Files
Bubberstation/code/modules/clothing/under/_under.dm
MrMelbert 8e6b0f1bf5 Re-adds medal code I accidentally removed (#76992)
## About The Pull Request

In
79c57e3d14
, I snapped all of the medal awarding code out of existence, as I
thought I moved it all over to attach, which I did

But I forgot to move the... rest of it over. The attacking part. Very
foolish of me.

I re-added it into pre-attack, gave accessories `nobludgeon`, and
generally cleaned it up a bit.

## Why It's Good For The Game

Accidentally removing code is bad

## Changelog

🆑 Melbert
fix: Once again you can award people medals. 
/🆑
2023-07-21 12:08:44 -06:00

431 lines
14 KiB
Plaintext

/obj/item/clothing/under
name = "under"
icon = 'icons/obj/clothing/under/default.dmi'
worn_icon = 'icons/mob/clothing/under/default.dmi'
lefthand_file = 'icons/mob/inhands/clothing/suits_lefthand.dmi'
righthand_file = 'icons/mob/inhands/clothing/suits_righthand.dmi'
body_parts_covered = CHEST|GROIN|LEGS|ARMS
slot_flags = ITEM_SLOT_ICLOTHING
armor_type = /datum/armor/clothing_under
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
limb_integrity = 30
/// Has this undersuit been freshly laundered and, as such, imparts a mood bonus for wearing
var/freshly_laundered = FALSE
// Alt style handling
/// Can this suit be adjustd up or down to an alt style
var/can_adjust = TRUE
/// If adjusted what style are we currently using?
var/adjusted = NORMAL_STYLE
/// For adjusted/rolled-down jumpsuits. FALSE = exposes chest and arms, TRUE = exposes arms only
var/alt_covers_chest = FALSE
/// The variable containing the flags for how the woman uniform cropping is supposed to interact with the sprite.
var/female_sprite_flags = FEMALE_UNIFORM_FULL
// Sensor handling
/// Does this undersuit have suit sensors in general
var/has_sensor = HAS_SENSORS
/// Does this undersuit spawn with a random sensor value
var/random_sensor = TRUE
/// What is the active sensor mode of this udnersuit
var/sensor_mode = NO_SENSORS
// Accessory handling (Can be componentized eventually)
/// The max number of accessories we can have on this suit.
var/max_number_of_accessories = 5
/// A list of all accessories attached to us.
var/list/obj/item/clothing/accessory/attached_accessories
/// The overlay of the accessory we're demonstrating. Only index 1 will show up.
/// This is the overlay on the MOB, not the item itself.
var/mutable_appearance/accessory_overlay
/datum/armor/clothing_under
bio = 10
wound = 5
/obj/item/clothing/under/Initialize(mapload)
. = ..()
if(random_sensor)
//make the sensor mode favor higher levels, except coords.
sensor_mode = pick(SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_LIVING, SENSOR_LIVING, SENSOR_COORDS, SENSOR_COORDS, SENSOR_OFF)
register_context()
AddElement(/datum/element/update_icon_updates_onmob, flags = ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING, body = TRUE)
/obj/item/clothing/under/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
. = NONE
if(isnull(held_item) && has_sensor == HAS_SENSORS)
context[SCREENTIP_CONTEXT_RMB] = "Toggle suit sensors"
. = CONTEXTUAL_SCREENTIP_SET
if(istype(held_item, /obj/item/clothing/accessory) && length(attached_accessories) < max_number_of_accessories)
context[SCREENTIP_CONTEXT_LMB] = "Attach accessory"
. = CONTEXTUAL_SCREENTIP_SET
if(LAZYLEN(attached_accessories))
context[SCREENTIP_CONTEXT_ALT_RMB] = "Remove accessory"
. = CONTEXTUAL_SCREENTIP_SET
if(istype(held_item, /obj/item/stack/cable_coil) && has_sensor == BROKEN_SENSORS)
context[SCREENTIP_CONTEXT_LMB] = "Repair suit sensors"
. = CONTEXTUAL_SCREENTIP_SET
if(can_adjust && adjusted != DIGITIGRADE_STYLE)
context[SCREENTIP_CONTEXT_ALT_LMB] = "Wear [adjusted == ALT_STYLE ? "normally" : "casually"]"
. = CONTEXTUAL_SCREENTIP_SET
return .
/obj/item/clothing/under/worn_overlays(mutable_appearance/standing, isinhands = FALSE)
. = ..()
if(isinhands)
return
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(GET_ATOM_BLOOD_DNA_LENGTH(src))
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
if(accessory_overlay)
. += accessory_overlay
/obj/item/clothing/under/attackby(obj/item/attacking_item, mob/user, params)
if(has_sensor == BROKEN_SENSORS && istype(attacking_item, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/cabling = attacking_item
to_chat(user, span_notice("You repair the suit sensors on [src] with [cabling]."))
cabling.use(1)
has_sensor = HAS_SENSORS
return TRUE
if(istype(attacking_item, /obj/item/clothing/accessory))
return attach_accessory(attacking_item, user)
return ..()
/obj/item/clothing/under/attack_hand_secondary(mob/user, params)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
toggle()
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/clothing/under/update_clothes_damaged_state(damaged_state = CLOTHING_DAMAGED)
. = ..()
if(damaged_state == CLOTHING_SHREDDED && has_sensor > NO_SENSORS)
has_sensor = BROKEN_SENSORS
else if(damaged_state == CLOTHING_PRISTINE && has_sensor == BROKEN_SENSORS)
has_sensor = HAS_SENSORS
update_appearance()
/obj/item/clothing/under/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(has_sensor == NO_SENSORS || has_sensor == BROKEN_SENSORS)
return
if(severity <= EMP_HEAVY)
has_sensor = BROKEN_SENSORS
if(ismob(loc))
var/mob/M = loc
to_chat(M,span_warning("[src]'s sensors short out!"))
else
sensor_mode = pick(SENSOR_OFF, SENSOR_OFF, SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS)
if(ismob(loc))
var/mob/M = loc
to_chat(M,span_warning("The sensors on the [src] change rapidly!"))
if(ishuman(loc))
var/mob/living/carbon/human/ooman = loc
if(ooman.w_uniform == src)
ooman.update_suit_sensors()
/obj/item/clothing/under/visual_equipped(mob/user, slot)
. = ..()
if(adjusted == ALT_STYLE)
adjust_to_normal()
if((supports_variations_flags & CLOTHING_DIGITIGRADE_VARIATION) && ishuman(user))
var/mob/living/carbon/human/wearer = user
if(wearer.bodytype & BODYTYPE_DIGITIGRADE)
adjusted = DIGITIGRADE_STYLE
update_appearance()
/obj/item/clothing/under/equipped(mob/living/user, slot)
..()
if((slot & ITEM_SLOT_ICLOTHING) && freshly_laundered)
freshly_laundered = FALSE
user.add_mood_event("fresh_laundry", /datum/mood_event/fresh_laundry)
/mob/living/carbon/human/update_suit_sensors()
. = ..()
update_sensor_list()
/mob/living/carbon/human/proc/update_sensor_list()
var/obj/item/clothing/under/U = w_uniform
if(istype(U) && U.has_sensor > NO_SENSORS && U.sensor_mode)
GLOB.suit_sensors_list |= src
else
GLOB.suit_sensors_list -= src
/mob/living/carbon/human/dummy/update_sensor_list()
return
// End suit sensor handling
/// Attach the passed accessory to the clothing item
/obj/item/clothing/under/proc/attach_accessory(obj/item/clothing/accessory/accessory, mob/living/user, attach_message = TRUE)
if(!istype(accessory))
return
if(!accessory.can_attach_accessory(src, user))
return
if(user && !user.temporarilyRemoveItemFromInventory(accessory))
return
if(!accessory.attach(src, user))
return
LAZYADD(attached_accessories, accessory)
accessory.forceMove(src)
// Allow for accessories to react to the acccessory list now
accessory.successful_attach(src)
if(user && attach_message)
balloon_alert(user, "accessory attached")
if(isnull(accessory_overlay))
create_accessory_overlay()
update_appearance()
return TRUE
/// Removes (pops) the topmost accessory from the accessories list and puts it in the user's hands if supplied
/obj/item/clothing/under/proc/pop_accessory(mob/living/user, attach_message = TRUE)
var/obj/item/clothing/accessory/popped_accessory = attached_accessories[1]
remove_accessory(popped_accessory)
if(!user)
return
user.put_in_hands(popped_accessory)
if(attach_message)
popped_accessory.balloon_alert(user, "accessory removed")
/// Removes the passed accesory from our accessories list
/obj/item/clothing/under/proc/remove_accessory(obj/item/clothing/accessory/removed)
if(removed == attached_accessories[1])
accessory_overlay = null
// Remove it from the list before detaching
LAZYREMOVE(attached_accessories, removed)
removed.detach(src)
if(isnull(accessory_overlay) && LAZYLEN(attached_accessories))
create_accessory_overlay()
update_appearance()
/// Handles creating the worn overlay mutable appearance
/// Only the first accessory attached is displayed (currently)
/obj/item/clothing/under/proc/create_accessory_overlay()
var/obj/item/clothing/accessory/prime_accessory = attached_accessories[1]
accessory_overlay = mutable_appearance(prime_accessory.worn_icon, prime_accessory.icon_state)
accessory_overlay.alpha = prime_accessory.alpha
accessory_overlay.color = prime_accessory.color
/obj/item/clothing/under/Exited(atom/movable/gone, direction)
. = ..()
// If one of our accessories was moved out, handle it
if(gone in attached_accessories)
remove_accessory(gone)
/// Helper to remove all attachments to the passed location
/obj/item/clothing/under/proc/dump_attachments(atom/drop_to = drop_location())
for(var/obj/item/clothing/accessory/worn_accessory as anything in attached_accessories)
remove_accessory(worn_accessory)
worn_accessory.forceMove(drop_to)
/obj/item/clothing/under/atom_destruction(damage_flag)
dump_attachments()
return ..()
/obj/item/clothing/under/Destroy()
QDEL_LAZYLIST(attached_accessories)
return ..()
/obj/item/clothing/under/examine(mob/user)
. = ..()
if(can_adjust)
. += "Alt-click on [src] to wear it [adjusted == ALT_STYLE ? "normally" : "casually"]."
if(has_sensor == BROKEN_SENSORS)
. += "Its sensors appear to be shorted out. You could repair it with some cabling."
else if(has_sensor > NO_SENSORS)
switch(sensor_mode)
if(SENSOR_OFF)
. += "Its sensors appear to be disabled."
if(SENSOR_LIVING)
. += "Its binary life sensors appear to be enabled."
if(SENSOR_VITALS)
. += "Its vital tracker appears to be enabled."
if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled."
if(LAZYLEN(attached_accessories))
var/list/accessories = list_accessories_with_icon(user)
. += "It has [english_list(accessories)] attached."
. += "Alt-Right-Click to remove [attached_accessories[1]]."
/// Helper to list out all accessories with an icon besides it, for use in examine
/obj/item/clothing/under/proc/list_accessories_with_icon(mob/user)
var/list/all_accessories = list()
for(var/obj/item/clothing/accessory/attached as anything in attached_accessories)
all_accessories += attached.get_examine_string(user)
return all_accessories
/obj/item/clothing/under/verb/toggle()
set name = "Adjust Suit Sensors"
set category = "Object"
set src in usr
var/mob/user_mob = usr
if(!can_toggle_sensors(user_mob))
return
var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
var/switchMode = tgui_input_list(user_mob, "Select a sensor mode", "Suit Sensors", modes, modes[sensor_mode + 1])
if(isnull(switchMode))
return
if(!can_toggle_sensors(user_mob))
return
sensor_mode = modes.Find(switchMode) - 1
if (loc == user_mob)
switch(sensor_mode)
if(SENSOR_OFF)
to_chat(user_mob, span_notice("You disable your suit's remote sensing equipment."))
if(SENSOR_LIVING)
to_chat(user_mob, span_notice("Your suit will now only report whether you are alive or dead."))
if(SENSOR_VITALS)
to_chat(user_mob, span_notice("Your suit will now only report your exact vital lifesigns."))
if(SENSOR_COORDS)
to_chat(user_mob, span_notice("Your suit will now report your exact vital lifesigns as well as your coordinate position."))
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.w_uniform == src)
H.update_suit_sensors()
/// Checks if the toggler is allowed to toggle suit sensors currently
/obj/item/clothing/under/proc/can_toggle_sensors(mob/toggler)
if(!can_use(toggler) || toggler.stat == DEAD) //make sure they didn't hold the window open.
return FALSE
if(get_dist(toggler, src) > 1)
balloon_alert(toggler, "too far!")
return FALSE
switch(has_sensor)
if(LOCKED_SENSORS)
balloon_alert(toggler, "sensor controls locked!")
return FALSE
if(BROKEN_SENSORS)
balloon_alert(toggler, "sensors shorted!")
return FALSE
if(NO_SENSORS)
balloon_alert(toggler, "no sensors to ajdust!")
return FALSE
return TRUE
/obj/item/clothing/under/AltClick(mob/user)
. = ..()
if(.)
return
if(!can_adjust)
balloon_alert(user, "can't be adjusted!")
return
if(!can_use(user))
return
rolldown()
/obj/item/clothing/under/alt_click_secondary(mob/user)
. = ..()
if(.)
return
if(!LAZYLEN(attached_accessories))
balloon_alert(user, "no accessories to remove!")
return
if(!user.can_perform_action(src, NEED_DEXTERITY))
return
pop_accessory(user)
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
set category = null
set src in usr
if(!can_adjust)
balloon_alert(usr, "can't be adjusted!")
return
if(!can_use(usr))
return
rolldown()
/obj/item/clothing/under/proc/rolldown()
if(toggle_jumpsuit_adjust())
to_chat(usr, span_notice("You adjust the suit to wear it more casually."))
else
to_chat(usr, span_notice("You adjust the suit back to normal."))
update_appearance()
/// Helper to toggle the jumpsuit style, if possible
/// Returns the new state
/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
switch(adjusted)
if(DIGITIGRADE_STYLE)
return
if(NORMAL_STYLE)
adjust_to_alt()
if(ALT_STYLE)
adjust_to_normal()
SEND_SIGNAL(src, COMSIG_CLOTHING_UNDER_ADJUSTED)
return adjusted
/// Helper to reset to normal jumpsuit state
/obj/item/clothing/under/proc/adjust_to_normal()
adjusted = NORMAL_STYLE
female_sprite_flags = initial(female_sprite_flags)
if(!alt_covers_chest)
body_parts_covered |= CHEST
body_parts_covered |= ARMS
if(LAZYLEN(damage_by_parts))
// ugly check to make sure we don't reenable protection on a disabled part
for(var/zone in list(BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
if(damage_by_parts[zone] > limb_integrity)
body_parts_covered &= body_zone2cover_flags(zone)
/// Helper to adjust to alt jumpsuit state
/obj/item/clothing/under/proc/adjust_to_alt()
adjusted = ALT_STYLE
if(!(female_sprite_flags & FEMALE_UNIFORM_TOP_ONLY))
female_sprite_flags = NO_FEMALE_UNIFORM
if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted (and also the arms, realistically)
body_parts_covered &= ~CHEST
body_parts_covered &= ~ARMS
/obj/item/clothing/under/can_use(mob/user)
if(ismob(user) && !user.can_perform_action(src, NEED_DEXTERITY|NEED_HANDS|ALLOW_RESTING))
return FALSE
return ..()
/obj/item/clothing/under/rank
dying_key = DYE_REGISTRY_UNDER