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Bubberstation/code/modules/mod/mod_activation.dm
Fikou 0f26f6e9ee modsuit given traits use refs + fixes their deletion not working right + need boot out for ai to move (#87726)
## About The Pull Request
so there is a problem of:
if 2 modsuit modules were to apply the same trait and 1 were removed,
shit would break
so now all instances of mod_trait applied to the modsuit wearer are refs
instead, with mod_trait used for stuff added to items as that isnt
likely to have the same thing
also qdeleted modsuits delete their parts apparently accidentally
removed at some point. the previous time they did it caused qdel loops
but this time it doesnt
makes boots need to be out for an ai to move someone in a modsuit
improves the ui, non-standard cores now have unique colors for the
charging bar, and you can extend/retract things from ui, also adds a
configurable button to config menu so that the tether doesnt repurpose
the pin function made for circuits
redoes modsuit balloon alerts to use simpler language
makes the weapon recall module make you pick up the weapon if its on
your tile as throws dont work on same tile

![image](https://github.com/user-attachments/assets/97a0eb85-8127-4297-b679-3e5488ce73be)


## Why It's Good For The Game
futureproofing (also technically presentproofing, if you wear something
like infiltrator and normal back modsuit and both have ai control they
both will give you a trait)
also ai movement doesnt have any checks currently, i think it makes
sense that it would require your boots to be out so that the ai has
something to move
fix stuff change break boom wack
2024-11-13 12:29:35 -06:00

325 lines
14 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()
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)
balloon_alert(user, "currently [active ? "unsealing" : "sealing"]!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
var/parts_to_check = parts - part
if(part.loc == src)
if(!deploy(user, part))
return
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
if(!retract(user, part))
return
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)
balloon_alert(user, "currently [active ? "unsealing" : "sealing"]!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
var/deploy = FALSE
for(var/obj/item/part as anything in get_parts())
if(part.loc != src)
continue
deploy = TRUE
break
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)
for(var/obj/item/part as anything in get_parts())
if(deploy && part.loc == src)
if(!deploy(null, part))
continue
else if(!deploy && part.loc != src)
retract(null, part)
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, instant = FALSE)
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, "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)
wearer.update_clothing(slot_flags)
SEND_SIGNAL(src, COMSIG_MOD_PART_DEPLOYED, user, part_datum)
if(user)
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)
if(!active || part_datum.sealed)
return TRUE
if(instant)
seal_part(part, is_sealed = TRUE)
return TRUE
else if(delayed_seal_part(part))
return TRUE
balloon_alert(user, "can't seal, retracting!")
retract(user, part, instant = TRUE)
else
if(part_datum.overslotting)
var/obj/item/overslot = part_datum.overslotting
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)
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, instant = FALSE)
var/datum/mod_part/part_datum = get_part_datum(part)
if(part.loc == src)
if(!user)
return FALSE
balloon_alert(user, "already retracted!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(active && part_datum.sealed)
if(instant)
seal_part(part, is_sealed = FALSE)
else if(!delayed_seal_part(part))
balloon_alert(user, "can't unseal!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
REMOVE_TRAIT(part, TRAIT_NODROP, MOD_TRAIT)
wearer.transferItemToLoc(part, src, force = TRUE)
if(part_datum.overslotting)
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)
wearer.update_clothing(slot_flags)
SEND_SIGNAL(src, COMSIG_MOD_PART_RETRACTED, user, part_datum)
if(!user)
return TRUE
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)
return TRUE
/// 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, "not equipped!")
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
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, "no power source!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(open && !force_deactivate)
balloon_alert(user, "panel open!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(activating)
if(!force_deactivate)
balloon_alert(user, "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()
var/original_active_status = active
to_chat(wearer, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
//deploy the control unit
if(original_active_status)
if(delayed_activation())
playsound(src, 'sound/machines/synth/synth_no.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
to_chat(wearer, span_notice("Control unit offline. Module capability removed."))
else
activating = FALSE
return
var/list/sealed_parts = list()
for(var/obj/item/part as anything in get_parts()) //seals/unseals all deployed parts
if(part.loc == src)
continue
if(!delayed_seal_part(part)) //shit something broke, revert it all
activating = FALSE
for(var/obj/item/sealed_part as anything in sealed_parts)
seal_part(sealed_part, is_sealed = !get_part_datum(sealed_part).sealed)
if(original_active_status)
control_activation(is_on = TRUE)
to_chat(wearer, span_notice("Critical error in sealing systems. Reverting process."))
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
sealed_parts += part
if(!original_active_status)
if(delayed_activation())
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
activating = FALSE
for(var/obj/item/sealed_part as anything in sealed_parts)
seal_part(sealed_part, is_sealed = !get_part_datum(sealed_part).sealed)
to_chat(wearer, span_notice("Critical error in sealing systems. Reverting process."))
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
to_chat(wearer, span_notice("Systems [active ? "started up. Parts sealed. Welcome" : "shut down. Parts unsealed. Goodbye"], [wearer]."))
if(ai_assistant)
to_chat(ai_assistant, span_notice("<b>SYSTEMS [active ? "ACTIVATED. WELCOME" : "DEACTIVATED. GOODBYE"]: \"[ai_assistant]\"</b>"))
activating = FALSE
SEND_SIGNAL(src, COMSIG_MOD_TOGGLED, user)
return TRUE
/obj/item/mod/control/proc/delayed_seal_part(obj/item/clothing/part)
. = FALSE
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] [!part_datum.sealed ? part_datum.sealed_message : part_datum.unsealed_message]."))
playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
seal_part(part, is_sealed = !part_datum.sealed)
return TRUE
/obj/item/mod/control/proc/delayed_activation()
. = FALSE
if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(get_wearer)), hidden = TRUE))
control_activation(is_on = !active)
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
generate_suit_mask()
wearer.update_clothing(part.slot_flags | slot_flags)
wearer.update_obscured_slots(part.visor_flags_inv)
if((part.clothing_flags & (MASKINTERNALS|HEADINTERNALS)) && wearer.invalid_internals())
wearer.cutoff_internals()
SEND_SIGNAL(src, COMSIG_MOD_PART_SEALED, part_datum)
if(is_sealed)
if (!active)
return
for(var/obj/item/mod/module/module as anything in modules)
if(module.part_activated || !module.has_required_parts(mod_parts, need_active = TRUE))
continue
module.on_part_activation()
module.part_activated = TRUE
else
for(var/obj/item/mod/module/module as anything in modules)
if(!module.part_activated || module.has_required_parts(mod_parts, need_active = TRUE))
continue
module.on_part_deactivation()
module.part_activated = FALSE
if(!module.active || (module.allow_flags & MODULE_ALLOW_INACTIVE))
continue
module.deactivate(display_message = FALSE)
/// Finishes the suit's activation
/obj/item/mod/control/proc/control_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)
if(module.part_activated || !module.has_required_parts(mod_parts, need_active = TRUE))
continue
module.on_part_activation()
module.part_activated = TRUE
else
for(var/obj/item/mod/module/module as anything in modules)
if(!module.part_activated)
continue
module.on_part_deactivation()
module.part_activated = FALSE
if(!module.active || (module.allow_flags & MODULE_ALLOW_INACTIVE))
continue
module.deactivate(display_message = FALSE)
update_speed()
update_charge_alert()
update_appearance(UPDATE_ICON_STATE)
generate_suit_mask()
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()
control_activation(is_on = TRUE)
for(var/obj/item/part as anything in get_parts())
deploy(null, part, instant = TRUE)
#undef MOD_ACTIVATION_STEP_FLAGS