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* unhardcodes modsuit parts * Fixes * Fix custom skins * Should be now --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
345 lines
14 KiB
Plaintext
345 lines
14 KiB
Plaintext
//Maint modules for MODsuits
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///Springlock Mechanism - allows your modsuit to activate faster, but reagents are very dangerous.
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/obj/item/mod/module/springlock
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name = "MOD springlock module"
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desc = "A module that spans the entire size of the MOD unit, sitting under the outer shell. \
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This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting \
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up, but was taken out of modern suits because of the springlock's tendency to \"snap\" back \
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into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you?"
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icon_state = "springlock"
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complexity = 3 // it is inside every part of your suit, so
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incompatible_modules = list(/obj/item/mod/module/springlock)
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var/set_off = FALSE
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/obj/item/mod/module/springlock/on_install()
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mod.activation_step_time *= 0.5
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/obj/item/mod/module/springlock/on_uninstall(deleting = FALSE)
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mod.activation_step_time *= 2
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/obj/item/mod/module/springlock/on_suit_activation()
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RegisterSignal(mod.wearer, COMSIG_ATOM_EXPOSE_REAGENTS, PROC_REF(on_wearer_exposed))
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/obj/item/mod/module/springlock/on_suit_deactivation(deleting = FALSE)
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UnregisterSignal(mod.wearer, COMSIG_ATOM_EXPOSE_REAGENTS)
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///Signal fired when wearer is exposed to reagents
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/obj/item/mod/module/springlock/proc/on_wearer_exposed(atom/source, list/reagents, datum/reagents/source_reagents, methods, volume_modifier, show_message)
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SIGNAL_HANDLER
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if(!(methods & (VAPOR|PATCH|TOUCH)) || set_off || mod.wearer.stat == DEAD)
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return //remove non-touch reagent exposure
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to_chat(mod.wearer, span_danger("[src] makes an ominous click sound..."))
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playsound(src, 'sound/items/modsuit/springlock.ogg', 75, TRUE)
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addtimer(CALLBACK(src, PROC_REF(snap_shut)), rand(3 SECONDS, 5 SECONDS))
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RegisterSignal(mod, COMSIG_MOD_ACTIVATE, PROC_REF(on_activate_spring_block))
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set_off = TRUE
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///Signal fired when wearer attempts to activate/deactivate suits
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/obj/item/mod/module/springlock/proc/on_activate_spring_block(datum/source, user)
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SIGNAL_HANDLER
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balloon_alert(user, "springlocks aren't responding...?")
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return MOD_CANCEL_ACTIVATE
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///Delayed death proc of the suit after the wearer is exposed to reagents
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/obj/item/mod/module/springlock/proc/snap_shut()
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UnregisterSignal(mod, COMSIG_MOD_ACTIVATE)
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if(!mod.wearer) //while there is a guaranteed user when on_wearer_exposed() fires, that isn't the same case for this proc
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return
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mod.wearer.visible_message("[src] inside [mod.wearer]'s [mod.name] snaps shut, mutilating the user inside!", span_userdanger("*SNAP*"))
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mod.wearer.emote("scream")
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playsound(mod.wearer, 'sound/effects/snap.ogg', 75, TRUE, frequency = 0.5)
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playsound(mod.wearer, 'sound/effects/splat.ogg', 50, TRUE, frequency = 0.5)
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mod.wearer.client?.give_award(/datum/award/achievement/misc/springlock, mod.wearer)
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mod.wearer.apply_damage(500, BRUTE, forced = TRUE, spread_damage = TRUE, sharpness = SHARP_POINTY) //boggers, bogchamp, etc
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if(!HAS_TRAIT(mod.wearer, TRAIT_NODEATH))
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mod.wearer.investigate_log("has been killed by [src].", INVESTIGATE_DEATHS)
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mod.wearer.death() //just in case, for some reason, they're still alive
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flash_color(mod.wearer, flash_color = "#FF0000", flash_time = 10 SECONDS)
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set_off = FALSE
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/* SKYRAT EDIT: See skyrat_modular/modules/jukebox
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///Rave Visor - Gives you a rainbow visor and plays jukebox music to you.
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/obj/item/mod/module/visor/rave
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name = "MOD rave visor module"
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desc = "A Super Cool Awesome Visor (SCAV), intended for modular suits."
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icon_state = "rave_visor"
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complexity = 1
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overlay_state_inactive = "module_rave"
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required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_MASK)
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/// The client colors applied to the wearer.
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var/datum/client_colour/rave_screen
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/// The current element in the rainbow_order list we are on.
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var/rave_number = 1
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/// A list of the colors the module can take.
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var/static/list/rainbow_order = list(
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list(1,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0),
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list(1,0,0,0, 0,0.5,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0),
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list(1,0,0,0, 0,1,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0),
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list(0,0,0,0, 0,1,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0),
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list(0,0,0,0, 0,0.5,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0),
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list(1,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0),
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)
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/// What actually plays music to us
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var/datum/jukebox/single_mob/music_player
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/obj/item/mod/module/visor/rave/Initialize(mapload)
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. = ..()
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music_player = new(src)
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music_player.sound_loops = TRUE
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/obj/item/mod/module/visor/rave/Destroy()
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QDEL_NULL(music_player)
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QDEL_NULL(rave_screen)
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return ..()
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/obj/item/mod/module/visor/rave/on_activation()
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rave_screen = mod.wearer.add_client_colour(/datum/client_colour/rave)
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rave_screen.update_colour(rainbow_order[rave_number])
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music_player.start_music(mod.wearer)
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/obj/item/mod/module/visor/rave/on_deactivation(display_message = TRUE, deleting = FALSE)
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QDEL_NULL(rave_screen)
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if(isnull(music_player.active_song_sound))
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return
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music_player.unlisten_all()
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QDEL_NULL(music_player)
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if(deleting)
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return
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SEND_SOUND(mod.wearer, sound('sound/machines/terminal_off.ogg', volume = 50, channel = CHANNEL_JUKEBOX))
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/obj/item/mod/module/visor/rave/generate_worn_overlay(mutable_appearance/standing)
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. = ..()
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for(var/mutable_appearance/appearance as anything in .)
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appearance.color = isnull(music_player.active_song_sound) ? null : rainbow_order[rave_number]
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/obj/item/mod/module/visor/rave/on_active_process(seconds_per_tick)
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rave_number++
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if(rave_number > length(rainbow_order))
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rave_number = 1
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mod.wearer.update_clothing(mod.slot_flags)
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rave_screen.update_colour(rainbow_order[rave_number])
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/obj/item/mod/module/visor/rave/get_configuration()
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. = ..()
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if(length(music_player.songs))
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.["selection"] = add_ui_configuration("Song", "list", music_player.selection.song_name, music_player.songs)
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/obj/item/mod/module/visor/rave/configure_edit(key, value)
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switch(key)
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if("selection")
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if(!isnull(music_player.active_song_sound))
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return
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var/datum/track/new_song = music_player.songs[value]
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if(QDELETED(src) || !istype(new_song, /datum/track))
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return
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music_player.selection = new_song
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SKYRAT EDIT END */
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///Tanner - Tans you with spraytan.
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/obj/item/mod/module/tanner
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name = "MOD tanning module"
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desc = "A tanning module for modular suits. Skin cancer functionality has not been ever proven, \
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although who knows with the rumors..."
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icon_state = "tanning"
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module_type = MODULE_USABLE
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complexity = 1
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use_energy_cost = DEFAULT_CHARGE_DRAIN * 5
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incompatible_modules = list(/obj/item/mod/module/tanner)
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cooldown_time = 30 SECONDS
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required_slots = list(ITEM_SLOT_OCLOTHING|ITEM_SLOT_ICLOTHING)
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/obj/item/mod/module/tanner/on_use()
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playsound(src, 'sound/machines/microwave/microwave-end.ogg', 50, TRUE)
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var/datum/reagents/holder = new()
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holder.add_reagent(/datum/reagent/spraytan, 10)
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holder.trans_to(mod.wearer, 10, methods = VAPOR)
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if(prob(5))
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SSradiation.irradiate(mod.wearer)
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drain_power(use_energy_cost)
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///Balloon Blower - Blows a balloon.
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/obj/item/mod/module/balloon
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name = "MOD balloon blower module"
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desc = "A strange module invented years ago by some ingenious mimes. It blows balloons."
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icon_state = "bloon"
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module_type = MODULE_USABLE
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complexity = 1
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use_energy_cost = DEFAULT_CHARGE_DRAIN * 0.5
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incompatible_modules = list(/obj/item/mod/module/balloon)
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cooldown_time = 15 SECONDS
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required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_MASK)
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var/balloon_path = /obj/item/toy/balloon
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var/blowing_time = 10 SECONDS
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var/oxygen_damage = 20
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/obj/item/mod/module/balloon/on_use()
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if(!do_after(mod.wearer, blowing_time, target = mod))
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return FALSE
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mod.wearer.adjustOxyLoss(oxygen_damage)
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playsound(src, 'sound/items/modsuit/inflate_bloon.ogg', 50, TRUE)
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var/obj/item/balloon = new balloon_path(get_turf(src))
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mod.wearer.put_in_hands(balloon)
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drain_power(use_energy_cost)
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///Paper Dispenser - Dispenses (sometimes burning) paper sheets.
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/obj/item/mod/module/paper_dispenser
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name = "MOD paper dispenser module"
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desc = "A simple module designed by the bureaucrats of Torch Bay. \
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It dispenses 'warm, clean, and crisp sheets of paper' onto a nearby table. Usually."
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icon_state = "paper_maker"
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module_type = MODULE_USABLE
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complexity = 1
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use_energy_cost = DEFAULT_CHARGE_DRAIN * 0.5
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incompatible_modules = list(/obj/item/mod/module/paper_dispenser)
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cooldown_time = 5 SECONDS
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required_slots = list(ITEM_SLOT_GLOVES)
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/// The total number of sheets created by this MOD. The more sheets, them more likely they set on fire.
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var/num_sheets_dispensed = 0
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/obj/item/mod/module/paper_dispenser/on_use()
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if(!do_after(mod.wearer, 1 SECONDS, target = mod))
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return FALSE
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var/obj/item/paper/crisp_paper = new(get_turf(src))
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crisp_paper.desc = "It's crisp and warm to the touch. Must be fresh."
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var/obj/structure/table/nearby_table = locate() in range(1, mod.wearer)
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playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE)
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balloon_alert(mod.wearer, "dispensed paper[nearby_table ? " onto table":""]")
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mod.wearer.put_in_hands(crisp_paper)
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if(nearby_table)
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mod.wearer.transferItemToLoc(crisp_paper, nearby_table.drop_location(), silent = FALSE)
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// Up to a 30% chance to set the sheet on fire, +2% per sheet made
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if(prob(min(num_sheets_dispensed * 2, 30)))
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if(crisp_paper in mod.wearer.held_items)
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mod.wearer.dropItemToGround(crisp_paper, force = TRUE)
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crisp_paper.balloon_alert(mod.wearer, UNLINT("PC LOAD LETTER!"))
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crisp_paper.visible_message(span_warning("[crisp_paper] bursts into flames, it's too crisp!"))
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crisp_paper.fire_act(1000, 100)
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drain_power(use_energy_cost)
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num_sheets_dispensed++
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///Stamper - Extends a stamp that can switch between accept/deny modes.
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/obj/item/mod/module/stamp
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name = "MOD stamper module"
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desc = "A module installed into the wrist of the suit, this functions as a high-power stamp, \
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able to switch between accept and deny modes."
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icon_state = "stamp"
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module_type = MODULE_ACTIVE
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complexity = 1
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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device = /obj/item/stamp/mod
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incompatible_modules = list(/obj/item/mod/module/stamp)
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cooldown_time = 0.5 SECONDS
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required_slots = list(ITEM_SLOT_GLOVES)
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/obj/item/stamp/mod
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name = "MOD electronic stamp"
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desc = "A high-power stamp, able to switch between accept and deny mode when used."
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/obj/item/stamp/mod/attack_self(mob/user, modifiers)
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. = ..()
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if(icon_state == "stamp-ok")
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icon_state = "stamp-deny"
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else
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icon_state = "stamp-ok"
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balloon_alert(user, "switched mode")
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///Atrocinator - Flips your gravity.
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/obj/item/mod/module/atrocinator
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name = "MOD atrocinator module"
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desc = "A mysterious orb that has mysterious effects when inserted in a MODsuit."
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icon_state = "atrocinator"
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module_type = MODULE_TOGGLE
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complexity = 2
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active_power_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/atrocinator, /obj/item/mod/module/magboot, /obj/item/mod/module/anomaly_locked/antigrav)
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cooldown_time = 0.5 SECONDS
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overlay_state_inactive = "module_atrocinator"
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required_slots = list(ITEM_SLOT_BACK|ITEM_SLOT_BELT)
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/// How many steps the user has taken since turning the suit on, used for footsteps.
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var/step_count = 0
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/// If you use the module on a planetary turf, you fly up. To the sky.
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var/you_fucked_up = FALSE
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/obj/item/mod/module/atrocinator/on_activation()
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playsound(src, 'sound/effects/curseattack.ogg', 50)
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mod.wearer.AddElement(/datum/element/forced_gravity, NEGATIVE_GRAVITY)
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RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(check_upstairs))
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RegisterSignal(mod.wearer, COMSIG_MOB_SAY, PROC_REF(on_talk))
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ADD_TRAIT(mod.wearer, TRAIT_SILENT_FOOTSTEPS, MOD_TRAIT)
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passtable_on(mod.wearer, MOD_TRAIT)
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check_upstairs() //todo at some point flip your screen around
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/obj/item/mod/module/atrocinator/deactivate(display_message = TRUE, deleting = FALSE)
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if(you_fucked_up && !deleting)
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to_chat(mod.wearer, span_danger("It's too late."))
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return FALSE
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return ..()
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/obj/item/mod/module/atrocinator/on_deactivation(display_message = TRUE, deleting = FALSE)
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if(!deleting)
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playsound(src, 'sound/effects/curseattack.ogg', 50)
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qdel(mod.wearer.RemoveElement(/datum/element/forced_gravity, NEGATIVE_GRAVITY))
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UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
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UnregisterSignal(mod.wearer, COMSIG_MOB_SAY)
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step_count = 0
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REMOVE_TRAIT(mod.wearer, TRAIT_SILENT_FOOTSTEPS, MOD_TRAIT)
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passtable_off(mod.wearer, MOD_TRAIT)
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var/turf/open/openspace/current_turf = get_turf(mod.wearer)
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if(istype(current_turf))
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current_turf.zFall(mod.wearer, falling_from_move = TRUE)
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/obj/item/mod/module/atrocinator/proc/check_upstairs()
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SIGNAL_HANDLER
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if(you_fucked_up || mod.wearer.has_gravity() > NEGATIVE_GRAVITY)
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return
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var/turf/open/current_turf = get_turf(mod.wearer)
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var/turf/open/openspace/turf_above = get_step_multiz(mod.wearer, UP)
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if(current_turf && istype(turf_above))
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current_turf.zFall(mod.wearer)
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else if(!turf_above && istype(current_turf) && current_turf.planetary_atmos) //nothing holding you down
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INVOKE_ASYNC(src, PROC_REF(fly_away))
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else if(!(step_count % 2))
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playsound(current_turf, 'sound/items/modsuit/atrocinator_step.ogg', 50)
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step_count++
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#define FLY_TIME (5 SECONDS)
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/obj/item/mod/module/atrocinator/proc/fly_away()
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you_fucked_up = TRUE
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playsound(src, 'sound/effects/whirthunk.ogg', 75)
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to_chat(mod.wearer, span_userdanger("That was stupid."))
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investigate_log("has flown off into space due to the [src].", INVESTIGATE_DEATHS)
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mod.wearer.Stun(FLY_TIME, ignore_canstun = TRUE)
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animate(mod.wearer, FLY_TIME, pixel_z = 256, alpha = 0)
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QDEL_IN(mod.wearer, FLY_TIME)
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#undef FLY_TIME
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/obj/item/mod/module/atrocinator/proc/on_talk(datum/source, list/speech_args)
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SIGNAL_HANDLER
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speech_args[SPEECH_SPANS] |= "upside_down"
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/obj/item/mod/module/recycler/donk/safe
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name = "MOD foam dart recycler module"
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desc = "A mod module that collects and repackages fired foam darts into half-sized ammo boxes. \
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Activate on a nearby turf or storage to unload stored ammo boxes."
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icon_state = "donk_safe_recycler"
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overlay_state_inactive = "module_donk_safe_recycler"
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overlay_state_active = "module_donk_safe_recycler"
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complexity = 1
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efficiency = 1
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allowed_item_types = list(/obj/item/ammo_casing/foam_dart)
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ammobox_type = /obj/item/ammo_box/foambox/mini
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required_amount = SMALL_MATERIAL_AMOUNT*2.5
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