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## About The Pull Request More code improvements for reagent holder. As you can see it removes a lot more code than it adds so code savings are significant. This does not touch on any floating point arithmetic, all that is behind us, this focuses on removing redundant procs and merging existing procs to achieve the same functionality so if you do see any changes in reagent related behaviour it's not intentional and should be reported as a bug here. The following code changes can be summarized into points. **1. Removes procs `get_master_reagent_id()` & `get_master_reagent_name()`** Both of these procs have the exact same functionality as `get_master_reagent()` with the only exception of returning a different value. Instead we can just call `get_master_reagent()` directly and infer the name & type of it ourselves rather than creating a wrapper proc to do it for us, therefore reducing overall code **2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`** The proc `remove_all_type()` is highly inefficient, it first uses a for loop to look for the reagent to remove & then it again calls `remove_reagent()` on the reagent once it has found it. We can just embed this functionality directly into `remove_reagent()` by simply adding an additional parameter `include_subtypes`. This way the operation is faster, and we reduce the code to get the job done. Also now `remove_reagent()` will return the total volume of reagents removed rather that a simple TRUE/FALSE **3. Removes & Merges `trans_id_to()` proc into `trans_to()`** Both these procs have the same job of transferring either a single reagent or all reagents. `trans_id_to()` is a scaled down version of `trans_to()` because - It does not have any `method` var. This means if you want to transfer a single reagent to a mob/organ or any other object it does not have the functionality to expose the target to that transferred reagent. - It does not have a `multiplier` var to scale reagent volumes - It does not have code to deal with organs or stop reactions i.e. it does not have the `no_react` var. We can overcome all these short comings by simply adding an extra var `target_id` to specify what specific reagent to transfer therefore attaining the same functionality while keeping the benefits of `trans_to()` proc therefore reducing overall code **4. Lowers plumbing reaction chamber tick usage for balancing ph.** Rather than invoking a while loop to balance ph it's much easier for the player to simply make the reaction chamber wait for e.g. add a reagent that will never come. This will make the chamber wait therefore giving the reaction chamber ample time to correctly balance the ph and then remove that reagent from the list therefore getting correct ph levels. No need to create code hacks when the player can do it themselves so the while loop has been removed ## Changelog 🆑 code: removed redundant procs `get_master_reagent_id()` & `get_master_reagent_name()` code: merged `remove_all_type()` proc with `remove_reagent()` now this proc can perform both functions. `remove_reagent()` now returns the total volume of reagents removed rather than a simple TRUE/FALSE. code: merged `trans_id_to()` proc with `trans_to()` now this proc can perform both functions refactor: plumbing reaction chamber will now use only a single tick to balance ph of a solution making it less efficient but more faster. Just make the reaction chamber wait for longer periods of time to accurately balance ph refactor: reagent holder code has been condensed. Report any bugs on GitHub /🆑
476 lines
20 KiB
Plaintext
476 lines
20 KiB
Plaintext
//Ninja modules for MODsuits
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///Cloaking - Lowers the user's visibility, can be interrupted by being touched or attacked.
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/obj/item/mod/module/stealth
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name = "MOD prototype cloaking module"
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desc = "A complete retrofitting of the suit, this is a form of visual concealment tech employing esoteric technology \
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to bend light around the user, as well as mimetic materials to make the surface of the suit match the \
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surroundings based off sensor data. For some reason, this tech is rarely seen."
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icon_state = "cloak"
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module_type = MODULE_TOGGLE
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complexity = 4
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active_power_cost = DEFAULT_CHARGE_DRAIN * 2
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use_power_cost = DEFAULT_CHARGE_DRAIN * 10
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incompatible_modules = list(/obj/item/mod/module/stealth)
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cooldown_time = 5 SECONDS
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/// Whether or not the cloak turns off on bumping.
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var/bumpoff = TRUE
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/// The alpha applied when the cloak is on.
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var/stealth_alpha = 50
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/obj/item/mod/module/stealth/on_activation()
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. = ..()
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if(!.)
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return
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if(bumpoff)
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RegisterSignal(mod.wearer, COMSIG_LIVING_MOB_BUMP, PROC_REF(unstealth))
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RegisterSignal(mod.wearer, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarmed_attack))
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RegisterSignal(mod.wearer, COMSIG_ATOM_BULLET_ACT, PROC_REF(on_bullet_act))
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RegisterSignals(mod.wearer, list(COMSIG_MOB_ITEM_ATTACK, COMSIG_ATOM_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_HITBY, COMSIG_ATOM_HULK_ATTACK, COMSIG_ATOM_ATTACK_PAW, COMSIG_CARBON_CUFF_ATTEMPTED), PROC_REF(unstealth))
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animate(mod.wearer, alpha = stealth_alpha, time = 1.5 SECONDS)
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drain_power(use_power_cost)
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/obj/item/mod/module/stealth/on_deactivation(display_message = TRUE, deleting = FALSE)
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. = ..()
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if(!.)
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return
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if(bumpoff)
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UnregisterSignal(mod.wearer, COMSIG_LIVING_MOB_BUMP)
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UnregisterSignal(mod.wearer, list(COMSIG_LIVING_UNARMED_ATTACK, COMSIG_MOB_ITEM_ATTACK, COMSIG_ATOM_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_BULLET_ACT, COMSIG_ATOM_HITBY, COMSIG_ATOM_HULK_ATTACK, COMSIG_ATOM_ATTACK_PAW, COMSIG_CARBON_CUFF_ATTEMPTED))
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animate(mod.wearer, alpha = 255, time = 1.5 SECONDS)
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/obj/item/mod/module/stealth/proc/unstealth(datum/source)
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SIGNAL_HANDLER
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to_chat(mod.wearer, span_warning("[src] gets discharged from contact!"))
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do_sparks(2, TRUE, src)
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drain_power(use_power_cost)
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on_deactivation(display_message = TRUE, deleting = FALSE)
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/obj/item/mod/module/stealth/proc/on_unarmed_attack(datum/source, atom/target)
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SIGNAL_HANDLER
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if(!isliving(target))
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return
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unstealth(source)
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/obj/item/mod/module/stealth/proc/on_bullet_act(datum/source, obj/projectile/projectile)
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SIGNAL_HANDLER
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if(!projectile.is_hostile_projectile())
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return
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unstealth(source)
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//Advanced Cloaking - Doesn't turf off on bump, less power drain, more stealthy.
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/obj/item/mod/module/stealth/ninja
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name = "MOD advanced cloaking module"
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desc = "The latest in stealth technology, this module is a definite upgrade over previous versions. \
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The field has been tuned to be even more responsive and fast-acting, with enough stability to \
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continue operation of the field even if the user bumps into others. \
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The power draw has been reduced drastically, making this perfect for activities like \
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standing near sentry turrets for extended periods of time."
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icon_state = "cloak_ninja"
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bumpoff = FALSE
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stealth_alpha = 20
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active_power_cost = DEFAULT_CHARGE_DRAIN
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use_power_cost = DEFAULT_CHARGE_DRAIN * 5
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cooldown_time = 3 SECONDS
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/obj/item/mod/module/stealth/ninja/on_activation()
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. = ..()
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if(!.)
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return
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ADD_TRAIT(mod.wearer, TRAIT_SILENT_FOOTSTEPS, MOD_TRAIT)
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/obj/item/mod/module/stealth/ninja/on_deactivation(display_message = TRUE, deleting = FALSE)
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. = ..()
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if(!.)
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return
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REMOVE_TRAIT(mod.wearer, TRAIT_SILENT_FOOTSTEPS, MOD_TRAIT)
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///Camera Vision - Prevents flashes, blocks tracking.
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/obj/item/mod/module/welding/camera_vision
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name = "MOD camera vision module"
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desc = "A module installed into the suit's helmet. This specialized piece of technology is built for subterfuge, \
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replacing the standard visor with a nanotech display; capable of displaying specialized imagery at \
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just the right frequency to jam all known forms of camera tracking and facial recognition, \
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as well as automatically dimming incoming flashes of light to protect the user's eyes. Become the unseen."
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icon_state = "welding_camera"
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removable = FALSE
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complexity = 0
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overlay_state_inactive = null
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/obj/item/mod/module/welding/camera_vision/on_suit_activation()
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. = ..()
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RegisterSignal(mod.wearer, COMSIG_LIVING_CAN_TRACK, PROC_REF(can_track))
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/obj/item/mod/module/welding/camera_vision/on_suit_deactivation(deleting = FALSE)
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. = ..()
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UnregisterSignal(mod.wearer, COMSIG_LIVING_CAN_TRACK)
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/obj/item/mod/module/welding/camera_vision/proc/can_track(datum/source, mob/user)
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SIGNAL_HANDLER
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return COMPONENT_CANT_TRACK
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//Ninja Star Dispenser - Dispenses ninja stars.
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/obj/item/mod/module/dispenser/ninja
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name = "MOD ninja star dispenser module"
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desc = "This piece of Spider Clan technology can exploit known energy-matter equivalence principles, \
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using the nanites already hosted in the wearer's suit to transmute into monomolecular shuriken. \
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While these lack the intense bleeding edge of conventional throwing stars, \
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they have been set to electrify fleeing targets; and branded with the Spider Clan symbol."
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dispense_type = /obj/item/throwing_star/stamina/ninja
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cooldown_time = 0.5 SECONDS
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///Hacker - This module hooks onto your right-clicks with empty hands and causes ninja actions.
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/obj/item/mod/module/hacker
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name = "MOD hacker module"
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desc = "Built for one purpose, electronic warfare, this module is built into the hands. \
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Using near-field communication alongside precise electro-stimulation of the wires in machines, \
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this decker's dream is normally used to pass through doors like a phantom. \
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It's also capable of non-precise electro-stimulation of an assassin-saboteur's opponents on disarming attacks."
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icon_state = "hacker"
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removable = FALSE
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incompatible_modules = list(/obj/item/mod/module/hacker)
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/// Minimum amount of power we can drain in a single drain action
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var/mindrain = 200
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/// Maximum amount of power we can drain in a single drain action
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var/maxdrain = 400
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/// Whether or not the communication console hack was used to summon another antagonist.
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var/communication_console_hack_success = FALSE
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/// How many times the module has been used to force open doors.
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var/door_hack_counter = 0
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/obj/item/mod/module/hacker/on_suit_activation()
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RegisterSignal(mod.wearer, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(hack))
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/obj/item/mod/module/hacker/on_suit_deactivation(deleting = FALSE)
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UnregisterSignal(mod.wearer, COMSIG_LIVING_UNARMED_ATTACK)
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/obj/item/mod/module/hacker/proc/hack(mob/living/carbon/human/source, atom/target, proximity, modifiers)
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SIGNAL_HANDLER
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if(!LAZYACCESS(modifiers, RIGHT_CLICK) || !proximity)
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return NONE
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target.add_fingerprint(mod.wearer)
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return target.ninjadrain_act(mod.wearer, src)
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/obj/item/mod/module/hacker/proc/charge_message(atom/drained_atom, drain_amount)
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if(drain_amount)
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to_chat(mod.wearer, span_notice("Gained <B>[drain_amount]</B> units of energy from [drained_atom]."))
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else
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to_chat(mod.wearer, span_warning("[drained_atom] has run dry of energy, you must find another source!"))
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///Weapon Recall - Teleports your katana to you, prevents gun use.
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/obj/item/mod/module/weapon_recall
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name = "MOD weapon recall module"
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desc = "The cornerstone of a clanmember's life as a blademaster, and a module symbolizing their eternal bond with their weapon. \
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This hooks to the micro bluespace drive inside an energy katana's handle, capable of recalling it to the user's \
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skilled hands wherever they are. However, those that make such a bond with their weapon are cursed to \
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fusing their existence with acts of combat, with a singular purpose; Cutting Down Their Opponent. \
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Their hand a hand that is cutting, their body a body that is cutting, their mind, a mind that is cutting. \
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Ranged weapons are forbidden."
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icon_state = "recall"
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removable = FALSE
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module_type = MODULE_USABLE
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use_power_cost = DEFAULT_CHARGE_DRAIN * 2
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incompatible_modules = list(/obj/item/mod/module/weapon_recall)
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cooldown_time = 0.5 SECONDS
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/// The item linked to the module that will get recalled.
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var/obj/item/linked_weapon
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/// The accepted typepath we can link to.
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var/accepted_type = /obj/item/energy_katana
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/obj/item/mod/module/weapon_recall/on_suit_activation()
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ADD_TRAIT(mod.wearer, TRAIT_NOGUNS, MOD_TRAIT)
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/obj/item/mod/module/weapon_recall/on_suit_deactivation(deleting = FALSE)
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REMOVE_TRAIT(mod.wearer, TRAIT_NOGUNS, MOD_TRAIT)
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/obj/item/mod/module/weapon_recall/on_use()
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. = ..()
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if(!.)
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return
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if(!linked_weapon)
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var/obj/item/weapon_to_link = mod.wearer.is_holding_item_of_type(accepted_type)
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if(!weapon_to_link)
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balloon_alert(mod.wearer, "can't locate weapon!")
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return
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set_weapon(weapon_to_link)
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balloon_alert(mod.wearer, "[linked_weapon.name] linked")
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return
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if(linked_weapon in mod.wearer.get_all_contents())
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balloon_alert(mod.wearer, "already on self!")
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return
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var/distance = get_dist(mod.wearer, linked_weapon)
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var/in_view = (linked_weapon in view(mod.wearer))
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if(!in_view && !drain_power(use_power_cost * distance))
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balloon_alert(mod.wearer, "not enough charge!")
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return
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linked_weapon.forceMove(linked_weapon.drop_location())
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if(in_view)
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do_sparks(5, FALSE, linked_weapon)
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mod.wearer.visible_message(span_danger("[linked_weapon] flies towards [mod.wearer]!"),span_warning("You hold out your hand and [linked_weapon] flies towards you!"))
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linked_weapon.throw_at(mod.wearer, distance+1, linked_weapon.throw_speed, mod.wearer)
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else
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recall_weapon()
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/obj/item/mod/module/weapon_recall/proc/set_weapon(obj/item/weapon)
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linked_weapon = weapon
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RegisterSignal(linked_weapon, COMSIG_MOVABLE_IMPACT, PROC_REF(catch_weapon))
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RegisterSignal(linked_weapon, COMSIG_QDELETING, PROC_REF(deleted_weapon))
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/obj/item/mod/module/weapon_recall/proc/recall_weapon(caught = FALSE)
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linked_weapon.forceMove(get_turf(src))
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var/alert = ""
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if(mod.wearer.put_in_hands(linked_weapon))
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alert = "[linked_weapon.name] teleports to your hand"
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else if(mod.wearer.equip_to_slot_if_possible(linked_weapon, ITEM_SLOT_BELT, disable_warning = TRUE))
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alert = "[linked_weapon.name] sheathes itself in your belt"
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else
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alert = "[linked_weapon.name] teleports under you"
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if(caught)
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if(mod.wearer.is_holding(linked_weapon))
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alert = "you catch [linked_weapon.name]"
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else
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alert = "[linked_weapon.name] lands under you"
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else
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do_sparks(5, FALSE, linked_weapon)
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if(alert)
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balloon_alert(mod.wearer, alert)
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/obj/item/mod/module/weapon_recall/proc/catch_weapon(obj/item/source, atom/hit_atom, datum/thrownthing/thrownthing)
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SIGNAL_HANDLER
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if(!mod)
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return
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if(hit_atom != mod.wearer)
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return
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INVOKE_ASYNC(src, PROC_REF(recall_weapon), TRUE)
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return COMPONENT_MOVABLE_IMPACT_NEVERMIND
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/obj/item/mod/module/weapon_recall/proc/deleted_weapon(obj/item/source)
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SIGNAL_HANDLER
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linked_weapon = null
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//Reinforced DNA Lock - Gibs if wrong DNA, emp-proof.
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/obj/item/mod/module/dna_lock/reinforced
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name = "MOD reinforced DNA lock module"
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desc = "A module which engages with the various locks and seals tied to the suit's systems, \
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enabling it to only be worn by someone corresponding with the user's exact DNA profile. \
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Due to utilizing a skintight dampening shield, this one is entirely sealed against electromagnetic interference; \
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it also dutifully protects the secrets of the Spider Clan from unknowing outsiders."
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icon_state = "dnalock_ninja"
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use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
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/obj/item/mod/module/dna_lock/reinforced/on_mod_activation(datum/source, mob/user)
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. = ..()
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if(. != MOD_CANCEL_ACTIVATE || !isliving(user))
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return
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if(mod.ai_assistant == user)
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to_chat(mod.ai_assistant, span_danger("<B>fATaL EERRoR</B>: 381200-*#00CODE <B>BLUE</B>\nAI INTErFERenCE DEtECted\nACTi0N DISrEGArdED"))
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return
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var/mob/living/living_user = user
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to_chat(living_user, span_danger("<B>fATaL EERRoR</B>: 382200-*#00CODE <B>RED</B>\nUNAUTHORIZED USE DETECteD\nCoMMENCING SUB-R0UTIN3 13...\nTERMInATING U-U-USER..."))
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living_user.investigate_log("has been gibbed by using a MODsuit equipped with [src].", INVESTIGATE_DEATHS)
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living_user.gib(DROP_ALL_REMAINS)
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/obj/item/mod/module/dna_lock/reinforced/on_emp(datum/source, severity)
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return
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//EMP Pulse - In addition to normal shielding, can also launch an EMP itself.
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/obj/item/mod/module/emp_shield/pulse
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name = "MOD EMP pulse module"
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desc = "This module is normally set to activate on dramatic gestures, inverting and expanding the suit's \
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EMP dampening shield to cause an electromagnetic pulse of its own. While this won't interfere with the wearer, \
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it will piss off everyone around them."
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icon_state = "emp_pulse"
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module_type = MODULE_USABLE
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use_power_cost = DEFAULT_CHARGE_DRAIN * 10
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cooldown_time = 8 SECONDS
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/obj/item/mod/module/emp_shield/pulse/on_use()
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. = ..()
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if(!.)
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return
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playsound(src, 'sound/effects/empulse.ogg', 60, TRUE)
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empulse(src, heavy_range = 4, light_range = 6)
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drain_power(use_power_cost)
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/// Ninja Status Readout - Like the normal status display (see the base type), but with a clock.
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/obj/item/mod/module/status_readout/ninja
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name = "MOD Spider Clan status readout module"
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desc = "A once-common module, this technology unfortunately went out of fashion in the safer regions of space; \
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and, according to the extra markings on this particular unit's casing, right into the arachnid grip of the Spider Clan. \
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Like other similar units, this one hooks into the suit's spine, and is capable of capturing and displaying \
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all possible biometric data of the wearer; sleep, nutrition, fitness, fingerprints, \
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and even useful information such as their overall health and wellness. This one comes with a clock that calibrates to the \
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local system time, and an operational ID number display. The vital monitor's speaker has been removed."
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display_time = TRUE
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death_sound = null
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death_sound_volume = null
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///Energy Net - Ensnares enemies in a net that prevents movement.
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/obj/item/mod/module/energy_net
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name = "MOD energy net module"
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desc = "A custom-built net-thrower. While conventional implementations of this capturing device \
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utilize monomolecular fibers or cutting razorwire, this uses hardlight technology to deploy a \
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trapping field capable of immobilizing even the strongest opponents."
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icon_state = "energy_net"
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removable = FALSE
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module_type = MODULE_ACTIVE
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use_power_cost = DEFAULT_CHARGE_DRAIN * 6
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incompatible_modules = list(/obj/item/mod/module/energy_net)
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cooldown_time = 5 SECONDS
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/// List of all energy nets this module made.
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var/list/energy_nets = list()
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/obj/item/mod/module/energy_net/on_suit_deactivation(deleting)
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for(var/obj/structure/energy_net/net as anything in energy_nets)
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net.atom_destruction(ENERGY)
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/obj/item/mod/module/energy_net/on_select_use(atom/target)
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. = ..()
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if(!.)
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return
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if(IS_SPACE_NINJA(mod.wearer) && isliving(target))
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mod.wearer.say("Get over here!", forced = type)
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var/obj/projectile/net = new /obj/projectile/energy_net(mod.wearer.loc, src)
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net.preparePixelProjectile(target, mod.wearer)
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net.firer = mod.wearer
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playsound(src, 'sound/weapons/punchmiss.ogg', 25, TRUE)
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INVOKE_ASYNC(net, TYPE_PROC_REF(/obj/projectile, fire))
|
|
drain_power(use_power_cost)
|
|
|
|
/obj/item/mod/module/energy_net/proc/add_net(obj/structure/energy_net/net)
|
|
energy_nets += net
|
|
RegisterSignal(net, COMSIG_QDELETING, PROC_REF(remove_net))
|
|
|
|
/obj/item/mod/module/energy_net/proc/remove_net(obj/structure/energy_net/net)
|
|
SIGNAL_HANDLER
|
|
energy_nets -= net
|
|
|
|
/obj/projectile/energy_net
|
|
name = "energy net"
|
|
icon_state = "net_projectile"
|
|
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
|
|
damage = 0
|
|
range = 9
|
|
hitsound = 'sound/items/fultext_deploy.ogg'
|
|
hitsound_wall = 'sound/items/fultext_deploy.ogg'
|
|
/// Reference to the beam following the projectile.
|
|
var/line
|
|
/// Reference to the energy net module.
|
|
var/datum/weakref/net_module
|
|
|
|
/obj/projectile/energy_net/Initialize(mapload, net_module)
|
|
. = ..()
|
|
src.net_module = WEAKREF(net_module)
|
|
|
|
/obj/projectile/energy_net/fire(setAngle)
|
|
if(firer)
|
|
line = firer.Beam(src, "net_beam", 'icons/obj/clothing/modsuit/mod_modules.dmi')
|
|
return ..()
|
|
|
|
/obj/projectile/energy_net/on_hit(mob/living/target, blocked = 0, pierce_hit)
|
|
. = ..()
|
|
if(!istype(target))
|
|
return
|
|
if(locate(/obj/structure/energy_net) in get_turf(target))
|
|
return
|
|
var/obj/structure/energy_net/net = new /obj/structure/energy_net(target.drop_location())
|
|
var/obj/item/mod/module/energy_net/module = net_module?.resolve()
|
|
if(module)
|
|
module.add_net(net)
|
|
firer?.visible_message(span_danger("[firer] caught [target] with an energy net!"), span_notice("You caught [target] with an energy net!"))
|
|
if(target.buckled)
|
|
target.buckled.unbuckle_mob(target, force = TRUE)
|
|
net.buckle_mob(target, force = TRUE)
|
|
|
|
/obj/projectile/energy_net/Destroy()
|
|
QDEL_NULL(line)
|
|
return ..()
|
|
|
|
///Adrenaline Boost - Stops all stuns the ninja is affected with, increases his speed.
|
|
/obj/item/mod/module/adrenaline_boost
|
|
name = "MOD adrenaline boost module"
|
|
desc = "The secrets of the Spider Clan are many. The exact specifications of their suits, \
|
|
the techniques they use to make every singular cut make their enemies weep with admiration, \
|
|
but one of their greatest mysteries is the chemical compound their assassin-saboteurs use in times of need. \
|
|
It's capable of clearing any fatigue whatsoever from the user, any immobilizing effect, and can even \
|
|
cure total paralysis. All that's known is that the fluid requires radiation to properly 'cook,' \
|
|
so this module demands radium to be refilled with."
|
|
icon_state = "adrenaline_boost"
|
|
removable = FALSE
|
|
module_type = MODULE_USABLE
|
|
allow_flags = MODULE_ALLOW_INCAPACITATED
|
|
incompatible_modules = list(/obj/item/mod/module/adrenaline_boost)
|
|
cooldown_time = 12 SECONDS
|
|
/// What reagent we need to refill?
|
|
var/reagent_required = /datum/reagent/uranium/radium
|
|
/// How much of a reagent we need to refill the boost.
|
|
var/reagent_required_amount = 20
|
|
|
|
/obj/item/mod/module/adrenaline_boost/Initialize(mapload)
|
|
. = ..()
|
|
create_reagents(reagent_required_amount)
|
|
reagents.add_reagent(reagent_required, reagent_required_amount)
|
|
|
|
/obj/item/mod/module/adrenaline_boost/on_use()
|
|
if(!reagents.has_reagent(reagent_required, reagent_required_amount))
|
|
balloon_alert(mod.wearer, "no charge!")
|
|
return
|
|
. = ..()
|
|
if(!.)
|
|
return
|
|
if(IS_SPACE_NINJA(mod.wearer))
|
|
mod.wearer.say(pick_list_replacements(NINJA_FILE, "lines"), forced = type)
|
|
to_chat(mod.wearer, span_notice("You have used the adrenaline boost."))
|
|
mod.wearer.SetUnconscious(0)
|
|
mod.wearer.SetStun(0)
|
|
mod.wearer.SetKnockdown(0)
|
|
mod.wearer.SetImmobilized(0)
|
|
mod.wearer.SetParalyzed(0)
|
|
mod.wearer.adjustStaminaLoss(-200)
|
|
mod.wearer.remove_status_effect(/datum/status_effect/speech/stutter)
|
|
mod.wearer.reagents.add_reagent(/datum/reagent/medicine/stimulants, 5)
|
|
reagents.remove_reagent(reagent_required, reagents.total_volume * 0.75)
|
|
addtimer(CALLBACK(src, PROC_REF(boost_aftereffects), mod.wearer), 7 SECONDS)
|
|
|
|
/obj/item/mod/module/adrenaline_boost/on_install()
|
|
RegisterSignal(mod, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
|
|
|
|
/obj/item/mod/module/adrenaline_boost/on_uninstall(deleting)
|
|
UnregisterSignal(mod, COMSIG_ATOM_ATTACKBY)
|
|
|
|
/obj/item/mod/module/adrenaline_boost/attackby(obj/item/attacking_item, mob/user, params)
|
|
if(charge_boost(attacking_item, user))
|
|
return TRUE
|
|
return ..()
|
|
|
|
/obj/item/mod/module/adrenaline_boost/proc/on_attackby(datum/source, obj/item/attacking_item, mob/user)
|
|
SIGNAL_HANDLER
|
|
|
|
if(charge_boost(attacking_item, user))
|
|
return COMPONENT_NO_AFTERATTACK
|
|
return NONE
|
|
|
|
/obj/item/mod/module/adrenaline_boost/proc/charge_boost(obj/item/attacking_item, mob/user)
|
|
if(!attacking_item.is_open_container())
|
|
return FALSE
|
|
if(reagents.has_reagent(reagent_required, reagent_required_amount))
|
|
balloon_alert(mod.wearer, "already charged!")
|
|
return FALSE
|
|
if(!attacking_item.reagents.trans_to(src, reagent_required_amount, target_id = reagent_required))
|
|
return FALSE
|
|
balloon_alert(mod.wearer, "charge [reagents.has_reagent(reagent_required, reagent_required_amount) ? "fully" : "partially"] reloaded")
|
|
return TRUE
|
|
|
|
/obj/item/mod/module/adrenaline_boost/proc/boost_aftereffects(mob/affected_mob)
|
|
if(!affected_mob)
|
|
return
|
|
reagents.trans_to(affected_mob, reagents.total_volume)
|
|
to_chat(affected_mob, span_danger("You are beginning to feel the after-effect of the injection."))
|