Files
Bubberstation/code/modules/mod/mod_actions.dm
SkyratBot 3a8459a5f8 [MIRROR] Mining MODsuit Rework [MDB IGNORE] (#11328)
* Mining MODsuit Rework (#64688)

makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags

Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:

Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine

* Mining MODsuit Rework

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-02-08 00:46:15 +00:00

194 lines
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/datum/action/item_action/mod
background_icon_state = "bg_tech_blue"
icon_icon = 'icons/mob/actions/actions_mod.dmi'
check_flags = AB_CHECK_CONSCIOUS
/// Whether this action is intended for the AI. Stuff breaks a lot if this is done differently.
var/ai_action = FALSE
/datum/action/item_action/mod/New(Target)
..()
if(!istype(Target, /obj/item/mod/control))
qdel(src)
return
if(ai_action)
background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
/datum/action/item_action/mod/Grant(mob/user)
var/obj/item/mod/control/mod = target
if(ai_action && user != mod.ai)
return
else if(!ai_action && user == mod.ai)
return
return ..()
/datum/action/item_action/mod/Remove(mob/user)
var/obj/item/mod/control/mod = target
if(ai_action && user != mod.ai)
return
else if(!ai_action && user == mod.ai)
return
return ..()
/datum/action/item_action/mod/Trigger(trigger_flags)
if(!IsAvailable())
return FALSE
var/obj/item/mod/control/mod = target
if(mod.malfunctioning && prob(75))
mod.balloon_alert(usr, "button malfunctions!")
return FALSE
return TRUE
/datum/action/item_action/mod/deploy
name = "Deploy MODsuit"
desc = "LMB: Deploy/Undeploy part. RMB: Deploy/Undeploy full suit."
button_icon_state = "deploy"
/datum/action/item_action/mod/deploy/Trigger(trigger_flags)
. = ..()
if(!.)
return
var/obj/item/mod/control/mod = target
if(trigger_flags & TRIGGER_SECONDARY_ACTION)
mod.quick_deploy(usr)
else
mod.choose_deploy(usr)
/datum/action/item_action/mod/deploy/ai
ai_action = TRUE
/datum/action/item_action/mod/activate
name = "Activate MODsuit"
desc = "LMB: Activate/Deactivate suit with prompt. RMB: Activate/Deactivate suit skipping prompt."
button_icon_state = "activate"
/// First time clicking this will set it to TRUE, second time will activate it.
var/ready = FALSE
/datum/action/item_action/mod/activate/Trigger(trigger_flags)
. = ..()
if(!.)
return
if(!(trigger_flags & TRIGGER_SECONDARY_ACTION) && !ready)
ready = TRUE
button_icon_state = "activate-ready"
if(!ai_action)
background_icon_state = "bg_tech"
UpdateButtonIcon()
addtimer(CALLBACK(src, .proc/reset_ready), 3 SECONDS)
return
var/obj/item/mod/control/mod = target
reset_ready()
mod.toggle_activate(usr)
/// Resets the state requiring to be doubleclicked again.
/datum/action/item_action/mod/activate/proc/reset_ready()
ready = FALSE
button_icon_state = initial(button_icon_state)
if(!ai_action)
background_icon_state = initial(background_icon_state)
UpdateButtonIcon()
/datum/action/item_action/mod/activate/ai
ai_action = TRUE
/datum/action/item_action/mod/module
name = "Toggle Module"
desc = "Toggle a MODsuit module."
button_icon_state = "module"
/datum/action/item_action/mod/module/Trigger(trigger_flags)
. = ..()
if(!.)
return
var/obj/item/mod/control/mod = target
mod.quick_module(usr)
/datum/action/item_action/mod/module/ai
ai_action = TRUE
/datum/action/item_action/mod/panel
name = "MODsuit Panel"
desc = "Open the MODsuit's panel."
button_icon_state = "panel"
/datum/action/item_action/mod/panel/Trigger(trigger_flags)
. = ..()
if(!.)
return
var/obj/item/mod/control/mod = target
mod.ui_interact(usr)
/datum/action/item_action/mod/panel/ai
ai_action = TRUE
/datum/action/item_action/mod/pinned_module
desc = "Activate the module."
/// Overrides the icon applications.
var/override = FALSE
/// Module we are linked to.
var/obj/item/mod/module/module
/// A ref to the mob we are pinned to.
var/pinner_ref
/datum/action/item_action/mod/pinned_module/New(Target, obj/item/mod/module/linked_module, mob/user)
if(isAI(user))
ai_action = TRUE
..()
module = linked_module
name = "Activate [capitalize(linked_module.name)]"
desc = "Quickly activate [linked_module]."
icon_icon = linked_module.icon
button_icon_state = linked_module.icon_state
RegisterSignal(linked_module, COMSIG_MODULE_ACTIVATED, .proc/on_module_activate)
RegisterSignal(linked_module, COMSIG_MODULE_DEACTIVATED, .proc/on_module_deactivate)
RegisterSignal(linked_module, COMSIG_MODULE_USED, .proc/on_module_use)
/datum/action/item_action/mod/pinned_module/Destroy()
module.pinned_to -= pinner_ref
module = null
return ..()
/datum/action/item_action/mod/pinned_module/Grant(mob/user)
var/user_ref = REF(user)
if(!pinner_ref)
pinner_ref = user_ref
module.pinned_to[pinner_ref] = src
else if(pinner_ref != user_ref)
return
return ..()
/datum/action/item_action/mod/pinned_module/Trigger(trigger_flags)
. = ..()
if(!.)
return
module.on_select()
/datum/action/item_action/mod/pinned_module/ApplyIcon(atom/movable/screen/movable/action_button/current_button, force)
. = ..(current_button, force = TRUE)
if(override)
return
var/obj/item/mod/control/mod = target
if(module == mod.selected_module)
current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_selected", layer = FLOAT_LAYER-0.1))
else if(module.active)
current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_active", layer = FLOAT_LAYER-0.1))
if(!COOLDOWN_FINISHED(module, cooldown_timer))
var/image/cooldown_image = image(icon = 'icons/hud/radial.dmi', icon_state = "module_cooldown")
current_button.add_overlay(cooldown_image)
addtimer(CALLBACK(current_button, /image.proc/cut_overlay, cooldown_image), COOLDOWN_TIMELEFT(module, cooldown_timer))
/datum/action/item_action/mod/pinned_module/proc/on_module_activate(datum/source)
SIGNAL_HANDLER
UpdateButtonIcon()
/datum/action/item_action/mod/pinned_module/proc/on_module_deactivate(datum/source)
SIGNAL_HANDLER
UpdateButtonIcon()
/datum/action/item_action/mod/pinned_module/proc/on_module_use(datum/source)
SIGNAL_HANDLER
UpdateButtonIcon()