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fulton.dm
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GLOBAL_LIST_EMPTY(total_extraction_beacons)
/obj/item/extraction_pack
name = "fulton extraction pack"
desc = "A balloon that can be used to extract equipment or personnel to a Fulton Recovery Beacon. Anything not bolted down can be moved. Link the pack to a beacon by using the pack in hand."
icon = 'icons/obj/fulton.dmi'
icon_state = "extraction_pack"
w_class = WEIGHT_CLASS_NORMAL
var/obj/structure/extraction_point/beacon
var/list/beacon_networks = list("station")
var/uses_left = 3
var/can_use_indoors
var/safe_for_living_creatures = 1
var/max_force_fulton = MOVE_FORCE_STRONG
/// If false, puts atom in nullspace instead of a beacon
/// You are expected to handle the atom in post_extract()
var/uses_beacon = TRUE
/obj/item/extraction_pack/examine()
. = ..()
if(uses_left < INFINITY - 2000)
. += span_info("It has [uses_left] use\s remaining.")
/obj/item/extraction_pack/attack_self(mob/user)
if(!uses_beacon)
return FALSE
if(is_species(user, /datum/species/lizard/ashwalker))
to_chat(user, span_warning("You don't know how to use this!"))
return FALSE
if(is_species(user, /datum/species/pod/ivymen)) // yogs - ivymen
to_chat(user, span_warning("You don't know how to use this!"))
return FALSE
var/list/possible_beacons = list()
for(var/B in GLOB.total_extraction_beacons)
var/obj/structure/extraction_point/EP = B
if(EP.beacon_network in beacon_networks)
possible_beacons += EP
if(!possible_beacons.len)
to_chat(user, "There are no extraction beacons in existence!")
return
else
var/A
A = input("Select a beacon to connect to", "Balloon Extraction Pack", A) as null|anything in possible_beacons
if(!A)
return
beacon = A
to_chat(user, "You link the extraction pack to the beacon system.")
/obj/item/extraction_pack/proc/can_extract(atom/movable/A)
return TRUE
/obj/item/extraction_pack/proc/post_extract(atom/movable/A)
return
/obj/item/extraction_pack/afterattack(atom/movable/A, mob/living/carbon/human/user, flag, params)
. = ..()
if(is_species(user, /datum/species/lizard/ashwalker))
to_chat(user, span_warning("You don't know how to use this!"))
return FALSE
if(!beacon && uses_beacon)
to_chat(user, "[src] is not linked to a beacon, and cannot be used.")
return
if(!can_use_indoors)
var/area/area = get_area(A)
if(!area.outdoors)
to_chat(user, "[src] can only be used on things that are outdoors!")
return
if(!flag)
return
if(!istype(A) || !can_extract(A))
return
else
if(!safe_for_living_creatures && check_for_living_mobs(A))
to_chat(user, "[src] is not safe for use with living creatures, they wouldn't survive the trip back!")
return
if(!isturf(A.loc)) // no extracting stuff inside other stuff
return
if(A.anchored || (A.move_resist > max_force_fulton))
return
to_chat(user, span_notice("You start attaching the pack to [A]..."))
if(do_after(user, 5 SECONDS, A))
if(!can_extract(A))
return
to_chat(user, span_notice("You attach the pack to [A] and activate it."))
if(loc == user && istype(user.back, /obj/item/storage/backpack))
var/obj/item/storage/backpack/B = user.back
SEND_SIGNAL(B, COMSIG_TRY_STORAGE_INSERT, src, user, FALSE, FALSE)
uses_left--
if(uses_left <= 0)
user.transferItemToLoc(src, A, TRUE)
var/mutable_appearance/balloon
var/mutable_appearance/balloon2
var/mutable_appearance/balloon3
if(isliving(A))
var/mob/living/M = A
M.Paralyze(320) // Keep them from moving during the duration of the extraction
M.buckled = 0 // Unbuckle them to prevent anchoring problems
else
A.anchored = TRUE
A.density = FALSE
var/obj/effect/extraction_holder/holder_obj = new(A.loc)
holder_obj.appearance = A.appearance
A.forceMove(holder_obj)
balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.add_overlay(balloon2)
sleep(0.4 SECONDS)
balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon2)
holder_obj.add_overlay(balloon)
playsound(holder_obj.loc, 'sound/items/fultext_deploy.ogg', 50, 1, -3)
animate(holder_obj, pixel_z = 10, time = 2 SECONDS)
sleep(2 SECONDS)
animate(holder_obj, pixel_z = 15, time = 1 SECONDS)
sleep(1 SECONDS)
animate(holder_obj, pixel_z = 10, time = 1 SECONDS)
sleep(1 SECONDS)
animate(holder_obj, pixel_z = 15, time = 1 SECONDS)
sleep(1 SECONDS)
animate(holder_obj, pixel_z = 10, time = 1 SECONDS)
sleep(1 SECONDS)
playsound(holder_obj.loc, 'sound/items/fultext_launch.ogg', 50, 1, -3)
animate(holder_obj, pixel_z = 1000, time = 3 SECONDS)
if(ishuman(A))
var/mob/living/carbon/human/L = A
L.SetUnconscious(0)
L.remove_status_effect(/datum/status_effect/drowsiness)
L.SetSleeping(0)
sleep(3 SECONDS)
if(uses_beacon)
var/list/flooring_near_beacon = list()
for(var/turf/open/floor in orange(1, beacon))
flooring_near_beacon += floor
if(LAZYLEN(flooring_near_beacon) > 0)
holder_obj.forceMove(pick(flooring_near_beacon))
else
to_chat(user, span_userdanger("The fulton malfunctions! It couldn't find a place to land!"))
animate(holder_obj, pixel_z = 10, time = 5 SECONDS)
sleep(5 SECONDS)
animate(holder_obj, pixel_z = 15, time = 1 SECONDS)
sleep(1 SECONDS)
animate(holder_obj, pixel_z = 10, time = 1 SECONDS)
sleep(1 SECONDS)
balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon)
holder_obj.add_overlay(balloon3)
sleep(0.4 SECONDS)
holder_obj.cut_overlay(balloon3)
A.anchored = FALSE // An item has to be unanchored to be extracted in the first place.
A.density = initial(A.density)
animate(holder_obj, pixel_z = 0, time = 0.5 SECONDS)
sleep(0.5 SECONDS)
A.forceMove(holder_obj.loc)
else
A.doMove(null)
qdel(holder_obj)
post_extract(A)
if(uses_left <= 0)
qdel(src)
/obj/item/fulton_core
name = "extraction beacon signaller"
desc = "Emits a signal which fulton recovery devices can lock onto. Activate in hand to create a beacon."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "subspace_amplifier"
/obj/item/fulton_core/attack_self(mob/user)
if(do_after(user, 1.5 SECONDS, user) && !QDELETED(src))
new /obj/structure/extraction_point(get_turf(user))
qdel(src)
/obj/structure/extraction_point
name = "fulton recovery beacon"
desc = "A beacon for the fulton recovery system. Activate a pack in your hand to link it to a beacon."
icon = 'icons/obj/fulton.dmi'
icon_state = "extraction_point"
anchored = TRUE
density = FALSE
var/beacon_network = "station"
/obj/structure/extraction_point/Initialize(mapload)
. = ..()
name += " ([rand(100,999)]) ([get_area_name(src, TRUE)])"
GLOB.total_extraction_beacons += src
/obj/structure/extraction_point/Destroy()
GLOB.total_extraction_beacons -= src
..()
/obj/effect/extraction_holder
name = "extraction holder"
desc = "You shouldn't see this."
var/atom/movable/stored_obj
/obj/item/extraction_pack/proc/check_for_living_mobs(atom/A)
if(isliving(A))
var/mob/living/L = A
if(L.stat != DEAD)
return 1
for(var/thing in A.get_all_contents())
if(isliving(A))
var/mob/living/L = A
if(L.stat != DEAD)
return 1
return 0
/obj/effect/extraction_holder/singularity_pull()
return
/obj/effect/extraction_holder/singularity_pull()
return
/obj/item/extraction_pack/mech_drop
name = "mech extraction pack"
desc = "An industrial balloon pack designed to transport heavy-duty mecha."
uses_left = INFINITY
can_use_indoors = TRUE
safe_for_living_creatures = FALSE
max_force_fulton = MOVE_FORCE_EXTREMELY_STRONG
uses_beacon = FALSE
var/list/stored_mecha
var/ever_used = FALSE
/obj/item/extraction_pack/mech_drop/attack_self(mob/user)
if(!user.canUseTopic(src, TRUE))
return
if(!stored_mecha)
stored_mecha = list()
if(stored_mecha.len == 0)
balloon_alert(user, "no mecha in storage")
return
var/mecha_names = list()
for(var/obj/mecha/mecha_choice in stored_mecha)
mecha_names[mecha_choice.name] = mecha_choice // Generate this list *now* to avoid potential naming exploits
var/choice = tgui_input_list(user, "Choose a mech to deploy", "Mech Drop", mecha_names)
var/obj/mecha/chosen_mecha = mecha_names[choice]
if(!chosen_mecha || !istype(chosen_mecha) || !(chosen_mecha in stored_mecha) || !user.canUseTopic(src, TRUE))
return
ever_used = TRUE
balloon_alert(user, "stand back!")
var/obj/structure/closet/supplypod/pod = new
pod.style = STYLE_SEETHROUGH
pod.explosionSize = list(0,0,0,1)
pod.bluespace = TRUE
pod.damage = 50
chosen_mecha.forceMove(pod)
stored_mecha -= chosen_mecha
new /obj/effect/DPtarget(get_teleport_turf(get_turf(user), 1), pod)
finalize_mech(chosen_mecha)
/obj/item/extraction_pack/mech_drop/proc/finalize_mech(obj/mecha/mecha)
// Reverts the anchor & density given by the extraction pack which would of been done through uses_beacon (but didn't because it was set to FALSE).
mecha.anchored = FALSE
mecha.density = initial(mecha.density)
return FALSE
/obj/item/extraction_pack/mech_drop/examine()
. = ..()
. += span_info("Use in-hand to summon stored mecha.")
/obj/item/extraction_pack/mech_drop/Initialize(mapload)
. = ..()
stored_mecha = list()
RegisterSignal(src, COMSIG_ITEM_REFUND, PROC_REF(refund_check))
/obj/item/extraction_pack/mech_drop/proc/refund_check()
return !ever_used
/obj/item/extraction_pack/mech_drop/can_extract(atom/movable/A)
var/obj/mecha/mecha_to_store = A
. = istype(mecha_to_store) && !mecha_to_store.silicon_pilot && !mecha_to_store.occupant
if(.)
ever_used = TRUE
/obj/item/extraction_pack/mech_drop/post_extract(atom/movable/A)
if(!istype(A, /obj/mecha))
return
ever_used = TRUE
stored_mecha |= A