Files
Aurora.3/code/game/objects/items/weapons/cloaking_device.dm
Alberyk 76b743a986 Adds the Aut'akh unathi (#5919)
* Base work for the unathi robot subspecies.

* Adds metabolism species, kidney vars, and the robot unathi organs.

* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.

* First autakh implant power.

* Fixes the organs action button this time.

* Finishes more implants, and interactions with flashs and vaurca.

* Prepare for great changes.

* Drops the real bomb, boss.

* He who fights with monsters.

* Far more work into augments and limb removing powers.

* Limb verbs should be good now.

* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.

* Probably the last work on implants.

* Some extra touches.

* Some tweaks to the species.

* More fixes and adds kyre's sprites.

* More runtime fixes.

* Fixes the species name too.

* Fixes travis.

* Updates this file too to work with the new tools procs.

* Adds changelog

* Fixed changelog.

* Unathi hair and lore description.

* Some tweaks to this too.

* Locks away them for now, they will be released after we got all the events and etc done.

* Changes this chemical.

* Fixes an airlock runtime.

* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.

* Organs removal changes; can't take out the organ if it is too damage.

* Restricts them back again.

* Robotic organs now have the proper icons and names.

* Adds sprites for their organs and some extra tweaks.

* Fixes this missing icon.

* emp should also now hurt assited organs.

* Tweaks more organ related things.

* Fixes the head not being properly set as well.

* Fixes their flags.

* fixes the flag for real this time.

* Poze's review.

* Changes the au'takh organ buttons to don't be animated.

* Helps with adminbus or something.

* Fowl's requested changes.

* Fixes a typo.

* Robotic limb's brute and burn mods are now controlled by the limb model.

* Fowl's changes once more.

* Stops some spam.

* More grammar.

* No eal.

* Skull's review.
2019-01-23 19:27:44 +01:00

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/obj/item/weapon/cloaking_device
name = "cloaking device"
desc = "Use this to become invisible to the human eye. Contains a removable power cell behind a screwed compartment"
description_info = "The default power cell will last for five minutes of continuous usage. It can be removed and recharged or replaced with a better one using a screwdriver.\
</br>This will not make you inaudible, your footsteps can still be heard, and it will make a very distinctive sound when uncloaking.\
</br>Any items you're holding in your hands can still be seen."
description_antag = "Being cloaked makes you impossible to click on, which offers a major advantage in combat. People can only hit you by blind-firing in your direction."
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
var/active = 0.0
flags = CONDUCT
item_state = "electronic"
throwforce = 10.0
throw_speed = 2
throw_range = 10
w_class = 2.0
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
var/power_usage = 35000//A high powered cell allows 5 minutes of continuous usage
//Note it can be toggled on and off easily. You can make it last an hour if you only use it when
//people are nearby to see. Carry spare/better cells for extended cloaking.
var/obj/item/weapon/cell/cell = null
var/mob/living/owner = null
var/datum/modifier/cloaking_device/modifier = null
/obj/item/weapon/cloaking_device/New()
..()
cloaking_devices += src
cell = new /obj/item/weapon/cell/high(src)
/obj/item/weapon/cloaking_device/Destroy()
. = ..()
cloaking_devices -= src
/obj/item/weapon/cloaking_device/equipped(var/mob/user, var/slot)
..()
//Picked up or switched hands or worn
register_owner(user)
//Handles dropped or thrown cloakers
/obj/item/weapon/cloaking_device/dropped(var/mob/user)
..()
var/mob/M = get_holding_mob()
if(!M)
register_owner(null)
//Either placed somewhere or given to someone.
//M will be null if we were dropped on the floor, thats fine, the register function will handle it
//If M contains someone other than the owner, then this device was just passed to someone
//If M contains the owner then the item hasn't actually been dropped, its just the quirk mentioned above
/obj/item/weapon/cloaking_device/attack_self(mob/user as mob)
if (istype(loc, /mob) && loc == user)//safety check incase of shenanigans
register_owner(user)
if (active)
deactivate()
else
activate()
src.add_fingerprint(user)
return
/obj/item/weapon/cloaking_device/proc/activate()
if (active)
return
if (!cell || !cell.checked_use(power_usage*5*CELLRATE))//Costs a small burst to enter cloak
if (owner)
owner << "The [src] clicks uselessly, it has no power left."
playsound(get_turf(src), 'sound/weapons/empty.ogg', 25, 1)
return
START_PROCESSING(SSprocessing, src)
active = 1
src.icon_state = "shield1"
stop_modifier()
playsound(src, 'sound/effects/phasein.ogg', 10, 1, -2)//Cloaking is quieter than uncloaking
if (owner)
owner << "<span class='notice'>\The [src] is now active.</span>"
start_modifier()
/obj/item/weapon/cloaking_device/proc/deactivate()
if (!active)
return
active = 0
src.icon_state = "shield0"
if (owner)
owner << "<span class='notice'>\The [src] is now inactive.</span>"
playsound(src, 'sound/effects/phasein.ogg', 50, 1)
stop_modifier()
STOP_PROCESSING(SSprocessing, src)
/obj/item/weapon/cloaking_device/emp_act(severity)
deactivate()
if (cell)
cell.emp_act(severity)
..()
/obj/item/weapon/cloaking_device/proc/register_owner(var/mob/user)
if (!owner || owner != user)
stop_modifier()
owner = user
if (!modifier)
start_modifier()
/obj/item/weapon/cloaking_device/proc/start_modifier()
if (!owner)
owner = get_holding_mob()
if (owner)
modifier = owner.add_modifier(/datum/modifier/cloaking_device, MODIFIER_ITEM, src, override = MODIFIER_OVERRIDE_NEIGHBOR, _check_interval = 30)
/obj/item/weapon/cloaking_device/proc/stop_modifier()
if (modifier)
modifier.stop(1)
modifier = null
/obj/item/weapon/cloaking_device/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/cell))
if(!cell)
user.drop_from_inventory(W,src)
cell = W
user << "<span class='notice'>You install a cell in [src].</span>"
update_icon()
else
user << "<span class='notice'>[src] already has a cell.</span>"
else if(W.isscrewdriver())
if(cell)
cell.update_icon()
cell.forceMove(get_turf(src.loc))
cell = null
user << "<span class='notice'>You remove the cell from the [src].</span>"
deactivate()
return
..()
/obj/item/weapon/cloaking_device/examine(mob/user)
..()
if (!cell)
user << "It needs a power cell to function."
else
user << "It has [cell.percent()]% power remaining"
/obj/item/weapon/cloaking_device/process()
if (!cell || !cell.checked_use(power_usage*CELLRATE))
deactivate()
return
else if (!modifier)
owner = null
start_modifier()
/*
Modifier
*/
/datum/modifier/cloaking_device/activate()
..()
var/mob/living/L = target
L.cloaked = 1
L.mouse_opacity = 0
L.update_icons()
/datum/modifier/cloaking_device/deactivate()
..()
for (var/a in cloaking_devices)//Check for any other cloaks
if (a != source)
var/obj/item/weapon/cloaking_device/CD = a
if (CD.get_holding_mob() == target)
if (CD.active)//If target is holding another active cloak then we wont remove their stealth
return
var/mob/living/L = target
L.cloaked = 0
L.mouse_opacity = 1
L.update_icons()
/datum/modifier/cloaking_device/check_validity()
.=..()
if (. == 1)
var/obj/item/weapon/cloaking_device/C = source
if (!C.active)
return validity_fail("Cloak is inactive!")