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Damage Control Qualification Part 1 (#271)
* gear up we have people to save * i love emergency beds * fixes some stuff * fixes masks * some stuff * command helmet lights * makes the command stuff emissive a bit too * makes the firecoat slower * - * some unimplented stuff FTM * fixes everything * makes the device actually not consume power * makes everything take a tiny amount of iron so it actually works * fixes nodes
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// Yellow tank but empty, for the printer | ||
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/obj/item/tank/internals/oxygen/yellow/empty | ||
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/obj/item/tank/internals/oxygen/yellow/empty/populate_gas() | ||
return | ||
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// Breach helmet, its a hardhat but cooler | ||
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/obj/item/clothing/head/utility/hardhat/welding/doppler_dc | ||
name = "breach helmet" | ||
desc = "A heavy-duty hardhat with a pressure seal and fireproofing for when things go very wrong. \ | ||
The headlamp is red to preserve eyesight in dark, damaged environments." | ||
icon = 'modular_doppler/damage_control/icons/gear.dmi' | ||
icon_state = "hardhat0_dc" | ||
hat_type = "dc" | ||
worn_icon = 'modular_doppler/damage_control/icons/mob/gear.dmi' | ||
mask_overlay_icon = 'modular_doppler/damage_control/icons/mob/gear.dmi' | ||
dog_fashion = null | ||
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resistance_flags = FIRE_PROOF | ||
clothing_flags = STOPSPRESSUREDAMAGE | STACKABLE_HELMET_EXEMPT | ||
heat_protection = HEAD | ||
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT | ||
cold_protection = HEAD | ||
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT | ||
light_range = 4 | ||
light_color = "#ee243d" | ||
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/obj/item/clothing/head/utility/hardhat/welding/doppler_dc/worn_overlays(mutable_appearance/standing, isinhands, icon_file) | ||
. = ..() | ||
if(!isinhands) | ||
. += emissive_appearance(icon_file, "hardhat_dc_emissive", src, alpha = src.alpha) | ||
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// Reflective fire jacket, like the shiny type super serious firefighters have to use | ||
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/obj/item/clothing/suit/utility/fire/doppler | ||
name = "reflective firecoat" | ||
desc = "A bulky firesuit clad in reflective material to deflect heat away from the wearer." | ||
icon = 'modular_doppler/damage_control/icons/gear.dmi' | ||
icon_state = "firecoat" | ||
worn_icon = 'modular_doppler/damage_control/icons/mob/gear.dmi' | ||
inhand_icon_state = "taperobe" | ||
w_class = WEIGHT_CLASS_BULKY | ||
slowdown = 0.75 | ||
flags_inv = NONE | ||
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// Skinsuit, tight fitting jumpsuit that keeps you from exploding thanks to pressure damage | ||
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/obj/item/clothing/under/rank/engineering/breach_skinsuit | ||
name = "breach skinsuit" | ||
desc = "A special jumpsuit that, when properly worn and adjusted, fits extremely tightly around the wearer's body. \ | ||
This is uncomfortable and slow to move in, but protects the wearer from exposure to vacuum." | ||
icon = 'modular_doppler/damage_control/icons/gear.dmi' | ||
icon_state = "skinsuit" | ||
worn_icon = 'modular_doppler/damage_control/icons/mob/gear.dmi' | ||
equip_sound = 'sound/items/equip/glove_equip.ogg' | ||
can_adjust = FALSE | ||
resistance_flags = FIRE_PROOF | ||
clothing_flags = STOPSPRESSUREDAMAGE | ||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS | ||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT | ||
slowdown = 0.5 | ||
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/obj/item/clothing/under/rank/engineering/breach_skinsuit/worn_overlays(mutable_appearance/standing, isinhands, icon_file) | ||
. = ..() | ||
if(!isinhands) | ||
. += emissive_appearance(icon_file, "[icon_state]-emissive", src, alpha = src.alpha) | ||
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// Gas masks but they aren't flammable (its an atmos gas mask without the extra filters) | ||
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/obj/item/clothing/mask/gas/breach | ||
name = "gas mask" | ||
desc = "A fireproofed gas mask with a special layer on the faceplate that prevents being blinded by fire reflash. \ | ||
Will not protect you from more intense lighting than that, however." | ||
icon = 'modular_doppler/damage_control/icons/gear.dmi' | ||
icon_state = "mask" | ||
worn_icon = 'modular_doppler/damage_control/icons/mob/gear.dmi' | ||
worn_icon_state = "mask" | ||
supported_bodyshapes = list(BODYSHAPE_HUMANOID) | ||
bodyshape_icon_files = list( | ||
BODYSHAPE_HUMANOID_T = 'modular_doppler/damage_control/icons/mob/gear.dmi', | ||
) | ||
armor_type = /datum/armor/gas_atmos | ||
resistance_flags = FIRE_PROOF | ||
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// Bag for storing the breach ensemble without cluttering fire lockers too bad | ||
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/obj/item/storage/bag/breach_bag | ||
name = "damage control ensemble bag" | ||
desc = "A fire and chemical proofed bag for storing breach gear when not in use. \ | ||
A small label states that the bags should be inspected for contents every six months, \ | ||
though the last inspection signature looks much older than that." | ||
icon = 'modular_doppler/damage_control/icons/gear.dmi' | ||
icon_state = "breach_bag" | ||
slot_flags = NONE | ||
resistance_flags = FIRE_PROOF | ACID_PROOF | ||
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/obj/item/storage/bag/breach_bag/Initialize(mapload) | ||
. = ..() | ||
atom_storage.max_specific_storage = WEIGHT_CLASS_BULKY | ||
atom_storage.numerical_stacking = FALSE | ||
atom_storage.max_total_storage = 200 | ||
atom_storage.max_slots = 6 | ||
atom_storage.insert_preposition = "in" | ||
atom_storage.set_holdable(list( | ||
/obj/item/clothing/head/utility, | ||
/obj/item/clothing/suit/utility, | ||
/obj/item/clothing/under/rank/engineering, | ||
/obj/item/clothing/mask/gas, | ||
/obj/item/clothing/shoes, | ||
/obj/item/clothing/gloves, | ||
)) | ||
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/obj/item/storage/bag/breach_bag/PopulateContents() | ||
new /obj/item/clothing/head/utility/hardhat/welding/doppler_dc(src) | ||
new /obj/item/clothing/suit/utility/fire/doppler(src) | ||
new /obj/item/clothing/under/rank/engineering/breach_skinsuit(src) | ||
new /obj/item/clothing/mask/gas/breach(src) | ||
new /obj/item/clothing/shoes/jackboots/frontier_colonist(src) | ||
new /obj/item/clothing/gloves/frontier_colonist(src) | ||
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// Metal H2 axe if you ever actually saw one once in 200 rounds | ||
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/obj/item/fireaxe/metal_h2_axe/emergency_extraction | ||
name = "emergency extraction axe" | ||
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// Edits to fire lockers to include the new breach kit | ||
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/obj/structure/closet/firecloset/PopulateContents() | ||
new /obj/item/storage/bag/breach_bag(src) | ||
new /obj/item/storage/bag/breach_bag(src) | ||
new /obj/item/tank/internals/oxygen/yellow(src) | ||
new /obj/item/tank/internals/oxygen/yellow(src) | ||
new /obj/item/extinguisher(src) | ||
new /obj/item/crowbar/large/emergency(src) | ||
new /obj/item/emergency_bed(src) | ||
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if(prob(30)) | ||
new /obj/item/flatpacked_machine/damage_lathe(src) | ||
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/obj/structure/closet/firecloset/full/PopulateContents() | ||
new /obj/item/storage/bag/breach_bag(src) | ||
new /obj/item/storage/bag/breach_bag(src) | ||
new /obj/item/tank/internals/oxygen/yellow(src) | ||
new /obj/item/tank/internals/oxygen/yellow(src) | ||
new /obj/item/extinguisher(src) | ||
new /obj/item/crowbar/large/emergency(src) | ||
new /obj/item/emergency_bed(src) | ||
new /obj/item/door_seal(src) | ||
new /obj/item/door_seal(src) | ||
new /obj/item/door_seal(src) | ||
new /obj/item/stack/sheet/iron/ten(src) | ||
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if(prob(50)) | ||
new /obj/item/flatpacked_machine/damage_lathe(src) | ||
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// Emergency closets get a little lovin too | ||
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/obj/structure/closet/emcloset/PopulateContents() | ||
var/list/possible_spawn_pools = list( | ||
"air_only" = 3, | ||
"stretcher" = 2, | ||
"mixture" = 3, | ||
"get_out_while_you_still_can" = 2, | ||
) | ||
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new /obj/item/storage/toolbox/emergency(src) | ||
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switch (pick_weight(possible_spawn_pools)) | ||
if ("air_only") | ||
new /obj/item/tank/internals/emergency_oxygen(src) | ||
new /obj/item/tank/internals/emergency_oxygen(src) | ||
new /obj/item/tank/internals/emergency_oxygen(src) | ||
new /obj/item/clothing/mask/gas/breach(src) | ||
new /obj/item/clothing/mask/gas/breach(src) | ||
new /obj/item/clothing/mask/gas/breach(src) | ||
if ("stretcher") | ||
new /obj/item/clothing/head/utility/hardhat/welding/doppler_dc(src) | ||
new /obj/item/clothing/head/utility/hardhat/welding/doppler_dc(src) | ||
new /obj/item/storage/backpack/duffelbag/deforest_medkit/stocked(src) | ||
new /obj/item/emergency_bed(src) | ||
if ("mixture") | ||
new /obj/item/clothing/head/utility/hardhat/welding/doppler_dc(src) | ||
new /obj/item/clothing/head/utility/hardhat/welding/doppler_dc(src) | ||
new /obj/item/tank/internals/emergency_oxygen(src) | ||
new /obj/item/tank/internals/emergency_oxygen(src) | ||
new /obj/item/clothing/mask/gas/breach(src) | ||
new /obj/item/clothing/mask/gas/breach(src) | ||
new /obj/item/storage/medkit/emergency(src) | ||
new /obj/item/emergency_bed(src) | ||
if ("get_out_while_you_still_can") | ||
new /obj/item/clothing/head/utility/hardhat/welding/doppler_dc(src) | ||
new /obj/item/clothing/head/utility/hardhat/welding/doppler_dc(src) | ||
new /obj/item/tank/internals/emergency_oxygen(src) | ||
new /obj/item/tank/internals/emergency_oxygen(src) | ||
new /obj/item/clothing/mask/gas/breach(src) | ||
new /obj/item/clothing/mask/gas/breach(src) | ||
new /obj/item/emergency_bed(src) | ||
new /obj/item/fireaxe/metal_h2_axe/emergency_extraction(src) |
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/obj/machinery/rnd/production/damage_control_fab | ||
name = "emergency repair lathe" | ||
desc = "A small little machine with no material insertion ports and no power connectors. \ | ||
Able to use the small trickle of power an internal source creates to slowly create \ | ||
essential damage control equipment." | ||
icon = 'modular_doppler/damage_control/icons/machines.dmi' | ||
icon_state = "damage_fab" | ||
base_icon_state = "damage_fab" | ||
circuit = null | ||
production_animation = "damage_fab_working" | ||
light_color = LIGHT_COLOR_INTENSE_RED | ||
light_power = 5 | ||
allowed_buildtypes = DAMAGE_FAB | ||
use_power = FALSE | ||
/// The item we turn into when repacked | ||
var/repacked_type = /obj/item/flatpacked_machine/damage_lathe | ||
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/obj/machinery/rnd/production/damage_control_fab/Initialize(mapload) | ||
. = ..() | ||
AddElement(/datum/element/repackable, repacked_type, 5 SECONDS) | ||
stored_research = locate(/datum/techweb/admin) in SSresearch.techwebs | ||
if(!mapload) | ||
flick("damage_fab_deploy", src) | ||
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// formerly NO_DECONSTRUCTION | ||
/obj/machinery/rnd/production/damage_control_fab/default_deconstruction_screwdriver(mob/user, icon_state_open, icon_state_closed, obj/item/screwdriver) | ||
return NONE | ||
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/obj/machinery/rnd/production/damage_control_fab/default_deconstruction_crowbar(obj/item/crowbar, ignore_panel, custom_deconstruct) | ||
return NONE | ||
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/obj/machinery/rnd/production/damage_control_fab/default_pry_open(obj/item/crowbar, close_after_pry, open_density, closed_density) | ||
return NONE | ||
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/obj/machinery/rnd/production/damage_control_fab/start_printing_visuals() | ||
set_light(l_range = 1.5) | ||
icon_state = "colony_lathe_working" | ||
update_appearance() | ||
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/obj/machinery/rnd/production/damage_control_fab/finalize_build() | ||
. = ..() | ||
set_light(l_range = 0) | ||
icon_state = base_icon_state | ||
update_appearance() | ||
flick("colony_lathe_finish_print", src) | ||
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/obj/machinery/rnd/production/damage_control_fab/build_efficiency() | ||
return 1 | ||
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// We take from all nodes even unresearched ones | ||
/obj/machinery/rnd/production/damage_control_fab/update_designs() | ||
var/previous_design_count = cached_designs.len | ||
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cached_designs.Cut() | ||
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for(var/design_id in SSresearch.techweb_designs) | ||
var/datum/design/design = SSresearch.techweb_designs[design_id] | ||
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if((isnull(allowed_department_flags) || (design.departmental_flags & allowed_department_flags)) && (design.build_type & allowed_buildtypes)) | ||
cached_designs |= design | ||
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var/design_delta = cached_designs.len - previous_design_count | ||
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if(design_delta > 0) | ||
say("Received [design_delta] new design[design_delta == 1 ? "" : "s"].") | ||
playsound(src, 'sound/machines/beep/twobeep_high.ogg', 50, TRUE) | ||
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update_static_data_for_all_viewers() | ||
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// Item for carrying the lathe around and building it | ||
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/obj/item/flatpacked_machine/damage_lathe | ||
name = "packed emergency repair lathe" | ||
/// For all flatpacked machines, set the desc to the type_to_deploy followed by ::desc to reuse the type_to_deploy's description | ||
desc = /obj/machinery/rnd/production/damage_control_fab::desc | ||
icon = 'modular_doppler/damage_control/icons/packed_machines.dmi' | ||
icon_state = "damage_lathe_packed" | ||
w_class = WEIGHT_CLASS_BULKY | ||
type_to_deploy = /obj/machinery/rnd/production/damage_control_fab | ||
deploy_time = 4 SECONDS | ||
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/obj/item/flatpacked_machine/damage_lathe/give_manufacturer_examine() | ||
return |
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