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Bubberstation/code/modules/mod/modules/modules_maint.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

399 lines
16 KiB
Plaintext

//Maint modules for MODsuits
///Springlock Mechanism - allows your modsuit to activate faster, but reagents are very dangerous.
/obj/item/mod/module/springlock
name = "MOD springlock module"
desc = "A module that spans the entire size of the MOD unit, sitting under the outer shell. \
This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting \
up, but was taken out of modern suits because of the springlock's tendency to \"snap\" back \
into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you?"
icon_state = "springlock"
complexity = 3 // it is inside every part of your suit, so
incompatible_modules = list(/obj/item/mod/module/springlock)
var/set_off = FALSE
var/static/list/gas_connections = list(
COMSIG_TURF_EXPOSE = PROC_REF(on_wearer_exposed_gas),
)
var/step_change = 0.5
/obj/item/mod/module/springlock/on_install()
. = ..()
mod.activation_step_time *= step_change
/obj/item/mod/module/springlock/on_uninstall(deleting = FALSE)
. = ..()
mod.activation_step_time /= step_change
/obj/item/mod/module/springlock/on_part_activation()
RegisterSignal(mod.wearer, COMSIG_ATOM_EXPOSE_REAGENTS, PROC_REF(on_wearer_exposed))
AddComponent(/datum/component/connect_loc_behalf, mod.wearer, gas_connections)
/obj/item/mod/module/springlock/on_part_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, COMSIG_ATOM_EXPOSE_REAGENTS)
qdel(GetComponent(/datum/component/connect_loc_behalf))
///Registers the signal COMSIG_MOD_ACTIVATE and calls the proc snap_shut() after a timer
/obj/item/mod/module/springlock/proc/snap_signal()
if (set_off || mod.wearer.stat == DEAD)
return
var/found_part = FALSE
for (var/obj/item/part as anything in mod.get_parts())
// Don't snap if no parts besides the MOD itself are active
if (part.loc != mod && mod.get_part_datum(part)?.sealed)
found_part = TRUE
break
if (!found_part)
return
to_chat(mod.wearer, span_danger("[src] makes an ominous click sound..."))
playsound(src, 'sound/items/modsuit/springlock.ogg', 75, TRUE)
addtimer(CALLBACK(src, PROC_REF(snap_shut)), rand(3 SECONDS, 5 SECONDS))
RegisterSignals(mod, list(COMSIG_MOD_ACTIVATE, COMSIG_MOD_PART_RETRACTING), PROC_REF(on_activate_spring_block))
set_off = TRUE
///Calls snap_signal() when exposed to a reagent via VAPOR, PATCH or TOUCH
/obj/item/mod/module/springlock/proc/on_wearer_exposed(atom/source, list/reagents, datum/reagents/source_reagents, methods, volume_modifier, show_message)
SIGNAL_HANDLER
if(!(methods & (VAPOR|PATCH|TOUCH)))
return //remove non-touch reagent exposure
snap_signal()
///Calls snap_signal() when exposed to water vapor
/obj/item/mod/module/springlock/proc/on_wearer_exposed_gas()
SIGNAL_HANDLER
var/turf/wearer_turf = get_turf(src)
var/datum/gas_mixture/air = wearer_turf.return_air()
if(!(air.gases[/datum/gas/water_vapor] && (air.gases[/datum/gas/water_vapor][MOLES]) >= 5))
return //return if there aren't more than 5 Moles of Water Vapor in the air
snap_signal()
///Signal fired when wearer attempts to activate/deactivate suits
/obj/item/mod/module/springlock/proc/on_activate_spring_block(datum/source, user)
SIGNAL_HANDLER
balloon_alert(user, "springlocks aren't responding...?")
return MOD_CANCEL_ACTIVATE
///Delayed death proc of the suit after the wearer is exposed to reagents
/obj/item/mod/module/springlock/proc/snap_shut()
UnregisterSignal(mod, list(COMSIG_MOD_ACTIVATE, COMSIG_MOD_PART_RETRACTING))
if(!mod.wearer) //while there is a guaranteed user when on_wearer_exposed() fires, that isn't the same case for this proc
return
mod.wearer.visible_message("[src] inside [mod.wearer]'s [mod.name] snaps shut, mutilating the user inside!", span_userdanger("*SNAP*"))
mod.wearer.emote("scream")
playsound(mod.wearer, 'sound/effects/snap.ogg', 75, TRUE, frequency = 0.5)
playsound(mod.wearer, 'sound/effects/splat.ogg', 50, TRUE, frequency = 0.5)
mod.wearer.client?.give_award(/datum/award/achievement/misc/springlock, mod.wearer)
mod.wearer.get_bodypart(BODY_ZONE_CHEST)?.receive_damage(200, forced = TRUE, sharpness = SHARP_POINTY) // Chest always gets hit, from the back piece you're wearing
for (var/obj/item/part as anything in mod.get_parts())
if (part.loc == mod || !mod.get_part_datum(part)?.sealed)
continue
for (var/obj/item/bodypart/bodypart as anything in mod.wearer.get_damageable_bodyparts())
if (part.body_parts_covered & bodypart.body_part) // can hit chest again
bodypart.receive_damage(100, forced = TRUE, sharpness = SHARP_POINTY) //boggers, bogchamp, etc
if(!HAS_TRAIT(mod.wearer, TRAIT_NODEATH))
mod.wearer.investigate_log("has been killed by [src].", INVESTIGATE_DEATHS)
mod.wearer.death() //just in case, for some reason, they're still alive
flash_color(mod.wearer, flash_color = "#FF0000", flash_time = 10 SECONDS)
set_off = FALSE
///Rave Visor - Gives you a rainbow visor and plays jukebox music to you.
/obj/item/mod/module/visor/rave
name = "MOD rave visor module"
desc = "A Super Cool Awesome Visor (SCAV), intended for modular suits."
icon_state = "rave_visor"
complexity = 1
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_MASK)
/// The client colors applied to the wearer.
var/datum/client_colour/rave_screen
/// The current element in the rainbow_order list we are on.
var/rave_number = 1
/// A list of the colors the module can take.
var/static/list/rainbow_order = list(
list(1,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0),
list(1,0,0,0, 0,0.5,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0),
list(1,0,0,0, 0,1,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0),
list(0,0,0,0, 0,1,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0),
list(0,0,0,0, 0,0.5,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0),
list(1,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0),
)
/// What actually plays music to us
var/datum/jukebox/single_mob/music_player
/obj/item/mod/module/visor/rave/Initialize(mapload)
. = ..()
music_player = new(src)
music_player.sound_loops = TRUE
/obj/item/mod/module/visor/rave/Destroy()
QDEL_NULL(music_player)
QDEL_NULL(rave_screen)
return ..()
/obj/item/mod/module/visor/rave/on_activation()
rave_screen = mod.wearer.add_client_colour(/datum/client_colour/rave, REF(src))
rave_screen.update_color(rainbow_order[rave_number])
music_player.start_music(mod.wearer)
/obj/item/mod/module/visor/rave/on_deactivation(display_message = TRUE, deleting = FALSE)
QDEL_NULL(rave_screen)
if(isnull(music_player.active_song_sound))
return
music_player.unlisten_all()
if(deleting)
return
SEND_SOUND(mod.wearer, sound('sound/machines/terminal/terminal_off.ogg', volume = 50, channel = CHANNEL_JUKEBOX))
/obj/item/mod/module/visor/rave/generate_worn_overlay(obj/item/source, mutable_appearance/standing)
. = ..()
if (!.)
return
var/mutable_appearance/visor_overlay = mod.get_visor_overlay(standing)
visor_overlay.appearance_flags |= RESET_COLOR
if (!isnull(music_player.active_song_sound))
visor_overlay.color = rainbow_order[rave_number]
. += visor_overlay
/obj/item/mod/module/visor/rave/on_active_process(seconds_per_tick)
rave_number++
if(rave_number > length(rainbow_order))
rave_number = 1
update_clothing_slots()
rave_screen.update_color(rainbow_order[rave_number])
/obj/item/mod/module/visor/rave/get_configuration()
. = ..()
if(length(music_player.songs))
.["selection"] = add_ui_configuration("Song", "list", music_player.selection.song_name, music_player.songs)
/obj/item/mod/module/visor/rave/configure_edit(key, value)
switch(key)
if("selection")
if(!isnull(music_player.active_song_sound))
return
var/datum/track/new_song = music_player.songs[value]
if(QDELETED(src) || !istype(new_song, /datum/track))
return
music_player.selection = new_song
///Tanner - Tans you with spraytan.
/obj/item/mod/module/tanner
name = "MOD tanning module"
desc = "A tanning module for modular suits. Skin cancer functionality has not been ever proven, \
although who knows with the rumors..."
icon_state = "tanning"
module_type = MODULE_USABLE
complexity = 1
use_energy_cost = DEFAULT_CHARGE_DRAIN * 5
incompatible_modules = list(/obj/item/mod/module/tanner)
cooldown_time = 30 SECONDS
required_slots = list(ITEM_SLOT_OCLOTHING|ITEM_SLOT_ICLOTHING)
/obj/item/mod/module/tanner/on_use()
playsound(src, 'sound/machines/microwave/microwave-end.ogg', 50, TRUE)
var/datum/reagents/holder = new()
holder.add_reagent(/datum/reagent/spraytan, 10)
holder.trans_to(mod.wearer, 10, methods = VAPOR)
if(prob(5))
SSradiation.irradiate(mod.wearer)
drain_power(use_energy_cost)
///Balloon Blower - Blows a balloon.
/obj/item/mod/module/balloon
name = "MOD balloon blower module"
desc = "A strange module invented years ago by some ingenious mimes. It blows balloons."
icon_state = "bloon"
module_type = MODULE_USABLE
complexity = 1
use_energy_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/balloon)
cooldown_time = 15 SECONDS
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_MASK)
var/balloon_path = /obj/item/toy/balloon
var/blowing_time = 10 SECONDS
var/oxygen_damage = 20
/obj/item/mod/module/balloon/on_use()
if(!do_after(mod.wearer, blowing_time, target = mod))
return FALSE
mod.wearer.adjustOxyLoss(oxygen_damage)
playsound(src, 'sound/items/modsuit/inflate_bloon.ogg', 50, TRUE)
var/obj/item/balloon = new balloon_path(get_turf(src))
mod.wearer.put_in_hands(balloon)
drain_power(use_energy_cost)
///Paper Dispenser - Dispenses (sometimes burning) paper sheets.
/obj/item/mod/module/paper_dispenser
name = "MOD paper dispenser module"
desc = "A simple module designed by the bureaucrats of Torch Bay. \
It dispenses 'warm, clean, and crisp sheets of paper' onto a nearby table. Usually."
icon_state = "paper_maker"
module_type = MODULE_USABLE
complexity = 1
use_energy_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/paper_dispenser)
cooldown_time = 5 SECONDS
required_slots = list(ITEM_SLOT_GLOVES)
/// The total number of sheets created by this MOD. The more sheets, them more likely they set on fire.
var/num_sheets_dispensed = 0
/obj/item/mod/module/paper_dispenser/on_use()
if(!do_after(mod.wearer, 1 SECONDS, target = mod))
return FALSE
var/obj/item/paper/crisp_paper = new(get_turf(src))
crisp_paper.desc = "It's crisp and warm to the touch. Must be fresh."
var/obj/structure/table/nearby_table = locate() in range(1, mod.wearer)
playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE)
balloon_alert(mod.wearer, "dispensed paper[nearby_table ? " onto table":""]")
mod.wearer.put_in_hands(crisp_paper)
if(nearby_table)
mod.wearer.transferItemToLoc(crisp_paper, nearby_table.drop_location(), silent = FALSE)
// Up to a 30% chance to set the sheet on fire, +2% per sheet made
if(prob(min(num_sheets_dispensed * 2, 30)))
if(crisp_paper in mod.wearer.held_items)
mod.wearer.dropItemToGround(crisp_paper, force = TRUE)
crisp_paper.balloon_alert(mod.wearer, UNLINT("PC LOAD LETTER!"))
crisp_paper.visible_message(span_warning("[crisp_paper] bursts into flames, it's too crisp!"))
crisp_paper.fire_act(1000, 100)
drain_power(use_energy_cost)
num_sheets_dispensed++
///Stamper - Extends a stamp that can switch between accept/deny modes.
/obj/item/mod/module/stamp
name = "MOD stamper module"
desc = "A module installed into the wrist of the suit, this functions as a high-power stamp, \
able to switch between accept and deny modes."
icon_state = "stamp"
module_type = MODULE_ACTIVE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
device = /obj/item/stamp/mod
incompatible_modules = list(/obj/item/mod/module/stamp)
cooldown_time = 0.5 SECONDS
required_slots = list(ITEM_SLOT_GLOVES)
/obj/item/stamp/mod
name = "MOD electronic stamp"
desc = "A high-power stamp, able to switch between accept and deny mode when used."
/obj/item/stamp/mod/attack_self(mob/user, modifiers)
. = ..()
if(icon_state == "stamp-ok")
icon_state = "stamp-deny"
else
icon_state = "stamp-ok"
balloon_alert(user, "switched mode")
///Atrocinator - Flips your gravity.
/obj/item/mod/module/atrocinator
name = "MOD atrocinator module"
desc = "A mysterious orb that has mysterious effects when inserted in a MODsuit."
icon_state = "atrocinator"
module_type = MODULE_TOGGLE
complexity = 2
active_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/atrocinator, /obj/item/mod/module/magboot, /obj/item/mod/module/anomaly_locked/antigrav)
overlay_state_inactive = "module_atrocinator"
required_slots = list(ITEM_SLOT_BACK|ITEM_SLOT_BELT)
/// How many steps the user has taken since turning the suit on, used for footsteps.
var/step_count = 0
/// If you use the module on a planetary turf, you fly up. To the sky.
var/you_fucked_up = FALSE
/obj/item/mod/module/atrocinator/on_activation()
playsound(src, 'sound/effects/curse/curseattack.ogg', 50)
mod.wearer.AddElement(/datum/element/forced_gravity, NEGATIVE_GRAVITY)
RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(check_upstairs))
RegisterSignal(mod.wearer, COMSIG_MOB_SAY, PROC_REF(on_talk))
ADD_TRAIT(mod.wearer, TRAIT_SILENT_FOOTSTEPS, REF(src))
passtable_on(mod.wearer, REF(src))
check_upstairs() //todo at some point flip your screen around
/obj/item/mod/module/atrocinator/deactivate(display_message = TRUE, deleting = FALSE)
if(you_fucked_up && !deleting)
to_chat(mod.wearer, span_danger("It's too late."))
return FALSE
return ..()
/obj/item/mod/module/atrocinator/on_deactivation(display_message = TRUE, deleting = FALSE)
if(!deleting)
playsound(src, 'sound/effects/curse/curseattack.ogg', 50)
qdel(mod.wearer.RemoveElement(/datum/element/forced_gravity, NEGATIVE_GRAVITY))
UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
UnregisterSignal(mod.wearer, COMSIG_MOB_SAY)
step_count = 0
REMOVE_TRAIT(mod.wearer, TRAIT_SILENT_FOOTSTEPS, REF(src))
passtable_off(mod.wearer, REF(src))
var/turf/open/openspace/current_turf = get_turf(mod.wearer)
if(istype(current_turf))
current_turf.zFall(mod.wearer, falling_from_move = TRUE)
/obj/item/mod/module/atrocinator/proc/check_upstairs(atom/movable/source, atom/oldloc, direction, forced, list/old_locs, momentum_change)
SIGNAL_HANDLER
if(you_fucked_up || mod.wearer.has_gravity() > NEGATIVE_GRAVITY)
return
var/turf/open/current_turf = get_turf(mod.wearer)
var/turf/open/openspace/turf_above = get_step_multiz(mod.wearer, UP)
if(current_turf && istype(turf_above))
current_turf.zFall(mod.wearer)
return
else if(!turf_above && istype(current_turf) && current_turf.planetary_atmos) //nothing holding you down
INVOKE_ASYNC(src, PROC_REF(fly_away))
return
if (forced || (SSlag_switch.measures[DISABLE_FOOTSTEPS] && !(HAS_TRAIT(source, TRAIT_BYPASS_MEASURES))))
return
if(!(step_count % 2))
playsound(current_turf, 'sound/items/modsuit/atrocinator_step.ogg', 50)
step_count++
#define FLY_TIME (5 SECONDS)
/obj/item/mod/module/atrocinator/proc/fly_away()
you_fucked_up = TRUE
playsound(src, 'sound/effects/whirthunk.ogg', 75)
to_chat(mod.wearer, span_userdanger("That was stupid."))
investigate_log("has flown off into space due to the [src].", INVESTIGATE_DEATHS)
mod.wearer.Stun(FLY_TIME, ignore_canstun = TRUE)
animate(mod.wearer, FLY_TIME, pixel_z = 256, alpha = 0)
QDEL_IN(mod.wearer, FLY_TIME)
#undef FLY_TIME
/obj/item/mod/module/atrocinator/proc/on_talk(datum/source, list/speech_args)
SIGNAL_HANDLER
speech_args[SPEECH_SPANS] |= "upside_down"
/obj/item/mod/module/recycler/donk/safe
name = "MOD foam dart recycler module"
desc = "A mod module that collects and repackages fired foam darts into half-sized ammo boxes. \
Activate on a nearby turf or storage to unload stored ammo boxes."
icon_state = "donk_safe_recycler"
overlay_state_inactive = "module_donk_safe_recycler"
overlay_state_active = "module_donk_safe_recycler"
complexity = 1
efficiency = 1
allowed_item_types = list(/obj/item/ammo_casing/foam_dart)
ammobox_type = /obj/item/ammo_box/foambox/mini
required_amount = SMALL_MATERIAL_AMOUNT*2.5