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Bubberstation/code/modules/mod/modules/modules_engineering.dm
SmArtKar b49553bdf4 Refactors MODsuit module rendering and allows overslotted parts to show items they overslot when unsealed (#90414)
## About The Pull Request

MODsuit modules now render on the part they're attached to, that being
first part if required_slots is set, otherwise defaulting to the control
module. Instead of using icon ops and a cache, module masking (used by
armor boosters and insignias) will instead render the module on all
parts, each overlay alpha filtered using the worn piece as the mask. To
do this we also migrate modules to separate_worn_overlays, which fixes
the issue where they'd always get painted the same color as the back
piece, ignoring use_mod_colors's value (which is FALSE by default). So
now modules that inherit MOD's color like armor booster will be painted
accordingly to their piece.
This also means that modules actually layer properly, and don't go ontop
of items that they should be under.

Additionally, whenever gloves or boots overslot an item, the overslotted
item will still render underneath them if they're unsealed. Because it
looks weird when your gloves disappear when you extend your MODsuit
ones.


![dreamseeker_BaWjJBcMVO](https://github.com/user-attachments/assets/2b374913-7761-4b54-9bbd-cbd57d343fd6)

Look at that hip look, she'd have bare hands and ankles without this PR.

Closes #90370

## Why It's Good For The Game

Fixes a bunch of visual jank that looks weird, and overslotting
displaying overslotted item is just behavior you'd expect normally.

## Changelog
🆑
add: When a MODsuit piece overslots an item, it will now render beneath
that piece as long as its unsealed.
refactor: Refactored how MODsuit modules are rendered, report any bugs
on GitHub!
/🆑
2025-04-15 20:21:10 +12:00

441 lines
17 KiB
Plaintext

//Engineering modules for MODsuits
///Welding Protection - Makes the helmet protect from flashes and welding.
/obj/item/mod/module/welding
name = "MOD welding protection module"
desc = "A module installed into the visor of the suit, this projects a \
polarized, holographic overlay in front of the user's eyes. It's rated high enough for \
immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights."
icon_state = "welding"
complexity = 1
incompatible_modules = list(/obj/item/mod/module/welding, /obj/item/mod/module/armor_booster)
overlay_state_inactive = "module_welding"
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_EYES|ITEM_SLOT_MASK)
/obj/item/mod/module/welding/on_part_activation()
var/obj/item/clothing/head_cover = mod.get_part_from_slot(ITEM_SLOT_HEAD) || mod.get_part_from_slot(ITEM_SLOT_MASK) || mod.get_part_from_slot(ITEM_SLOT_EYES)
if(istype(head_cover))
//this is a screen that displays an image, so flash sensitives can use this to protect against flashes.
head_cover.flash_protect = FLASH_PROTECTION_WELDER_HYPER_SENSITIVE
/obj/item/mod/module/welding/on_part_deactivation(deleting = FALSE)
if(deleting)
return
var/obj/item/clothing/head_cover = mod.get_part_from_slot(ITEM_SLOT_HEAD) || mod.get_part_from_slot(ITEM_SLOT_MASK) || mod.get_part_from_slot(ITEM_SLOT_EYES)
if(istype(head_cover))
head_cover.flash_protect = initial(head_cover.flash_protect)
///T-Ray Scan - Scans the terrain for undertile objects.
/obj/item/mod/module/t_ray
name = "MOD t-ray scan module"
desc = "A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation \
to essentially echolocate things beneath the floor, mostly cables and pipes. \
A staple of atmospherics work, and counter-smuggling work."
icon_state = "tray"
module_type = MODULE_TOGGLE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/t_ray)
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_EYES|ITEM_SLOT_MASK)
/// T-ray scan range.
var/range = 4
/obj/item/mod/module/t_ray/on_active_process(seconds_per_tick)
t_ray_scan(mod.wearer, 0.8 SECONDS, range)
///Magnetic Stability - Gives the user a slowdown but makes them negate gravity and be immune to slips.
/obj/item/mod/module/magboot
name = "MOD magnetic stability module"
desc = "These are powerful electromagnets fitted into the suit's boots, allowing users both \
excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. \
However, these basic models do not feature computerized systems to automatically toggle them on and off, \
so numerous users report a certain stickiness to their steps."
icon_state = "magnet"
module_type = MODULE_TOGGLE
complexity = 2
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/magboot, /obj/item/mod/module/atrocinator)
required_slots = list(ITEM_SLOT_FEET)
/// Slowdown added onto the suit.
var/slowdown_active = 0.5
/// A list of traits to add to the wearer when we're active (see: Magboots)
var/list/active_traits = list(TRAIT_NO_SLIP_WATER, TRAIT_NO_SLIP_ICE, TRAIT_NO_SLIP_SLIDE, TRAIT_NEGATES_GRAVITY)
/obj/item/mod/module/magboot/on_install()
. = ..()
RegisterSignal(mod, COMSIG_MOD_UPDATE_SPEED, PROC_REF(on_update_speed))
/obj/item/mod/module/magboot/on_uninstall(deleting = FALSE)
. = ..()
UnregisterSignal(mod, COMSIG_MOD_UPDATE_SPEED)
/obj/item/mod/module/magboot/on_activation()
mod.wearer.add_traits(active_traits, REF(src))
mod.update_speed()
/obj/item/mod/module/magboot/on_deactivation(display_message = TRUE, deleting = FALSE)
mod.wearer.remove_traits(active_traits, REF(src))
mod.update_speed()
/obj/item/mod/module/magboot/proc/on_update_speed(datum/source, list/module_slowdowns, prevent_slowdown)
SIGNAL_HANDLER
if (!prevent_slowdown && active)
module_slowdowns += slowdown_active
/obj/item/mod/module/magboot/advanced
name = "MOD advanced magnetic stability module"
removable = FALSE
complexity = 0
slowdown_active = 0
///Emergency Tether - Shoots a grappling hook projectile in 0g that throws the user towards it.
/obj/item/mod/module/tether
name = "MOD emergency tether module"
desc = "A custom-built grappling-hook powered by a winch capable of hauling the user. \
While some older models of cargo-oriented grapples have capacities of a few tons, \
these are only capable of working in zero-gravity environments, a blessing to some Engineers."
icon_state = "tether"
module_type = MODULE_ACTIVE
complexity = 2
use_energy_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/tether)
cooldown_time = 1.5 SECONDS
required_slots = list(ITEM_SLOT_GLOVES)
/obj/item/mod/module/tether/used()
if(HAS_TRAIT_FROM(mod.wearer, TRAIT_TETHER_ATTACHED, REF(src)))
balloon_alert(mod.wearer, "already tethered!")
playsound(src, 'sound/items/weapons/gun/general/dry_fire.ogg', 25, TRUE)
return FALSE
return ..()
/obj/item/mod/module/tether/on_select_use(atom/target)
. = ..()
if(!.)
return
var/obj/projectile/tether = new /obj/projectile/tether(mod.wearer.loc, src)
tether.aim_projectile(target, mod.wearer)
tether.firer = mod.wearer
playsound(src, 'sound/items/weapons/batonextend.ogg', 25, TRUE)
INVOKE_ASYNC(tether, TYPE_PROC_REF(/obj/projectile, fire))
drain_power(use_energy_cost)
/obj/item/mod/module/tether/get_configuration()
. = ..()
.["cut_tethers"] = add_ui_configuration("Cut Tethers", "button", "scissors")
/obj/item/mod/module/tether/configure_edit(key, value)
if (key == "cut_tethers")
SEND_SIGNAL(src, COMSIG_MOD_TETHER_SNAP)
/obj/item/mod/module/tether/on_deactivation(display_message, deleting)
SEND_SIGNAL(src, COMSIG_MOD_TETHER_SNAP)
/obj/projectile/tether
name = "tether"
icon_state = "tether_projectile"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
damage = 0
range = 10
hitsound = 'sound/items/weapons/batonextend.ogg'
hitsound_wall = 'sound/items/weapons/batonextend.ogg'
suppressed = SUPPRESSED_VERY
hit_threshhold = ABOVE_NORMAL_TURF_LAYER
embed_type = /datum/embedding/tether_projectile
shrapnel_type = /obj/item/tether_anchor
/// Reference to the beam following the projectile.
var/line
/// Last turf that we passed before impact
var/turf/open/last_turf
/// MODsuit tether module that fired us
var/obj/item/mod/module/tether/parent_module
/obj/projectile/tether/Initialize(mapload, module)
. = ..()
RegisterSignal(src, COMSIG_PROJECTILE_ON_EMBEDDED, PROC_REF(on_embedded))
if (!isnull(module))
parent_module = module
/obj/projectile/tether/proc/on_embedded(datum/source, obj/item/payload, atom/hit)
SIGNAL_HANDLER
if (HAS_TRAIT_FROM(hit, TRAIT_TETHER_ATTACHED, REF(parent_module)))
return
firer.AddComponent(/datum/component/tether, hit, 7, "MODtether", payload, parent_module = parent_module, tether_trait_source = REF(parent_module))
/obj/projectile/tether/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
. = ..()
if (isopenturf(loc))
last_turf = loc
/obj/projectile/tether/fire(setAngle)
if(firer)
line = firer.Beam(src, "line", 'icons/obj/clothing/modsuit/mod_modules.dmi', emissive = FALSE)
return ..()
/obj/projectile/tether/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if (!firer)
return
// Funni is handled separately
if (ismob(target))
return
if (istype(target, /obj/item/tether_anchor) || isstructure(target) || ismachinery(target))
if(HAS_TRAIT_FROM(target, TRAIT_TETHER_ATTACHED, REF(parent_module)))
return
var/avoid_target_trait = FALSE
if (istype(target, /obj/item/tether_anchor))
avoid_target_trait = TRUE
firer.AddComponent(/datum/component/tether, target, 7, "MODtether", parent_module = parent_module, tether_trait_source = REF(parent_module), no_target_trait = avoid_target_trait)
return
var/hitx = impact_x
var/hity = impact_y
if (!isnull(last_turf) && last_turf != target && last_turf != target.loc)
var/turf_dir = get_dir(last_turf, get_turf(target))
if (turf_dir & NORTH)
hity += 32
if (turf_dir & SOUTH)
hity -= 32
if (turf_dir & EAST)
hitx += 32
if (turf_dir & WEST)
hitx -= 32
var/obj/item/tether_anchor/anchor = new(last_turf || get_turf(target))
anchor.pixel_x = hitx
anchor.pixel_y = hity
anchor.anchored = TRUE
anchor.parent_module = parent_module
firer.AddComponent(/datum/component/tether, anchor, 7, "MODtether", parent_module = parent_module, tether_trait_source = REF(parent_module))
/obj/projectile/tether/Destroy()
QDEL_NULL(line)
return ..()
/obj/item/tether_anchor
name = "tether anchor"
desc = "A reinforced anchor with a tether attachment point. A centuries old EVA tool which saved countless engineers' lives."
icon_state = "tether_latched"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
max_integrity = 60
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
/// MODsuit tether module that created our projectile
var/obj/item/mod/module/tether/parent_module
/obj/item/tether_anchor/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ATOM_TETHER_SNAPPED, PROC_REF(tether_snapped))
/obj/item/tether_anchor/Destroy(force)
// We don't need to worry about hanging refs in case our parent gets destroyed because then it snaps all tethers, which in turn destroys us
parent_module = null
return ..()
/obj/item/tether_anchor/examine(mob/user)
. = ..()
. += span_info("It can be secured by using a wrench on it. Use right-click to tether yourself to [src].")
. += span_info("LMB shortens the tether while RMB lengthens it. Ctrl-click to cut the tether.")
/obj/item/tether_anchor/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool)
return ITEM_INTERACT_SUCCESS
/obj/item/tether_anchor/attack_hand_secondary(mob/user, list/modifiers)
if (!can_interact(user) || !user.CanReach(src) || !isturf(loc))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(HAS_TRAIT_FROM(user, TRAIT_TETHER_ATTACHED, REF(src)))
balloon_alert(user, "already tethered!")
return
if (parent_module && HAS_TRAIT_FROM(user, TRAIT_TETHER_ATTACHED, REF(parent_module)))
balloon_alert(user, "already tethered!")
return
balloon_alert(user, "attached tether")
user.AddComponent(/datum/component/tether, src, 7, "tether", tether_trait_source = REF(src))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/tether_anchor/mouse_drop_receive(atom/target, mob/user, params)
if (!can_interact(user) || !user.CanReach(src) || !isturf(loc))
return
if (!isliving(target) || !target.CanReach(src))
return
if(HAS_TRAIT_FROM(target, TRAIT_TETHER_ATTACHED, REF(src)))
balloon_alert(user, "already tethered!")
return
if (parent_module && HAS_TRAIT_FROM(user, TRAIT_TETHER_ATTACHED, REF(parent_module)))
balloon_alert(user, "already tethered!")
return
if (target == user)
balloon_alert(user, "attached tether")
user.AddComponent(/datum/component/tether, src, 7, "tether", tether_trait_source = REF(src), no_target_trait = TRUE)
return
balloon_alert(user, "attaching tether...")
to_chat(target, span_userdanger("[user] is trying to attach a tether to you!"))
if (!do_after(user, 5 SECONDS, target))
return
if(HAS_TRAIT_FROM(target, TRAIT_TETHER_ATTACHED, REF(src)))
balloon_alert(user, "already tethered!")
return
if (parent_module && HAS_TRAIT_FROM(user, TRAIT_TETHER_ATTACHED, REF(parent_module)))
balloon_alert(user, "already tethered!")
return
balloon_alert(user, "attached tether")
to_chat(target, span_userdanger("[user] attaches a tether to you!"))
target.AddComponent(/datum/component/tether, src, 7, "tether", tether_trait_source = REF(src), no_target_trait = TRUE)
/obj/item/tether_anchor/proc/tether_snapped(datum/component/tether/tether, tether_source)
SIGNAL_HANDLER
if (!parent_module || tether_source != REF(parent_module))
return
// Destroy self if we've been created by a tether module
do_sparks(3, TRUE, src)
qdel(src)
/datum/embedding/tether_projectile
embed_chance = 65 //spiky
fall_chance = 2
ignore_throwspeed_threshold = TRUE
pain_stam_pct = 0.4
pain_mult = 3
jostle_pain_mult = 2
rip_time = 1 SECONDS
///Radiation Protection - Protects the user from radiation, gives them a geiger counter and rad info in the panel.
/obj/item/mod/module/rad_protection
name = "MOD radiation protection module"
desc = "A module utilizing polymers and reflective shielding to protect the user against ionizing radiation; \
a common danger in space. This comes with software to notify the wearer that they're even in a radioactive area, \
giving a voice to an otherwise silent killer."
icon_state = "radshield"
complexity = 2
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/rad_protection)
tgui_id = "rad_counter"
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_MASK, ITEM_SLOT_OCLOTHING|ITEM_SLOT_ICLOTHING, ITEM_SLOT_GLOVES, ITEM_SLOT_FEET)
/// Radiation threat level being perceived.
var/perceived_threat_level
/obj/item/mod/module/rad_protection/on_part_activation()
AddComponent(/datum/component/geiger_sound)
ADD_TRAIT(mod.wearer, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, REF(src))
RegisterSignal(mod.wearer, COMSIG_IN_RANGE_OF_IRRADIATION, PROC_REF(on_pre_potential_irradiation))
for(var/obj/item/part in mod.get_parts(all = TRUE))
ADD_TRAIT(part, TRAIT_RADIATION_PROTECTED_CLOTHING, MOD_TRAIT)
/obj/item/mod/module/rad_protection/on_part_deactivation(deleting = FALSE)
qdel(GetComponent(/datum/component/geiger_sound))
REMOVE_TRAIT(mod.wearer, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, REF(src))
UnregisterSignal(mod.wearer, COMSIG_IN_RANGE_OF_IRRADIATION)
for(var/obj/item/part in mod.get_parts(all = TRUE))
REMOVE_TRAIT(part, TRAIT_RADIATION_PROTECTED_CLOTHING, MOD_TRAIT)
/obj/item/mod/module/rad_protection/add_ui_data()
. = ..()
.["is_user_irradiated"] = mod.wearer ? HAS_TRAIT(mod.wearer, TRAIT_IRRADIATED) : FALSE
.["background_radiation_level"] = perceived_threat_level
.["health_max"] = mod.wearer?.getMaxHealth() || 0
.["loss_tox"] = mod.wearer?.getToxLoss() || 0
/obj/item/mod/module/rad_protection/proc/on_pre_potential_irradiation(datum/source, datum/radiation_pulse_information/pulse_information, insulation_to_target)
SIGNAL_HANDLER
perceived_threat_level = get_perceived_radiation_danger(pulse_information, insulation_to_target)
addtimer(VARSET_CALLBACK(src, perceived_threat_level, null), TIME_WITHOUT_RADIATION_BEFORE_RESET, TIMER_UNIQUE | TIMER_OVERRIDE)
///Constructor - Lets you build quicker and create RCD holograms.
/obj/item/mod/module/constructor
name = "MOD constructor module"
desc = "This module entirely occupies the wearer's forearm, notably causing conflict with \
advanced arm servos meant to carry crewmembers. However, it functions as an \
extremely advanced construction hologram scanner, as well as containing the \
latest engineering schematics combined with inbuilt memory to help the user build walls."
icon_state = "constructor"
module_type = MODULE_USABLE
complexity = 2
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
use_energy_cost = DEFAULT_CHARGE_DRAIN * 2
incompatible_modules = list(/obj/item/mod/module/constructor, /obj/item/mod/module/quick_carry)
cooldown_time = 11 SECONDS
required_slots = list(ITEM_SLOT_GLOVES)
/obj/item/mod/module/constructor/on_part_activation()
ADD_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, REF(src))
/obj/item/mod/module/constructor/on_part_deactivation(deleting = FALSE)
REMOVE_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, REF(src))
/obj/item/mod/module/constructor/on_use()
rcd_scan(src, fade_time = 10 SECONDS)
drain_power(use_energy_cost)
///Safety-First Head Protection - Protects your brain matter from sudden impacts.
/obj/item/mod/module/headprotector
name = "MOD safety-first head protection module"
desc = "A series of dampening plates are installed along the back and upper areas of \
the helmet. These plates absorb abrupt kinetic shocks delivered to the skull. \
The bulk of this module prevents it from being installed in any suit that is capable \
of combat armor adjustments. However, the rudimentry nature of the module makes it \
relatively easy to install into most other suits."
icon_state = "welding"
complexity = 1
incompatible_modules = list(/obj/item/mod/module/armor_booster, /obj/item/mod/module/infiltrator)
required_slots = list(ITEM_SLOT_HEAD)
/obj/item/mod/module/headprotector/on_part_activation()
ADD_TRAIT(mod.wearer, TRAIT_HEAD_INJURY_BLOCKED, REF(src))
/obj/item/mod/module/headprotector/on_part_deactivation(deleting = FALSE)
REMOVE_TRAIT(mod.wearer, TRAIT_HEAD_INJURY_BLOCKED, REF(src))
///Mister - Sprays water over an area.
/obj/item/mod/module/mister
name = "MOD water mister module"
desc = "A module containing a mister, able to spray it over areas."
icon_state = "mister"
module_type = MODULE_ACTIVE
complexity = 2
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
device = /obj/item/reagent_containers/spray/mister
incompatible_modules = list(/obj/item/mod/module/mister)
cooldown_time = 0.5 SECONDS
required_slots = list(ITEM_SLOT_BACK)
/// Volume of our reagent holder.
var/volume = 500
/obj/item/mod/module/mister/Initialize(mapload)
create_reagents(volume, OPENCONTAINER)
return ..()
///Resin Mister - Sprays resin over an area.
/obj/item/mod/module/mister/atmos
name = "MOD resin mister module"
desc = "An atmospheric resin mister, able to fix up areas quickly."
device = /obj/item/extinguisher/mini/nozzle/mod
volume = 250
/obj/item/mod/module/mister/atmos/Initialize(mapload)
. = ..()
reagents.add_reagent(/datum/reagent/water, volume)
/obj/item/extinguisher/mini/nozzle/mod
name = "MOD atmospheric mister"
desc = "An atmospheric resin mister with three modes, mounted as a module."