loc)
loc.assume_air(leaked_gas)
air_update_turf()
else
qdel(leaked_gas)
if(internal_damage & MECHA_INT_SHORT_CIRCUIT)
if(get_charge())
spark_system.start()
cell.charge -= min(20,cell.charge)
cell.maxcharge -= min(20,cell.maxcharge)
if(internal_temp_regulation)
if(cabin_air && cabin_air.return_volume() > 0)
var/delta = cabin_air.temperature - T20C
cabin_air.temperature -= max(-10, min(10, round(delta/4,0.1)))
if(internal_tank)
var/datum/gas_mixture/tank_air = internal_tank.return_air()
var/release_pressure = internal_tank_valve
var/cabin_pressure = cabin_air.return_pressure()
var/pressure_delta = min(release_pressure - cabin_pressure, (tank_air.return_pressure() - cabin_pressure)/2)
var/transfer_moles = 0
if(pressure_delta > 0) //cabin pressure lower than release pressure
if(tank_air.return_temperature() > 0)
transfer_moles = pressure_delta*cabin_air.return_volume()/(cabin_air.return_temperature() * R_IDEAL_GAS_EQUATION)
var/datum/gas_mixture/removed = tank_air.remove(transfer_moles)
cabin_air.merge(removed)
else if(pressure_delta < 0) //cabin pressure higher than release pressure
var/datum/gas_mixture/t_air = return_air()
pressure_delta = cabin_pressure - release_pressure
if(t_air)
pressure_delta = min(cabin_pressure - t_air.return_pressure(), pressure_delta)
if(pressure_delta > 0) //if location pressure is lower than cabin pressure
transfer_moles = pressure_delta*cabin_air.return_volume()/(cabin_air.return_temperature() * R_IDEAL_GAS_EQUATION)
var/datum/gas_mixture/removed = cabin_air.remove(transfer_moles)
if(t_air)
t_air.merge(removed)
else //just delete the cabin gas, we're in space or some shit
qdel(removed)
if(occupant)
if(cell)
var/cellcharge = cell.charge/cell.maxcharge
switch(cellcharge)
if(0.75 to INFINITY)
occupant.clear_alert("charge")
if(0.5 to 0.75)
occupant.throw_alert("charge",/obj/screen/alert/lowcell, 1)
if(0.25 to 0.5)
occupant.throw_alert("charge",/obj/screen/alert/lowcell, 2)
if(0.01 to 0.25)
occupant.throw_alert("charge",/obj/screen/alert/lowcell, 3)
else
occupant.throw_alert("charge",/obj/screen/alert/emptycell)
var/integrity = health/initial(health)*100
switch(integrity)
if(30 to 45)
occupant.throw_alert("mech damage", /obj/screen/alert/low_mech_integrity, 1)
if(15 to 35)
occupant.throw_alert("mech damage", /obj/screen/alert/low_mech_integrity, 2)
if(-INFINITY to 15)
occupant.throw_alert("mech damage", /obj/screen/alert/low_mech_integrity, 3)
else
occupant.clear_alert("mech damage")
if(occupant.loc != src) //something went wrong
occupant.clear_alert("charge")
occupant.clear_alert("mech damage")
RemoveActions(occupant, human_occupant=1)
occupant = null
if(lights)
var/lights_energy_drain = 2
use_power(lights_energy_drain)
//Diagnostic HUD updates
diag_hud_set_mechhealth()
diag_hud_set_mechcell()
diag_hud_set_mechstat()
/obj/mecha/proc/drop_item()//Derpfix, but may be useful in future for engineering exosuits.
return
/obj/mecha/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans)
if(speaker == occupant)
if(radio.broadcasting)
radio.talk_into(speaker, text, , spans)
//flick speech bubble
var/list/speech_bubble_recipients = list()
for(var/mob/M in get_hearers_in_view(7,src))
if(M.client)
speech_bubble_recipients.Add(M.client)
spawn(0)
flick_overlay(image('icons/mob/talk.dmi', src, "machine[say_test(raw_message)]",MOB_LAYER+1), speech_bubble_recipients, 30)
////////////////////////////
///// Action processing ////
////////////////////////////
/obj/mecha/proc/click_action(atom/target,mob/user,params)
if(!occupant || occupant != user )
return
if(!locate(/turf) in list(target,target.loc)) // Prevents inventory from being drilled
return
if(phasing)
occupant_message("Unable to interact with objects while phasing")
return
if(user.incapacitated())
return
if(state)
occupant_message("<span class='warning'>Maintenance protocols in effect.</span>")
return
if(!get_charge())
return
if(src == target)
return
var/dir_to_target = get_dir(src,target)
if(dir_to_target && !(dir_to_target & dir))//wrong direction
return
if(internal_damage & MECHA_INT_CONTROL_LOST)
target = safepick(view(3,target))
if(!target)
return
if(!target.Adjacent(src))
if(selected && selected.is_ranged())
if(selected.action(target,params))
selected.start_cooldown()
else if(selected && selected.is_melee())
if(selected.action(target,params))
selected.start_cooldown()
else
if(internal_damage & MECHA_INT_CONTROL_LOST)
target = safepick(oview(1,src))
if(!melee_can_hit || !istype(target, /atom))
return
target.mech_melee_attack(src)
melee_can_hit = 0
spawn(melee_cooldown)
melee_can_hit = 1
/obj/mecha/proc/range_action(atom/target)
return
//////////////////////////////////
//////// Movement procs ////////
//////////////////////////////////
/obj/mecha/Move(atom/newloc, direct)
. = ..()
if(.)
events.fireEvent("onMove",get_turf(src))
/obj/mecha/Process_Spacemove(var/movement_dir = 0)
. = ..()
if(.)
return 1
if(thrusters_active && movement_dir && use_power(step_energy_drain))
return 1
var/atom/movable/backup = get_spacemove_backup()
if(backup)
if(istype(backup) && movement_dir && !backup.anchored)
if(backup.newtonian_move(turn(movement_dir, 180)))
if(occupant)
occupant << "<span class='info'>You push off of [backup] to propel yourself.</span>"
return 1
/obj/mecha/relaymove(mob/user,direction)
if(!direction)
return
if(user != occupant) //While not "realistic", this piece is player friendly.
user.forceMove(get_turf(src))
user << "<span class='notice'>You climb out from [src].</span>"
return 0
if(connected_port)
if(world.time - last_message > 20)
occupant_message("<span class='warning'>Unable to move while connected to the air system port!</span>")
last_message = world.time
return 0
if(state)
occupant_message("<span class='danger'>Maintenance protocols in effect.</span>")
return
return domove(direction)
/obj/mecha/proc/domove(direction)
if(!can_move)
return 0
if(!Process_Spacemove(direction))
return 0
if(!has_charge(step_energy_drain))
return 0
if(defence_mode)
if(world.time - last_message > 20)
occupant_message("<span class='danger'>Unable to move while in defence mode</span>")
last_message = world.time
return 0
if(zoom_mode)
if(world.time - last_message > 20)
occupant_message("Unable to move while in zoom mode.")
last_message = world.time
return 0
var/move_result = 0
if(internal_damage & MECHA_INT_CONTROL_LOST)
move_result = mechsteprand()
else if(dir != direction && !strafe)
move_result = mechturn(direction)
else
move_result = mechstep(direction)
if(move_result)
use_power(step_energy_drain)
can_move = 0
spawn(step_in)
can_move = 1
return 1
return 0
/obj/mecha/proc/mechturn(direction)
setDir(direction)
if(turnsound)
playsound(src,turnsound,40,1)
return 1
/obj/mecha/proc/mechstep(direction)
var/current_dir = dir
var/result = step(src,direction)
if(strafe)
setDir(current_dir)
if(result && stepsound)
playsound(src,stepsound,40,1)
return result
/obj/mecha/proc/mechsteprand()
var/result = step_rand(src)
if(result && stepsound)
playsound(src,stepsound,40,1)
return result
/obj/mecha/Bump(var/atom/obstacle, yes)
if(phasing && get_charge() >= phasing_energy_drain && !throwing)
spawn()
if(can_move)
can_move = 0
if(phase_state)
flick(phase_state, src)
forceMove(get_step(src,dir))
use_power(phasing_energy_drain)
sleep(step_in*3)
can_move = 1
else
if(yes)
if(..()) //mech was thrown
return
if(bumpsmash && occupant) //Need a pilot to push the PUNCH button.
obstacle.mech_melee_attack(src)
if(!obstacle || (obstacle && !obstacle.density))
step(src,dir)
if(istype(obstacle, /obj))
var/obj/O = obstacle
if(!O.anchored)
step(obstacle, dir)
else if(istype(obstacle, /mob))
step(obstacle, dir)
///////////////////////////////////
//////// Internal damage ////////
///////////////////////////////////
/obj/mecha/proc/check_for_internal_damage(list/possible_int_damage,ignore_threshold=null)
if(!islist(possible_int_damage) || isemptylist(possible_int_damage)) return
if(prob(20))
if(ignore_threshold || health*100/initial(health) < internal_damage_threshold)
for(var/T in possible_int_damage)
if(internal_damage & T)
possible_int_damage -= T
var/int_dam_flag = safepick(possible_int_damage)
if(int_dam_flag)
setInternalDamage(int_dam_flag)
if(prob(5))
if(ignore_threshold || health*100/initial(health)<internal_damage_threshold)
var/obj/item/mecha_parts/mecha_equipment/ME = safepick(equipment)
if(ME)
qdel(ME)
return
/obj/mecha/proc/setInternalDamage(int_dam_flag)
internal_damage |= int_dam_flag
log_append_to_last("Internal damage of type [int_dam_flag].",1)
occupant << sound('sound/machines/warning-buzzer.ogg',wait=0)
diag_hud_set_mechstat()
return
/obj/mecha/proc/clearInternalDamage(int_dam_flag)
if(internal_damage & int_dam_flag)
switch(int_dam_flag)
if(MECHA_INT_TEMP_CONTROL)
occupant_message("<span class='boldnotice'>Life support system reactivated.</span>")
if(MECHA_INT_FIRE)
occupant_message("<span class='boldnotice'>Internal fire extinquished.</span>")
if(MECHA_INT_TANK_BREACH)
occupant_message("<span class='boldnotice'>Damaged internal tank has been sealed.</span>")
internal_damage &= ~int_dam_flag
diag_hud_set_mechstat()
/////////////////////////////////////
//////////// AI piloting ////////////
/////////////////////////////////////
/obj/mecha/attack_ai(mob/living/silicon/ai/user)
if(!isAI(user))
return
//Allows the Malf to scan a mech's status and loadout, helping it to decide if it is a worthy chariot.
if(user.can_dominate_mechs)
examine(user) //Get diagnostic information!
var/obj/item/mecha_parts/mecha_tracking/B = locate(/obj/item/mecha_parts/mecha_tracking) in src
if(B) //Beacons give the AI more detailed mech information.
user << "<span class='danger'>Warning: Tracking Beacon detected. Enter at your own risk. Beacon Data:"
user << "[B.get_mecha_info()]"
//Nothing like a big, red link to make the player feel powerful!
user << "<a href='?src=\ref[user];ai_take_control=\ref[src]'><span class='userdanger'>ASSUME DIRECT CONTROL?</span></a><br>"
/obj/mecha/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/device/aicard/card)
if(!..())
return
//Transfer from core or card to mech. Proc is called by mech.
switch(interaction)
if(AI_TRANS_TO_CARD) //Upload AI from mech to AI card.
if(!state) //Mech must be in maint mode to allow carding.
user << "<span class='warning'>[name] must have maintenance protocols active in order to allow a transfer.</span>"
return
AI = occupant
if(!AI || !isAI(occupant)) //Mech does not have an AI for a pilot
user << "<span class='warning'>No AI detected in the [name] onboard computer.</span>"
return
if(AI.mind.special_role) //Malf AIs cannot leave mechs. Except through death.
user << "<span class='boldannounce'>ACCESS DENIED.</span>"
return
AI.ai_restore_power()//So the AI initially has power.
AI.control_disabled = 1
AI.radio_enabled = 0
AI.loc = card
card.AI = AI
occupant = null
AI.controlled_mech = null
AI.remote_control = null
icon_state = initial(icon_state)+"-open"
AI << "You have been downloaded to a mobile storage device. Wireless connection offline."
user << "<span class='boldnotice'>Transfer successful</span>: [AI.name] ([rand(1000,9999)].exe) removed from [name] and stored within local memory."
if(AI_MECH_HACK) //Called by Malf AI mob on the mech.
new /obj/structure/AIcore/deactivated(AI.loc)
if(occupant) //Oh, I am sorry, were you using that?
AI << "<span class='warning'>Pilot detected! Forced ejection initiated!"
occupant << "<span class='danger'>You have been forcibly ejected!</span>"
go_out(1) //IT IS MINE, NOW. SUCK IT, RD!
ai_enter_mech(AI, interaction)
if(AI_TRANS_FROM_CARD) //Using an AI card to upload to a mech.
AI = card.AI
if(!AI)
user << "<span class='warning'>There is no AI currently installed on this device.</span>"
return
else if(AI.stat || !AI.client)
user << "<span class='warning'>[AI.name] is currently unresponsive, and cannot be uploaded.</span>"
return
else if(occupant || dna_lock) //Normal AIs cannot steal mechs!
user << "<span class='warning'>Access denied. [name] is [occupant ? "currently occupied" : "secured with a DNA lock"]."
return
AI.control_disabled = 0
AI.radio_enabled = 1
user << "<span class='boldnotice'>Transfer successful</span>: [AI.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed."
card.AI = null
ai_enter_mech(AI, interaction)
//Hack and From Card interactions share some code, so leave that here for both to use.
/obj/mecha/proc/ai_enter_mech(mob/living/silicon/ai/AI, interaction)
AI.ai_restore_power()
AI.loc = src
occupant = AI
icon_state = initial(icon_state)
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
if(!internal_damage)
occupant << sound('sound/mecha/nominal.ogg',volume=50)
AI.cancel_camera()
AI.controlled_mech = src
AI.remote_control = src
AI.canmove = 1 //Much easier than adding AI checks! Be sure to set this back to 0 if you decide to allow an AI to leave a mech somehow.
AI.can_shunt = 0 //ONE AI ENTERS. NO AI LEAVES.
AI << "[interaction == AI_MECH_HACK ? "<span class='announce'>Takeover of [name] complete! You are now permanently loaded onto the onboard computer. Do not attempt to leave the station sector!</span>" \
: "<span class='notice'>You have been uploaded to a mech's onboard computer."]"
AI << "<span class='boldnotice'>Use Middle-Mouse to activate mech functions and equipment. Click normally for AI interactions.</span>"
GrantActions(AI)
//An actual AI (simple_animal mecha pilot) entering the mech
/obj/mecha/proc/aimob_enter_mech(mob/living/simple_animal/hostile/syndicate/mecha_pilot/pilot_mob)
if(pilot_mob && pilot_mob.Adjacent(src))
if(occupant)
return
icon_state = initial(icon_state)
occupant = pilot_mob
pilot_mob.mecha = src
pilot_mob.loc = src
GrantActions(pilot_mob)//needed for checks, and incase a badmin puts somebody in the mob
/obj/mecha/proc/aimob_exit_mech(mob/living/simple_animal/hostile/syndicate/mecha_pilot/pilot_mob)
if(occupant == pilot_mob)
occupant = null
if(pilot_mob.mecha == src)
pilot_mob.mecha = null
icon_state = "[initial(icon_state)]-open"
pilot_mob.forceMove(get_turf(src))
RemoveActions(pilot_mob)
/////////////////////////////////////
//////// Atmospheric stuff ////////
/////////////////////////////////////
/obj/mecha/remove_air(amount)
if(use_internal_tank)
return cabin_air.remove(amount)
return ..()
/obj/mecha/return_air()
if(use_internal_tank)
return cabin_air
return ..()
/obj/mecha/proc/return_pressure()
var/datum/gas_mixture/t_air = return_air()
if(t_air)
. = t_air.return_pressure()
return
/obj/mecha/proc/return_temperature()
var/datum/gas_mixture/t_air = return_air()
if(t_air)
. = t_air.return_temperature()
return
/obj/mecha/proc/connect(obj/machinery/atmospherics/components/unary/portables_connector/new_port)
//Make sure not already connected to something else
if(connected_port || !new_port || new_port.connected_device)
return 0
//Make sure are close enough for a valid connection
if(new_port.loc != loc)
return 0
//Perform the connection
connected_port = new_port
connected_port.connected_device = src
var/datum/pipeline/connected_port_parent = connected_port.PARENT1
connected_port_parent.reconcile_air()
log_message("Connected to gas port.")
return 1
/obj/mecha/proc/disconnect()
if(!connected_port)
return 0
connected_port.connected_device = null
connected_port = null
log_message("Disconnected from gas port.")
return 1
/obj/mecha/portableConnectorReturnAir()
return internal_tank.return_air()
/obj/mecha/MouseDrop_T(mob/M, mob/user)
if (!user.canUseTopic(src) || (user != M))
return
if(!ishuman(user)) // no silicons or drones in mechas.
return
log_message("[user] tries to move in.")
if (occupant)
usr << "<span class='warning'>The [name] is already occupied!</span>"
log_append_to_last("Permission denied.")
return
var/passed
if(dna_lock)
if(user.has_dna())
var/mob/living/carbon/C = user
if(C.dna.unique_enzymes==dna_lock)
passed = 1
else if(operation_allowed(user))
passed = 1
if(!passed)
user << "<span class='warning'>Access denied.</span>"
log_append_to_last("Permission denied.")
return
if(user.buckled)
user << "<span class='warning'>You are currently buckled and cannot move.</span>"
log_append_to_last("Permission denied.")
return
if(user.has_buckled_mobs()) //mob attached to us
user << "<span class='warning'>You can't enter the exosuit with other creatures attached to you!</span>"
return
visible_message("[user] starts to climb into [name].")
if(do_after(user, 40, target = src))
if(health <= 0)
user << "<span class='warning'>You cannot get in the [name], it has been destroyed!</span>"
else if(occupant)
user << "<span class='danger'>[occupant] was faster! Try better next time, loser.</span>"
else if(user.buckled)
user << "<span class='warning'>You can't enter the exosuit while buckled.</span>"
else if(user.has_buckled_mobs())
user << "<span class='warning'>You can't enter the exosuit with other creatures attached to you!</span>"
else
moved_inside(user)
else
user << "<span class='warning'>You stop entering the exosuit!</span>"
return
/obj/mecha/proc/moved_inside(mob/living/carbon/human/H)
if(H && H.client && H in range(1))
occupant = H
H.forceMove(src)
add_fingerprint(H)
GrantActions(H, human_occupant=1)
forceMove(loc)
log_append_to_last("[H] moved in as pilot.")
icon_state = initial(icon_state)
setDir(dir_in)
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
if(!internal_damage)
occupant << sound('sound/mecha/nominal.ogg',volume=50)
return 1
else
return 0
/obj/mecha/proc/mmi_move_inside(obj/item/device/mmi/mmi_as_oc,mob/user)
if(!mmi_as_oc.brainmob || !mmi_as_oc.brainmob.client)
user << "<span class='warning'>Consciousness matrix not detected!</span>"
return 0
else if(mmi_as_oc.brainmob.stat)
user << "<span class='warning'>Beta-rhythm below acceptable level!</span>"
return 0
else if(occupant)
user << "<span class='warning'>Occupant detected!</span>"
return 0
else if(dna_lock && (!mmi_as_oc.brainmob.dna || dna_lock!=mmi_as_oc.brainmob.dna.unique_enzymes))
user << "<span class='warning'>Access denied. [name] is secured with a DNA lock.</span>"
return 0
visible_message("<span class='notice'>[user] starts to insert an MMI into [name].</span>")
if(do_after(user, 40, target = src))
if(!occupant)
return mmi_moved_inside(mmi_as_oc,user)
else
user << "<span class='warning'>Occupant detected!</span>"
else
user << "<span class='notice'>You stop inserting the MMI.</span>"
return 0
/obj/mecha/proc/mmi_moved_inside(obj/item/device/mmi/mmi_as_oc,mob/user)
if(mmi_as_oc && user in range(1))
if(!mmi_as_oc.brainmob || !mmi_as_oc.brainmob.client)
user << "<span class='notice'>Consciousness matrix not detected!</span>"
return 0
else if(mmi_as_oc.brainmob.stat)
user << "<span class='warning'>Beta-rhythm below acceptable level!</span>"
return 0
if(!user.unEquip(mmi_as_oc))
user << "<span class='warning'>\the [mmi_as_oc] is stuck to your hand, you cannot put it in \the [src]!</span>"
return
var/mob/brainmob = mmi_as_oc.brainmob
occupant = brainmob
brainmob.loc = src //should allow relaymove
brainmob.reset_perspective(src)
brainmob.canmove = 1
mmi_as_oc.loc = src
mmi_as_oc.mecha = src
icon_state = initial(icon_state)
setDir(dir_in)
log_message("[mmi_as_oc] moved in as pilot.")
if(!internal_damage)
occupant << sound('sound/mecha/nominal.ogg',volume=50)
GrantActions(brainmob)
return 1
else
return 0
/obj/mecha/container_resist()
go_out()
/obj/mecha/Exited(atom/movable/M, atom/newloc)
if(occupant && occupant == M) // The occupant exited the mech without calling go_out()
go_out(1, newloc)
/obj/mecha/proc/go_out(var/forced, var/atom/newloc = loc)
if(!occupant)
return
var/atom/movable/mob_container
occupant.clear_alert("charge")
occupant.clear_alert("mech damage")
if(ishuman(occupant))
mob_container = occupant
RemoveActions(occupant, human_occupant=1)
else if(istype(occupant, /mob/living/carbon/brain))
var/mob/living/carbon/brain/brain = occupant
RemoveActions(brain)
mob_container = brain.container
else if(isAI(occupant) && forced) //This should only happen if there are multiple AIs in a round, and at least one is Malf.
RemoveActions(occupant)
occupant.gib() //If one Malf decides to steal a mech from another AI (even other Malfs!), they are destroyed, as they have nowhere to go when replaced.
occupant = null
return
else
return
var/mob/living/L = occupant
occupant = null //we need it null when forceMove calls Exited().
if(mob_container.forceMove(newloc))//ejecting mob container
log_message("[mob_container] moved out.")
L << browse(null, "window=exosuit")
if(istype(mob_container, /obj/item/device/mmi))
var/obj/item/device/mmi/mmi = mob_container
if(mmi.brainmob)
L.loc = mmi
L.reset_perspective()
mmi.mecha = null
mmi.update_icon()
L.canmove = 0
icon_state = initial(icon_state)+"-open"
setDir(dir_in)
if(L && L.client)
L.client.view = world.view
zoom_mode = 0
/////////////////////////
////// Access stuff /////
/////////////////////////
/obj/mecha/proc/operation_allowed(mob/M)
req_access = operation_req_access
req_one_access = list()
return allowed(M)
/obj/mecha/proc/internals_access_allowed(mob/M)
req_one_access = internals_req_access
req_access = list()
return allowed(M)
////////////////////////////////
/////// Messages and Log ///////
////////////////////////////////
/obj/mecha/proc/occupant_message(message as text)
if(message)
if(occupant && occupant.client)
occupant << "\icon[src] [message]"
return
/obj/mecha/proc/log_message(message as text,red=null)
log.len++
log[log.len] = list("time"="[worldtime2text()]","date","year"="[year_integer+540]","message"="[red?"<font color='red'>":null][message][red?"</font>":null]")
return log.len
/obj/mecha/proc/log_append_to_last(message as text,red=null)
var/list/last_entry = log[log.len]
last_entry["message"] += "<br>[red?"<font color='red'>":null][message][red?"</font>":null]"
return
var/year = time2text(world.realtime,"YYYY")
var/year_integer = text2num(year) // = 2013???
///////////////////////
///// Power stuff /////
///////////////////////
/obj/mecha/proc/has_charge(amount)
return (get_charge()>=amount)
/obj/mecha/proc/get_charge()
for(var/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/R in equipment)
var/relay_charge = R.get_charge()
if(relay_charge)
return relay_charge
if(cell)
return max(0, cell.charge)
/obj/mecha/proc/use_power(amount)
if(get_charge())
cell.use(amount)
return 1
return 0
/obj/mecha/proc/give_power(amount)
if(!isnull(get_charge()))
cell.give(amount)
return 1
return 0
/obj/mecha/allow_drop()
return 0
/obj/mecha/update_remote_sight(mob/living/user)
if(occupant_sight_flags)
if(user == occupant)
user.sight |= occupant_sight_flags