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## About The Pull Request see #70061 but i almost finished it, i only need to go through every single module and assign it a fitting part ## Changelog 🆑 refactor: modsuits have been refactored if you see bugs report them fix: admin cargo tech modsuit outfit now works correctly /🆑 --------- Co-authored-by: Andrew <mt.forspam@gmail.com>
179 lines
6.4 KiB
Plaintext
179 lines
6.4 KiB
Plaintext
///Pathfinder - Can fly the suit from a long distance to an implant installed in someone.
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/obj/item/mod/module/pathfinder
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name = "MOD pathfinder module"
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desc = "This module, brought to you by Nakamura Engineering, has two components. \
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The first component is a series of thrusters and a computerized location subroutine installed into the \
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very control unit of the suit, allowing it flight at highway speeds using the suit's access locks \
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to navigate through the station, and to be able to locate the second part of the system; \
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a pathfinding implant installed into the base of the user's spine, \
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broadcasting their location to the suit and allowing them to recall it to their person at any time. \
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The implant is stored in the module and needs to be injected in a human to function. \
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Nakamura Engineering swears up and down there's airbrakes."
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icon_state = "pathfinder"
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complexity = 1
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use_energy_cost = DEFAULT_CHARGE_DRAIN * 10
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incompatible_modules = list(/obj/item/mod/module/pathfinder)
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required_slots = list(ITEM_SLOT_BACK|ITEM_SLOT_BELT)
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/// The pathfinding implant.
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var/obj/item/implant/mod/implant
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/obj/item/mod/module/pathfinder/Initialize(mapload)
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. = ..()
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implant = new(src)
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/obj/item/mod/module/pathfinder/Destroy()
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QDEL_NULL(implant)
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return ..()
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/obj/item/mod/module/pathfinder/Exited(atom/movable/gone, direction)
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if(gone == implant)
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implant = null
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update_icon_state()
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return ..()
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/obj/item/mod/module/pathfinder/update_icon_state()
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. = ..()
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icon_state = implant ? "pathfinder" : "pathfinder_empty"
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/obj/item/mod/module/pathfinder/examine(mob/user)
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. = ..()
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if(implant)
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. += span_notice("Use it on a human to implant them.")
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else
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. += span_warning("The implant is missing.")
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/obj/item/mod/module/pathfinder/attack(mob/living/target, mob/living/user, params)
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if(!ishuman(target) || !implant)
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return
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if(!do_after(user, 1.5 SECONDS, target = target))
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balloon_alert(user, "interrupted!")
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return
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if(!implant.implant(target, user))
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balloon_alert(user, "can't implant!")
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return
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if(target == user)
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to_chat(user, span_notice("You implant yourself with [implant]."))
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else
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target.visible_message(span_notice("[user] implants [target]."), span_notice("[user] implants you with [implant]."))
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playsound(src, 'sound/effects/spray.ogg', 30, TRUE, -6)
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/obj/item/mod/module/pathfinder/proc/attach(mob/living/user)
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/human_user = user
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if(human_user.get_item_by_slot(mod.slot_flags) && !human_user.dropItemToGround(human_user.get_item_by_slot(mod.slot_flags)))
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return
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if(!human_user.equip_to_slot_if_possible(mod, mod.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
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return
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mod.quick_deploy(user)
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human_user.update_action_buttons(TRUE)
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balloon_alert(human_user, "[mod] attached")
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playsound(mod, 'sound/machines/ping.ogg', 50, TRUE)
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drain_power(use_energy_cost)
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/obj/item/implant/mod
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name = "MOD pathfinder implant"
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desc = "Lets you recall a MODsuit to you at any time."
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actions_types = list(/datum/action/item_action/mod_recall)
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/// The pathfinder module we are linked to.
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var/obj/item/mod/module/pathfinder/module
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/// The jet icon we apply to the MOD.
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var/image/jet_icon
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/obj/item/implant/mod/Initialize(mapload)
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. = ..()
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if(!istype(loc, /obj/item/mod/module/pathfinder))
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return INITIALIZE_HINT_QDEL
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module = loc
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jet_icon = image(icon = 'icons/obj/clothing/modsuit/mod_modules.dmi', icon_state = "mod_jet", layer = LOW_ITEM_LAYER)
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/obj/item/implant/mod/Destroy()
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if(module?.mod?.ai_controller)
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end_recall(successful = FALSE)
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module = null
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jet_icon = null
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return ..()
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/obj/item/implant/mod/get_data()
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return "<b>Implant Specifications:</b><BR> \
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<b>Name:</b> Nakamura Engineering Pathfinder Implant<BR> \
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<b>Implant Details:</b> Allows for the recall of a Modular Outerwear Device by the implant owner at any time.<BR>"
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/obj/item/implant/mod/proc/recall()
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if(!module?.mod)
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balloon_alert(imp_in, "no connected suit!")
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return FALSE
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if(module.mod.open)
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balloon_alert(imp_in, "suit is open!")
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return FALSE
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if(module.mod.ai_controller)
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balloon_alert(imp_in, "already in transit!")
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return FALSE
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if(ismob(get_atom_on_turf(module.mod)))
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balloon_alert(imp_in, "already on someone!")
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return FALSE
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if(module.z != z || get_dist(imp_in, module.mod) > MOD_AI_RANGE)
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balloon_alert(imp_in, "too far away!")
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return FALSE
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var/datum/ai_controller/mod_ai = new /datum/ai_controller/mod(module.mod)
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module.mod.ai_controller = mod_ai
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mod_ai.set_movement_target(type, imp_in)
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mod_ai.set_blackboard_key(BB_MOD_TARGET, imp_in)
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mod_ai.set_blackboard_key(BB_MOD_IMPLANT, src)
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module.mod.interaction_flags_item &= ~INTERACT_ITEM_ATTACK_HAND_PICKUP
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module.mod.AddElement(/datum/element/movetype_handler)
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ADD_TRAIT(module.mod, TRAIT_MOVE_FLYING, MOD_TRAIT)
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animate(module.mod, 0.2 SECONDS, pixel_x = base_pixel_y, pixel_y = base_pixel_y)
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module.mod.add_overlay(jet_icon)
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RegisterSignal(module.mod, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
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balloon_alert(imp_in, "suit recalled")
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return TRUE
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/obj/item/implant/mod/proc/end_recall(successful = TRUE)
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if(!module?.mod)
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return
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QDEL_NULL(module.mod.ai_controller)
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module.mod.interaction_flags_item |= INTERACT_ITEM_ATTACK_HAND_PICKUP
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REMOVE_TRAIT(module.mod, TRAIT_MOVE_FLYING, MOD_TRAIT)
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module.mod.RemoveElement(/datum/element/movetype_handler)
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module.mod.cut_overlay(jet_icon)
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module.mod.transform = matrix()
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UnregisterSignal(module.mod, COMSIG_MOVABLE_MOVED)
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if(!successful)
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balloon_alert(imp_in, "suit lost connection!")
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/obj/item/implant/mod/proc/on_move(atom/movable/source, atom/old_loc, dir, forced)
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SIGNAL_HANDLER
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var/matrix/mod_matrix = matrix()
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mod_matrix.Turn(get_angle(source, imp_in))
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source.transform = mod_matrix
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/datum/action/item_action/mod_recall
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name = "Recall MOD"
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desc = "Recall a MODsuit anyplace, anytime."
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check_flags = AB_CHECK_CONSCIOUS
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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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button_icon_state = "recall"
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/// The cooldown for the recall.
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COOLDOWN_DECLARE(recall_cooldown)
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/datum/action/item_action/mod_recall/New(Target)
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..()
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if(!istype(Target, /obj/item/implant/mod))
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qdel(src)
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return
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/datum/action/item_action/mod_recall/Trigger(trigger_flags)
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. = ..()
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if(!.)
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return
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var/obj/item/implant/mod/implant = target
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if(!COOLDOWN_FINISHED(src, recall_cooldown))
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implant.balloon_alert(implant.imp_in, "on cooldown!")
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return
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if(implant.recall())
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COOLDOWN_START(src, recall_cooldown, 15 SECONDS)
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