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Paradise/code/game/objects/items/bio_chips/bio_chip_stealth.dm
warriorstar-orion ef41677463 Port mob cooldown actions and AI behavior. (#29924)
* Port mob cooldown actions and AI behavior.

* fix lint

* fix missing override args

* Update code/_onclick/click.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/_onclick/click.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/datums/actions/action.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/__DEFINES/ai/blackboard_defines.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

* remove unused defines

---------

Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
2025-08-07 15:55:52 +00:00

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/**
* # Stealth Implant
*
* Implant which allows you to summon an MGS-style cardboard box that turns you invisble after a short delay.
*/
/obj/item/bio_chip/stealth
name = "S3 bio-chip"
desc = "Allows you to be hidden in plain sight."
implant_state = "implant-syndicate"
implant_data = /datum/implant_fluff/stealth
actions_types = list(/datum/action/item_action/agent_box)
/obj/item/bio_chip_implanter/stealth
name = "bio-chip implanter (stealth)"
implant_type = /obj/item/bio_chip/stealth
/datum/action/item_action/agent_box
name = "Deploy Box"
desc = "Find inner peace, here, in the box."
check_flags = AB_CHECK_HANDS_BLOCKED | AB_CHECK_IMMOBILE | AB_CHECK_CONSCIOUS | AB_CHECK_STUNNED
background_icon_state = "bg_agent"
button_icon_state = "deploy_box"
/// If TRUE, the box can't be deployed
var/on_cooldown = FALSE
/datum/action/item_action/agent_box/Trigger(trigger_flags, left_click)
. = ..()
if(!.)
return FALSE
if(istype(owner.loc, /obj/structure/closet/cardboard/agent))
var/obj/structure/closet/cardboard/agent/box = owner.loc
if(box.open())
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
recall_box_animation()
return
// Box closing from here on out.
if(!isturf(owner.loc)) //Don't let the player use this to escape mechs/welded closets.
to_chat(owner, "<span class='warning'>You need more space to activate this implant!</span>")
return
owner.playsound_local(owner, 'sound/misc/box_deploy.ogg', 50, TRUE)
spawn_box()
/datum/action/item_action/agent_box/proc/spawn_box()
// Do the box's fade in spawn animation with an image so it follows the owner.
var/image/fake_box = image('icons/obj/cardboard_boxes.dmi', owner, "agentbox", ABOVE_MOB_LAYER)
flick_overlay_view(fake_box, owner, 0.4 SECONDS)
fake_box.alpha = 0
fake_box.pixel_z = 30
animate(fake_box, pixel_z = fake_box.pixel_z - 30, alpha = fake_box.alpha + 255, time = 3, loop = 1)
sleep(3)
// Spawn the actual box
var/obj/structure/closet/cardboard/agent/box = new(get_turf(owner), owner)
// Slightly shorter time since we needed 0.3s to to do the spawn animation.
INVOKE_ASYNC(box, TYPE_PROC_REF(/obj/structure/closet/cardboard/agent, go_invisible), 1.7 SECONDS)
owner.forceMove(box)
owner.overlay_fullscreen("agent_box", /atom/movable/screen/fullscreen/center/agent_box)
RegisterSignal(box, COMSIG_PARENT_QDELETING, PROC_REF(start_cooldown))
/datum/action/item_action/agent_box/proc/start_cooldown(datum/source)
SIGNAL_HANDLER
on_cooldown = TRUE
addtimer(CALLBACK(src, PROC_REF(end_cooldown)), 10 SECONDS)
owner.clear_fullscreen("agent_box")
build_all_button_icons()
/datum/action/item_action/agent_box/proc/end_cooldown()
on_cooldown = FALSE
build_all_button_icons()
/datum/action/item_action/agent_box/IsAvailable(show_message = TRUE)
if(..() && !on_cooldown)
return TRUE
return FALSE
/datum/action/item_action/agent_box/proc/recall_box_animation()
var/image/fake_box = image('icons/obj/cardboard_boxes.dmi', owner, "agentbox", ABOVE_MOB_LAYER)
flick_overlay_view(fake_box, owner, 0.4 SECONDS)
animate(fake_box, pixel_z = fake_box.pixel_z + 30, alpha = fake_box.alpha - 255, time = 3, loop = 1)
/datum/action/item_action/agent_box/Grant(mob/grant_to)
. = ..()
if(owner)
RegisterSignal(owner, COMSIG_HUMAN_SUICIDE_ACT, PROC_REF(suicide_act))
/datum/action/item_action/agent_box/Remove(mob/M)
if(owner)
UnregisterSignal(owner, COMSIG_HUMAN_SUICIDE_ACT)
return ..()
/datum/action/item_action/agent_box/proc/suicide_act(datum/source)
SIGNAL_HANDLER
if(!istype(owner.loc, /obj/structure/closet/cardboard/agent))
return
var/obj/structure/closet/cardboard/agent/box = owner.loc
owner.visible_message("<span class='suicide'>[owner] falls out of [box]! It looks like [owner.p_they()] committed suicide!</span>")
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
INVOKE_ASYNC(box, TYPE_PROC_REF(/obj/structure/closet/cardboard/agent, open))
INVOKE_ASYNC(owner, TYPE_PROC_REF(/atom/movable, throw_at), get_turf(owner))
return OXYLOSS
// Stealth implant box
/obj/structure/closet/cardboard/agent
name = "inconspicious box"
desc = "It's so normal that you didn't notice it before."
icon_state = "agentbox"
max_integrity = 1
move_speed_multiplier = 0.5 // You can move at run speed while in this box.
material_drop = null
/obj/structure/closet/cardboard/agent/attackby__legacy__attackchain(obj/item/I, mob/living/user)
return
/obj/structure/closet/cardboard/agent/open()
. = ..()
if(!.)
return FALSE
qdel(src)
// When the box is opened, it's deleted, so we never need to update this.
/obj/structure/closet/cardboard/agent/update_icon_state()
return
/obj/structure/closet/cardboard/agent/proc/go_invisible(invis_time = 2 SECONDS)
animate(src, alpha = 0, time = invis_time)
sleep(invis_time)
// This is so people can't locate the box by spamming right click everywhere.
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/structure/closet/cardboard/agent/proc/reveal()
alpha = 255
mouse_opacity = MOUSE_OPACITY_OPAQUE
addtimer(CALLBACK(src, PROC_REF(go_invisible)), 1 SECONDS, TIMER_OVERRIDE|TIMER_UNIQUE)
/obj/structure/closet/cardboard/agent/Bump(atom/A)
. = ..()
if(isliving(A))
reveal()
/obj/structure/closet/cardboard/agent/Bumped(atom/movable/A)
. = ..()
if(isliving(A))
reveal()