Files
Bubberstation/code/modules/mod/mod_activation.dm
MrMelbert c1a6867a80 MODsuit now uses spacesuit cell hud element (#81985)
## About The Pull Request

Rather than using screen alerts, MODsuits will now use the spacesuit
cell hud element, which normal space suits use to show how much cell is
left.

Also adds some new states to the cell hud icon to accommodate. 

## Why It's Good For The Game

1. Less clutter in the alerts tab. Allows for higher priority screen
alerts to be displayed, such as being on fire.
2. Less confusing for Ethereals using MODsuits. 
3. Consistency with normal space suits. 

## Changelog

🆑 Melbert
add: MODsuits now use the "suit charge" HUD element to show how much
charge they have left, rather than a screen alert
/🆑
2024-03-16 21:26:40 +01:00

267 lines
12 KiB
Plaintext

#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()
for(var/obj/item/part as anything in mod_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 mod_parts
if(!istype(part) || user.incapacitated())
return
if(active || activating)
balloon_alert(user, "deactivate the suit first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
var/parts_to_check = mod_parts - part
if(part.loc == src)
deploy(user, part)
on_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)
on_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(active || activating)
balloon_alert(user, "deactivate the suit first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
var/deploy = TRUE
for(var/obj/item/part as anything in mod_parts)
if(part.loc == src)
continue
deploy = FALSE
break
for(var/obj/item/part as anything in mod_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/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
if(deploy)
on_mod_deployed(user)
else
on_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)
if(!wearer)
playsound(src, 'sound/machines/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/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
if(part in overslotting_parts)
var/obj/item/overslot = wearer.get_item_by_slot(part.slot_flags)
if(overslot)
overslotting_parts[part] = 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/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
return TRUE
else
if(!user)
return FALSE
balloon_alert(user, "bodypart clothed!")
playsound(src, 'sound/machines/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)
if(part.loc == src)
if(!user)
return FALSE
balloon_alert(user, "[part.name] already retracted!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
REMOVE_TRAIT(part, TRAIT_NODROP, MOD_TRAIT)
wearer.transferItemToLoc(part, src, force = TRUE)
if(overslotting_parts[part])
UnregisterSignal(part, COMSIG_ATOM_EXITED)
var/obj/item/overslot = overslotting_parts[part]
if(!wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE)
overslotting_parts[part] = null
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/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/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/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
for(var/obj/item/part as anything in mod_parts)
if(!force_deactivate && part.loc == src)
balloon_alert(user, "deploy all parts first!")
playsound(src, 'sound/machines/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/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(!get_charge() && !force_deactivate)
balloon_alert(user, "suit not powered!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(open && !force_deactivate)
balloon_alert(user, "close the suit panel!")
playsound(src, 'sound/machines/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/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.on_deactivation(display_message = FALSE)
mod_link.end_call()
activating = TRUE
to_chat(wearer, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
if (ai_assistant)
to_chat(ai_assistant, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(has_wearer))))
to_chat(wearer, span_notice("[boots] [active ? "relax their grip on your legs" : "seal around your feet"]."))
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
seal_part(boots, seal = !active)
if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(has_wearer))))
to_chat(wearer, span_notice("[gauntlets] [active ? "become loose around your fingers" : "tighten around your fingers and wrists"]."))
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
seal_part(gauntlets, seal = !active)
if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(has_wearer))))
to_chat(wearer, span_notice("[chestplate] [active ? "releases your chest" : "cinches tightly against your chest"]."))
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
seal_part(chestplate, seal = !active)
if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(has_wearer))))
to_chat(wearer, span_notice("[helmet] hisses [active ? "open" : "closed"]."))
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
seal_part(helmet, seal = !active)
if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(has_wearer))))
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("<b>SYSTEMS [active ? "DEACTIVATED. GOODBYE" : "ACTIVATED. WELCOME"]: \"[ai_assistant]\"</b>"))
finish_activation(on = !active)
if(active)
playsound(src, 'sound/machines/synth_yes.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
if(!malfunctioning)
wearer.playsound_local(get_turf(src), 'sound/mecha/nominal.ogg', 50)
else
playsound(src, 'sound/machines/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, seal)
if(seal)
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 = null
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 = mod_parts[part]
if(part == boots)
wearer.update_worn_shoes()
if(part == gauntlets)
wearer.update_worn_gloves()
if(part == chestplate)
wearer.update_worn_oversuit()
wearer.update_worn_undersuit()
if(part == helmet)
wearer.update_worn_head()
wearer.update_worn_mask()
wearer.update_worn_glasses()
wearer.update_body_parts()
// Close internal air tank if MOD helmet is unsealed and was the only breathing apparatus.
if (!seal && wearer?.invalid_internals())
wearer.cutoff_internals()
/// Finishes the suit's activation
/obj/item/mod/control/proc/finish_activation(on)
active = 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 mod_parts)
if(!deploy(null, part))
seal = FALSE
if(!seal)
return
for(var/obj/item/part as anything in mod_parts)
seal_part(part, seal = TRUE)
finish_activation(on = TRUE)
/obj/item/mod/control/proc/has_wearer()
return wearer
/obj/item/mod/control/proc/on_mod_deployed(mob/user)
SEND_SIGNAL(src, COMSIG_MOD_DEPLOYED, user)
/obj/item/mod/control/proc/on_mod_retracted(mob/user)
SEND_SIGNAL(src, COMSIG_MOD_RETRACTED, user)
#undef MOD_ACTIVATION_STEP_FLAGS