Files
Bubberstation/code/modules/mod/mod_control.dm
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00

710 lines
25 KiB
Plaintext

/// MODsuits, trade-off between armor and utility
/obj/item/mod
name = "Base MOD"
desc = "You should not see this, yell at a coder!"
icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
worn_icon = 'icons/mob/clothing/modsuit/mod_clothing.dmi'
/obj/item/mod/control
name = "MOD control unit"
desc = "The control unit of a Modular Outerwear Device, a powered suit that protects against various environments."
icon_state = "standard-control"
inhand_icon_state = "mod_control"
base_icon_state = "control"
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
strip_delay = 10 SECONDS
armor_type = /datum/armor/none
actions_types = list(
/datum/action/item_action/mod/deploy,
/datum/action/item_action/mod/activate,
/datum/action/item_action/mod/panel,
/datum/action/item_action/mod/module,
/datum/action/item_action/mod/deploy/ai,
/datum/action/item_action/mod/activate/ai,
/datum/action/item_action/mod/panel/ai,
/datum/action/item_action/mod/module/ai,
)
resistance_flags = NONE
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
siemens_coefficient = 0.5
alternate_worn_layer = HANDS_LAYER+0.1 //we want it to go above generally everything, but not hands
/// The MOD's theme, decides on some stuff like armor and statistics.
var/datum/mod_theme/theme = /datum/mod_theme
/// Looks of the MOD.
var/skin = "standard"
/// Theme of the MOD TGUI
var/ui_theme = "ntos"
/// If the suit is deployed and turned on.
var/active = FALSE
/// If the suit wire/module hatch is open.
var/open = FALSE
/// If the suit is ID locked.
var/locked = FALSE
/// If the suit is malfunctioning.
var/malfunctioning = FALSE
/// If the suit is currently activating/deactivating.
var/activating = FALSE
/// How long the MOD is electrified for.
var/seconds_electrified = MACHINE_NOT_ELECTRIFIED
/// If the suit interface is broken.
var/interface_break = FALSE
/// How much module complexity can this MOD carry.
var/complexity_max = DEFAULT_MAX_COMPLEXITY
/// How much module complexity this MOD is carrying.
var/complexity = 0
/// Power usage of the MOD.
var/charge_drain = DEFAULT_CHARGE_DRAIN
/// Slowdown of the MOD when not active.
var/slowdown_inactive = 1.25
/// Slowdown of the MOD when active.
var/slowdown_active = 0.75
/// How long this MOD takes each part to seal.
var/activation_step_time = MOD_ACTIVATION_STEP_TIME
/// Extended description of the theme.
var/extended_desc
/// MOD core.
var/obj/item/mod/core/core
/// List of MODsuit part datums.
var/list/mod_parts = list()
/// Modules the MOD currently possesses.
var/list/modules = list()
/// Currently used module.
var/obj/item/mod/module/selected_module
/// AI or pAI mob inhabiting the MOD.
var/mob/living/silicon/ai_assistant
/// The MODlink datum, letting us call people from the suit.
var/datum/mod_link/mod_link
/// The starting MODlink frequency, overridden on subtypes that want it to be something.
var/starting_frequency = null
/// Delay between moves as AI.
var/static/movedelay = 0
/// Cooldown for AI moves.
COOLDOWN_DECLARE(cooldown_mod_move)
/// Person wearing the MODsuit.
var/mob/living/carbon/human/wearer
/obj/item/mod/control/Initialize(mapload, datum/mod_theme/new_theme, new_skin, obj/item/mod/core/new_core)
. = ..()
if(!movedelay)
movedelay = CONFIG_GET(number/movedelay/run_delay)
if(new_theme)
theme = new_theme
theme = GLOB.mod_themes[theme]
theme.set_up_parts(src, new_skin)
for(var/obj/item/part as anything in get_parts())
RegisterSignal(part, COMSIG_ATOM_DESTRUCTION, PROC_REF(on_part_destruction))
RegisterSignal(part, COMSIG_QDELETING, PROC_REF(on_part_deletion))
set_wires(new /datum/wires/mod(src))
if(length(req_access))
locked = TRUE
new_core?.install(src)
update_speed()
RegisterSignal(src, COMSIG_ATOM_EXITED, PROC_REF(on_exit))
RegisterSignal(src, COMSIG_SPEED_POTION_APPLIED, PROC_REF(on_potion))
for(var/obj/item/mod/module/module as anything in theme.inbuilt_modules)
module = new module(src)
install(module)
START_PROCESSING(SSobj, src)
/obj/item/mod/control/Destroy()
STOP_PROCESSING(SSobj, src)
for(var/obj/item/mod/module/module as anything in modules)
uninstall(module, deleting = TRUE)
if(core)
QDEL_NULL(core)
QDEL_NULL(wires)
QDEL_NULL(mod_link)
for(var/datum/mod_part/part_datum as anything in get_part_datums(all = TRUE))
part_datum.part_item = null
part_datum.overslotting = null
return ..()
/obj/item/mod/control/atom_destruction(damage_flag)
if(wearer)
wearer.visible_message(span_danger("[src] fall[p_s()] apart, completely destroyed!"), vision_distance = COMBAT_MESSAGE_RANGE)
clean_up()
for(var/obj/item/mod/module/module as anything in modules)
uninstall(module)
if(ai_assistant)
if(ispAI(ai_assistant))
INVOKE_ASYNC(src, PROC_REF(remove_pai), /* user = */ null, /* forced = */ TRUE) // async to appease spaceman DMM because the branch we don't run has a do_after
else
for(var/datum/action/action as anything in actions)
if(action.owner == ai_assistant)
action.Remove(ai_assistant)
new /obj/item/mod/ai_minicard(drop_location(), ai_assistant)
return ..()
/obj/item/mod/control/examine(mob/user)
. = ..()
if(active)
. += span_notice("Charge: [core ? "[get_charge_percent()]%" : "No core"].")
. += span_notice("Selected module: [selected_module || "None"].")
if(atom_storage)
. += span_notice("<i>While the suit's panel is open, \
being on <b>combat mode</b> will prevent you from inserting items into it when clicking on it.</i>")
if(!open && !active)
if(!wearer)
. += span_notice("You could equip it to turn it on.")
. += span_notice("You could open the cover with a <b>screwdriver</b>.")
else if(open)
. += span_notice("You could close the cover with a <b>screwdriver</b>.")
. += span_notice("You could use <b>modules</b> on it to install them.")
. += span_notice("You could remove modules with a <b>crowbar</b>.")
. += span_notice("You could update the access lock with an <b>ID</b>.")
. += span_notice("You could access the wire panel with a <b>wire tool</b>.")
if(core)
. += span_notice("You could remove [core] with a <b>wrench</b>.")
else
. += span_notice("You could use a <b>MOD core</b> on it to install one.")
if(isnull(ai_assistant))
. += span_notice("You could install an AI or pAI using their <b>storage card</b>.")
else if(isAI(ai_assistant))
. += span_notice("You could remove [ai_assistant] with an <b>intellicard</b>.")
. += span_notice("You could copy/set link frequency with a <b>multitool</b>.")
. += span_notice("<i>You could examine it more thoroughly...</i>")
/obj/item/mod/control/examine_more(mob/user)
. = ..()
. += "<i>[extended_desc]</i>"
/obj/item/mod/control/process(seconds_per_tick)
if(seconds_electrified > MACHINE_NOT_ELECTRIFIED)
seconds_electrified--
if(mod_link.link_call)
subtract_charge(0.25 * DEFAULT_CHARGE_DRAIN * seconds_per_tick)
if(!active)
return
if(!get_charge() && active && !activating)
power_off()
return
var/malfunctioning_charge_drain = 0
if(malfunctioning)
malfunctioning_charge_drain = rand(0.2 * DEFAULT_CHARGE_DRAIN, 4 * DEFAULT_CHARGE_DRAIN) // About triple power usage on average.
subtract_charge((charge_drain + malfunctioning_charge_drain) * seconds_per_tick)
for(var/obj/item/mod/module/module as anything in modules)
if(malfunctioning && module.active && SPT_PROB(5, seconds_per_tick))
module.deactivate(display_message = TRUE)
module.on_process(seconds_per_tick)
/obj/item/mod/control/visual_equipped(mob/user, slot, initial = FALSE) //needs to be visual because we wanna show it in select equipment
if(slot & slot_flags)
set_wearer(user)
else if(wearer)
unset_wearer()
/obj/item/mod/control/dropped(mob/user)
. = ..()
if(!wearer)
return
clean_up()
/obj/item/mod/control/item_action_slot_check(slot)
if(slot & slot_flags)
return TRUE
// Grant pinned actions to pin owners, gives AI pinned actions to the AI and not the wearer
/obj/item/mod/control/grant_action_to_bearer(datum/action/action)
if (!istype(action, /datum/action/item_action/mod/pinnable))
return ..()
var/datum/action/item_action/mod/pinnable/pinned = action
give_item_action(action, pinned.pinner, slot_flags)
/obj/item/mod/control/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
if(!wearer || old_loc != wearer || loc == wearer)
return
clean_up()
/obj/item/mod/control/allow_attack_hand_drop(mob/user)
if(user != wearer)
return ..()
for(var/obj/item/part as anything in get_parts())
if(part.loc != src)
balloon_alert(user, "retract parts first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, FALSE, SILENCED_SOUND_EXTRARANGE)
return FALSE
/obj/item/mod/control/MouseDrop(atom/over_object)
if(usr != wearer || !istype(over_object, /atom/movable/screen/inventory/hand))
return ..()
for(var/obj/item/part as anything in get_parts())
if(part.loc != src)
balloon_alert(wearer, "retract parts first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, FALSE, SILENCED_SOUND_EXTRARANGE)
return
if(!wearer.incapacitated())
var/atom/movable/screen/inventory/hand/ui_hand = over_object
if(wearer.putItemFromInventoryInHandIfPossible(src, ui_hand.held_index))
add_fingerprint(usr)
return ..()
/obj/item/mod/control/wrench_act(mob/living/user, obj/item/wrench)
if(seconds_electrified && get_charge() && shock(user))
return ITEM_INTERACT_BLOCKING
if(open)
if(!core)
balloon_alert(user, "no core!")
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "removing core...")
wrench.play_tool_sound(src, 100)
if(!wrench.use_tool(src, user, 3 SECONDS) || !open)
balloon_alert(user, "interrupted!")
return ITEM_INTERACT_BLOCKING
wrench.play_tool_sound(src, 100)
balloon_alert(user, "core removed")
core.forceMove(drop_location())
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/mod/control/screwdriver_act(mob/living/user, obj/item/screwdriver)
if(active || activating || ai_controller)
balloon_alert(user, "deactivate suit first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "[open ? "closing" : "opening"] cover...")
screwdriver.play_tool_sound(src, 100)
if(screwdriver.use_tool(src, user, 1 SECONDS))
if(active || activating)
balloon_alert(user, "deactivate suit first!")
screwdriver.play_tool_sound(src, 100)
balloon_alert(user, "cover [open ? "closed" : "opened"]")
open = !open
else
balloon_alert(user, "interrupted!")
return ITEM_INTERACT_SUCCESS
/obj/item/mod/control/crowbar_act(mob/living/user, obj/item/crowbar)
. = ..()
if(!open)
balloon_alert(user, "open the cover first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return ITEM_INTERACT_BLOCKING
if(!allowed(user))
balloon_alert(user, "insufficient access!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return ITEM_INTERACT_BLOCKING
if(SEND_SIGNAL(src, COMSIG_MOD_MODULE_REMOVAL, user) & MOD_CANCEL_REMOVAL)
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return ITEM_INTERACT_BLOCKING
if(length(modules))
var/list/removable_modules = list()
for(var/obj/item/mod/module/module as anything in modules)
if(!module.removable)
continue
removable_modules += module
var/obj/item/mod/module/module_to_remove = tgui_input_list(user, "Which module to remove?", "Module Removal", removable_modules)
if(!module_to_remove?.mod)
return ITEM_INTERACT_BLOCKING
uninstall(module_to_remove)
module_to_remove.forceMove(drop_location())
crowbar.play_tool_sound(src, 100)
SEND_SIGNAL(src, COMSIG_MOD_MODULE_REMOVED, user)
return ITEM_INTERACT_SUCCESS
balloon_alert(user, "no modules!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return ITEM_INTERACT_BLOCKING
/obj/item/mod/control/storage_insert_on_interacted_with(datum/storage, obj/item/inserted, mob/living/user)
if(user.combat_mode)
// Block all item-click-inserts when we're open
// Other form of insertion will still function (mousedrop, hotkey)
if(open)
return FALSE
// ...You have to open it up somehow though
if(inserted.tool_behaviour == TOOL_SCREWDRIVER)
return FALSE
return TRUE
/obj/item/mod/control/item_interaction(mob/living/user, obj/item/attacking_item, list/modifiers)
if(istype(attacking_item, /obj/item/pai_card))
if(!open)
balloon_alert(user, "open the cover first!")
return ITEM_INTERACT_BLOCKING
insert_pai(user, attacking_item)
return ITEM_INTERACT_SUCCESS
if(istype(attacking_item, /obj/item/mod/module))
if(!open)
balloon_alert(user, "open the cover first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return ITEM_INTERACT_BLOCKING
install(attacking_item, user)
SEND_SIGNAL(src, COMSIG_MOD_MODULE_ADDED, user)
return ITEM_INTERACT_SUCCESS
if(istype(attacking_item, /obj/item/mod/core))
if(!open)
balloon_alert(user, "open the cover first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return ITEM_INTERACT_BLOCKING
if(core)
balloon_alert(user, "core already installed!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return ITEM_INTERACT_BLOCKING
var/obj/item/mod/core/attacking_core = attacking_item
attacking_core.install(src)
balloon_alert(user, "core installed")
playsound(src, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE)
return ITEM_INTERACT_SUCCESS
if(open)
if(is_wire_tool(attacking_item))
wires.interact(user)
return ITEM_INTERACT_SUCCESS
if(attacking_item.GetID())
update_access(user, attacking_item.GetID())
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/mod/control/get_cell()
var/obj/item/stock_parts/cell/cell = get_charge_source()
if(!istype(cell))
return null
return cell
/obj/item/mod/control/GetAccess()
if(ai_controller)
return req_access.Copy()
else
return ..()
/obj/item/mod/control/emag_act(mob/user, obj/item/card/emag/emag_card)
locked = !locked
balloon_alert(user, "suit access [locked ? "locked" : "unlocked"]")
return TRUE
/obj/item/mod/control/emp_act(severity)
. = ..()
if(!active || !wearer)
return
to_chat(wearer, span_notice("[severity > 1 ? "Light" : "Strong"] electromagnetic pulse detected!"))
if(. & EMP_PROTECT_CONTENTS)
return
selected_module?.deactivate(display_message = TRUE)
wearer.apply_damage(5 / severity, BURN, spread_damage=TRUE)
to_chat(wearer, span_danger("You feel [src] heat up from the EMP, burning you slightly."))
if(wearer.stat < UNCONSCIOUS && prob(10))
wearer.emote("scream")
/obj/item/mod/control/on_outfit_equip(mob/living/carbon/human/outfit_wearer, visuals_only, item_slot)
. = ..()
quick_activation()
/obj/item/mod/control/doStrip(mob/stripper, mob/owner)
if(active && !toggle_activate(stripper, force_deactivate = TRUE))
return
for(var/obj/item/part as anything in get_parts())
if(part.loc == src)
continue
retract(null, part)
return ..()
/obj/item/mod/control/update_icon_state()
icon_state = "[skin]-[base_icon_state][active ? "-sealed" : ""]"
return ..()
/obj/item/mod/control/proc/get_parts(all = FALSE)
. = list()
for(var/key in mod_parts)
var/datum/mod_part/part = mod_parts[key]
if(!all && part.part_item == src)
continue
. += part.part_item
/obj/item/mod/control/proc/get_part_datums(all = FALSE)
. = list()
for(var/key in mod_parts)
var/datum/mod_part/part = mod_parts[key]
if(!all && part.part_item == src)
continue
. += part
/obj/item/mod/control/proc/get_part_datum(obj/item/part)
RETURN_TYPE(/datum/mod_part)
var/datum/mod_part/potential_part = mod_parts["[part.slot_flags]"]
if(potential_part?.part_item == part)
return potential_part
for(var/datum/mod_part/mod_part in get_part_datums())
if(mod_part.part_item == part)
return mod_part
CRASH("get_part_datum called with incorrect item [part] passed.")
/obj/item/mod/control/proc/get_part_from_slot(slot)
slot = "[slot]"
for(var/part_slot in mod_parts)
if(slot != part_slot)
continue
var/datum/mod_part/part = mod_parts[part_slot]
return part.part_item
/obj/item/mod/control/proc/set_wearer(mob/living/carbon/human/user)
if(wearer == user)
CRASH("set_wearer() was called with the new wearer being the current wearer: [wearer]")
else if(!isnull(wearer))
stack_trace("set_wearer() was called with a new wearer without unset_wearer() being called")
wearer = user
SEND_SIGNAL(src, COMSIG_MOD_WEARER_SET, wearer)
RegisterSignal(wearer, COMSIG_ATOM_EXITED, PROC_REF(on_exit))
RegisterSignal(wearer, COMSIG_SPECIES_GAIN, PROC_REF(on_species_gain))
update_charge_alert()
for(var/obj/item/mod/module/module as anything in modules)
module.on_equip()
/obj/item/mod/control/proc/unset_wearer()
for(var/obj/item/mod/module/module as anything in modules)
module.on_unequip()
UnregisterSignal(wearer, list(COMSIG_ATOM_EXITED, COMSIG_SPECIES_GAIN))
SEND_SIGNAL(src, COMSIG_MOD_WEARER_UNSET, wearer)
wearer.update_spacesuit_hud_icon("0")
wearer = null
/obj/item/mod/control/proc/clean_up()
if(QDELING(src))
unset_wearer()
return
if(active || activating)
for(var/obj/item/mod/module/module as anything in modules)
if(!module.active)
continue
module.deactivate(display_message = FALSE)
for(var/obj/item/part as anything in get_parts())
seal_part(part, is_sealed = FALSE)
for(var/obj/item/part as anything in get_parts())
retract(null, part)
if(active)
finish_activation(is_on = FALSE)
mod_link?.end_call()
var/mob/old_wearer = wearer
unset_wearer()
old_wearer.temporarilyRemoveItemFromInventory(src)
/obj/item/mod/control/proc/on_species_gain(datum/source, datum/species/new_species, datum/species/old_species)
SIGNAL_HANDLER
for(var/obj/item/part in get_parts(all = TRUE))
if(!(new_species.no_equip_flags & part.slot_flags) || is_type_in_list(new_species, part.species_exception))
continue
forceMove(drop_location())
return
/obj/item/mod/control/proc/quick_module(mob/user)
if(!length(modules))
return
var/list/display_names = list()
var/list/items = list()
for(var/obj/item/mod/module/module as anything in modules)
if(module.module_type == MODULE_PASSIVE)
continue
display_names[module.name] = REF(module)
var/image/module_image = image(icon = module.icon, icon_state = module.icon_state)
if(module == selected_module)
module_image.underlays += image(icon = 'icons/hud/radial.dmi', icon_state = "module_selected")
else if(module.active)
module_image.underlays += image(icon = 'icons/hud/radial.dmi', icon_state = "module_active")
if(!COOLDOWN_FINISHED(module, cooldown_timer))
module_image.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_cooldown"))
items += list(module.name = module_image)
if(!length(items))
return
var/radial_anchor = src
if(istype(user.loc, /obj/effect/dummy/phased_mob))
radial_anchor = get_turf(user.loc) //they're phased out via some module, anchor the radial on the turf so it may still display
var/pick = show_radial_menu(user, radial_anchor, items, custom_check = FALSE, require_near = TRUE, tooltips = TRUE)
if(!pick)
return
var/module_reference = display_names[pick]
var/obj/item/mod/module/picked_module = locate(module_reference) in modules
if(!istype(picked_module))
return
picked_module.on_select()
/obj/item/mod/control/proc/shock(mob/living/user)
if(!istype(user) || get_charge() < 1)
return FALSE
do_sparks(5, TRUE, src)
var/check_range = TRUE
return electrocute_mob(user, get_charge_source(), src, 0.7, check_range)
/obj/item/mod/control/proc/install(obj/item/mod/module/new_module, mob/user)
for(var/obj/item/mod/module/old_module as anything in modules)
if(is_type_in_list(new_module, old_module.incompatible_modules) || is_type_in_list(old_module, new_module.incompatible_modules))
if(user)
balloon_alert(user, "[new_module] incompatible with [old_module]!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
var/complexity_with_module = complexity
complexity_with_module += new_module.complexity
if(complexity_with_module > complexity_max)
if(user)
balloon_alert(user, "[new_module] would make [src] too complex!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
if(!new_module.has_required_parts(mod_parts))
if(user)
balloon_alert(user, "[new_module] incompatible with [src]'s parts!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
new_module.forceMove(src)
modules += new_module
complexity += new_module.complexity
new_module.mod = src
new_module.RegisterSignal(src, COMSIG_ITEM_GET_WORN_OVERLAYS, TYPE_PROC_REF(/obj/item/mod/module, add_module_overlay))
new_module.on_install()
if(wearer)
new_module.on_equip()
if(active)
new_module.on_suit_activation()
if(user)
balloon_alert(user, "[new_module] added")
playsound(src, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE)
/obj/item/mod/control/proc/uninstall(obj/item/mod/module/old_module, deleting = FALSE)
modules -= old_module
complexity -= old_module.complexity
if(wearer)
old_module.on_unequip()
if(active)
old_module.on_suit_deactivation(deleting = deleting)
if(old_module.active)
old_module.deactivate(display_message = !deleting, deleting = deleting)
old_module.UnregisterSignal(src, COMSIG_ITEM_GET_WORN_OVERLAYS)
old_module.on_uninstall(deleting = deleting)
QDEL_LIST_ASSOC_VAL(old_module.pinned_to)
old_module.mod = null
/// Intended for callbacks, don't use normally, just get wearer by itself.
/obj/item/mod/control/proc/get_wearer()
return wearer
/obj/item/mod/control/proc/update_access(mob/user, obj/item/card/id/card)
if(!allowed(user))
balloon_alert(user, "insufficient access!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
req_access = card.access.Copy()
balloon_alert(user, "access updated")
/obj/item/mod/control/proc/get_charge_source()
return core?.charge_source()
/obj/item/mod/control/proc/get_charge()
return core?.charge_amount() || 0
/obj/item/mod/control/proc/get_max_charge()
return core?.max_charge_amount() || 1 //avoid dividing by 0
/obj/item/mod/control/proc/get_charge_percent()
return ROUND_UP((get_charge() / get_max_charge()) * 100)
/obj/item/mod/control/proc/add_charge(amount)
return core?.add_charge(amount) || FALSE
/obj/item/mod/control/proc/subtract_charge(amount)
return core?.subtract_charge(amount) || FALSE
/obj/item/mod/control/proc/check_charge(amount)
return core?.check_charge(amount) || FALSE
/**
* Updates the wearer's hud according to the current state of the MODsuit
*/
/obj/item/mod/control/proc/update_charge_alert()
if(isnull(wearer))
return
var/state_to_use
if(!active)
state_to_use = "0"
else if(isnull(core))
state_to_use = "coreless"
else
state_to_use = core.get_charge_icon_state()
wearer.update_spacesuit_hud_icon(state_to_use || "0")
/obj/item/mod/control/proc/update_speed()
for(var/obj/item/part as anything in get_parts(all = TRUE))
part.slowdown = (active ? slowdown_active : slowdown_inactive) / length(mod_parts)
wearer?.update_equipment_speed_mods()
/obj/item/mod/control/proc/power_off()
balloon_alert(wearer, "no power!")
toggle_activate(wearer, force_deactivate = TRUE)
/obj/item/mod/control/proc/set_mod_color(new_color)
for(var/obj/item/part as anything in get_parts(all = TRUE))
part.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
part.add_atom_colour(new_color, FIXED_COLOUR_PRIORITY)
wearer?.regenerate_icons()
/obj/item/mod/control/proc/on_exit(datum/source, atom/movable/part, direction)
SIGNAL_HANDLER
if(part.loc == src)
return
if(part == core)
core.uninstall()
return
if(part.loc == wearer)
return
if(part in modules)
uninstall(part)
return
if(part in get_parts())
if(isnull(part.loc))
return
if(!wearer)
part.forceMove(src)
return
retract(wearer, part)
if(active)
INVOKE_ASYNC(src, PROC_REF(toggle_activate), wearer, TRUE)
/obj/item/mod/control/proc/on_part_destruction(obj/item/part, damage_flag)
SIGNAL_HANDLER
if(QDELING(src))
return
atom_destruction(damage_flag)
/obj/item/mod/control/proc/on_part_deletion(obj/item/part)
SIGNAL_HANDLER
if(QDELING(src))
return
part.moveToNullspace()
qdel(src)
/obj/item/mod/control/proc/on_overslot_exit(obj/item/part, atom/movable/overslot, direction)
SIGNAL_HANDLER
var/datum/mod_part/part_datum = get_part_datum(part)
if(overslot != part_datum.overslotting)
return
part_datum.overslotting = null
/obj/item/mod/control/proc/on_potion(atom/movable/source, obj/item/slimepotion/speed/speed_potion, mob/living/user)
SIGNAL_HANDLER
if(slowdown_inactive <= 0)
to_chat(user, span_warning("[src] has already been coated with red, that's as fast as it'll go!"))
return SPEED_POTION_STOP
if(active)
to_chat(user, span_warning("It's too dangerous to smear [speed_potion] on [src] while it's active!"))
return SPEED_POTION_STOP
to_chat(user, span_notice("You slather the red gunk over [src], making it faster."))
set_mod_color(COLOR_RED)
slowdown_inactive = 0
slowdown_active = 0
update_speed()
qdel(speed_potion)
return SPEED_POTION_STOP
/// Disables the mod link frequency attached to this unit.
/obj/item/mod/control/proc/disable_modlink()
if(isnull(mod_link))
return
mod_link.end_call()
mod_link.frequency = null