Files
Bubberstation/code/modules/mod/modules/modules_ninja.dm
Tostah 9ca522d4dd Fixes ninja camera vision module so it provides welding protection (#91428)
## About The Pull Request

The ninja camera vision module now provides the same welding protection
as the welding module, as intended.

This was due to the camera vision module not inheriting the function
which applied the welding protection in on_part_activation()

## Why It's Good For The Game

The camera vision module was not providing any flash protection to the
ninja, despite its description clearly stating;

"...as well as automatically dimming incoming flashes of light to
protect the user's eyes. Become the unseen."

In fact, the night vision goggles provided to the ninjas made them weak
to flashes.

## Changelog
🆑
fix: Ninja Camera Vision module now correctly applies welding
protection.
/🆑
2025-06-02 18:57:04 +00:00

463 lines
21 KiB
Plaintext

//Ninja modules for MODsuits
///Cloaking - Lowers the user's visibility, can be interrupted by being touched or attacked.
/obj/item/mod/module/stealth
name = "MOD prototype cloaking module"
desc = "A complete retrofitting of the suit, this is a form of visual concealment tech employing esoteric technology \
to bend light around the user, as well as mimetic materials to make the surface of the suit match the \
surroundings based off sensor data. For some reason, this tech is rarely seen."
icon_state = "cloak"
module_type = MODULE_TOGGLE
complexity = 4
active_power_cost = DEFAULT_CHARGE_DRAIN * 2
use_energy_cost = DEFAULT_CHARGE_DRAIN * 10
incompatible_modules = list(/obj/item/mod/module/stealth)
cooldown_time = 5 SECONDS
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_MASK, ITEM_SLOT_OCLOTHING|ITEM_SLOT_ICLOTHING, ITEM_SLOT_GLOVES, ITEM_SLOT_FEET)
/// Whether or not the cloak turns off on bumping.
var/bumpoff = TRUE
/// The alpha applied when the cloak is on.
var/stealth_alpha = 50
/obj/item/mod/module/stealth/on_activation()
if(bumpoff)
RegisterSignal(mod.wearer, COMSIG_LIVING_MOB_BUMP, PROC_REF(unstealth))
RegisterSignal(mod.wearer, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarmed_attack))
RegisterSignal(mod.wearer, COMSIG_ATOM_BULLET_ACT, PROC_REF(on_bullet_act))
RegisterSignals(mod.wearer, list(COMSIG_MOB_ITEM_ATTACK, COMSIG_ATOM_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_HITBY, COMSIG_ATOM_HULK_ATTACK, COMSIG_ATOM_ATTACK_PAW, COMSIG_CARBON_CUFF_ATTEMPTED), PROC_REF(unstealth))
animate(mod.wearer, alpha = stealth_alpha, time = 1.5 SECONDS)
drain_power(use_energy_cost)
/obj/item/mod/module/stealth/on_deactivation(display_message = TRUE, deleting = FALSE)
if(bumpoff)
UnregisterSignal(mod.wearer, COMSIG_LIVING_MOB_BUMP)
UnregisterSignal(mod.wearer, list(COMSIG_LIVING_UNARMED_ATTACK, COMSIG_MOB_ITEM_ATTACK, COMSIG_ATOM_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_BULLET_ACT, COMSIG_ATOM_HITBY, COMSIG_ATOM_HULK_ATTACK, COMSIG_ATOM_ATTACK_PAW, COMSIG_CARBON_CUFF_ATTEMPTED))
animate(mod.wearer, alpha = 255, time = 1.5 SECONDS)
/obj/item/mod/module/stealth/proc/unstealth(datum/source)
SIGNAL_HANDLER
to_chat(mod.wearer, span_warning("[src] gets discharged from contact!"))
do_sparks(2, TRUE, src)
drain_power(use_energy_cost)
deactivate()
/obj/item/mod/module/stealth/proc/on_unarmed_attack(datum/source, atom/target)
SIGNAL_HANDLER
if(!isliving(target))
return
unstealth(source)
/obj/item/mod/module/stealth/proc/on_bullet_act(datum/source, obj/projectile/projectile)
SIGNAL_HANDLER
if(!projectile.is_hostile_projectile())
return
unstealth(source)
//Advanced Cloaking - Doesn't turf off on bump, less power drain, more stealthy.
/obj/item/mod/module/stealth/ninja
name = "MOD advanced cloaking module"
desc = "The latest in stealth technology, this module is a definite upgrade over previous versions. \
The field has been tuned to be even more responsive and fast-acting, with enough stability to \
continue operation of the field even if the user bumps into others. \
The power draw has been reduced drastically, making this perfect for activities like \
standing near sentry turrets for extended periods of time."
icon_state = "cloak_ninja"
bumpoff = FALSE
stealth_alpha = 20
active_power_cost = DEFAULT_CHARGE_DRAIN
use_energy_cost = DEFAULT_CHARGE_DRAIN * 5
cooldown_time = 3 SECONDS
/obj/item/mod/module/stealth/ninja/on_activation()
. = ..()
ADD_TRAIT(mod.wearer, TRAIT_SILENT_FOOTSTEPS, REF(src))
/obj/item/mod/module/stealth/ninja/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
REMOVE_TRAIT(mod.wearer, TRAIT_SILENT_FOOTSTEPS, REF(src))
///Camera Vision - Prevents flashes, blocks tracking.
/obj/item/mod/module/welding/camera_vision
name = "MOD camera vision module"
desc = "A module installed into the suit's helmet. This specialized piece of technology is built for subterfuge, \
replacing the standard visor with a nanotech display; capable of displaying specialized imagery at \
just the right frequency to jam all known forms of camera tracking and facial recognition, \
as well as automatically dimming incoming flashes of light to protect the user's eyes. Become the unseen."
icon_state = "welding_camera"
removable = FALSE
complexity = 0
overlay_state_inactive = null
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_EYES|ITEM_SLOT_MASK)
/obj/item/mod/module/welding/camera_vision/on_part_activation()
RegisterSignal(mod.wearer, COMSIG_LIVING_CAN_TRACK, PROC_REF(can_track))
var/obj/item/clothing/head_cover = mod.get_part_from_slot(ITEM_SLOT_HEAD) || mod.get_part_from_slot(ITEM_SLOT_MASK) || mod.get_part_from_slot(ITEM_SLOT_EYES)
if(istype(head_cover))
//this is a screen that displays an image, so flash sensitives can use this to protect against flashes.
head_cover.flash_protect = FLASH_PROTECTION_WELDER_HYPER_SENSITIVE
/obj/item/mod/module/welding/camera_vision/on_part_deactivation(deleting = FALSE)
if(deleting)
return
var/obj/item/clothing/head_cover = mod.get_part_from_slot(ITEM_SLOT_HEAD) || mod.get_part_from_slot(ITEM_SLOT_MASK) || mod.get_part_from_slot(ITEM_SLOT_EYES)
if(istype(head_cover))
head_cover.flash_protect = initial(head_cover.flash_protect)
UnregisterSignal(mod.wearer, COMSIG_LIVING_CAN_TRACK)
/obj/item/mod/module/welding/camera_vision/proc/can_track(datum/source, mob/user)
SIGNAL_HANDLER
return COMPONENT_CANT_TRACK
//Ninja Star Dispenser - Dispenses ninja stars.
/obj/item/mod/module/dispenser/ninja
name = "MOD ninja star dispenser module"
desc = "This piece of Spider Clan technology can exploit known energy-matter equivalence principles, \
using the nanites already hosted in the wearer's suit to transmute into monomolecular shuriken. \
While these lack the intense bleeding edge of conventional throwing stars, \
they have been set to electrify fleeing targets; and branded with the Spider Clan symbol."
dispense_type = /obj/item/throwing_star/stamina/ninja
cooldown_time = 0.5 SECONDS
///Hacker - This module hooks onto your right-clicks with empty hands and causes ninja actions.
/obj/item/mod/module/hacker
name = "MOD hacker module"
desc = "Built for one purpose, electronic warfare, this module is built into the hands. \
Using near-field communication alongside precise electro-stimulation of the wires in machines, \
this decker's dream is normally used to pass through doors like a phantom. \
It's also capable of non-precise electro-stimulation of an assassin-saboteur's opponents on disarming attacks."
icon_state = "hacker"
removable = FALSE
incompatible_modules = list(/obj/item/mod/module/hacker)
required_slots = list(ITEM_SLOT_GLOVES)
/// Whether or not the communication console hack was used to summon another antagonist.
var/communication_console_hack_success = FALSE
/// How many times the module has been used to force open doors.
var/door_hack_counter = 0
/obj/item/mod/module/hacker/on_part_activation()
RegisterSignal(mod.wearer, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(hack))
/obj/item/mod/module/hacker/on_part_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, COMSIG_LIVING_UNARMED_ATTACK)
/obj/item/mod/module/hacker/proc/hack(mob/living/carbon/human/source, atom/target, proximity, modifiers)
SIGNAL_HANDLER
if(!LAZYACCESS(modifiers, RIGHT_CLICK) || !proximity)
return NONE
target.add_fingerprint(mod.wearer)
return target.ninjadrain_act(mod.wearer, src)
/obj/item/mod/module/hacker/proc/charge_message(atom/drained_atom, drain_amount)
if(drain_amount)
to_chat(mod.wearer, span_notice("Gained <B>[drain_amount]</B> units of energy from [drained_atom]."))
else
to_chat(mod.wearer, span_warning("[drained_atom] has run dry of energy, you must find another source!"))
///Weapon Recall - Teleports your katana to you, prevents gun use.
/obj/item/mod/module/weapon_recall
name = "MOD weapon recall module"
desc = "The cornerstone of a clanmember's life as a blademaster, and a module symbolizing their eternal bond with their weapon. \
This hooks to the micro bluespace drive inside an energy katana's handle, capable of recalling it to the user's \
skilled hands wherever they are. However, those that make such a bond with their weapon are cursed to \
fusing their existence with acts of combat, with a singular purpose; Cutting Down Their Opponent. \
Their hand a hand that is cutting, their body a body that is cutting, their mind, a mind that is cutting. \
Ranged weapons are forbidden."
icon_state = "recall"
removable = FALSE
module_type = MODULE_USABLE
use_energy_cost = DEFAULT_CHARGE_DRAIN * 2
incompatible_modules = list(/obj/item/mod/module/weapon_recall)
cooldown_time = 0.5 SECONDS
required_slots = list(ITEM_SLOT_GLOVES, ITEM_SLOT_BACK|ITEM_SLOT_BELT)
/// The item linked to the module that will get recalled.
var/obj/item/linked_weapon
/// The accepted typepath we can link to.
var/accepted_type = /obj/item/energy_katana
/obj/item/mod/module/weapon_recall/on_part_activation()
mod.wearer.add_traits(list(TRAIT_NOGUNS, TRAIT_TOSS_GUN_HARD), REF(src))
/obj/item/mod/module/weapon_recall/on_part_deactivation(deleting = FALSE)
mod.wearer.remove_traits(list(TRAIT_NOGUNS, TRAIT_TOSS_GUN_HARD), REF(src))
/obj/item/mod/module/weapon_recall/on_use()
if(!linked_weapon)
var/obj/item/weapon_to_link = mod.wearer.is_holding_item_of_type(accepted_type)
if(!weapon_to_link)
balloon_alert(mod.wearer, "no linked weapon!")
return
set_weapon(weapon_to_link)
balloon_alert(mod.wearer, "[linked_weapon.name] linked")
return
if(linked_weapon in mod.wearer.get_all_contents())
balloon_alert(mod.wearer, "already on self!")
return
var/distance = get_dist(mod.wearer, linked_weapon)
var/in_view = (linked_weapon in view(mod.wearer)) && !(linked_weapon in get_turf(mod.wearer))
if(!in_view && !drain_power(use_energy_cost * distance))
balloon_alert(mod.wearer, "not enough charge!")
return
linked_weapon.forceMove(linked_weapon.drop_location())
if(in_view)
do_sparks(5, FALSE, linked_weapon)
mod.wearer.visible_message(span_danger("[linked_weapon] flies towards [mod.wearer]!"),span_warning("You hold out your hand and [linked_weapon] flies towards you!"))
linked_weapon.throw_at(mod.wearer, distance+1, linked_weapon.throw_speed, mod.wearer)
else
recall_weapon()
/obj/item/mod/module/weapon_recall/proc/set_weapon(obj/item/weapon)
linked_weapon = weapon
RegisterSignal(linked_weapon, COMSIG_MOVABLE_PRE_IMPACT, PROC_REF(catch_weapon))
RegisterSignal(linked_weapon, COMSIG_QDELETING, PROC_REF(deleted_weapon))
/obj/item/mod/module/weapon_recall/proc/recall_weapon(caught = FALSE)
linked_weapon.forceMove(get_turf(src))
var/alert = ""
if(mod.wearer.put_in_hands(linked_weapon))
alert = "[linked_weapon.name] teleports to your hand"
else if(mod.wearer.equip_to_slot_if_possible(linked_weapon, ITEM_SLOT_BELT, disable_warning = TRUE))
alert = "[linked_weapon.name] sheathes itself in your belt"
else
alert = "[linked_weapon.name] teleports under you"
if(caught)
if(mod.wearer.is_holding(linked_weapon))
alert = "you catch [linked_weapon.name]"
else
alert = "[linked_weapon.name] lands under you"
else
do_sparks(5, FALSE, linked_weapon)
if(alert)
balloon_alert(mod.wearer, alert)
/obj/item/mod/module/weapon_recall/proc/catch_weapon(obj/item/source, atom/hit_atom, datum/thrownthing/thrownthing)
SIGNAL_HANDLER
if(!mod)
return
if(hit_atom != mod.wearer)
return
INVOKE_ASYNC(src, PROC_REF(recall_weapon), TRUE)
return COMPONENT_MOVABLE_IMPACT_NEVERMIND
/obj/item/mod/module/weapon_recall/proc/deleted_weapon(obj/item/source)
SIGNAL_HANDLER
linked_weapon = null
//Reinforced DNA Lock - Gibs if wrong DNA, emp-proof.
/obj/item/mod/module/dna_lock/reinforced
name = "MOD reinforced 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. \
Due to utilizing a skintight dampening shield, this one is entirely sealed against electromagnetic interference; \
it also dutifully protects the secrets of the Spider Clan from unknowing outsiders."
icon_state = "dnalock_ninja"
use_energy_cost = DEFAULT_CHARGE_DRAIN * 0.5
/obj/item/mod/module/dna_lock/reinforced/on_mod_activation(datum/source, mob/user)
. = ..()
if(. != MOD_CANCEL_ACTIVATE || !isliving(user))
return
if(mod.ai_assistant == user)
to_chat(mod.ai_assistant, span_danger("<B>fATaL EERRoR</B>: 381200-*#00CODE <B>BLUE</B>\nAI INTErFERenCE DEtECted\nACTi0N DISrEGArdED"))
return
var/mob/living/living_user = user
to_chat(living_user, span_danger("<B>fATaL EERRoR</B>: 382200-*#00CODE <B>RED</B>\nUNAUTHORIZED USE DETECteD\nCoMMENCING SUB-R0UTIN3 13...\nTERMInATING U-U-USER..."))
living_user.investigate_log("has been gibbed by using a MODsuit equipped with [src].", INVESTIGATE_DEATHS)
living_user.gib(DROP_ALL_REMAINS)
/obj/item/mod/module/dna_lock/reinforced/on_emp(datum/source, severity)
return
//EMP Pulse - In addition to normal shielding, can also launch an EMP itself.
/obj/item/mod/module/emp_shield/pulse
name = "MOD EMP pulse module"
desc = "This module is normally set to activate on dramatic gestures, inverting and expanding the suit's \
EMP dampening shield to cause an electromagnetic pulse of its own. While this won't interfere with the wearer, \
it will piss off everyone around them."
icon_state = "emp_pulse"
module_type = MODULE_USABLE
use_energy_cost = DEFAULT_CHARGE_DRAIN * 10
cooldown_time = 8 SECONDS
/obj/item/mod/module/emp_shield/pulse/on_use()
playsound(src, 'sound/effects/empulse.ogg', 60, TRUE)
empulse(src, heavy_range = 4, light_range = 6)
drain_power(use_energy_cost)
/// Ninja Status Readout - Like the normal status display (see the base type), but with a clock.
/obj/item/mod/module/status_readout/ninja
name = "MOD Spider Clan status readout module"
desc = "A once-common module, this technology unfortunately went out of fashion in the safer regions of space; \
and, according to the extra markings on this particular unit's casing, right into the arachnid grip of the Spider Clan. \
Like other similar units, this one hooks into the suit's spine, and is 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. This one comes with a clock that calibrates to the \
local system time, and an operational ID number display. The vital monitor's speaker has been removed."
display_time = TRUE
death_sound = null
death_sound_volume = null
///Energy Net - Ensnares enemies in a net that prevents movement.
/obj/item/mod/module/energy_net
name = "MOD energy net module"
desc = "A custom-built net-thrower. While conventional implementations of this capturing device \
utilize monomolecular fibers or cutting razorwire, this uses hardlight technology to deploy a \
trapping field capable of immobilizing even the strongest opponents."
icon_state = "energy_net"
removable = FALSE
module_type = MODULE_ACTIVE
use_energy_cost = DEFAULT_CHARGE_DRAIN * 6
incompatible_modules = list(/obj/item/mod/module/energy_net)
cooldown_time = 5 SECONDS
required_slots = list(ITEM_SLOT_GLOVES)
/// List of all energy nets this module made.
var/list/energy_nets = list()
/obj/item/mod/module/energy_net/on_part_deactivation(deleting)
for(var/obj/structure/energy_net/net as anything in energy_nets)
net.atom_destruction(ENERGY)
/obj/item/mod/module/energy_net/on_select_use(atom/target)
. = ..()
if(!.)
return
if(IS_SPACE_NINJA(mod.wearer) && isliving(target))
mod.wearer.say("Get over here!", forced = type)
var/obj/projectile/net = new /obj/projectile/energy_net(mod.wearer.loc, src)
net.aim_projectile(target, mod.wearer)
net.firer = mod.wearer
playsound(src, 'sound/items/weapons/punchmiss.ogg', 25, TRUE)
INVOKE_ASYNC(net, TYPE_PROC_REF(/obj/projectile, fire))
drain_power(use_energy_cost)
/obj/item/mod/module/energy_net/proc/add_net(obj/structure/energy_net/net)
energy_nets += net
RegisterSignal(net, COMSIG_QDELETING, PROC_REF(remove_net))
/obj/item/mod/module/energy_net/proc/remove_net(obj/structure/energy_net/net)
SIGNAL_HANDLER
energy_nets -= net
/obj/projectile/energy_net
name = "energy net"
icon_state = "net_projectile"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
damage = 0
range = 9
hitsound = 'sound/items/fulton/fultext_deploy.ogg'
hitsound_wall = 'sound/items/fulton/fultext_deploy.ogg'
/// Reference to the beam following the projectile.
var/line
/// Reference to the energy net module.
var/datum/weakref/net_module
/obj/projectile/energy_net/Initialize(mapload, net_module)
. = ..()
src.net_module = WEAKREF(net_module)
/obj/projectile/energy_net/fire(setAngle)
if(firer)
line = firer.Beam(src, "net_beam", 'icons/obj/clothing/modsuit/mod_modules.dmi')
return ..()
/obj/projectile/energy_net/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(!istype(target))
return
if(locate(/obj/structure/energy_net) in get_turf(target))
return
var/obj/structure/energy_net/net = new /obj/structure/energy_net(target.drop_location())
var/obj/item/mod/module/energy_net/module = net_module?.resolve()
if(module)
module.add_net(net)
firer?.visible_message(span_danger("[firer] caught [target] with an energy net!"), span_notice("You caught [target] with an energy net!"))
if(target.buckled)
target.buckled.unbuckle_mob(target, force = TRUE)
net.buckle_mob(target, force = TRUE)
/obj/projectile/energy_net/Destroy()
QDEL_NULL(line)
return ..()
///Adrenaline Boost - Stops all stuns the ninja is affected with, increases his speed.
/obj/item/mod/module/adrenaline_boost
name = "MOD adrenaline boost module"
desc = "The secrets of the Spider Clan are many. The exact specifications of their suits, \
the techniques they use to make every singular cut make their enemies weep with admiration, \
but one of their greatest mysteries is the chemical compound their assassin-saboteurs use in times of need. \
It's capable of clearing any fatigue whatsoever from the user, any immobilizing effect, and can even \
cure total paralysis. All that's known is that the fluid requires radiation to properly 'cook,' \
so this module demands radium to be refilled with."
icon_state = "adrenaline_boost"
removable = FALSE
module_type = MODULE_USABLE
allow_flags = MODULE_ALLOW_INCAPACITATED
incompatible_modules = list(/obj/item/mod/module/adrenaline_boost)
cooldown_time = 12 SECONDS
required_slots = list(ITEM_SLOT_BACK|ITEM_SLOT_BELT)
/// What reagent we need to refill?
var/reagent_required = /datum/reagent/uranium/radium
/// How much of a reagent we need to refill the boost.
var/reagent_required_amount = 20
/obj/item/mod/module/adrenaline_boost/Initialize(mapload)
. = ..()
create_reagents(reagent_required_amount)
reagents.add_reagent(reagent_required, reagent_required_amount)
/obj/item/mod/module/adrenaline_boost/used()
if(!reagents.has_reagent(reagent_required, reagent_required_amount))
balloon_alert(mod.wearer, "no charge!")
return FALSE
return ..()
/obj/item/mod/module/adrenaline_boost/on_use()
if(IS_SPACE_NINJA(mod.wearer))
mod.wearer.say(pick_list_replacements(NINJA_FILE, "lines"), forced = type)
to_chat(mod.wearer, span_notice("You have used the adrenaline boost."))
mod.wearer.SetAllImmobility(0)
mod.wearer.adjustStaminaLoss(-200)
mod.wearer.remove_status_effect(/datum/status_effect/speech/stutter)
mod.wearer.reagents.add_reagent(/datum/reagent/medicine/stimulants, 5)
reagents.remove_reagent(reagent_required, reagents.total_volume * 0.75)
addtimer(CALLBACK(src, PROC_REF(boost_aftereffects), mod.wearer), 7 SECONDS)
/obj/item/mod/module/adrenaline_boost/on_install()
. = ..()
RegisterSignal(mod, COMSIG_ATOM_ITEM_INTERACTION, PROC_REF(try_boost))
/obj/item/mod/module/adrenaline_boost/on_uninstall(deleting = FALSE)
. = ..()
UnregisterSignal(mod, COMSIG_ATOM_ITEM_INTERACTION)
/obj/item/mod/module/adrenaline_boost/proc/try_boost(source, mob/user, obj/item/attacking_item)
SIGNAL_HANDLER
if(charge_boost(attacking_item))
return COMPONENT_NO_AFTERATTACK
return NONE
/obj/item/mod/module/adrenaline_boost/proc/charge_boost(obj/item/attacking_item)
if(!attacking_item.is_open_container())
return FALSE
if(reagents.has_reagent(reagent_required, reagent_required_amount))
balloon_alert(mod.wearer, "already charged!")
return FALSE
if(!attacking_item.reagents.trans_to(src, reagent_required_amount, target_id = reagent_required))
return FALSE
balloon_alert(mod.wearer, "charge [reagents.has_reagent(reagent_required, reagent_required_amount) ? "fully" : "partially"] reloaded")
return TRUE
/obj/item/mod/module/adrenaline_boost/proc/boost_aftereffects(mob/affected_mob)
if(!affected_mob)
return
reagents.trans_to(affected_mob, reagents.total_volume)
to_chat(affected_mob, span_danger("You are beginning to feel the after-effect of the injection."))