Files
Bubberstation/code/modules/mod/modules/modules_security.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

388 lines
14 KiB
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//Security modules for MODsuits
///Magnetic Harness - Automatically puts guns in your suit storage when you drop them.
/obj/item/mod/module/magnetic_harness
name = "MOD magnetic harness module"
desc = "Based off old TerraGov harness kits, this magnetic harness automatically attaches dropped guns back to the wearer."
icon_state = "mag_harness"
complexity = 2
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/magnetic_harness)
/// Time before we activate the magnet.
var/magnet_delay = 0.8 SECONDS
/// The typecache of all guns we allow.
var/static/list/guns_typecache
/// The guns already allowed by the modsuit chestplate.
var/list/already_allowed_guns = list()
/obj/item/mod/module/magnetic_harness/Initialize(mapload)
. = ..()
if(!guns_typecache)
guns_typecache = typecacheof(list(/obj/item/gun/ballistic, /obj/item/gun/energy, /obj/item/gun/grenadelauncher, /obj/item/gun/chem, /obj/item/gun/syringe))
/obj/item/mod/module/magnetic_harness/on_install()
already_allowed_guns = guns_typecache & mod.chestplate.allowed
mod.chestplate.allowed |= guns_typecache
/obj/item/mod/module/magnetic_harness/on_uninstall(deleting = FALSE)
if(deleting)
return
mod.chestplate.allowed -= (guns_typecache - already_allowed_guns)
/obj/item/mod/module/magnetic_harness/on_suit_activation()
RegisterSignal(mod.wearer, COMSIG_MOB_UNEQUIPPED_ITEM, PROC_REF(check_dropped_item))
/obj/item/mod/module/magnetic_harness/on_suit_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, COMSIG_MOB_UNEQUIPPED_ITEM)
/obj/item/mod/module/magnetic_harness/proc/check_dropped_item(datum/source, obj/item/dropped_item, force, new_location)
SIGNAL_HANDLER
if(!is_type_in_typecache(dropped_item, guns_typecache))
return
if(new_location != get_turf(src))
return
addtimer(CALLBACK(src, PROC_REF(pick_up_item), dropped_item), magnet_delay)
/obj/item/mod/module/magnetic_harness/proc/pick_up_item(obj/item/item)
if(!isturf(item.loc) || !item.Adjacent(mod.wearer))
return
if(!mod.wearer.equip_to_slot_if_possible(item, ITEM_SLOT_SUITSTORE, qdel_on_fail = FALSE, disable_warning = TRUE))
return
playsound(src, 'sound/items/modsuit/magnetic_harness.ogg', 50, TRUE)
balloon_alert(mod.wearer, "[item] reattached")
drain_power(use_power_cost)
///Pepper Shoulders - When hit, reacts with a spray of pepper spray around the user.
/obj/item/mod/module/pepper_shoulders
name = "MOD pepper shoulders module"
desc = "A module that attaches two pepper sprayers on shoulders of a MODsuit, reacting to touch with a spray around the user."
icon_state = "pepper_shoulder"
module_type = MODULE_USABLE
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/pepper_shoulders)
cooldown_time = 5 SECONDS
overlay_state_inactive = "module_pepper"
overlay_state_use = "module_pepper_used"
/obj/item/mod/module/pepper_shoulders/on_suit_activation()
RegisterSignal(mod.wearer, COMSIG_HUMAN_CHECK_SHIELDS, PROC_REF(on_check_shields))
/obj/item/mod/module/pepper_shoulders/on_suit_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, COMSIG_HUMAN_CHECK_SHIELDS)
/obj/item/mod/module/pepper_shoulders/on_use()
. = ..()
if(!.)
return
playsound(src, 'sound/effects/spray.ogg', 30, TRUE, -6)
var/datum/reagents/capsaicin_holder = new(10)
capsaicin_holder.add_reagent(/datum/reagent/consumable/condensedcapsaicin, 10)
var/datum/effect_system/fluid_spread/smoke/chem/quick/smoke = new
smoke.set_up(1, holder = src, location = get_turf(src), carry = capsaicin_holder)
smoke.start(log = TRUE)
QDEL_NULL(capsaicin_holder) // Reagents have a ref to their holder which has a ref to them. No leaks please.
/obj/item/mod/module/pepper_shoulders/proc/on_check_shields()
SIGNAL_HANDLER
if(!COOLDOWN_FINISHED(src, cooldown_timer))
return
if(!check_power(use_power_cost))
return
mod.wearer.visible_message(span_warning("[src] reacts to the attack with a smoke of pepper spray!"), span_notice("Your [src] releases a cloud of pepper spray!"))
on_use()
///Holster - Instantly holsters any not huge gun.
/obj/item/mod/module/holster
name = "MOD holster module"
desc = "Based off typical storage compartments, this system allows the suit to holster a \
standard firearm across its surface and allow for extremely quick retrieval. \
While some users prefer the chest, others the forearm for quick deployment, \
some law enforcement prefer the holster to extend from the thigh."
icon_state = "holster"
module_type = MODULE_USABLE
complexity = 2
incompatible_modules = list(/obj/item/mod/module/holster)
cooldown_time = 0.5 SECONDS
allowed_inactive = TRUE
/// Gun we have holstered.
var/obj/item/gun/holstered
/obj/item/mod/module/holster/on_use()
. = ..()
if(!.)
return
if(!holstered)
var/obj/item/gun/holding = mod.wearer.get_active_held_item()
if(!holding)
balloon_alert(mod.wearer, "nothing to holster!")
return
if(!istype(holding) || holding.w_class > WEIGHT_CLASS_BULKY)
balloon_alert(mod.wearer, "it doesn't fit!")
return
if(mod.wearer.transferItemToLoc(holding, src, force = FALSE, silent = TRUE))
holstered = holding
balloon_alert(mod.wearer, "weapon holstered")
playsound(src, 'sound/weapons/gun/revolver/empty.ogg', 100, TRUE)
else if(mod.wearer.put_in_active_hand(holstered, forced = FALSE, ignore_animation = TRUE))
balloon_alert(mod.wearer, "weapon drawn")
playsound(src, 'sound/weapons/gun/revolver/empty.ogg', 100, TRUE)
else
balloon_alert(mod.wearer, "holster full!")
/obj/item/mod/module/holster/on_uninstall(deleting = FALSE)
if(holstered)
holstered.forceMove(drop_location())
/obj/item/mod/module/holster/Exited(atom/movable/gone, direction)
. = ..()
if(gone == holstered)
holstered = null
/obj/item/mod/module/holster/Destroy()
QDEL_NULL(holstered)
return ..()
///Megaphone - Lets you speak loud.
/obj/item/mod/module/megaphone
name = "MOD megaphone module"
desc = "A microchip megaphone linked to a MODsuit, for very important purposes, like: loudness."
icon_state = "megaphone"
module_type = MODULE_TOGGLE
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/megaphone)
cooldown_time = 0.5 SECONDS
/// List of spans we add to the speaker.
var/list/voicespan = list(SPAN_COMMAND)
/obj/item/mod/module/megaphone/on_activation()
. = ..()
if(!.)
return
RegisterSignal(mod.wearer, COMSIG_MOB_SAY, PROC_REF(handle_speech))
/obj/item/mod/module/megaphone/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
UnregisterSignal(mod.wearer, COMSIG_MOB_SAY)
/obj/item/mod/module/megaphone/proc/handle_speech(datum/source, list/speech_args)
SIGNAL_HANDLER
speech_args[SPEECH_SPANS] |= voicespan
drain_power(use_power_cost)
///Criminal Capture - Generates hardlight bags you can put people in and sinch.
/obj/item/mod/module/criminalcapture
name = "MOD criminal capture module"
desc = "The private security that had orders to take in people dead were quite \
happy with their space-proofed suit, but for those who wanted to bring back \
whomever their targets were still breathing needed a way to \"share\" the \
space-proofing. And thus: criminal capture! Creates a hardlight prisoner transport bag \
around the apprehended that has breathable atmospheric conditions."
icon_state = "criminal_capture"
module_type = MODULE_ACTIVE
complexity = 2
use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/criminalcapture)
cooldown_time = 0.5 SECONDS
/// Time to capture a prisoner.
var/capture_time = 2.5 SECONDS
/// Time to dematerialize a bodybag.
var/packup_time = 1 SECONDS
/// Typepath of our bodybag
var/bodybag_type = /obj/structure/closet/body_bag/environmental/prisoner/hardlight
/// Our linked bodybag.
var/obj/structure/closet/body_bag/linked_bodybag
/obj/item/mod/module/criminalcapture/on_process(delta_time)
idle_power_cost = linked_bodybag ? (DEFAULT_CHARGE_DRAIN * 3) : 0
return ..()
/obj/item/mod/module/criminalcapture/on_deactivation(display_message, deleting)
. = ..()
if(!.)
return
if(!linked_bodybag)
return
packup()
/obj/item/mod/module/criminalcapture/on_select_use(atom/target)
. = ..()
if(!.)
return
if(!mod.wearer.Adjacent(target))
return
if(target == linked_bodybag)
playsound(src, 'sound/machines/ding.ogg', 25, TRUE)
if(!do_after(mod.wearer, packup_time, target = target))
balloon_alert(mod.wearer, "interrupted!")
packup()
return
if(linked_bodybag)
return
var/turf/target_turf = get_turf(target)
if(target_turf.is_blocked_turf(exclude_mobs = TRUE))
return
playsound(src, 'sound/machines/ding.ogg', 25, TRUE)
if(!do_after(mod.wearer, capture_time, target = target))
balloon_alert(mod.wearer, "interrupted!")
return
if(linked_bodybag)
return
linked_bodybag = new bodybag_type(target_turf)
linked_bodybag.take_contents()
playsound(linked_bodybag, 'sound/weapons/egloves.ogg', 80, TRUE)
RegisterSignal(linked_bodybag, COMSIG_MOVABLE_MOVED, PROC_REF(check_range))
RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(check_range))
/obj/item/mod/module/criminalcapture/proc/packup()
if(!linked_bodybag)
return
playsound(linked_bodybag, 'sound/weapons/egloves.ogg', 80, TRUE)
apply_wibbly_filters(linked_bodybag)
animate(linked_bodybag, 0.5 SECONDS, alpha = 50, flags = ANIMATION_PARALLEL)
addtimer(CALLBACK(src, PROC_REF(delete_bag), linked_bodybag), 0.5 SECONDS)
linked_bodybag = null
/obj/item/mod/module/criminalcapture/proc/check_range()
SIGNAL_HANDLER
if(get_dist(mod.wearer, linked_bodybag) <= 9)
return
packup()
/obj/item/mod/module/criminalcapture/proc/delete_bag(obj/structure/closet/body_bag/bag)
if(mod?.wearer)
UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(check_range))
balloon_alert(mod.wearer, "bag dissipated")
bag.open(force = TRUE)
qdel(bag)
///Mirage grenade dispenser - Dispenses grenades that copy the user's appearance.
/obj/item/mod/module/dispenser/mirage
name = "MOD mirage grenade dispenser module"
desc = "This module can create mirage grenades at the user's liking. These grenades create holographic copies of the user."
icon_state = "mirage_grenade"
cooldown_time = 20 SECONDS
overlay_state_inactive = "module_mirage_grenade"
dispense_type = /obj/item/grenade/mirage
/obj/item/mod/module/dispenser/mirage/on_use()
. = ..()
if(!.)
return
var/obj/item/grenade/mirage/grenade = .
grenade.arm_grenade(mod.wearer)
/obj/item/grenade/mirage
name = "mirage grenade"
desc = "A special device that, when activated, produces a holographic copy of the user."
icon_state = "mirage"
inhand_icon_state = "flashbang"
det_time = 3 SECONDS
/// Mob that threw the grenade.
var/mob/living/thrower
/obj/item/grenade/mirage/arm_grenade(mob/user, delayoverride, msg, volume)
. = ..()
thrower = user
/obj/item/grenade/mirage/detonate(mob/living/lanced_by)
. = ..()
do_sparks(rand(3, 6), FALSE, src)
if(thrower)
var/mob/living/simple_animal/hostile/illusion/mirage/mirage = new(get_turf(src))
mirage.Copy_Parent(thrower, 15 SECONDS)
qdel(src)
///Projectile Dampener - Weakens projectiles in range.
/obj/item/mod/module/projectile_dampener
name = "MOD projectile dampener module"
desc = "Using technology from peaceborgs, this module weakens all projectiles in nearby range."
icon_state = "projectile_dampener"
module_type = MODULE_TOGGLE
complexity = 3
active_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/projectile_dampener)
cooldown_time = 1.5 SECONDS
/// Radius of the dampening field.
var/field_radius = 2
/// Damage multiplier on projectiles.
var/damage_multiplier = 0.75
/// Speed multiplier on projectiles, higher means slower.
var/speed_multiplier = 2.5
/// List of all tracked projectiles.
var/list/tracked_projectiles = list()
/// Effect image on projectiles.
var/image/projectile_effect
/// The dampening field
var/datum/proximity_monitor/advanced/projectile_dampener/dampening_field
/obj/item/mod/module/projectile_dampener/Initialize(mapload)
. = ..()
projectile_effect = image('icons/effects/fields.dmi', "projectile_dampen_effect")
/obj/item/mod/module/projectile_dampener/on_activation()
. = ..()
if(!.)
return
if(istype(dampening_field))
QDEL_NULL(dampening_field)
dampening_field = new(mod.wearer, field_radius, TRUE, src)
RegisterSignal(dampening_field, COMSIG_DAMPENER_CAPTURE, PROC_REF(dampen_projectile))
RegisterSignal(dampening_field, COMSIG_DAMPENER_RELEASE, PROC_REF(release_projectile))
/obj/item/mod/module/projectile_dampener/on_deactivation(display_message, deleting = FALSE)
. = ..()
if(!.)
return
QDEL_NULL(dampening_field)
/obj/item/mod/module/projectile_dampener/proc/dampen_projectile(datum/source, obj/projectile/projectile)
SIGNAL_HANDLER
projectile.damage *= damage_multiplier
projectile.speed *= speed_multiplier
projectile.add_overlay(projectile_effect)
/obj/item/mod/module/projectile_dampener/proc/release_projectile(datum/source, obj/projectile/projectile)
SIGNAL_HANDLER
projectile.damage /= damage_multiplier
projectile.speed /= speed_multiplier
projectile.cut_overlay(projectile_effect)
///Active Sonar - Displays a hud circle on the turf of any living creatures in the given radius
/obj/item/mod/module/active_sonar
name = "MOD active sonar"
desc = "Ancient tech from the 20th century, this module uses sonic waves to detect living creatures within the user's radius. \
Its loud ping is much harder to hide in an indoor station than in the outdoor operations it was designed for."
icon_state = "active_sonar"
module_type = MODULE_USABLE
use_power_cost = DEFAULT_CHARGE_DRAIN * 5
complexity = 3
incompatible_modules = list(/obj/item/mod/module/active_sonar)
cooldown_time = 25 SECONDS
/obj/item/mod/module/active_sonar/on_use()
. = ..()
if(!.)
return
balloon_alert(mod.wearer, "readying sonar...")
playsound(mod.wearer, 'sound/mecha/skyfall_power_up.ogg', vol = 20, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
if(!do_after(mod.wearer, 1.1 SECONDS, target = mod))
return
var/creatures_detected = 0
for(var/mob/living/creature in range(9, mod.wearer))
if(creature == mod.wearer || creature.stat == DEAD)
continue
new /obj/effect/temp_visual/sonar_ping(mod.wearer.loc, mod.wearer, creature)
creatures_detected++
playsound(mod.wearer, 'sound/effects/ping_hit.ogg', vol = 75, vary = TRUE, extrarange = MEDIUM_RANGE_SOUND_EXTRARANGE) // Should be audible for the radius of the sonar
to_chat(mod.wearer, span_notice("You slam your fist into the ground, sending out a sonic wave that detects [creatures_detected] living beings nearby!"))