Files
Bubberstation/code/modules/mod/modules/modules_general.dm
The Sharkening 77616e8b0e Add Proteans to the game. (#3449)
## About The Pull Request

Adds the funny nanite blob dudes from Vigro code into the game. It's
more of a port of the idea since they're coded from the ground up. They
will be more of a utility focused species then a combat focused species.
**They are fragile.**

- Eats metal. You need metal to live and you need metal to heal. 
- Healed by materials. You feed Proteans metal to heal them.
- Difficult to kill, but extremely fragile. They are considered a
deathless species but they are stuck in their suit if they die. **You
have to order a new refactory from cargo to revive them**

**Order Refactory > Screwdriver suit > Insert refactory > Wait 5
minutes.**

- Easily dismembered. They have 30 seconds to recover their limbs and
pop them on or they will melt into nothingness. Can do a lengthy heal
which replaces missing limbs and easy to replace organs.
- Without a refactory, you will wither away.
- Without an orchastrator, you will have a lot of issues moving.
- You can lock your suit on someone. (OOC escape will work)
- You can assimilate modsuits.

- [x] OOC escape
- [x] Suit Transformation fixes
- [x] Modsuit Assimilation
- [x] Ensure organs are working
- [x] Species info and lore
- [x] Antag Proteans
- [x] Custom damage. Disable various surgeries.
- [x] Testing, polish, feedback.
- [x] Runtime and CI fixing.
- [ ] Live testing and balance.

## Why It's Good For The Game

This was the second to top vote on species people wanted to see added
and this is more custom mechanics then what is just a human reskin.

## Proof Of Testing


![NVIDIA_Overlay_bC6M2FThJP](https://github.com/user-attachments/assets/cb8c8594-f82c-408b-a9a1-e86a61bf8a0f)


![NVIDIA_Overlay_dbhHrYltOH](https://github.com/user-attachments/assets/cb643365-5512-465f-8582-337e24211b9f)

## Changelog

🆑 StrangeWeirdKitten, Majkl-J
add: New species: Proteans
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com>
Co-authored-by: Jinshee <96621959+Jinshee@users.noreply.github.com>
Co-authored-by: Jinshee <manastra2536@gmail.com>
Co-authored-by: JustMeTheIInd <145101584+JustMeTheIInd@users.noreply.github.com>
Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-05-13 15:05:46 -04:00

1048 lines
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//General modules for MODsuits
///Storage - Adds a storage component to the suit.
/obj/item/mod/module/storage
name = "MOD storage module"
desc = "What amounts to a series of integrated storage compartments and specialized pockets installed across \
the surface of the suit, useful for storing various bits, and or bobs."
icon_state = "storage"
complexity = 3
incompatible_modules = list(/obj/item/mod/module/storage, /obj/item/mod/module/plate_compression)
required_slots = list(ITEM_SLOT_BACK)
/// Max weight class of items in the storage.
var/max_w_class = WEIGHT_CLASS_NORMAL
/// Max combined weight of all items in the storage.
var/max_combined_w_class = 15
/// Max amount of items in the storage.
var/max_items = 7
/// Is nesting same-size storage items allowed?
var/big_nesting = FALSE
/obj/item/mod/module/storage/Initialize(mapload)
. = ..()
create_storage(max_specific_storage = max_w_class, max_total_storage = max_combined_w_class, max_slots = max_items)
atom_storage.allow_big_nesting = TRUE
atom_storage.set_locked(STORAGE_FULLY_LOCKED)
/obj/item/mod/module/storage/on_install()
. = ..()
var/datum/storage/modstorage = mod.create_storage(max_specific_storage = max_w_class, max_total_storage = max_combined_w_class, max_slots = max_items)
modstorage.set_real_location(src)
modstorage.allow_big_nesting = big_nesting
atom_storage.set_locked(STORAGE_NOT_LOCKED)
var/obj/item/clothing/suit = mod.get_part_from_slot(ITEM_SLOT_OCLOTHING)
if(istype(suit))
RegisterSignal(suit, COMSIG_ITEM_PRE_UNEQUIP, PROC_REF(on_suit_unequip))
/obj/item/mod/module/storage/on_uninstall(deleting = FALSE)
. = ..()
atom_storage.set_locked(STORAGE_FULLY_LOCKED)
QDEL_NULL(mod.atom_storage)
if(!deleting)
atom_storage.remove_all(mod.drop_location())
var/obj/item/clothing/suit = mod.get_part_from_slot(ITEM_SLOT_OCLOTHING)
if(istype(suit))
UnregisterSignal(suit, COMSIG_ITEM_PRE_UNEQUIP)
/obj/item/mod/module/storage/proc/on_suit_unequip(obj/item/source, force, atom/newloc, no_move, invdrop, silent)
if(QDELETED(source) || !mod.wearer || newloc == mod.wearer || !mod.wearer.s_store)
return
if(!atom_storage?.attempt_insert(mod.wearer.s_store, mod.wearer, override = TRUE))
balloon_alert(mod.wearer, "storage failed!")
to_chat(mod.wearer, span_warning("[src] fails to store [mod.wearer.s_store] inside itself!"))
return
to_chat(mod.wearer, span_notice("[src] stores [mod.wearer.s_store] inside itself."))
mod.wearer.temporarilyRemoveItemFromInventory(mod.wearer.s_store)
/obj/item/mod/module/storage/large_capacity
name = "MOD expanded storage module"
desc = "Reverse engineered by Nakamura Engineering from Donk Company designs, this system of hidden compartments \
is entirely within the suit, distributing items and weight evenly to ensure a comfortable experience for the user; \
whether smuggling, or simply hauling."
icon_state = "storage_large"
max_combined_w_class = 21
max_items = 14
/obj/item/mod/module/storage/syndicate
name = "MOD syndicate storage module"
desc = "A storage system using nanotechnology developed by Cybersun Industries, these compartments use \
esoteric technology to compress the physical matter of items put inside of them, \
essentially shrinking items for much easier and more portable storage."
icon_state = "storage_syndi"
max_combined_w_class = 30
max_items = 21
/obj/item/mod/module/storage/belt
name = "MOD case storage module"
desc = "Some concessions had to be made when creating a compressed modular suit core. \
As a result, Roseus Galactic equipped their suit with a slimline storage case. \
If you find this equipped to a standard modular suit, then someone has almost certainly shortchanged you on a proper storage module."
icon_state = "storage_case"
complexity = 0
max_w_class = WEIGHT_CLASS_SMALL
max_combined_w_class = 21
max_items = 7
required_slots = list(ITEM_SLOT_BELT)
/obj/item/mod/module/storage/bluespace
name = "MOD bluespace storage module"
desc = "A storage system developed by Nanotrasen, these compartments employ \
miniaturized bluespace pockets for the ultimate in storage technology; regardless of the weight of objects put inside."
icon_state = "storage_large"
max_w_class = WEIGHT_CLASS_GIGANTIC
max_combined_w_class = 60
max_items = 21
big_nesting = TRUE
///Ion Jetpack - Lets the user fly freely through space using battery charge.
/obj/item/mod/module/jetpack
name = "MOD ion jetpack module"
desc = "A series of electric thrusters installed across the suit, this is a module highly anticipated by trainee Engineers. \
Rather than using gasses for combustion thrust, these jets are capable of accelerating ions using \
charge from the suit's charge. Some say this isn't Nakamura Engineering's first foray into jet-enabled suits."
icon_state = "jetpack"
module_type = MODULE_TOGGLE
complexity = 3
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
use_energy_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/jetpack)
overlay_state_inactive = "module_jetpack"
overlay_state_active = "module_jetpack_on"
required_slots = list(ITEM_SLOT_BACK)
/// Do we have stabilizers? If yes the user won't move from inertia.
var/stabilize = TRUE
/// Callback to see if we can thrust the user.
var/thrust_callback
/// How much force this module can apply per tick
var/drift_force = 1.5 NEWTONS
/// How much force this module's stabilizier can put out
var/stabilizer_force = 1.2 NEWTONS
/obj/item/mod/module/jetpack/Initialize(mapload)
. = ..()
thrust_callback = CALLBACK(src, PROC_REF(allow_thrust))
configure_jetpack(stabilize)
/obj/item/mod/module/jetpack/Destroy()
thrust_callback = null
return ..()
/**
* configures/re-configures the jetpack component
*
* Arguments
* stabilize - Should this jetpack be stabalized
*/
/obj/item/mod/module/jetpack/proc/configure_jetpack(stabilize)
src.stabilize = stabilize
AddComponent( \
/datum/component/jetpack, \
src.stabilize, \
drift_force, \
stabilizer_force, \
COMSIG_MODULE_TRIGGERED, \
COMSIG_MODULE_DEACTIVATED, \
MOD_ABORT_USE, \
thrust_callback, \
thrust_callback, \
/datum/effect_system/trail_follow/ion/grav_allowed, \
)
if (!isnull(mod) && !isnull(mod.wearer) && mod.wearer.get_item_by_slot(slot_flags) == src)
if (!stabilize)
ADD_TRAIT(mod.wearer, TRAIT_NOGRAV_ALWAYS_DRIFT, REF(src))
else
REMOVE_TRAIT(mod.wearer, TRAIT_NOGRAV_ALWAYS_DRIFT, REF(src))
/obj/item/mod/module/jetpack/get_configuration()
. = ..()
.["stabilizers"] = add_ui_configuration("Stabilizers", "bool", stabilize)
/obj/item/mod/module/jetpack/configure_edit(key, value)
switch(key)
if("stabilizers")
configure_jetpack(text2num(value))
/obj/item/mod/module/jetpack/proc/allow_thrust(use_fuel = TRUE)
if(!use_fuel)
return check_power(use_energy_cost)
if(!drain_power(use_energy_cost))
return FALSE
return TRUE
/obj/item/mod/module/jetpack/on_activation()
mod.wearer.add_movespeed_modifier(/datum/movespeed_modifier/jetpack/full_speed)
if (!stabilize)
ADD_TRAIT(mod.wearer, TRAIT_NOGRAV_ALWAYS_DRIFT, REF(src))
/obj/item/mod/module/jetpack/on_deactivation(display_message = TRUE, deleting = FALSE)
mod.wearer.remove_movespeed_modifier(/datum/movespeed_modifier/jetpack/full_speed)
REMOVE_TRAIT(mod.wearer, TRAIT_NOGRAV_ALWAYS_DRIFT, REF(src))
/obj/item/mod/module/jetpack/advanced
name = "MOD advanced ion jetpack module"
desc = "An improvement on the previous model of electric thrusters. This one achieves higher precision \
and spartial stability through mounting of more jets and application of red paint."
icon_state = "jetpack_advanced"
overlay_state_inactive = "module_jetpackadv"
overlay_state_active = "module_jetpackadv_on"
drift_force = 2 NEWTONS
stabilizer_force = 2 NEWTONS
/// Cooldown to use if we didn't actually launch a jump jet
#define FAILED_ACTIVATION_COOLDOWN 3 SECONDS
///Jump Jet - Briefly removes the effect of gravity and pushes you up one z-level if possible.
/obj/item/mod/module/jump_jet
name = "MOD ionic jump jet module"
desc = "A specialised ionic thruster which provides a short but powerful boost capable of pushing against gravity, \
after which time it needs to recharge."
icon_state = "jump_jet"
module_type = MODULE_USABLE
complexity = 3
cooldown_time = 30 SECONDS
use_energy_cost = DEFAULT_CHARGE_DRAIN * 5
incompatible_modules = list(/obj/item/mod/module/jump_jet)
required_slots = list(ITEM_SLOT_BACK)
/obj/item/mod/module/jump_jet/on_use()
if (DOING_INTERACTION(mod.wearer, mod.wearer))
balloon_alert(mod.wearer, "busy!")
return
balloon_alert(mod.wearer, "launching...")
mod.wearer.Shake(duration = 1 SECONDS)
if (!do_after(mod.wearer, 1 SECONDS, target = mod.wearer))
start_cooldown(FAILED_ACTIVATION_COOLDOWN) // Don't go on full cooldown if we failed to launch
return FALSE
playsound(mod.wearer, 'sound/vehicles/rocketlaunch.ogg', 100, TRUE)
mod.wearer.apply_status_effect(/datum/status_effect/jump_jet)
var/turf/launch_from = get_turf(mod.wearer)
if (mod.wearer.zMove(UP, z_move_flags = ZMOVE_CHECK_PULLS))
launch_from.visible_message(span_warning("[mod.wearer] rockets into the air!"))
new /obj/effect/temp_visual/jet_plume(launch_from)
var/obj/item/mod/module/jetpack/linked_jetpack = locate() in mod.modules
if (!isnull(linked_jetpack) && !linked_jetpack.active)
linked_jetpack.on_activation()
return TRUE
#undef FAILED_ACTIVATION_COOLDOWN
///Status Readout - Puts a lot of information including health, nutrition, fingerprints, temperature to the suit TGUI.
/obj/item/mod/module/status_readout
name = "MOD status readout module"
desc = "A once-common module, this technology unfortunately went out of fashion in the safer regions of space; \
and found new life in the research networks of the Periphery. This particular unit hooks into the suit's spine, \
capable of capturing and displaying all possible biometric data of the wearer; sleep, nutrition, fitness, fingerprints, \
and even useful information such as their overall health and wellness. The vitals monitor also comes with a speaker, loud enough \
to alert anyone nearby that someone has, in fact, died."
icon_state = "status"
complexity = 1
use_energy_cost = DEFAULT_CHARGE_DRAIN * 0.1
incompatible_modules = list(/obj/item/mod/module/status_readout)
tgui_id = "status_readout"
required_slots = list(ITEM_SLOT_BACK)
/// Does this show damage types, body temp, satiety
var/display_detailed_vitals = TRUE
/// Does this show DNA data
var/display_dna = FALSE
/// Does this show the round ID and shift time?
var/display_time = FALSE
/// Death sound. May or may not be funny. Vareditable at your own risk.
var/death_sound = 'sound/effects/flatline3.ogg'
/// Death sound volume. Please be responsible with this.
var/death_sound_volume = 50
/obj/item/mod/module/status_readout/add_ui_data()
. = ..()
.["display_time"] = display_time
.["shift_time"] = station_time_timestamp()
.["shift_id"] = GLOB.round_id
.["health"] = mod.wearer?.health || 0
.["health_max"] = mod.wearer?.getMaxHealth() || 0
if(display_detailed_vitals)
.["loss_brute"] = mod.wearer?.getBruteLoss() || 0
.["loss_fire"] = mod.wearer?.getFireLoss() || 0
.["loss_tox"] = mod.wearer?.getToxLoss() || 0
.["loss_oxy"] = mod.wearer?.getOxyLoss() || 0
.["body_temperature"] = mod.wearer?.bodytemperature || 0
.["nutrition"] = mod.wearer?.nutrition || 0
if(display_dna)
.["dna_unique_identity"] = mod.wearer ? md5(mod.wearer.dna.unique_identity) : null
.["dna_unique_enzymes"] = mod.wearer?.dna.unique_enzymes
.["viruses"] = null
if(!length(mod.wearer?.diseases))
return .
var/list/viruses = list()
for(var/datum/disease/virus as anything in mod.wearer.diseases)
var/list/virus_data = list()
virus_data["name"] = virus.name
virus_data["type"] = virus.spread_text
virus_data["stage"] = virus.stage
virus_data["maxstage"] = virus.max_stages
virus_data["cure"] = virus.cure_text
viruses += list(virus_data)
.["viruses"] = viruses
return .
/obj/item/mod/module/status_readout/get_configuration()
. = ..()
.["display_detailed_vitals"] = add_ui_configuration("Detailed Vitals", "bool", display_detailed_vitals)
.["display_dna"] = add_ui_configuration("DNA Information", "bool", display_dna)
/obj/item/mod/module/status_readout/configure_edit(key, value)
switch(key)
if("display_detailed_vitals")
display_detailed_vitals = text2num(value)
if("display_dna")
display_dna = text2num(value)
/obj/item/mod/module/status_readout/on_part_activation()
RegisterSignal(mod.wearer, COMSIG_LIVING_DEATH, PROC_REF(death_sound))
/obj/item/mod/module/status_readout/on_part_deactivation(deleting)
UnregisterSignal(mod.wearer, COMSIG_LIVING_DEATH)
/obj/item/mod/module/status_readout/proc/death_sound(mob/living/carbon/human/wearer)
SIGNAL_HANDLER
if(death_sound && death_sound_volume)
playsound(wearer, death_sound, death_sound_volume, FALSE)
///Eating Apparatus - Lets the user eat/drink with the suit on.
/obj/item/mod/module/mouthhole
name = "MOD eating apparatus module"
desc = "A favorite by Miners, this modification to the helmet utilizes a nanotechnology barrier infront of the mouth \
to allow eating and drinking while retaining protection and atmosphere. However, it won't free you from masks, \
lets pepper spray pass through and it will do nothing to improve the taste of a goliath steak."
icon_state = "apparatus"
complexity = 1
incompatible_modules = list(/obj/item/mod/module/mouthhole)
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_MASK)
/// Former flags of the helmet.
var/former_helmet_flags = NONE
/// Former visor flags of the helmet.
var/former_visor_helmet_flags = NONE
/// Former flags of the mask.
var/former_mask_flags = NONE
/// Former visor flags of the mask.
var/former_visor_mask_flags = NONE
/obj/item/mod/module/mouthhole/on_install()
. = ..()
var/obj/item/clothing/helmet = mod.get_part_from_slot(ITEM_SLOT_HEAD)
if(istype(helmet))
former_helmet_flags = helmet.flags_cover
former_visor_helmet_flags = helmet.visor_flags_cover
helmet.flags_cover &= ~(HEADCOVERSMOUTH|PEPPERPROOF)
helmet.visor_flags_cover &= ~(HEADCOVERSMOUTH|PEPPERPROOF)
var/obj/item/clothing/mask = mod.get_part_from_slot(ITEM_SLOT_MASK)
if(istype(mask))
former_mask_flags = mask.flags_cover
former_visor_mask_flags = mask.visor_flags_cover
mask.flags_cover &= ~(MASKCOVERSMOUTH |PEPPERPROOF)
mask.visor_flags_cover &= ~(MASKCOVERSMOUTH |PEPPERPROOF)
/obj/item/mod/module/mouthhole/can_install(obj/item/mod/control/mod)
var/obj/item/clothing/helmet = mod.get_part_from_slot(ITEM_SLOT_HEAD)
var/obj/item/clothing/mask = mod.get_part_from_slot(ITEM_SLOT_MASK)
if(istype(helmet) && ((helmet.flags_cover|helmet.visor_flags_cover) & (HEADCOVERSMOUTH|PEPPERPROOF)))
return ..()
if(istype(mask) && ((mask.flags_cover|mask.visor_flags_cover) & (MASKCOVERSMOUTH|PEPPERPROOF)))
return ..()
return FALSE
/obj/item/mod/module/mouthhole/on_uninstall(deleting = FALSE)
. = ..()
if(deleting)
return
var/obj/item/clothing/helmet = mod.get_part_from_slot(ITEM_SLOT_HEAD)
if(istype(helmet))
helmet.flags_cover |= former_helmet_flags
helmet.visor_flags_cover |= former_visor_helmet_flags
var/obj/item/clothing/mask = mod.get_part_from_slot(ITEM_SLOT_MASK)
if(istype(mask))
mask.flags_cover |= former_mask_flags
mask.visor_flags_cover |= former_visor_mask_flags
///EMP Shield - Protects the suit from EMPs.
/obj/item/mod/module/emp_shield
name = "MOD EMP shield module"
desc = "A field inhibitor installed into the suit, protecting it against feedback such as \
electromagnetic pulses that would otherwise damage the electronic systems of the suit or it's modules. \
However, it will take from the suit's power to do so."
icon_state = "empshield"
complexity = 1
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/emp_shield)
required_slots = list(ITEM_SLOT_BACK|ITEM_SLOT_BELT)
/obj/item/mod/module/emp_shield/on_install()
. = ..()
mod.AddElement(/datum/element/empprotection, EMP_PROTECT_ALL)
/obj/item/mod/module/emp_shield/on_uninstall(deleting = FALSE)
. = ..()
mod.RemoveElement(/datum/element/empprotection, EMP_PROTECT_ALL)
/obj/item/mod/module/emp_shield/advanced
name = "MOD advanced EMP shield module"
desc = "An advanced field inhibitor installed into the suit, protecting it against feedback such as \
electromagnetic pulses that would otherwise damage the electronic systems of the suit or electronic devices on the wearer, \
including augmentations. However, it will take from the suit's power to do so."
complexity = 2
/obj/item/mod/module/emp_shield/advanced/on_part_activation()
mod.wearer.AddElement(/datum/element/empprotection, EMP_PROTECT_SELF|EMP_PROTECT_CONTENTS)
/obj/item/mod/module/emp_shield/advanced/on_part_deactivation(deleting = FALSE)
mod.wearer.RemoveElement(/datum/element/empprotection, EMP_PROTECT_SELF|EMP_PROTECT_CONTENTS)
///Flashlight - Gives the suit a customizable flashlight.
/obj/item/mod/module/flashlight
name = "MOD flashlight module"
desc = "A simple pair of configurable flashlights installed on the left and right sides of the helmet, \
useful for providing light in a variety of ranges and colors. \
Some survivalists prefer the color green for their illumination, for reasons unknown."
icon_state = "flashlight"
module_type = MODULE_TOGGLE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/flashlight)
overlay_state_inactive = "module_light"
light_system = OVERLAY_LIGHT_DIRECTIONAL
light_color = COLOR_WHITE
light_range = 4
light_power = 1
light_on = FALSE
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_MASK)
/// Charge drain per range amount.
var/base_power = DEFAULT_CHARGE_DRAIN * 0.1
/// Minimum range we can set.
var/min_range = 2
/// Maximum range we can set.
var/max_range = 5
/obj/item/mod/module/flashlight/on_activation()
set_light_flags(light_flags | LIGHT_ATTACHED)
set_light_on(active)
active_power_cost = base_power * light_range
/obj/item/mod/module/flashlight/on_deactivation(display_message = TRUE, deleting = FALSE)
set_light_flags(light_flags & ~LIGHT_ATTACHED)
set_light_on(active)
/obj/item/mod/module/flashlight/on_saboteur(datum/source, disrupt_duration)
. = ..()
if(active)
on_deactivation()
return TRUE
/obj/item/mod/module/flashlight/on_process(seconds_per_tick)
active_power_cost = base_power * light_range
return ..()
/obj/item/mod/module/flashlight/generate_worn_overlay(obj/item/source, mutable_appearance/standing)
. = ..()
if(!active)
return
var/mutable_appearance/light_icon = mutable_appearance(overlay_icon_file, "module_light_on", layer = standing.layer + 0.2, appearance_flags = RESET_COLOR)
light_icon.color = light_color
. += light_icon
/obj/item/mod/module/flashlight/get_configuration()
. = ..()
.["light_color"] = add_ui_configuration("Light Color", "color", light_color)
.["light_range"] = add_ui_configuration("Light Range", "number", light_range)
/obj/item/mod/module/flashlight/configure_edit(key, value)
switch(key)
if("light_color")
value = tgui_color_picker(usr, "Pick new light color", "Flashlight Color") // BUBBERSTATION EDIT: TGUI COLOR PICKER
if(!value)
return
if(is_color_dark(value, 50))
balloon_alert(mod.wearer, "too dark!")
return
set_light_color(value)
update_clothing_slots()
if("light_range")
set_light_range(clamp(value, min_range, max_range))
///Like the flashlight module, except the light color is stuck to black and cannot be changed.
/obj/item/mod/module/flashlight/darkness
name = "MOD flashdark module"
desc = "A quirky pair of configurable flashdarks installed on the sides of the helmet, \
useful for providing darkness at a configurable range."
light_color = COLOR_BLACK
light_system = OVERLAY_LIGHT
light_range = 2
min_range = 1
max_range = 3
/obj/item/mod/module/flashlight/darkness/get_configuration()
. = ..()
. -= "light_color"
///Dispenser - Dispenses an item after a time passes.
/obj/item/mod/module/dispenser
name = "MOD burger dispenser module"
desc = "A rare piece of technology reverse-engineered from a prototype found in a Donk Company vessel. \
This can draw incredible amounts of power from the suit's charge to create edible organic matter in the \
palm of the wearer's glove; however, research seemed to have entirely stopped at burgers. \
Notably, all attempts to get it to dispense Earl Grey tea have failed."
icon_state = "dispenser"
module_type = MODULE_USABLE
complexity = 3
use_energy_cost = DEFAULT_CHARGE_DRAIN * 2
incompatible_modules = list(/obj/item/mod/module/dispenser)
cooldown_time = 5 SECONDS
required_slots = list(ITEM_SLOT_GLOVES)
/// Path we dispense.
var/dispense_type = /obj/item/food/burger/plain
/// Time it takes for us to dispense.
var/dispense_time = 0 SECONDS
/obj/item/mod/module/dispenser/on_use()
if(dispense_time && !do_after(mod.wearer, dispense_time, target = mod))
balloon_alert(mod.wearer, "interrupted!")
return FALSE
var/obj/item/dispensed = new dispense_type(mod.wearer.loc)
mod.wearer.put_in_hands(dispensed)
balloon_alert(mod.wearer, "[dispensed] dispensed")
playsound(src, 'sound/machines/click.ogg', 100, TRUE)
drain_power(use_energy_cost)
return dispensed
///Longfall - Nullifies fall damage, removing charge instead.
/obj/item/mod/module/longfall
name = "MOD longfall module"
desc = "Useful for protecting both the suit and the wearer, \
utilizing commonplace systems to convert the possible damage from a fall into kinetic charge, \
as well as internal gyroscopes to ensure the user's safe falling. \
Useful for mining, monorail tracks, or even skydiving!"
icon_state = "longfall"
complexity = 1
use_energy_cost = DEFAULT_CHARGE_DRAIN * 5
incompatible_modules = list(/obj/item/mod/module/longfall)
required_slots = list(ITEM_SLOT_FEET)
/obj/item/mod/module/longfall/on_part_activation()
RegisterSignal(mod.wearer, COMSIG_LIVING_Z_IMPACT, PROC_REF(z_impact_react))
/obj/item/mod/module/longfall/on_part_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, COMSIG_LIVING_Z_IMPACT)
/obj/item/mod/module/longfall/proc/z_impact_react(datum/source, levels, turf/fell_on)
SIGNAL_HANDLER
if(!drain_power(use_energy_cost * levels))
return NONE
new /obj/effect/temp_visual/mook_dust(fell_on)
/// Boolean that tracks whether we fell more than one z-level. If TRUE, we stagger our wearer.
var/extreme_fall = FALSE
if(levels >= 2)
extreme_fall = TRUE
mod.wearer.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * levels, 10 SECONDS)
mod.wearer.visible_message(
span_notice("[mod.wearer] lands on [fell_on] safely[extreme_fall ? ", but barely manages to stay on [p_their()] feet." : ", and quite stylishly on [p_their()] feet" ]."),
span_notice("[src] protects you from the damage!"),
)
return ZIMPACT_CANCEL_DAMAGE|ZIMPACT_NO_MESSAGE|ZIMPACT_NO_SPIN
///Thermal Regulator - Regulates the wearer's core temperature.
/obj/item/mod/module/thermal_regulator
name = "MOD thermal regulator module"
desc = "Advanced climate control, using an inner body glove interwoven with thousands of tiny, \
flexible cooling lines. This circulates coolant at various user-controlled temperatures, \
ensuring they're comfortable; even if they're some that like it hot."
icon_state = "regulator"
module_type = MODULE_TOGGLE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/thermal_regulator)
required_slots = list(ITEM_SLOT_BACK|ITEM_SLOT_BELT)
/// The temperature we are regulating to.
var/temperature_setting = BODYTEMP_NORMAL
/// Minimum temperature we can set.
var/min_temp = T20C
/// Maximum temperature we can set.
var/max_temp = 318.15
/obj/item/mod/module/thermal_regulator/get_configuration()
. = ..()
.["temperature_setting"] = add_ui_configuration("Temperature", "number", temperature_setting - T0C)
/obj/item/mod/module/thermal_regulator/configure_edit(key, value)
switch(key)
if("temperature_setting")
temperature_setting = clamp(value + T0C, min_temp, max_temp)
/obj/item/mod/module/thermal_regulator/on_active_process(seconds_per_tick)
mod.wearer.adjust_bodytemperature(get_temp_change_amount((temperature_setting - mod.wearer.bodytemperature), 0.08 * seconds_per_tick))
///DNA Lock - Prevents people without the set DNA from activating the suit.
/obj/item/mod/module/dna_lock
name = "MOD DNA lock module"
desc = "A module which engages with the various locks and seals tied to the suit's systems, \
enabling it to only be worn by someone corresponding with the user's exact DNA profile; \
however, this incredibly sensitive module is shorted out by EMPs. Luckily, cloning has been outlawed."
icon_state = "dnalock"
module_type = MODULE_USABLE
complexity = 1
use_energy_cost = DEFAULT_CHARGE_DRAIN * 3
incompatible_modules = list(/obj/item/mod/module/dna_lock, /obj/item/mod/module/eradication_lock)
cooldown_time = 0.5 SECONDS
/// The DNA we lock with.
var/dna = null
/obj/item/mod/module/dna_lock/on_install()
. = ..()
RegisterSignal(mod, COMSIG_MOD_ACTIVATE, PROC_REF(on_mod_activation))
RegisterSignal(mod, COMSIG_MOD_MODULE_REMOVAL, PROC_REF(on_mod_removal))
RegisterSignal(mod, COMSIG_ATOM_EMP_ACT, PROC_REF(on_emp))
RegisterSignal(mod, COMSIG_ATOM_EMAG_ACT, PROC_REF(on_emag))
/obj/item/mod/module/dna_lock/on_uninstall(deleting = FALSE)
. = ..()
UnregisterSignal(mod, COMSIG_MOD_ACTIVATE)
UnregisterSignal(mod, COMSIG_MOD_MODULE_REMOVAL)
UnregisterSignal(mod, COMSIG_ATOM_EMP_ACT)
UnregisterSignal(mod, COMSIG_ATOM_EMAG_ACT)
/obj/item/mod/module/dna_lock/on_use()
/// Bubber Edit Start - Proteans
if(istype(mod, /obj/item/mod/control/pre_equipped/protean))
var/obj/item/mod/control/pre_equipped/protean/p_suit = mod
var/obj/item/mod/core/protean/p_core = mod.core
var/datum/species/protean/species = p_core.linked_species
if(species.owner.loc == p_suit.loc)
return balloon_alert(p_suit.wearer, "button unresponsive")
/// Bubber Edit End
dna = mod.wearer.dna.unique_enzymes
balloon_alert(mod.wearer, "dna updated")
drain_power(use_energy_cost)
/obj/item/mod/module/dna_lock/emp_act(severity)
. = ..()
on_emp(src, severity, .)
/obj/item/mod/module/dna_lock/emag_act(mob/user, obj/item/card/emag/emag_card)
. = ..()
return on_emag(src, user, emag_card)
/obj/item/mod/module/dna_lock/proc/dna_check(mob/user)
if(!iscarbon(user))
return FALSE
/// Bubber Edit Start
var/obj/item/mod/control/pre_equipped/protean/suit = mod
if(istype(suit))
return TRUE
/// Bubber Edit End
var/mob/living/carbon/carbon_user = user
if(!dna || (carbon_user.has_dna() && carbon_user.dna.unique_enzymes == dna))
return TRUE
balloon_alert(user, "dna locked!")
return FALSE
/obj/item/mod/module/dna_lock/proc/on_emp(datum/source, severity, protection)
SIGNAL_HANDLER
if(protection & EMP_PROTECT_SELF)
return
dna = null
/obj/item/mod/module/dna_lock/proc/on_emag(datum/source, mob/user, obj/item/card/emag/emag_card)
SIGNAL_HANDLER
dna = null
return TRUE
/obj/item/mod/module/dna_lock/proc/on_mod_activation(datum/source, mob/user)
SIGNAL_HANDLER
if(!dna_check(user))
return MOD_CANCEL_ACTIVATE
/obj/item/mod/module/dna_lock/proc/on_mod_removal(datum/source, mob/user)
SIGNAL_HANDLER
if(!dna_check(user))
return MOD_CANCEL_REMOVAL
///Plasma Stabilizer - Prevents plasmamen from igniting in the suit
/obj/item/mod/module/plasma_stabilizer
name = "MOD plasma stabilizer module"
desc = "This system essentially forms an atmosphere of its own, within the suit, \
efficiently and quickly preventing oxygen from causing the user's head to burst into flame. \
This allows plasmamen to safely remove their helmet, allowing for easier \
equipping of any MODsuit-related equipment, or otherwise. \
The purple glass of the visor seems to be constructed for nostalgic purposes."
icon_state = "plasma_stabilizer"
complexity = 1
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/plasma_stabilizer)
required_slots = list(ITEM_SLOT_HEAD)
/obj/item/mod/module/plasma_stabilizer/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
visor_overlay.color = COLOR_VIOLET
. += visor_overlay
/obj/item/mod/module/plasma_stabilizer/on_equip()
ADD_TRAIT(mod.wearer, TRAIT_HEAD_ATMOS_SEALED, REF(src))
/obj/item/mod/module/plasma_stabilizer/on_unequip()
REMOVE_TRAIT(mod.wearer, TRAIT_HEAD_ATMOS_SEALED, REF(src))
//Finally, https://pipe.miroware.io/5b52ba1d94357d5d623f74aa/mspfa/Nuke%20Ops/Panels/0648.gif can be real:
///Hat Stabilizer - Allows displaying a hat over the MOD-helmet, à la plasmamen helmets.
/obj/item/mod/module/hat_stabilizer
name = "MOD hat stabilizer module"
desc = "A simple set of deployable stands, directly atop one's head; \
these will deploy under a hat to keep it from falling off, allowing them to be worn atop the sealed helmet. \
You still need to take the hat off your head while the helmet deploys, though. \
This is a must-have for Nanotrasen Captains, enabling them to show off their authoritative hat even while in their MODsuit."
icon_state = "hat_holder"
incompatible_modules = list(/obj/item/mod/module/hat_stabilizer)
required_slots = list(ITEM_SLOT_HEAD)
/*Intentionally left inheriting 0 complexity and removable = TRUE;
even though it comes inbuilt into the Magnate/Corporate MODS and spawns in maints, I like the idea of stealing them*/
/// Original cover flags for the MOD helmet, before a hat is placed
var/former_flags
var/former_visor_flags
/obj/item/mod/module/hat_stabilizer/on_part_activation()
var/obj/item/clothing/helmet = mod.get_part_from_slot(ITEM_SLOT_HEAD)
if(!istype(helmet))
return
// Override pre-existing component
helmet.AddComponent(/datum/component/hat_stabilizer, loose_hat = FALSE)
/obj/item/mod/module/hat_stabilizer/on_part_deactivation(deleting = FALSE)
if(deleting)
return
var/obj/item/clothing/helmet = mod.get_part_from_slot(ITEM_SLOT_HEAD)
if(!istype(helmet))
return
// Override again!
helmet.AddComponent(/datum/component/hat_stabilizer, loose_hat = TRUE)
/obj/item/mod/module/hat_stabilizer/syndicate
name = "MOD elite hat stabilizer module"
desc = "A simple set of deployable stands, directly atop one's head; \
these will deploy under a hat to keep it from falling off, allowing them to be worn atop the sealed helmet. \
You still need to take the hat off your head while the helmet deploys, though. This is a must-have for \
Syndicate Operatives and Agents alike, enabling them to continue to style on the opposition even while in their MODsuit."
complexity = 0
removable = FALSE
///Sign Language Translator - allows people to sign over comms using the modsuit's gloves.
/obj/item/mod/module/signlang_radio
name = "MOD glove translator module"
desc = "A module that adds motion sensors into the suit's gloves, \
which works in tandem with a short-range subspace transmitter, \
letting the audibly impaired use sign language over comms."
icon_state = "signlang_radio"
complexity = 1
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/signlang_radio)
required_slots = list(ITEM_SLOT_GLOVES)
/obj/item/mod/module/signlang_radio/on_part_activation()
ADD_TRAIT(mod.wearer, TRAIT_CAN_SIGN_ON_COMMS, REF(src))
/obj/item/mod/module/signlang_radio/on_part_deactivation(deleting = FALSE)
REMOVE_TRAIT(mod.wearer, TRAIT_CAN_SIGN_ON_COMMS, REF(src))
///A module that recharges the suit by an itsy tiny bit whenever the user takes a step. Originally called "magneto module" but the videogame reference sounds cooler.
/obj/item/mod/module/joint_torsion
name = "MOD joint torsion ratchet module"
desc = "A compact, weak AC generator that charges the suit's internal cell through the power of deambulation. It doesn't work in zero G."
icon_state = "joint_torsion"
complexity = 1
incompatible_modules = list(/obj/item/mod/module/joint_torsion)
required_slots = list(ITEM_SLOT_FEET)
var/power_per_step = DEFAULT_CHARGE_DRAIN * 0.3
/obj/item/mod/module/joint_torsion/on_part_activation()
if(!(mod.wearer.movement_type & (FLOATING|FLYING)))
RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
/// This way we don't even bother to call on_moved() while flying/floating
RegisterSignal(mod.wearer, COMSIG_MOVETYPE_FLAG_ENABLED, PROC_REF(on_movetype_flag_enabled))
RegisterSignal(mod.wearer, COMSIG_MOVETYPE_FLAG_DISABLED, PROC_REF(on_movetype_flag_disabled))
/obj/item/mod/module/joint_torsion/on_part_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVETYPE_FLAG_ENABLED, COMSIG_MOVETYPE_FLAG_DISABLED))
/obj/item/mod/module/joint_torsion/proc/on_movetype_flag_enabled(datum/source, flag, old_state)
SIGNAL_HANDLER
if(!(old_state & (FLOATING|FLYING)) && flag & (FLOATING|FLYING))
UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
/obj/item/mod/module/joint_torsion/proc/on_movetype_flag_disabled(datum/source, flag, old_state)
SIGNAL_HANDLER
if(old_state & (FLOATING|FLYING) && !(mod.wearer.movement_type & (FLOATING|FLYING)))
RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
/obj/item/mod/module/joint_torsion/proc/on_moved(mob/living/carbon/human/wearer, atom/old_loc, movement_dir, forced)
SIGNAL_HANDLER
//Shouldn't work if the wearer isn't really walking/running around.
if(forced || wearer.throwing || wearer.body_position == LYING_DOWN || wearer.buckled || CHECK_MOVE_LOOP_FLAGS(wearer, MOVEMENT_LOOP_OUTSIDE_CONTROL))
return
mod.core.add_charge(power_per_step)
/// Module that shoves garbage inside its material container when the user crosses it, and eject the recycled material with MMB.
/obj/item/mod/module/recycler
name = "MOD recycler module"
desc = "An innovative garbage collection module that recycles gathered trash into usable material. \
Doesn't work on debris and some items. May recycle live ammunition. \
Activate on a nearby turf or storage to unload stored material."
icon_state = "recycler"
module_type = MODULE_ACTIVE
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
complexity = 2
incompatible_modules = list(/obj/item/mod/module/recycler)
overlay_state_inactive = "module_recycler"
overlay_state_active = "module_recycler"
required_slots = list(ITEM_SLOT_BACK|ITEM_SLOT_BELT)
/// A multiplier of the amount of material extracted from the item
var/efficiency = 1
/// Items that will be collected
var/list/allowed_item_types = list(
/obj/item/trash,
/obj/item/shard,
/obj/item/light,
/obj/item/broken_bottle,
/obj/item/ammo_casing,
/obj/item/cigbutt,
)
/// Materials that will be extracted.
var/list/accepted_mats
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_obj_entered),
COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON = PROC_REF(on_atom_initialized_on),
)
var/datum/component/connect_loc_behalf/connector
var/datum/component/material_container/container
/obj/item/mod/module/recycler/Initialize(mapload)
. = ..()
if(!length(accepted_mats))
accepted_mats = SSmaterials.materials_by_category[MAT_CATEGORY_SILO]
container = AddComponent( \
/datum/component/material_container, \
accepted_mats, \
50 * SHEET_MATERIAL_AMOUNT, \
MATCONTAINER_EXAMINE | MATCONTAINER_NO_INSERT, \
container_signals = list( \
COMSIG_MATCONTAINER_SHEETS_RETRIEVED = TYPE_PROC_REF(/obj/item/mod/module/recycler, InsertSheets) \
) \
)
/obj/item/mod/module/recycler/Destroy()
container = null
return ..()
/obj/item/mod/module/recycler/on_activation()
connector = AddComponent(/datum/component/connect_loc_behalf, mod.wearer, loc_connections)
RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(on_wearer_moved))
/obj/item/mod/module/recycler/on_deactivation(display_message, deleting = FALSE)
QDEL_NULL(connector)
UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(on_wearer_moved))
/obj/item/mod/module/recycler/proc/on_wearer_moved(datum/source, atom/old_loc, dir, forced)
SIGNAL_HANDLER
for(var/obj/item/item in mod.wearer.loc)
if(!is_type_in_list(item, allowed_item_types))
return
insert_trash(item)
/obj/item/mod/module/recycler/proc/on_obj_entered(atom/new_loc, atom/movable/arrived, atom/old_loc)
SIGNAL_HANDLER
if(!is_type_in_list(arrived, allowed_item_types))
return
insert_trash(arrived)
/obj/item/mod/module/recycler/proc/on_atom_initialized_on(atom/loc, atom/new_atom)
SIGNAL_HANDLER
if(!is_type_in_list(new_atom, allowed_item_types))
return
//Give the new atom the time to fully initialize and maybe live if the wearer moves away.
addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/item/mod/module/recycler, insert_trash_if_nearby), new_atom), 0.5 SECONDS)
/obj/item/mod/module/recycler/proc/insert_trash_if_nearby(atom/new_atom)
if(new_atom && mod?.wearer && new_atom.loc == mod.wearer.loc)
insert_trash(new_atom)
/obj/item/mod/module/recycler/proc/insert_trash(obj/item/item)
var/retrieved = container.insert_item(item, multiplier = efficiency)
if(retrieved == MATERIAL_INSERT_ITEM_NO_MATS) //even if it doesn't have any material to give, trash is trash.
qdel(item)
playsound(src, SFX_RUSTLE, 50, TRUE, -5)
/obj/item/mod/module/recycler/on_select_use(atom/target)
. = ..()
if(!.)
return
if(!target?.atom_storage)
target = get_turf(target)
if(!isopenturf(target) || !mod.wearer.Adjacent(target))
return FALSE
dispense(target)
/obj/item/mod/module/recycler/proc/dispense(atom/target)
if(container.retrieve_all(target))
balloon_alert(mod.wearer, "material dispensed")
playsound(src, 'sound/machines/microwave/microwave-end.ogg', 50, TRUE)
return
balloon_alert(mod.wearer, "not enough material")
playsound(src, 'sound/machines/buzz/buzz-sigh.ogg', 50, TRUE)
/obj/item/mod/module/recycler/proc/InsertSheets(obj/item/recycler, obj/item/stack/sheets, atom/context)
SIGNAL_HANDLER
attempt_insert_storage(sheets)
/obj/item/mod/module/recycler/proc/attempt_insert_storage(obj/item/to_drop)
if(!isturf(to_drop.loc) && !to_drop.loc.atom_storage?.attempt_insert(to_drop, mod.wearer, override = TRUE))
to_drop.forceMove(to_drop.loc.drop_location())
///A black market variant of the above that dispenses riot foam dart boxes
/obj/item/mod/module/recycler/donk
name = "MOD riot foam dart recycler module"
desc = "A mod module collects and repackages fired foam darts (and garbage) into half-sized boxes of riot foam darts. \
Activate on a nearby turf or storage to unload stored ammo boxes."
icon_state = "donk_recycler"
overlay_state_inactive = "module_donk_recycler"
overlay_state_active = "module_donk_recycler"
efficiency = 0.7 // Stops getting as many riot foam darts as one consumes.
accepted_mats = list(/datum/material/iron)
///The type of ammo box that it dispenses
var/ammobox_type = /obj/item/ammo_box/foambox/riot/mini
///The cost of each dispensed ammo box
var/required_amount = SHEET_MATERIAL_AMOUNT*12.5
/obj/item/mod/module/recycler/donk/dispense(atom/target)
if(!container.use_amount_mat(required_amount, /datum/material/iron))
balloon_alert(mod.wearer, "not enough material")
playsound(src, 'sound/machines/buzz/buzz-sigh.ogg', 50, TRUE)
return
var/obj/item/ammo_box/product = new ammobox_type(target)
attempt_insert_storage(product)
balloon_alert(mod.wearer, "ammo box dispensed.")
playsound(src, 'sound/machines/microwave/microwave-end.ogg', 50, TRUE)
/obj/item/mod/module/fishing_glove
name = "MOD fishing glove module"
desc = "A MOD module that takes in an external fishing rod to enable the user to fish without having to hold one, while also making it slightly easier."
icon_state = "fishing_glove"
complexity = 1
overlay_state_inactive = "fishing_glove"
incompatible_modules = list(/obj/item/mod/module/fishing_glove)
required_slots = list(ITEM_SLOT_GLOVES)
var/obj/item/fishing_rod/equipped
/obj/item/mod/module/fishing_glove/Initialize(mapload)
. = ..()
register_context()
/obj/item/mod/module/fishing_glove/add_context(atom/source, list/context, obj/item/held_item, mob/user)
if(!held_item && equipped)
context[SCREENTIP_CONTEXT_RMB] = "Remove rod"
return CONTEXTUAL_SCREENTIP_SET
if(istype(held_item, /obj/item/fishing_rod))
context[SCREENTIP_CONTEXT_LMB] = "Insert rod"
return CONTEXTUAL_SCREENTIP_SET
/obj/item/mod/module/fishing_glove/examine(mob/user)
. = ..()
. += span_info("You can [EXAMINE_HINT("right-click")] the modsuit gloves to open the fishing rod interface once attached and activated.")
if(equipped)
. += span_info("it has a [icon2html(equipped, user)] installed. [EXAMINE_HINT("Right-Click")] to remove it.")
/obj/item/mod/module/fishing_glove/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!istype(tool, /obj/item/fishing_rod))
return ..()
if(equipped)
balloon_alert(user, "already has rod!")
if(!user.transferItemToLoc(tool, src))
user.balloon_alert(user, "it's stuck!")
equipped = tool
balloon_alert(user, "rod inserted")
playsound(src, 'sound/items/click.ogg', 50, TRUE)
return ITEM_INTERACT_SUCCESS
/obj/item/mod/module/fishing_glove/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
if(!equipped)
return
user.put_in_hands(equipped)
balloon_alert(user, "rod removed")
playsound(src, 'sound/items/click.ogg', 50, TRUE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/mod/module/fishing_glove/Exited(atom/movable/gone)
if(gone == equipped)
equipped = null
var/obj/item/gloves = mod?.get_part_from_slot(ITEM_SLOT_GLOVES)
if(gloves && !QDELETED(mod))
qdel(gloves.GetComponent(/datum/component/profound_fisher))
return ..()
/obj/item/mod/module/fishing_glove/on_part_activation()
var/obj/item/gloves = mod.get_part_from_slot(ITEM_SLOT_GLOVES)
if(!gloves)
return
gloves.AddComponent(/datum/component/adjust_fishing_difficulty, 5)
if(equipped)
gloves.AddComponent(/datum/component/profound_fisher, equipped, delete_rod_when_deleted = FALSE)
/obj/item/mod/module/fishing_glove/on_part_deactivation(deleting = FALSE)
var/obj/item/gloves = mod.get_part_from_slot(ITEM_SLOT_GLOVES)
if(gloves && !deleting)
qdel(gloves.GetComponent(/datum/component/adjust_fishing_difficulty))
qdel(gloves.GetComponent(/datum/component/profound_fisher))
/obj/item/mod/module/shock_absorber
name = "MOD shock absorption module"
desc = "A module that makes the user resistant to the knockdown inflicted by Stun Batons."
icon_state = "no_baton"
complexity = 1
use_energy_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/shock_absorber)
required_slots = list(ITEM_SLOT_BACK|ITEM_SLOT_BELT)
/obj/item/mod/module/shock_absorber/on_part_activation()
. = ..()
ADD_TRAIT(mod.wearer, TRAIT_BATON_RESISTANCE, REF(src))
RegisterSignal(mod.wearer, COMSIG_MOB_BATONED, PROC_REF(mob_batoned))
/obj/item/mod/module/shock_absorber/on_part_deactivation(deleting)
. = ..()
REMOVE_TRAIT(mod.wearer, TRAIT_BATON_RESISTANCE, REF(src))
UnregisterSignal(mod.wearer, COMSIG_MOB_BATONED)
/obj/item/mod/module/shock_absorber/proc/mob_batoned(datum/source)
SIGNAL_HANDLER
drain_power(use_energy_cost)
var/datum/effect_system/lightning_spread/sparks = new /datum/effect_system/lightning_spread
sparks.set_up(number = 5, cardinals_only = TRUE, location = mod.wearer.loc)
sparks.start()