Files
Bubberstation/code/modules/mod/modules/modules_engineering.dm
Fikou f9445e027f makes beams better (plus small kinesis tweaks) (#71768)
## About The Pull Request
kinesis now waits for its first inputs to be given before firing, it
should no longer pull the item to the center of the screen
the kinesis overlay now is emissive
beam emissivity now works (emissive appearances no longer reset
transform)
beams now have a variable whether or not they should be emissive,
because of stuff like vines or chains from the meat hook
fixes https://github.com/tgstation/tgstation/issues/71640

## Why It's Good For The Game
neat visual stuff

## Changelog
🆑
fix: fixes beam glow in the dark effects
fix: kinesis now doesnt pull the item to the centre of the screen when
first used
fix: physical beams (like vines or meat hook chain) no longer glow in
the dark
/🆑
2022-12-09 15:58:58 -05:00

242 lines
9.4 KiB
Plaintext

//Engineering modules for MODsuits
///Welding Protection - Makes the helmet protect from flashes and welding.
/obj/item/mod/module/welding
name = "MOD welding protection module"
desc = "A module installed into the visor of the suit, this projects a \
polarized, holographic overlay in front of the user's eyes. It's rated high enough for \
immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights."
icon_state = "welding"
complexity = 1
incompatible_modules = list(/obj/item/mod/module/welding, /obj/item/mod/module/armor_booster)
overlay_state_inactive = "module_welding"
/obj/item/mod/module/welding/on_suit_activation()
mod.helmet.flash_protect = FLASH_PROTECTION_WELDER
/obj/item/mod/module/welding/on_suit_deactivation(deleting = FALSE)
if(deleting)
return
mod.helmet.flash_protect = initial(mod.helmet.flash_protect)
///T-Ray Scan - Scans the terrain for undertile objects.
/obj/item/mod/module/t_ray
name = "MOD t-ray scan module"
desc = "A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation \
to essentially echolocate things beneath the floor, mostly cables and pipes. \
A staple of atmospherics work, and counter-smuggling work."
icon_state = "tray"
module_type = MODULE_TOGGLE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/t_ray)
cooldown_time = 0.5 SECONDS
/// T-ray scan range.
var/range = 4
/obj/item/mod/module/t_ray/on_active_process(delta_time)
t_ray_scan(mod.wearer, 0.8 SECONDS, range)
///Magnetic Stability - Gives the user a slowdown but makes them negate gravity and be immune to slips.
/obj/item/mod/module/magboot
name = "MOD magnetic stability module"
desc = "These are powerful electromagnets fitted into the suit's boots, allowing users both \
excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. \
However, these basic models do not feature computerized systems to automatically toggle them on and off, \
so numerous users report a certain stickiness to their steps."
icon_state = "magnet"
module_type = MODULE_TOGGLE
complexity = 2
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/magboot, /obj/item/mod/module/atrocinator)
cooldown_time = 0.5 SECONDS
/// Slowdown added onto the suit.
var/slowdown_active = 0.5
/obj/item/mod/module/magboot/on_activation()
. = ..()
if(!.)
return
ADD_TRAIT(mod.wearer, TRAIT_NEGATES_GRAVITY, MOD_TRAIT)
ADD_TRAIT(mod.wearer, TRAIT_NOSLIPWATER, MOD_TRAIT)
mod.slowdown += slowdown_active
mod.wearer.update_gravity(mod.wearer.has_gravity())
mod.wearer.update_equipment_speed_mods()
/obj/item/mod/module/magboot/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
REMOVE_TRAIT(mod.wearer, TRAIT_NEGATES_GRAVITY, MOD_TRAIT)
REMOVE_TRAIT(mod.wearer, TRAIT_NOSLIPWATER, MOD_TRAIT)
mod.slowdown -= slowdown_active
mod.wearer.update_gravity(mod.wearer.has_gravity())
mod.wearer.update_equipment_speed_mods()
/obj/item/mod/module/magboot/advanced
name = "MOD advanced magnetic stability module"
removable = FALSE
complexity = 0
slowdown_active = 0
///Emergency Tether - Shoots a grappling hook projectile in 0g that throws the user towards it.
/obj/item/mod/module/tether
name = "MOD emergency tether module"
desc = "A custom-built grappling-hook powered by a winch capable of hauling the user. \
While some older models of cargo-oriented grapples have capacities of a few tons, \
these are only capable of working in zero-gravity environments, a blessing to some Engineers."
icon_state = "tether"
module_type = MODULE_ACTIVE
complexity = 3
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/tether)
cooldown_time = 1.5 SECONDS
/obj/item/mod/module/tether/on_use()
if(mod.wearer.has_gravity(get_turf(src)))
balloon_alert(mod.wearer, "too much gravity!")
playsound(src, 'sound/weapons/gun/general/dry_fire.ogg', 25, TRUE)
return FALSE
return ..()
/obj/item/mod/module/tether/on_select_use(atom/target)
. = ..()
if(!.)
return
var/obj/projectile/tether = new /obj/projectile/tether(mod.wearer.loc)
tether.preparePixelProjectile(target, mod.wearer)
tether.firer = mod.wearer
playsound(src, 'sound/weapons/batonextend.ogg', 25, TRUE)
INVOKE_ASYNC(tether, TYPE_PROC_REF(/obj/projectile, fire))
drain_power(use_power_cost)
/obj/projectile/tether
name = "tether"
icon_state = "tether_projectile"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
damage = 0
nodamage = TRUE
range = 10
hitsound = 'sound/weapons/batonextend.ogg'
hitsound_wall = 'sound/weapons/batonextend.ogg'
suppressed = SUPPRESSED_VERY
hit_threshhold = LATTICE_LAYER
/// Reference to the beam following the projectile.
var/line
/obj/projectile/tether/fire(setAngle)
if(firer)
line = firer.Beam(src, "line", 'icons/obj/clothing/modsuit/mod_modules.dmi', emissive = FALSE)
..()
/obj/projectile/tether/on_hit(atom/target)
. = ..()
if(firer)
firer.throw_at(target, 10, 1, firer, FALSE, FALSE, null, MOVE_FORCE_NORMAL, TRUE)
/obj/projectile/tether/Destroy()
QDEL_NULL(line)
return ..()
///Radiation Protection - Protects the user from radiation, gives them a geiger counter and rad info in the panel.
/obj/item/mod/module/rad_protection
name = "MOD radiation protection module"
desc = "A module utilizing polymers and reflective shielding to protect the user against ionizing radiation; \
a common danger in space. This comes with software to notify the wearer that they're even in a radioactive area, \
giving a voice to an otherwise silent killer."
icon_state = "radshield"
complexity = 2
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/rad_protection)
tgui_id = "rad_counter"
/// Radiation threat level being perceived.
var/perceived_threat_level
/obj/item/mod/module/rad_protection/on_suit_activation()
AddComponent(/datum/component/geiger_sound)
ADD_TRAIT(mod.wearer, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, MOD_TRAIT)
RegisterSignal(mod.wearer, COMSIG_IN_RANGE_OF_IRRADIATION, PROC_REF(on_pre_potential_irradiation))
for(var/obj/item/part in mod.mod_parts)
ADD_TRAIT(part, TRAIT_RADIATION_PROTECTED_CLOTHING, MOD_TRAIT)
/obj/item/mod/module/rad_protection/on_suit_deactivation(deleting = FALSE)
qdel(GetComponent(/datum/component/geiger_sound))
REMOVE_TRAIT(mod.wearer, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, MOD_TRAIT)
UnregisterSignal(mod.wearer, COMSIG_IN_RANGE_OF_IRRADIATION)
for(var/obj/item/part in mod.mod_parts)
REMOVE_TRAIT(part, TRAIT_RADIATION_PROTECTED_CLOTHING, MOD_TRAIT)
/obj/item/mod/module/rad_protection/add_ui_data()
. = ..()
.["userradiated"] = mod.wearer ? HAS_TRAIT(mod.wearer, TRAIT_IRRADIATED) : FALSE
.["usertoxins"] = mod.wearer?.getToxLoss() || 0
.["usermaxtoxins"] = mod.wearer?.getMaxHealth() || 0
.["threatlevel"] = perceived_threat_level
/obj/item/mod/module/rad_protection/proc/on_pre_potential_irradiation(datum/source, datum/radiation_pulse_information/pulse_information, insulation_to_target)
SIGNAL_HANDLER
perceived_threat_level = get_perceived_radiation_danger(pulse_information, insulation_to_target)
addtimer(VARSET_CALLBACK(src, perceived_threat_level, null), TIME_WITHOUT_RADIATION_BEFORE_RESET, TIMER_UNIQUE | TIMER_OVERRIDE)
///Constructor - Lets you build quicker and create RCD holograms.
/obj/item/mod/module/constructor
name = "MOD constructor module"
desc = "This module entirely occupies the wearer's forearm, notably causing conflict with \
advanced arm servos meant to carry crewmembers. However, it functions as an \
extremely advanced construction hologram scanner, as well as containing the \
latest engineering schematics combined with inbuilt memory to help the user build walls."
icon_state = "constructor"
module_type = MODULE_USABLE
complexity = 2
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
use_power_cost = DEFAULT_CHARGE_DRAIN * 2
incompatible_modules = list(/obj/item/mod/module/constructor, /obj/item/mod/module/quick_carry)
cooldown_time = 11 SECONDS
/obj/item/mod/module/constructor/on_suit_activation()
ADD_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, MOD_TRAIT)
/obj/item/mod/module/constructor/on_suit_deactivation(deleting = FALSE)
REMOVE_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, MOD_TRAIT)
/obj/item/mod/module/constructor/on_use()
. = ..()
if(!.)
return
rcd_scan(src, fade_time = 10 SECONDS)
drain_power(use_power_cost)
///Mister - Sprays water over an area.
/obj/item/mod/module/mister
name = "MOD water mister module"
desc = "A module containing a mister, able to spray it over areas."
icon_state = "mister"
module_type = MODULE_ACTIVE
complexity = 2
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
device = /obj/item/reagent_containers/spray/mister
incompatible_modules = list(/obj/item/mod/module/mister)
cooldown_time = 0.5 SECONDS
/// Volume of our reagent holder.
var/volume = 500
/obj/item/mod/module/mister/Initialize(mapload)
create_reagents(volume, OPENCONTAINER)
return ..()
///Resin Mister - Sprays resin over an area.
/obj/item/mod/module/mister/atmos
name = "MOD resin mister module"
desc = "An atmospheric resin mister, able to fix up areas quickly."
device = /obj/item/extinguisher/mini/nozzle/mod
volume = 250
/obj/item/mod/module/mister/atmos/Initialize(mapload)
. = ..()
reagents.add_reagent(/datum/reagent/water, volume)
/obj/item/extinguisher/mini/nozzle/mod
name = "MOD atmospheric mister"
desc = "An atmospheric resin mister with three modes, mounted as a module."