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* MODsuit painting (#65445) Adds modsuit painting. * MODsuit painting * Added the RESET_COLOR appearance_flags to the mutable appearances from the module overlays Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
279 lines
9.1 KiB
Plaintext
279 lines
9.1 KiB
Plaintext
/obj/item/mod/construction
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desc = "A part used in MOD construction."
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icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
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inhand_icon_state = "rack_parts"
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/obj/item/mod/construction/helmet
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name = "MOD helmet"
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icon_state = "helmet"
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/obj/item/mod/construction/helmet/examine(mob/user)
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. = ..()
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. += span_notice("You could insert it into a <b>MOD shell</b>...")
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/obj/item/mod/construction/chestplate
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name = "MOD chestplate"
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icon_state = "chestplate"
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/obj/item/mod/construction/chestplate/examine(mob/user)
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. = ..()
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. += span_notice("You could insert it into a <b>MOD shell</b>...")
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/obj/item/mod/construction/gauntlets
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name = "MOD gauntlets"
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icon_state = "gauntlets"
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/obj/item/mod/construction/gauntlets/examine(mob/user)
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. = ..()
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. += span_notice("You could insert these into a <b>MOD shell</b>...")
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/obj/item/mod/construction/boots
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name = "MOD boots"
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icon_state = "boots"
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/obj/item/mod/construction/boots/examine(mob/user)
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. = ..()
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. += span_notice("You could insert these into a <b>MOD shell</b>...")
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/obj/item/mod/construction/broken_core
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name = "broken MOD core"
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icon_state = "mod-core"
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desc = "An internal power source for a Modular Outerwear Device. You don't seem to be able to source any power from this one, though."
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/obj/item/mod/construction/broken_core/examine(mob/user)
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. = ..()
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. += span_notice("You could repair it with a <b>screwdriver</b>...")
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/obj/item/mod/construction/broken_core/screwdriver_act(mob/living/user, obj/item/tool)
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. = ..()
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if(!tool.use_tool(src, user, 5 SECONDS, volume = 30))
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return
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new /obj/item/mod/core/standard(drop_location())
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qdel(src)
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/obj/item/mod/construction/plating
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name = "MOD external plating"
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desc = "External plating used to finish a MOD control unit."
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icon_state = "standard-plating"
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var/datum/mod_theme/theme = /datum/mod_theme
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/obj/item/mod/construction/plating/Initialize(mapload)
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. = ..()
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var/datum/mod_theme/used_theme = GLOB.mod_themes[theme]
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name = "MOD [used_theme.name] external plating"
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desc = "[desc] [used_theme.desc]"
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icon_state = "[used_theme.default_skin]-plating"
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/obj/item/mod/construction/plating/engineering
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theme = /datum/mod_theme/engineering
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/obj/item/mod/construction/plating/atmospheric
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theme = /datum/mod_theme/atmospheric
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/obj/item/mod/construction/plating/medical
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theme = /datum/mod_theme/medical
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/obj/item/mod/construction/plating/security
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theme = /datum/mod_theme/security
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/obj/item/mod/construction/plating/cosmohonk
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theme = /datum/mod_theme/cosmohonk
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#define START_STEP "start"
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#define CORE_STEP "core"
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#define SCREWED_CORE_STEP "screwed_core"
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#define HELMET_STEP "helmet"
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#define CHESTPLATE_STEP "chestplate"
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#define GAUNTLETS_STEP "gauntlets"
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#define BOOTS_STEP "boots"
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#define WRENCHED_ASSEMBLY_STEP "wrenched_assembly"
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#define SCREWED_ASSEMBLY_STEP "screwed_assembly"
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/obj/item/mod/construction/shell
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name = "MOD shell"
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icon_state = "mod-construction_start"
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desc = "A MOD shell."
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var/obj/item/core
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var/obj/item/helmet
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var/obj/item/chestplate
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var/obj/item/gauntlets
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var/obj/item/boots
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var/step = START_STEP
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/obj/item/mod/construction/shell/examine(mob/user)
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. = ..()
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var/display_text
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switch(step)
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if(START_STEP)
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display_text = "It looks like it's missing a <b>MOD core</b>..."
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if(CORE_STEP)
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display_text = "The core seems <b>loose</b>..."
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if(SCREWED_CORE_STEP)
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display_text = "It looks like it's missing a <b>helmet</b>..."
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if(HELMET_STEP)
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display_text = "It looks like it's missing a <b>chestplate</b>..."
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if(CHESTPLATE_STEP)
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display_text = "It looks like it's missing <b>gauntlets</b>..."
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if(GAUNTLETS_STEP)
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display_text = "It looks like it's missing <b>boots</b>..."
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if(BOOTS_STEP)
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display_text = "The assembly seems <b>unsecured</b>..."
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if(WRENCHED_ASSEMBLY_STEP)
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display_text = "The assembly seems <b>loose</b>..."
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if(SCREWED_ASSEMBLY_STEP)
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display_text = "All it's missing is <b>external plating</b>..."
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. += span_notice(display_text)
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/obj/item/mod/construction/shell/attackby(obj/item/part, mob/user, params)
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. = ..()
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switch(step)
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if(START_STEP)
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if(!istype(part, /obj/item/mod/core))
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return
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "core stuck to your hand!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "core inserted")
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core = part
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step = CORE_STEP
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if(CORE_STEP)
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if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "core screwed")
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step = SCREWED_CORE_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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core.forceMove(drop_location())
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balloon_alert(user, "core taken out")
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step = START_STEP
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if(SCREWED_CORE_STEP)
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if(istype(part, /obj/item/mod/construction/helmet)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "helmet stuck to your hand!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "helmet added")
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helmet = part
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step = HELMET_STEP
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else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "core unscrewed")
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step = CORE_STEP
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if(HELMET_STEP)
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if(istype(part, /obj/item/mod/construction/chestplate)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "chestplate stuck to your hand!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "chestplate added")
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chestplate = part
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step = CHESTPLATE_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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helmet.forceMove(drop_location())
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balloon_alert(user, "helmet removed")
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helmet = null
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step = SCREWED_CORE_STEP
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if(CHESTPLATE_STEP)
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if(istype(part, /obj/item/mod/construction/gauntlets)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "gauntlets stuck to your hand!")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "gauntlets added")
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gauntlets = part
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step = GAUNTLETS_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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chestplate.forceMove(drop_location())
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balloon_alert(user, "chestplate removed")
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chestplate = null
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step = HELMET_STEP
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if(GAUNTLETS_STEP)
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if(istype(part, /obj/item/mod/construction/boots)) //Construct
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if(!user.transferItemToLoc(part, src))
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balloon_alert(user, "boots added")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "You fit [part] onto [src].")
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boots = part
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step = BOOTS_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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gauntlets.forceMove(drop_location())
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balloon_alert(user, "gauntlets removed")
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gauntlets = null
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step = CHESTPLATE_STEP
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if(BOOTS_STEP)
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if(part.tool_behaviour == TOOL_WRENCH) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly secured")
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step = WRENCHED_ASSEMBLY_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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boots.forceMove(drop_location())
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balloon_alert(user, "boots removed")
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boots = null
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step = GAUNTLETS_STEP
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if(WRENCHED_ASSEMBLY_STEP)
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if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly screwed")
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step = SCREWED_ASSEMBLY_STEP
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else if(part.tool_behaviour == TOOL_WRENCH) //Deconstruct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly unsecured")
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step = BOOTS_STEP
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if(SCREWED_ASSEMBLY_STEP)
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if(istype(part, /obj/item/mod/construction/plating)) //Construct
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var/obj/item/mod/construction/plating/external_plating = part
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if(!user.transferItemToLoc(part, src))
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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balloon_alert(user, "suit finished")
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var/obj/item/mod = new /obj/item/mod/control(drop_location(), external_plating.theme, null, core)
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core = null
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qdel(src)
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user.put_in_hands(mod)
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else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume=30))
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balloon_alert(user, "assembly unscrewed")
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step = SCREWED_ASSEMBLY_STEP
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update_icon_state()
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/obj/item/mod/construction/shell/update_icon_state()
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. = ..()
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icon_state = "mod-construction_[step]"
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/obj/item/mod/construction/shell/Destroy()
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QDEL_NULL(core)
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QDEL_NULL(helmet)
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QDEL_NULL(chestplate)
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QDEL_NULL(gauntlets)
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QDEL_NULL(boots)
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return ..()
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/obj/item/mod/construction/shell/handle_atom_del(atom/deleted_atom)
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if(deleted_atom == core)
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core = null
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if(deleted_atom == helmet)
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helmet = null
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if(deleted_atom == chestplate)
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chestplate = null
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if(deleted_atom == gauntlets)
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gauntlets = null
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if(deleted_atom == boots)
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boots = null
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return ..()
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#undef START_STEP
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#undef CORE_STEP
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#undef SCREWED_CORE_STEP
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#undef HELMET_STEP
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#undef CHESTPLATE_STEP
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#undef GAUNTLETS_STEP
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#undef BOOTS_STEP
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#undef WRENCHED_ASSEMBLY_STEP
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#undef SCREWED_ASSEMBLY_STEP
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