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* ninja energy net uses a projectile (#77423) ## About The Pull Request the ninja energy net uses a projectile instead of being an instant click, it also has a cooldown of 5 seconds, up from 1.5 seconds improves some of the energy net code the net also deletes itself when the suit turns off ## Why It's Good For The Game This module is not that fun for either of the sides For people fighting the ninja, getting instantly stuck with no counterplay isn't that fun. For the ninja, the cooldown on a missed use is pretty debilitating and it's annoying to try and snipe someone. Being a projectile means people can run away from it, and the ninja can just shoot it, he doesn't have to try clicking 50 times. ## Changelog 🆑 balance: Space Ninja's energy net uses a projectile to catch people now. /🆑 * ninja energy net uses a projectile --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
239 lines
9.4 KiB
Plaintext
239 lines
9.4 KiB
Plaintext
//Engineering modules for MODsuits
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///Welding Protection - Makes the helmet protect from flashes and welding.
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/obj/item/mod/module/welding
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name = "MOD welding protection module"
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desc = "A module installed into the visor of the suit, this projects a \
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polarized, holographic overlay in front of the user's eyes. It's rated high enough for \
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immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights."
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icon_state = "welding"
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complexity = 1
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incompatible_modules = list(/obj/item/mod/module/welding, /obj/item/mod/module/armor_booster)
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overlay_state_inactive = "module_welding"
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/obj/item/mod/module/welding/on_suit_activation()
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mod.helmet.flash_protect = FLASH_PROTECTION_WELDER
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/obj/item/mod/module/welding/on_suit_deactivation(deleting = FALSE)
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if(deleting)
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return
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mod.helmet.flash_protect = initial(mod.helmet.flash_protect)
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///T-Ray Scan - Scans the terrain for undertile objects.
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/obj/item/mod/module/t_ray
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name = "MOD t-ray scan module"
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desc = "A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation \
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to essentially echolocate things beneath the floor, mostly cables and pipes. \
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A staple of atmospherics work, and counter-smuggling work."
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icon_state = "tray"
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module_type = MODULE_TOGGLE
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complexity = 1
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
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incompatible_modules = list(/obj/item/mod/module/t_ray)
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cooldown_time = 0.5 SECONDS
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/// T-ray scan range.
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var/range = 4
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/obj/item/mod/module/t_ray/on_active_process(seconds_per_tick)
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t_ray_scan(mod.wearer, 0.8 SECONDS, range)
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///Magnetic Stability - Gives the user a slowdown but makes them negate gravity and be immune to slips.
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/obj/item/mod/module/magboot
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name = "MOD magnetic stability module"
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desc = "These are powerful electromagnets fitted into the suit's boots, allowing users both \
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excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. \
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However, these basic models do not feature computerized systems to automatically toggle them on and off, \
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so numerous users report a certain stickiness to their steps."
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icon_state = "magnet"
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module_type = MODULE_TOGGLE
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complexity = 2
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
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incompatible_modules = list(/obj/item/mod/module/magboot, /obj/item/mod/module/atrocinator)
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cooldown_time = 0.5 SECONDS
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/// Slowdown added onto the suit.
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var/slowdown_active = 0.5
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/// A list of traits to add to the wearer when we're active (see: Magboots)
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var/list/active_traits = list(TRAIT_NO_SLIP_WATER, TRAIT_NO_SLIP_ICE, TRAIT_NO_SLIP_SLIDE, TRAIT_NEGATES_GRAVITY)
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/obj/item/mod/module/magboot/on_activation()
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. = ..()
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if(!.)
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return
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mod.wearer.add_traits(active_traits, MOD_TRAIT)
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mod.slowdown += slowdown_active
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mod.wearer.update_equipment_speed_mods()
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/obj/item/mod/module/magboot/on_deactivation(display_message = TRUE, deleting = FALSE)
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. = ..()
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if(!.)
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return
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mod.wearer.remove_traits(active_traits, MOD_TRAIT)
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mod.slowdown -= slowdown_active
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mod.wearer.update_equipment_speed_mods()
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/obj/item/mod/module/magboot/advanced
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name = "MOD advanced magnetic stability module"
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removable = FALSE
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complexity = 0
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slowdown_active = 0
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///Emergency Tether - Shoots a grappling hook projectile in 0g that throws the user towards it.
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/obj/item/mod/module/tether
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name = "MOD emergency tether module"
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desc = "A custom-built grappling-hook powered by a winch capable of hauling the user. \
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While some older models of cargo-oriented grapples have capacities of a few tons, \
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these are only capable of working in zero-gravity environments, a blessing to some Engineers."
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icon_state = "tether"
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module_type = MODULE_ACTIVE
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complexity = 2
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use_power_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/tether)
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cooldown_time = 1.5 SECONDS
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/obj/item/mod/module/tether/on_use()
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if(mod.wearer.has_gravity(get_turf(src)))
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balloon_alert(mod.wearer, "too much gravity!")
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playsound(src, 'sound/weapons/gun/general/dry_fire.ogg', 25, TRUE)
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return FALSE
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return ..()
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/obj/item/mod/module/tether/on_select_use(atom/target)
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. = ..()
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if(!.)
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return
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var/obj/projectile/tether = new /obj/projectile/tether(mod.wearer.loc)
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tether.preparePixelProjectile(target, mod.wearer)
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tether.firer = mod.wearer
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playsound(src, 'sound/weapons/batonextend.ogg', 25, TRUE)
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INVOKE_ASYNC(tether, TYPE_PROC_REF(/obj/projectile, fire))
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drain_power(use_power_cost)
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/obj/projectile/tether
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name = "tether"
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icon_state = "tether_projectile"
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icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
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damage = 0
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range = 10
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hitsound = 'sound/weapons/batonextend.ogg'
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hitsound_wall = 'sound/weapons/batonextend.ogg'
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suppressed = SUPPRESSED_VERY
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hit_threshhold = LATTICE_LAYER
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/// Reference to the beam following the projectile.
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var/line
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/obj/projectile/tether/fire(setAngle)
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if(firer)
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line = firer.Beam(src, "line", 'icons/obj/clothing/modsuit/mod_modules.dmi', emissive = FALSE)
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return ..()
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/obj/projectile/tether/on_hit(atom/target)
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. = ..()
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if(firer)
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firer.throw_at(target, 10, 1, firer, FALSE, FALSE, null, MOVE_FORCE_NORMAL, TRUE)
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/obj/projectile/tether/Destroy()
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QDEL_NULL(line)
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return ..()
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///Radiation Protection - Protects the user from radiation, gives them a geiger counter and rad info in the panel.
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/obj/item/mod/module/rad_protection
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name = "MOD radiation protection module"
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desc = "A module utilizing polymers and reflective shielding to protect the user against ionizing radiation; \
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a common danger in space. This comes with software to notify the wearer that they're even in a radioactive area, \
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giving a voice to an otherwise silent killer."
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icon_state = "radshield"
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complexity = 2
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idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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incompatible_modules = list(/obj/item/mod/module/rad_protection)
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tgui_id = "rad_counter"
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/// Radiation threat level being perceived.
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var/perceived_threat_level
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/obj/item/mod/module/rad_protection/on_suit_activation()
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AddComponent(/datum/component/geiger_sound)
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ADD_TRAIT(mod.wearer, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, MOD_TRAIT)
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RegisterSignal(mod.wearer, COMSIG_IN_RANGE_OF_IRRADIATION, PROC_REF(on_pre_potential_irradiation))
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for(var/obj/item/part in mod.mod_parts)
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ADD_TRAIT(part, TRAIT_RADIATION_PROTECTED_CLOTHING, MOD_TRAIT)
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/obj/item/mod/module/rad_protection/on_suit_deactivation(deleting = FALSE)
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qdel(GetComponent(/datum/component/geiger_sound))
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REMOVE_TRAIT(mod.wearer, TRAIT_BYPASS_EARLY_IRRADIATED_CHECK, MOD_TRAIT)
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UnregisterSignal(mod.wearer, COMSIG_IN_RANGE_OF_IRRADIATION)
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for(var/obj/item/part in mod.mod_parts)
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REMOVE_TRAIT(part, TRAIT_RADIATION_PROTECTED_CLOTHING, MOD_TRAIT)
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/obj/item/mod/module/rad_protection/add_ui_data()
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. = ..()
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.["is_user_irradiated"] = mod.wearer ? HAS_TRAIT(mod.wearer, TRAIT_IRRADIATED) : FALSE
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.["background_radiation_level"] = perceived_threat_level
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.["health_max"] = mod.wearer?.getMaxHealth() || 0
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.["loss_tox"] = mod.wearer?.getToxLoss() || 0
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/obj/item/mod/module/rad_protection/proc/on_pre_potential_irradiation(datum/source, datum/radiation_pulse_information/pulse_information, insulation_to_target)
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SIGNAL_HANDLER
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perceived_threat_level = get_perceived_radiation_danger(pulse_information, insulation_to_target)
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addtimer(VARSET_CALLBACK(src, perceived_threat_level, null), TIME_WITHOUT_RADIATION_BEFORE_RESET, TIMER_UNIQUE | TIMER_OVERRIDE)
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///Constructor - Lets you build quicker and create RCD holograms.
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/obj/item/mod/module/constructor
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name = "MOD constructor module"
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desc = "This module entirely occupies the wearer's forearm, notably causing conflict with \
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advanced arm servos meant to carry crewmembers. However, it functions as an \
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extremely advanced construction hologram scanner, as well as containing the \
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latest engineering schematics combined with inbuilt memory to help the user build walls."
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icon_state = "constructor"
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module_type = MODULE_USABLE
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complexity = 2
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idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
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use_power_cost = DEFAULT_CHARGE_DRAIN * 2
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incompatible_modules = list(/obj/item/mod/module/constructor, /obj/item/mod/module/quick_carry)
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cooldown_time = 11 SECONDS
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/obj/item/mod/module/constructor/on_suit_activation()
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ADD_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, MOD_TRAIT)
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/obj/item/mod/module/constructor/on_suit_deactivation(deleting = FALSE)
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REMOVE_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, MOD_TRAIT)
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/obj/item/mod/module/constructor/on_use()
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. = ..()
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if(!.)
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return
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rcd_scan(src, fade_time = 10 SECONDS)
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drain_power(use_power_cost)
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///Mister - Sprays water over an area.
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/obj/item/mod/module/mister
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name = "MOD water mister module"
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desc = "A module containing a mister, able to spray it over areas."
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icon_state = "mister"
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module_type = MODULE_ACTIVE
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complexity = 2
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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device = /obj/item/reagent_containers/spray/mister
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incompatible_modules = list(/obj/item/mod/module/mister)
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cooldown_time = 0.5 SECONDS
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/// Volume of our reagent holder.
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var/volume = 500
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/obj/item/mod/module/mister/Initialize(mapload)
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create_reagents(volume, OPENCONTAINER)
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return ..()
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///Resin Mister - Sprays resin over an area.
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/obj/item/mod/module/mister/atmos
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name = "MOD resin mister module"
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desc = "An atmospheric resin mister, able to fix up areas quickly."
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device = /obj/item/extinguisher/mini/nozzle/mod
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volume = 250
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/obj/item/mod/module/mister/atmos/Initialize(mapload)
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. = ..()
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reagents.add_reagent(/datum/reagent/water, volume)
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/obj/item/extinguisher/mini/nozzle/mod
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name = "MOD atmospheric mister"
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desc = "An atmospheric resin mister with three modes, mounted as a module."
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