/// Creates a radial menu from which the user chooses parts of the suit to deploy/retract. Repeats until all parts are extended or retracted.
/obj/item/mod/control/proc/choose_deploy(mob/user)
if(!length(mod_parts))
return
var/list/display_names = list()
var/list/items = list()
for(var/obj/item/part as anything in mod_parts)
display_names[part.name] = part.UID()
var/image/part_image = image(icon = part.icon, icon_state = part.icon_state)
if(part.loc != src)
part_image.underlays += image(icon = 'icons/hud/radial.dmi', icon_state = "module_active")
items += list(part.name = part_image)
var/pick = show_radial_menu(user, src, items, custom_check = FALSE, require_near = TRUE)
if(!pick)
return
var/part_reference = display_names[pick]
var/obj/item/part = locateUID(part_reference)
if(!istype(part) || user.incapacitated())
return
if(active || activating)
to_chat(user, "Deactivate the suit first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
var/parts_to_check = mod_parts - part
if(part.loc == src)
deploy(user, part)
on_mod_deployed(user)
for(var/obj/item/checking_part as anything in parts_to_check)
if(checking_part.loc != src)
continue
choose_deploy(user)
break
else
retract(user, part)
on_mod_retracted(user)
for(var/obj/item/checking_part as anything in parts_to_check)
if(checking_part.loc == src)
continue
choose_deploy(user)
break
/// Quickly deploys all parts (or retracts if all are on the wearer)
/obj/item/mod/control/proc/quick_deploy(mob/user)
if(active || activating)
to_chat(user, "Deactivate the suit first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
var/deploy = TRUE
for(var/obj/item/part as anything in mod_parts)
if(part.loc == src)
continue
deploy = FALSE
break
for(var/obj/item/part as anything in mod_parts)
if(deploy && part.loc == src)
deploy(null, part, TRUE)
else if(!deploy && part.loc != src)
retract(null, part, TRUE)
wearer.visible_message("[wearer]'s [src] [deploy ? "deploys" : "retracts"] its' parts with a mechanical hiss.",
"[src] [deploy ? "deploys" : "retracts"] its' parts with a mechanical hiss.",
"You hear a mechanical hiss.")
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
if(deploy)
on_mod_deployed(user)
else
on_mod_retracted(user)
return TRUE
/// Deploys a part of the suit onto the user.
/obj/item/mod/control/proc/deploy(mob/user, obj/item/part, mass = FALSE)
if(part.loc != src)
if(!user)
return FALSE
to_chat(user, "[part.name] already deployed!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
if(part in overslotting_parts)
var/obj/item/overslot = wearer.get_item_by_slot(slot_bitfield_to_slot(part.slot_flags))
if(overslot)
wearer.unEquip(overslot, TRUE)
overslotting_parts[part] = overslot
overslot.forceMove(part)
RegisterSignal(part, COMSIG_ATOM_EXITED, PROC_REF(on_overslot_exit))
if(wearer.equip_to_slot_if_possible(part, slot_bitfield_to_slot(part.slot_flags), disable_warning = TRUE))
part.flags |= NODROP
if(mass)
return TRUE
wearer.visible_message("[wearer]'s [part.name] deploy[part.p_s()] with a mechanical hiss.",
"[part] deploy[part.p_s()] with a mechanical hiss.",
"You hear a mechanical hiss.")
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
return TRUE
else
if(!user)
return FALSE
to_chat(user, "You already have clothing there!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
/// Retract a part of the suit from the user.
/obj/item/mod/control/proc/retract(mob/user, obj/item/part, mass = FALSE)
if(part.loc == src)
if(!user)
return FALSE
to_chat(user, "You already have retracted there!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
part.flags &= ~NODROP
wearer.unEquip(part, TRUE)
part.forceMove(src)
if(overslotting_parts[part])
UnregisterSignal(part, COMSIG_ATOM_EXITED)
var/obj/item/overslot = overslotting_parts[part]
if(!wearer.equip_to_slot_if_possible(overslot, slot_bitfield_to_slot(overslot.slot_flags), disable_warning = TRUE))
overslot.forceMove(get_turf(wearer))
overslotting_parts[part] = null
if(mass)
return TRUE
wearer.visible_message("[wearer]'s [part.name] retract[part.p_s()] back into [src] with a mechanical hiss.",
"[part] retract[part.p_s()] back into [src] with a mechanical hiss.",
"You hear a mechanical hiss.")
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
/// Starts the activation sequence, where parts of the suit activate one by one until the whole suit is on
/obj/item/mod/control/proc/toggle_activate(mob/user, force_deactivate = FALSE)
if(!wearer)
if(!force_deactivate)
to_chat(user, "Equip your suit first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(!force_deactivate && (SEND_SIGNAL(src, COMSIG_MOD_ACTIVATE, user) & MOD_CANCEL_ACTIVATE))
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
for(var/obj/item/part as anything in mod_parts)
if(!force_deactivate && part.loc == src)
to_chat(user, "Deploy all parts first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(locked && !active && !allowed(user) && !force_deactivate)
to_chat(user, "Insufficient access!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(!get_charge() && !force_deactivate)
to_chat(user, "Suit is not powered!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(open && !force_deactivate)
to_chat(user, "Close the suit panel!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(activating)
if(!force_deactivate)
to_chat(user, "Suit is already [active ? "shutting down" : "starting up"]!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
for(var/obj/item/mod/module/module as anything in modules)
if(!module.active || (module.allow_flags & MODULE_ALLOW_INACTIVE))
continue
module.on_deactivation(display_message = FALSE)
activating = TRUE
to_chat(wearer, "MODsuit [active ? "shutting down" : "starting up"].")
if(do_after(wearer, activation_step_time, FALSE, target = src, allow_moving = TRUE))
if(has_wearer())
to_chat(wearer, "[boots] [active ? "relax their grip on your legs" : "seal around your feet"].")
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
seal_part(boots, seal = !active)
if(do_after(wearer, activation_step_time, FALSE, target = src, allow_moving = TRUE))
if(has_wearer())
to_chat(wearer, "[gauntlets] [active ? "become loose around your fingers" : "tighten around your fingers and wrists"].")
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
seal_part(gauntlets, seal = !active)
if(do_after(wearer, activation_step_time, FALSE, target = src, allow_moving = TRUE))
if(has_wearer())
to_chat(wearer, "[chestplate] [active ? "releases your chest" : "cinches tightly against your chest"].")
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
seal_part(chestplate, seal = !active)
if(do_after(wearer, activation_step_time, FALSE, target = src, allow_moving = TRUE))
if(has_wearer())
to_chat(wearer, "[helmet] hisses [active ? "open" : "closed"].")
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
seal_part(helmet, seal = !active)
if(do_after(wearer, activation_step_time, FALSE, target = src, allow_moving = TRUE))
if(has_wearer())
to_chat(wearer, "Systems [active ? "shut down. Parts unsealed. Goodbye" : "started up. Parts sealed. Welcome"], [wearer].")
finish_activation(on = !active)
if(active)
playsound(src, 'sound/machines/synth_yes.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
if(!malfunctioning)
wearer.playsound_local(get_turf(src), 'sound/mecha/nominal.ogg', 50)
else
playsound(src, 'sound/machines/synth_no.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
activating = FALSE
SEND_SIGNAL(src, COMSIG_MOD_TOGGLED, user)
return TRUE
///Seals or unseals the given part
/obj/item/mod/control/proc/seal_part(obj/item/clothing/part, seal)
if(seal)
part.icon_state = "[skin]-[part.base_icon_state]-sealed"
part.flags |= part.visor_flags
part.flags_inv |= part.visor_flags_inv
part.flags_cover |= part.visor_flags_cover
part.heat_protection = initial(part.heat_protection)
part.cold_protection = initial(part.cold_protection)
else
part.icon_state = "[skin]-[part.base_icon_state]"
part.flags_cover &= ~part.visor_flags_cover
part.flags_inv &= ~part.visor_flags_inv
part.flags &= ~part.visor_flags
part.heat_protection = NONE
part.cold_protection = NONE
if(ishuman(wearer))
var/mob/living/carbon/human/H = wearer
H.regenerate_icons()
/// Finishes the suit's activation, starts processing
/obj/item/mod/control/proc/finish_activation(on)
active = on
if(active)
for(var/obj/item/mod/module/module as anything in modules)
module.on_suit_activation()
START_PROCESSING(SSobj, src)
else
for(var/obj/item/mod/module/module as anything in modules)
module.on_suit_deactivation()
STOP_PROCESSING(SSobj, src)
update_speed()
update_icon_state()
wearer.regenerate_icons()
/// Quickly deploys all the suit parts and if successful, seals them and turns on the suit. Intended mostly for outfits.
/obj/item/mod/control/proc/quick_activation()
var/seal = TRUE
for(var/obj/item/part as anything in mod_parts)
if(!deploy(null, part))
seal = FALSE
if(!seal)
return
for(var/obj/item/part as anything in mod_parts)
seal_part(part, seal = TRUE)
finish_activation(on = TRUE)
/obj/item/mod/control/proc/has_wearer()
return wearer
/obj/item/mod/control/proc/on_mod_deployed(mob/user)
SEND_SIGNAL(src, COMSIG_MOD_DEPLOYED, user)
/obj/item/mod/control/proc/on_mod_retracted(mob/user)
SEND_SIGNAL(src, COMSIG_MOD_RETRACTED, user)