Files
Bubberstation/code/modules/clothing/under/_under.dm
SkyratBot ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00

296 lines
9.7 KiB
Plaintext

/obj/item/clothing/under
name = "under"
icon = 'icons/obj/clothing/under/default.dmi'
worn_icon = 'icons/mob/clothing/under/default.dmi'
body_parts_covered = CHEST|GROIN|LEGS|ARMS
permeability_coefficient = 0.9
slot_flags = ITEM_SLOT_ICLOTHING
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
limb_integrity = 30
var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
var/has_sensor = HAS_SENSORS // For the crew computer
var/random_sensor = TRUE
var/sensor_mode = NO_SENSORS
var/can_adjust = TRUE
var/adjusted = NORMAL_STYLE
var/alt_covers_chest = FALSE // for adjusted/rolled-down jumpsuits, FALSE = exposes chest and arms, TRUE = exposes arms only
var/obj/item/clothing/accessory/attached_accessory
var/mutable_appearance/accessory_overlay
var/mutantrace_variation = NO_MUTANTRACE_VARIATION //Are there special sprites for specific situations? Don't use this unless you need to.
var/freshly_laundered = FALSE
/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(HAS_BLOOD_DNA(src))
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
if(accessory_overlay)
. += accessory_overlay
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = I
C.use(1)
has_sensor = HAS_SENSORS
to_chat(user,"<span class='notice'>You repair the suit sensors on [src] with [C].</span>")
return 1
if(!attach_accessory(I, user))
return ..()
/obj/item/clothing/under/update_clothes_damaged_state(damaged_state = CLOTHING_DAMAGED)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_w_uniform()
if(damaged_state == CLOTHING_SHREDDED && has_sensor > NO_SENSORS)
has_sensor = BROKEN_SENSORS
else if(damaged_state == CLOTHING_PRISTINE && has_sensor == BROKEN_SENSORS)
has_sensor = HAS_SENSORS
/obj/item/clothing/under/Initialize()
. = ..()
if(random_sensor)
//make the sensor mode favor higher levels, except coords.
sensor_mode = pick(SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS, SENSOR_COORDS)
/obj/item/clothing/under/emp_act()
. = ..()
if(has_sensor > NO_SENSORS)
sensor_mode = pick(SENSOR_OFF, SENSOR_OFF, SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS)
if(ismob(loc))
var/mob/M = loc
to_chat(M,"<span class='warning'>The sensors on the [src] change rapidly!</span>")
/obj/item/clothing/under/equipped(mob/user, slot)
..()
if(adjusted)
adjusted = NORMAL_STYLE
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
if(mutantrace_variation && ishuman(user))
var/mob/living/carbon/human/H = user
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = DIGITIGRADE_STYLE
H.update_inv_w_uniform()
if(slot == ITEM_SLOT_ICLOTHING && freshly_laundered)
freshly_laundered = FALSE
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "fresh_laundry", /datum/mood_event/fresh_laundry)
if(attached_accessory && slot != ITEM_SLOT_HANDS && ishuman(user))
var/mob/living/carbon/human/H = user
attached_accessory.on_uniform_equip(src, user)
H.fan_hud_set_fandom()
if(attached_accessory.above_suit)
H.update_inv_wear_suit()
/obj/item/clothing/under/dropped(mob/user)
if(attached_accessory)
attached_accessory.on_uniform_dropped(src, user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.fan_hud_set_fandom()
if(attached_accessory.above_suit)
H.update_inv_wear_suit()
..()
/mob/living/carbon/human/update_suit_sensors()
. = ..()
update_sensor_list()
/mob/living/carbon/human/proc/update_sensor_list()
var/obj/item/clothing/under/U = w_uniform
if(istype(U) && U.has_sensor > 0 && U.sensor_mode)
GLOB.suit_sensors_list |= src
else
GLOB.suit_sensors_list -= src
/mob/living/carbon/human/dummy/update_sensor_list()
return
/obj/item/clothing/under/proc/attach_accessory(obj/item/I, mob/user, notifyAttach = 1)
. = FALSE
if(istype(I, /obj/item/clothing/accessory))
var/obj/item/clothing/accessory/A = I
if(attached_accessory)
if(user)
to_chat(user, "<span class='warning'>[src] already has an accessory.</span>")
return
else
if(!A.can_attach_accessory(src, user)) //Make sure the suit has a place to put the accessory.
return
if(user && !user.temporarilyRemoveItemFromInventory(I))
return
if(!A.attach(src, user))
return
if(user && notifyAttach)
to_chat(user, "<span class='notice'>You attach [I] to [src].</span>")
var/accessory_color = attached_accessory.icon_state
accessory_overlay = mutable_appearance('icons/mob/clothing/accessories.dmi', "[accessory_color]")
accessory_overlay.alpha = attached_accessory.alpha
accessory_overlay.color = attached_accessory.color
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
H.update_inv_wear_suit()
H.fan_hud_set_fandom()
return TRUE
/obj/item/clothing/under/proc/remove_accessory(mob/user)
if(!isliving(user))
return
if(!can_use(user))
return
if(attached_accessory)
var/obj/item/clothing/accessory/A = attached_accessory
attached_accessory.detach(src, user)
if(user.put_in_hands(A))
to_chat(user, "<span class='notice'>You detach [A] from [src].</span>")
else
to_chat(user, "<span class='notice'>You detach [A] from [src] and it falls on the floor.</span>")
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
H.update_inv_wear_suit()
H.fan_hud_set_fandom()
/obj/item/clothing/under/examine(mob/user)
. = ..()
if(freshly_laundered)
. += "It looks fresh and clean."
if(can_adjust)
if(adjusted == ALT_STYLE)
. += "Alt-click on [src] to wear it normally."
else
. += "Alt-click on [src] to wear it casually."
if (has_sensor == BROKEN_SENSORS)
. += "Its sensors appear to be shorted out."
else if(has_sensor > NO_SENSORS)
switch(sensor_mode)
if(SENSOR_OFF)
. += "Its sensors appear to be disabled."
if(SENSOR_LIVING)
. += "Its binary life sensors appear to be enabled."
if(SENSOR_VITALS)
. += "Its vital tracker appears to be enabled."
if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled."
if(attached_accessory)
. += "\A [attached_accessory] is attached to it."
/obj/item/clothing/under/verb/toggle()
set name = "Adjust Suit Sensors"
set category = "Object"
set src in usr
var/mob/M = usr
if (istype(M, /mob/dead/))
return
if (!can_use(M))
return
if(has_sensor == LOCKED_SENSORS)
to_chat(usr, "The controls are locked.")
return
if(has_sensor == BROKEN_SENSORS)
to_chat(usr, "The sensors have shorted out!")
return
if(has_sensor <= NO_SENSORS)
to_chat(usr, "This suit does not have any sensors.")
return
var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
var/switchMode = input("Select a sensor mode:", "Suit Sensor Mode", modes[sensor_mode + 1]) in modes
if(get_dist(usr, src) > 1)
to_chat(usr, "<span class='warning'>You have moved too far away!</span>")
return
sensor_mode = modes.Find(switchMode) - 1
if (loc == usr)
switch(sensor_mode)
if(0)
to_chat(usr, "<span class='notice'>You disable your suit's remote sensing equipment.</span>")
if(1)
to_chat(usr, "<span class='notice'>Your suit will now only report whether you are alive or dead.</span>")
if(2)
to_chat(usr, "<span class='notice'>Your suit will now only report your exact vital lifesigns.</span>")
if(3)
to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/AltClick(mob/user)
. = ..()
if(.)
return
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
else
if(attached_accessory)
remove_accessory(user)
else
rolldown()
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
set category = null
set src in usr
rolldown()
/obj/item/clothing/under/proc/rolldown()
if(!can_use(usr))
return
if(!can_adjust)
to_chat(usr, "<span class='warning'>You cannot wear this suit any differently!</span>")
return
if(toggle_jumpsuit_adjust())
to_chat(usr, "<span class='notice'>You adjust the suit to wear it more casually.</span>")
else
to_chat(usr, "<span class='notice'>You adjust the suit back to normal.</span>")
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.update_inv_w_uniform()
H.update_body()
/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
if(adjusted == DIGITIGRADE_STYLE)
return
adjusted = !adjusted
if(adjusted)
if(fitted != FEMALE_UNIFORM_TOP)
fitted = NO_FEMALE_UNIFORM
if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted (and also the arms, realistically)
body_parts_covered &= ~CHEST
body_parts_covered &= ~ARMS
else
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
body_parts_covered |= ARMS
if(!LAZYLEN(damage_by_parts))
return adjusted
for(var/zone in list(BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)) // ugly check to make sure we don't reenable protection on a disabled part
if(damage_by_parts[zone] > limb_integrity)
for(var/part in zone2body_parts_covered(zone))
body_parts_covered &= part
return adjusted
/obj/item/clothing/under/rank
dying_key = DYE_REGISTRY_UNDER