/
TheDerelict.dm
195 lines (168 loc) · 7.2 KB
/
TheDerelict.dm
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/////////// thederelict items
/obj/item/paper/fluff/ruins/thederelict/equipment
default_raw_text = "If the equipment breaks there should be enough spare parts in our engineering storage near the north east solar array."
name = "Equipment Inventory"
/obj/item/paper/fluff/ruins/thederelict/syndie_mission
name = "Mission Objectives"
default_raw_text = "The Syndicate have cunningly disguised a Syndicate Uplink as your PDA. Simply enter the code \"678 Bravo\" into the ringtone select to unlock its hidden features. <br><br><b>Objective #1</b>. Kill the God damn AI in a fire blast that it rocks the station. <b>Success!</b> <br><b>Objective #2</b>. Escape alive. <b>Failed.</b>"
/obj/item/paper/fluff/ruins/thederelict/nukie_objectives
name = "Objectives of a Nuclear Operative"
default_raw_text = "<b>Objective #1</b>: Destroy the station with a nuclear device."
/obj/item/paper/crumpled/bloody/ruins/thederelict/unfinished
name = "unfinished paper scrap"
desc = "Looks like someone started shakily writing a will in space common, but were interrupted by something bloody..."
default_raw_text = "I, Victor Belyakov, do hereby leave my _- "
/obj/item/paper/fluff/ruins/thederelict/vaultraider
name = "Vault Raider Objectives"
default_raw_text = "<b>Objectives #1</b>: Find out what is hidden in Kosmicheskaya Stantsiya 13s Vault"
/// Vault controller for use on the derelict/KS13.
/obj/machinery/computer/vaultcontroller
name = "vault controller"
desc = "It seems to be powering and controlling the vault locks."
icon_screen = "power"
icon_keyboard = "power_key"
light_color = LIGHT_COLOR_YELLOW
use_power = NO_POWER_USE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/obj/structure/cable/attached_cable
var/obj/machinery/door/airlock/vault/derelict/door1
var/obj/machinery/door/airlock/vault/derelict/door2
var/locked = TRUE
var/siphoned_power = 0
var/siphon_max = 1e7
/obj/machinery/computer/monitor/examine(mob/user)
. = ..()
. += "<span class='notice'>It appears to be powered via a cable connector.</span>"
//Checks for cable connection, charges if possible.
/obj/machinery/computer/vaultcontroller/process()
if(siphoned_power >= siphon_max)
return
update_cable()
if(attached_cable)
attempt_siphon()
///Looks for a cable connection beneath the machine.
/obj/machinery/computer/vaultcontroller/proc/update_cable()
var/turf/T = get_turf(src)
attached_cable = locate(/obj/structure/cable) in T
///Initializes airlock links.
/obj/machinery/computer/vaultcontroller/proc/find_airlocks()
for(var/obj/machinery/door/airlock/A in GLOB.airlocks)
if(A.id_tag == "derelictvault")
if(!door1)
door1 = A
continue
if(door1 && !door2)
door2 = A
break
///Tries to charge from powernet excess, no upper limit except max charge.
/obj/machinery/computer/vaultcontroller/proc/attempt_siphon()
var/surpluspower = clamp(attached_cable.surplus(), 0, (siphon_max - siphoned_power))
if(surpluspower)
attached_cable.add_load(surpluspower)
siphoned_power += surpluspower
///Handles the doors closing
/obj/machinery/computer/vaultcontroller/proc/cycle_close(obj/machinery/door/airlock/A)
A.safe = FALSE //Make sure its forced closed, always
A.unbolt()
A.close()
A.bolt()
///Handles the doors opening
/obj/machinery/computer/vaultcontroller/proc/cycle_open(obj/machinery/door/airlock/A)
A.unbolt()
A.open()
A.bolt()
///Attempts to lock the vault doors
/obj/machinery/computer/vaultcontroller/proc/lock_vault()
if(door1 && !door1.density)
cycle_close(door1)
if(door2 && !door2.density)
cycle_close(door2)
if(door1.density && door1.locked && door2.density && door2.locked)
locked = TRUE
///Attempts to unlock the vault doors
/obj/machinery/computer/vaultcontroller/proc/unlock_vault()
if(door1 && door1.density)
cycle_open(door1)
if(door2 && door2.density)
cycle_open(door2)
if(!door1.density && door1.locked && !door2.density && door2.locked)
locked = FALSE
///Attempts to lock/unlock vault doors, if machine is charged.
/obj/machinery/computer/vaultcontroller/proc/activate_lock()
if(siphoned_power < siphon_max)
return
if(!door1 || !door2)
find_airlocks()
if(locked)
unlock_vault()
else
lock_vault()
/obj/machinery/computer/vaultcontroller/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "VaultController", name)
ui.open()
/obj/machinery/computer/vaultcontroller/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("togglelock")
activate_lock()
/obj/machinery/computer/vaultcontroller/ui_data()
var/list/data = list()
data["stored"] = siphoned_power
data["max"] = siphon_max
data["doorstatus"] = locked
return data
///Airlock that can't be deconstructed, broken or hacked.
/obj/machinery/door/airlock/vault/derelict
locked = TRUE
move_resist = INFINITY
use_power = NO_POWER_USE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
id_tag = "derelictvault"
///Overrides screwdriver attack to prevent all deconstruction and hacking.
/obj/machinery/door/airlock/vault/derelict/attackby(obj/item/C, mob/user, params)
if(C.tool_behaviour == TOOL_SCREWDRIVER)
return
..()
// So drones can teach borgs and AI dronespeak. For best effect, combine with mother drone lawset.
/obj/item/dronespeak_manual
name = "dronespeak manual"
desc = "The book's cover reads: \"Understanding Dronespeak - An exercise in futility.\""
icon = 'icons/obj/library.dmi'
icon_state = "book2"
/obj/item/dronespeak_manual/attack_self(mob/living/user)
..()
if(isdrone(user) || issilicon(user))
if(user.has_language(/datum/language/drone))
to_chat(user, "<span class='boldannounce'>You start skimming through [src], but you already know dronespeak.</span>")
else
to_chat(user, "<span class='boldannounce'>You start skimming through [src], and suddenly the drone chittering makes sense.</span>")
user.grant_language(/datum/language/drone, TRUE, TRUE, LANGUAGE_MIND)
return
if(user.has_language(/datum/language/drone))
to_chat(user, "<span class='boldannounce'>You start skimming through [src], but you already know dronespeak.</span>")
else
to_chat(user, "<span class='boldannounce'>You start skimming through [src], but you can't make any sense of the contents.</span>")
/obj/item/dronespeak_manual/attack(mob/living/M, mob/living/user)
if(!istype(M) || !istype(user))
return
if(M == user)
attack_self(user)
return
playsound(loc, "punch", 25, TRUE, -1)
if(isdrone(M) || issilicon(M))
if(M.has_language(/datum/language/drone))
M.visible_message("<span class='danger'>[user] beats [M] over the head with [src]!</span>", "<span class='userdanger'>[user] beats you over the head with [src]!</span>", "<span class='hear'>You hear smacking.</span>")
else
M.visible_message("<span class='notice'>[user] teaches [M] by beating [M.p_them()] over the head with [src]!</span>", "<span class='boldnotice'>As [user] hits you with [src], chitters resonate in your mind.</span>", "<span class='hear'>You hear smacking.</span>")
M.grant_language(/datum/language/drone, TRUE, TRUE, LANGUAGE_MIND)
return
/obj/structure/fluff/oldturret
name = "broken turret"
desc = "An obsolete model of turret, long non-functional."
icon = 'icons/obj/turrets.dmi'
icon_state = "turretCover"
density = TRUE