Files
Bubberstation/code/modules/mod/modules/_module.dm
MrMelbert bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00

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///MOD Module - A special device installed in a MODsuit allowing the suit to do new stuff.
/obj/item/mod/module
name = "MOD module"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
icon_state = "module"
/// If it can be removed
var/removable = TRUE
/// If it's passive, togglable, usable or active
var/module_type = MODULE_PASSIVE
/// Is the module active
var/active = FALSE
/// How much space it takes up in the MOD
var/complexity = 0
/// Power use when idle
var/idle_power_cost = DEFAULT_CHARGE_DRAIN * 0
/// Power use when active
var/active_power_cost = DEFAULT_CHARGE_DRAIN * 0
/// Power use when used, we call it manually
var/use_energy_cost = DEFAULT_CHARGE_DRAIN * 0
/// ID used by their TGUI
var/tgui_id
/// Linked MODsuit
var/obj/item/mod/control/mod
/// If we're an active module, what item are we?
var/obj/item/device
/// Overlay given to the user when the module is inactive
var/overlay_state_inactive
/// Overlay given to the user when the module is active
var/overlay_state_active
/// Overlay given to the user when the module is used, lasts until cooldown finishes
var/overlay_state_use
/// Icon file for the overlay.
var/overlay_icon_file = 'icons/mob/clothing/modsuit/mod_modules.dmi'
/// Does the overlay use the control unit's colors?
var/use_mod_colors = FALSE
/// What modules are we incompatible with?
var/list/incompatible_modules = list()
/// Cooldown after use
var/cooldown_time = 0
/// The mouse button needed to use this module
var/used_signal
/// Are all parts needed active- have we ran on_part_activation
var/part_activated = FALSE
/// Do we need the parts to be extended to run process
var/part_process = TRUE
/// List of REF()s mobs we are pinned to, linked with their action buttons
var/list/pinned_to = list()
/// flags that let the module ability be used in odd circumstances
var/allow_flags = NONE
/// A list of slots required in the suit to work. Formatted like list(x|y, z, ...) where either x or y are required and z is required.
var/list/required_slots = list()
/// If TRUE worn overlay will be masked with the suit, preventing any bits from poking out of its controur
var/mask_worn_overlay = FALSE
/// Timer for the cooldown
COOLDOWN_DECLARE(cooldown_timer)
/obj/item/mod/module/Initialize(mapload)
. = ..()
if(module_type != MODULE_ACTIVE)
return
if(ispath(device))
device = new device(src)
ADD_TRAIT(device, TRAIT_NODROP, MOD_TRAIT)
RegisterSignal(device, COMSIG_QDELETING, PROC_REF(on_device_deletion))
RegisterSignal(src, COMSIG_ATOM_EXITED, PROC_REF(on_exit))
/obj/item/mod/module/Destroy()
mod?.uninstall(src)
if(device)
UnregisterSignal(device, COMSIG_QDELETING)
QDEL_NULL(device)
return ..()
/obj/item/mod/module/examine(mob/user)
. = ..()
if(length(required_slots))
var/list/slot_strings = list()
for(var/slot in required_slots)
var/list/slot_list = parse_slot_flags(slot)
slot_strings += (length(slot_list) == 1 ? "" : "one of ") + english_list(slot_list, and_text = " or ")
. += span_notice("Requires the MOD unit to have the following slots: [english_list(slot_strings)]")
if(HAS_TRAIT(user, TRAIT_DIAGNOSTIC_HUD))
. += span_notice("Complexity level: [complexity]")
/// Looks through the MODsuit's parts to see if it has the parts required to support this module
/obj/item/mod/module/proc/has_required_parts(list/parts, need_active = FALSE)
if(!length(required_slots))
return TRUE
var/total_slot_flags = NONE
for(var/part_slot in parts)
if(need_active)
var/datum/mod_part/part_datum = parts[part_slot]
if(!part_datum.sealed)
continue
total_slot_flags |= text2num(part_slot)
var/list/needed_slots = required_slots.Copy()
for(var/needed_slot in needed_slots)
if(!(needed_slot & total_slot_flags))
break
needed_slots -= needed_slot
return !length(needed_slots)
/// Additional checks for whenever a module can be installed into a suit or not
/obj/item/mod/module/proc/can_install(obj/item/mod/control/mod)
return TRUE
/// Called when the module is selected from the TGUI, radial or the action button
/obj/item/mod/module/proc/on_select()
if(!mod.wearer)
if(ismob(mod.loc))
balloon_alert(mod.loc, "not equipped!")
return
if(((!mod.active || mod.activating) && !(allow_flags & MODULE_ALLOW_INACTIVE)) || module_type == MODULE_PASSIVE)
if(mod.wearer)
balloon_alert(mod.wearer, "not active!")
return
if(!has_required_parts(mod.mod_parts, need_active = TRUE))
if(mod.wearer)
balloon_alert(mod.wearer, "required parts inactive!")
var/list/slot_strings = list()
for(var/slot in required_slots)
var/list/slot_list = parse_slot_flags(slot)
slot_strings += (length(slot_list) == 1 ? "" : "one of ") + english_list(slot_list, and_text = " or ")
to_chat(mod.wearer, span_warning("[src] requires these slots to be deployed: [english_list(slot_strings)]"))
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
if(module_type != MODULE_USABLE)
if(active)
deactivate()
else
activate()
else
used()
SEND_SIGNAL(mod, COMSIG_MOD_MODULE_SELECTED, src)
/// Apply a cooldown until this item can be used again
/obj/item/mod/module/proc/start_cooldown(applied_cooldown)
if (isnull(applied_cooldown))
applied_cooldown = cooldown_time
COOLDOWN_START(src, cooldown_timer, applied_cooldown)
SEND_SIGNAL(src, COMSIG_MODULE_COOLDOWN_STARTED, applied_cooldown)
/// Called when the module is activated
/obj/item/mod/module/proc/activate()
if(!COOLDOWN_FINISHED(src, cooldown_timer))
balloon_alert(mod.wearer, "on cooldown!")
return FALSE
if(((!mod.active || mod.activating) && !(allow_flags & MODULE_ALLOW_INACTIVE)) || !mod.get_charge()) // SKYRAT EDIT ADDITION: INACTIVE USE
balloon_alert(mod.wearer, "unpowered!")
return FALSE
// SKYRAT EDIT START - No using modules when not all parts are deployed.
if(!(allow_flags & MODULE_ALLOW_INACTIVE))
for(var/obj/item/part as anything in mod.get_parts())
if(part.loc == mod)
balloon_alert(mod.wearer, "deploy all parts first!")
return FALSE
// SKYRAT EDIT END
if(!(allow_flags & MODULE_ALLOW_PHASEOUT) && istype(mod.wearer.loc, /obj/effect/dummy/phased_mob))
//specifically a to_chat because the user is phased out.
to_chat(mod.wearer, span_warning("You cannot activate this right now."))
return FALSE
if(SEND_SIGNAL(src, COMSIG_MODULE_TRIGGERED, mod.wearer) & MOD_ABORT_USE)
return FALSE
if(module_type == MODULE_ACTIVE)
if(mod.selected_module && !mod.selected_module.deactivate(display_message = FALSE))
return FALSE
mod.selected_module = src
if(device)
if(mod.wearer.put_in_hands(device))
balloon_alert(mod.wearer, "[device] extended")
RegisterSignal(mod.wearer, COMSIG_ATOM_EXITED, PROC_REF(on_exit))
RegisterSignal(mod.wearer, COMSIG_KB_MOB_DROPITEM_DOWN, PROC_REF(dropkey))
else
balloon_alert(mod.wearer, "can't extend [device]!")
mod.wearer.transferItemToLoc(device, src, force = TRUE)
return FALSE
else
var/used_button = mod.wearer.client?.prefs.read_preference(/datum/preference/choiced/mod_select) || MIDDLE_CLICK
update_signal(used_button)
balloon_alert(mod.wearer, "[src] activated, [used_button]-click to use")
active = TRUE
SEND_SIGNAL(src, COMSIG_MODULE_ACTIVATED)
on_activation()
update_clothing_slots()
return TRUE
/// Called when the module is deactivated
/obj/item/mod/module/proc/deactivate(display_message = TRUE, deleting = FALSE)
active = FALSE
if(module_type == MODULE_ACTIVE)
mod.selected_module = null
if(display_message)
balloon_alert(mod.wearer, device ? "[device] retracted" : "[src] deactivated")
if(device)
mod.wearer.transferItemToLoc(device, src, force = TRUE)
UnregisterSignal(mod.wearer, COMSIG_ATOM_EXITED)
UnregisterSignal(mod.wearer, COMSIG_KB_MOB_DROPITEM_DOWN)
else
UnregisterSignal(mod.wearer, used_signal)
used_signal = null
SEND_SIGNAL(src, COMSIG_MODULE_DEACTIVATED, mod.wearer)
on_deactivation(display_message = TRUE, deleting = FALSE)
update_clothing_slots()
return TRUE
/// Call to update all slots visually affected by this module
/obj/item/mod/module/proc/update_clothing_slots()
var/updated_slots = mod.slot_flags
if (mask_worn_overlay)
for (var/obj/item/part as anything in mod.get_parts())
updated_slots |= part.slot_flags
else if (length(required_slots))
for (var/slot in required_slots)
updated_slots |= slot
mod.wearer.update_clothing(updated_slots)
/// Called when the module is used
/obj/item/mod/module/proc/used()
if(!COOLDOWN_FINISHED(src, cooldown_timer))
balloon_alert(mod.wearer, "on cooldown!")
return FALSE
if(!check_power(use_energy_cost))
balloon_alert(mod.wearer, "not enough charge!")
return FALSE
if(!(allow_flags & MODULE_ALLOW_PHASEOUT) && istype(mod.wearer.loc, /obj/effect/dummy/phased_mob))
//specifically a to_chat because the user is phased out.
to_chat(mod.wearer, span_warning("You cannot activate this right now."))
return FALSE
if(SEND_SIGNAL(src, COMSIG_MODULE_TRIGGERED, mod.wearer) & MOD_ABORT_USE)
return FALSE
start_cooldown()
addtimer(CALLBACK(mod.wearer, TYPE_PROC_REF(/mob, update_clothing), mod.slot_flags), cooldown_time+1) //need to run it a bit after the cooldown starts to avoid conflicts
update_clothing_slots()
SEND_SIGNAL(src, COMSIG_MODULE_USED)
on_use()
return TRUE
/// Called when an activated module without a device is used
/obj/item/mod/module/proc/on_select_use(atom/target)
if(!(allow_flags & MODULE_ALLOW_INCAPACITATED) && INCAPACITATED_IGNORING(mod.wearer, INCAPABLE_GRAB))
return FALSE
mod.wearer.face_atom(target)
if(!used())
return FALSE
return TRUE
/// Called when an activated module without a device is active and the user alt/middle-clicks
/obj/item/mod/module/proc/on_special_click(mob/source, atom/target)
SIGNAL_HANDLER
on_select_use(target)
return COMSIG_MOB_CANCEL_CLICKON
/// Called on the MODsuit's process
/obj/item/mod/module/proc/on_process(seconds_per_tick)
if(part_process && !part_activated)
return FALSE
if(active)
if(!drain_power(active_power_cost * seconds_per_tick))
deactivate()
return FALSE
on_active_process(seconds_per_tick)
else
drain_power(idle_power_cost * seconds_per_tick)
return TRUE
/// Called from the module's activate()
/obj/item/mod/module/proc/on_activation()
return
/// Called from the module's deactivate()
/obj/item/mod/module/proc/on_deactivation(display_message = TRUE, deleting = FALSE)
return
/// Called from the module's used()
/obj/item/mod/module/proc/on_use()
return
/// Called on the MODsuit's process if it is an active module
/obj/item/mod/module/proc/on_active_process(seconds_per_tick)
return
/// Called from MODsuit's install() proc, so when the module is installed
/obj/item/mod/module/proc/on_install()
SHOULD_CALL_PARENT(TRUE)
if (mask_worn_overlay)
for (var/obj/item/part as anything in mod.get_parts(all = TRUE))
RegisterSignal(part, COMSIG_ITEM_GET_SEPARATE_WORN_OVERLAYS, PROC_REF(add_module_overlay))
return
if (!length(required_slots))
RegisterSignal(mod, COMSIG_ITEM_GET_SEPARATE_WORN_OVERLAYS, PROC_REF(add_module_overlay))
return
var/obj/item/part = mod.get_part_from_slot(required_slots[1])
RegisterSignal(part, COMSIG_ITEM_GET_SEPARATE_WORN_OVERLAYS, PROC_REF(add_module_overlay))
/// Called from MODsuit's uninstall() proc, so when the module is uninstalled
/obj/item/mod/module/proc/on_uninstall(deleting = FALSE)
SHOULD_CALL_PARENT(TRUE)
if (mask_worn_overlay)
for (var/obj/item/part as anything in mod.get_parts(all = TRUE))
UnregisterSignal(part, COMSIG_ITEM_GET_SEPARATE_WORN_OVERLAYS)
return
if (!length(required_slots))
UnregisterSignal(mod, COMSIG_ITEM_GET_SEPARATE_WORN_OVERLAYS)
return
var/obj/item/part = mod.get_part_from_slot(required_slots[1])
UnregisterSignal(part, COMSIG_ITEM_GET_SEPARATE_WORN_OVERLAYS)
/// Called when the MODsuit is activated
/obj/item/mod/module/proc/on_part_activation()
return
/// Called when the MODsuit is deactivated
/obj/item/mod/module/proc/on_part_deactivation(deleting = FALSE)
return
/// Called when the MODsuit is equipped
/obj/item/mod/module/proc/on_equip()
return
/// Called when the MODsuit is unequipped
/obj/item/mod/module/proc/on_unequip()
return
/// Drains power from the suit charge
/obj/item/mod/module/proc/drain_power(amount)
if(!check_power(amount))
return FALSE
mod.subtract_charge(amount)
return TRUE
/// Checks if there is enough power in the suit
/obj/item/mod/module/proc/check_power(amount)
return mod.check_charge(amount)
/// Adds additional things to the MODsuit ui_data()
/obj/item/mod/module/proc/add_ui_data()
return list()
/// Creates a list of configuring options for this module, possible configs include number, bool, color, list, button.
/obj/item/mod/module/proc/get_configuration(mob/user)
return list()
/// Generates an element of the get_configuration list with a display name, type and value
/obj/item/mod/module/proc/add_ui_configuration(display_name, type, value, list/values)
return list("display_name" = display_name, "type" = type, "value" = value, "values" = values)
/// Receives configure edits from the TGUI and edits the vars
/obj/item/mod/module/proc/configure_edit(key, value)
return
/// Called when the device moves to a different place on active modules
/obj/item/mod/module/proc/on_exit(datum/source, atom/movable/part, direction)
SIGNAL_HANDLER
if(!active)
return
if(part.loc == src)
return
if(part.loc == mod.wearer)
return
if(part == device)
deactivate(display_message = FALSE)
/// Called when the device gets deleted on active modules
/obj/item/mod/module/proc/on_device_deletion(datum/source)
SIGNAL_HANDLER
if(source == device)
device.moveToNullspace()
device = null
qdel(src)
/// Adds the worn overlays to the suit.
/obj/item/mod/module/proc/add_module_overlay(obj/item/source, list/overlays, mutable_appearance/standing, mutable_appearance/draw_target, isinhands, icon_file)
SIGNAL_HANDLER
if (isinhands)
return
var/list/added_overlays = generate_worn_overlay(source, standing)
if (!added_overlays)
return
if (!mask_worn_overlay)
overlays += added_overlays
return
for (var/mutable_appearance/overlay as anything in added_overlays)
overlay.add_filter("mod_mask_overlay", 1, alpha_mask_filter(icon = icon(draw_target.icon, draw_target.icon_state)))
overlays += overlay
/// Generates an icon to be used for the suit's worn overlays
/obj/item/mod/module/proc/generate_worn_overlay(obj/item/source, mutable_appearance/standing)
if(!mask_worn_overlay)
if(!has_required_parts(mod.mod_parts, need_active = TRUE))
return
else
var/datum/mod_part/part_datum = mod.get_part_datum(source)
if (!part_datum?.sealed)
return
. = list()
var/used_overlay = get_current_overlay_state()
if (!used_overlay)
return
/* BUBBER EDIT START - Making MODsuits mutant-compatible - ORIGINAL:
var/mutable_appearance/module_icon = mutable_appearance(overlay_icon_file, used_overlay, layer = standing.layer + 0.1)
if(use_mod_colors)
module_icon.color = mod.color
if (mod.cached_color_filter)
module_icon = filter_appearance_recursive(module_icon, mod.cached_color_filter)
. += module_icon
*/
. = handle_module_icon(standing, used_overlay)
// BUBBER EDIT END
SEND_SIGNAL(src, COMSIG_MODULE_GENERATE_WORN_OVERLAY, ., standing)
/obj/item/mod/module/proc/get_current_overlay_state()
if(overlay_state_use && !COOLDOWN_FINISHED(src, cooldown_timer))
return overlay_state_use
if(overlay_state_active && active)
return overlay_state_active
if(overlay_state_inactive)
return overlay_state_inactive
return null
/// Updates the signal used by active modules to be activated
/obj/item/mod/module/proc/update_signal(value)
switch(value)
if(MIDDLE_CLICK)
mod.selected_module.used_signal = COMSIG_MOB_MIDDLECLICKON
if(ALT_CLICK)
mod.selected_module.used_signal = COMSIG_MOB_ALTCLICKON
RegisterSignal(mod.wearer, mod.selected_module.used_signal, TYPE_PROC_REF(/obj/item/mod/module, on_special_click))
/// Pins the module to the user's action buttons
/obj/item/mod/module/proc/pin(mob/user)
if(module_type == MODULE_PASSIVE)
return
var/datum/action/item_action/mod/pinnable/module/existing_action = pinned_to[REF(user)]
if(existing_action)
mod.remove_item_action(existing_action)
return
var/datum/action/item_action/mod/pinnable/module/new_action = new(mod, user, src)
mod.add_item_action(new_action)
/// On drop key, concels a device item.
/obj/item/mod/module/proc/dropkey(mob/living/user)
SIGNAL_HANDLER
if(user.get_active_held_item() != device)
return
deactivate()
return COMSIG_KB_ACTIVATED
///Anomaly Locked - Causes the module to not function without an anomaly.
/obj/item/mod/module/anomaly_locked
name = "MOD anomaly locked module"
desc = "A form of a module, locked behind an anomalous core to function."
incompatible_modules = list()
/// The core item the module runs off.
var/obj/item/assembly/signaler/anomaly/core
/// Accepted types of anomaly cores.
var/list/accepted_anomalies = list(/obj/item/assembly/signaler/anomaly)
/// If this one starts with a core in.
var/prebuilt = FALSE
/// If the core is removable once socketed.
var/core_removable = TRUE
/obj/item/mod/module/anomaly_locked/Initialize(mapload)
. = ..()
if(!prebuilt || !length(accepted_anomalies))
return
var/core_path = pick(accepted_anomalies)
core = new core_path(src)
update_icon_state()
/obj/item/mod/module/anomaly_locked/Destroy()
QDEL_NULL(core)
return ..()
/obj/item/mod/module/anomaly_locked/examine(mob/user)
. = ..()
if(!length(accepted_anomalies))
return
if(core)
. += span_notice("There is a [core.name] installed in it. [core_removable ? "You could remove it with a <b>screwdriver</b>..." : "Unfortunately, due to a design quirk, it's unremovable."]")
else
var/list/core_list = list()
for(var/path in accepted_anomalies)
var/atom/core_path = path
core_list += initial(core_path.name)
. += span_notice("You need to insert \a [english_list(core_list, and_text = " or ")] for this module to function.")
if(!core_removable)
. += span_notice("Due to some design quirk, once a core is inserted, it won't be removable.")
/obj/item/mod/module/anomaly_locked/on_select()
if(!core)
balloon_alert(mod.wearer, "no core!")
return
return ..()
/obj/item/mod/module/anomaly_locked/on_process(seconds_per_tick)
. = ..()
if(!core)
return FALSE
/obj/item/mod/module/anomaly_locked/on_active_process(seconds_per_tick)
if(!core)
return FALSE
return TRUE
/obj/item/mod/module/anomaly_locked/attackby(obj/item/item, mob/living/user, list/modifiers, list/attack_modifiers)
if(item.type in accepted_anomalies)
if(core)
balloon_alert(user, "core already in!")
return
if(!user.transferItemToLoc(item, src))
return
core = item
balloon_alert(user, "core installed")
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
update_icon_state()
else
return ..()
/obj/item/mod/module/anomaly_locked/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
if(!core)
balloon_alert(user, "no core!")
return
if(!core_removable)
balloon_alert(user, "already has core!")
return
balloon_alert(user, "removing core...")
if(!do_after(user, 3 SECONDS, target = src))
balloon_alert(user, "interrupted!")
return
balloon_alert(user, "core removed")
core.forceMove(drop_location())
if(Adjacent(user) && !issilicon(user))
user.put_in_hands(core)
core = null
update_icon_state()
/obj/item/mod/module/anomaly_locked/update_icon_state()
icon_state = initial(icon_state) + (core ? "-core" : "")
return ..()