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## 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  ## 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
325 lines
14 KiB
Plaintext
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
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/// Creates a radial menu from which the user chooses parts of the suit to deploy/retract. Repeats until all parts are extended or retracted.
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/obj/item/mod/control/proc/choose_deploy(mob/user)
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if(!length(mod_parts))
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return
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var/list/display_names = list()
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var/list/items = list()
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var/list/parts = get_parts()
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for(var/obj/item/part as anything in parts)
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display_names[part.name] = REF(part)
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var/image/part_image = image(icon = part.icon, icon_state = part.icon_state)
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if(part.loc != src)
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part_image.underlays += image(icon = 'icons/hud/radial.dmi', icon_state = "module_active")
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items += list(part.name = part_image)
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var/pick = show_radial_menu(user, src, items, custom_check = FALSE, require_near = TRUE, tooltips = TRUE)
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if(!pick)
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return
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var/part_reference = display_names[pick]
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var/obj/item/part = locate(part_reference) in get_parts()
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if(!istype(part) || user.incapacitated)
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return
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if(activating)
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balloon_alert(user, "currently [active ? "unsealing" : "sealing"]!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return
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var/parts_to_check = parts - part
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if(part.loc == src)
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if(!deploy(user, part))
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return
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SEND_SIGNAL(src, COMSIG_MOD_DEPLOYED, user)
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for(var/obj/item/checking_part as anything in parts_to_check)
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if(checking_part.loc != src)
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continue
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choose_deploy(user)
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break
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else
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if(!retract(user, part))
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return
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SEND_SIGNAL(src, COMSIG_MOD_RETRACTED, user)
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for(var/obj/item/checking_part as anything in parts_to_check)
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if(checking_part.loc == src)
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continue
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choose_deploy(user)
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break
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/// Quickly deploys all parts (or retracts if all are on the wearer)
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/obj/item/mod/control/proc/quick_deploy(mob/user)
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if(activating)
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balloon_alert(user, "currently [active ? "unsealing" : "sealing"]!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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var/deploy = FALSE
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for(var/obj/item/part as anything in get_parts())
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if(part.loc != src)
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continue
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deploy = TRUE
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break
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wearer.visible_message(span_notice("[wearer]'s [src] [deploy ? "deploys" : "retracts"] its parts with a mechanical hiss."),
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span_notice("[src] [deploy ? "deploys" : "retracts"] its parts with a mechanical hiss."),
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span_hear("You hear a mechanical hiss."))
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playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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for(var/obj/item/part as anything in get_parts())
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if(deploy && part.loc == src)
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if(!deploy(null, part))
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continue
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else if(!deploy && part.loc != src)
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retract(null, part)
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if(deploy)
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SEND_SIGNAL(src, COMSIG_MOD_DEPLOYED, user)
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else
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SEND_SIGNAL(src, COMSIG_MOD_RETRACTED, user)
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return TRUE
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/// Deploys a part of the suit onto the user.
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/obj/item/mod/control/proc/deploy(mob/user, obj/item/part, instant = FALSE)
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var/datum/mod_part/part_datum = get_part_datum(part)
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if(!wearer)
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE // pAI is trying to deploy it from your hands
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if(part.loc != src)
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if(!user)
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return FALSE
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balloon_alert(user, "already deployed!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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if(part_datum.can_overslot)
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var/obj/item/overslot = wearer.get_item_by_slot(part.slot_flags)
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if(overslot)
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part_datum.overslotting = overslot
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wearer.transferItemToLoc(overslot, part, force = TRUE)
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RegisterSignal(part, COMSIG_ATOM_EXITED, PROC_REF(on_overslot_exit))
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if(wearer.equip_to_slot_if_possible(part, part.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
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ADD_TRAIT(part, TRAIT_NODROP, MOD_TRAIT)
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wearer.update_clothing(slot_flags)
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SEND_SIGNAL(src, COMSIG_MOD_PART_DEPLOYED, user, part_datum)
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if(user)
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wearer.visible_message(span_notice("[wearer]'s [part.name] deploy[part.p_s()] with a mechanical hiss."),
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span_notice("[part] deploy[part.p_s()] with a mechanical hiss."),
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span_hear("You hear a mechanical hiss."))
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playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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if(!active || part_datum.sealed)
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return TRUE
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if(instant)
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seal_part(part, is_sealed = TRUE)
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return TRUE
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else if(delayed_seal_part(part))
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return TRUE
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balloon_alert(user, "can't seal, retracting!")
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retract(user, part, instant = TRUE)
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else
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if(part_datum.overslotting)
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var/obj/item/overslot = part_datum.overslotting
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if(!wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
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wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE)
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if(!user)
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return FALSE
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balloon_alert(user, "bodypart clothed!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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/// Retract a part of the suit from the user.
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/obj/item/mod/control/proc/retract(mob/user, obj/item/part, instant = FALSE)
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var/datum/mod_part/part_datum = get_part_datum(part)
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if(part.loc == src)
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if(!user)
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return FALSE
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balloon_alert(user, "already retracted!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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if(active && part_datum.sealed)
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if(instant)
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seal_part(part, is_sealed = FALSE)
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else if(!delayed_seal_part(part))
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balloon_alert(user, "can't unseal!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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REMOVE_TRAIT(part, TRAIT_NODROP, MOD_TRAIT)
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wearer.transferItemToLoc(part, src, force = TRUE)
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if(part_datum.overslotting)
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var/obj/item/overslot = part_datum.overslotting
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if(!QDELING(wearer) && !wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
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wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE)
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wearer.update_clothing(slot_flags)
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SEND_SIGNAL(src, COMSIG_MOD_PART_RETRACTED, user, part_datum)
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if(!user)
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return TRUE
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wearer.visible_message(span_notice("[wearer]'s [part.name] retract[part.p_s()] back into [src] with a mechanical hiss."),
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span_notice("[part] retract[part.p_s()] back into [src] with a mechanical hiss."),
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span_hear("You hear a mechanical hiss."))
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playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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return TRUE
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/// Starts the activation sequence, where parts of the suit activate one by one until the whole suit is on.
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/obj/item/mod/control/proc/toggle_activate(mob/user, force_deactivate = FALSE)
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if(!wearer)
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if(!force_deactivate)
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balloon_alert(user, "not equipped!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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if(!force_deactivate && (SEND_SIGNAL(src, COMSIG_MOD_ACTIVATE, user) & MOD_CANCEL_ACTIVATE))
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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if(locked && !active && !allowed(user) && !force_deactivate)
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balloon_alert(user, "access insufficient!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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if(!get_charge() && !force_deactivate)
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balloon_alert(user, "no power source!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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if(open && !force_deactivate)
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balloon_alert(user, "panel open!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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if(activating)
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if(!force_deactivate)
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balloon_alert(user, "already [active ? "shutting down" : "starting up"]!")
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return FALSE
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for(var/obj/item/mod/module/module as anything in modules)
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if(!module.active || (module.allow_flags & MODULE_ALLOW_INACTIVE))
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continue
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module.deactivate(display_message = FALSE)
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activating = TRUE
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mod_link.end_call()
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var/original_active_status = active
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to_chat(wearer, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
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//deploy the control unit
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if(original_active_status)
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if(delayed_activation())
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playsound(src, 'sound/machines/synth/synth_no.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
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to_chat(wearer, span_notice("Control unit offline. Module capability removed."))
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else
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activating = FALSE
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return
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var/list/sealed_parts = list()
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for(var/obj/item/part as anything in get_parts()) //seals/unseals all deployed parts
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if(part.loc == src)
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continue
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if(!delayed_seal_part(part)) //shit something broke, revert it all
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activating = FALSE
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for(var/obj/item/sealed_part as anything in sealed_parts)
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seal_part(sealed_part, is_sealed = !get_part_datum(sealed_part).sealed)
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if(original_active_status)
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control_activation(is_on = TRUE)
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to_chat(wearer, span_notice("Critical error in sealing systems. Reverting process."))
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return
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sealed_parts += part
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if(!original_active_status)
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if(delayed_activation())
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playsound(src, 'sound/machines/synth/synth_yes.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
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if(!malfunctioning)
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wearer.playsound_local(get_turf(src), 'sound/vehicles/mecha/nominal.ogg', 50)
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else
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activating = FALSE
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for(var/obj/item/sealed_part as anything in sealed_parts)
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seal_part(sealed_part, is_sealed = !get_part_datum(sealed_part).sealed)
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to_chat(wearer, span_notice("Critical error in sealing systems. Reverting process."))
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playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return
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to_chat(wearer, span_notice("Systems [active ? "started up. Parts sealed. Welcome" : "shut down. Parts unsealed. Goodbye"], [wearer]."))
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if(ai_assistant)
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to_chat(ai_assistant, span_notice("<b>SYSTEMS [active ? "ACTIVATED. WELCOME" : "DEACTIVATED. GOODBYE"]: \"[ai_assistant]\"</b>"))
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activating = FALSE
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SEND_SIGNAL(src, COMSIG_MOD_TOGGLED, user)
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return TRUE
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/obj/item/mod/control/proc/delayed_seal_part(obj/item/clothing/part)
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. = FALSE
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var/datum/mod_part/part_datum = get_part_datum(part)
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if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(get_wearer)), hidden = TRUE))
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to_chat(wearer, span_notice("[part] [!part_datum.sealed ? part_datum.sealed_message : part_datum.unsealed_message]."))
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playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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seal_part(part, is_sealed = !part_datum.sealed)
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return TRUE
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/obj/item/mod/control/proc/delayed_activation()
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. = FALSE
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if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(get_wearer)), hidden = TRUE))
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control_activation(is_on = !active)
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return TRUE
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///Seals or unseals the given part.
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/obj/item/mod/control/proc/seal_part(obj/item/clothing/part, is_sealed)
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var/datum/mod_part/part_datum = get_part_datum(part)
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part_datum.sealed = is_sealed
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if(part_datum.sealed)
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part.icon_state = "[skin]-[part.base_icon_state]-sealed"
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part.clothing_flags |= part.visor_flags
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part.flags_inv |= part.visor_flags_inv
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part.flags_cover |= part.visor_flags_cover
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part.heat_protection = initial(part.heat_protection)
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part.cold_protection = initial(part.cold_protection)
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part.alternate_worn_layer = part_datum.sealed_layer
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else
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part.icon_state = "[skin]-[part.base_icon_state]"
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part.flags_cover &= ~part.visor_flags_cover
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part.flags_inv &= ~part.visor_flags_inv
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part.clothing_flags &= ~part.visor_flags
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part.heat_protection = NONE
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part.cold_protection = NONE
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part.alternate_worn_layer = part_datum.unsealed_layer
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generate_suit_mask()
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wearer.update_clothing(part.slot_flags | slot_flags)
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wearer.update_obscured_slots(part.visor_flags_inv)
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if((part.clothing_flags & (MASKINTERNALS|HEADINTERNALS)) && wearer.invalid_internals())
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wearer.cutoff_internals()
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SEND_SIGNAL(src, COMSIG_MOD_PART_SEALED, part_datum)
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if(is_sealed)
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if (!active)
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return
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for(var/obj/item/mod/module/module as anything in modules)
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if(module.part_activated || !module.has_required_parts(mod_parts, need_active = TRUE))
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continue
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module.on_part_activation()
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module.part_activated = TRUE
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else
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for(var/obj/item/mod/module/module as anything in modules)
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if(!module.part_activated || module.has_required_parts(mod_parts, need_active = TRUE))
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continue
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module.on_part_deactivation()
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module.part_activated = FALSE
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if(!module.active || (module.allow_flags & MODULE_ALLOW_INACTIVE))
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continue
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module.deactivate(display_message = FALSE)
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/// Finishes the suit's activation
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/obj/item/mod/control/proc/control_activation(is_on)
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var/datum/mod_part/part_datum = get_part_datum(src)
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part_datum.sealed = is_on
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active = is_on
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if(active)
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for(var/obj/item/mod/module/module as anything in modules)
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if(module.part_activated || !module.has_required_parts(mod_parts, need_active = TRUE))
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continue
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module.on_part_activation()
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module.part_activated = TRUE
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else
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for(var/obj/item/mod/module/module as anything in modules)
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if(!module.part_activated)
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continue
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module.on_part_deactivation()
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module.part_activated = FALSE
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if(!module.active || (module.allow_flags & MODULE_ALLOW_INACTIVE))
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continue
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module.deactivate(display_message = FALSE)
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update_speed()
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update_charge_alert()
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update_appearance(UPDATE_ICON_STATE)
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generate_suit_mask()
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wearer.update_clothing(slot_flags)
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/// Quickly deploys all the suit parts and if successful, seals them and turns on the suit. Intended mostly for outfits.
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/obj/item/mod/control/proc/quick_activation()
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control_activation(is_on = TRUE)
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for(var/obj/item/part as anything in get_parts())
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deploy(null, part, instant = TRUE)
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#undef MOD_ACTIVATION_STEP_FLAGS
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