mirror of
https://github.com/ParadiseSS13/Paradise.git
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* 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>
282 lines
11 KiB
Plaintext
282 lines
11 KiB
Plaintext
/obj/item/mod/construction
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desc = "A part used in MOD construction. You could insert it into a MOD shell."
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icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
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icon_state = "rack_parts"
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/obj/item/mod/construction/helmet
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name = "MOD helmet"
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desc = "You could insert it into a MOD shell."
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icon_state = "helmet"
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/obj/item/mod/construction/chestplate
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name = "MOD chestplate"
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icon_state = "chestplate"
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/obj/item/mod/construction/gauntlets
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name = "MOD gauntlets"
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icon_state = "gauntlets"
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/obj/item/mod/construction/boots
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name = "MOD boots"
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icon_state = "boots"
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/obj/item/mod/construction/broken_core
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name = "broken MOD core"
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icon_state = "mod-core"
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desc = "An internal power source for a Modular Outerwear Device. You don't seem to be able to source any power from this one, though."
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/obj/item/mod/construction/broken_core/examine(mob/user)
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. = ..()
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. += "<span class='notice'>You could repair it with a <b>screwdriver</b>...</span>"
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/obj/item/mod/construction/broken_core/screwdriver_act(mob/living/user, obj/item/tool)
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. = ..()
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if(!tool.use_tool(src, user, 5 SECONDS, volume = 30))
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return
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new /obj/item/mod/core/standard(drop_location())
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qdel(src)
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/obj/item/mod/construction/plating
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name = "MOD external plating"
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desc = "External plating used to finish a MOD control unit."
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icon_state = "standard-plating"
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var/datum/mod_theme/theme = /datum/mod_theme/standard
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/obj/item/mod/construction/plating/Initialize(mapload)
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. = ..()
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var/datum/mod_theme/used_theme = GLOB.mod_themes[theme]
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name = "MOD [used_theme.name] external plating"
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desc = "[desc] [used_theme.desc]"
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icon_state = "[used_theme.default_skin]-plating"
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/obj/item/mod/construction/plating/engineering
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theme = /datum/mod_theme/engineering
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/obj/item/mod/construction/plating/atmospheric
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theme = /datum/mod_theme/atmospheric
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/obj/item/mod/construction/plating/medical
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theme = /datum/mod_theme/medical
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/obj/item/mod/construction/plating/security
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theme = /datum/mod_theme/security
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/obj/item/mod/construction/plating/cosmohonk
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theme = /datum/mod_theme/cosmohonk
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/obj/item/mod/construction/plating/rescue //I want to add a way to get the rarer modsuit types, that is limited. A low chance for traders to have plating for it seems interesting
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theme = /datum/mod_theme/rescue
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/obj/item/mod/construction/plating/safeguard //Continued from above, none of these are steal objectives, and only the CE or RD one comes pre-installed with modules. You are getting the protection / speed / looks of these hardsuits, but no special modules.
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theme = /datum/mod_theme/safeguard
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/obj/item/mod/construction/plating/advanced //This may be a bad idea. I think this is an interesting idea. And you still need robotics to build it, and traders can charge as much for it as they want. Also with ones like the CE modsuit, it is the flagship mod. That means it is sold a lot.
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theme = /datum/mod_theme/advanced
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/obj/item/mod/construction/plating/research //Don't think people will want the RD one though, it is as slow as shit. Anyway, here it is. Surely this will not end poorly.
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theme = /datum/mod_theme/research
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#define START_STEP "start"
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#define CORE_STEP "core"
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#define SCREWED_CORE_STEP "screwed_core"
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#define HELMET_STEP "helmet"
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#define CHESTPLATE_STEP "chestplate"
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#define GAUNTLETS_STEP "gauntlets"
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#define BOOTS_STEP "boots"
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#define WRENCHED_ASSEMBLY_STEP "wrenched_assembly"
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#define SCREWED_ASSEMBLY_STEP "screwed_assembly"
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/obj/item/mod/construction/shell
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name = "MOD shell"
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desc = "A MOD shell."
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icon_state = "mod-construction_start"
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var/obj/item/core
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var/obj/item/helmet
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var/obj/item/chestplate
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var/obj/item/gauntlets
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var/obj/item/boots
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var/construction_step = START_STEP
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/obj/item/mod/construction/shell/examine(mob/user)
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. = ..()
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var/display_text
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switch(construction_step)
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if(START_STEP)
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display_text = "It looks like it's missing a <b>MOD core</b>..."
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if(CORE_STEP)
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display_text = "The core seems <b>loose</b>..."
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if(SCREWED_CORE_STEP)
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display_text = "It looks like it's missing a <b>helmet</b>..."
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if(HELMET_STEP)
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display_text = "It looks like it's missing a <b>chestplate</b>..."
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if(CHESTPLATE_STEP)
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display_text = "It looks like it's missing <b>gauntlets</b>..."
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if(GAUNTLETS_STEP)
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display_text = "It looks like it's missing <b>boots</b>..."
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if(BOOTS_STEP)
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display_text = "The assembly seems <b>unsecured</b>..."
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if(WRENCHED_ASSEMBLY_STEP)
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display_text = "The assembly seems <b>loose</b>..."
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if(SCREWED_ASSEMBLY_STEP)
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display_text = "All it's missing is <b>external plating</b>..."
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. += "<span class='notice'>[display_text]</span>"
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/obj/item/mod/construction/shell/attackby(obj/item/part, mob/user, params)
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. = ..()
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switch(construction_step)
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if(START_STEP)
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if(!istype(part, /obj/item/mod/core))
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return
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if(!user.drop_item())
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to_chat(user, "<span class='warning'>[part] is stuck to you and cannot be placed into [src].</span>")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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to_chat(user, "<span class='notice'>Core inserted.</span>")
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core = part
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core.forceMove(src)
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construction_step = CORE_STEP
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if(CORE_STEP)
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if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume = 30))
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to_chat(user, "<span class='notice'>Core screwed.</span>")
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construction_step = SCREWED_CORE_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume = 30))
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core.forceMove(drop_location())
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to_chat(user, "<span class='notice'>Core removed.</span>")
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construction_step = START_STEP
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if(SCREWED_CORE_STEP)
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if(istype(part, /obj/item/mod/construction/helmet)) //Construct
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if(!user.drop_item())
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to_chat(user, "<span class='warning'>[part] is stuck to you and cannot be placed into [src].</span>")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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to_chat(user, "<span class='notice'>Helmet added.</span>")
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helmet = part
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helmet.forceMove(src)
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construction_step = HELMET_STEP
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else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Deconstruct
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if(part.use_tool(src, user, 0, volume = 30))
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to_chat(user, "<span class='notice'>Core unscrewed.</span>")
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construction_step = CORE_STEP
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if(HELMET_STEP)
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if(istype(part, /obj/item/mod/construction/chestplate)) //Construct
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if(!user.drop_item())
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to_chat(user, "<span class='warning'>[part] is stuck to you and cannot be placed into [src].</span>")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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to_chat(user, "<span class='notice'>Chestplate added.</span>")
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forceMove(src)
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chestplate = part
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chestplate.forceMove(src)
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construction_step = CHESTPLATE_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume = 30))
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helmet.forceMove(drop_location())
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to_chat(user, "<span class='notice'>Helmet removed.</span>")
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helmet = null
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construction_step = SCREWED_CORE_STEP
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if(CHESTPLATE_STEP)
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if(istype(part, /obj/item/mod/construction/gauntlets)) //Construct
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if(!user.drop_item())
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to_chat(user, "<span class='warning'>[part] is stuck to you and cannot be placed into [src].</span>")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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to_chat(user, "<span class='notice'>Gauntlets added.</span>")
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gauntlets = part
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gauntlets.forceMove(src)
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construction_step = GAUNTLETS_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume = 30))
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chestplate.forceMove(drop_location())
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to_chat(user, "<span class='notice'>Chestplate removed.</span>")
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chestplate = null
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construction_step = HELMET_STEP
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if(GAUNTLETS_STEP)
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if(istype(part, /obj/item/mod/construction/boots)) //Construct
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if(!user.drop_item())
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to_chat(user, "<span class='warning'>[part] is stuck to you and cannot be placed into [src].</span>")
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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to_chat(user, "<span class='notice'>Boots added.</span>")
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boots = part
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boots.forceMove(src)
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construction_step = BOOTS_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume = 30))
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gauntlets.forceMove(drop_location())
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to_chat(user, "<span class='notice'>Gauntlets removed.</span>")
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gauntlets = null
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construction_step = CHESTPLATE_STEP
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if(BOOTS_STEP)
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if(part.tool_behaviour == TOOL_WRENCH) //Construct
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if(part.use_tool(src, user, 0, volume = 30))
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to_chat(user, "<span class='notice'>Assembly secured.</span>")
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construction_step = WRENCHED_ASSEMBLY_STEP
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else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
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if(part.use_tool(src, user, 0, volume = 30))
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boots.forceMove(drop_location())
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to_chat(user, "<span class='notice'>Boots removed.</span>")
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boots = null
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construction_step = GAUNTLETS_STEP
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if(WRENCHED_ASSEMBLY_STEP)
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if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume = 30))
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to_chat(user, "<span class='notice'>Assembly screwed.</span>")
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construction_step = SCREWED_ASSEMBLY_STEP
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else if(part.tool_behaviour == TOOL_WRENCH) //Deconstruct
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if(part.use_tool(src, user, 0, volume = 30))
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to_chat(user, "<span class='notice'>Assembly unsecured.</span>")
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construction_step = BOOTS_STEP
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if(SCREWED_ASSEMBLY_STEP)
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if(istype(part, /obj/item/mod/construction/plating)) //Construct
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var/obj/item/mod/construction/plating/external_plating = part
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if(!user.drop_item())
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return
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playsound(src, 'sound/machines/click.ogg', 30, TRUE)
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var/obj/item/mod = new /obj/item/mod/control(drop_location(), external_plating.theme, null, core)
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core = null
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qdel(external_plating)
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qdel(src)
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user.put_in_hands(mod)
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to_chat(user, "<span class='notice'>Suit finished!</span>")
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else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
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if(part.use_tool(src, user, 0, volume = 30))
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to_chat(user, "<span class='notice'>Assembly unscrewed.</span>")
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construction_step = SCREWED_ASSEMBLY_STEP
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update_icon_state()
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/obj/item/mod/construction/shell/update_icon_state()
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. = ..()
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icon_state = "mod-construction_[construction_step]"
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/obj/item/mod/construction/shell/Destroy()
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QDEL_NULL(core)
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QDEL_NULL(helmet)
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QDEL_NULL(chestplate)
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QDEL_NULL(gauntlets)
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QDEL_NULL(boots)
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return ..()
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/obj/item/mod/construction/shell/handle_atom_del(atom/deleted_atom)
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if(deleted_atom == core)
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core = null
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if(deleted_atom == helmet)
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helmet = null
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if(deleted_atom == chestplate)
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chestplate = null
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if(deleted_atom == gauntlets)
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gauntlets = null
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if(deleted_atom == boots)
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boots = null
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return ..()
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#undef START_STEP
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#undef CORE_STEP
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#undef SCREWED_CORE_STEP
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#undef HELMET_STEP
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#undef CHESTPLATE_STEP
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#undef GAUNTLETS_STEP
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#undef BOOTS_STEP
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#undef WRENCHED_ASSEMBLY_STEP
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#undef SCREWED_ASSEMBLY_STEP
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