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On the tin, doing it like this means we can reduce our overall line fingerprint whenever we have to add two or more traits from the same source on the same target. Especially helps when we get to the 4+ range of traits, a breath of fresh air even. Doesn't mean we have to do for loops, as that's already handled within the define as well. I replaced some of the checks with `length()` checks, let me know if I should switch it over to something else (maybe `islist()`)? We stack_trace whenever we're not passed a list reference on purpose, and sometimes var/lists are null by default (or just empty, making this redundant). ## Why It's Good For The Game I commonly feel the urge to write "use `AddTraits()`" or something in reviews, then am sad when I remember it doesn't exist. I will no longer be sad. Can ensure a lot more trait safety as well by using static lists- when both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are confident (from a static point of view) that everything that you want to be adding/removing works. I may have missed a few things where this could be used, but both macros implemented in this PR still use the same framework that was being used in the last four years- so stuff won't break if left untouched. Just a nifty new tool for developers. also fixed up some code in the area, numerous bugs were found and exploded
95 lines
4.2 KiB
Plaintext
95 lines
4.2 KiB
Plaintext
//Visor modules for MODsuits
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///Base Visor - Adds a specific HUD and traits to you.
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/obj/item/mod/module/visor
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name = "MOD visor module"
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desc = "A heads-up display installed into the visor of the suit. They say these also let you see behind you."
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module_type = MODULE_TOGGLE
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complexity = 2
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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incompatible_modules = list(/obj/item/mod/module/visor)
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cooldown_time = 0.5 SECONDS
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/// The HUD type given by the visor.
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var/hud_type
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/// The traits given by the visor.
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var/list/visor_traits = list()
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/obj/item/mod/module/visor/on_activation()
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. = ..()
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if(!.)
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return
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if(hud_type)
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var/datum/atom_hud/hud = GLOB.huds[hud_type]
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hud.show_to(mod.wearer)
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if(length(visor_traits))
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mod.wearer.add_traits(visor_traits, MOD_TRAIT)
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mod.wearer.update_sight()
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/obj/item/mod/module/visor/on_deactivation(display_message = TRUE, deleting = FALSE)
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. = ..()
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if(!.)
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return
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if(hud_type)
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var/datum/atom_hud/hud = GLOB.huds[hud_type]
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hud.hide_from(mod.wearer)
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if(length(visor_traits))
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mod.wearer.remove_traits(visor_traits, MOD_TRAIT)
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mod.wearer.update_sight()
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//Medical Visor - Gives you a medical HUD.
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/obj/item/mod/module/visor/medhud
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name = "MOD medical visor module"
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desc = "A heads-up display installed into the visor of the suit. This cross-references suit sensor data with a modern \
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biological scanning suite, allowing the user to visualize the current health of organic lifeforms, as well as \
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access data such as patient files in a convenient readout. They say these also let you see behind you."
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icon_state = "medhud_visor"
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hud_type = DATA_HUD_MEDICAL_ADVANCED
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visor_traits = list(TRAIT_MEDICAL_HUD)
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//Diagnostic Visor - Gives you a diagnostic HUD.
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/obj/item/mod/module/visor/diaghud
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name = "MOD diagnostic visor module"
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desc = "A heads-up display installed into the visor of the suit. This uses a series of advanced sensors to access data \
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from advanced machinery, exosuits, and other devices, allowing the user to visualize current power levels \
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and integrity of such. They say these also let you see behind you."
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icon_state = "diaghud_visor"
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hud_type = DATA_HUD_DIAGNOSTIC_ADVANCED
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visor_traits = list(TRAIT_DIAGNOSTIC_HUD)
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//Security Visor - Gives you a security HUD.
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/obj/item/mod/module/visor/sechud
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name = "MOD security visor module"
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desc = "A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, \
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plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, \
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and generally know who to shoot. They say these also let you see behind you."
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icon_state = "sechud_visor"
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hud_type = DATA_HUD_SECURITY_ADVANCED
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visor_traits = list(TRAIT_SECURITY_HUD)
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//Meson Visor - Gives you meson vision.
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/obj/item/mod/module/visor/meson
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name = "MOD meson visor module"
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desc = "A heads-up display installed into the visor of the suit. This module is based off well-loved meson scanner \
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technology, used by construction workers and miners across the galaxy to see basic structural and terrain layouts \
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through walls, regardless of lighting conditions. They say these also let you see behind you."
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icon_state = "meson_visor"
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visor_traits = list(TRAIT_MESON_VISION, TRAIT_MADNESS_IMMUNE)
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//Thermal Visor - Gives you thermal vision.
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/obj/item/mod/module/visor/thermal
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name = "MOD thermal visor module"
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desc = "A heads-up display installed into the visor of the suit. This uses a small IR scanner to detect and identify \
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the thermal radiation output of objects near the user. While it can detect the heat output of even something as \
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small as a rodent, it still produces irritating red overlay. They say these also let you see behind you."
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icon_state = "thermal_visor"
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visor_traits = list(TRAIT_THERMAL_VISION)
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//Night Visor - Gives you night vision.
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/obj/item/mod/module/visor/night
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name = "MOD night visor module"
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desc = "A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, \
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this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; \
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yet brightening everything into a spooky green glow. They say these also let you see behind you."
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icon_state = "night_visor"
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visor_traits = list(TRAIT_TRUE_NIGHT_VISION)
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