Files
Bubberstation/code/modules/clothing/under/_under.dm
Tastyfish e4080f4717 [NON-MODULAR] Fixes custom stuff for uniform accessories on teshis, also some taur cleanup. (#17637)
* Fixes custom stuff for uniform accessory

* Update modular_skyrat/modules/emotes/code/additionalemotes/turf_emote.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-01-13 19:15:28 -05:00

385 lines
12 KiB
Plaintext

/obj/item/clothing/under
name = "under"
icon = 'icons/obj/clothing/under/default.dmi'
worn_icon = 'icons/mob/clothing/under/default.dmi'
lefthand_file = 'icons/mob/inhands/clothing/suits_lefthand.dmi'
righthand_file = 'icons/mob/inhands/clothing/suits_righthand.dmi'
body_parts_covered = CHEST|GROIN|LEGS|ARMS
slot_flags = ITEM_SLOT_ICLOTHING
armor_type = /datum/armor/clothing_under
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
limb_integrity = 30
/// The variable containing the flags for how the woman uniform cropping is supposed to interact with the sprite.
var/female_sprite_flags = FEMALE_UNIFORM_FULL
var/has_sensor = HAS_SENSORS // For the crew computer
var/random_sensor = TRUE
var/sensor_mode = NO_SENSORS
var/can_adjust = TRUE
var/adjusted = NORMAL_STYLE
var/alt_covers_chest = FALSE // for adjusted/rolled-down jumpsuits, FALSE = exposes chest and arms, TRUE = exposes arms only
var/obj/item/clothing/accessory/attached_accessory
var/mutable_appearance/accessory_overlay
/datum/armor/clothing_under
bio = 10
wound = 5
/obj/item/clothing/under/Initialize(mapload)
. = ..()
if(random_sensor)
//make the sensor mode favor higher levels, except coords.
sensor_mode = pick(SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_LIVING, SENSOR_LIVING, SENSOR_COORDS, SENSOR_COORDS, SENSOR_OFF)
register_context()
/obj/item/clothing/under/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
var/screentip_change = FALSE
if(isnull(held_item) && has_sensor == HAS_SENSORS)
context[SCREENTIP_CONTEXT_RMB] = "Toggle suit sensors"
screentip_change = TRUE
if(istype(held_item, /obj/item/clothing/accessory) && !attached_accessory)
var/obj/item/clothing/accessory/accessory = held_item
if(accessory.can_attach_accessory(src, user))
context[SCREENTIP_CONTEXT_LMB] = "Attach accessory"
screentip_change = TRUE
if(istype(held_item, /obj/item/stack/cable_coil) && has_sensor == BROKEN_SENSORS)
context[SCREENTIP_CONTEXT_LMB] = "Repair suit sensors"
screentip_change = TRUE
if(attached_accessory)
context[SCREENTIP_CONTEXT_ALT_LMB] = "Remove accessory"
screentip_change = TRUE
else if(can_adjust)
context[SCREENTIP_CONTEXT_ALT_LMB] = adjusted == ALT_STYLE ? "Wear normally" : "Wear casually"
screentip_change = TRUE
return screentip_change ? CONTEXTUAL_SCREENTIP_SET : NONE
/obj/item/clothing/under/worn_overlays(mutable_appearance/standing, isinhands = FALSE, file2use = null, mutant_styles = NONE)
. = ..()
if(isinhands)
return
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
if(GET_ATOM_BLOOD_DNA_LENGTH(src))
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
if(accessory_overlay)
. += modify_accessory_overlay() // SKYRAT EDIT CHANGE - ORIGINAL: . += accessory_overlay
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = I
C.use(1)
has_sensor = HAS_SENSORS
to_chat(user,span_notice("You repair the suit sensors on [src] with [C]."))
return TRUE
if(!attach_accessory(I, user))
return ..()
/obj/item/clothing/under/attack_hand_secondary(mob/user, params)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
toggle()
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/clothing/under/update_clothes_damaged_state(damaged_state = CLOTHING_DAMAGED)
..()
if(ismob(loc))
var/mob/M = loc
M.update_worn_undersuit()
if(damaged_state == CLOTHING_SHREDDED && has_sensor > NO_SENSORS)
has_sensor = BROKEN_SENSORS
else if(damaged_state == CLOTHING_PRISTINE && has_sensor == BROKEN_SENSORS)
has_sensor = HAS_SENSORS
/obj/item/clothing/under/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(has_sensor > NO_SENSORS)
if(severity <= EMP_HEAVY)
has_sensor = BROKEN_SENSORS
if(ismob(loc))
var/mob/M = loc
to_chat(M,span_warning("[src]'s sensors short out!"))
else
sensor_mode = pick(SENSOR_OFF, SENSOR_OFF, SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS)
if(ismob(loc))
var/mob/M = loc
to_chat(M,span_warning("The sensors on the [src] change rapidly!"))
if(ishuman(loc))
var/mob/living/carbon/human/ooman = loc
if(ooman.w_uniform == src)
ooman.update_suit_sensors()
/obj/item/clothing/under/visual_equipped(mob/user, slot)
..()
if(adjusted)
adjusted = NORMAL_STYLE
female_sprite_flags = initial(female_sprite_flags)
if(!alt_covers_chest)
body_parts_covered |= CHEST
/* SKYRAT EDIT REMOVAL - This breaks jumpsuit adjustment. Plus, we don't support it.
if((supports_variations_flags & CLOTHING_DIGITIGRADE_VARIATION) && ishuman(user))
var/mob/living/carbon/human/H = user
if(H.dna.species.bodytype & BODYTYPE_DIGITIGRADE)
adjusted = DIGITIGRADE_STYLE
H.update_worn_undersuit()
*/ // SKYRAT EDIT END
if(attached_accessory && !(slot & ITEM_SLOT_HANDS) && ishuman(user))
var/mob/living/carbon/human/H = user
attached_accessory.on_uniform_equip(src, user)
H.fan_hud_set_fandom()
if(attached_accessory.above_suit)
H.update_worn_oversuit()
/obj/item/clothing/under/dropped(mob/user)
if(attached_accessory)
attached_accessory.on_uniform_dropped(src, user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.fan_hud_set_fandom()
if(attached_accessory.above_suit)
H.update_worn_oversuit()
..()
/mob/living/carbon/human/update_suit_sensors()
. = ..()
update_sensor_list()
/mob/living/carbon/human/proc/update_sensor_list()
var/obj/item/clothing/under/U = w_uniform
if(istype(U) && U.has_sensor > NO_SENSORS && U.sensor_mode)
GLOB.suit_sensors_list |= src
else
GLOB.suit_sensors_list -= src
/mob/living/carbon/human/dummy/update_sensor_list()
return
/obj/item/clothing/under/proc/attach_accessory(obj/item/tool, mob/user, notifyAttach = 1)
. = FALSE
if(!istype(tool, /obj/item/clothing/accessory))
return
var/obj/item/clothing/accessory/accessory = tool
if(attached_accessory)
if(user)
to_chat(user, span_warning("[src] already has an accessory."))
return
if(!accessory.can_attach_accessory(src, user)) //Make sure the suit has a place to put the accessory.
return
if(user && !user.temporarilyRemoveItemFromInventory(accessory))
return
if(!accessory.attach(src, user))
return
. = TRUE
if(user && notifyAttach)
to_chat(user, span_notice("You attach [accessory] to [src]."))
var/accessory_color = attached_accessory.icon_state
accessory_overlay = mutable_appearance(attached_accessory.worn_icon, "[accessory_color]")
accessory_overlay.alpha = attached_accessory.alpha
accessory_overlay.color = attached_accessory.color
update_appearance()
if(!ishuman(loc))
return
var/mob/living/carbon/human/holder = loc
holder.update_worn_undersuit()
holder.update_worn_oversuit()
holder.fan_hud_set_fandom()
/obj/item/clothing/under/proc/remove_accessory(mob/user)
. = FALSE
if(!isliving(user))
return
if(!can_use(user))
return
if(!attached_accessory)
return
. = TRUE
var/obj/item/clothing/accessory/accessory = attached_accessory
attached_accessory.detach(src, user)
if(user.put_in_hands(accessory))
to_chat(user, span_notice("You detach [accessory] from [src]."))
else
to_chat(user, span_notice("You detach [accessory] from [src] and it falls on the floor."))
update_appearance()
if(!ishuman(loc))
return
var/mob/living/carbon/human/holder = loc
holder.update_worn_undersuit()
holder.update_worn_oversuit()
holder.fan_hud_set_fandom()
/obj/item/clothing/under/examine(mob/user)
. = ..()
if(can_adjust)
if(adjusted == ALT_STYLE)
. += "Alt-click on [src] to wear it normally."
else
. += "Alt-click on [src] to wear it casually."
if (has_sensor == BROKEN_SENSORS)
. += "Its sensors appear to be shorted out."
else if(has_sensor > NO_SENSORS)
switch(sensor_mode)
if(SENSOR_OFF)
. += "Its sensors appear to be disabled."
if(SENSOR_LIVING)
. += "Its binary life sensors appear to be enabled."
if(SENSOR_VITALS)
. += "Its vital tracker appears to be enabled."
if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled."
if(attached_accessory)
. += "\A [attached_accessory] is attached to it."
/obj/item/clothing/under/verb/toggle()
set name = "Adjust Suit Sensors"
set category = "Object"
set src in usr
var/mob/user_mob = usr
if (isdead(user_mob))
return
if (!can_use(user_mob))
return
if(has_sensor == LOCKED_SENSORS)
to_chat(user_mob, "The controls are locked.")
return
if(has_sensor == BROKEN_SENSORS)
to_chat(user_mob, "The sensors have shorted out!")
return
if(has_sensor <= NO_SENSORS)
to_chat(user_mob, "This suit does not have any sensors.")
return
var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
var/switchMode = tgui_input_list(user_mob, "Select a sensor mode", "Suit Sensors", modes, modes[sensor_mode + 1])
if(isnull(switchMode))
return
if (!can_use(user_mob)) //make sure they didn't hold the window open.
return
if(get_dist(user_mob, src) > 1)
to_chat(user_mob, span_warning("You have moved too far away!"))
return
if(has_sensor == LOCKED_SENSORS)
to_chat(user_mob, "The controls are locked.")
return
if(has_sensor == BROKEN_SENSORS)
to_chat(user_mob, "The sensors have shorted out!")
return
if(has_sensor <= NO_SENSORS)
to_chat(user_mob, "This suit does not have any sensors.")
return
sensor_mode = modes.Find(switchMode) - 1
if (loc == user_mob)
switch(sensor_mode)
if(SENSOR_OFF)
to_chat(user_mob, span_notice("You disable your suit's remote sensing equipment."))
if(SENSOR_LIVING)
to_chat(user_mob, span_notice("Your suit will now only report whether you are alive or dead."))
if(SENSOR_VITALS)
to_chat(user_mob, span_notice("Your suit will now only report your exact vital lifesigns."))
if(SENSOR_COORDS)
to_chat(user_mob, span_notice("Your suit will now report your exact vital lifesigns as well as your coordinate position."))
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.w_uniform == src)
H.update_suit_sensors()
/obj/item/clothing/under/AltClick(mob/user)
. = ..()
if(.)
return
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = TRUE, no_tk = FALSE, need_hands = !iscyborg(user)))
return
if(attached_accessory)
remove_accessory(user)
else
rolldown()
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
set category = null
set src in usr
rolldown()
/obj/item/clothing/under/proc/rolldown()
if(!can_use(usr))
return
if(!can_adjust)
to_chat(usr, span_warning("You cannot wear this suit any differently!"))
return
if(toggle_jumpsuit_adjust())
to_chat(usr, span_notice("You adjust the suit to wear it more casually."))
else
to_chat(usr, span_notice("You adjust the suit back to normal."))
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.update_worn_undersuit()
H.update_body()
/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
if(adjusted == DIGITIGRADE_STYLE)
return
adjusted = !adjusted
if(adjusted)
if(!(female_sprite_flags & FEMALE_UNIFORM_TOP_ONLY))
female_sprite_flags = NO_FEMALE_UNIFORM
if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted (and also the arms, realistically)
body_parts_covered &= ~CHEST
body_parts_covered &= ~ARMS
else
female_sprite_flags = initial(female_sprite_flags)
if(!alt_covers_chest)
body_parts_covered |= CHEST
body_parts_covered |= ARMS
if(!LAZYLEN(damage_by_parts))
return adjusted
for(var/zone in list(BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)) // ugly check to make sure we don't reenable protection on a disabled part
if(damage_by_parts[zone] > limb_integrity)
body_parts_covered &= body_zone2cover_flags(zone)
return adjusted
/obj/item/clothing/under/rank
dying_key = DYE_REGISTRY_UNDER
/obj/item/clothing/under/proc/dump_attachment()
if(!attached_accessory)
return
var/atom/drop_location = drop_location()
attached_accessory.transform *= 2
attached_accessory.pixel_x -= 8
attached_accessory.pixel_y += 8
if(drop_location)
attached_accessory.forceMove(drop_location)
cut_overlays()
attached_accessory = null
accessory_overlay = null
update_appearance()
/obj/item/clothing/under/rank/atom_destruction(damage_flag)
dump_attachment()
return ..()