Files
CHOMPStation2/code/modules/clothing/spacesuits/rig/modules/modules.dm
mwerezak a026922115 More hardsuit fixes, ion rifle fix
Fixes modules being usable when destroyed.
Fixes charge display for fractional charge values.
Fixes ion rifles EMPing themselves.
2015-02-28 04:15:29 -05:00

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/*
* Rigsuit upgrades/abilities.
*/
/datum/rig_charge
var/short_name = "undef"
var/display_name = "undefined"
var/product_type = "undefined"
var/charges = 0
/obj/item/rig_module
name = "hardsuit upgrade"
desc = "It looks pretty sciency."
icon = 'icons/obj/rig_modules.dmi'
icon_state = "module"
matter = list("metal" = 20000, "plastic" = 30000, "glass" = 5000)
var/damage = 0
var/obj/item/weapon/rig/holder
var/module_cooldown = 10
var/next_use = 0
var/toggleable // Set to 1 for the device to show up as an active effect.
var/usable // Set to 1 for the device to have an on-use effect.
var/selectable // Set to 1 to be able to assign the device as primary system.
var/redundant // Set to 1 to ignore duplicate module checking when installing.
var/permanent // If set, the module can't be removed.
var/disruptive = 1 // Can disrupt by other effects.
var/activates_on_touch // If set, unarmed attacks will call engage() on the target.
var/active // Basic module status
var/disruptable // Will deactivate if some other powers are used.
var/use_power_cost = 0 // Power used when single-use ability called.
var/active_power_cost = 0 // Power used when turned on.
var/passive_power_cost = 0 // Power used when turned off.
var/list/charges // Associative list of charge types and remaining numbers.
var/charge_selected // Currently selected option used for charge dispensing.
// Icons.
var/suit_overlay
var/suit_overlay_active // If set, drawn over icon and mob when effect is active.
var/suit_overlay_inactive // As above, inactive.
var/suit_overlay_used // As above, when engaged.
//Display fluff
var/interface_name = "hardsuit upgrade"
var/interface_desc = "A generic hardsuit upgrade."
var/engage_string = "Engage"
var/activate_string = "Activate"
var/deactivate_string = "Deactivate"
/obj/item/rig_module/examine()
..()
switch(damage)
if(0)
usr << "It is undamaged."
if(1)
usr << "It is badly damaged."
if(2)
usr << "It is almost completely destroyed."
/obj/item/rig_module/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack/nanopaste))
if(damage == 0)
user << "There is no damage to mend."
return
user << "You start mending the damaged portions of \the [src]..."
if(!do_after(user,30) || !W || !src)
return
var/obj/item/stack/nanopaste/paste = W
damage = 0
user << "You mend the damage to [src] with [W]."
paste.use(1)
return
else if(istype(W,/obj/item/stack/cable_coil))
switch(damage)
if(0)
user << "There is no damage to mend."
return
if(2)
user << "There is no damage that you are capable of mending with such crude tools."
return
var/obj/item/stack/cable_coil/cable = W
if(!cable.amount >= 5)
user << "You need five units of cable to repair \the [src]."
return
user << "You start mending the damaged portions of \the [src]..."
if(!do_after(user,30) || !W || !src)
return
damage = 1
user << "You mend some of damage to [src] with [W], but you will need more advanced tools to fix it completely."
cable.use(5)
return
..()
/obj/item/rig_module/New()
..()
if(suit_overlay_inactive)
suit_overlay = suit_overlay_inactive
if(charges && charges.len)
var/list/processed_charges = list()
for(var/list/charge in charges)
var/datum/rig_charge/charge_dat = new
charge_dat.short_name = charge[1]
charge_dat.display_name = charge[2]
charge_dat.product_type = charge[3]
charge_dat.charges = charge[4]
if(!charge_selected) charge_selected = charge_dat.short_name
processed_charges[charge_dat.short_name] = charge_dat
charges = processed_charges
..()
// Called when the module is installed into a suit.
/obj/item/rig_module/proc/installed(var/obj/item/weapon/rig/new_holder)
holder = new_holder
return
//Proc for one-use abilities like teleport.
/obj/item/rig_module/proc/engage()
if(damage >= 2)
usr << "<span class='warning'>The [interface_name] is damaged beyond use!</span>"
return 0
if(world.time < next_use)
usr << "<span class='warning'>You cannot use the [interface_name] again so soon.</span>"
return 0
if(!holder || holder.canremove)
usr << "<span class='warning'>The suit is not initialized.</span>"
return 0
if(usr.lying || usr.stat || usr.stunned || usr.paralysis || usr.weakened)
usr << "<span class='warning'>You cannot use the suit in this state.</span>"
return 0
if(holder.wearer && holder.wearer.lying)
usr << "<span class='warning'>The suit cannot function while the wearer is prone.</span>"
return 0
if(holder.security_check_enabled && !holder.check_suit_access(usr))
usr << "<span class='danger'>Access denied.</span>"
return 0
if(!holder.check_power_cost(usr, use_power_cost, 0, src, (istype(usr,/mob/living/silicon ? 1 : 0) ) ) )
return 0
next_use = world.time + module_cooldown
return 1
// Proc for toggling on active abilities.
/obj/item/rig_module/proc/activate()
if(active || !engage())
return 0
active = 1
spawn(1)
if(suit_overlay_active)
suit_overlay = suit_overlay_active
else
suit_overlay = null
holder.update_icon()
return 1
// Proc for toggling off active abilities.
/obj/item/rig_module/proc/deactivate()
if(!active)
return 0
active = 0
spawn(1)
if(suit_overlay_inactive)
suit_overlay = suit_overlay_inactive
else
suit_overlay = null
if(holder)
holder.update_icon()
return 1
// Called when the module is uninstalled from a suit.
/obj/item/rig_module/proc/removed()
deactivate()
holder = null
return
// Called by the hardsuit each rig process tick.
/obj/item/rig_module/process()
if(active)
return active_power_cost
else
return passive_power_cost
// Called by holder rigsuit attackby()
// Checks if an item is usable with this module and handles it if it is
/obj/item/rig_module/proc/accepts_item(var/obj/item/input_device)
return 0