#define MOD_ACTIVATION_STEP_FLAGS IGNORE_USER_LOC_CHANGE|IGNORE_TARGET_LOC_CHANGE|IGNORE_HELD_ITEM|IGNORE_INCAPACITATED|IGNORE_SLOWDOWNS /// Creates a radial menu from which the user chooses parts of the suit to deploy/retract. Repeats until all parts are extended or retracted. /obj/item/mod/control/proc/choose_deploy(mob/user) if(!length(mod_parts)) return var/list/display_names = list() var/list/items = list() var/list/parts = get_parts() for(var/obj/item/part as anything in parts) display_names[part.name] = REF(part) var/image/part_image = image(icon = part.icon, icon_state = part.icon_state) if(part.loc != src) part_image.underlays += image(icon = 'icons/hud/radial.dmi', icon_state = "module_active") items += list(part.name = part_image) var/pick = show_radial_menu(user, src, items, custom_check = FALSE, require_near = TRUE, tooltips = TRUE) if(!pick) return var/part_reference = display_names[pick] var/obj/item/part = locate(part_reference) in get_parts() if(!istype(part) || user.incapacitated) return if(activating) // SKYRAT EDIT - RETRACTABLE EVERYTHING balloon_alert(user, "deactivate the suit first!") playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return var/parts_to_check = parts - part if(part.loc == src) deploy(user, part) SEND_SIGNAL(src, COMSIG_MOD_DEPLOYED, user) for(var/obj/item/checking_part as anything in parts_to_check) if(checking_part.loc != src) continue choose_deploy(user) break else retract(user, part) SEND_SIGNAL(src, COMSIG_MOD_RETRACTED, user) for(var/obj/item/checking_part as anything in parts_to_check) if(checking_part.loc == src) continue choose_deploy(user) break /// Quickly deploys all parts (or retracts if all are on the wearer) /obj/item/mod/control/proc/quick_deploy(mob/user) if(activating) // SKYRAT EDIT - RETRACTABLE EVERYTHING balloon_alert(user, "deactivate the suit first!") playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE var/deploy = TRUE for(var/obj/item/part as anything in get_parts()) if(part.loc == src) continue deploy = FALSE break for(var/obj/item/part as anything in get_parts()) if(deploy && part.loc == src) deploy(null, part) else if(!deploy && part.loc != src) retract(null, part) wearer.visible_message(span_notice("[wearer]'s [src] [deploy ? "deploys" : "retracts"] its parts with a mechanical hiss."), span_notice("[src] [deploy ? "deploys" : "retracts"] its parts with a mechanical hiss."), span_hear("You hear a mechanical hiss.")) playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE) if(deploy) SEND_SIGNAL(src, COMSIG_MOD_DEPLOYED, user) else SEND_SIGNAL(src, COMSIG_MOD_RETRACTED, user) return TRUE /// Deploys a part of the suit onto the user. /obj/item/mod/control/proc/deploy(mob/user, obj/item/part) var/datum/mod_part/part_datum = get_part_datum(part) if(!wearer) playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE // pAI is trying to deploy it from your hands if(part.loc != src) if(!user) return FALSE balloon_alert(user, "[part.name] already deployed!") playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) if(part_datum.can_overslot) var/obj/item/overslot = wearer.get_item_by_slot(part.slot_flags) if(overslot) part_datum.overslotting = overslot wearer.transferItemToLoc(overslot, part, force = TRUE) RegisterSignal(part, COMSIG_ATOM_EXITED, PROC_REF(on_overslot_exit)) if(wearer.equip_to_slot_if_possible(part, part.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE)) ADD_TRAIT(part, TRAIT_NODROP, MOD_TRAIT) if(!user) return TRUE wearer.visible_message(span_notice("[wearer]'s [part.name] deploy[part.p_s()] with a mechanical hiss."), span_notice("[part] deploy[part.p_s()] with a mechanical hiss."), span_hear("You hear a mechanical hiss.")) playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE) SEND_SIGNAL(src, COMSIG_MOD_PART_DEPLOYED, user, part) return TRUE else if(!user) return FALSE balloon_alert(user, "bodypart clothed!") playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE /// Retract a part of the suit from the user. /obj/item/mod/control/proc/retract(mob/user, obj/item/part) var/datum/mod_part/part_datum = get_part_datum(part) if(part.loc == src) if(!user) return FALSE balloon_alert(user, "[part.name] already retracted!") playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) REMOVE_TRAIT(part, TRAIT_NODROP, MOD_TRAIT) wearer.transferItemToLoc(part, src, force = TRUE) if(part_datum.overslotting) UnregisterSignal(part, COMSIG_ATOM_EXITED) var/obj/item/overslot = part_datum.overslotting if(!QDELING(wearer) && !wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE)) wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE) part_datum.overslotting = null // SKYRAT EDIT START - Avoiding exploits with the modules staying active when any of the parts are retracted. for(var/obj/item/mod/module/module as anything in modules) if(module.active) module.deactivate(display_message = !!user) // SKYRAT EDIT END SEND_SIGNAL(src, COMSIG_MOD_PART_RETRACTED, user, part) if(!user) return wearer.visible_message(span_notice("[wearer]'s [part.name] retract[part.p_s()] back into [src] with a mechanical hiss."), span_notice("[part] retract[part.p_s()] back into [src] with a mechanical hiss."), span_hear("You hear a mechanical hiss.")) playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE) /// Starts the activation sequence, where parts of the suit activate one by one until the whole suit is on. /obj/item/mod/control/proc/toggle_activate(mob/user, force_deactivate = FALSE) if(!wearer) if(!force_deactivate) balloon_alert(user, "equip suit first!") playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE if(!force_deactivate && (SEND_SIGNAL(src, COMSIG_MOD_ACTIVATE, user) & MOD_CANCEL_ACTIVATE)) playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE for(var/obj/item/part as anything in get_parts()) if(!force_deactivate && part.loc == src) balloon_alert(user, "deploy all parts first!") playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE if(locked && !active && !allowed(user) && !force_deactivate) balloon_alert(user, "access insufficient!") playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE if(!get_charge() && !force_deactivate) balloon_alert(user, "suit not powered!") playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE if(open && !force_deactivate) balloon_alert(user, "close the suit panel!") playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE if(activating) if(!force_deactivate) balloon_alert(user, "suit already [active ? "shutting down" : "starting up"]!") playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE) return FALSE for(var/obj/item/mod/module/module as anything in modules) if(!module.active || (module.allow_flags & MODULE_ALLOW_INACTIVE)) continue module.deactivate(display_message = FALSE) activating = TRUE mod_link.end_call() to_chat(wearer, span_notice("MODsuit [active ? "shutting down" : "starting up"].")) for(var/obj/item/part as anything in get_parts()) var/datum/mod_part/part_datum = get_part_datum(part) if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(get_wearer)), hidden = TRUE)) to_chat(wearer, span_notice("[part] [active ? part_datum.unsealed_message : part_datum.sealed_message].")) playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE) seal_part(part, is_sealed = !active) if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(get_wearer)), hidden = TRUE)) to_chat(wearer, span_notice("Systems [active ? "shut down. Parts unsealed. Goodbye" : "started up. Parts sealed. Welcome"], [wearer].")) if(ai_assistant) to_chat(ai_assistant, span_notice("SYSTEMS [active ? "DEACTIVATED. GOODBYE" : "ACTIVATED. WELCOME"]: \"[ai_assistant]\"")) finish_activation(is_on = !active) if(active) playsound(src, 'sound/machines/synth/synth_yes.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000) if(!malfunctioning) wearer.playsound_local(get_turf(src), 'sound/vehicles/mecha/nominal.ogg', 50) else playsound(src, 'sound/machines/synth/synth_no.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000) activating = FALSE SEND_SIGNAL(src, COMSIG_MOD_TOGGLED, user) return TRUE ///Seals or unseals the given part. /obj/item/mod/control/proc/seal_part(obj/item/clothing/part, is_sealed) var/datum/mod_part/part_datum = get_part_datum(part) part_datum.sealed = is_sealed if(part_datum.sealed) part.icon_state = "[skin]-[part.base_icon_state]-sealed" part.clothing_flags |= part.visor_flags part.flags_inv |= part.visor_flags_inv part.flags_cover |= part.visor_flags_cover part.heat_protection = initial(part.heat_protection) part.cold_protection = initial(part.cold_protection) part.alternate_worn_layer = part_datum.sealed_layer else part.icon_state = "[skin]-[part.base_icon_state]" part.flags_cover &= ~part.visor_flags_cover part.flags_inv &= ~part.visor_flags_inv part.clothing_flags &= ~part.visor_flags part.heat_protection = NONE part.cold_protection = NONE part.alternate_worn_layer = part_datum.unsealed_layer wearer.update_clothing(part.slot_flags) wearer.update_obscured_slots(part.visor_flags_inv) if((part.clothing_flags & (MASKINTERNALS|HEADINTERNALS)) && wearer.invalid_internals()) wearer.cutoff_internals() /// Finishes the suit's activation /obj/item/mod/control/proc/finish_activation(is_on) var/datum/mod_part/part_datum = get_part_datum(src) part_datum.sealed = is_on active = is_on if(active) for(var/obj/item/mod/module/module as anything in modules) module.on_suit_activation() else for(var/obj/item/mod/module/module as anything in modules) module.on_suit_deactivation() update_speed() update_appearance(UPDATE_ICON_STATE) update_charge_alert() wearer.update_clothing(slot_flags) /// Quickly deploys all the suit parts and if successful, seals them and turns on the suit. Intended mostly for outfits. /obj/item/mod/control/proc/quick_activation() var/seal = TRUE for(var/obj/item/part as anything in get_parts()) if(!deploy(null, part)) seal = FALSE if(!seal) return for(var/obj/item/part as anything in get_parts()) seal_part(part, is_sealed = TRUE) finish_activation(is_on = TRUE) #undef MOD_ACTIVATION_STEP_FLAGS