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Bubberstation/code/modules/mod/mod_activation.dm

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#define MOD_ACTIVATION_STEP_FLAGS IGNORE_USER_LOC_CHANGE|IGNORE_TARGET_LOC_CHANGE|IGNORE_HELD_ITEM|IGNORE_INCAPACITATED|IGNORE_SLOWDOWNS
/// Creates a radial menu from which the user chooses parts of the suit to deploy/retract. Repeats until all parts are extended or retracted.
/obj/item/mod/control/proc/choose_deploy(mob/user)
if(!length(mod_parts))
return
var/list/display_names = list()
var/list/items = list()
var/list/parts = get_parts()
for(var/obj/item/part as anything in parts)
display_names[part.name] = REF(part)
var/image/part_image = image(icon = part.icon, icon_state = part.icon_state)
if(part.loc != src)
part_image.underlays += image(icon = 'icons/hud/radial.dmi', icon_state = "module_active")
items += list(part.name = part_image)
var/pick = show_radial_menu(user, src, items, custom_check = FALSE, require_near = TRUE, tooltips = TRUE)
if(!pick)
return
var/part_reference = display_names[pick]
var/obj/item/part = locate(part_reference) in get_parts()
if(!istype(part) || user.incapacitated)
return
if(activating) // SKYRAT EDIT - RETRACTABLE EVERYTHING
balloon_alert(user, "deactivate the suit first!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
var/parts_to_check = parts - part
if(part.loc == src)
deploy(user, part)
SEND_SIGNAL(src, COMSIG_MOD_DEPLOYED, user)
for(var/obj/item/checking_part as anything in parts_to_check)
if(checking_part.loc != src)
continue
choose_deploy(user)
break
else
retract(user, part)
SEND_SIGNAL(src, COMSIG_MOD_RETRACTED, user)
for(var/obj/item/checking_part as anything in parts_to_check)
if(checking_part.loc == src)
continue
choose_deploy(user)
break
/// Quickly deploys all parts (or retracts if all are on the wearer)
/obj/item/mod/control/proc/quick_deploy(mob/user)
if(activating) // SKYRAT EDIT - RETRACTABLE EVERYTHING
balloon_alert(user, "deactivate the suit first!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
var/deploy = TRUE
for(var/obj/item/part as anything in get_parts())
if(part.loc == src)
continue
deploy = FALSE
break
for(var/obj/item/part as anything in get_parts())
if(deploy && part.loc == src)
deploy(null, part)
else if(!deploy && part.loc != src)
retract(null, part)
wearer.visible_message(span_notice("[wearer]'s [src] [deploy ? "deploys" : "retracts"] its parts with a mechanical hiss."),
span_notice("[src] [deploy ? "deploys" : "retracts"] its parts with a mechanical hiss."),
span_hear("You hear a mechanical hiss."))
playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
if(deploy)
SEND_SIGNAL(src, COMSIG_MOD_DEPLOYED, user)
else
SEND_SIGNAL(src, COMSIG_MOD_RETRACTED, user)
return TRUE
/// Deploys a part of the suit onto the user.
/obj/item/mod/control/proc/deploy(mob/user, obj/item/part)
var/datum/mod_part/part_datum = get_part_datum(part)
if(!wearer)
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE // pAI is trying to deploy it from your hands
if(part.loc != src)
if(!user)
return FALSE
balloon_alert(user, "[part.name] already deployed!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
if(part_datum.can_overslot)
var/obj/item/overslot = wearer.get_item_by_slot(part.slot_flags)
if(overslot)
part_datum.overslotting = overslot
wearer.transferItemToLoc(overslot, part, force = TRUE)
RegisterSignal(part, COMSIG_ATOM_EXITED, PROC_REF(on_overslot_exit))
if(wearer.equip_to_slot_if_possible(part, part.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
ADD_TRAIT(part, TRAIT_NODROP, MOD_TRAIT)
if(!user)
return TRUE
wearer.visible_message(span_notice("[wearer]'s [part.name] deploy[part.p_s()] with a mechanical hiss."),
span_notice("[part] deploy[part.p_s()] with a mechanical hiss."),
span_hear("You hear a mechanical hiss."))
playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
SEND_SIGNAL(src, COMSIG_MOD_PART_DEPLOYED, user, part)
return TRUE
else
if(!user)
return FALSE
balloon_alert(user, "bodypart clothed!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
/// Retract a part of the suit from the user.
/obj/item/mod/control/proc/retract(mob/user, obj/item/part)
var/datum/mod_part/part_datum = get_part_datum(part)
if(part.loc == src)
if(!user)
return FALSE
balloon_alert(user, "[part.name] already retracted!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
REMOVE_TRAIT(part, TRAIT_NODROP, MOD_TRAIT)
wearer.transferItemToLoc(part, src, force = TRUE)
if(part_datum.overslotting)
UnregisterSignal(part, COMSIG_ATOM_EXITED)
var/obj/item/overslot = part_datum.overslotting
if(!QDELING(wearer) && !wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE)
part_datum.overslotting = null
// SKYRAT EDIT START - Avoiding exploits with the modules staying active when any of the parts are retracted.
for(var/obj/item/mod/module/module as anything in modules)
if(module.active)
module.deactivate(display_message = !!user)
// SKYRAT EDIT END
SEND_SIGNAL(src, COMSIG_MOD_PART_RETRACTED, user, part)
if(!user)
return
wearer.visible_message(span_notice("[wearer]'s [part.name] retract[part.p_s()] back into [src] with a mechanical hiss."),
span_notice("[part] retract[part.p_s()] back into [src] with a mechanical hiss."),
span_hear("You hear a mechanical hiss."))
playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
/// Starts the activation sequence, where parts of the suit activate one by one until the whole suit is on.
/obj/item/mod/control/proc/toggle_activate(mob/user, force_deactivate = FALSE)
if(!wearer)
if(!force_deactivate)
balloon_alert(user, "equip suit first!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(!force_deactivate && (SEND_SIGNAL(src, COMSIG_MOD_ACTIVATE, user) & MOD_CANCEL_ACTIVATE))
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
for(var/obj/item/part as anything in get_parts())
if(!force_deactivate && part.loc == src)
balloon_alert(user, "deploy all parts first!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(locked && !active && !allowed(user) && !force_deactivate)
balloon_alert(user, "access insufficient!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(!get_charge() && !force_deactivate)
balloon_alert(user, "suit not powered!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(open && !force_deactivate)
balloon_alert(user, "close the suit panel!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(activating)
if(!force_deactivate)
balloon_alert(user, "suit already [active ? "shutting down" : "starting up"]!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
for(var/obj/item/mod/module/module as anything in modules)
if(!module.active || (module.allow_flags & MODULE_ALLOW_INACTIVE))
continue
module.deactivate(display_message = FALSE)
activating = TRUE
mod_link.end_call()
to_chat(wearer, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
for(var/obj/item/part as anything in get_parts())
var/datum/mod_part/part_datum = get_part_datum(part)
if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(get_wearer)), hidden = TRUE))
to_chat(wearer, span_notice("[part] [active ? part_datum.unsealed_message : part_datum.sealed_message]."))
playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
seal_part(part, is_sealed = !active)
if(do_after(wearer, activation_step_time, wearer, MOD_ACTIVATION_STEP_FLAGS, extra_checks = CALLBACK(src, PROC_REF(get_wearer)), hidden = TRUE))
to_chat(wearer, span_notice("Systems [active ? "shut down. Parts unsealed. Goodbye" : "started up. Parts sealed. Welcome"], [wearer]."))
if(ai_assistant)
to_chat(ai_assistant, span_notice("<b>SYSTEMS [active ? "DEACTIVATED. GOODBYE" : "ACTIVATED. WELCOME"]: \"[ai_assistant]\"</b>"))
finish_activation(is_on = !active)
if(active)
playsound(src, 'sound/machines/synth/synth_yes.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
if(!malfunctioning)
wearer.playsound_local(get_turf(src), 'sound/vehicles/mecha/nominal.ogg', 50)
else
playsound(src, 'sound/machines/synth/synth_no.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
activating = FALSE
SEND_SIGNAL(src, COMSIG_MOD_TOGGLED, user)
return TRUE
///Seals or unseals the given part.
/obj/item/mod/control/proc/seal_part(obj/item/clothing/part, is_sealed)
var/datum/mod_part/part_datum = get_part_datum(part)
part_datum.sealed = is_sealed
if(part_datum.sealed)
part.icon_state = "[skin]-[part.base_icon_state]-sealed"
part.clothing_flags |= part.visor_flags
part.flags_inv |= part.visor_flags_inv
part.flags_cover |= part.visor_flags_cover
part.heat_protection = initial(part.heat_protection)
part.cold_protection = initial(part.cold_protection)
part.alternate_worn_layer = part_datum.sealed_layer
else
part.icon_state = "[skin]-[part.base_icon_state]"
part.flags_cover &= ~part.visor_flags_cover
part.flags_inv &= ~part.visor_flags_inv
part.clothing_flags &= ~part.visor_flags
part.heat_protection = NONE
part.cold_protection = NONE
part.alternate_worn_layer = part_datum.unsealed_layer
wearer.update_clothing(part.slot_flags)
wearer.update_obscured_slots(part.visor_flags_inv)
if((part.clothing_flags & (MASKINTERNALS|HEADINTERNALS)) && wearer.invalid_internals())
wearer.cutoff_internals()
/// Finishes the suit's activation
/obj/item/mod/control/proc/finish_activation(is_on)
var/datum/mod_part/part_datum = get_part_datum(src)
part_datum.sealed = is_on
active = is_on
if(active)
for(var/obj/item/mod/module/module as anything in modules)
module.on_suit_activation()
else
for(var/obj/item/mod/module/module as anything in modules)
module.on_suit_deactivation()
update_speed()
update_appearance(UPDATE_ICON_STATE)
update_charge_alert()
wearer.update_clothing(slot_flags)
/// Quickly deploys all the suit parts and if successful, seals them and turns on the suit. Intended mostly for outfits.
/obj/item/mod/control/proc/quick_activation()
var/seal = TRUE
for(var/obj/item/part as anything in get_parts())
if(!deploy(null, part))
seal = FALSE
if(!seal)
return
for(var/obj/item/part as anything in get_parts())
seal_part(part, is_sealed = TRUE)
finish_activation(is_on = TRUE)
#undef MOD_ACTIVATION_STEP_FLAGS