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* Nuclear Operative Jump Jets (#78088) ## About The Pull Request This PR gives operative MODsuits access to "jump jets". This is an activated module (starts pinned) with a 30 second cooldown which removes your personal gravity for 5 seconds and (if possible) pushes you upwards by one z level. In combination with your regular jetpack this allows you to fly over gaps, and (most importantly) out of pits such as you may inadvertently find yourself wandering into on Icebox. I have a few other changes I want to make specifically targetted at the experience of Icebox station destruction causing people to fall several z levels and get trapped, but this is the first one. You have to stand still for 1 second to activate the jump jet. This is because jetpack movement without gravity is actually usually faster than an operative will walk, and I don't want them to just toggle it as a sprint button while running around. If people find other tactical uses for this though I think that's cool. This module currently isn't available to crew on the tech web, although maybe someone could add it later if they wanted to. It's not quite so useful if you don't _also_ have a jetpack though. I bumped the available complexity of the suits I attached it to up by the complexity cost of this module so it's not taking up previously available space. ## Why It's Good For The Game It's funny when the whole ops team falls in a hole after an explosion they caused and gets stuck in there fighting Snow Legions but they should probably have some method for dealing with that. It also lets them pop back up from the tram hole, a risky proposition because any flying mob hit by the tram dies almost instantly. ## Changelog 🆑 add: Operative MODsuits now have an attached "jump jet" which sends you upwards and allows you to use your jetpack under gravity for a few seconds, perfect for navigating the pits and valleys of Icebox Station. /🆑 * Nuclear Operative Jump Jets --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
431 lines
14 KiB
Plaintext
431 lines
14 KiB
Plaintext
///MOD Module - A special device installed in a MODsuit allowing the suit to do new stuff.
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/obj/item/mod/module
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name = "MOD module"
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icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
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icon_state = "module"
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/// If it can be removed
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var/removable = TRUE
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/// If it's passive, togglable, usable or active
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var/module_type = MODULE_PASSIVE
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/// Is the module active
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var/active = FALSE
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/// How much space it takes up in the MOD
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var/complexity = 0
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/// Power use when idle
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var/idle_power_cost = DEFAULT_CHARGE_DRAIN * 0
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/// Power use when active
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var/active_power_cost = DEFAULT_CHARGE_DRAIN * 0
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/// Power use when used, we call it manually
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var/use_power_cost = DEFAULT_CHARGE_DRAIN * 0
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/// ID used by their TGUI
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var/tgui_id
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/// Linked MODsuit
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var/obj/item/mod/control/mod
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/// If we're an active module, what item are we?
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var/obj/item/device
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/// Overlay given to the user when the module is inactive
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var/overlay_state_inactive
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/// Overlay given to the user when the module is active
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var/overlay_state_active
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/// Overlay given to the user when the module is used, lasts until cooldown finishes
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var/overlay_state_use
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/// Icon file for the overlay.
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var/overlay_icon_file = 'icons/mob/clothing/modsuit/mod_modules.dmi'
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/// Does the overlay use the control unit's colors?
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var/use_mod_colors = FALSE
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/// What modules are we incompatible with?
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var/list/incompatible_modules = list()
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/// Cooldown after use
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var/cooldown_time = 0
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/// The mouse button needed to use this module
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var/used_signal
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/// List of REF()s mobs we are pinned to, linked with their action buttons
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var/list/pinned_to = list()
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/// flags that let the module ability be used in odd circumstances
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var/allow_flags = NONE
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/// Timer for the cooldown
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COOLDOWN_DECLARE(cooldown_timer)
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/obj/item/mod/module/Initialize(mapload)
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. = ..()
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if(module_type != MODULE_ACTIVE)
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return
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if(ispath(device))
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device = new device(src)
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ADD_TRAIT(device, TRAIT_NODROP, MOD_TRAIT)
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RegisterSignal(device, COMSIG_QDELETING, PROC_REF(on_device_deletion))
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RegisterSignal(src, COMSIG_ATOM_EXITED, PROC_REF(on_exit))
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/obj/item/mod/module/Destroy()
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mod?.uninstall(src)
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if(device)
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UnregisterSignal(device, COMSIG_QDELETING)
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QDEL_NULL(device)
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return ..()
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/obj/item/mod/module/examine(mob/user)
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. = ..()
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if(HAS_TRAIT(user, TRAIT_DIAGNOSTIC_HUD))
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. += span_notice("Complexity level: [complexity]")
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/// Called when the module is selected from the TGUI, radial or the action button
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/obj/item/mod/module/proc/on_select()
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if(((!mod.active || mod.activating) && !(allow_flags & MODULE_ALLOW_INACTIVE)) || module_type == MODULE_PASSIVE)
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if(mod.wearer)
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balloon_alert(mod.wearer, "not active!")
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return
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// SKYRAT EDIT START - DEPLOYABLE EVERYTHING OVER EVERYTHING
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if((mod.wearer.wear_suit != mod.chestplate) && !(allow_flags & MODULE_ALLOW_INACTIVE))
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balloon_alert(mod.wearer, "chestplate retracted!")
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return
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// SKYRAT EDIT END
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if(module_type != MODULE_USABLE)
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if(active)
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on_deactivation()
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else
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on_activation()
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else
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on_use()
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SEND_SIGNAL(mod, COMSIG_MOD_MODULE_SELECTED, src)
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/// Apply a cooldown until this item can be used again
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/obj/item/mod/module/proc/start_cooldown(applied_cooldown)
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if (isnull(applied_cooldown))
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applied_cooldown = cooldown_time
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COOLDOWN_START(src, cooldown_timer, applied_cooldown)
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SEND_SIGNAL(src, COMSIG_MODULE_COOLDOWN_STARTED, applied_cooldown)
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/// Called when the module is activated
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/obj/item/mod/module/proc/on_activation()
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if(!COOLDOWN_FINISHED(src, cooldown_timer))
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balloon_alert(mod.wearer, "on cooldown!")
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return FALSE
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if(((!mod.active || mod.activating) && !(allow_flags & MODULE_ALLOW_INACTIVE)) || !mod.get_charge()) //SKYRAT ADDITION: INACTIVE USE
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balloon_alert(mod.wearer, "unpowered!")
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return FALSE
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// SKYRAT EDIT START - No using modules when not all parts are deployed.
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if(!(allow_flags & MODULE_ALLOW_INACTIVE))
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for(var/obj/item/part as anything in mod.mod_parts)
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if(part.loc == mod)
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balloon_alert(mod.wearer, "deploy all parts first!")
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return FALSE
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// SKYRAT EDIT END
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if(!(allow_flags & MODULE_ALLOW_PHASEOUT) && istype(mod.wearer.loc, /obj/effect/dummy/phased_mob))
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//specifically a to_chat because the user is phased out.
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to_chat(mod.wearer, span_warning("You cannot activate this right now."))
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return FALSE
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if(SEND_SIGNAL(src, COMSIG_MODULE_TRIGGERED, mod.wearer) & MOD_ABORT_USE)
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return FALSE
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if(module_type == MODULE_ACTIVE)
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if(mod.selected_module && !mod.selected_module.on_deactivation(display_message = FALSE))
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return FALSE
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mod.selected_module = src
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if(device)
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if(mod.wearer.put_in_hands(device))
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balloon_alert(mod.wearer, "[device] extended")
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RegisterSignal(mod.wearer, COMSIG_ATOM_EXITED, PROC_REF(on_exit))
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RegisterSignal(mod.wearer, COMSIG_KB_MOB_DROPITEM_DOWN, PROC_REF(dropkey))
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else
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balloon_alert(mod.wearer, "can't extend [device]!")
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mod.wearer.transferItemToLoc(device, src, force = TRUE)
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return FALSE
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else
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var/used_button = mod.wearer.client?.prefs.read_preference(/datum/preference/choiced/mod_select) || MIDDLE_CLICK
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update_signal(used_button)
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balloon_alert(mod.wearer, "[src] activated, [used_button]-click to use")
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active = TRUE
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mod.wearer.update_clothing(mod.slot_flags)
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start_cooldown()
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SEND_SIGNAL(src, COMSIG_MODULE_ACTIVATED)
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return TRUE
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/// Called when the module is deactivated
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/obj/item/mod/module/proc/on_deactivation(display_message = TRUE, deleting = FALSE)
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active = FALSE
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if(module_type == MODULE_ACTIVE)
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mod.selected_module = null
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if(display_message)
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balloon_alert(mod.wearer, device ? "[device] retracted" : "[src] deactivated")
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if(device)
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mod.wearer.transferItemToLoc(device, src, force = TRUE)
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UnregisterSignal(mod.wearer, COMSIG_ATOM_EXITED)
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UnregisterSignal(mod.wearer, COMSIG_KB_MOB_DROPITEM_DOWN)
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else
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UnregisterSignal(mod.wearer, used_signal)
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used_signal = null
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mod.wearer.update_clothing(mod.slot_flags)
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SEND_SIGNAL(src, COMSIG_MODULE_DEACTIVATED, mod.wearer)
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return TRUE
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/// Called when the module is used
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/obj/item/mod/module/proc/on_use()
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if(!COOLDOWN_FINISHED(src, cooldown_timer))
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balloon_alert(mod.wearer, "on cooldown!")
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return FALSE
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if(!check_power(use_power_cost))
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balloon_alert(mod.wearer, "not enough charge!")
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return FALSE
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if(!(allow_flags & MODULE_ALLOW_PHASEOUT) && istype(mod.wearer.loc, /obj/effect/dummy/phased_mob))
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//specifically a to_chat because the user is phased out.
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to_chat(mod.wearer, span_warning("You cannot activate this right now."))
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return FALSE
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if(SEND_SIGNAL(src, COMSIG_MODULE_TRIGGERED, mod.wearer) & MOD_ABORT_USE)
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return FALSE
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start_cooldown()
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addtimer(CALLBACK(mod.wearer, TYPE_PROC_REF(/mob, update_clothing), mod.slot_flags), cooldown_time+1) //need to run it a bit after the cooldown starts to avoid conflicts
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mod.wearer.update_clothing(mod.slot_flags)
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SEND_SIGNAL(src, COMSIG_MODULE_USED)
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return TRUE
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/// Called when an activated module without a device is used
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/obj/item/mod/module/proc/on_select_use(atom/target)
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if(!(allow_flags & MODULE_ALLOW_INCAPACITATED) && mod.wearer.incapacitated(IGNORE_GRAB))
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return FALSE
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mod.wearer.face_atom(target)
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if(!on_use())
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return FALSE
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return TRUE
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/// Called when an activated module without a device is active and the user alt/middle-clicks
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/obj/item/mod/module/proc/on_special_click(mob/source, atom/target)
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SIGNAL_HANDLER
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on_select_use(target)
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return COMSIG_MOB_CANCEL_CLICKON
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/// Called on the MODsuit's process
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/obj/item/mod/module/proc/on_process(seconds_per_tick)
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if(active)
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if(!drain_power(active_power_cost * seconds_per_tick))
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on_deactivation()
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return FALSE
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on_active_process(seconds_per_tick)
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else
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drain_power(idle_power_cost * seconds_per_tick)
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return TRUE
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/// Called on the MODsuit's process if it is an active module
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/obj/item/mod/module/proc/on_active_process(seconds_per_tick)
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return
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/// Called from MODsuit's install() proc, so when the module is installed.
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/obj/item/mod/module/proc/on_install()
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return
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/// Called from MODsuit's uninstall() proc, so when the module is uninstalled.
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/obj/item/mod/module/proc/on_uninstall(deleting = FALSE)
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return
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/// Called when the MODsuit is activated
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/obj/item/mod/module/proc/on_suit_activation()
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return
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/// Called when the MODsuit is deactivated
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/obj/item/mod/module/proc/on_suit_deactivation(deleting = FALSE)
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return
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/// Called when the MODsuit is equipped
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/obj/item/mod/module/proc/on_equip()
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return
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/// Called when the MODsuit is unequipped
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/obj/item/mod/module/proc/on_unequip()
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return
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/// Drains power from the suit charge
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/obj/item/mod/module/proc/drain_power(amount)
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if(!check_power(amount))
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return FALSE
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mod.subtract_charge(amount)
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mod.update_charge_alert()
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return TRUE
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/// Checks if there is enough power in the suit
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/obj/item/mod/module/proc/check_power(amount)
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return mod.check_charge(amount)
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/// Adds additional things to the MODsuit ui_data()
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/obj/item/mod/module/proc/add_ui_data()
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return list()
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/// Creates a list of configuring options for this module
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/obj/item/mod/module/proc/get_configuration()
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return list()
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/// Generates an element of the get_configuration list with a display name, type and value
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/obj/item/mod/module/proc/add_ui_configuration(display_name, type, value, list/values)
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return list("display_name" = display_name, "type" = type, "value" = value, "values" = values)
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/// Receives configure edits from the TGUI and edits the vars
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/obj/item/mod/module/proc/configure_edit(key, value)
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return
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/// Called when the device moves to a different place on active modules
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/obj/item/mod/module/proc/on_exit(datum/source, atom/movable/part, direction)
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SIGNAL_HANDLER
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if(!active)
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return
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if(part.loc == src)
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return
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if(part.loc == mod.wearer)
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return
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if(part == device)
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on_deactivation(display_message = FALSE)
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/// Called when the device gets deleted on active modules
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/obj/item/mod/module/proc/on_device_deletion(datum/source)
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SIGNAL_HANDLER
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if(source == device)
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device = null
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qdel(src)
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/// Adds the worn overlays to the suit.
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/obj/item/mod/module/proc/add_module_overlay(obj/item/source, list/overlays, mutable_appearance/standing, isinhands, icon_file)
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SIGNAL_HANDLER
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overlays += generate_worn_overlay(standing)
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/// Generates an icon to be used for the suit's worn overlays
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/obj/item/mod/module/proc/generate_worn_overlay(mutable_appearance/standing)
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. = list()
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if(!mod.active)
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return
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var/used_overlay
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if(overlay_state_use && !COOLDOWN_FINISHED(src, cooldown_timer))
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used_overlay = overlay_state_use
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else if(overlay_state_active && active)
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used_overlay = overlay_state_active
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else if(overlay_state_inactive)
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used_overlay = overlay_state_inactive
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else
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return
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/* SKYRAT EDIT START - Making MODsuits mutant-compatible - ORIGINAL:
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var/mutable_appearance/module_icon = mutable_appearance(overlay_icon_file, used_overlay, layer = standing.layer + 0.1)
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if(!use_mod_colors)
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module_icon.appearance_flags |= RESET_COLOR
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. += module_icon
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*/
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return handle_module_icon(standing, used_overlay)
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// SKYRAT EDIT END
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/// Updates the signal used by active modules to be activated
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/obj/item/mod/module/proc/update_signal(value)
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switch(value)
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if(MIDDLE_CLICK)
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mod.selected_module.used_signal = COMSIG_MOB_MIDDLECLICKON
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if(ALT_CLICK)
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mod.selected_module.used_signal = COMSIG_MOB_ALTCLICKON
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RegisterSignal(mod.wearer, mod.selected_module.used_signal, TYPE_PROC_REF(/obj/item/mod/module, on_special_click))
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/// Pins the module to the user's action buttons
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/obj/item/mod/module/proc/pin(mob/user)
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if(module_type == MODULE_PASSIVE)
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return
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var/datum/action/item_action/mod/pinned_module/existing_action = pinned_to[REF(user)]
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if(existing_action)
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mod.remove_item_action(existing_action)
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return
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var/datum/action/item_action/mod/pinned_module/new_action = new(mod, src, user)
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mod.add_item_action(new_action)
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/// On drop key, concels a device item.
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/obj/item/mod/module/proc/dropkey(mob/living/user)
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SIGNAL_HANDLER
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if(user.get_active_held_item() != device)
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return
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on_deactivation()
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return COMSIG_KB_ACTIVATED
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///Anomaly Locked - Causes the module to not function without an anomaly.
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/obj/item/mod/module/anomaly_locked
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name = "MOD anomaly locked module"
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desc = "A form of a module, locked behind an anomalous core to function."
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incompatible_modules = list(/obj/item/mod/module/anomaly_locked)
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/// The core item the module runs off.
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var/obj/item/assembly/signaler/anomaly/core
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/// Accepted types of anomaly cores.
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var/list/accepted_anomalies = list(/obj/item/assembly/signaler/anomaly)
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/// If this one starts with a core in.
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var/prebuilt = FALSE
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/obj/item/mod/module/anomaly_locked/Initialize(mapload)
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. = ..()
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if(!prebuilt || !length(accepted_anomalies))
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return
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var/core_path = pick(accepted_anomalies)
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core = new core_path(src)
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update_icon_state()
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/obj/item/mod/module/anomaly_locked/Destroy()
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QDEL_NULL(core)
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return ..()
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/obj/item/mod/module/anomaly_locked/examine(mob/user)
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. = ..()
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if(!length(accepted_anomalies))
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return
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if(core)
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. += span_notice("There is a [core.name] installed in it. You could remove it with a <b>screwdriver</b>...")
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else
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var/list/core_list = list()
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for(var/path in accepted_anomalies)
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var/atom/core_path = path
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core_list += initial(core_path.name)
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. += span_notice("You need to insert \a [english_list(core_list, and_text = " or ")] for this module to function.")
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/obj/item/mod/module/anomaly_locked/on_select()
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if(!core)
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balloon_alert(mod.wearer, "no core!")
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return
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return ..()
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/obj/item/mod/module/anomaly_locked/on_process(seconds_per_tick)
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. = ..()
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if(!core)
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return FALSE
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/obj/item/mod/module/anomaly_locked/on_active_process(seconds_per_tick)
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if(!core)
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return FALSE
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return TRUE
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/obj/item/mod/module/anomaly_locked/attackby(obj/item/item, mob/living/user, params)
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if(item.type in accepted_anomalies)
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if(core)
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balloon_alert(user, "core already in!")
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return
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if(!user.transferItemToLoc(item, src))
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return
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core = item
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balloon_alert(user, "core installed")
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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update_icon_state()
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else
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return ..()
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/obj/item/mod/module/anomaly_locked/screwdriver_act(mob/living/user, obj/item/tool)
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. = ..()
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if(!core)
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balloon_alert(user, "no core!")
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return
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balloon_alert(user, "removing core...")
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if(!do_after(user, 3 SECONDS, target = src))
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balloon_alert(user, "interrupted!")
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return
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balloon_alert(user, "core removed")
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core.forceMove(drop_location())
|
|
if(Adjacent(user) && !issilicon(user))
|
|
user.put_in_hands(core)
|
|
core = null
|
|
update_icon_state()
|
|
|
|
/obj/item/mod/module/anomaly_locked/update_icon_state()
|
|
icon_state = initial(icon_state) + (core ? "-core" : "")
|
|
return ..()
|