Modsuits. Ready for review, sorry for the ammount of files changed 👉 👈 (#21147)

* biting off more than I can chew, but I feel like hurting myself

* more shit

* progress continues, moral stays sameish

* bite of 2587

* mod_theme down, but probably broken

* 385 errors, 16 warnings, zero tgui interactions

* 292 19

* final strech to buggy mess, break time

* it compiles. It almost fucking certainly doesnt work, but it compiles

* fudhsciffubgsbgpgb actions not working as should for modules

* fuck it we'll just open the pr as we work on it

* icons work now

* tgui stuff

* more progress

* JUDGEMENT

* IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother.

* jetpacks, gps, and go do what exo-suits yourself

* almost ready

* sorry to whoever has to review this

* should work™️

* should be good now

* pushing changes so I can do reviews next

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* lore™️ Adds illegals level to modsuit parts from syndicate.

* early returns

* and these illegals

* no uplink reference idiot

* mod inhands are a good idea

* this is needed for inhands nerd

* Bomb detector working, modsutis cover ears. skin things

* overslotting removal, cyborg charging, ert loadout for gamma

* duplicated signal

* modsuit themes, removes broken mister / bad base type module, 2 cores in robotics.

* tether module, orb module, holster stuff

* built in no slip, cheaper 87

* removes modules already installed, engineer ert get jetpack, equip into modsuit storage

* comments spaces and duplicate flags

* Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Compile TGUI, slowdown adjustment, Modsuit to MODsuit

* sonar, do after, more equipment, acid handling

* overlay bugs / ERT / DS suits autodeploy

* middle click action buttons

* traders, sec modsuit energy nerf

* surplus weighting

* Kinesis module.

* Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis

* more power / unused module removed

* name, ds fix, pre equipped to cc suit

* depot / grammer

* ok should be good™️

* overslot, dupe gun, missing suit storage

* stealth nerf, new kit

* gun stuff  / ds theme

* bio armor is gone

* let me push changes please thank you

* makes shocks work right

* copies over some changes TG made to module prices after porting

* Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it-

* sirryans changes

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/telesci/gps.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/telesci/gps.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Control define, ERT / DS have gloves / boots again.

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* More changes

* god I hate tgui. Why do all the bundles live underground, instead of in my basement?

* she updates my master till I testmerge

* modsuits can recharge again

* fixes a lot of shit

* Ready for TM probably

* sure fuck it whatever that makes sense I guess

* the pinpointer works better™️

* Another storage module bug fix

* hair and medical stuff

* fuck fuck fuck

* fixes sonar

* Bag exploit fixes / plasma runtimes / ear nerf

* dna lock improvement / cryostorage

* whoops

* Ball form second cooldown wasn't helping, no more infinite cores

* she springs my lock till I ***SNAP***

* plasmaman no longer die

* fixes modsuit emp issues

* atmos no longer fucking dies

* Fixes, module printing, and a restriction on newly constructed modsuits

* Inventory code my hated

* WOOO PREFERENCE CODE WOOOOO

* icons my hated

* fix for mods / spaceproof shit

* holy shit whhhyyyyy

* backpack first

* Update mod_theme.dm

* prevent infinite gun arms / infinite modsuit cores / syndicate modules

* fixes tm error

* scream loudly if species sprites break. They shouldn't, but, you know.

* deconflicted with luck

* converts to refit for species

* fix pathfinder

* fixes modsuits being funky power wise

* lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit

* nerfs the atmos modsuit

* magboots for ds / CC modsuit

* downside of autosave: typing in wrong window saves bad stuff

* Gamma ERT have internal cameras again.

* spellcheck when

* ah fuck

* yes delete the null that works

* whoops

* fixes error / description

* un vulps your cannon

* fixes tails disapeering on base modsuits

* space to underscore

* tgui fix / tajaran

* springlock buff, cryopod fix

* u helps

* WHO PUTS A GUN IN ITEMS

* tgui moment

* mining modsuit nerf / hidden holster module

* PAIN

* UNATHI TIDE STATION WIDE

* I love special code

* slightly dense

* shark jumpscare

* fixes ghost item, fixes springlock being bad

* YIPPEEEE IT WORKED

* she decons my flict

* pain

* ebbas days are numbered :^)

* hidden

* r-r-r-ebuild

* fixes more bugs

* qwerty, you are dense

* fixes gps

* fix mulebot crate

* level fix

* adds back icon

* moving storage, fix bug, modules activate / deactivate message

* yeah

* yeah

* yeah™️

* steels requests

* windoors no longer make pathfinder module explode

* chat spam

* oil slicks + modsuits

* whoops

* bag check

* ofc

* Update code/modules/mod/mod_control.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/datums/uplink_items/uplink_nuclear.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/mod/mod_control.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/mod/modules/module_pathfinder.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
This commit is contained in:
Qwertytoforty
2023-08-19 16:36:13 -04:00
committed by GitHub
parent 9108007709
commit 76a845d380
169 changed files with 9276 additions and 329 deletions
+431
View File
@@ -0,0 +1,431 @@
///MOD Module - A special device installed in a MODsuit allowing the suit to do new stuff.
/obj/item/mod/module
name = "MOD module"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
icon_state = "module"
/// If it can be removed
var/removable = TRUE
/// If it's passive, togglable, usable or active
var/module_type = MODULE_PASSIVE
/// Is the module active
var/active = FALSE
/// How much space it takes up in the MOD
var/complexity = 0
/// Power use when idle
var/idle_power_cost = DEFAULT_CHARGE_DRAIN * 0
/// Power use when active
var/active_power_cost = DEFAULT_CHARGE_DRAIN * 0
/// Power use when used, we call it manually
var/use_power_cost = DEFAULT_CHARGE_DRAIN * 0
/// ID used by their TGUI
var/tgui_id
/// Linked MODsuit
var/obj/item/mod/control/mod
/// If we're an active module, what item are we?
var/obj/item/device
/// Overlay given to the user when the module is inactive
var/overlay_state_inactive
/// Overlay given to the user when the module is active
var/overlay_state_active
/// Overlay given to the user when the module is used, lasts until cooldown finishes
var/overlay_state_use
/// Icon file for the overlay.
var/overlay_icon_file = 'icons/mob/clothing/modsuit/mod_modules.dmi'
/// Does the overlay use the control unit's colors?
var/use_mod_colors = FALSE
///Does the mod overide the colour in some way?
var/mod_color_overide
/// What modules are we incompatible with?
var/list/incompatible_modules = list()
/// Cooldown after use
var/cooldown_time = 0
/// The mouse button needed to use this module
var/used_signal
/// List of UID()s mobs we are pinned to, linked with their action buttons
var/list/pinned_to = list()
/// flags that let the module ability be used in odd circumstances
var/allow_flags = NONE
/// Timer for the cooldown
COOLDOWN_DECLARE(cooldown_timer) //sohtgdoiuduhnfipguhndshnfigdnghd
///The UID of the module. Don't ask.
var/module_UID = null
sprite_sheets = list(
"Grey" = 'icons/mob/clothing/modsuit/species/grey_mod_modules.dmi',
"Vulpkanin" = 'icons/mob/clothing/modsuit/species/modules_vulp.dmi',
"Tajaran" = 'icons/mob/clothing/modsuit/species/modules_taj.dmi',
"Unathi" = 'icons/mob/clothing/modsuit/species/modules_unathi.dmi'
)
/obj/item/mod/module/Initialize(mapload)
. = ..()
module_UID = UID(src)
if(module_type != MODULE_ACTIVE)
return
if(ispath(device))
device = new device(src)
device.flags |= NODROP
device.resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
device.slot_flags = null
device.w_class = WEIGHT_CLASS_HUGE
device.materials = null
RegisterSignal(device, COMSIG_PARENT_QDELETING, PROC_REF(on_device_deletion))
RegisterSignal(src, COMSIG_ATOM_EXITED, PROC_REF(on_exit))
/obj/item/mod/module/Destroy()
mod?.uninstall(src)
if(device)
UnregisterSignal(device, COMSIG_PARENT_QDELETING)
QDEL_NULL(device)
return ..()
/obj/item/mod/module/examine(mob/user)
. = ..()
. += "Complexity level: [complexity]"
/// Called when the module is selected from the TGUI, radial or the action button
/obj/item/mod/module/proc/on_select()
if(((!mod.active || mod.activating) && !(allow_flags & MODULE_ALLOW_INACTIVE)) || module_type == MODULE_PASSIVE)
if(mod.wearer)
to_chat(mod.wearer, "<span class='warning'>Module is not active!</span>")
return
if(module_type != MODULE_USABLE)
if(active)
on_deactivation()
else
on_activation()
else
on_use()
SEND_SIGNAL(mod, COMSIG_MOD_MODULE_SELECTED, src)
/// Called when the module is activated
/obj/item/mod/module/proc/on_activation()
if(!COOLDOWN_FINISHED(src, cooldown_timer))
to_chat(mod.wearer, "<span class='warning'>Module is on cooldown!</span>")
return FALSE
if(!mod.active || mod.activating || !mod.get_charge())
to_chat(mod.wearer, "<span class='warning'>Module is unpowered!</span>")
return FALSE
if(SEND_SIGNAL(src, COMSIG_MODULE_TRIGGERED) & MOD_ABORT_USE)
return FALSE
if(module_type == MODULE_ACTIVE)
if(mod.selected_module && !mod.selected_module.on_deactivation(display_message = FALSE))
return FALSE
mod.selected_module = src
if(device)
if(mod.wearer.put_in_hands(device))
to_chat(mod.wearer, "<span class='notice'>[device] extended.</span>")
RegisterSignal(mod.wearer, COMSIG_ATOM_EXITED, PROC_REF(on_exit))
RegisterSignal(mod.wearer, COMSIG_MOB_WILLINGLY_DROP, PROC_REF(dropkey))
else
to_chat(mod.wearer, "<span class='warning'>You can not extend the [device]!</span>")
mod.wearer.drop_item()
return FALSE
else
var/used_button = "Middle Click"
if(!mod.wearer || !(mod.wearer.client.prefs.toggles2 & PREFTOGGLE_2_MOD_ACTIVATION_METHOD))
used_button = "Alt Click"
update_signal(used_button)
to_chat(mod.wearer, "<span class='notice'>[src] activated, [used_button] to use.</span>")
else
COOLDOWN_START(src, cooldown_timer, cooldown_time) //We don't want to put active modules on cooldown when selected
to_chat(mod.wearer, "<span class='notice'>[src] activated.</span>")
active = TRUE
mod.update_mod_overlays()
//mod.wearer.update_clothing(mod.slot_flags)
SEND_SIGNAL(src, COMSIG_MODULE_ACTIVATED)
return TRUE
/// Called when the module is deactivated
/obj/item/mod/module/proc/on_deactivation(display_message = TRUE, deleting = FALSE)
active = FALSE
if(module_type == MODULE_ACTIVE)
mod.selected_module = null
if(display_message && device)
to_chat(mod.wearer, "<span class='notice'>[device] retracted.</span>")
else if(display_message)
to_chat(mod.wearer, "<span class='notice'>[src] deactivated.</span>")
if(device)
mod.wearer.unEquip(device, 1)
device.forceMove(src)
UnregisterSignal(mod.wearer, COMSIG_ATOM_EXITED)
UnregisterSignal(mod.wearer, COMSIG_MOB_WILLINGLY_DROP)
else
UnregisterSignal(mod.wearer, used_signal)
used_signal = null
else if(display_message)
to_chat(mod.wearer, "<span class='notice'>[src] deactivated.</span>")
//mod.wearer.update_clothing(mod.slot_flags)
SEND_SIGNAL(src, COMSIG_MODULE_DEACTIVATED)
mod.update_mod_overlays()
return TRUE
/// Called when the module is used
/obj/item/mod/module/proc/on_use()
if(!COOLDOWN_FINISHED(src, cooldown_timer))
to_chat(mod.wearer, "<span class='warning'>Module is on cooldown!</span>")
return FALSE
if(!check_power(use_power_cost))
to_chat(mod.wearer, "<span class='warning'>Module costs too much power to use!</span>")
return FALSE
if(SEND_SIGNAL(src, COMSIG_MODULE_TRIGGERED) & MOD_ABORT_USE)
return FALSE
COOLDOWN_START(src, cooldown_timer, cooldown_time)
//addtimer(CALLBACK(mod.wearer, TYPE_PROC_REF(/mob, update_clothing), mod.slot_flags), cooldown_time+1) //need to run it a bit after the cooldown starts to avoid conflicts
//mod.wearer.update_clothing(mod.slot_flags)
SEND_SIGNAL(src, COMSIG_MODULE_USED)
return TRUE
/// Called when an activated module without a device is used
/obj/item/mod/module/proc/on_select_use(atom/target)
if(!(allow_flags & MODULE_ALLOW_INCAPACITATED) && mod.wearer.incapacitated())
return FALSE
mod.wearer.face_atom(target)
if(!on_use())
return FALSE
return TRUE
/// Called when an activated module without a device is active and the user alt/middle-clicks
/obj/item/mod/module/proc/on_special_click(mob/source, atom/target)
SIGNAL_HANDLER
on_select_use(target)
return COMSIG_MOB_CANCEL_CLICKON
/// Called on the MODsuit's process
/obj/item/mod/module/proc/on_process()
if(active)
if(!drain_power(active_power_cost))
on_deactivation()
return FALSE
on_active_process()
else
drain_power(idle_power_cost)
return TRUE
/// Called on the MODsuit's process if it is an active module
/obj/item/mod/module/proc/on_active_process()
return
/// Called from MODsuit's install() proc, so when the module is installed.
/obj/item/mod/module/proc/on_install()
return
/// Called from MODsuit's uninstall() proc, so when the module is uninstalled.
/obj/item/mod/module/proc/on_uninstall(deleting = FALSE)
mod.update_mod_overlays()
return
/// Called when the MODsuit is activated
/obj/item/mod/module/proc/on_suit_activation()
mod.update_mod_overlays()
return
/// Called when the MODsuit is deactivated
/obj/item/mod/module/proc/on_suit_deactivation(deleting = FALSE)
mod.update_mod_overlays()
return
/// Called when the MODsuit is equipped
/obj/item/mod/module/proc/on_equip()
mod.update_mod_overlays()
return
/// Called when the MODsuit is unequipped
/obj/item/mod/module/proc/on_unequip()
return
/// Drains power from the suit charge
/obj/item/mod/module/proc/drain_power(amount)
if(!check_power(amount))
return FALSE
mod.subtract_charge(amount)
mod.update_charge_alert()
return TRUE
/// Checks if there is enough power in the suit
/obj/item/mod/module/proc/check_power(amount)
return mod.check_charge(amount)
/// Adds additional things to the MODsuit ui_data()
/obj/item/mod/module/proc/add_ui_data()
return list()
/// Creates a list of configuring options for this module
/obj/item/mod/module/proc/get_configuration()
return list()
/// Generates an element of the get_configuration list with a display name, type and value
/obj/item/mod/module/proc/add_ui_configuration(display_name, type, value, list/values)
return list("display_name" = display_name, "type" = type, "value" = value, "values" = values)
/// Receives configure edits from the TGUI and edits the vars
/obj/item/mod/module/proc/configure_edit(key, value)
return
/// Called when the device moves to a different place on active modules
/obj/item/mod/module/proc/on_exit(datum/source, atom/movable/part, direction)
SIGNAL_HANDLER
if(!active)
return
if(part.loc == src)
return
if(part.loc == mod.wearer)
return
if(part == device)
on_deactivation(display_message = FALSE)
/// Called when the device gets deleted on active modules
/obj/item/mod/module/proc/on_device_deletion(datum/source)
SIGNAL_HANDLER
if(source == device)
device = null
qdel(src)
/// Adds the worn overlays to the suit.
/obj/item/mod/module/proc/add_module_overlay(mob/living/user)
user.add_overlay(generate_worn_overlay(user))
/// Generates an icon to be used for the suit's worn overlays
/obj/item/mod/module/proc/generate_worn_overlay(mob/living/carbon/human/user)
. = list()
if(!mod.active)
return
var/used_overlay
if(overlay_state_use && !COOLDOWN_FINISHED(src, cooldown_timer))
used_overlay = overlay_state_use
else if(overlay_state_active && active)
used_overlay = overlay_state_active
else if(overlay_state_inactive)
used_overlay = overlay_state_inactive
else
return
var/image/final_overlay
if(sprite_sheets && sprite_sheets[user.dna.species.name])
final_overlay = image(icon = sprite_sheets[user.dna.species.name], icon_state = used_overlay, layer = EFFECTS_LAYER)
else
final_overlay = image(icon = overlay_icon_file, icon_state = used_overlay, layer = EFFECTS_LAYER)
if(mod_color_overide)
final_overlay.color = mod_color_overide
. += final_overlay
mod.mod_overlays += final_overlay
/// Updates the signal used by active modules to be activated
/obj/item/mod/module/proc/update_signal(value)
switch(value)
if("Middle Click")
mod.selected_module.used_signal = COMSIG_MOB_MIDDLECLICKON
if("Alt Click")
mod.selected_module.used_signal = COMSIG_MOB_ALTCLICKON
RegisterSignal(mod.wearer, mod.selected_module.used_signal, TYPE_PROC_REF(/obj/item/mod/module, on_special_click))
/// Pins the module to the user's action buttons
/obj/item/mod/module/proc/pin(mob/user)
if(module_type == MODULE_PASSIVE)
return
if(length(pinned_to))
for(var/datum/action/item_action/mod/pinned_module/M in user.actions)
if(M.module == src)
M.Remove(user)
pinned_to = list()
return
var/datum/action/item_action/mod/pinned_module/new_action = new(Target = mod, custom_icon = src.icon, custom_icon_state = src.icon_state, linked_module = src, user = user)
to_chat(user, "[new_action] is now pinned to the UI!")
/// On drop key, concels a device item.
/obj/item/mod/module/proc/dropkey(mob/living/user)
SIGNAL_HANDLER
if(user.get_active_hand() != device)
return
on_deactivation()
return
///Anomaly Locked - Causes the module to not function without an anomaly.
/obj/item/mod/module/anomaly_locked
name = "MOD anomaly locked module"
desc = "A form of a module, locked behind an anomalous core to function."
incompatible_modules = list(/obj/item/mod/module/anomaly_locked)
/// The core item the module runs off.
var/obj/item/assembly/signaler/anomaly/core
/// Accepted types of anomaly cores.
var/list/accepted_anomalies = list(/obj/item/assembly/signaler/anomaly)
/// If this one starts with a core in.
var/prebuilt = FALSE
/obj/item/mod/module/anomaly_locked/Initialize(mapload)
. = ..()
if(!prebuilt || !length(accepted_anomalies))
return
var/core_path = pick(accepted_anomalies)
core = new core_path(src)
update_icon_state()
/obj/item/mod/module/anomaly_locked/Destroy()
QDEL_NULL(core)
return ..()
/obj/item/mod/module/anomaly_locked/examine(mob/user)
. = ..()
if(!length(accepted_anomalies))
return
if(core)
. += "There is a [core.name] installed in it. You could remove it with a <b>screwdriver</b>..."
else
var/list/core_list = list()
for(var/path in accepted_anomalies)
var/atom/core_path = path
core_list += initial(core_path.name)
. +="You need to insert \a [english_list(core_list, and_text = " or ")] for this module to function."
/obj/item/mod/module/anomaly_locked/on_select()
if(!core)
to_chat(mod.wearer, "<span class='warning'>ERROR. NO CORE INSTALLED!</span>")
return
return ..()
/obj/item/mod/module/anomaly_locked/on_process()
. = ..()
if(!core)
return FALSE
/obj/item/mod/module/anomaly_locked/on_active_process()
if(!core)
return FALSE
return TRUE
/obj/item/mod/module/anomaly_locked/attackby(obj/item/item, mob/living/user, params)
if(item.type in accepted_anomalies)
if(core)
to_chat(user, "<span class='warning'>A core is already installed!</span>")
return
if(!user.drop_item())
return
core = item
to_chat(user, "<span class='notice'>You install [item].</span>")
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
update_icon_state()
core.forceMove(src)
else
return ..()
/obj/item/mod/module/anomaly_locked/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
if(!core)
to_chat(user, "<span class='warning'>A core is not installed!</span>")
return
if(!do_after(user, 3 SECONDS, target = src))
return
to_chat(user, "<span class='notice'>You remove [core].</span>")
core.forceMove(drop_location())
if(Adjacent(user) && !issilicon(user))
user.put_in_hands(core)
core = null
update_icon_state()
/obj/item/mod/module/anomaly_locked/update_icon_state()
icon_state = initial(icon_state) + (core ? "-core" : "")
return ..()
+266
View File
@@ -0,0 +1,266 @@
///Kinesis - Gives you the ability to move and launch objects.
/obj/item/mod/module/anomaly_locked/kinesis
name = "MOD kinesis module"
desc = "A modular plug-in to the forearm, this module was presumed lost for many years, \
despite the suits it used to be mounted on still seeing some circulation. \
This piece of technology allows the user to generate precise anti-gravity fields, \
letting them move objects as small as a titanium rod to as large as industrial machinery. \
It does seem to work on living creatures, but not well."
icon_state = "kinesis"
module_type = MODULE_ACTIVE
complexity = 3
use_power_cost = DEFAULT_CHARGE_DRAIN * 3
incompatible_modules = list(/obj/item/mod/module/anomaly_locked/kinesis)
cooldown_time = 0.5 SECONDS
overlay_state_inactive = "module_kinesis"
overlay_state_active = "module_kinesis_on"
accepted_anomalies = list(/obj/item/assembly/signaler/anomaly/grav)
/// Range of the kinesis grab.
var/grab_range = 5
/// Time between us hitting objects with kinesis.
var/hit_cooldown_time = 1 SECONDS
/// Stat required for us to grab a mob.
var/stat_required = CONSCIOUS //Honestly. It's grav core locked. We'll try it, but I am going to need you to stun the mod. No fucking holding a poor terror prince in the air
/// Is incapitated required for us to grab a mob?
var/incapacitated_required = TRUE
/// How long we stun a mob for.
var/mob_stun_time = 0
/// Atom we grabbed with kinesis.
var/atom/movable/grabbed_atom
/// Overlay we add to each grabbed atom.
var/image/kinesis_icon
/// Our mouse movement catcher.
var/obj/screen/fullscreen/cursor_catcher/kinesis/kinesis_catcher
/// The sounds playing while we grabbed an object.
var/datum/looping_sound/kinesis/soundloop
///The pixel_X of whatever we were grabbing before hand.
var/pre_pixel_x
///The pixel_y of whatever we were grabbing before hand.
var/pre_pixel_y
/// The special snowflake effect we need to get beams to work
var/obj/effect/abstract/kinesis/beam = null
/// The cooldown between us hitting objects with kinesis.
COOLDOWN_DECLARE(hit_cooldown)
/obj/item/mod/module/anomaly_locked/kinesis/Initialize(mapload)
. = ..()
soundloop = new(src)
kinesis_icon = image(icon = 'icons/effects/effects.dmi', icon_state = "kinesis", layer = EFFECTS_LAYER)
/obj/item/mod/module/anomaly_locked/kinesis/Destroy()
QDEL_NULL(soundloop)
QDEL_NULL(beam)
QDEL_NULL(kinesis_catcher)
QDEL_NULL(kinesis_icon)
grabbed_atom = null
return ..()
/obj/item/mod/module/anomaly_locked/kinesis/on_select_use(atom/target)
. = ..()
if(!.)
return
if(!mod.wearer.client)
return
if(grabbed_atom)
launch()
clear_grab(playsound = FALSE)
return
if(!range_check(target))
to_chat(mod.wearer, "<span class='warning'>[target] is too far away!</span>")
return
if(!can_grab(target))
to_chat(mod.wearer, "<span class='warning'>[target] can not be grabbed!</span>")
return
drain_power(use_power_cost)
grabbed_atom = target
if(isliving(grabbed_atom))
var/mob/living/grabbed_mob = grabbed_atom
grabbed_mob.Stun(mob_stun_time)
playsound(grabbed_atom, 'sound/weapons/contractorbatonhit.ogg', 75, TRUE)
beam = new /obj/effect/abstract/kinesis(get_turf(mod.wearer))
kinesis_icon.layer = grabbed_atom.layer - 0.1
grabbed_atom.add_overlay(kinesis_icon)
pre_pixel_x = grabbed_atom.pixel_x
pre_pixel_y = grabbed_atom.pixel_y
beam.chain = beam.Beam(grabbed_atom, icon_state = "kinesis", icon='icons/effects/beam.dmi', time = 100 SECONDS, maxdistance = 15, beam_type = /obj/effect/ebeam, beam_sleep_time = 3)
kinesis_catcher = mod.wearer.overlay_fullscreen("kinesis", /obj/screen/fullscreen/cursor_catcher/kinesis, 0)
kinesis_catcher.assign_to_mob(mod.wearer)
soundloop.start()
START_PROCESSING(SSfastprocess, src)
/obj/item/mod/module/anomaly_locked/kinesis/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
clear_grab(playsound = !deleting)
/obj/item/mod/module/anomaly_locked/kinesis/process()
if(!mod.wearer.client || mod.wearer.incapacitated(ignore_grab = TRUE))
clear_grab()
return
if(!range_check(grabbed_atom))
to_chat(mod.wearer, "<span class='warning'>[grabbed_atom] is too far away!</span>")
clear_grab()
return
beam.forceMove(get_turf(mod.wearer))
drain_power(use_power_cost / 10)
if(kinesis_catcher.mouse_params)
kinesis_catcher.calculate_params()
if(!kinesis_catcher.given_turf)
return
mod.wearer.setDir(get_dir(mod.wearer, grabbed_atom))
if(grabbed_atom.loc == kinesis_catcher.given_turf)
if(grabbed_atom.pixel_x == kinesis_catcher.given_x - world.icon_size/2 && grabbed_atom.pixel_y == kinesis_catcher.given_y - world.icon_size/2)
return //spare us redrawing if we are standing still
animate(grabbed_atom, 0.2 SECONDS, pixel_x = pre_pixel_x + kinesis_catcher.given_x - world.icon_size/2, pixel_y = pre_pixel_y + kinesis_catcher.given_y - world.icon_size/2)
beam.chain.Reset()
beam.chain.Draw()
return
animate(grabbed_atom, 0.2 SECONDS, pixel_x = pre_pixel_x + kinesis_catcher.given_x - world.icon_size/2, pixel_y = pre_pixel_y + kinesis_catcher.given_y - world.icon_size/2)
var/turf/next_turf = get_step_towards(grabbed_atom, kinesis_catcher.given_turf)
if(grabbed_atom.Move(next_turf, get_dir(grabbed_atom, next_turf), 8))
if(isitem(grabbed_atom) && (mod.wearer in next_turf))
var/obj/item/grabbed_item = grabbed_atom
clear_grab()
grabbed_item.pickup(mod.wearer)
mod.wearer.put_in_hands(grabbed_item)
return
var/pixel_x_change = 0
var/pixel_y_change = 0
var/direction = get_dir(grabbed_atom, next_turf)
if(direction & NORTH)
pixel_y_change = world.icon_size / 2
else if(direction & SOUTH)
pixel_y_change = -world.icon_size / 2
if(direction & EAST)
pixel_x_change = world.icon_size / 2
else if(direction & WEST)
pixel_x_change = -world.icon_size / 2
animate(grabbed_atom, 0.2 SECONDS, pixel_x = pre_pixel_x + pixel_x_change, pixel_y = pre_pixel_y + pixel_y_change) //Not as smooth as I would like, will look into this in the future
beam.chain.Reset()
beam.chain.Draw()
if(!isitem(grabbed_atom) || !COOLDOWN_FINISHED(src, hit_cooldown))
return
var/atom/hitting_atom
if(next_turf.density)
hitting_atom = next_turf
for(var/atom/movable/movable_content as anything in next_turf.contents)
if(ismob(movable_content))
continue
if(movable_content.density)
hitting_atom = movable_content
break
var/obj/item/grabbed_item = grabbed_atom
grabbed_item.melee_attack_chain(mod.wearer, hitting_atom)
COOLDOWN_START(src, hit_cooldown, hit_cooldown_time)
/obj/item/mod/module/anomaly_locked/kinesis/proc/can_grab(atom/target)
if(mod.wearer == target)
return FALSE
if(!ismovable(target))
return FALSE
if(iseffect(target))
return FALSE
var/atom/movable/movable_target = target
if(movable_target.anchored)
return FALSE
if(movable_target.throwing)
return FALSE
if(movable_target.move_resist >= MOVE_FORCE_OVERPOWERING)
return FALSE
if(ismob(movable_target))
if(!isliving(movable_target))
return FALSE
var/mob/living/living_target = movable_target
if(living_target.stat < stat_required)
return FALSE
if(!living_target.incapacitated() && incapacitated_required)
return FALSE
else if(isitem(movable_target))
var/obj/item/item_target = movable_target
if(item_target.w_class >= WEIGHT_CLASS_GIGANTIC)
return FALSE
if(item_target.flags & ABSTRACT)
return FALSE
return TRUE
/obj/item/mod/module/anomaly_locked/kinesis/proc/clear_grab(playsound = TRUE)
if(!grabbed_atom)
return
if(playsound)
playsound(grabbed_atom, 'sound/effects/empulse.ogg', 75, TRUE)
STOP_PROCESSING(SSfastprocess, src)
kinesis_catcher = null
mod.wearer.clear_fullscreen("kinesis")
grabbed_atom.cut_overlay(kinesis_icon)
QDEL_NULL(beam)
if(!isitem(grabbed_atom))
animate(grabbed_atom, 0.2 SECONDS, pixel_x = pre_pixel_x, pixel_y = pre_pixel_y)
grabbed_atom = null
soundloop.stop()
/obj/item/mod/module/anomaly_locked/kinesis/proc/range_check(atom/target)
if(!isturf(mod.wearer.loc))
return FALSE
if(ismovable(target) && !isturf(target.loc))
return FALSE
if(!can_see(mod.wearer, target, grab_range))
return FALSE
return TRUE
/obj/item/mod/module/anomaly_locked/kinesis/proc/launch()
playsound(grabbed_atom, 'sound/magic/repulse.ogg', 100, TRUE)
RegisterSignal(grabbed_atom, COMSIG_MOVABLE_IMPACT, PROC_REF(launch_impact))
var/turf/target_turf = get_turf_in_angle(get_angle(mod.wearer, grabbed_atom), get_turf(src), 10)
grabbed_atom.throw_at(target_turf, range = grab_range, speed = grabbed_atom.density ? 3 : 4, thrower = mod.wearer, spin = isitem(grabbed_atom))
/obj/item/mod/module/anomaly_locked/kinesis/proc/launch_impact(atom/movable/source, atom/hit_atom, datum/thrownthing/thrownthing)
UnregisterSignal(source, COMSIG_MOVABLE_IMPACT)
if(!isobj(source))
return
var/obj/S = source
var/damage_self = TRUE
var/damage = 8
if(S.density)
damage_self = FALSE
damage = 15
if(isliving(hit_atom))
var/mob/living/living_atom = hit_atom
living_atom.apply_damage(damage, BRUTE)
else if(isobj(hit_atom))
var/obj/O = hit_atom
O.take_damage(damage, BRUTE, MELEE)
if(damage_self)
S.take_damage(S.max_integrity / 5, BRUTE, MELEE)
/obj/effect/abstract/kinesis
var/datum/beam/chain
/obj/effect/abstract/kinesis/Destroy()
qdel(chain)
return ..()
/obj/item/mod/module/anomaly_locked/kinesis/prebuilt
prebuilt = TRUE
removable = FALSE // No switching it into another suit / no free anomaly core
/obj/item/mod/module/anomaly_locked/kinesis/prebuilt/prototype
name = "MOD prototype kinesis module"
complexity = 0
use_power_cost = DEFAULT_CHARGE_DRAIN * 5
/obj/screen/fullscreen/cursor_catcher/kinesis
icon_state = "kinesis"
/obj/item/mod/module/anomaly_locked/kinesis/plus
name = "MOD kinesis+ module"
desc = "A modular plug-in to the forearm, this module was recently redeveloped in secret. \
The bane of all ne'er-do-wells, the kinesis+ module is a powerful tool that allows the user \
to manipulate the world around them. Like it's older counterpart, it's capable of manipulating \
structures, machinery, vehicles, and, thanks to the fruitful efforts of it's creators - living \
beings. They can, however, still struggle after an initial burst of inertia."
complexity = 0
prebuilt = TRUE
stat_required = CONSCIOUS //Still conscious here so we don't forget about it if the above is changed
incapacitated_required = FALSE
mob_stun_time = 10 SECONDS
@@ -0,0 +1,238 @@
///Pathfinder - Can fly the suit from a long distance to an implant installed in someone.
/obj/item/mod/module/pathfinder
name = "MOD pathfinder module"
desc = "This module, brought to you by Paizo Productions, has two components. \
The first component is a series of thrusters and a computerized location subroutine installed into the \
very control unit of the suit, allowing it flight at highway speeds using the suit's access locks \
to navigate through the station, and to be able to locate the second part of the system; \
a pathfinding implant installed into the base of the user's spine, \
broadcasting their location to the suit and allowing them to recall it to their person at any time. \
The implant is stored in the module and needs to be injected in a human to function. \
Paizo Productions swears up and down there's airbrakes."
icon_state = "pathfinder"
complexity = 2
use_power_cost = DEFAULT_CHARGE_DRAIN * 200
incompatible_modules = list(/obj/item/mod/module/pathfinder)
/// The pathfinding implant.
var/obj/item/implant/mod/implant
/obj/item/mod/module/pathfinder/Initialize(mapload)
. = ..()
implant = new(src)
/obj/item/mod/module/pathfinder/Destroy()
implant = null
return ..()
/obj/item/mod/module/pathfinder/examine(mob/user)
. = ..()
if(implant)
. += "<span class='notice'>Use it on a human to implant them.</span>"
else
. += "<span class='warning'>The implant is missing.</span>"
/obj/item/mod/module/pathfinder/attack(mob/living/target, mob/living/user, params)
if(!ishuman(target) || !implant)
return
if(!do_after(user, 1.5 SECONDS, target = target))
return
if(!implant.implant(target, user))
to_chat(user, "<span class='warning'>Unable to implant [target]!</span>")
return
if(target == user)
to_chat(user, "<span class='notice>'You implant yourself with [implant].</span>")
else
target.visible_message("<span class='notice'>[user] implants [target].</span>", "<span class='notice'>[user] implants you with [implant].</span>")
playsound(src, 'sound/effects/spray.ogg', 30, TRUE, -6)
icon_state = "pathfinder_empty"
implant = null
/obj/item/mod/module/pathfinder/proc/attach(mob/user)
if(!ishuman(user))
return
var/mob/living/carbon/human/human_user = user
if(human_user.get_item_by_slot(slot_back) && !human_user.unEquip(human_user.get_item_by_slot(slot_back)))
return
if(!human_user.equip_to_slot_if_possible(mod, slot_back, disable_warning = TRUE))
return
mod.quick_deploy(user)
human_user.update_action_buttons(TRUE)
playsound(mod, 'sound/machines/ping.ogg', 50, TRUE)
drain_power(use_power_cost)
/obj/item/implant/mod
name = "MOD pathfinder implant"
desc = "Lets you recall a MODsuit to you at any time."
implant_data = /datum/implant_fluff/pathfinder
actions_types = list(/datum/action/item_action/mod_recall)
/// The pathfinder module we are linked to.
var/obj/item/mod/module/pathfinder/module
/// The jet icon we apply to the MOD.
var/image/jet_icon
/// List of turfs through which a mod 'steps' to reach the waypoint
var/list/path = list()
/// The target turf we are after
var/turf/target
/// How many times have we tried to move?
var/tries = 0
/obj/item/implant/mod/Initialize(mapload)
. = ..()
if(!istype(loc, /obj/item/mod/module/pathfinder))
return INITIALIZE_HINT_QDEL
module = loc
jet_icon = image(icon = 'icons/obj/clothing/modsuit/mod_modules.dmi', icon_state = "mod_jet", layer = LOW_ITEM_LAYER)
/obj/item/implant/mod/Destroy()
if(path)
end_recall(successful = FALSE)
module = null
jet_icon = null
return ..()
/obj/item/implant/mod/proc/recall()
target = get_turf(imp_in)
if(!module?.mod)
to_chat(imp_in, "<span class='warning'>Module is not attached to a suit!</span>")
return FALSE
if(module.mod.open)
to_chat(imp_in, "<span class='warning'>Suit is open!</span>")
return FALSE
if(length(path))
to_chat(imp_in, "<span class='warning'>Suit is already on the way!</span>")
return FALSE
if(ismob(get_atom_on_turf(module.mod)))
to_chat(imp_in, "<span class='warning'>Suit is being worn!</span>")
return FALSE
if(module.mod.loc != get_turf(module.mod))
to_chat(imp_in, "<span class='warning'>Suit contained inside of something!</span>")
return FALSE
if(module.z != z || get_dist(imp_in, module.mod) > 150)
to_chat(imp_in, "<span class='warning'>Suit is too far away!</span>")
return FALSE
if(!ishuman(imp_in)) //Need to be specific
to_chat(imp_in, "<span class='warning'>The implant does not recognize you as a known species!</span>")
return FALSE
var/mob/living/carbon/human/H = imp_in
set_path(get_path_to(module.mod, target, 150, id = H.wear_id, simulated_only = FALSE)) //Yes, science proves jetpacks work in space. More at 11.
if(!length(path)) //Cannot reach target. Give up and announce the issue.
to_chat(H, "<span class='warning'>No viable path found!</span>")
return FALSE
to_chat(H, "<span class='notice>Suit on route!</span>")
animate(module.mod, 0.2 SECONDS, pixel_x = 0, pixel_y = 0)
module.mod.add_overlay(jet_icon)
RegisterSignal(module.mod, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
mod_move(target)
return TRUE
/obj/item/implant/mod/proc/set_path(list/newpath)
if(newpath == null)
end_recall(FALSE)
path = newpath ? newpath : list()
/obj/item/implant/mod/proc/end_recall(successful = TRUE)
if(!module?.mod)
return
module.mod.cut_overlay(jet_icon)
module.mod.transform = matrix()
UnregisterSignal(module.mod, COMSIG_MOVABLE_MOVED)
if(!successful)
to_chat(imp_in, "<span class='warning'>Lost connection to suit!</span>")
path = list() //Stopping endless end_recall with luck.
/obj/item/implant/mod/proc/on_move(atom/movable/source, atom/old_loc, dir, forced)
SIGNAL_HANDLER
var/matrix/mod_matrix = matrix()
mod_matrix.Turn(get_angle(source, imp_in))
source.transform = mod_matrix
/obj/item/implant/mod/proc/mod_move(dest)
dest = get_turf(dest) //We must always compare turfs, so get the turf of the dest var if dest was originally something else.
if(get_turf(module.mod) == dest) //We have arrived, no need to move again.
for(var/mob/living/carbon/human/H in range(1, module.mod))
if(H == imp_in)
module.attach(imp_in)
end_recall()
return TRUE
end_recall(FALSE)
return FALSE
if(!dest || !path || !length(path)) //A-star failed or a path/destination was not set.
set_path(null)
return FALSE
var/turf/last_node = get_turf(path[length(path)]) //This is the turf at the end of the path, it should be equal to dest.
if(dest != last_node) //The path should lead us to our given destination. If this is not true, we must stop.
set_path(null)
return FALSE
var/step_count = 3 //Temp speed for now
if(step_count >= 1 && tries < 5)
for(var/step_number in 1 to step_count)
// Hopefully this wont fill the buckets too much
addtimer(CALLBACK(src, PROC_REF(mod_step)), 2 * (step_number - 1))
if(tries >= 5)
set_path(null)
var/target = get_turf(imp_in)
var/mob/living/carbon/human/H = imp_in
set_path(get_path_to(module.mod, target, 150, id = H.wear_id, simulated_only = FALSE)) //Yes, science proves jetpacks work in space. More at 11.
addtimer(CALLBACK(src, PROC_REF(mod_move), target), 6) //I'll value this properly soon
return TRUE
/obj/item/implant/mod/proc/mod_step() //Step,increase tries if failed
if(!path || !length(path))
return FALSE
for(var/obj/machinery/door/D in range(2, module.mod))
if(D.operating || D.emagged)
continue
if(D.requiresID() && D.allowed(imp_in))
if(D.density)
D.open()
if(!step_towards(module.mod, path[1]))
tries++
return FALSE
increment_path()
tries = 0
return TRUE
/obj/item/implant/mod/proc/increment_path()
if(!path || !length(path))
return
path.Cut(1, 2)
/datum/action/item_action/mod_recall
name = "Recall MOD"
desc = "Recall a MODsuit anyplace, anytime."
use_itemicon = FALSE
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "recall"
background_icon_state = "bg_mod"
icon_icon = 'icons/mob/actions/actions_mod.dmi'
button_icon = 'icons/mob/actions/actions_mod.dmi'
/// The cooldown for the recall.
COOLDOWN_DECLARE(recall_cooldown)
/datum/action/item_action/mod_recall/New(Target)
..()
if(!istype(Target, /obj/item/implant/mod))
qdel(src)
return
/datum/action/item_action/mod_recall/Trigger(left_click)
. = ..()
if(!.)
return
var/obj/item/implant/mod/implant = target
if(!COOLDOWN_FINISHED(src, recall_cooldown))
to_chat(usr, "<span class='warning'>On cooldown!</span>")
return
if(implant.recall())
COOLDOWN_START(src, recall_cooldown, 15 SECONDS)
+408
View File
@@ -0,0 +1,408 @@
//Antag modules for MODsuits
///Armor Booster - Grants your suit more armor and speed in exchange for EVA protection. Also acts as a welding screen.
/obj/item/mod/module/armor_booster
name = "MOD armor booster module"
desc = "A retrofitted series of retractable armor plates, allowing the suit to function as essentially power armor, \
giving the user incredible protection against conventional firearms, or everyday attacks in close-quarters. \
However, the additional plating cannot deploy alongside parts of the suit used for vacuum sealing, \
so this extra armor provides zero ability for extravehicular activity while deployed."
icon_state = "armor_booster"
module_type = MODULE_TOGGLE
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
removable = FALSE
incompatible_modules = list(/obj/item/mod/module/armor_booster, /obj/item/mod/module/welding)
cooldown_time = 0.5 SECONDS
overlay_state_inactive = "module_armorbooster_off"
overlay_state_active = "module_armorbooster_on"
use_mod_colors = TRUE
/// Whether or not this module removes pressure protection.
var/remove_pressure_protection = TRUE
/// Speed added to the control unit.
var/speed_added = 0.5
/// Speed that we actually added.
var/actual_speed_added = 0
/// Armor values added to the suit parts.
var/armor_mod_1 = /obj/item/mod/armor/mod_module_armor_boost
/// the actual armor object
var/obj/item/mod/armor/armor_mod_2 = null
/// List of parts of the suit that are spaceproofed, for giving them back the pressure protection.
var/list/spaceproofed = list()
/obj/item/mod/module/armor_booster/Initialize(mapload)
. = ..()
armor_mod_2 = new armor_mod_1
/obj/item/mod/module/armor_booster/Destroy()
QDEL_NULL(armor_mod_2)
return ..()
/obj/item/mod/armor/mod_module_armor_boost
armor = list(MELEE = 25, BULLET = 30, LASER = 15, ENERGY = 15, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/mod/module/armor_booster/on_suit_activation()
mod.helmet.flash_protect = FLASH_PROTECTION_WELDER
/obj/item/mod/module/armor_booster/on_suit_deactivation(deleting = FALSE)
if(deleting)
return
mod.helmet.flash_protect = initial(mod.helmet.flash_protect)
/obj/item/mod/module/armor_booster/on_activation()
. = ..()
if(!.)
return
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
to_chat(mod.wearer, "<span class='notice'>Armor deployed, EVA disabled, speed increased.</span>")
actual_speed_added = max(0, min(mod.slowdown_active, speed_added / 5))
var/list/parts = mod.mod_parts + mod
for(var/obj/item/part as anything in parts)
part.armor = part.armor.attachArmor(armor_mod_2.armor)
part.slowdown -= actual_speed_added
if(!remove_pressure_protection || !isclothing(part))
continue
var/obj/item/clothing/clothing_part = part
if(clothing_part.flags & STOPSPRESSUREDMAGE)
clothing_part.flags &= ~STOPSPRESSUREDMAGE
spaceproofed[clothing_part] = TRUE
/obj/item/mod/module/armor_booster/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
if(!deleting)
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
to_chat(mod.wearer, "<span class='notice'>Armor retracted, EVA enabled, speed decreased.</span>")
var/list/parts = mod.mod_parts + mod
for(var/obj/item/part as anything in parts)
part.armor = part.armor.detachArmor(armor_mod_2.armor)
part.slowdown += actual_speed_added
if(!remove_pressure_protection || !isclothing(part))
continue
var/obj/item/clothing/clothing_part = part
if(spaceproofed[clothing_part])
clothing_part.flags |= STOPSPRESSUREDMAGE
spaceproofed = list()
/obj/item/mod/module/armor_booster/generate_worn_overlay(user, mutable_appearance/standing)
overlay_state_inactive = "[initial(overlay_state_inactive)]-[mod.skin]"
overlay_state_active = "[initial(overlay_state_active)]-[mod.skin]"
return ..()
///Insignia - Gives you a skin specific stripe.
/obj/item/mod/module/insignia
name = "MOD insignia module"
desc = "Despite the existence of IFF systems, radio communique, and modern methods of deductive reasoning involving \
the wearer's own eyes, colorful paint jobs remain a popular way for different factions in the galaxy to display who \
they are. This system utilizes a series of tiny moving paint sprayers to both apply and remove different \
color patterns to and from the suit."
icon_state = "insignia"
removable = FALSE
incompatible_modules = list(/obj/item/mod/module/insignia)
overlay_state_inactive = "module_insignia"
/obj/item/mod/module/insignia/generate_worn_overlay(user, mutable_appearance/standing)
overlay_state_inactive = "[initial(overlay_state_inactive)]-[mod.skin]"
. = ..()
for(var/mutable_appearance/appearance as anything in .)
appearance.color = color
/obj/item/mod/module/insignia/commander
color = "#4980a5"
/obj/item/mod/module/insignia/security
color = "#b30d1e"
/obj/item/mod/module/insignia/engineer
color = "#e9c80e"
/obj/item/mod/module/insignia/medic
color = "#ebebf5"
/obj/item/mod/module/insignia/janitor
color = "#7925c7"
/obj/item/mod/module/insignia/clown
color = "#ff1fc7"
/obj/item/mod/module/insignia/chaplain
color = "#f0a00c"
///Anti Slip - Prevents you from slipping on water.
/obj/item/mod/module/noslip
name = "MOD anti slip module"
desc = "These are a modified variant of standard magnetic boots, utilizing piezoelectric crystals on the soles. \
The two plates on the bottom of the boots automatically extend and magnetize as the user steps; \
a pull that's too weak to offer them the ability to affix to a hull, but just strong enough to \
protect against the fact that you didn't read the wet floor sign. Honk Co. has come out numerous times \
in protest of these modules being legal."
icon_state = "noslip"
complexity = 1
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.1
incompatible_modules = list(/obj/item/mod/module/noslip)
origin_tech = "syndicate=1"
/obj/item/mod/module/noslip/on_suit_activation()
mod.boots.flags |= NOSLIP
/obj/item/mod/module/noslip/on_suit_deactivation(deleting = FALSE)
mod.boots.flags ^= NOSLIP
//Bite of 87 Springlock - Equips faster, disguised as DNA lock, can block retracting for 10 seconds.
/obj/item/mod/module/springlock/bite_of_87
activation_step_time_booster = 10
nineteen_eighty_seven_edition = TRUE
dont_let_you_come_back = TRUE
/obj/item/mod/module/springlock/bite_of_87/Initialize(mapload)
. = ..()
var/obj/item/mod/module/dna_lock/the_dna_lock_behind_the_slaughter = /obj/item/mod/module/dna_lock
name = initial(the_dna_lock_behind_the_slaughter.name)
desc = initial(the_dna_lock_behind_the_slaughter.desc)
icon_state = initial(the_dna_lock_behind_the_slaughter.icon_state)
complexity = initial(the_dna_lock_behind_the_slaughter.complexity)
use_power_cost = initial(the_dna_lock_behind_the_slaughter.use_power_cost)
/obj/item/mod/module/holster/hidden/Initialize(mapload)
. = ..()
var/obj/item/mod/module/tether/fake = /obj/item/mod/module/tether
name = initial(fake.name)
desc = initial(fake.desc)
icon_state = initial(fake.icon_state)
complexity = initial(fake.complexity) //This is 1 less complex than a holster, but that is fine tbh, paying tc for it.
use_power_cost = initial(fake.use_power_cost)
///Power kick - Lets the user launch themselves at someone to kick them.
/obj/item/mod/module/power_kick
name = "MOD power kick module"
desc = "This module uses high-power myomer to generate an incredible amount of energy, transferred into the power of a kick."
icon_state = "power_kick"
module_type = MODULE_ACTIVE
removable = FALSE
use_power_cost = DEFAULT_CHARGE_DRAIN * 5
incompatible_modules = list(/obj/item/mod/module/power_kick)
cooldown_time = 5 SECONDS
/// Damage on kick.
var/damage = 20
/// How long we knockdown for on the kick.
var/knockdown_time = 6 SECONDS
/obj/item/mod/module/power_kick/on_select_use(atom/target)
. = ..()
if(!.)
return
if(mod.wearer.buckled)
return
mod.wearer.visible_message("<span class='warning'>[mod.wearer] starts charging a kick!</span>")
playsound(src, 'sound/items/modsuit/loader_charge.ogg', 75, TRUE)
animate(mod.wearer, 0.3 SECONDS, pixel_z = 16, flags = ANIMATION_RELATIVE, easing = SINE_EASING|EASE_OUT)
addtimer(CALLBACK(mod.wearer, TYPE_PROC_REF(/atom, SpinAnimation), 3, 2), 0.3 SECONDS)
if(!do_after(mod.wearer, 1 SECONDS, target = mod.wearer))
animate(mod.wearer, 0.2 SECONDS, pixel_z = -16, flags = ANIMATION_RELATIVE, easing = SINE_EASING|EASE_IN)
return
animate(mod.wearer)
drain_power(use_power_cost)
playsound(src, 'sound/items/modsuit/loader_launch.ogg', 75, TRUE)
var/angle = get_angle(mod.wearer, target) + 180
mod.wearer.transform = mod.wearer.transform.Turn(angle)
RegisterSignal(mod.wearer, COMSIG_MOVABLE_IMPACT, PROC_REF(on_throw_impact))
mod.wearer.apply_status_effect(STATUS_EFFECT_IMPACT_IMMUNE)
mod.wearer.throw_at(target, range = 7, speed = 2, thrower = mod.wearer, spin = FALSE, callback = CALLBACK(src, PROC_REF(on_throw_end), mod.wearer, -angle))
/obj/item/mod/module/power_kick/proc/on_throw_end(mob/living/user, angle)
if(!user)
return
user.transform = user.transform.Turn(angle)
animate(user, 0.2 SECONDS, pixel_z = -16, flags = ANIMATION_RELATIVE, easing = SINE_EASING|EASE_IN)
user.remove_status_effect((STATUS_EFFECT_IMPACT_IMMUNE))
/obj/item/mod/module/power_kick/proc/on_throw_impact(mob/living/source, atom/target, datum/thrownthing/thrownthing)
SIGNAL_HANDLER
UnregisterSignal(source, COMSIG_MOVABLE_IMPACT)
if(!mod?.wearer)
return
if(isliving(target))
var/mob/living/living_target = target
living_target.apply_damage(damage, BRUTE, mod.wearer.zone_selected)
living_target.KnockDown(knockdown_time)
mod.wearer.visible_message("<span class='danger'>[mod.wearer] crashes into [target], knocking them over!</span>", "<span class='userdanger'>You violently crash into [target]!</span>")
else
return
mod.wearer.do_attack_animation(target, ATTACK_EFFECT_SMASH)
///Plate Compression - Compresses the suit to normal size
/obj/item/mod/module/plate_compression
name = "MOD plate compression module"
desc = "A module that keeps the suit in a very tightly fit state, lowering the overall size. \
Due to the pressure on all the parts, typical storage modules do not fit."
icon_state = "plate_compression"
complexity = 2
incompatible_modules = list(/obj/item/mod/module/plate_compression, /obj/item/mod/module/storage)
/// The size we set the suit to.
var/new_size = WEIGHT_CLASS_NORMAL
/// The suit's size before the module is installed.
var/old_size
origin_tech = "materials=6;bluespace=5;syndicate=1" //Printable at illegals 2, so only one level.
/obj/item/mod/module/plate_compression/on_install()
old_size = mod.w_class
mod.w_class = new_size
/obj/item/mod/module/plate_compression/on_uninstall(deleting = FALSE)
mod.w_class = old_size
old_size = null
if(!mod.loc)
return
mod.forceMove(drop_location())
//Ninja modules for MODsuits
///Cloaking - Lowers the user's visibility, can be interrupted by being touched or attacked.
/obj/item/mod/module/stealth
name = "MOD prototype cloaking module"
desc = "A complete retrofitting of the suit, this is a form of visual concealment tech employing esoteric technology \
to bend light around the user, as well as mimetic materials to make the surface of the suit match the \
surroundings based off sensor data. For some reason, this tech is rarely seen."
icon_state = "cloak"
module_type = MODULE_TOGGLE
complexity = 4
active_power_cost = DEFAULT_CHARGE_DRAIN * 2
use_power_cost = DEFAULT_CHARGE_DRAIN * 10
incompatible_modules = list(/obj/item/mod/module/stealth)
cooldown_time = 5 SECONDS
origin_tech = "combat=6;materials=6;powerstorage=5;bluespace=5;syndicate=2" //Printable at 3
/// Whether or not the cloak turns off on bumping.
var/bumpoff = TRUE
/// The alpha applied when the cloak is on.
var/stealth_alpha = 50
/obj/item/mod/module/stealth/on_activation()
. = ..()
if(!.)
return
if(bumpoff)
RegisterSignal(mod.wearer, COMSIG_LIVING_MOB_BUMP, PROC_REF(unstealth))
RegisterSignal(mod.wearer, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, PROC_REF(on_unarmed_attack))
RegisterSignal(mod.wearer, COMSIG_ATOM_BULLET_ACT, PROC_REF(on_bullet_act)) //TODO QWERTY: A LOT OF THESE SIGNALS AINT TRIGGERING. or at least this one.
RegisterSignals(mod.wearer, list(COMSIG_MOB_ITEM_ATTACK, COMSIG_PARENT_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_HITBY, COMSIG_ATOM_HULK_ATTACK, COMSIG_ATOM_ATTACK_PAW), PROC_REF(unstealth))
animate(mod.wearer, alpha = stealth_alpha, time = 1.5 SECONDS)
drain_power(use_power_cost)
/obj/item/mod/module/stealth/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
if(bumpoff)
UnregisterSignal(mod.wearer, COMSIG_LIVING_MOB_BUMP)
UnregisterSignal(mod.wearer, list(COMSIG_HUMAN_MELEE_UNARMED_ATTACK, COMSIG_MOB_ITEM_ATTACK, COMSIG_PARENT_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_BULLET_ACT, COMSIG_ATOM_HITBY, COMSIG_ATOM_HULK_ATTACK, COMSIG_ATOM_ATTACK_PAW))
animate(mod.wearer, alpha = 255, time = 1.5 SECONDS)
/obj/item/mod/module/stealth/proc/unstealth(datum/source)
SIGNAL_HANDLER
to_chat(mod.wearer, "<span class='warning'>[src] gets discharged from contact!</span>")
do_sparks(2, TRUE, src)
drain_power(use_power_cost)
on_deactivation(display_message = TRUE, deleting = FALSE)
/obj/item/mod/module/stealth/proc/on_unarmed_attack(datum/source, atom/target)
SIGNAL_HANDLER
if(!isliving(target))
return
unstealth(source)
/obj/item/mod/module/stealth/proc/on_bullet_act(datum/source, obj/item/projectile)
SIGNAL_HANDLER
unstealth(source)
//Advanced Cloaking - Doesn't turf off on bump, less power drain, more stealthy.
/obj/item/mod/module/stealth/ninja
name = "MOD advanced cloaking module"
desc = "The latest in stealth technology, this module is a definite upgrade over previous versions. \
The field has been tuned to be even more responsive and fast-acting, with enough stability to \
continue operation of the field even if the user bumps into others. \
The power draw has been reduced drastically, making this perfect for activities like \
standing near sentry turrets for extended periods of time."
icon_state = "cloak_ninja"
bumpoff = FALSE
stealth_alpha = 10
active_power_cost = DEFAULT_CHARGE_DRAIN
use_power_cost = DEFAULT_CHARGE_DRAIN * 5
cooldown_time = 3 SECONDS
origin_tech = "combat=6;materials=6;powerstorage=6;bluespace=6;syndicate=4"
///Status Readout - Puts a lot of information including health, nutrition, fingerprints, temperature to the suit TGUI.
/obj/item/mod/module/status_readout
name = "MOD status readout module"
desc = "A once-common module, this technology went unfortunately out of fashion; \
and right into the arachnid grip of the Spider Clan. This hooks into the suit's spine, \
capable of capturing and displaying all possible biometric data of the wearer; sleep, nutrition, fitness, fingerprints, \
and even useful information such as their overall health and wellness. \
The syndicate has been seen using this module of late, with NT as well getting into the technology on their elitest of suits."
icon_state = "status"
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN * 0.1
incompatible_modules = list(/obj/item/mod/module/status_readout)
tgui_id = "status_readout"
origin_tech = "combat=6;biotech=6;syndicate=1"
/obj/item/mod/module/status_readout/add_ui_data()
. = ..()
.["statustime"] = station_time_timestamp()
.["statusid"] = GLOB.round_id
.["statushealth"] = mod.wearer?.health || 0
.["statusmaxhealth"] = mod.wearer?.getMaxHealth() || 0
.["statusbrute"] = mod.wearer?.getBruteLoss() || 0
.["statusburn"] = mod.wearer?.getFireLoss() || 0
.["statustoxin"] = mod.wearer?.getToxLoss() || 0
.["statusoxy"] = mod.wearer?.getOxyLoss() || 0
.["statustemp"] = mod.wearer?.bodytemperature || 0
.["statusnutrition"] = mod.wearer?.nutrition || 0
.["statusfingerprints"] = mod.wearer ? md5(mod.wearer.dna.unique_enzymes) : null
.["statusdna"] = mod.wearer?.dna.unique_enzymes
.["statusviruses"] = null
if(!length(mod.wearer?.viruses))
return
var/list/viruses = list()
for(var/datum/disease/virus as anything in mod.wearer.viruses)
var/list/virus_data = list()
virus_data["name"] = virus.name
virus_data["type"] = virus.spread_text
virus_data["stage"] = virus.stage
virus_data["maxstage"] = virus.max_stages
virus_data["cure"] = virus.cure_text
viruses += list(virus_data)
.["statusviruses"] = viruses
///Camera Module - Puts a camera in the modsuit that the ERT commander can see
/obj/item/mod/module/ert_camera
name = "MOD camera module"
desc = "This combination camera and broadcasting module grants the modsuit a camera that tracks what the user see, and sends it to the nearest station and \
CC blackbox. This is used for ERT commander tracking, performance review, Nanotrasen's Funniest Home Videos, \
and used for reference for their Deathsquad Cartoon Series."
icon_state = "eradicationlock" //looks like a bluespace transmitter or something, probably could use an actual camera look.
complexity = 1
incompatible_modules = list(/obj/item/mod/module/ert_camera)
var/obj/machinery/camera/portable/camera
/obj/item/mod/module/ert_camera/on_suit_activation()
if(ishuman(mod.wearer))
register_camera(mod.wearer)
/obj/item/mod/module/ert_camera/proc/register_camera(mob/wearer)
if(camera)
return
camera = new /obj/machinery/camera/portable(src, FALSE)
camera.network = list("ERT")
camera.c_tag = wearer.name
to_chat(wearer, "<span class='notice'>User scanned as [camera.c_tag]. Camera activated.</span>")
/obj/item/mod/module/ert_camera/Destroy()
QDEL_NULL(camera)
return ..()
/obj/item/mod/module/ert_camera/on_suit_deactivation(deleting = FALSE)
QDEL_NULL(camera)
@@ -0,0 +1,153 @@
//Engineering modules for MODsuits
///Welding Protection - Makes the helmet protect from flashes and welding.
/obj/item/mod/module/welding
name = "MOD welding protection module"
desc = "A module installed into the visor of the suit, this projects a \
polarized, holographic overlay in front of the user's eyes. It's rated high enough for \
immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights."
icon_state = "welding"
complexity = 1
incompatible_modules = list(/obj/item/mod/module/welding, /obj/item/mod/module/armor_booster)
overlay_state_inactive = "module_welding"
/obj/item/mod/module/welding/on_suit_activation()
mod.helmet.flash_protect = FLASH_PROTECTION_WELDER
/obj/item/mod/module/welding/on_suit_deactivation(deleting = FALSE)
if(deleting)
return
mod.helmet.flash_protect = initial(mod.helmet.flash_protect)
///T-Ray Scan - Scans the terrain for undertile objects.
/obj/item/mod/module/t_ray
name = "MOD t-ray scan module"
desc = "A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation \
to essentially echolocate things beneath the floor, mostly cables and pipes. \
A staple of atmospherics work, and counter-smuggling work."
icon_state = "tray"
module_type = MODULE_TOGGLE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/t_ray)
cooldown_time = 0.5 SECONDS
/// T-ray scan range.
var/range = 4
/obj/item/mod/module/t_ray/on_active_process()
t_ray_scan(mod.wearer, 0.8 SECONDS, range)
///Magnetic Stability - Gives the user a slowdown but makes them negate gravity and be immune to slips.
/obj/item/mod/module/magboot
name = "MOD magnetic stability module"
desc = "These are powerful electromagnets fitted into the suit's boots, allowing users both \
excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. \
However, these basic models do not feature computerized systems to automatically toggle them on and off, \
so numerous users report a certain stickiness to their steps."
icon_state = "magnet"
module_type = MODULE_TOGGLE
complexity = 2
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/magboot)
cooldown_time = 0.5 SECONDS
/// Slowdown added onto the suit.
var/slowdown_active = 0.5
/obj/item/mod/module/magboot/on_activation()
. = ..()
if(!.)
return
mod.boots.flags |= NOSLIP
mod.slowdown += slowdown_active
mod.boots.magbooted = TRUE
/obj/item/mod/module/magboot/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
mod.boots.flags ^= NOSLIP
mod.slowdown -= slowdown_active
mod.boots.magbooted = FALSE
/obj/item/mod/module/magboot/advanced
name = "MOD advanced magnetic stability module"
removable = FALSE
complexity = 0
slowdown_active = 0
///Radiation Protection - Gives the user rad info in the ui, currently
/obj/item/mod/module/rad_protection
name = "MOD radiation detector module"
desc = "A protoype module that improves the sensors on the modsuit to detect radiation on the user. \
Currently due to time restraints and a lack of lead on lavaland, it does not have a built in geiger counter or radiation protection."
icon_state = "radshield"
complexity = 0 //I'm setting this to zero for now due to it not currently increasing radiaiton armor. If we add giger counter / additional rad protecion to this, it should be 2. We denied radiation potions before, so this should NOT give full rad immunity on a engi modsuit
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.1 //Lowered from 0.3 due to no protection.
incompatible_modules = list(/obj/item/mod/module/rad_protection)
tgui_id = "rad_counter"
/obj/item/mod/module/rad_protection/add_ui_data()
. = ..()
.["userradiated"] = mod.wearer?.radiation || 0
.["usertoxins"] = mod.wearer?.getToxLoss() || 0
.["usermaxtoxins"] = mod.wearer?.getMaxHealth() || 0
///Emergency Tether - Shoots a grappling hook projectile in 0g that throws the user towards it.
/obj/item/mod/module/tether
name = "MOD emergency tether module"
desc = "A custom-built grappling-hook powered by a winch capable of hauling the user. \
While some older models of cargo-oriented grapples have capacities of a few tons, \
these are only capable of working in zero-gravity environments, a blessing to some Engineers."
icon_state = "tether"
module_type = MODULE_ACTIVE
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/tether)
cooldown_time = 4 SECONDS
/obj/item/mod/module/tether/on_use()
if(has_gravity(get_turf(src)))
to_chat(mod.wearer, "<span class='warning'>Too much gravity to use the tether!</span>")
playsound(src, 'sound/weapons/gun_interactions/dry_fire.ogg', 25, TRUE)
return FALSE
return ..()
/obj/item/mod/module/tether/on_select_use(atom/target)
. = ..()
if(!.)
return
var/obj/item/projectile/tether = new /obj/item/projectile/tether(get_turf(mod.wearer))
tether.original = target
tether.firer = mod.wearer
tether.preparePixelProjectile(target, get_turf(target), mod.wearer)
tether.fire()
playsound(src, 'sound/weapons/batonextend.ogg', 25, TRUE)
INVOKE_ASYNC(tether, TYPE_PROC_REF(/obj/item/projectile/tether, make_chain))
drain_power(use_power_cost)
/obj/item/projectile/tether
name = "tether"
icon_state = "tether_projectile"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
speed = 2
damage = 5
range = 15
hitsound = 'sound/weapons/batonextend.ogg'
hitsound_wall = 'sound/weapons/batonextend.ogg'
/obj/item/projectile/tether/proc/make_chain()
if(firer)
chain = Beam(firer, icon_state = "line", icon = 'icons/obj/clothing/modsuit/mod_modules.dmi', time = 10 SECONDS, maxdistance = 15)
/obj/item/projectile/tether/on_hit(atom/target)
. = ..()
if(firer && isliving(firer))
var/mob/living/L = firer
L.apply_status_effect(STATUS_EFFECT_IMPACT_IMMUNE)
L.throw_at(target, 15, 1, L, FALSE, FALSE, callback = CALLBACK(L, TYPE_PROC_REF(/mob/living, remove_status_effect), STATUS_EFFECT_IMPACT_IMMUNE))
/obj/item/projectile/tether/Destroy()
QDEL_NULL(chain)
return ..()
+441
View File
@@ -0,0 +1,441 @@
//General modules for MODsuits
///Storage - Adds a storage component to the suit.
/obj/item/mod/module/storage
name = "MOD storage module"
desc = "What amounts to a series of integrated storage compartments and specialized pockets installed across \
the surface of the suit, useful for storing various bits, and or bobs."
icon_state = "storage"
complexity = 3
incompatible_modules = list(/obj/item/mod/module/storage, /obj/item/mod/module/plate_compression)
/// Max weight class of items in the storage.
var/max_w_class = WEIGHT_CLASS_NORMAL
/// Max combined weight of all items in the storage.
var/max_combined_w_class = 15
/// Max amount of items in the storage.
var/max_items = 7
var/obj/item/storage/backpack/modstorage/bag
/obj/item/mod/module/storage/Initialize(mapload)
. = ..()
var/obj/item/storage/backpack/modstorage/S = new(src)
bag = S
bag.max_w_class = max_w_class
bag.max_combined_w_class = max_combined_w_class
bag.storage_slots = max_items
bag.source = src
/obj/item/mod/module/storage/Destroy()
QDEL_NULL(bag)
return ..()
/obj/item/mod/module/storage/on_install()
mod.bag = bag
bag.forceMove(mod)
/obj/item/mod/module/storage/on_uninstall(deleting = FALSE)
if(!deleting)
for(var/obj/I in bag.contents)
I.forceMove(get_turf(loc))
bag.forceMove(src)
mod.bag = null
return
qdel(bag)
UnregisterSignal(mod.chestplate, COMSIG_ITEM_PRE_UNEQUIP)
/obj/item/mod/module/storage/on_suit_deactivation(deleting)
. = ..()
bag.forceMove(src) //So the pinpointer doesnt lie.
/obj/item/mod/module/storage/on_unequip()
. = ..()
bag.forceMove(src)
/obj/item/mod/module/storage/large_capacity
name = "MOD expanded storage module"
desc = "Reverse engineered by Cybersun Industries from Donk Corporation designs, this system of hidden compartments \
is entirely within the suit, distributing items and weight evenly to ensure a comfortable experience for the user; \
whether smuggling, or simply hauling."
icon_state = "storage_large"
max_combined_w_class = 21
max_items = 14
/obj/item/mod/module/storage/syndicate
name = "MOD syndicate storage module"
desc = "A storage system using nanotechnology developed by Donk Corporation, these compartments use \
esoteric technology to compress the physical matter of items put inside of them, \
essentially shrinking items for much easier and more portable storage."
icon_state = "storage_syndi"
max_combined_w_class = 30
max_items = 21
origin_tech = "materials=6;bluespace=5;syndicate=2"
/obj/item/mod/module/storage/belt
name = "MOD case storage module"
desc = "Some concessions had to be made when creating a compressed modular suit core. \
As a result, Roseus Galactic equipped their suit with a slimline storage case. \
If you find this equipped to a standard modular suit, then someone has almost certainly shortchanged you on a proper storage module."
icon_state = "storage_case"
complexity = 0
max_w_class = WEIGHT_CLASS_SMALL
removable = FALSE
max_combined_w_class = 21
max_items = 7
/obj/item/mod/module/storage/bluespace
name = "MOD bluespace storage module"
desc = "A storage system developed by Nanotrasen, these compartments employ \
miniaturized bluespace pockets for the ultimate in storage technology; regardless of the weight of objects put inside."
icon_state = "storage_bluespace"
max_w_class = WEIGHT_CLASS_GIGANTIC
max_combined_w_class = 60
max_items = 21
//Internal
/obj/item/storage/backpack/modstorage
name = "mod's storage"
desc = "Either you tried to spawn a storage mod, or someone fucked up. Unless you are an admin that just tried to spawn something, issue report."
var/obj/item/mod/module/storage/source
/obj/item/storage/backpack/modstorage/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/storage/backpack/modstorage/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/storage/backpack/modstorage/process()
update_viewers()
/obj/item/storage/backpack/modstorage/update_viewers()
for(var/_M in mobs_viewing)
var/mob/M = _M
if(!QDELETED(M) && M.s_active == src && (M in range(1, loc)) && (source.mod.loc == _M || (M in range(1, source.mod)))) //This ensures someone isn't taking it away from the mod unit
continue
hide_from(M)
///Ion Jetpack - Lets the user fly freely through space using battery charge.
/obj/item/mod/module/jetpack
name = "MOD ion jetpack module"
desc = "A series of electric thrusters installed across the suit, this is a module highly anticipated by trainee Engineers. \
Rather than using gasses for combustion thrust, these jets are capable of accelerating ions using \
charge from the suit's charge. Some say this isn't Cybersun Industries's first foray into jet-enabled suits."
icon_state = "jetpack"
module_type = MODULE_TOGGLE
complexity = 3
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/jetpack)
cooldown_time = 0.5 SECONDS
overlay_state_inactive = "module_jetpack"
overlay_state_active = "module_jetpack_on"
/// Do we stop the wearer from gliding in space.
var/stabilizers = FALSE
/obj/item/mod/module/jetpack/proc/set_stabilizers(new_stabilizers)
if(stabilizers == new_stabilizers)
return
stabilizers = new_stabilizers
/obj/item/mod/module/jetpack/get_configuration()
. = ..()
.["stabilizers"] = add_ui_configuration("Stabilizers", "bool", stabilizers)
/obj/item/mod/module/jetpack/configure_edit(key, value)
switch(key)
if("stabilizers")
set_stabilizers(text2bool(value))
/obj/item/mod/module/jetpack/proc/allow_thrust()
if(!active)
return
if(!drain_power(use_power_cost))
return FALSE
return TRUE
/obj/item/mod/module/jetpack/proc/get_user()
return mod.wearer
/obj/item/mod/module/jetpack/on_activation()
. = ..()
mod.jetpack_active = TRUE
/obj/item/mod/module/jetpack/on_deactivation(display_message, deleting)
. = ..()
mod.jetpack_active = FALSE
/obj/item/mod/module/jetpack/advanced
name = "MOD advanced ion jetpack module"
desc = "An improvement on the previous model of electric thrusters. This one achieves better efficency through \
mounting of more jets and a red paint applied on it."
icon_state = "jetpack_advanced"
overlay_state_inactive = "module_jetpackadv"
overlay_state_active = "module_jetpackadv_on"
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.25
use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
origin_tech = "materials=4;magnets=4;engineering=5" //To replace the old hardsuit upgrade jetpack levels.
///EMP Shield - Protects the suit from EMPs.
/obj/item/mod/module/emp_shield
name = "MOD EMP shield module"
desc = "A field inhibitor installed into the suit, protecting it against feedback such as \
electromagnetic pulses that would otherwise damage the electronic systems of the suit or it's modules. \
However, it will take from the suit's power to do so."
icon_state = "empshield"
origin_tech = "materials=6;bluespace=5;syndicate=2"
complexity = 1
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/emp_shield, /obj/item/mod/module/dna_lock)
/obj/item/mod/module/emp_shield/on_install()
mod.emp_proof = TRUE
/obj/item/mod/module/emp_shield/on_uninstall(deleting = FALSE)
mod.emp_proof = FALSE
///Flashlight - Gives the suit a customizable flashlight.
/obj/item/mod/module/flashlight
name = "MOD flashlight module"
desc = "A simple pair of configurable flashlights installed on the left and right sides of the helmet, \
useful for providing light in a variety of ranges and colors. \
Some survivalists prefer the color green for their illumination, for reasons unknown."
icon_state = "flashlight"
module_type = MODULE_TOGGLE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/flashlight)
cooldown_time = 0.5 SECONDS
overlay_state_inactive = "module_light"
overlay_state_active = "module_light_on"
light_color = COLOR_WHITE
///The light power for the mod
var/mod_light_range = 4
///The light range for the mod
var/mod_light_power = 2
var/light_on = FALSE
/// Charge drain per range amount.
var/base_power = DEFAULT_CHARGE_DRAIN * 0.1
/// Minimum range we can set.
var/min_range = 2
/// Maximum range we can set.
var/max_range = 5
/obj/item/mod/module/flashlight/on_activation()
. = ..()
if(!.)
return
active_power_cost = base_power * mod_light_range
mod.set_light(mod_light_range, mod_light_power, light_color)
/obj/item/mod/module/flashlight/on_deactivation(display_message = TRUE, deleting = FALSE)
mod.set_light(0, mod_light_power, light_color)
. = ..()
if(!.)
return
/obj/item/mod/module/flashlight/on_process()
active_power_cost = base_power * mod_light_range
return ..()
/obj/item/mod/module/flashlight/get_configuration()
. = ..()
.["light_color"] = add_ui_configuration("Light Color", "color", light_color)
.["light_range"] = add_ui_configuration("Light Range", "number", mod_light_range)
/obj/item/mod/module/flashlight/configure_edit(key, value)
switch(key)
if("light_color")
value = input(usr, "Pick new light color", "Flashlight Color") as color|null
if(!value)
return
if(is_color_dark(value, 50))
to_chat(mod.wearer, ("<span class='warning'>That is too dark</span>"))
return
light_color = value
mod.wearer.regenerate_icons()
if("light_range")
mod_light_range = (clamp(text2num(value), min_range, max_range))
mod.set_light(0, mod_light_power, light_color)
mod_color_overide = light_color
on_deactivation()
///Dispenser - Dispenses an item after a time passes.
/obj/item/mod/module/dispenser
name = "MOD burger dispenser module"
desc = "A rare piece of technology reverse-engineered from a prototype found in a Donk Corporation vessel. \
This can draw incredible amounts of power from the suit's charge to create edible organic matter in the \
palm of the wearer's glove; however, research seemed to have entirely stopped at cheeseburgers. \
Notably, all attempts to get it to dispense Earl Grey tea have failed."
icon_state = "dispenser"
module_type = MODULE_USABLE
complexity = 3
use_power_cost = DEFAULT_CHARGE_DRAIN * 2
incompatible_modules = list(/obj/item/mod/module/dispenser)
cooldown_time = 5 SECONDS
/// Path we dispense.
var/dispense_type = /obj/item/reagent_containers/food/snacks/cheeseburger
/// Time it takes for us to dispense.
var/dispense_time = 0 SECONDS
/obj/item/mod/module/dispenser/on_use()
. = ..()
if(!.)
return
if(dispense_time && !do_after(mod.wearer, dispense_time, target = mod.wearer))
return FALSE
var/obj/item/dispensed = new dispense_type(mod.wearer.loc)
mod.wearer.put_in_hands(dispensed)
playsound(src, 'sound/machines/click.ogg', 100, TRUE)
drain_power(use_power_cost)
return dispensed
///Thermal Regulator - Regulates the wearer's core temperature.
/obj/item/mod/module/thermal_regulator
name = "MOD thermal regulator module"
desc = "Advanced climate control, using an inner body glove interwoven with thousands of tiny, \
flexible cooling lines. This circulates coolant at various user-controlled temperatures, \
ensuring they're comfortable; even if they're some that like it hot."
icon_state = "regulator"
module_type = MODULE_TOGGLE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/thermal_regulator)
cooldown_time = 0.5 SECONDS
/// The temperature we are regulating to.
var/temperature_setting = BODYTEMP_NORMAL
/// Minimum temperature we can set.
var/min_temp = 293.15
/// Maximum temperature we can set.
var/max_temp = 318.15
/obj/item/mod/module/thermal_regulator/get_configuration()
. = ..()
.["temperature_setting"] = add_ui_configuration("Temperature", "number", temperature_setting - T0C)
/obj/item/mod/module/thermal_regulator/configure_edit(key, value)
switch(key)
if("temperature_setting")
temperature_setting = clamp(text2num(value) + T0C, min_temp, max_temp)
/obj/item/mod/module/thermal_regulator/on_active_process()
if(mod.wearer.bodytemperature > temperature_setting)
mod.wearer.bodytemperature = max(temperature_setting, mod.wearer.bodytemperature - (40 * TEMPERATURE_DAMAGE_COEFFICIENT))
else if(mod.wearer.bodytemperature < temperature_setting)
mod.wearer.bodytemperature = min(temperature_setting, mod.wearer.bodytemperature + (40 * TEMPERATURE_DAMAGE_COEFFICIENT))
/obj/item/mod/module/dna_lock
name = "MOD DNA lock module"
desc = "A module which engages with the various locks and seals tied to the suit's systems, \
enabling it to only be worn by someone corresponding with the user's exact DNA profile; \
however, this incredibly sensitive module is shorted out by EMPs. Luckily, stable mutagen has been outlawed."
icon_state = "dnalock"
origin_tech = "materials=6;bluespace=5;syndicate=1"
module_type = MODULE_USABLE
complexity = 2
use_power_cost = DEFAULT_CHARGE_DRAIN * 3
incompatible_modules = list(/obj/item/mod/module/dna_lock, /obj/item/mod/module/emp_shield)
cooldown_time = 0.5 SECONDS
/// The DNA we lock with.
var/dna = null
/obj/item/mod/module/dna_lock/on_install()
RegisterSignal(mod, COMSIG_MOD_ACTIVATE, PROC_REF(on_mod_activation))
RegisterSignal(mod, COMSIG_MOD_MODULE_REMOVAL, PROC_REF(on_mod_removal))
RegisterSignal(mod, COMSIG_ATOM_EMP_ACT, PROC_REF(on_emp))
RegisterSignal(mod, COMSIG_ATOM_EMAG_ACT, PROC_REF(on_emag))
/obj/item/mod/module/dna_lock/on_uninstall(deleting = FALSE)
UnregisterSignal(mod, COMSIG_MOD_ACTIVATE)
UnregisterSignal(mod, COMSIG_MOD_MODULE_REMOVAL)
UnregisterSignal(mod, COMSIG_ATOM_EMP_ACT)
UnregisterSignal(mod, COMSIG_ATOM_EMAG_ACT)
/obj/item/mod/module/dna_lock/on_use()
. = ..()
if(!.)
return
dna = mod.wearer.dna.unique_enzymes
drain_power(use_power_cost)
/obj/item/mod/module/dna_lock/emp_act(severity)
. = ..()
if(mod.emp_proof)
return
on_emp(src, severity)
/obj/item/mod/module/dna_lock/emag_act(mob/user, obj/item/card/emag/emag_card)
. = ..()
on_emag(src, user, emag_card)
/obj/item/mod/module/dna_lock/proc/dna_check(mob/user)
if(!iscarbon(user))
return FALSE
if(!dna)
return TRUE
if(dna == mod.wearer.dna.unique_enzymes)
return TRUE
return FALSE
/obj/item/mod/module/dna_lock/proc/on_emp(datum/source, severity)
SIGNAL_HANDLER
dna = null
/obj/item/mod/module/dna_lock/proc/on_emag(datum/source, mob/user, obj/item/card/emag/emag_card)
SIGNAL_HANDLER
dna = null
/obj/item/mod/module/dna_lock/proc/on_mod_activation(datum/source, mob/user)
SIGNAL_HANDLER
if(!dna_check(user))
atom_say("ERROR: User does not match owner DNA")
return MOD_CANCEL_ACTIVATE
/obj/item/mod/module/dna_lock/proc/on_mod_removal(datum/source, mob/user)
SIGNAL_HANDLER
if(!dna_check(user))
atom_say("ERROR: User does not match owner DNA")
return MOD_CANCEL_REMOVAL
/obj/item/mod/module/dna_lock/emp_shield
name = "MOD DN-MP shield lock"
desc = "This syndicate module is a combination EMP shield and DNA lock. Provides the best of both worlds, with the weakness of niether."
icon_state = "dnalock"
origin_tech = "materials=6;bluespace=5;syndicate=3"
complexity = 3
use_power_cost = DEFAULT_CHARGE_DRAIN * 5
/obj/item/mod/module/dna_lock/emp_shield/on_install()
. = ..()
mod.emp_proof = TRUE
/obj/item/mod/module/dna_lock/emp_shield/on_uninstall(deleting = FALSE)
. = ..()
mod.emp_proof = FALSE
///Plasma Stabilizer - Prevents plasmamen from igniting in the suit
/obj/item/mod/module/plasma_stabilizer
name = "MOD plasma stabilizer module"
desc = "This system essentially forms an atmosphere of its own, within the suit, \
efficiently and quickly preventing oxygen from causing the user's head to burst into flame. \
This allows plasmamen to safely remove their helmet, allowing for easier \
equipping of any MODsuit-related equipment, or otherwise. \
The purple glass of the visor seems to be constructed for nostalgic purposes."
icon_state = "plasma_stabilizer"
complexity = 1
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/plasma_stabilizer)
overlay_state_inactive = "module_plasma"
/obj/item/mod/module/plasma_stabilizer/on_equip()
ADD_TRAIT(mod.wearer, TRAIT_NOSELFIGNITION_HEAD_ONLY, MODSUIT_TRAIT)
/obj/item/mod/module/plasma_stabilizer/on_unequip()
REMOVE_TRAIT(mod.wearer, TRAIT_NOSELFIGNITION_HEAD_ONLY, MODSUIT_TRAIT)
+129
View File
@@ -0,0 +1,129 @@
//Maint modules for MODsuits
///Springlock Mechanism - allows your modsuit to activate faster, but reagents are very dangerous.
/obj/item/mod/module/springlock
name = "MOD springlock module"
desc = "A module that spans the entire size of the MOD unit, sitting under the outer shell. \
This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting \
up, but was taken out of modern suits because of the springlock's tendency to \"snap\" back \
into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you?"
icon_state = "springlock"
complexity = 3 // it is inside every part of your suit, so
incompatible_modules = list(/obj/item/mod/module/springlock)
///How much faster will your suit deploy?
var/activation_step_time_booster = 2
///Is this the syndicate version, which can be toggled on multitool?
var/nineteen_eighty_seven_edition = FALSE
///If this is true, the suit will prevent you from retracting for 10 seconds, so an antag can smoke bomb you.
var/dont_let_you_come_back = FALSE
///If this is true, we are about to spring shut on someone, and should not remove the retraction blocking.
var/incoming_jumpscare = FALSE
/obj/item/mod/module/springlock/on_install()
mod.activation_step_time *= (1 / activation_step_time_booster)
/obj/item/mod/module/springlock/on_uninstall(deleting = FALSE)
mod.activation_step_time *= activation_step_time_booster
/obj/item/mod/module/springlock/on_suit_activation()
RegisterSignal(mod.wearer, COMSIG_ATOM_EXPOSE_REAGENTS, PROC_REF(on_wearer_exposed))
if(dont_let_you_come_back)
RegisterSignal(mod, COMSIG_MOD_ACTIVATE, PROC_REF(on_activate_spring_block))
addtimer(CALLBACK(src, PROC_REF(remove_retraction_block)), 10 SECONDS)
/obj/item/mod/module/springlock/on_suit_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, COMSIG_ATOM_EXPOSE_REAGENTS)
/obj/item/mod/module/springlock/multitool_act(mob/living/user, obj/item/I)
if(!nineteen_eighty_seven_edition)
return
. = TRUE
if(dont_let_you_come_back)
to_chat(user, "<span class='notice'>You disable the retraction blocking systems.</span>")
dont_let_you_come_back = FALSE
return
to_chat(user, "<span class='notice'>You enable the retraction blocking systems, which will block people from retracting the modsuit for 10 seconds.</span>")
dont_let_you_come_back = TRUE
///Signal fired when wearer is exposed to reagents
/obj/item/mod/module/springlock/proc/on_wearer_exposed(atom/source, list/reagents, datum/reagents/source_reagents, methods, volume_modifier, show_message)
SIGNAL_HANDLER
remove_retraction_block() //No double signals
to_chat(mod.wearer, "<span class='danger'>[src] makes an ominous click sound...</span>")
incoming_jumpscare = TRUE
playsound(src, 'sound/items/modsuit/springlock.ogg', 75, TRUE)
addtimer(CALLBACK(src, PROC_REF(snap_shut)), rand(3 SECONDS, 5 SECONDS))
RegisterSignal(mod, COMSIG_MOD_ACTIVATE, PROC_REF(on_activate_spring_block))
///Signal fired when wearer attempts to activate/deactivate suits
/obj/item/mod/module/springlock/proc/on_activate_spring_block(datum/source, user)
SIGNAL_HANDLER
to_chat(mod.wearer, "<span class='userdanger'>The springlocks aren't responding...?</span>")
return MOD_CANCEL_ACTIVATE
///Removes the retraction blocker from the springlock so long as they are not about to be killed
/obj/item/mod/module/springlock/proc/remove_retraction_block()
if(!incoming_jumpscare)
UnregisterSignal(mod, COMSIG_MOD_ACTIVATE)
///Delayed death proc of the suit after the wearer is exposed to reagents
/obj/item/mod/module/springlock/proc/snap_shut()
UnregisterSignal(mod, COMSIG_MOD_ACTIVATE)
if(!mod.wearer) //while there is a guaranteed user when on_wearer_exposed() fires, that isn't the same case for this proc
return
mod.wearer.visible_message("<span class='danger'>[src] inside [mod.wearer]'s [mod.name] snaps shut, mutilating the user inside!</span>", "<span class='biggerdanger'><b>*SNAP*</b></span>")
mod.wearer.emote("scream")
playsound(mod.wearer, 'sound/effects/snap.ogg', 75, TRUE, frequency = 0.5)
playsound(mod.wearer, 'sound/effects/splat.ogg', 50, TRUE, frequency = 0.5)
mod.wearer.adjustBruteLoss(1987) //boggers, bogchamp, etc //why not just poggers, also this caps at 595 damage but comedy
incoming_jumpscare = FALSE
///Balloon Blower - Blows a balloon.
/obj/item/mod/module/balloon
name = "MOD balloon blower module"
desc = "A strange module invented years ago by some ingenious mimes. It blows balloons."
icon_state = "bloon"
module_type = MODULE_USABLE
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/balloon)
cooldown_time = 15 SECONDS
/obj/item/mod/module/balloon/on_use()
. = ..()
if(!.)
return
if(!do_after(mod.wearer, 10 SECONDS, target = mod.wearer))
return FALSE
mod.wearer.adjustOxyLoss(20)
playsound(src, 'sound/items/modsuit/inflate_bloon.ogg', 50, TRUE)
var/obj/item/toy/balloon/balloon = new(get_turf(src))
mod.wearer.put_in_hands(balloon)
drain_power(use_power_cost)
///Stamper - Extends a stamp that can switch between accept/deny modes.
/obj/item/mod/module/stamp
name = "MOD stamper module"
desc = "A module installed into the wrist of the suit, this functions as a high-power stamp, \
able to switch between accept and deny modes."
icon_state = "stamp"
module_type = MODULE_ACTIVE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
device = /obj/item/stamp/mod
incompatible_modules = list(/obj/item/mod/module/stamp)
cooldown_time = 0.5 SECONDS
/obj/item/stamp/mod
name = "MOD electronic stamp"
desc = "A high-power stamp, able to switch between accept and deny mode when used."
/obj/item/stamp/mod/attack_self(mob/user, modifiers)
. = ..()
if(icon_state == "stamp-ok")
icon_state = "stamp-deny"
else
icon_state = "stamp-ok"
+115
View File
@@ -0,0 +1,115 @@
//Medical modules for MODsuits. Not much here, sorry.
///Injector - Gives the suit an extendable large-capacity piercing syringe.
/obj/item/mod/module/injector
name = "MOD injector module"
desc = "A module installed into the wrist of the suit, this functions as a high-capacity syringe, \
with a tip fine enough to locate the emergency injection ports on any suit of armor, \
penetrating it with ease. Even yours."
icon_state = "injector"
module_type = MODULE_ACTIVE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
device = /obj/item/reagent_containers/syringe/mod
incompatible_modules = list(/obj/item/mod/module/injector)
cooldown_time = 0.5 SECONDS
/obj/item/reagent_containers/syringe/mod
name = "MOD injector syringe"
desc = "A high-capacity syringe, with a tip fine enough to locate \
the emergency injection ports on any suit of armor, penetrating it with ease. Even yours."
amount_per_transfer_from_this = 30
possible_transfer_amounts = list(5, 10, 15, 20, 30)
volume = 30
penetrates_thick = TRUE
///Defibrillator - Gives the suit an extendable pair of shock paddles.
/obj/item/mod/module/defibrillator
name = "MOD defibrillator module"
desc = "A module built into the gauntlets of the suit; commonly known as the 'Healing Hands' by medical professionals. \
The user places their palms above the patient. Onboard computers in the suit calculate the necessary voltage, \
and a modded targeting computer determines the best position for the user to push. \
Twenty five pounds of force are applied to the patient's skin. Shocks travel from the suit's gloves \
and counter-shock the heart, and the wearer returns to Medical a hero. Don't you even think about using it as a weapon; \
regulations on manufacture and software locks expressly forbid it."
icon_state = "defibrillator"
module_type = MODULE_ACTIVE
complexity = 2
use_power_cost = DEFAULT_CHARGE_DRAIN * 200 // 1000 charge. Shocking, I know.
device = /obj/item/mod_defib
overlay_state_inactive = "module_defibrillator"
overlay_state_active = "module_defibrillator_active"
incompatible_modules = list(/obj/item/mod/module/defibrillator)
cooldown_time = 0.5 SECONDS
/obj/item/mod/module/defibrillator/Initialize(mapload)
. = ..()
RegisterSignal(device, COMSIG_DEFIB_SHOCK_APPLIED, PROC_REF(on_defib_success))
/obj/item/mod/module/defibrillator/proc/on_defib_success()
SIGNAL_HANDLER // COMSIG_DEFIB_SHOCK_APPLIED
drain_power(use_power_cost)
/obj/item/mod_defib
name = "defibrillator gauntlets"
desc = "A pair of paddles with flat metal surfaces that are used to deliver powerful electric shocks."
icon = 'icons/obj/defib.dmi'
icon_state = "defibgauntlets0" //Inhands handled by the module overlays
force = 0
w_class = WEIGHT_CLASS_BULKY
toolspeed = 1
var/defib_cooldown = 5 SECONDS
var/safety = TRUE
/// Whether or not the paddles are on cooldown. Used for tracking icon states.
var/on_cooldown = FALSE
/obj/item/mod_defib/Initialize(mapload)
. = ..()
AddComponent(/datum/component/defib, cooldown = defib_cooldown, speed_multiplier = toolspeed, combat = !safety, heart_attack_chance = safety ? 0 : 100, robotic = TRUE, safe_by_default = safety, emp_proof = TRUE)
RegisterSignal(src, COMSIG_DEFIB_READY, PROC_REF(on_cooldown_expire))
RegisterSignal(src, COMSIG_DEFIB_SHOCK_APPLIED, PROC_REF(after_shock))
/obj/item/mod_defib/proc/after_shock(obj/item/defib, mob/user)
SIGNAL_HANDLER // COMSIG_DEFIB_SHOCK_APPLIED
on_cooldown = TRUE
update_icon(UPDATE_ICON_STATE)
/obj/item/mod_defib/proc/on_cooldown_expire(obj/item/defib)
SIGNAL_HANDLER // COMSIG_DEFIB_READY
on_cooldown = FALSE
visible_message("<span class='notice'>[src] beeps: Defibrillation unit ready.</span>")
playsound(get_turf(src), 'sound/machines/defib_ready.ogg', 50, FALSE)
update_icon(UPDATE_ICON_STATE)
/obj/item/mod_defib/update_icon_state()
icon_state = "[initial(icon_state)]"
if(on_cooldown)
icon_state = "[initial(icon_state)]_cooldown"
/obj/item/mod/module/defibrillator/combat
name = "MOD combat defibrillator module"
desc = "A module built into the gauntlets of the suit; commonly known as the 'Healing Hands' by medical professionals. \
The user places their palms above the patient. Onboard computers in the suit calculate the necessary voltage, \
and a modded targeting computer determines the best position for the user to push. \
Twenty five pounds of force are applied to the patient's skin. Shocks travel from the suit's gloves \
and counter-shock the heart, and the wearer returns to Medical a hero. \
Interdyne Pharmaceutics marketed the domestic version of the Healing Hands as foolproof and unusable as a weapon. \
But when it came time to provide their operatives with usable medical equipment, they didn't hesitate to remove \
those in-built safeties. Operatives in the field can benefit from what they dub as 'Stun Gloves', able to apply shocks \
straight to a victims heart to disable them, or maybe even outright stop their heart with enough power."
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN * 400 // 2000 charge. Since you like causing heart attacks, don't you?
module_type = MODULE_ACTIVE
overlay_state_inactive = "module_defibrillator_combat"
overlay_state_active = "module_defibrillator_combat_active"
device = /obj/item/mod_defib/syndicate
/obj/item/mod_defib/syndicate
name = "combat defibrillator gauntlets"
icon_state = "syndiegauntlets0"
safety = FALSE
toolspeed = 2
defib_cooldown = 2.5 SECONDS
@@ -0,0 +1,96 @@
//Science modules for MODsuits
///Reagent Scanner - Lets the user scan reagents.
/obj/item/mod/module/reagent_scanner
name = "MOD reagent scanner module"
desc = "A module based off research-oriented Nanotrasen HUDs, this is capable of scanning the contents of \
containers and projecting the information in an easy-to-read format on the wearer's display. \
It cannot detect flavors, so that's up to you."
icon_state = "scanner"
module_type = MODULE_TOGGLE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
incompatible_modules = list(/obj/item/mod/module/reagent_scanner)
cooldown_time = 0.5 SECONDS
/obj/item/mod/module/reagent_scanner/on_activation()
. = ..()
if(!.)
return
mod.helmet.scan_reagents = TRUE
/obj/item/mod/module/reagent_scanner/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
mod.helmet.scan_reagents = FALSE
/obj/item/mod/module/reagent_scanner/advanced
name = "MOD advanced reagent scanner module"
complexity = 0
removable = FALSE
var/explosion_detection_dist = 21
/obj/item/mod/module/reagent_scanner/advanced/on_activation()
. = ..()
if(!.)
return
GLOB.doppler_arrays += src
/obj/item/mod/module/reagent_scanner/advanced/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
GLOB.doppler_arrays -= src
/obj/item/mod/module/reagent_scanner/advanced/proc/sense_explosion(x0, y0, z0, devastation_range, heavy_impact_range,
light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
var/turf/T = get_turf(src)
var/dx = abs(x0 - T.x)
var/dy = abs(y0 - T.y)
var/distance
if(T.z != z0)
return
if(dx > dy)
distance = dx
else
distance = dy
if(distance > explosion_detection_dist)
return
to_chat(mod.wearer, "<span class='notice'>Explosion detected! Epicenter: [devastation_range], Outer: [heavy_impact_range], Shock: [light_impact_range]</span>")
///Teleporter - Lets the user teleport to a nearby location.
/obj/item/mod/module/anomaly_locked/teleporter
name = "MOD teleporter module"
desc = "A module that uses a bluespace core to let the user transport their particles elsewhere."
icon_state = "teleporter"
module_type = MODULE_ACTIVE
complexity = 3
use_power_cost = DEFAULT_CHARGE_DRAIN * 5
cooldown_time = 5 SECONDS
accepted_anomalies = list(/obj/item/assembly/signaler/anomaly/bluespace)
/// Time it takes to teleport
var/teleport_time = 1.25 SECONDS //This is a bluespace core this should be fast, like you can get a phazon with this man, we don't have anomaly refining either
/obj/item/mod/module/anomaly_locked/teleporter/on_select_use(atom/target)
. = ..()
if(!.)
return
var/turf/target_turf = get_turf(target)
if(!istype(target_turf) || target_turf.density || !(target_turf in view(9, mod.wearer))) //No. No camera bug shenanigins.
return
var/matrix/pre_matrix = matrix()
pre_matrix.Scale(4, 0.25)
var/matrix/post_matrix = matrix()
post_matrix.Scale(0.25, 4)
animate(mod.wearer, teleport_time, color = COLOR_CYAN, transform = pre_matrix.Multiply(mod.wearer.transform), easing = SINE_EASING|EASE_OUT)
if(!do_after(mod.wearer, teleport_time, target = mod.wearer))
animate(mod.wearer, teleport_time * 0.1, color = null, transform = post_matrix.Multiply(mod.wearer.transform), easing = SINE_EASING|EASE_IN)
return
animate(mod.wearer, teleport_time * 0.1, color = null, transform = post_matrix.Multiply(mod.wearer.transform), easing = SINE_EASING|EASE_IN)
if(!do_teleport(mod.wearer, target_turf, sound_in = 'sound/effects/phasein.ogg'))
return
drain_power(use_power_cost)
/obj/item/mod/module/anomaly_locked/teleporter/prebuilt
prebuilt = TRUE
@@ -0,0 +1,168 @@
//Security modules for MODsuits
///Holster - Instantly holsters any not huge gun.
/obj/item/mod/module/holster
name = "MOD holster module"
desc = "Based off typical storage compartments, this system allows the suit to holster a \
standard firearm across its surface and allow for extremely quick retrieval. \
While some users prefer the chest, others the forearm for quick deployment, \
some law enforcement prefer the holster to extend from the thigh."
icon_state = "holster"
module_type = MODULE_USABLE
complexity = 2
incompatible_modules = list(/obj/item/mod/module/holster)
cooldown_time = 0.5 SECONDS
allow_flags = MODULE_ALLOW_INACTIVE
/// Gun we have holstered.
var/obj/item/gun/holstered
/obj/item/mod/module/holster/on_use()
. = ..()
if(!.)
return
var/msg = "[holstered]"
if(!holstered)
var/obj/item/gun/holding = mod.wearer.get_active_hand()
if(!holding)
to_chat(mod.wearer, "<span class='warning'>Nothing to holster!</span>")
return
if(!istype(holding) || holding.w_class > WEIGHT_CLASS_NORMAL) //god no holstering a BSG / combat shotgun
to_chat(mod.wearer, "<span class='warning'>It's too big to fit!</span>")
return
holstered = holding
mod.wearer.visible_message("<span class='notice'>[mod.wearer] holsters [holstered].</span>", "<span class='notice'>You holster [holstered].</span>")
mod.wearer.unEquip(mod.wearer.get_active_hand())
holstered.forceMove(src)
else if(mod.wearer.put_in_active_hand(holstered))
mod.wearer.visible_message("<span class='warning'>[mod.wearer] draws [msg], ready to shoot!</span>", \
"<span class='warning'>You draw [msg], ready to shoot!</span>")
else
to_chat(mod.wearer, "<span class='warning'>You need an empty hand to draw [holstered]!</span>")
/obj/item/mod/module/holster/on_uninstall(deleting = FALSE)
if(holstered)
holstered.forceMove(drop_location())
/obj/item/mod/module/holster/Exited(atom/movable/gone, direction)
. = ..()
if(gone == holstered)
holstered = null
/obj/item/mod/module/holster/Destroy()
QDEL_NULL(holstered)
return ..()
///Mirage grenade dispenser - Dispenses grenades that copy the user's appearance.
/obj/item/mod/module/dispenser/mirage
name = "MOD mirage grenade dispenser module"
desc = "This module can create mirage grenades at the user's liking. These grenades create holographic copies of the user."
icon_state = "mirage_grenade"
cooldown_time = 20 SECONDS
overlay_state_inactive = "module_mirage_grenade"
dispense_type = /obj/item/grenade/mirage
/obj/item/mod/module/dispenser/mirage/on_use()
. = ..()
if(!.)
return
var/obj/item/grenade/mirage/grenade = .
grenade.attack_self(mod.wearer)
/obj/item/grenade/mirage
name = "mirage grenade"
desc = "A special device that, when activated, produces a holographic copy of the user."
icon_state = "mirage"
det_time = 3 SECONDS
/// Mob that threw the grenade.
var/mob/living/thrower
/obj/item/grenade/mirage/Destroy()
thrower = null
return ..()
/obj/item/grenade/mirage/attack_self(mob/user)
. = ..()
thrower = user
/obj/item/grenade/mirage/prime()
do_sparks(rand(3, 6), FALSE, src)
if(thrower)
var/mob/living/simple_animal/hostile/illusion/mirage/M = new(get_turf(src))
M.Copy_Parent(thrower, 15 SECONDS)
qdel(src)
/mob/living/simple_animal/hostile/illusion/mirage //It's just standing there, menacingly
AIStatus = AI_OFF
density = FALSE
/mob/living/simple_animal/hostile/illusion/mirage/death(gibbed)
do_sparks(rand(3, 6), FALSE, src)
return ..()
///Active Sonar - Displays a hud circle on the turf of any living creatures in the given radius
/obj/item/mod/module/active_sonar
name = "MOD active sonar"
desc = "Ancient tech from the 20th century, this module uses sonic waves to detect living creatures within the user's radius. \
Its loud ping is much harder to hide in an indoor station than in the outdoor operations it was designed for."
icon_state = "active_sonar"
module_type = MODULE_USABLE
use_power_cost = DEFAULT_CHARGE_DRAIN * 4
complexity = 2
incompatible_modules = list(/obj/item/mod/module/active_sonar)
cooldown_time = 7.5 SECONDS //come on man this is discount thermals, it doesnt need a 15 second cooldown
/obj/item/mod/module/active_sonar/on_use()
. = ..()
if(!.)
return
playsound(mod.wearer, 'sound/mecha/skyfall_power_up.ogg', vol = 20, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
if(!do_after(mod.wearer, 1.1 SECONDS, target = mod.wearer))
return
var/creatures_detected = 0
for(var/mob/living/creature in range(9, mod.wearer))
if(creature == mod.wearer || creature.stat == DEAD)
continue
new /obj/effect/temp_visual/sonar_ping(mod.wearer.loc, mod.wearer, creature)
creatures_detected++
playsound(mod.wearer, 'sound/effects/ping_hit.ogg', vol = 75, vary = TRUE, extrarange = 9) // Should be audible for the radius of the sonar
to_chat(mod.wearer, ("<span class='notice'>You slam your fist into the ground, sending out a sonic wave that detects [creatures_detected] living beings nearby!</span>"))
/obj/effect/temp_visual/sonar_ping
duration = 3 SECONDS
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
anchored = TRUE
randomdir = FALSE
/// The image shown to modsuit users
var/image/modsuit_image
/// The person in the modsuit at the moment, really just used to remove this from their screen
var/source_UID
/// The icon state applied to the image created for this ping.
var/real_icon_state = "sonar_ping"
/obj/effect/temp_visual/sonar_ping/Initialize(mapload, mob/living/looker, mob/living/creature)
. = ..()
if(!looker || !creature)
return INITIALIZE_HINT_QDEL
modsuit_image = image(icon = icon, loc = src, icon_state = real_icon_state, layer = ABOVE_ALL_MOB_LAYER, pixel_x = ((creature.x - looker.x) * 32), pixel_y = ((creature.y - looker.y) * 32))
modsuit_image.plane = ABOVE_LIGHTING_PLANE
modsuit_image.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
source_UID = looker.UID()
add_mind(looker)
/obj/effect/temp_visual/sonar_ping/Destroy()
var/mob/living/previous_user = locateUID(source_UID)
if(previous_user)
remove_mind(previous_user)
// Null so we don't shit the bed when we delete
modsuit_image = null
return ..()
/// Add the image to the modsuit wearer's screen
/obj/effect/temp_visual/sonar_ping/proc/add_mind(mob/living/looker)
looker?.client?.images |= modsuit_image
/// Remove the image from the modsuit wearer's screen
/obj/effect/temp_visual/sonar_ping/proc/remove_mind(mob/living/looker)
looker?.client?.images -= modsuit_image
@@ -0,0 +1,42 @@
//Service modules for MODsuits
///Bike Horn - Plays a bike horn sound.
/obj/item/mod/module/bikehorn
name = "MOD bike horn module"
desc = "A shoulder-mounted piece of heavy sonic artillery, this module uses the finest femto-manipulator technology to \
precisely deliver an almost lethal squeeze to... a bike horn, producing a significantly memorable sound."
icon_state = "bikehorn"
module_type = MODULE_USABLE
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/bikehorn)
cooldown_time = 1 SECONDS
/obj/item/mod/module/bikehorn/on_use()
. = ..()
if(!.)
return
playsound(src, 'sound/items/bikehorn.ogg', 100, FALSE)
drain_power(use_power_cost)
//Waddle - Makes you waddle and squeak.
/obj/item/mod/module/waddle
name = "MOD waddle module"
desc = "Some of the most primitive technology in use by Honk Co. This module works off an automatic intention system, \
utilizing its' sensitivity to the pilot's often-limited brainwaves to directly read their next step, \
affecting the boots they're installed in. Employing a twin-linked gravitonic drive to create \
miniaturized etheric blasts of space-time beneath the user's feet, this enables them to... \
to waddle around, bouncing to and fro with a pep in their step."
icon_state = "waddle"
complexity = 1
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
incompatible_modules = list(/obj/item/mod/module/waddle)
/obj/item/mod/module/waddle/on_suit_activation()
mod.boots.AddComponent(/datum/component/squeak, list('sound/effects/clownstep1.ogg' = 1, 'sound/effects/clownstep2.ogg' = 1), 50, falloff_exponent = 20) //die off quick please
mod.wearer.AddElement(/datum/element/waddling)
/obj/item/mod/module/waddle/on_suit_deactivation(deleting = FALSE)
if(!deleting)
qdel(mod.boots.GetComponent(/datum/component/squeak))
mod.wearer.RemoveElement(/datum/element/waddling)
+541
View File
@@ -0,0 +1,541 @@
//Supply modules for MODsuits
///Internal GPS - Extends a GPS you can use.
/obj/item/mod/module/gps
name = "MOD internal GPS module"
desc = "This module uses common Nanotrasen technology to calculate the user's position anywhere in space, \
down to the exact coordinates. This information is fed to a central database viewable from the device itself, \
though using it to help people is up to you."
icon_state = "gps"
module_type = MODULE_ACTIVE
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
incompatible_modules = list(/obj/item/mod/module/gps)
cooldown_time = 0.5 SECONDS
device = /obj/item/gps/mod
///Hydraulic Clamp - Lets you pick up and drop crates.
/obj/item/mod/module/clamp
name = "MOD hydraulic clamp module"
desc = "A series of actuators installed into both arms of the suit, boasting a lifting capacity of almost a ton. \
However, this design has been locked by Nanotrasen to be primarily utilized for lifting various crates. \
A lot of people would say that loading cargo is a dull job, but you could not disagree more."
icon_state = "clamp"
module_type = MODULE_ACTIVE
complexity = 3
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/clamp)
cooldown_time = 0.5 SECONDS
overlay_state_inactive = "module_clamp"
overlay_state_active = "module_clamp_on"
/// Time it takes to load a crate.
var/load_time = 3 SECONDS
/// The max amount of crates you can carry.
var/max_crates = 3
/// The crates stored in the module.
var/list/stored_crates = list()
/obj/item/mod/module/clamp/on_select_use(atom/target)
. = ..()
if(!.)
return
if(!mod.wearer.Adjacent(target))
return
if(istype(target, /obj/structure/closet/crate))
var/obj/structure/closet/crate/picked_crate = target
if(!check_crate_pickup(picked_crate))
return
playsound(src, 'sound/mecha/hydraulic.ogg', 25, TRUE)
if(!do_after(mod.wearer, load_time, target = target))
return
if(!check_crate_pickup(picked_crate))
return
stored_crates += picked_crate
picked_crate.forceMove(src)
drain_power(use_power_cost)
else if(length(stored_crates))
var/turf/target_turf = get_turf(target)
if(target_turf.density)
return
playsound(src, 'sound/mecha/hydraulic.ogg', 25, TRUE)
if(!do_after(mod.wearer, load_time, target = target))
return
if(target_turf.density)
return
var/obj/structure/closet/crate/dropped_crate = pop(stored_crates)
dropped_crate.forceMove(target_turf)
drain_power(use_power_cost)
else
to_chat(mod.wearer, "<span class='warning'>Invalid target!</span>")
/obj/item/mod/module/clamp/on_suit_deactivation(deleting = FALSE)
if(deleting)
return
for(var/obj/structure/closet/crate/crate as anything in stored_crates)
crate.forceMove(drop_location())
stored_crates -= crate
/obj/item/mod/module/clamp/proc/check_crate_pickup(atom/movable/target)
if(length(stored_crates) >= max_crates)
to_chat(mod.wearer, "<span class='warning'>Too many crates!</span>")
return FALSE
for(var/mob/living/mob in target.client_mobs_in_contents)
if(mob.mob_size < MOB_SIZE_HUMAN)
continue
to_chat(mod.wearer, "<span class='warning'>Too heavy!</span>")
return FALSE
return TRUE
/obj/item/mod/module/clamp/loader
name = "MOD loader hydraulic clamp module"
icon_state = "clamp_loader"
complexity = 0
removable = FALSE
overlay_state_inactive = null
overlay_state_active = "module_clamp_loader"
load_time = 1 SECONDS
max_crates = 5
use_mod_colors = TRUE
///Drill - Lets you dig through rock and basalt.
/obj/item/mod/module/drill
name = "MOD drill module"
desc = "An integrated drill, typically extending over the user's hand. While useful for drilling through rock, \
your drill is surely the one that both pierces and creates the heavens."
icon_state = "drill"
module_type = MODULE_ACTIVE
complexity = 2
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/drill)
cooldown_time = 0.5 SECONDS
overlay_state_active = "module_drill"
/obj/item/mod/module/drill/on_activation()
. = ..()
if(!.)
return
RegisterSignal(mod.wearer, COMSIG_MOVABLE_BUMP, PROC_REF(bump_mine))
/obj/item/mod/module/drill/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
UnregisterSignal(mod.wearer, COMSIG_MOVABLE_BUMP)
/obj/item/mod/module/drill/on_select_use(atom/target)
. = ..()
if(!.)
return
if(!mod.wearer.Adjacent(target))
return
if(ismineralturf(target))
var/turf/simulated/mineral/mineral_turf = target
mineral_turf.gets_drilled(mod.wearer)
drain_power(use_power_cost)
/obj/item/mod/module/drill/proc/bump_mine(mob/living/carbon/human/bumper, atom/bumped_into, proximity)
SIGNAL_HANDLER
if(!ismineralturf(bumped_into) || !drain_power(use_power_cost))
return
var/turf/simulated/mineral/mineral_turf = bumped_into
mineral_turf.gets_drilled(mod.wearer)
return COMPONENT_CANCEL_ATTACK_CHAIN
///Ore Bag - Lets you pick up ores and drop them from the suit.
/obj/item/mod/module/orebag
name = "MOD ore bag module"
desc = "An integrated ore storage system installed into the suit, \
this utilizes precise electromagnets and storage compartments to automatically collect and deposit ore. \
It's recommended by Cybersun Industries to actually deposit that ore at local refineries."
icon_state = "ore"
module_type = MODULE_USABLE
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
incompatible_modules = list(/obj/item/mod/module/orebag)
cooldown_time = 0.5 SECONDS
allow_flags = MODULE_ALLOW_INACTIVE
/obj/item/mod/module/orebag/on_equip()
RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(ore_pickup))
..()
/obj/item/mod/module/orebag/on_unequip()
UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
..()
/obj/item/mod/module/orebag/proc/ore_pickup(atom/movable/source, atom/old_loc, dir, forced)
SIGNAL_HANDLER
for(var/obj/item/stack/ore/ore in get_turf(mod.wearer))
INVOKE_ASYNC(src, PROC_REF(move_ore), ore)
/obj/item/mod/module/orebag/proc/move_ore(obj/item/stack/ore)
ore.forceMove(src)
/obj/item/mod/module/orebag/on_use()
. = ..()
if(!.)
return
for(var/obj/item/ore as anything in contents)
ore.forceMove(drop_location())
drain_power(use_power_cost)
/obj/item/mod/module/hydraulic
name = "MOD loader hydraulic arms module"
desc = "A pair of powerful hydraulic arms installed in a MODsuit."
icon_state = "launch_loader"
module_type = MODULE_ACTIVE
removable = FALSE
use_power_cost = DEFAULT_CHARGE_DRAIN*10
incompatible_modules = list(/obj/item/mod/module/hydraulic)
cooldown_time = 4 SECONDS
overlay_state_inactive = "module_hydraulic"
overlay_state_active = "module_hydraulic_active"
use_mod_colors = TRUE
/// Time it takes to launch
var/launch_time = 2 SECONDS
/// The overlay used to show that you are charging.
var/image/charge_up_overlay
/obj/item/mod/module/hydraulic/Initialize(mapload)
. = ..()
charge_up_overlay = image(icon = 'icons/effects/effects.dmi', icon_state = "electricity3", layer = EFFECTS_LAYER)
/obj/item/mod/module/hydraulic/on_select_use(atom/target)
. = ..()
if(!.)
return
if(mod.wearer.buckled)
return
var/current_time = world.time
var/atom/movable/plane_master_controller/pm_controller = mod.wearer.hud_used.plane_master_controllers[PLANE_MASTERS_GAME]
for(var/key in pm_controller.controlled_planes)
animate(pm_controller.controlled_planes[key], launch_time, transform = matrix(1.25, MATRIX_SCALE))
mod.wearer.visible_message("<span class='warning'>[mod.wearer] starts whirring!</span>")
playsound(src, 'sound/items/modsuit/loader_charge.ogg', 75, TRUE)
mod.wearer.add_overlay(charge_up_overlay)
var/power = launch_time
if(!do_after(mod.wearer, launch_time, target = mod.wearer))
power = world.time - current_time
drain_power(use_power_cost)
for(var/key in pm_controller.controlled_planes)
animate(pm_controller.controlled_planes[key], 0.1 SECONDS, transform = matrix(1, MATRIX_SCALE))
playsound(src, 'sound/items/modsuit/loader_launch.ogg', 75, TRUE)
var/angle = get_angle(mod.wearer, target)
mod.wearer.transform = mod.wearer.transform.Turn(mod.wearer.transform, angle)
mod.wearer.throw_at(get_ranged_target_turf_direct(mod.wearer, target, power), \
range = power, speed = max(round(0.2*power), 1), thrower = mod.wearer, spin = FALSE, \
callback = CALLBACK(src, PROC_REF(on_throw_end), mod.wearer, -angle))
/obj/item/mod/module/hydraulic/proc/on_throw_end(mob/user, angle)
if(!user)
return
user.transform = user.transform.Turn(user.transform, angle)
user.cut_overlay(charge_up_overlay)
/obj/item/mod/module/magnet
name = "MOD loader hydraulic magnet module"
desc = "A powerful hydraulic electromagnet able to launch crates and lockers towards the user, and keep them attached."
icon_state = "magnet_loader"
module_type = MODULE_ACTIVE
removable = FALSE
use_power_cost = DEFAULT_CHARGE_DRAIN * 3
incompatible_modules = list(/obj/item/mod/module/magnet)
cooldown_time = 1.5 SECONDS
overlay_state_active = "module_magnet"
use_mod_colors = TRUE
/obj/item/mod/module/magnet/on_select_use(atom/target)
. = ..()
if(!.)
return
if(istype(mod.wearer.pulling, /obj/structure/closet))
var/obj/structure/closet/locker = mod.wearer.pulling
playsound(locker, 'sound/effects/gravhit.ogg', 75, TRUE)
locker.forceMove(mod.wearer.loc)
locker.throw_at(target, range = 7, speed = 4, thrower = mod.wearer)
return
if(!istype(target, /obj/structure/closet) || !(target in view(mod.wearer)))
to_chat(mod.wearer, "<span class='warning'>Invalid target!</span>")
return
var/obj/structure/closet/locker = target
if(locker.anchored || locker.move_resist >= MOVE_FORCE_OVERPOWERING)
return
playsound(locker, 'sound/effects/gravhit.ogg', 75, TRUE)
locker.throw_at(get_step_towards(mod.wearer, target), range = 7, speed = 3, force = MOVE_FORCE_WEAK, \
callback = CALLBACK(src, PROC_REF(check_locker), locker))
/obj/item/mod/module/magnet/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
if(istype(mod.wearer.pulling, /obj/structure/closet))
mod.wearer.stop_pulling()
/obj/item/mod/module/magnet/proc/check_locker(obj/structure/closet/locker)
if(!mod?.wearer)
return
if(!locker.Adjacent(mod.wearer) || !isturf(locker.loc) || !isturf(mod.wearer.loc))
return
mod.wearer.start_pulling(locker)
/obj/item/mod/module/ash_accretion
name = "MOD ash accretion module"
desc = "A module that collects ash from the terrain, covering the suit in a protective layer, this layer is \
lost when moving across standard terrain."
icon_state = "ash_accretion"
removable = FALSE
incompatible_modules = list(/obj/item/mod/module/ash_accretion)
overlay_state_inactive = "module_ash"
use_mod_colors = TRUE
/// How many tiles we can travel to max out the armor.
var/max_traveled_tiles = 10
/// How many tiles we traveled through.
var/traveled_tiles = 0
/// Armor values per tile.
var/armor_mod_1 = /obj/item/mod/armor/mod_ash_accretion
/// the actual armor object
var/obj/item/mod/armor/armor_mod_2 = null
/// Speed added when you're fully covered in ash.
var/speed_added = 0.5
/// Speed that we actually added.
var/actual_speed_added = 0
/// Turfs that let us accrete ash.
var/static/list/accretion_turfs
/// Turfs that let us keep ash.
var/static/list/keep_turfs
/obj/item/mod/module/ash_accretion/Initialize(mapload)
. = ..()
armor_mod_2 = new armor_mod_1
/obj/item/mod/module/ash_accretion/Destroy()
QDEL_NULL(armor_mod_2)
return ..()
/obj/item/mod/armor/mod_ash_accretion
armor = list(MELEE = 4, BULLET = 1, LASER = 2, ENERGY = 1, BOMB = 4, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/mod/module/ash_accretion/Initialize(mapload)
. = ..()
if(!accretion_turfs)
accretion_turfs = typecacheof(list(
/turf/simulated/floor/plating/asteroid
))
if(!keep_turfs)
keep_turfs = typecacheof(list(
/turf/simulated/floor/plating/lava,
/turf/simulated/floor/indestructible/hierophant
))
/obj/item/mod/module/ash_accretion/on_suit_activation()
RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
/obj/item/mod/module/ash_accretion/on_suit_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
if(!traveled_tiles)
return
var/list/parts = mod.mod_parts + mod
var/speed_up = FALSE
if(traveled_tiles == max_traveled_tiles)
speed_up = TRUE
for(var/obj/item/part as anything in parts)
part.armor = part.armor.detachArmor(part.armor)
var/obj/item/mod/armor/mod_theme_mining/A = new(src)
part.armor = part.armor.attachArmor(A.armor) //TODO: ANYTHING BUT FUCKING THIS
if(speed_up)
part.slowdown += speed_added / 5
qdel(A)
traveled_tiles = 0
mod.wearer.weather_immunities -= "ash"
/obj/item/mod/module/ash_accretion/generate_worn_overlay(user, mutable_appearance/standing)
overlay_state_inactive = "[initial(overlay_state_inactive)]-[mod.skin]"
return ..()
/obj/item/mod/module/ash_accretion/proc/on_move(atom/source, atom/oldloc, dir, forced)
if(!isturf(mod.wearer.loc)) //dont lose ash from going in a locker
return
if(traveled_tiles) //leave ash every tile
new /obj/effect/temp_visual/light_ash(get_turf(src))
if(is_type_in_typecache(mod.wearer.loc, accretion_turfs))
if(traveled_tiles >= max_traveled_tiles)
return
traveled_tiles++
var/list/parts = mod.mod_parts + mod
var/speed_up = FALSE
if(traveled_tiles >= max_traveled_tiles)
to_chat(mod.wearer, "<span class='notice'>You are fully covered in ash!</span>")
mod.wearer.color = list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,3) //make them super light
animate(mod.wearer, 1 SECONDS, color = null, flags = ANIMATION_PARALLEL)
playsound(src, 'sound/effects/sparks1.ogg', 100, TRUE)
actual_speed_added = max(0, min(mod.slowdown_active, speed_added / 5))
mod.wearer.weather_immunities |= "ash"
speed_up = TRUE
for(var/obj/item/part as anything in parts)
part.armor = part.armor.attachArmor(armor_mod_2.armor)
if(speed_up)
part.slowdown -= speed_added / 5
else if(is_type_in_typecache(mod.wearer.loc, keep_turfs))
return
else
if(traveled_tiles <= 0)
return
var/speed_up = FALSE
if(traveled_tiles == max_traveled_tiles)
speed_up = TRUE
traveled_tiles--
var/list/parts = mod.mod_parts + mod
for(var/obj/item/part as anything in parts)
part.armor = part.armor.detachArmor(armor_mod_2.armor)
if(speed_up)
part.slowdown += actual_speed_added
if(traveled_tiles <= 0)
to_chat(mod.wearer, "<span class='warning'>You have ran out of ash!</span>")
mod.wearer.weather_immunities -= "ash"
/obj/effect/temp_visual/light_ash
icon_state = "light_ash"
icon = 'icons/effects/weather_effects.dmi'
duration = 3.2 SECONDS
/obj/item/mod/module/sphere_transform
name = "MOD sphere transform module"
desc = "A module able to move the suit's parts around, turning it and the user into a sphere. \
The sphere can move quickly, and launch mining bombs to decimate terrain."
icon_state = "sphere"
module_type = MODULE_ACTIVE
removable = FALSE
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
use_power_cost = DEFAULT_CHARGE_DRAIN * 3
incompatible_modules = list(/obj/item/mod/module/sphere_transform)
cooldown_time = 2 SECONDS
allow_flags = MODULE_ALLOW_INCAPACITATED //Required so hands blocked doesnt block bombs
/// Time it takes us to complete the animation.
var/animate_time = 0.25 SECONDS
/obj/item/mod/module/sphere_transform/on_activation()
if(!has_gravity(get_turf(src)))
to_chat(mod.wearer, "<span class='warning'>ERROR, NO GRAVITY!</span>")
return FALSE
. = ..()
if(!.)
return
playsound(src, 'sound/items/modsuit/ballin.ogg', 100, TRUE)
mod.wearer.add_filter("mod_ball", 1, alpha_mask_filter(icon = icon('icons/mob/clothing/modsuit/mod_modules.dmi', "ball_mask"), flags = MASK_INVERSE))
mod.wearer.add_filter("mod_blur", 2, angular_blur_filter(size = 15))
mod.wearer.add_filter("mod_outline", 3, outline_filter(color = "#000000AA"))
animate(mod.wearer, animate_time, pixel_y = mod.wearer.pixel_y - 4, flags = ANIMATION_PARALLEL)
mod.wearer.SpinAnimation(1.5)
ADD_TRAIT(mod.wearer, TRAIT_HANDS_BLOCKED, "metriod[UID()]")
ADD_TRAIT(mod.wearer, TRAIT_GOTTAGOFAST, "metroid[UID()]")
RegisterSignal(mod.wearer, COMSIG_MOB_STATCHANGE, PROC_REF(on_statchange))
/obj/item/mod/module/sphere_transform/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
if(!deleting)
playsound(src, 'sound/items/modsuit/ballin.ogg', 100, TRUE, frequency = -1)
animate(mod.wearer, animate_time, pixel_y = 0)
addtimer(CALLBACK(mod.wearer, TYPE_PROC_REF(/atom, remove_filter), list("mod_ball", "mod_blur", "mod_outline")), animate_time)
REMOVE_TRAIT(mod.wearer, TRAIT_HANDS_BLOCKED, "metriod[UID()]")
REMOVE_TRAIT(mod.wearer, TRAIT_GOTTAGOFAST, "metroid[UID()]")
UnregisterSignal(mod.wearer, COMSIG_MOB_STATCHANGE)
/obj/item/mod/module/sphere_transform/on_use()
if(!lavaland_equipment_pressure_check(get_turf(src)))
to_chat(mod.wearer, "<span class='warning'>ERROR, OVER PRESSURE!</span>")
playsound(src, 'sound/weapons/gun_interactions/dry_fire.ogg', 25, TRUE)
return FALSE
return ..()
/obj/item/mod/module/sphere_transform/on_select_use(atom/target)
. = ..()
if(!.)
return
var/obj/item/projectile/bomb = new /obj/item/projectile/bullet/reusable/mining_bomb(get_turf(mod.wearer))
bomb.original = target
bomb.firer = mod.wearer
bomb.preparePixelProjectile(target, get_turf(target), mod.wearer)
bomb.fire()
playsound(src, 'sound/weapons/grenadelaunch.ogg', 75, TRUE)
drain_power(use_power_cost)
/obj/item/mod/module/sphere_transform/on_active_process()
animate(mod.wearer) //stop the animation
mod.wearer.SpinAnimation(1.5) //start it back again
if(!has_gravity(get_turf(src)))
on_deactivation() //deactivate in no grav
/obj/item/mod/module/sphere_transform/proc/on_statchange(datum/source)
SIGNAL_HANDLER
if(!mod.wearer.stat)
return
on_deactivation()
/obj/item/projectile/bullet/reusable/mining_bomb
name = "mining bomb"
desc = "A bomb. Why are you staring at this?"
icon_state = "mine_bomb"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
damage = 0
range = 6
flag = "bomb"
light_range = 1
light_power = 1
light_color = LIGHT_COLOR_ORANGE
ammo_type = /obj/structure/mining_bomb
/obj/structure/mining_bomb
name = "mining bomb"
desc = "A bomb. Why are you staring at this?"
icon_state = "mine_bomb"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
anchored = TRUE
resistance_flags = FIRE_PROOF|LAVA_PROOF
light_range = 1
light_power = 1
light_color = LIGHT_COLOR_ORANGE
/// Time to prime the explosion
var/prime_time = 0.5 SECONDS
/// Time to explode from the priming
var/explosion_time = 1 SECONDS
/// Damage done on explosion.
var/damage = 12
/// Damage multiplier on hostile fauna.
var/fauna_boost = 4
/// Image overlaid on explosion.
var/static/image/explosion_image
/obj/structure/mining_bomb/Initialize(mapload, atom/movable/firer)
. = ..()
generate_image()
addtimer(CALLBACK(src, PROC_REF(prime), firer), prime_time)
/obj/structure/mining_bomb/proc/generate_image()
explosion_image = image('icons/effects/96x96.dmi', "judicial_explosion")
explosion_image.pixel_x = -32
explosion_image.pixel_y = -32
/obj/structure/mining_bomb/proc/prime(atom/movable/firer)
add_overlay(explosion_image)
addtimer(CALLBACK(src, PROC_REF(boom), firer), explosion_time)
/obj/structure/mining_bomb/proc/boom(atom/movable/firer)
visible_message("<span class='danger'>[src] explodes!</span>")
playsound(src, 'sound/magic/magic_missile.ogg', 200, vary = TRUE)
for(var/turf/T in circlerangeturfs(src, 2))
if(ismineralturf(T))
var/turf/simulated/mineral/mineral_turf = T
mineral_turf.gets_drilled(firer)
for(var/mob/living/mob in range(1, src))
mob.apply_damage(damage * (ishostile(mob) ? fauna_boost : 1), BRUTE, spread_damage = TRUE)
if(!ishostile(mob) || !firer)
continue
var/mob/living/simple_animal/hostile/hostile_mob = mob
hostile_mob.GiveTarget(firer)
for(var/obj/object in range(1, src))
object.take_damage(damage, BRUTE, BOMB)
qdel(src)
+93
View File
@@ -0,0 +1,93 @@
//Visor modules for MODsuits
///Base Visor - Adds a specific HUD and traits to you.
/obj/item/mod/module/visor
name = "MOD visor module"
desc = "A heads-up display installed into the visor of the suit. They say these also let you see behind you."
module_type = MODULE_TOGGLE
complexity = 1
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/visor)
cooldown_time = 0.5 SECONDS
/// The HUD type given by the visor.
var/hud_type
/// The trait given by the visor.
var/visor_trait = list()
/obj/item/mod/module/visor/on_activation()
. = ..()
if(!.)
return
if(hud_type)
var/datum/atom_hud/hud = GLOB.huds[hud_type]
hud.add_hud_to(mod.wearer)
if(length(visor_trait))
ADD_TRAIT(mod.wearer, visor_trait, MODSUIT_TRAIT)
mod.wearer.update_sight()
/obj/item/mod/module/visor/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
if(hud_type)
var/datum/atom_hud/hud = GLOB.huds[hud_type]
hud.remove_hud_from(mod.wearer)
if(length(visor_trait))
REMOVE_TRAIT(mod.wearer, visor_trait, MODSUIT_TRAIT)
mod.wearer.update_sight()
//Medical Visor - Gives you a medical HUD.
/obj/item/mod/module/visor/medhud
name = "MOD medical visor module"
desc = "A heads-up display installed into the visor of the suit. This cross-references suit sensor data with a modern \
biological scanning suite, allowing the user to visualize the current health of organic lifeforms, as well as \
access data such as patient files in a convenient readout. They say these also let you see behind you."
icon_state = "medhud_visor"
hud_type = DATA_HUD_MEDICAL_ADVANCED
//Diagnostic Visor - Gives you a diagnostic HUD.
/obj/item/mod/module/visor/diaghud
name = "MOD diagnostic visor module"
desc = "A heads-up display installed into the visor of the suit. This uses a series of advanced sensors to access data \
from advanced machinery, exosuits, and other devices, allowing the user to visualize current power levels \
and integrity of such. They say these also let you see behind you."
icon_state = "diaghud_visor"
hud_type = DATA_HUD_DIAGNOSTIC_ADVANCED
//Security Visor - Gives you a security HUD.
/obj/item/mod/module/visor/sechud
name = "MOD security visor module"
desc = "A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, \
plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, \
and generally know who to shoot. They say these also let you see behind you."
icon_state = "sechud_visor"
hud_type = DATA_HUD_SECURITY_ADVANCED
//Meson Visor - Gives you meson vision.
/obj/item/mod/module/visor/meson
name = "MOD meson visor module"
desc = "A heads-up display installed into the visor of the suit. This module is based off well-loved meson scanner \
technology, used by construction workers and miners across the galaxy to see basic structural and terrain layouts \
through walls, regardless of lighting conditions. They say these also let you see behind you."
icon_state = "meson_visor"
visor_trait = TRAIT_MESON_VISION
//Thermal Visor - Gives you thermal vision.
/obj/item/mod/module/visor/thermal
name = "MOD thermal visor module"
desc = "A heads-up display installed into the visor of the suit. This uses a small IR scanner to detect and identify \
the thermal radiation output of objects near the user. While it can detect the heat output of even something as \
small as a rodent, it still produces irritating red overlay. They say these also let you see behind you."
icon_state = "thermal_visor"
origin_tech = "combat=6;engineering=6;syndicate=2"
visor_trait = TRAIT_THERMAL_VISION
//Night Visor - Gives you night vision.
/obj/item/mod/module/visor/night
name = "MOD night visor module"
desc = "A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, \
this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; \
yet brightening everything into a spooky green glow. They say these also let you see behind you."
icon_state = "night_visor"
origin_tech = "combat=5;engineering=5;syndicate=1"
visor_trait = TRAIT_NIGHT_VISION