Files
Aurora.3/code/game/objects/items/weapons/cloaking_device.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00

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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
processing_objects.Add(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()
processing_objects.Remove(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_item()
W.forceMove(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(istype(W, /obj/item/weapon/screwdriver))
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!")