add springlock module

This commit is contained in:
Jerry Wester
2022-12-17 16:39:11 -07:00
parent c32cac89d6
commit 13f8559190
9 changed files with 76 additions and 7 deletions
+57 -1
View File
@@ -1,6 +1,62 @@
//Maint modules for MODsuits
///Springlock Mechanism - Nope
///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)
/obj/item/mod/module/springlock/on_install()
mod.activation_step_time *= 0.5
/obj/item/mod/module/springlock/on_uninstall(deleting = FALSE)
mod.activation_step_time *= 2
/obj/item/mod/module/springlock/on_suit_activation()
RegisterSignal(mod.wearer, COMSIG_ATOM_EXPOSE_REAGENTS, .proc/on_wearer_exposed)
/obj/item/mod/module/springlock/on_suit_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, COMSIG_ATOM_EXPOSE_REAGENTS)
///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, from_gas)
SIGNAL_HANDLER
if(!reagents.len)
return
if(!(methods & (VAPOR|PATCH|TOUCH)))
return //remove non-touch reagent exposure
to_chat(mod.wearer, span_danger("[src] makes an ominous click sound..."))
playsound(src, 'sound/items/modsuit/springlock.ogg', 75, TRUE)
addtimer(CALLBACK(src, .proc/snap_shut), rand(3 SECONDS, 5 SECONDS))
RegisterSignal(mod, COMSIG_MOD_ACTIVATE, .proc/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
balloon_alert(user, "springlocks aren't responding...?")
return MOD_CANCEL_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("[src] inside [mod.wearer]'s [mod.name] snaps shut, mutilating the user inside!", span_userdanger("*SNAP*"))
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.client?.give_award(/datum/award/achievement/misc/springlock, mod.wearer)
mod.wearer.apply_damage(500, BRUTE, forced = TRUE, spread_damage = TRUE, sharpness = SHARP_POINTY) //boggers, bogchamp, etc
if(!HAS_TRAIT(mod.wearer, TRAIT_NODEATH))
mod.wearer.death() //just in case, for some reason, they're still alive
flash_color(mod.wearer, flash_color = "#FF0000", flash_time = 10 SECONDS)
///Rave Visor - Pointless