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* Nuclear Operative Jump Jets (#78088) ## About The Pull Request This PR gives operative MODsuits access to "jump jets". This is an activated module (starts pinned) with a 30 second cooldown which removes your personal gravity for 5 seconds and (if possible) pushes you upwards by one z level. In combination with your regular jetpack this allows you to fly over gaps, and (most importantly) out of pits such as you may inadvertently find yourself wandering into on Icebox. I have a few other changes I want to make specifically targetted at the experience of Icebox station destruction causing people to fall several z levels and get trapped, but this is the first one. You have to stand still for 1 second to activate the jump jet. This is because jetpack movement without gravity is actually usually faster than an operative will walk, and I don't want them to just toggle it as a sprint button while running around. If people find other tactical uses for this though I think that's cool. This module currently isn't available to crew on the tech web, although maybe someone could add it later if they wanted to. It's not quite so useful if you don't _also_ have a jetpack though. I bumped the available complexity of the suits I attached it to up by the complexity cost of this module so it's not taking up previously available space. ## Why It's Good For The Game It's funny when the whole ops team falls in a hole after an explosion they caused and gets stuck in there fighting Snow Legions but they should probably have some method for dealing with that. It also lets them pop back up from the tram hole, a risky proposition because any flying mob hit by the tram dies almost instantly. ## Changelog 🆑 add: Operative MODsuits now have an attached "jump jet" which sends you upwards and allows you to use your jetpack under gravity for a few seconds, perfect for navigating the pits and valleys of Icebox Station. /🆑 * Nuclear Operative Jump Jets --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
210 lines
6.2 KiB
Plaintext
210 lines
6.2 KiB
Plaintext
/datum/action/item_action/mod
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background_icon_state = "bg_mod"
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overlay_icon_state = "bg_mod_border"
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button_icon = 'icons/mob/actions/actions_mod.dmi'
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check_flags = AB_CHECK_CONSCIOUS
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/// Whether this action is intended for the AI. Stuff breaks a lot if this is done differently.
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var/ai_action = FALSE
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/datum/action/item_action/mod/New(Target)
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..()
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if(!istype(Target, /obj/item/mod/control))
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qdel(src)
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return
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if(ai_action)
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background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
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/datum/action/item_action/mod/Grant(mob/user)
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var/obj/item/mod/control/mod = target
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if(ai_action && user != mod.ai_assistant)
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return
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else if(!ai_action && user == mod.ai_assistant)
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return
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return ..()
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/datum/action/item_action/mod/Remove(mob/user)
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var/obj/item/mod/control/mod = target
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if(ai_action && user != mod.ai_assistant)
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return
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else if(!ai_action && user == mod.ai_assistant)
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return
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return ..()
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/datum/action/item_action/mod/Trigger(trigger_flags)
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if(!IsAvailable(feedback = TRUE))
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return FALSE
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var/obj/item/mod/control/mod = target
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if(mod.malfunctioning && prob(75))
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mod.balloon_alert(usr, "button malfunctions!")
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return FALSE
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return TRUE
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/datum/action/item_action/mod/deploy
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name = "Deploy MODsuit"
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desc = "LMB: Deploy/Undeploy part. RMB: Deploy/Undeploy full suit."
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button_icon_state = "deploy"
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/datum/action/item_action/mod/deploy/Trigger(trigger_flags)
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. = ..()
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if(!.)
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return
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var/obj/item/mod/control/mod = target
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if(trigger_flags & TRIGGER_SECONDARY_ACTION)
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mod.quick_deploy(usr)
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else
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mod.choose_deploy(usr)
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/datum/action/item_action/mod/deploy/ai
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ai_action = TRUE
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/datum/action/item_action/mod/activate
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name = "Activate MODsuit"
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desc = "LMB: Activate/Deactivate suit with prompt. RMB: Activate/Deactivate suit skipping prompt."
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button_icon_state = "activate"
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/// First time clicking this will set it to TRUE, second time will activate it.
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var/ready = FALSE
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/datum/action/item_action/mod/activate/Trigger(trigger_flags)
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. = ..()
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if(!.)
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return
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if(!(trigger_flags & TRIGGER_SECONDARY_ACTION) && !ready)
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ready = TRUE
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button_icon_state = "activate-ready"
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build_all_button_icons()
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addtimer(CALLBACK(src, PROC_REF(reset_ready)), 3 SECONDS)
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return
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var/obj/item/mod/control/mod = target
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reset_ready()
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mod.toggle_activate(usr)
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/// Resets the state requiring to be doubleclicked again.
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/datum/action/item_action/mod/activate/proc/reset_ready()
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ready = FALSE
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button_icon_state = initial(button_icon_state)
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build_all_button_icons()
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/datum/action/item_action/mod/activate/ai
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ai_action = TRUE
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/datum/action/item_action/mod/module
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name = "Toggle Module"
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desc = "Toggle a MODsuit module."
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button_icon_state = "module"
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/datum/action/item_action/mod/module/Trigger(trigger_flags)
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. = ..()
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if(!.)
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return
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var/obj/item/mod/control/mod = target
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mod.quick_module(usr)
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/datum/action/item_action/mod/module/ai
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ai_action = TRUE
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/datum/action/item_action/mod/panel
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name = "MODsuit Panel"
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desc = "Open the MODsuit's panel."
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button_icon_state = "panel"
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/datum/action/item_action/mod/panel/Trigger(trigger_flags)
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. = ..()
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if(!.)
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return
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var/obj/item/mod/control/mod = target
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mod.ui_interact(usr)
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/datum/action/item_action/mod/panel/ai
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ai_action = TRUE
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/datum/action/item_action/mod/pinned_module
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desc = "Activate the module."
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/// Overrides the icon applications.
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var/override = FALSE
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/// Module we are linked to.
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var/obj/item/mod/module/module
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/// A reference to the mob we are pinned to.
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var/mob/pinner
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/// Timer until we remove our cooldown overlay
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var/cooldown_timer
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/datum/action/item_action/mod/pinned_module/New(Target, obj/item/mod/module/linked_module, mob/user)
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var/obj/item/mod/control/mod = Target
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if(user == mod.ai_assistant)
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ai_action = TRUE
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button_icon = linked_module.icon
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button_icon_state = linked_module.icon_state
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. = ..()
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module = linked_module
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pinner = user
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module.pinned_to[REF(user)] = src
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if(linked_module.allow_flags & MODULE_ALLOW_INCAPACITATED)
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// clears check hands and check conscious
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check_flags = NONE
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name = "Activate [capitalize(linked_module.name)]"
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desc = "Quickly activate [linked_module]."
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RegisterSignals(linked_module, list(
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COMSIG_MODULE_ACTIVATED,
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COMSIG_MODULE_DEACTIVATED,
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COMSIG_MODULE_USED,
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), PROC_REF(module_interacted_with))
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RegisterSignal(linked_module, COMSIG_MODULE_COOLDOWN_STARTED, PROC_REF(cooldown_started))
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RegisterSignal(user, COMSIG_QDELETING, PROC_REF(pinner_deleted))
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/datum/action/item_action/mod/pinned_module/Destroy()
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deltimer(cooldown_timer)
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UnregisterSignal(module, list(
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COMSIG_MODULE_ACTIVATED,
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COMSIG_MODULE_DEACTIVATED,
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COMSIG_MODULE_COOLDOWN_STARTED,
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COMSIG_MODULE_USED,
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))
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module.pinned_to -= REF(pinner)
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module = null
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pinner = null
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return ..()
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/datum/action/item_action/mod/pinned_module/Grant(mob/user)
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if(pinner != user)
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return
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return ..()
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/datum/action/item_action/mod/pinned_module/Trigger(trigger_flags)
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. = ..()
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if(!.)
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return
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module.on_select()
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/// If the guy whose UI we are pinned to got deleted
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/datum/action/item_action/mod/pinned_module/proc/pinner_deleted()
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pinner = null
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qdel(src)
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/datum/action/item_action/mod/pinned_module/apply_button_overlay(atom/movable/screen/movable/action_button/current_button, force)
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current_button.cut_overlays()
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if(override)
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return ..()
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var/obj/item/mod/control/mod = target
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if(module == mod.selected_module)
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current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_selected", layer = FLOAT_LAYER-0.1))
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else if(module.active)
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current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_active", layer = FLOAT_LAYER-0.1))
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if(!COOLDOWN_FINISHED(module, cooldown_timer))
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current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_cooldown"))
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return ..()
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/datum/action/item_action/mod/pinned_module/proc/module_interacted_with(datum/source)
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SIGNAL_HANDLER
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build_all_button_icons(UPDATE_BUTTON_OVERLAY|UPDATE_BUTTON_STATUS)
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/datum/action/item_action/mod/pinned_module/proc/cooldown_started(datum/source, cooldown_time)
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SIGNAL_HANDLER
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deltimer(cooldown_timer)
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build_all_button_icons(UPDATE_BUTTON_OVERLAY)
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if (cooldown_time == 0)
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return
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cooldown_timer = addtimer(CALLBACK(src, PROC_REF(build_all_button_icons), UPDATE_BUTTON_OVERLAY), cooldown_time + 1, TIMER_STOPPABLE)
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