Files
Bubberstation/code/modules/mod/modules/_module.dm
MrMelbert f8f3dbed98 Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy

* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements

* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs

* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype

* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup

* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff

* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling

* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby

* kills proc_holder pt 6.75:
- minor fixes

* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events

* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors

* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes

* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing

* kill proc_holder pt 8.5:
- scan ability

* Adds some robust documentation

* kill proc_holder pt9:
- converts some / most mutations over

* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors

* Some set-unset sanity - going to need to test removing Share()

* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though

* Removes sharing from actions, docs actions better

* Some better documentation for spell and spell components

* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors

* kills proc_holder pt11.5:
- minor error fixing and sanity

* Method of sharing actions. Can be improved  in the future, needs testing

* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.

* Curse of madness bug I put in.

* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual

* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp

* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff

* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic

* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh

* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals

* kills proc_holder pt final:
- sdql spells
- no more errors!

* Bugfixes round 1

* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability

* Some accidental reversions + fixes

* Unit tests

* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore

* Wizard spell logging and even more refactoring
2022-07-01 02:01:02 -04:00

400 lines
13 KiB
Plaintext

///MOD Module - A special device installed in a MODsuit allowing the suit to do new stuff.
/obj/item/mod/module
name = "MOD module"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
icon_state = "module"
/// If it can be removed
var/removable = TRUE
/// If it's passive, togglable, usable or active
var/module_type = MODULE_PASSIVE
/// Is the module active
var/active = FALSE
/// How much space it takes up in the MOD
var/complexity = 0
/// Power use when idle
var/idle_power_cost = DEFAULT_CHARGE_DRAIN * 0
/// Power use when active
var/active_power_cost = DEFAULT_CHARGE_DRAIN * 0
/// Power use when used, we call it manually
var/use_power_cost = DEFAULT_CHARGE_DRAIN * 0
/// ID used by their TGUI
var/tgui_id
/// Linked MODsuit
var/obj/item/mod/control/mod
/// If we're an active module, what item are we?
var/obj/item/device
/// Overlay given to the user when the module is inactive
var/overlay_state_inactive
/// Overlay given to the user when the module is active
var/overlay_state_active
/// Overlay given to the user when the module is used, lasts until cooldown finishes
var/overlay_state_use
/// Icon file for the overlay.
var/overlay_icon_file = 'icons/mob/clothing/modsuit/mod_modules.dmi'
/// Does the overlay use the control unit's colors?
var/use_mod_colors = FALSE
/// What modules are we incompatible with?
var/list/incompatible_modules = list()
/// Cooldown after use
var/cooldown_time = 0
/// The mouse button needed to use this module
var/used_signal
/// List of REF()s mobs we are pinned to, linked with their action buttons
var/list/pinned_to = list()
/// If we're allowed to use this module while phased out.
var/allowed_in_phaseout = FALSE
/// If we're allowed to use this module while the suit is disabled.
var/allowed_inactive = FALSE
/// Timer for the cooldown
COOLDOWN_DECLARE(cooldown_timer)
/obj/item/mod/module/Initialize(mapload)
. = ..()
if(module_type != MODULE_ACTIVE)
return
if(ispath(device))
device = new device(src)
ADD_TRAIT(device, TRAIT_NODROP, MOD_TRAIT)
RegisterSignal(device, COMSIG_PARENT_QDELETING, .proc/on_device_deletion)
RegisterSignal(src, COMSIG_ATOM_EXITED, .proc/on_exit)
/obj/item/mod/module/Destroy()
mod?.uninstall(src)
if(device)
UnregisterSignal(device, COMSIG_PARENT_QDELETING)
QDEL_NULL(device)
return ..()
/obj/item/mod/module/examine(mob/user)
. = ..()
if(HAS_TRAIT(user, TRAIT_DIAGNOSTIC_HUD))
. += span_notice("Complexity level: [complexity]")
/// Called when the module is selected from the TGUI, radial or the action button
/obj/item/mod/module/proc/on_select()
if(((!mod.active || mod.activating) && !allowed_inactive) || module_type == MODULE_PASSIVE)
if(mod.wearer)
balloon_alert(mod.wearer, "not active!")
return
if(module_type != MODULE_USABLE)
if(active)
on_deactivation()
else
on_activation()
else
on_use()
SEND_SIGNAL(mod, COMSIG_MOD_MODULE_SELECTED, src)
/// Called when the module is activated
/obj/item/mod/module/proc/on_activation()
if(!COOLDOWN_FINISHED(src, cooldown_timer))
balloon_alert(mod.wearer, "on cooldown!")
return FALSE
if(!mod.active || mod.activating || !mod.get_charge())
balloon_alert(mod.wearer, "unpowered!")
return FALSE
if(!allowed_in_phaseout && istype(mod.wearer.loc, /obj/effect/dummy/phased_mob))
//specifically a to_chat because the user is phased out.
to_chat(mod.wearer, span_warning("You cannot activate this right now."))
return FALSE
if(SEND_SIGNAL(src, COMSIG_MODULE_TRIGGERED) & MOD_ABORT_USE)
return FALSE
if(module_type == MODULE_ACTIVE)
if(mod.selected_module && !mod.selected_module.on_deactivation(display_message = FALSE))
return FALSE
mod.selected_module = src
if(device)
if(mod.wearer.put_in_hands(device))
balloon_alert(mod.wearer, "[device] extended")
RegisterSignal(mod.wearer, COMSIG_ATOM_EXITED, .proc/on_exit)
RegisterSignal(mod.wearer, COMSIG_KB_MOB_DROPITEM_DOWN, .proc/dropkey)
else
balloon_alert(mod.wearer, "can't extend [device]!")
mod.wearer.transferItemToLoc(device, src, force = TRUE)
return FALSE
else
var/used_button = mod.wearer.client?.prefs.read_preference(/datum/preference/choiced/mod_select) || MIDDLE_CLICK
update_signal(used_button)
balloon_alert(mod.wearer, "[src] activated, [used_button]-click to use")
active = TRUE
COOLDOWN_START(src, cooldown_timer, cooldown_time)
mod.wearer.update_clothing(mod.slot_flags)
SEND_SIGNAL(src, COMSIG_MODULE_ACTIVATED)
return TRUE
/// Called when the module is deactivated
/obj/item/mod/module/proc/on_deactivation(display_message = TRUE, deleting = FALSE)
active = FALSE
if(module_type == MODULE_ACTIVE)
mod.selected_module = null
if(display_message)
balloon_alert(mod.wearer, device ? "[device] retracted" : "[src] deactivated")
if(device)
mod.wearer.transferItemToLoc(device, src, force = TRUE)
UnregisterSignal(mod.wearer, COMSIG_ATOM_EXITED)
UnregisterSignal(mod.wearer, COMSIG_KB_MOB_DROPITEM_DOWN)
else
UnregisterSignal(mod.wearer, used_signal)
used_signal = null
mod.wearer.update_clothing(mod.slot_flags)
SEND_SIGNAL(src, COMSIG_MODULE_DEACTIVATED)
return TRUE
/// Called when the module is used
/obj/item/mod/module/proc/on_use()
if(!COOLDOWN_FINISHED(src, cooldown_timer))
balloon_alert(mod.wearer, "on cooldown!")
return FALSE
if(!check_power(use_power_cost))
balloon_alert(mod.wearer, "not enough charge!")
return FALSE
if(!allowed_in_phaseout && istype(mod.wearer.loc, /obj/effect/dummy/phased_mob))
//specifically a to_chat because the user is phased out.
to_chat(mod.wearer, span_warning("You cannot activate this right now."))
return FALSE
if(SEND_SIGNAL(src, COMSIG_MODULE_TRIGGERED) & MOD_ABORT_USE)
return FALSE
COOLDOWN_START(src, cooldown_timer, cooldown_time)
addtimer(CALLBACK(mod.wearer, /mob.proc/update_clothing, mod.slot_flags), cooldown_time+1) //need to run it a bit after the cooldown starts to avoid conflicts
mod.wearer.update_clothing(mod.slot_flags)
SEND_SIGNAL(src, COMSIG_MODULE_USED)
return TRUE
/// Called when an activated module without a device is used
/obj/item/mod/module/proc/on_select_use(atom/target)
if(mod.wearer.incapacitated(IGNORE_GRAB))
return FALSE
mod.wearer.face_atom(target)
if(!on_use())
return FALSE
return TRUE
/// Called when an activated module without a device is active and the user alt/middle-clicks
/obj/item/mod/module/proc/on_special_click(mob/source, atom/target)
SIGNAL_HANDLER
on_select_use(target)
return COMSIG_MOB_CANCEL_CLICKON
/// Called on the MODsuit's process
/obj/item/mod/module/proc/on_process(delta_time)
if(active)
if(!drain_power(active_power_cost * delta_time))
on_deactivation()
return FALSE
on_active_process(delta_time)
else
drain_power(idle_power_cost * delta_time)
return TRUE
/// Called on the MODsuit's process if it is an active module
/obj/item/mod/module/proc/on_active_process(delta_time)
return
/// Called from MODsuit's install() proc, so when the module is installed.
/obj/item/mod/module/proc/on_install()
return
/// Called from MODsuit's uninstall() proc, so when the module is uninstalled.
/obj/item/mod/module/proc/on_uninstall(deleting = FALSE)
return
/// Called when the MODsuit is activated
/obj/item/mod/module/proc/on_suit_activation()
return
/// Called when the MODsuit is deactivated
/obj/item/mod/module/proc/on_suit_deactivation(deleting = FALSE)
return
/// Called when the MODsuit is equipped
/obj/item/mod/module/proc/on_equip()
return
/// Called when the MODsuit is unequipped
/obj/item/mod/module/proc/on_unequip()
return
/// Drains power from the suit charge
/obj/item/mod/module/proc/drain_power(amount)
if(!check_power(amount))
return FALSE
mod.subtract_charge(amount)
mod.update_charge_alert()
return TRUE
/// Checks if there is enough power in the suit
/obj/item/mod/module/proc/check_power(amount)
return mod.check_charge(amount)
/// Adds additional things to the MODsuit ui_data()
/obj/item/mod/module/proc/add_ui_data()
return list()
/// Creates a list of configuring options for this module
/obj/item/mod/module/proc/get_configuration()
return list()
/// Generates an element of the get_configuration list with a display name, type and value
/obj/item/mod/module/proc/add_ui_configuration(display_name, type, value, list/values)
return list("display_name" = display_name, "type" = type, "value" = value, "values" = values)
/// Receives configure edits from the TGUI and edits the vars
/obj/item/mod/module/proc/configure_edit(key, value)
return
/// Called when the device moves to a different place on active modules
/obj/item/mod/module/proc/on_exit(datum/source, atom/movable/part, direction)
SIGNAL_HANDLER
if(!active)
return
if(part.loc == src)
return
if(part.loc == mod.wearer)
return
if(part == device)
on_deactivation(display_message = FALSE)
/// Called when the device gets deleted on active modules
/obj/item/mod/module/proc/on_device_deletion(datum/source)
SIGNAL_HANDLER
if(source == device)
device = null
qdel(src)
/// Generates an icon to be used for the suit's worn overlays
/obj/item/mod/module/proc/generate_worn_overlay(mutable_appearance/standing)
. = list()
if(!mod.active)
return
var/used_overlay
if(overlay_state_use && !COOLDOWN_FINISHED(src, cooldown_timer))
used_overlay = overlay_state_use
else if(overlay_state_active && active)
used_overlay = overlay_state_active
else if(overlay_state_inactive)
used_overlay = overlay_state_inactive
else
return
var/mutable_appearance/module_icon = mutable_appearance(overlay_icon_file, used_overlay, layer = standing.layer + 0.1)
if(!use_mod_colors)
module_icon.appearance_flags |= RESET_COLOR
. += module_icon
/// Updates the signal used by active modules to be activated
/obj/item/mod/module/proc/update_signal(value)
switch(value)
if(MIDDLE_CLICK)
mod.selected_module.used_signal = COMSIG_MOB_MIDDLECLICKON
if(ALT_CLICK)
mod.selected_module.used_signal = COMSIG_MOB_ALTCLICKON
RegisterSignal(mod.wearer, mod.selected_module.used_signal, /obj/item/mod/module.proc/on_special_click)
/// Pins the module to the user's action buttons
/obj/item/mod/module/proc/pin(mob/user)
var/datum/action/item_action/mod/pinned_module/existing_action = pinned_to[REF(user)]
if(existing_action)
mod.remove_item_action(existing_action)
return
var/datum/action/item_action/mod/pinned_module/new_action = new(mod, src, user)
mod.add_item_action(new_action)
/// On drop key, concels a device item.
/obj/item/mod/module/proc/dropkey(mob/living/user)
SIGNAL_HANDLER
if(user.get_active_held_item() != device)
return
on_deactivation()
return COMSIG_KB_ACTIVATED
///Anomaly Locked - Causes the module to not function without an anomaly.
/obj/item/mod/module/anomaly_locked
name = "MOD anomaly locked module"
desc = "A form of a module, locked behind an anomalous core to function."
incompatible_modules = list(/obj/item/mod/module/anomaly_locked)
/// The core item the module runs off.
var/obj/item/assembly/signaler/anomaly/core
/// Accepted types of anomaly cores.
var/list/accepted_anomalies = list(/obj/item/assembly/signaler/anomaly)
/// If this one starts with a core in.
var/prebuilt = FALSE
/obj/item/mod/module/anomaly_locked/Initialize(mapload)
. = ..()
if(!prebuilt || !length(accepted_anomalies))
return
var/core_path = pick(accepted_anomalies)
core = new core_path(src)
update_icon_state()
/obj/item/mod/module/anomaly_locked/Destroy()
QDEL_NULL(core)
return ..()
/obj/item/mod/module/anomaly_locked/examine(mob/user)
. = ..()
if(!length(accepted_anomalies))
return
if(core)
. += span_notice("There is a [core.name] installed in it. You could remove it with a <b>screwdriver</b>...")
else
var/list/core_list = list()
for(var/path in accepted_anomalies)
var/atom/core_path = path
core_list += initial(core_path.name)
. += span_notice("You need to insert \a [english_list(core_list, and_text = " or ")] for this module to function.")
/obj/item/mod/module/anomaly_locked/on_select()
if(!core)
balloon_alert(mod.wearer, "no core!")
return
return ..()
/obj/item/mod/module/anomaly_locked/on_process(delta_time)
. = ..()
if(!core)
return FALSE
/obj/item/mod/module/anomaly_locked/on_active_process(delta_time)
if(!core)
return FALSE
return TRUE
/obj/item/mod/module/anomaly_locked/attackby(obj/item/item, mob/living/user, params)
if(item.type in accepted_anomalies)
if(core)
balloon_alert(user, "core already in!")
return
if(!user.transferItemToLoc(item, src))
return
core = item
balloon_alert(user, "core installed")
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
update_icon_state()
else
return ..()
/obj/item/mod/module/anomaly_locked/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
if(!core)
balloon_alert(user, "no core!")
return
balloon_alert(user, "removing core...")
if(!do_after(user, 3 SECONDS, target = src))
balloon_alert(user, "interrupted!")
return
balloon_alert(user, "core removed")
core.forceMove(drop_location())
if(Adjacent(user) && !issilicon(user))
user.put_in_hands(core)
core = null
update_icon_state()
/obj/item/mod/module/anomaly_locked/update_icon_state()
icon_state = initial(icon_state) + (core ? "-core" : "")
return ..()