mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-30 02:52:30 +00:00
## About The Pull Request renames plasmaman helmet exempt flag to stackable helmet exempt. hat stabilizer now cares about this instead of letting you stack eva helmets on top of modsuit helmets improves some code that dripped in quality when i was on break kinesis has some tweaks previously it used to stun for a set amount of time - i think this is because the creator couldnt figure out how to stop movement while being held? this is changed, now as long as youre holding someone they are immobilized you can cancel your kinesis without throwing or moving out of range by using right click on the click catcher adds an admin version of kinesis just for the admin suit. it can grab (almost) ANYTHING and config menu lets you enable phasing, which makes it so the atom you grabbed phases through everything. pick up that can. ## Why It's Good For The Game its fun ## Changelog 🆑 balance: hat stabilizer module can now hold what plasmaman helmets can hold qol: kinesis module can be stopped without launching an object with right click balance: kinesis module stuns last until the kinesis stops add: admin suit has a version of kinesis that can pick up anything at any range and can be configured to make grabbed mobs phase through walls :) /🆑
306 lines
10 KiB
Plaintext
306 lines
10 KiB
Plaintext
/obj/item/mod/construction
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desc = "A part used in MOD construction."
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icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
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inhand_icon_state = "rack_parts"
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/obj/item/mod/construction/helmet
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name = "MOD helmet"
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icon_state = "helmet"
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/obj/item/mod/construction/helmet/examine(mob/user)
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. = ..()
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. += span_notice("You could insert it into a <b>MOD shell</b>...")
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/obj/item/mod/construction/chestplate
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name = "MOD chestplate"
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icon_state = "chestplate"
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/obj/item/mod/construction/chestplate/examine(mob/user)
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. = ..()
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. += span_notice("You could insert it into a <b>MOD shell</b>...")
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/obj/item/mod/construction/gauntlets
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name = "MOD gauntlets"
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icon_state = "gauntlets"
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/obj/item/mod/construction/gauntlets/examine(mob/user)
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. = ..()
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. += span_notice("You could insert these into a <b>MOD shell</b>...")
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/obj/item/mod/construction/boots
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name = "MOD boots"
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icon_state = "boots"
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/obj/item/mod/construction/boots/examine(mob/user)
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. = ..()
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. += span_notice("You could insert these into a <b>MOD shell</b>...")
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/obj/item/mod/construction/broken_core
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name = "broken MOD core"
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icon_state = "mod-core"
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desc = "An internal power source for a Modular Outerwear Device. You don't seem to be able to source any power from this one, though."
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/obj/item/mod/construction/broken_core/examine(mob/user)
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. = ..()
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. += span_notice("You could repair it with a <b>screwdriver</b>...")
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/obj/item/mod/construction/broken_core/screwdriver_act(mob/living/user, obj/item/tool)
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. = ..()
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balloon_alert(user, "repairing...")
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if(!tool.use_tool(src, user, 5 SECONDS, volume = 30))
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balloon_alert(user, "interrupted!")
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return
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new /obj/item/mod/core/standard(drop_location())
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qdel(src)
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/obj/item/mod/construction/lavalandcore
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name = "plasma flower"
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icon_state = "plasma-flower"
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desc = "A strange flower from the desolate wastes of lavaland. It pulses with a bright purple glow. \
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Its shape is remarkably similar to that of a MOD core."
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light_system = MOVABLE_LIGHT
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light_color = "#cc00cc"
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light_range = 2
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/obj/item/mod/construction/lavalandcore/examine(mob/user)
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. = ..()
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. += span_notice("You could probably attach some <b>wires</b> to it...")
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/obj/item/mod/construction/lavalandcore/attackby(obj/item/weapon, mob/user, params)
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if(!istype(weapon, /obj/item/stack/cable_coil))
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return ..()
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if(!weapon.tool_start_check(user, amount=2))
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return
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balloon_alert(user, "installing wires...")
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if(!weapon.use_tool(src, user, 5 SECONDS, amount = 2, volume = 30))
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balloon_alert(user, "interrupted!")
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return
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new /obj/item/mod/core/plasma/lavaland(drop_location())
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qdel(src)
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/obj/item/mod/construction/plating
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name = "MOD external plating"
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desc = "External plating used to finish a MOD control unit."
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icon_state = "standard-plating"
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var/datum/mod_theme/theme = /datum/mod_theme
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/obj/item/mod/construction/plating/Initialize(mapload)
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. = ..()
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var/datum/mod_theme/used_theme = GLOB.mod_themes[theme]
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name = "MOD [used_theme.name] external plating"
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desc = "[desc] [used_theme.desc]"
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icon_state = "[used_theme.default_skin]-plating"
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/obj/item/mod/construction/plating/engineering
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theme = /datum/mod_theme/engineering
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/obj/item/mod/construction/plating/atmospheric
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theme = /datum/mod_theme/atmospheric
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/obj/item/mod/construction/plating/medical
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theme = /datum/mod_theme/medical
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/obj/item/mod/construction/plating/security
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theme = /datum/mod_theme/security
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/obj/item/mod/construction/plating/cosmohonk
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theme = /datum/mod_theme/cosmohonk
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#define START_STEP "start"
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#define CORE_STEP "core"
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#define SCREWED_CORE_STEP "screwed_core"
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#define HELMET_STEP "helmet"
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#define CHESTPLATE_STEP "chestplate"
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#define GAUNTLETS_STEP "gauntlets"
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#define BOOTS_STEP "boots"
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#define WRENCHED_ASSEMBLY_STEP "wrenched_assembly"
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#define SCREWED_ASSEMBLY_STEP "screwed_assembly"
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/obj/item/mod/construction/shell
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name = "MOD shell"
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icon_state = "mod-construction_start"
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desc = "A MOD shell."
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var/obj/item/core
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var/obj/item/helmet
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var/obj/item/chestplate
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var/obj/item/gauntlets
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var/obj/item/boots
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var/step = START_STEP
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/obj/item/mod/construction/shell/examine(mob/user)
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. = ..()
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var/display_text
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switch(step)
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if(START_STEP)
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display_text = "It looks like it's missing a <b>MOD core</b>..."
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if(CORE_STEP)
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display_text = "The core seems <b>loose</b>..."
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if(SCREWED_CORE_STEP)
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display_text = "It looks like it's missing a <b>helmet</b>..."
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if(HELMET_STEP)
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display_text = "It looks like it's missing a <b>chestplate</b>..."
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if(CHESTPLATE_STEP)
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display_text = "It looks like it's missing <b>gauntlets</b>..."
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if(GAUNTLETS_STEP)
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display_text = "It looks like it's missing <b>boots</b>..."
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if(BOOTS_STEP)
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display_text = "The assembly seems <b>unsecured</b>..."
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if(WRENCHED_ASSEMBLY_STEP)
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display_text = "The assembly seems <b>loose</b>..."
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if(SCREWED_ASSEMBLY_STEP)
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display_text = "All it's missing is <b>external plating</b>..."
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. += span_notice(display_text)
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/obj/item/mod/construction/shell/attackby(obj/item/part, mob/user, params)
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. = ..()
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switch(step)
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if(START_STEP)
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if(!istype(part, /obj/item/mod/core))
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return
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "core stuck to your hand!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "core inserted")
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core = part
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step = CORE_STEP
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if(CORE_STEP)
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if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "core screwed")
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step = SCREWED_CORE_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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core.forceMove(drop_location())
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balloon_alert(user, "core taken out")
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step = START_STEP
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if(SCREWED_CORE_STEP)
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if(istype(part, /obj/item/mod/construction/helmet)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "helmet stuck to your hand!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "helmet added")
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helmet = part
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step = HELMET_STEP
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else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "core unscrewed")
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step = CORE_STEP
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if(HELMET_STEP)
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if(istype(part, /obj/item/mod/construction/chestplate)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "chestplate stuck to your hand!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "chestplate added")
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chestplate = part
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step = CHESTPLATE_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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helmet.forceMove(drop_location())
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balloon_alert(user, "helmet removed")
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helmet = null
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step = SCREWED_CORE_STEP
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if(CHESTPLATE_STEP)
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if(istype(part, /obj/item/mod/construction/gauntlets)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "gauntlets stuck to your hand!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "gauntlets added")
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gauntlets = part
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step = GAUNTLETS_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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chestplate.forceMove(drop_location())
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balloon_alert(user, "chestplate removed")
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chestplate = null
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step = HELMET_STEP
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if(GAUNTLETS_STEP)
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if(istype(part, /obj/item/mod/construction/boots)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "boots added")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "fit [part.name]")
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boots = part
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step = BOOTS_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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gauntlets.forceMove(drop_location())
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balloon_alert(user, "gauntlets removed")
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gauntlets = null
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step = CHESTPLATE_STEP
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if(BOOTS_STEP)
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if(part.tool_behaviour == TOOL_WRENCH) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly secured")
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step = WRENCHED_ASSEMBLY_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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boots.forceMove(drop_location())
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balloon_alert(user, "boots removed")
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boots = null
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step = GAUNTLETS_STEP
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if(WRENCHED_ASSEMBLY_STEP)
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if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly screwed")
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step = SCREWED_ASSEMBLY_STEP
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else if(part.tool_behaviour == TOOL_WRENCH) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly unsecured")
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step = BOOTS_STEP
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if(SCREWED_ASSEMBLY_STEP)
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if(istype(part, /obj/item/mod/construction/plating)) //Construct
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var/obj/item/mod/construction/plating/external_plating = part
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if(!user.transferItemToLoc(part, src))
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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var/obj/item/mod = new /obj/item/mod/control(drop_location(), external_plating.theme, null, core)
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core = null
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qdel(src)
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user.put_in_hands(mod)
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mod.balloon_alert(user, "suit finished")
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else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly unscrewed")
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step = SCREWED_ASSEMBLY_STEP
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update_icon_state()
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/obj/item/mod/construction/shell/update_icon_state()
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. = ..()
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icon_state = "mod-construction_[step]"
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/obj/item/mod/construction/shell/Destroy()
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QDEL_NULL(core)
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QDEL_NULL(helmet)
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QDEL_NULL(chestplate)
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QDEL_NULL(gauntlets)
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QDEL_NULL(boots)
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return ..()
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/obj/item/mod/construction/shell/handle_atom_del(atom/deleted_atom)
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if(deleted_atom == core)
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core = null
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if(deleted_atom == helmet)
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helmet = null
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if(deleted_atom == chestplate)
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chestplate = null
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if(deleted_atom == gauntlets)
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gauntlets = null
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if(deleted_atom == boots)
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boots = null
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return ..()
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#undef START_STEP
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#undef CORE_STEP
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#undef SCREWED_CORE_STEP
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#undef HELMET_STEP
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#undef CHESTPLATE_STEP
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#undef GAUNTLETS_STEP
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#undef BOOTS_STEP
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#undef WRENCHED_ASSEMBLY_STEP
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#undef SCREWED_ASSEMBLY_STEP
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