modsuits part 2

This commit is contained in:
PeriodicChaos
2022-08-20 12:55:37 -04:00
committed by Jerry Wester
parent 183b554ed3
commit b538ad721b
21 changed files with 3109 additions and 67 deletions
@@ -0,0 +1,23 @@
/// Switches between mouse buttons for MODsuit active modules
/datum/preference/choiced/mod_select
category = PREFERENCE_CATEGORY_GAME_PREFERENCES
savefile_key = "mod_select"
savefile_identifier = PREFERENCE_PLAYER
/datum/preference/choiced/mod_select/init_possible_values()
return list(MIDDLE_CLICK, ALT_CLICK)
/datum/preference/choiced/mod_select/create_default_value()
return MIDDLE_CLICK
/datum/preference/choiced/mod_select/apply_to_client_updated(client/client, value)
if(!ishuman(client.mob))
return
var/mob/living/carbon/human/client_owner = client.mob
if(!istype(client_owner.back, /obj/item/mod/control))
return
var/obj/item/mod/control/mod = client_owner.back
if(!mod.selected_module)
return
UnregisterSignal(mod.wearer, mod.selected_module.used_signal)
mod.selected_module.update_signal(value)
+13 -4
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@@ -27,8 +27,8 @@
if(prob(40))
if(prob(25))
audible_message("<span class='warning'>You hear something rumbling inside [src]'s stomach...</span>", \
"<span class='warning'>You hear something rumbling.</span>", 4,\
"<span class='userdanger'>Something is rumbling inside your stomach!</span>")
"<span class='warning'>You hear something rumbling.</span>", 4,\
"<span class='userdanger'>Something is rumbling inside your stomach!</span>")
var/obj/item/I = user.get_active_held_item()
if(I && I.force)
var/d = rand(round(I.force / 4), I.force)
@@ -624,12 +624,21 @@
if(M.name == XRAY)
sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_in_dark = max(see_in_dark, 8)
if(HAS_TRAIT(src, TRAIT_TRUE_NIGHT_VISION))
lighting_alpha = min(lighting_alpha, LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE)
see_in_dark = max(see_in_dark, 8)
if(HAS_TRAIT(src, TRAIT_MESON_VISION))
sight |= SEE_TURFS
lighting_alpha = min(lighting_alpha, LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE)
if(HAS_TRAIT(src, TRAIT_THERMAL_VISION))
sight |= (SEE_MOBS)
sight |= SEE_MOBS
lighting_alpha = min(lighting_alpha, LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE)
if(HAS_TRAIT(src, TRAIT_XRAY_VISION))
sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
see_in_dark = max(see_in_dark, 8)
if(see_override)
@@ -304,7 +304,8 @@
if(equip_to_slot_if_possible(thing, ITEM_SLOT_BACK))
update_inv_hands()
return
if(!SEND_SIGNAL(equipped_back, COMSIG_CONTAINS_STORAGE)) // not a storage item
var/datum/component/storage/storage = equipped_back.GetComponent(/datum/component/storage)
if(!storage)
if(!thing)
equipped_back.attack_hand(src)
else
@@ -314,10 +315,11 @@
if(!SEND_SIGNAL(equipped_back, COMSIG_TRY_STORAGE_INSERT, thing, src))
to_chat(src, "<span class='warning'>You can't fit anything in!</span>")
return
if(!equipped_back.contents.len) // nothing to take out
to_chat(src, "<span class='warning'>There's nothing in your backpack to take out!</span>")
var/atom/real_location = storage.real_location()
if(!real_location.contents.len) // nothing to take out
to_chat(src, "<span class='warning'>There's nothing in your [equipped_back.name] to take out!</span>")
return
var/obj/item/stored = equipped_back.contents[equipped_back.contents.len]
var/obj/item/stored = real_location.contents[real_location.contents.len]
if(!stored || stored.on_found(src))
return
stored.attack_hand(src) // take out thing from backpack
@@ -1303,7 +1303,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(ITEM_SLOT_FEET)
if(H.shoes)
return FALSE
if( !(I.slot_flags & ITEM_SLOT_FEET) )
if((DIGITIGRADE in species_traits) && !(I.item_flags & IGNORE_DIGITIGRADE))
return FALSE
if(num_legs < 2)
return FALSE
+4 -1
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@@ -47,6 +47,8 @@
return ..()
/mob/living/proc/ZImpactDamage(turf/T, levels)
if(SEND_SIGNAL(src, COMSIG_LIVING_Z_IMPACT, levels, T) & NO_Z_IMPACT_DAMAGE)
return
visible_message("<span class='danger'>[src] crashes into [T] with a sickening noise!</span>", \
"<span class='userdanger'>You crash into [T] with a sickening noise!</span>")
adjustBruteLoss((levels * 5) ** 1.5)
@@ -753,7 +755,8 @@
return pick("trails_1", "trails_2")
/mob/living/experience_pressure_difference(pressure_difference, direction, pressure_resistance_prob_delta = 0)
if(buckled)
playsound(src, 'sound/effects/space_wind.ogg', 50, TRUE)
if(buckled || mob_negates_gravity())
return
if(client && client.move_delay >= world.time + world.tick_lag*2)
pressure_resistance_prob_delta -= 30
+16 -6
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@@ -38,8 +38,8 @@
var/can_be_carded = TRUE
var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list(), "Camera"=list(), "Burglar"=list())
var/viewalerts = 0
var/icon/holo_icon//Female is assigned when AI is created.
var/obj/vehicle/sealed/mecha/controlled_mech //For controlled_mech a mech, to determine whether to relaymove or use the AI eye.
var/icon/holo_icon //Female is assigned when AI is created.
var/obj/controlled_equipment //A piece of equipment, to determine whether to relaymove or use the AI eye.
var/radio_enabled = TRUE //Determins if a carded AI can speak with its built in radio or not.
radiomod = ";" //AIs will, by default, state their laws on the internal radio.
var/obj/item/pda/ai/aiPDA
@@ -173,10 +173,20 @@
GLOB.ai_list -= src
GLOB.shuttle_caller_list -= src
SSshuttle.autoEvac()
qdel(eyeobj) // No AI, no Eye
QDEL_NULL(eyeobj) // No AI, no Eye
QDEL_NULL(spark_system)
QDEL_NULL(malf_picker)
QDEL_NULL(doomsday_device)
QDEL_NULL(robot_control)
QDEL_NULL(aiMulti)
QDEL_NULL(alert_control)
malfhack = null
. = ..()
current = null
Bot = null
controlled_equipment = null
linked_core = null
apc_override = null
return ..()
/mob/living/silicon/ai/IgniteMob()
fire_stacks = 0
@@ -410,7 +420,7 @@
if (href_list["ai_take_control"]) //Mech domination
var/obj/vehicle/sealed/mecha/M = locate(href_list["ai_take_control"])
if(controlled_mech)
if(controlled_equipment)
to_chat(src, "<span class='warning'>You are already loaded into an onboard computer!</span>")
return
if(!GLOB.cameranet.checkCameraVis(M))
+1 -1
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@@ -722,7 +722,7 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
return pick(protection_sources)
else
return src
if((magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC)) || (holy && HAS_TRAIT(src, TRAIT_HOLY)))
if((magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC)) || (!self && magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC_NO_SELFBLOCK)) || (holy && HAS_TRAIT(src, TRAIT_HOLY)))
return src
//You can buckle on mobs if you're next to them since most are dense
+1 -1
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@@ -585,7 +585,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
//Can the mob see reagents inside of containers?
/mob/proc/can_see_reagents()
return stat == DEAD || silicon_privileges //Dead guys and silicons can always see reagents
return stat == DEAD || silicon_privileges || HAS_TRAIT(src, TRAIT_REAGENT_SCANNER) //Dead guys and silicons can always see reagents
/mob/proc/is_blind()
SHOULD_BE_PURE(TRUE)
+71
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@@ -0,0 +1,71 @@
/datum/action/item_action/mod
background_icon_state = "bg_tech_blue"
icon_icon = 'icons/mob/actions/actions_mod.dmi'
check_flags = AB_CHECK_CONSCIOUS
var/obj/item/mod/control/mod
/datum/action/item_action/mod/New(Target)
..()
mod = Target
/datum/action/item_action/mod/Grant(mob/M)
if(owner)
Share(M)
return
..()
/datum/action/item_action/mod/Remove(mob/M)
var/mob_to_grant
for(var/datum/weakref/reference as anything in sharers)
var/mob/freeloader = reference.resolve()
if(!freeloader)
continue
mob_to_grant = freeloader
break
..()
if(mob_to_grant)
Grant(mob_to_grant)
/datum/action/item_action/mod/deploy
name = "Deploy MODsuit"
desc = "Deploy/Conceal a part of the MODsuit."
button_icon_state = "deploy"
/datum/action/item_action/mod/deploy/Trigger()
if(!IsAvailable())
return FALSE
mod.choose_deploy(usr)
return TRUE
/datum/action/item_action/mod/activate
name = "Activate MODsuit"
desc = "Activate/Deactivate the MODsuit."
button_icon_state = "activate"
/datum/action/item_action/mod/activate/Trigger()
if(!IsAvailable())
return FALSE
mod.toggle_activate(usr)
return TRUE
/datum/action/item_action/mod/module
name = "Toggle Module"
desc = "Toggle a MODsuit module."
button_icon_state = "module"
/datum/action/item_action/mod/module/Trigger()
if(!IsAvailable())
return FALSE
mod.quick_module(usr)
return TRUE
/datum/action/item_action/mod/panel
name = "MODsuit Panel"
desc = "Open the MODsuit's panel."
button_icon_state = "panel"
/datum/action/item_action/mod/panel/Trigger()
if(!IsAvailable())
return FALSE
mod.ui_interact(usr)
return TRUE
+217
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@@ -0,0 +1,217 @@
#define MOD_ACTIVATION_STEP_TIME 2 SECONDS
#define MOD_ACTIVATION_STEP_FLAGS IGNORE_USER_LOC_CHANGE|IGNORE_TARGET_LOC_CHANGE|IGNORE_HELD_ITEM|IGNORE_INCAPACITATED
/// 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/piece as anything in mod_parts)
display_names[piece.name] = REF(piece)
var/image/piece_image = image(icon = piece.icon, icon_state = piece.icon_state)
items += list(piece.name = piece_image)
var/pick = show_radial_menu(user, src, items, custom_check = FALSE, require_near = TRUE, tooltips = TRUE)
if(!pick)
return
var/part_reference = display_names[pick]
var/obj/item/part = locate(part_reference) in mod_parts
if(!istype(part) || user.incapacitated())
return
if(active || activating)
balloon_alert(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)
for(var/obj/item/piece as anything in parts_to_check)
if(piece.loc != src)
continue
choose_deploy(user)
break
else
conceal(user, part)
for(var/obj/item/piece as anything in parts_to_check)
if(piece.loc == src)
continue
choose_deploy(user)
break
/// Deploys a part of the suit onto the user.
/obj/item/mod/control/proc/deploy(mob/user, part)
var/obj/item/piece = part
if(piece == gauntlets && wearer.gloves)
gauntlets.overslot = wearer.gloves
wearer.transferItemToLoc(gauntlets.overslot, gauntlets, force = TRUE)
if(piece == boots && wearer.shoes)
boots.overslot = wearer.shoes
wearer.transferItemToLoc(boots.overslot, boots, force = TRUE)
if(wearer.equip_to_slot_if_possible(piece, piece.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
ADD_TRAIT(piece, TRAIT_NODROP, MOD_TRAIT)
if(!user)
return TRUE
wearer.visible_message(span_notice("[wearer]'s [piece] deploy[piece.p_s()] with a mechanical hiss."),
span_notice("[piece] deploy[piece.p_s()] with a mechanical hiss."),
span_hear("You hear a mechanical hiss."))
playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
return TRUE
else if(piece.loc != src)
if(!user)
return FALSE
balloon_alert(user, "[piece] already deployed!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
else
if(!user)
return FALSE
balloon_alert(user, "bodypart clothed!")
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/conceal(mob/user, part)
var/obj/item/piece = part
REMOVE_TRAIT(piece, TRAIT_NODROP, MOD_TRAIT)
wearer.transferItemToLoc(piece, src, force = TRUE)
if(piece == gauntlets)
gauntlets.show_overslot()
if(piece == boots)
boots.show_overslot()
if(!user)
return
wearer.visible_message(span_notice("[wearer]'s [piece] retract[piece.p_s()] back into [src] with a mechanical hiss."),
span_notice("[piece] retract[piece.p_s()] back into [src] with a mechanical hiss."),
span_hear("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)
balloon_alert(user, "put suit on back!")
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)
balloon_alert(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)
balloon_alert(user, "access insufficient!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(!cell?.charge && !force_deactivate)
balloon_alert(user, "suit not powered!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(open && !force_deactivate)
balloon_alert(user, "close the suit panel!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(activating)
if(!force_deactivate)
balloon_alert(user, "suit 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)
continue
module.on_deactivation()
activating = TRUE
to_chat(wearer, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
if(do_after(wearer, MOD_ACTIVATION_STEP_TIME, wearer, MOD_ACTIVATION_STEP_FLAGS))
to_chat(wearer, span_notice("[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, MOD_ACTIVATION_STEP_TIME, wearer, MOD_ACTIVATION_STEP_FLAGS))
to_chat(wearer, span_notice("[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, MOD_ACTIVATION_STEP_TIME, wearer, MOD_ACTIVATION_STEP_FLAGS))
to_chat(wearer, span_notice("[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, MOD_ACTIVATION_STEP_TIME, wearer, MOD_ACTIVATION_STEP_FLAGS))
to_chat(wearer, span_notice("[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, MOD_ACTIVATION_STEP_TIME, wearer, MOD_ACTIVATION_STEP_FLAGS))
to_chat(wearer, span_notice("Systems [active ? "shut down. Parts unsealed. Goodbye" : "started up. Parts sealed. Welcome"], [wearer]."))
if(ai)
to_chat(ai, span_notice("<b>SYSTEMS [active ? "DEACTIVATED. GOODBYE" : "ACTIVATED. WELCOME"]: \"[ai]\"</b>"))
finish_activation(on = !active)
if(active)
playsound(src, 'sound/machines/synth_yes.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
SEND_SOUND(wearer, sound('sound/mecha/nominal.ogg',volume=50))
else
playsound(src, 'sound/machines/synth_no.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
activating = FALSE
return TRUE
///Seals or unseals the given part
/obj/item/mod/control/proc/seal_part(obj/item/clothing/part, seal)
if(seal)
part.clothing_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.flags_cover &= ~part.visor_flags_cover
part.flags_inv &= ~part.visor_flags_inv
part.clothing_flags &= ~part.visor_flags
part.heat_protection = NONE
part.cold_protection = NONE
if(part == boots)
boots.icon_state = "[skin]-boots[seal ? "-sealed" : ""]"
wearer.update_inv_shoes()
if(part == gauntlets)
gauntlets.icon_state = "[skin]-gauntlets[seal ? "-sealed" : ""]"
wearer.update_inv_gloves()
if(part == chestplate)
chestplate.icon_state = "[skin]-chestplate[seal ? "-sealed" : ""]"
wearer.update_inv_wear_suit()
wearer.update_inv_w_uniform()
if(part == helmet)
helmet.icon_state = "[skin]-helmet[seal ? "-sealed" : ""]"
if(seal)
helmet.alternate_worn_layer = null
else
helmet.alternate_worn_layer = helmet.alternate_layer
wearer.update_inv_head()
wearer.update_inv_wear_mask()
wearer.update_hair()
/// Finishes the suit's activation, starts processing
/obj/item/mod/control/proc/finish_activation(on)
icon_state = "[skin]-control[on ? "-sealed" : ""]"
slowdown = on ? slowdown_active : slowdown_inactive
if(on)
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)
wearer.update_equipment_speed_mods()
active = on
wearer.update_inv_back()
/// 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 in mod_parts)
if(!deploy(null, part))
seal = FALSE
if(!seal)
return
for(var/obj/item/part in mod_parts)
seal_part(part, seal = TRUE)
finish_activation(on = TRUE)
#undef MOD_ACTIVATION_STEP_TIME
#undef MOD_ACTIVATION_STEP_FLAGS
+88
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@@ -0,0 +1,88 @@
/obj/item/mod/control/transfer_ai(interaction, mob/user, mob/living/silicon/ai/intAI, obj/item/aicard/card)
. = ..()
if(!.)
return
if(!open) //mod must be open
balloon_alert(user, "suit must be open to transfer!")
return
switch(interaction)
if(AI_TRANS_TO_CARD)
if(!ai)
balloon_alert(user, "no AI in suit!")
return
balloon_alert(user, "transferring to card...")
if(!do_after(user, 5 SECONDS, target = src))
balloon_alert(user, "interrupted!")
return
intAI = ai
intAI.ai_restore_power()//So the AI initially has power.
intAI.control_disabled = TRUE
intAI.radio_enabled = FALSE
intAI.disconnect_shell()
intAI.forceMove(card)
card.AI = intAI
for(var/datum/action/action as anything in actions)
if(action.owner == intAI)
action.Remove(intAI)
else
action.Unshare(intAI)
intAI.controlled_equipment = null
intAI.remote_control = null
balloon_alert(intAI, "transferred to a card")
balloon_alert(user, "AI transferred to card")
ai = null
if(AI_TRANS_FROM_CARD) //Using an AI card to upload to the suit.
intAI = card.AI
if(!intAI)
balloon_alert(user, "no AI in card!")
return
if(intAI.deployed_shell) //Recall AI if shelled so it can be checked for a client
intAI.disconnect_shell()
if(intAI.stat || !intAI.client)
balloon_alert(user, "AI unresponsive!")
return
balloon_alert(user, "transferring to suit...")
if(!do_after(user, 5 SECONDS, target = src))
balloon_alert(user, "interrupted!")
return
balloon_alert(user, "AI transferred to suit")
ai_enter_mod(intAI)
card.AI = null
/obj/item/mod/control/proc/ai_enter_mod(mob/living/silicon/ai/new_ai)
new_ai.control_disabled = FALSE
new_ai.radio_enabled = TRUE
new_ai.ai_restore_power()
new_ai.cancel_camera()
new_ai.controlled_equipment = src
new_ai.remote_control = src
new_ai.forceMove(src)
ai = new_ai
balloon_alert(new_ai, "transferred to a suit")
for(var/datum/action/action as anything in actions)
action.Grant(new_ai)
#define MOVE_DELAY 2
#define WEARER_DELAY 1
#define LONE_DELAY 5
#define CELL_PER_STEP DEFAULT_CELL_DRAIN * 2.5
/obj/item/mod/control/relaymove(mob/user, direction)
if((!active && wearer) || !cell || cell.charge < CELL_PER_STEP || user != ai || !COOLDOWN_FINISHED(src, cooldown_mod_move) || (wearer?.pulledby?.grab_state > GRAB_PASSIVE))
return FALSE
var/timemodifier = MOVE_DELAY * (ISDIAGONALDIR(direction) ? SQRT_2 : 1) * (wearer ? WEARER_DELAY : LONE_DELAY)
COOLDOWN_START(src, cooldown_mod_move, movedelay * timemodifier + slowdown)
playsound(src, 'sound/mecha/mechmove01.ogg', 25, TRUE)
cell.charge = max(0, cell.charge - CELL_PER_STEP)
if(ismovable(wearer?.loc))
return wearer.loc.relaymove(wearer, direction)
if(wearer && !wearer.Process_Spacemove(direction))
return FALSE
var/atom/movable/mover = wearer || src
return step(mover, direction)
#undef MOVE_DELAY
#undef WEARER_DELAY
#undef LONE_DELAY
#undef CELL_PER_STEP
+123
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@@ -0,0 +1,123 @@
/obj/item/clothing/head/helmet/space/mod
name = "MOD helmet"
desc = "A helmet for a MODsuit."
icon = 'icons/obj/mod.dmi'
icon_state = "helmet"
worn_icon = 'icons/mob/mod.dmi'
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10)
body_parts_covered = HEAD
heat_protection = HEAD
cold_protection = HEAD
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
clothing_flags = THICKMATERIAL
resistance_flags = NONE
flash_protect = FLASH_PROTECTION_NONE
clothing_flags = SNUG_FIT
flags_inv = HIDEFACIALHAIR
flags_cover = NONE
visor_flags = THICKMATERIAL|STOPSPRESSUREDAMAGE
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT
visor_flags_cover = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF
var/alternate_layer = NECK_LAYER
var/obj/item/mod/control/mod
/obj/item/clothing/head/helmet/space/mod/Destroy()
if(!QDELETED(mod))
mod.helmet = null
mod.mod_parts -= src
QDEL_NULL(mod)
return ..()
/obj/item/clothing/suit/armor/mod
name = "MOD chestplate"
desc = "A chestplate for a MODsuit."
icon = 'icons/obj/mod.dmi'
icon_state = "chestplate"
worn_icon = 'icons/mob/mod.dmi'
blood_overlay_type = "armor"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10)
body_parts_covered = CHEST|GROIN
heat_protection = CHEST|GROIN
cold_protection = CHEST|GROIN
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
clothing_flags = THICKMATERIAL
visor_flags = STOPSPRESSUREDAMAGE
visor_flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
resistance_flags = NONE
var/obj/item/mod/control/mod
/obj/item/clothing/suit/armor/mod/Destroy()
if(!QDELETED(mod))
mod.chestplate = null
mod.mod_parts -= src
QDEL_NULL(mod)
return ..()
/obj/item/clothing/gloves/mod
name = "MOD gauntlets"
desc = "A pair of gauntlets for a MODsuit."
icon = 'icons/obj/mod.dmi'
icon_state = "gauntlets"
worn_icon = 'icons/mob/mod.dmi'
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10)
body_parts_covered = HANDS|ARMS
heat_protection = HANDS|ARMS
cold_protection = HANDS|ARMS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
clothing_flags = THICKMATERIAL
resistance_flags = NONE
var/obj/item/mod/control/mod
var/obj/item/clothing/overslot
/obj/item/clothing/gloves/mod/Destroy()
if(!QDELETED(mod))
mod.gauntlets = null
mod.mod_parts -= src
QDEL_NULL(mod)
return ..()
/// Replaces these gloves on the wearer with the overslot ones
/obj/item/clothing/gloves/mod/proc/show_overslot()
if(!overslot)
return
if(!mod.wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
mod.wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE)
overslot = null
/obj/item/clothing/shoes/mod
name = "MOD boots"
desc = "A pair of boots for a MODsuit."
icon = 'icons/obj/mod.dmi'
icon_state = "boots"
worn_icon = 'icons/mob/mod.dmi'
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10)
body_parts_covered = FEET|LEGS
heat_protection = FEET|LEGS
cold_protection = FEET|LEGS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
clothing_flags = THICKMATERIAL
resistance_flags = NONE
item_flags = IGNORE_DIGITIGRADE
var/obj/item/mod/control/mod
var/obj/item/clothing/overslot
/obj/item/clothing/shoes/mod/Destroy()
if(!QDELETED(mod))
mod.boots = null
mod.mod_parts -= src
QDEL_NULL(mod)
return ..()
/// Replaces these shoes on the wearer with the overslot ones
/obj/item/clothing/shoes/mod/proc/show_overslot()
if(!overslot)
return
if(!mod.wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
mod.wearer.dropItemToGround(overslot, force = TRUE, silent = TRUE)
overslot = null
+278
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@@ -0,0 +1,278 @@
/obj/item/mod/construction
desc = "A part used in MOD construction."
inhand_icon_state = "rack_parts"
/obj/item/mod/construction/helmet
name = "MOD helmet"
icon_state = "helmet"
/obj/item/mod/construction/chestplate
name = "MOD chestplate"
icon_state = "chestplate"
/obj/item/mod/construction/gauntlets
name = "MOD gauntlets"
icon_state = "gauntlets"
/obj/item/mod/construction/boots
name = "MOD boots"
icon_state = "boots"
/obj/item/mod/construction/core
name = "MOD core"
icon_state = "mod-core"
desc = "Growing in the most lush, fertile areas of the planet Sprout, there is a crystal known as the Heartbloom. \
These rare, organic piezoelectric crystals are of incredible cultural significance to the artist castes of the Ethereals, \
owing to their appearance; which is exactly similar to that of an Ethereal's heart. \n\
Which one you have in your suit is unclear, but either way, \
it's been repurposed to be an internal power source for a Modular Outerwear Device."
/obj/item/mod/construction/broken_core
name = "broken MOD core"
icon_state = "mod-core-broken"
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."
/obj/item/mod/construction/broken_core/examine(mob/user)
. = ..()
. += span_notice("You could repair it with a <b>screwdriver</b>...")
/obj/item/mod/construction/broken_core/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
if(!tool.use_tool(src, user, 5 SECONDS, volume = 30))
return
new /obj/item/mod/construction/core(drop_location())
qdel(src)
/obj/item/mod/construction/armor
name = "MOD armor plates"
desc = "Armor plates used to finish a MOD."
icon_state = "standard-armor"
var/datum/mod_theme/theme = /datum/mod_theme
/obj/item/mod/construction/armor/Initialize(mapload)
. = ..()
var/datum/mod_theme/used_theme = GLOB.mod_themes[theme]
name = "MOD [used_theme.name] armor plates"
desc = "[desc] [used_theme.desc]"
icon_state = "[used_theme.default_skin]-armor"
/obj/item/mod/construction/armor/engineering
theme = /datum/mod_theme/engineering
/obj/item/mod/construction/armor/atmospheric
theme = /datum/mod_theme/atmospheric
/obj/item/mod/construction/armor/mining
theme = /datum/mod_theme/mining
/obj/item/mod/construction/armor/medical
theme = /datum/mod_theme/medical
/obj/item/mod/construction/armor/security
theme = /datum/mod_theme/security
/obj/item/mod/construction/armor/cosmohonk
theme = /datum/mod_theme/cosmohonk
/obj/item/mod/paint
name = "MOD paint kit"
desc = "This kit will repaint your MODsuit to something unique."
icon = 'icons/obj/mod.dmi'
icon_state = "paintkit"
#define START_STEP "start"
#define CORE_STEP "core"
#define SCREWED_CORE_STEP "screwed_core"
#define HELMET_STEP "helmet"
#define CHESTPLATE_STEP "chestplate"
#define GAUNTLETS_STEP "gauntlets"
#define BOOTS_STEP "boots"
#define WRENCHED_ASSEMBLY_STEP "wrenched_assembly"
#define SCREWED_ASSEMBLY_STEP "screwed_assembly"
/obj/item/mod/construction/shell
name = "MOD shell"
icon_state = "mod-construction_start"
desc = "A MOD shell."
var/obj/item/core
var/obj/item/helmet
var/obj/item/chestplate
var/obj/item/gauntlets
var/obj/item/boots
var/step = START_STEP
/obj/item/mod/construction/shell/examine(mob/user)
. = ..()
var/display_text
switch(step)
if(START_STEP)
display_text = "It looks like it's missing a <b>MOD core</b>..."
if(CORE_STEP)
display_text = "The core seems <b>loose</b>..."
if(SCREWED_CORE_STEP)
display_text = "It looks like it's missing a <b>helmet</b>..."
if(HELMET_STEP)
display_text = "It looks like it's missing a <b>chestplate</b>..."
if(CHESTPLATE_STEP)
display_text = "It looks like it's missing <b>gauntlets</b>..."
if(GAUNTLETS_STEP)
display_text = "It looks like it's missing <b>boots</b>..."
if(BOOTS_STEP)
display_text = "The assembly seems <b>unsecured</b>..."
if(WRENCHED_ASSEMBLY_STEP)
display_text = "The assembly seems <b>loose</b>..."
if(SCREWED_ASSEMBLY_STEP)
display_text = "All it's missing is <b>external armor</b>..."
. += span_notice(display_text)
/obj/item/mod/construction/shell/attackby(obj/item/part, mob/user, params)
. = ..()
switch(step)
if(START_STEP)
if(!istype(part, /obj/item/mod/construction/core))
return
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "core stuck to your hand!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "core inserted")
core = part
step = CORE_STEP
if(CORE_STEP)
if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "core screwed")
step = SCREWED_CORE_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
core.forceMove(drop_location())
balloon_alert(user, "core taken out")
step = START_STEP
if(SCREWED_CORE_STEP)
if(istype(part, /obj/item/mod/construction/helmet)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "helmet stuck to your hand!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "helmet added")
helmet = part
step = HELMET_STEP
else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "core unscrewed")
step = CORE_STEP
if(HELMET_STEP)
if(istype(part, /obj/item/mod/construction/chestplate)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "chestplate stuck to your hand!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "chestplate added")
chestplate = part
step = CHESTPLATE_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
helmet.forceMove(drop_location())
balloon_alert(user, "helmet removed")
helmet = null
step = SCREWED_CORE_STEP
if(CHESTPLATE_STEP)
if(istype(part, /obj/item/mod/construction/gauntlets)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "gauntlets stuck to your hand!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "gauntlets added")
gauntlets = part
step = GAUNTLETS_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
chestplate.forceMove(drop_location())
balloon_alert(user, "chestplate removed")
chestplate = null
step = HELMET_STEP
if(GAUNTLETS_STEP)
if(istype(part, /obj/item/mod/construction/boots)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "boots added")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "You fit [part] onto [src].")
boots = part
step = BOOTS_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
gauntlets.forceMove(drop_location())
balloon_alert(user, "gauntlets removed")
gauntlets = null
step = CHESTPLATE_STEP
if(BOOTS_STEP)
if(part.tool_behaviour == TOOL_WRENCH) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly secured")
step = WRENCHED_ASSEMBLY_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
boots.forceMove(drop_location())
balloon_alert(user, "boots removed")
boots = null
step = GAUNTLETS_STEP
if(WRENCHED_ASSEMBLY_STEP)
if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly screwed")
step = SCREWED_ASSEMBLY_STEP
else if(part.tool_behaviour == TOOL_WRENCH) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly unsecured")
step = BOOTS_STEP
if(SCREWED_ASSEMBLY_STEP)
if(istype(part, /obj/item/mod/construction/armor)) //Construct
var/obj/item/mod/construction/armor/external_armor = part
if(!user.transferItemToLoc(part, src))
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "suit finished")
var/obj/item/modsuit = new /obj/item/mod/control(drop_location(), external_armor.theme)
qdel(src)
user.put_in_hands(modsuit)
else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly unscrewed")
step = SCREWED_ASSEMBLY_STEP
update_icon_state()
/obj/item/mod/construction/shell/update_icon_state()
. = ..()
icon_state = "mod-construction_[step]"
/obj/item/mod/construction/shell/Destroy()
QDEL_NULL(core)
QDEL_NULL(helmet)
QDEL_NULL(chestplate)
QDEL_NULL(gauntlets)
QDEL_NULL(boots)
return ..()
/obj/item/mod/construction/shell/handle_atom_del(atom/deleted_atom)
if(deleted_atom == core)
core = null
if(deleted_atom == helmet)
helmet = null
if(deleted_atom == chestplate)
chestplate = null
if(deleted_atom == gauntlets)
gauntlets = null
if(deleted_atom == boots)
boots = null
return ..()
#undef START_STEP
#undef CORE_STEP
#undef SCREWED_CORE_STEP
#undef HELMET_STEP
#undef CHESTPLATE_STEP
#undef GAUNTLETS_STEP
#undef BOOTS_STEP
#undef WRENCHED_ASSEMBLY_STEP
#undef SCREWED_ASSEMBLY_STEP
+559
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@@ -0,0 +1,559 @@
/// MODsuits, trade-off between armor and utility
/obj/item/mod
name = "Base MOD"
desc = "You should not see this, yell at a coder!"
icon = 'icons/obj/mod.dmi'
icon_state = "standard-control"
worn_icon = 'icons/mob/mod.dmi'
/obj/item/mod/control
name = "MOD control unit"
desc = "The control unit of a Modular Outerwear Device, a powered, back-mounted suit that protects against various environments."
icon_state = "control"
inhand_icon_state = "mod_control"
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
strip_delay = 10 SECONDS
slowdown = 2
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10)
actions_types = list(/datum/action/item_action/mod/deploy, /datum/action/item_action/mod/activate, /datum/action/item_action/mod/module, /datum/action/item_action/mod/panel)
resistance_flags = NONE
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
permeability_coefficient = 0.01
siemens_coefficient = 0.5
alternate_worn_layer = BODY_FRONT_LAYER
/// The MOD's theme, decides on some stuff like armor and statistics.
var/datum/mod_theme/theme = /datum/mod_theme
/// Looks of the MOD.
var/skin = "standard"
/// Theme of the MOD TGUI
var/ui_theme = "ntos"
/// If the suit is deployed and turned on.
var/active = FALSE
/// If the suit wire/module hatch is open.
var/open = FALSE
/// If the suit is ID locked.
var/locked = FALSE
/// If the suit is malfunctioning.
var/malfunctioning = FALSE
/// If the suit is currently activating/deactivating.
var/activating = FALSE
/// How long the MOD is electrified for.
var/seconds_electrified = MACHINE_NOT_ELECTRIFIED
/// If the suit interface is broken.
var/interface_break = FALSE
/// How much module complexity can this MOD carry.
var/complexity_max = DEFAULT_MAX_COMPLEXITY
/// How much module complexity this MOD is carrying.
var/complexity = 0
/// Power usage of the MOD.
var/cell_drain = DEFAULT_CELL_DRAIN
/// Slowdown of the MOD when not active.
var/slowdown_inactive = 2
/// Slowdown of the MOD when active.
var/slowdown_active = 1
/// MOD cell.
var/obj/item/stock_parts/cell/cell
/// MOD helmet.
var/obj/item/clothing/head/helmet/space/mod/helmet
/// MOD chestplate.
var/obj/item/clothing/suit/armor/mod/chestplate
/// MOD gauntlets.
var/obj/item/clothing/gloves/mod/gauntlets
/// MOD boots.
var/obj/item/clothing/shoes/mod/boots
/// List of parts (helmet, chestplate, gauntlets, boots).
var/list/mod_parts = list()
/// Modules the MOD should spawn with.
var/list/initial_modules = list()
/// Modules the MOD currently possesses.
var/list/modules = list()
/// Currently used module.
var/obj/item/mod/module/selected_module
/// AI mob inhabiting the MOD.
var/mob/living/silicon/ai/ai
/// Delay between moves as AI.
var/movedelay = 0
/// Cooldown for AI moves.
COOLDOWN_DECLARE(cooldown_mod_move)
/// Person wearing the MODsuit.
var/mob/living/carbon/human/wearer
/obj/item/mod/control/Initialize(mapload, new_theme, new_skin)
. = ..()
if(new_theme)
theme = new_theme
theme = GLOB.mod_themes[theme]
slowdown_inactive = theme.slowdown_inactive
slowdown_active = theme.slowdown_active
slowdown = slowdown_inactive
complexity_max = theme.complexity_max
skin = new_skin || theme.default_skin
ui_theme = theme.ui_theme
cell_drain = theme.cell_drain
initial_modules += theme.inbuilt_modules
wires = new /datum/wires/mod(src)
if(length(req_access))
locked = TRUE
if(ispath(cell))
cell = new cell(src)
helmet = new /obj/item/clothing/head/helmet/space/mod(src)
helmet.mod = src
mod_parts += helmet
chestplate = new /obj/item/clothing/suit/armor/mod(src)
chestplate.mod = src
mod_parts += chestplate
gauntlets = new /obj/item/clothing/gloves/mod(src)
gauntlets.mod = src
mod_parts += gauntlets
boots = new /obj/item/clothing/shoes/mod(src)
boots.mod = src
mod_parts += boots
var/list/all_parts = mod_parts.Copy() + src
for(var/obj/item/piece as anything in all_parts)
piece.name = "[theme.name] [piece.name]"
piece.desc = "[piece.desc] [theme.desc]"
piece.armor = getArmor(arglist(theme.armor))
piece.resistance_flags = theme.resistance_flags
piece.heat_protection = NONE
piece.cold_protection = NONE
piece.max_heat_protection_temperature = theme.max_heat_protection_temperature
piece.min_cold_protection_temperature = theme.min_cold_protection_temperature
piece.permeability_coefficient = theme.permeability_coefficient
piece.siemens_coefficient = theme.siemens_coefficient
piece.icon_state = "[skin]-[initial(piece.icon_state)]"
update_flags()
for(var/obj/item/mod/module/module as anything in initial_modules)
module = new module(src)
install(module)
RegisterSignal(src, COMSIG_ATOM_EXITED, .proc/on_exit)
movedelay = CONFIG_GET(number/movedelay/run_delay)
/obj/item/mod/control/Destroy()
if(active)
STOP_PROCESSING(SSobj, src)
var/atom/deleting_atom
if(!QDELETED(helmet))
deleting_atom = helmet
helmet.mod = null
helmet = null
mod_parts -= deleting_atom
qdel(deleting_atom)
if(!QDELETED(chestplate))
deleting_atom = chestplate
chestplate.mod = null
chestplate = null
mod_parts -= deleting_atom
qdel(deleting_atom)
if(!QDELETED(gauntlets))
deleting_atom = gauntlets
gauntlets.mod = null
gauntlets = null
mod_parts -= deleting_atom
qdel(deleting_atom)
if(!QDELETED(boots))
deleting_atom = boots
boots.mod = null
boots = null
mod_parts -= deleting_atom
qdel(deleting_atom)
for(var/obj/item/mod/module/module as anything in modules)
module.mod = null
modules -= module
QDEL_NULL(wires)
QDEL_NULL(cell)
return ..()
/obj/item/mod/control/process(delta_time)
if(seconds_electrified > MACHINE_NOT_ELECTRIFIED)
seconds_electrified--
if((!cell || !cell.charge) && active && !activating)
power_off()
return PROCESS_KILL
var/malfunctioning_charge_drain = 0
if(malfunctioning)
malfunctioning_charge_drain = rand(1,20)
cell.charge = max(0, cell.charge - (cell_drain + malfunctioning_charge_drain)*delta_time)
update_cell_alert()
for(var/obj/item/mod/module/module as anything in modules)
if(malfunctioning && module.active && DT_PROB(5, delta_time))
module.on_deactivation()
module.on_process(delta_time)
/obj/item/mod/control/equipped(mob/user, slot)
..()
if(slot == ITEM_SLOT_BACK)
set_wearer(user)
else if(wearer)
unset_wearer()
/obj/item/mod/control/dropped(mob/user)
. = ..()
if(wearer)
unset_wearer()
/obj/item/mod/control/item_action_slot_check(slot)
if(slot == ITEM_SLOT_BACK)
return TRUE
/obj/item/mod/control/allow_attack_hand_drop(mob/user)
var/mob/living/carbon/carbon_user = user
if(!istype(carbon_user) || src != carbon_user.back)
return ..()
for(var/obj/item/part in mod_parts)
if(part.loc != src)
balloon_alert(carbon_user, "retract parts first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, FALSE, SILENCED_SOUND_EXTRARANGE)
return FALSE
/obj/item/mod/control/MouseDrop(atom/over_object)
if(src != wearer?.back || !istype(over_object, /atom/movable/screen/inventory/hand))
return ..()
for(var/obj/item/part in mod_parts)
if(part.loc != src)
balloon_alert(wearer, "retract parts first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, FALSE, SILENCED_SOUND_EXTRARANGE)
return
if(!wearer.incapacitated())
var/atom/movable/screen/inventory/hand/ui_hand = over_object
if(wearer.putItemFromInventoryInHandIfPossible(src, ui_hand.held_index))
add_fingerprint(usr)
return ..()
/obj/item/mod/control/attack_hand(mob/user)
if(seconds_electrified && cell?.charge)
if(shock(user))
return
if(open && loc == user)
if(!cell)
balloon_alert(user, "no cell!")
return
balloon_alert(user, "removing cell...")
if(!do_after(user, 1.5 SECONDS, target = src))
balloon_alert(user, "interrupted!")
return
balloon_alert(user, "cell removed")
playsound(src, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE)
if(!user.put_in_hands(cell))
cell.forceMove(drop_location())
update_cell_alert()
return
return ..()
/obj/item/mod/control/screwdriver_act(mob/living/user, obj/item/screwdriver)
if(..())
return TRUE
if(active || activating || ai_controller)
balloon_alert(user, "deactivate suit first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
balloon_alert(user, "[open ? "closing" : "opening"] panel...")
screwdriver.play_tool_sound(src, 100)
if(screwdriver.use_tool(src, user, 1 SECONDS))
if(active || activating)
balloon_alert(user, "deactivate suit first!")
screwdriver.play_tool_sound(src, 100)
balloon_alert(user, "panel [open ? "closed" : "opened"]")
open = !open
else
balloon_alert(user, "interrupted!")
return TRUE
/obj/item/mod/control/crowbar_act(mob/living/user, obj/item/crowbar)
. = ..()
if(!open)
balloon_alert(user, "open the panel first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(!allowed(user))
balloon_alert(user, "insufficient access!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
if(length(modules))
var/list/removable_modules = list()
for(var/obj/item/mod/module/module as anything in modules)
if(!module.removable)
continue
removable_modules += module
var/obj/item/mod/module/module_to_remove = tgui_input_list(user, "Which module to remove?", "Module Removal", removable_modules)
if(!module_to_remove?.mod)
return FALSE
uninstall(module_to_remove)
module_to_remove.forceMove(drop_location())
crowbar.play_tool_sound(src, 100)
return TRUE
balloon_alert(user, "no modules!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
/obj/item/mod/control/attackby(obj/item/attacking_item, mob/living/user, params)
if(istype(attacking_item, /obj/item/mod/module))
if(!open)
balloon_alert(user, "open the panel first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
install(attacking_item, user)
return TRUE
else if(istype(attacking_item, /obj/item/stock_parts/cell))
if(!open)
balloon_alert(user, "open the panel first!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
if(cell)
balloon_alert(user, "cell already installed!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
attacking_item.forceMove(src)
cell = attacking_item
balloon_alert(user, "cell installed")
playsound(src, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE)
update_cell_alert()
return TRUE
else if(is_wire_tool(attacking_item) && open)
wires.interact(user)
return TRUE
else if(istype(attacking_item, /obj/item/mod/paint))
if(active || activating)
balloon_alert(user, "suit is active!")
else if(paint(user, attacking_item))
balloon_alert(user, "suit painted")
else
balloon_alert(user, "not painted!")
return TRUE
else if(open && attacking_item.GetID())
update_access(user, attacking_item)
return TRUE
return ..()
/obj/item/mod/control/get_cell()
if(open)
return cell
/obj/item/mod/control/GetAccess()
if(ai_controller)
return req_access.Copy()
else
return ..()
/obj/item/mod/control/emag_act(mob/user)
locked = !locked
balloon_alert(user, "[locked ? "locked" : "unlocked"]")
/obj/item/mod/control/emp_act(severity)
. = ..()
to_chat(wearer, span_notice("[severity > 1 ? "Light" : "Strong"] electromagnetic pulse detected!"))
if(!active || !wearer || . & EMP_PROTECT_CONTENTS)
return
selected_module = null
wearer.apply_damage(10 / severity, BURN, spread_damage=TRUE)
to_chat(wearer, span_danger("You feel [src] heat up from the EMP, burning you slightly."))
if (wearer.stat < UNCONSCIOUS && prob(10))
wearer.emote("scream")
/obj/item/mod/control/on_outfit_equip(mob/living/carbon/human/outfit_wearer, visuals_only, item_slot)
if(visuals_only)
set_wearer(outfit_wearer) //we need to set wearer manually since it doesnt call equipped
quick_activation()
/obj/item/mod/control/doStrip(mob/stripper, mob/owner)
if(active && !toggle_activate(stripper, force_deactivate = TRUE))
return
for(var/obj/item/part in mod_parts)
conceal(null, part)
return ..()
/obj/item/mod/control/worn_overlays(mutable_appearance/standing, isinhands = FALSE, icon_file)
. = ..()
if(!active)
return
for(var/obj/item/mod/module/module as anything in modules)
var/list/module_icons = module.generate_worn_overlay(standing)
if(!length(module_icons))
continue
. += module_icons
/obj/item/mod/control/proc/set_wearer(mob/user)
wearer = user
RegisterSignal(wearer, COMSIG_ATOM_EXITED, .proc/on_exit)
RegisterSignal(wearer, COMSIG_PROCESS_BORGCHARGER_OCCUPANT, .proc/on_borg_charge)
update_cell_alert()
for(var/obj/item/mod/module/module as anything in modules)
module.on_equip()
/obj/item/mod/control/proc/unset_wearer()
for(var/obj/item/mod/module/module as anything in modules)
module.on_unequip()
UnregisterSignal(wearer, list(COMSIG_ATOM_EXITED, COMSIG_PROCESS_BORGCHARGER_OCCUPANT))
wearer.clear_alert("mod_charge")
wearer = null
/obj/item/mod/control/proc/update_flags()
var/list/used_skin = theme.skins[skin]
for(var/obj/item/clothing/part as anything in mod_parts)
var/used_category
if(part == helmet)
used_category = HELMET_FLAGS
helmet.alternate_worn_layer = used_skin[HELMET_LAYER]
helmet.alternate_layer = used_skin[HELMET_LAYER]
if(part == chestplate)
used_category = CHESTPLATE_FLAGS
if(part == gauntlets)
used_category = GAUNTLETS_FLAGS
if(part == boots)
used_category = BOOTS_FLAGS
var/list/category = used_skin[used_category]
part.clothing_flags = category[UNSEALED_CLOTHING] || NONE
part.visor_flags = category[SEALED_CLOTHING] || NONE
part.flags_inv = category[UNSEALED_INVISIBILITY] || NONE
part.visor_flags_inv = category[SEALED_INVISIBILITY] || NONE
part.flags_cover = category[UNSEALED_COVER] || NONE
part.visor_flags_cover = category[SEALED_COVER] || NONE
/obj/item/mod/control/proc/quick_module(mob/user)
if(!length(modules))
return
var/list/display_names = list()
var/list/items = list()
for(var/obj/item/mod/module/module as anything in modules)
if(module.module_type == MODULE_PASSIVE)
continue
display_names[module.name] = REF(module)
var/image/module_image = image(icon = module.icon, icon_state = module.icon_state)
items += list(module.name = module_image)
if(!length(items))
return
var/pick = show_radial_menu(user, src, items, custom_check = FALSE, require_near = TRUE)
if(!pick)
return
var/module_reference = display_names[pick]
var/obj/item/mod/module/selected_module = locate(module_reference) in modules
if(!istype(selected_module) || user.incapacitated())
return
selected_module.on_select()
/obj/item/mod/control/proc/paint(mob/user, obj/item/paint)
if(length(theme.skins) <= 1)
return FALSE
var/list/skins = list()
for(var/mod_skin in theme.skins)
skins[mod_skin] = image(icon = icon, icon_state = "[mod_skin]-control")
var/pick = show_radial_menu(user, src, skins, custom_check = FALSE, require_near = TRUE)
if(!pick || !user.is_holding(paint))
return FALSE
skin = pick
var/list/skin_updating = mod_parts.Copy() + src
for(var/obj/item/piece as anything in skin_updating)
piece.icon_state = "[skin]-[initial(piece.icon_state)]"
update_flags()
wearer?.regenerate_icons()
return TRUE
/obj/item/mod/control/proc/shock(mob/living/user)
if(!istype(user) || cell?.charge < 1)
return FALSE
do_sparks(5, TRUE, src)
var/check_range = TRUE
return electrocute_mob(user, cell, src, 0.7, check_range)
/obj/item/mod/control/proc/install(module, mob/user)
var/obj/item/mod/module/new_module = module
for(var/obj/item/mod/module/old_module as anything in modules)
if(is_type_in_list(new_module, old_module.incompatible_modules) || is_type_in_list(old_module, new_module.incompatible_modules))
if(user)
balloon_alert(user, "[new_module] incompatible with [old_module]!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
if(is_type_in_list(module, theme.module_blacklist))
if(user)
balloon_alert(user, "[src] doesn't accept [new_module]!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
var/complexity_with_module = complexity
complexity_with_module += new_module.complexity
if(complexity_with_module > complexity_max)
if(user)
balloon_alert(user, "[new_module] would make [src] too complex!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
new_module.forceMove(src)
modules += new_module
complexity += new_module.complexity
new_module.mod = src
new_module.on_install()
if(wearer)
new_module.on_equip()
if(user)
balloon_alert(user, "[new_module] added")
playsound(src, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE)
/obj/item/mod/control/proc/uninstall(module)
var/obj/item/mod/module/old_module = module
modules -= old_module
complexity -= old_module.complexity
if(active)
old_module.on_suit_deactivation()
if(old_module.active)
old_module.on_deactivation()
if(wearer)
old_module.on_unequip()
old_module.on_uninstall()
old_module.mod = null
/obj/item/mod/control/proc/update_access(mob/user, obj/item/card/id/card)
if(!allowed(user))
balloon_alert(user, "insufficient access!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
req_access = card.access.Copy()
balloon_alert(user, "access updated")
/obj/item/mod/control/proc/update_cell_alert()
if(!wearer)
return
if(!cell)
wearer.throw_alert("mod_charge", /atom/movable/screen/alert/nocell)
return
var/remaining_cell = cell.charge/cell.maxcharge
switch(remaining_cell)
if(0.75 to INFINITY)
wearer.clear_alert("mod_charge")
if(0.5 to 0.75)
wearer.throw_alert("mod_charge", /atom/movable/screen/alert/lowcell, 1)
if(0.25 to 0.5)
wearer.throw_alert("mod_charge", /atom/movable/screen/alert/lowcell, 2)
if(0.01 to 0.25)
wearer.throw_alert("mod_charge", /atom/movable/screen/alert/lowcell, 3)
else
wearer.throw_alert("mod_charge", /atom/movable/screen/alert/emptycell)
/obj/item/mod/control/proc/power_off()
balloon_alert(wearer, "no power!")
toggle_activate(wearer, force_deactivate = TRUE)
/obj/item/mod/control/proc/on_exit(datum/source, atom/movable/part, direction)
SIGNAL_HANDLER
if(part.loc == src)
return
if(part == cell)
cell = null
update_cell_alert()
return
if(part.loc == wearer)
return
if(modules.Find(part))
uninstall(part)
return
if(mod_parts.Find(part))
conceal(wearer, part)
if(active)
INVOKE_ASYNC(src, .proc/toggle_activate, wearer, TRUE)
return
/obj/item/mod/control/proc/on_borg_charge(datum/source, amount)
SIGNAL_HANDLER
if(!cell)
return
cell.give(amount)
+854
View File
@@ -0,0 +1,854 @@
/// Global proc that sets up all MOD themes as singletons in a list and returns it.
/proc/setup_mod_themes()
. = list()
for(var/path in typesof(/datum/mod_theme))
var/datum/mod_theme/new_theme = new path()
.[path] = new_theme
/// MODsuit theme, instanced once and then used by MODsuits to grab various statistics.
/datum/mod_theme
/// Theme name for the MOD.
var/name = "standard"
/// Description added to the MOD.
var/desc = "A civilian class suit by Nakamura Engineering, doesn't offer much other than slightly quicker movement."
/// Default skin of the MOD.
var/default_skin = "standard"
/// Armor shared across the MOD pieces.
var/armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10)
/// Resistance flags shared across the MOD pieces.
var/resistance_flags = NONE
/// Max heat protection shared across the MOD pieces.
var/max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
/// Max cold protection shared across the MOD pieces.
var/min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
/// Permeability shared across the MOD pieces.
var/permeability_coefficient = 0.01
/// Siemens shared across the MOD pieces.
var/siemens_coefficient = 0.5
/// How much modules can the MOD carry without malfunctioning.
var/complexity_max = DEFAULT_MAX_COMPLEXITY
/// How much battery power the MOD uses by just being on
var/cell_drain = DEFAULT_CELL_DRAIN
/// Slowdown of the MOD when not active.
var/slowdown_inactive = 1.25
/// Slowdown of the MOD when active.
var/slowdown_active = 0.75
/// Theme used by the MOD TGUI.
var/ui_theme = "ntos"
/// List of inbuilt modules. These are different from the pre-equipped suits, you should mainly use these for unremovable modules with 0 complexity.
var/list/inbuilt_modules = list()
/// Modules blacklisted from the MOD.
var/list/module_blacklist = list()
/// List of skins with their appropriate clothing flags.
var/list/skins = list(
"standard" = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
"civilian" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/engineering
name = "engineering"
desc = "An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic."
default_skin = "engineering"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 100, ACID = 25, WOUND = 10)
resistance_flags = FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
siemens_coefficient = 0
slowdown_inactive = 1.5
slowdown_active = 1
skins = list(
"engineering" = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/atmospheric
name = "atmospheric"
desc = "An atmospheric-resistant suit by Nakamura Engineering, offering extreme heat resistance compared to the engineer suit."
default_skin = "atmospheric"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10)
resistance_flags = FIRE_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
slowdown_inactive = 1.5
slowdown_active = 1
skins = list(
"atmospheric" = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDESNOUT,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR,
UNSEALED_COVER = HEADCOVERSMOUTH,
SEALED_COVER = HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/advanced
name = "advanced"
desc = "An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish."
default_skin = "advanced"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 100, ACID = 90, WOUND = 10)
resistance_flags = FIRE_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
siemens_coefficient = 0
slowdown_inactive = 1
slowdown_active = 0.5
inbuilt_modules = list(/obj/item/mod/module/magboot/advanced)
skins = list(
"advanced" = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/mining
name = "mining"
desc = "A high-power Nanotrasen mining suit, supporting more complexity at a bigger drain."
default_skin = "mining"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 100, ACID = 75, WOUND = 15)
resistance_flags = FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
cell_drain = DEFAULT_CELL_DRAIN * 2
complexity_max = DEFAULT_MAX_COMPLEXITY + 5
skins = list(
"mining" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEEARS|HIDEHAIR|HIDESNOUT,
SEALED_INVISIBILITY = HIDEMASK|HIDEEYES|HIDEFACE,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/medical
name = "medical"
desc = "A lightweight suit by DeForest Medical Corporation, allows for easier movement."
default_skin = "medical"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 60, ACID = 75, WOUND = 10)
cell_drain = DEFAULT_CELL_DRAIN * 1.5
slowdown_inactive = 1
slowdown_active = 0.5
skins = list(
"medical" = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
"corpsman" = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/rescue
name = "rescue"
desc = "An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments."
default_skin = "rescue"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 100, ACID = 100, WOUND = 10)
resistance_flags = FIRE_PROOF|ACID_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
cell_drain = DEFAULT_CELL_DRAIN * 1.5
slowdown_inactive = 0.75
slowdown_active = 0.25
inbuilt_modules = list(/obj/item/mod/module/quick_carry/advanced)
skins = list(
"rescue" = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/research
name = "research"
desc = "A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive."
default_skin = "research"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 15)
resistance_flags = FIRE_PROOF|ACID_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
complexity_max = DEFAULT_MAX_COMPLEXITY + 5
slowdown_inactive = 2
slowdown_active = 1.5
inbuilt_modules = list(/obj/item/mod/module/reagent_scanner/advanced)
skins = list(
"research" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/security
name = "security"
desc = "An Apadyne Technologies security suit, offering shock protection and quicker speed, at the cost of carrying capacity."
default_skin = "security"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 75, ACID = 75, WOUND = 20)
siemens_coefficient = 0
complexity_max = DEFAULT_MAX_COMPLEXITY - 5
slowdown_inactive = 1
slowdown_active = 0.5
skins = list(
"security" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEEARS|HIDEHAIR|HIDESNOUT,
SEALED_INVISIBILITY = HIDEMASK|HIDEEYES|HIDEFACE,
UNSEALED_COVER = HEADCOVERSMOUTH,
SEALED_COVER = HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/safeguard
name = "safeguard"
desc = "An Apadyne Technologies advanced security suit, offering greater speed and fire protection than the standard security model."
default_skin = "safeguard"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 100, ACID = 95, WOUND = 25)
resistance_flags = FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
siemens_coefficient = 0
complexity_max = DEFAULT_MAX_COMPLEXITY - 5
slowdown_inactive = 0.75
slowdown_active = 0.25
skins = list(
"safeguard" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/magnate
name = "magnate"
desc = "A fancy, very protective suit for Nanotrasen's captains. Shock, fire and acid-proof while also having a large capacity and high speed."
default_skin = "magnate"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20)
resistance_flags = FIRE_PROOF|ACID_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
siemens_coefficient = 0
complexity_max = DEFAULT_MAX_COMPLEXITY + 5
slowdown_inactive = 0.75
slowdown_active = 0.25
skins = list(
"magnate" = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/cosmohonk
name = "cosmohonk"
desc = "A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost."
default_skin = "cosmohonk"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 60, ACID = 30, WOUND = 5)
cell_drain = DEFAULT_CELL_DRAIN * 0.25
slowdown_inactive = 1.75
slowdown_active = 1.25
skins = list(
"cosmohonk" = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEEARS|HIDEHAIR,
SEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEYES|HIDEFACE|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/syndicate
name = "syndicate"
desc = "A suit designed by Gorlex Marauders, offering armor ruled illegal in most of Spinward Stellar."
default_skin = "syndicate"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 35, BIO = 100, FIRE = 50, ACID = 90, WOUND = 25)
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
siemens_coefficient = 0
slowdown_inactive = 1
slowdown_active = 0.5
ui_theme = "syndicate"
inbuilt_modules = list(/obj/item/mod/module/armor_booster)
skins = list(
"syndicate" = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/elite
name = "elite"
desc = "An elite suit upgraded by Cybersun Industries, offering upgraded armor values."
default_skin = "elite"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 55, BIO = 100, FIRE = 100, ACID = 100, WOUND = 25)
resistance_flags = FIRE_PROOF|ACID_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
siemens_coefficient = 0
slowdown_inactive = 0.75
slowdown_active = 0.25
ui_theme = "syndicate"
inbuilt_modules = list(/obj/item/mod/module/armor_booster/elite)
skins = list(
"elite" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/enchanted
name = "enchanted"
desc = "The Wizard Federation's relatively low-tech MODsuit. Is very protective, though."
default_skin = "enchanted"
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 100, FIRE = 100, ACID = 100, WOUND = 30)
resistance_flags = FIRE_PROOF|ACID_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
siemens_coefficient = 0
complexity_max = DEFAULT_MAX_COMPLEXITY - 5
slowdown_inactive = 0.75
slowdown_active = 0.25
ui_theme = "wizard"
inbuilt_modules = list(/obj/item/mod/module/anti_magic/wizard)
skins = list(
"enchanted" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/prototype
name = "prototype"
desc = "A prototype modular suit powered by locomotives. While it is comfortable and has a big capacity, it remains very bulky and power-inefficient."
default_skin = "prototype"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 100, ACID = 75, WOUND = 5)
resistance_flags = FIRE_PROOF
complexity_max = DEFAULT_MAX_COMPLEXITY + 10
slowdown_inactive = 2.5
slowdown_active = 2
ui_theme = "hackerman"
inbuilt_modules = list(/obj/item/mod/module/kinesis)
skins = list(
"prototype" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/responsory
name = "responsory"
desc = "A high-speed rescue suit by Nanotrasen, intended for its' emergency response teams."
default_skin = "responsory"
armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 50, BIO = 100, FIRE = 100, ACID = 90, WOUND = 15)
resistance_flags = FIRE_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
siemens_coefficient = 0
slowdown_inactive = 0.5
slowdown_active = 0
skins = list(
"responsory" = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
"inquisitory" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/apocryphal
name = "apocryphal"
desc = "A high-tech, only technically legal, armored suit created by a collaboration effort between Nanotrasen and Apadyne Technologies."
default_skin = "apocryphal"
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 25)
resistance_flags = FIRE_PROOF|ACID_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
siemens_coefficient = 0
complexity_max = DEFAULT_MAX_COMPLEXITY + 10
skins = list(
"apocryphal" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEEARS|HIDEHAIR,
SEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEYES|HIDEFACE|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/corporate
name = "corporate"
desc = "A fancy, high-tech suit for Nanotrasen's high ranking officers."
default_skin = "corporate"
armor = list(MELEE = 35, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100, WOUND = 15)
resistance_flags = FIRE_PROOF|ACID_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
siemens_coefficient = 0
slowdown_inactive = 0.5
slowdown_active = 0
skins = list(
"corporate" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEEARS|HIDEHAIR|HIDESNOUT,
SEALED_INVISIBILITY = HIDEMASK|HIDEEYES|HIDEFACE,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/debug
name = "debug"
desc = "Strangely nostalgic."
default_skin = "debug"
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 0)
resistance_flags = FIRE_PROOF|ACID_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
complexity_max = 50
slowdown_inactive = 0.5
slowdown_active = 0
skins = list(
"debug" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEEARS|HIDEHAIR|HIDESNOUT,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE,
UNSEALED_COVER = HEADCOVERSMOUTH,
SEALED_COVER = HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
/datum/mod_theme/administrative
name = "administrative"
desc = "A suit made of adminium. Who comes up with these stupid mineral names?"
default_skin = "debug"
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 100)
resistance_flags = INDESTRUCTIBLE|LAVA_PROOF|FIRE_PROOF|UNACIDABLE|ACID_PROOF
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
complexity_max = 1000
cell_drain = DEFAULT_CELL_DRAIN * 0
slowdown_inactive = 0
slowdown_active = 0
skins = list(
"debug" = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEEARS|HIDEHAIR|HIDESNOUT,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE,
UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE|BLOCKS_SHOVE_KNOCKDOWN,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
),
),
)
+157
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@@ -0,0 +1,157 @@
/obj/item/mod/control/pre_equipped
cell = /obj/item/stock_parts/cell/high
var/applied_skin
/obj/item/mod/control/pre_equipped/Initialize(mapload, new_theme, new_skin)
new_skin = applied_skin
return ..()
/obj/item/mod/control/pre_equipped/standard
initial_modules = list(/obj/item/mod/module/storage, /obj/item/mod/module/welding, /obj/item/mod/module/flashlight)
/obj/item/mod/control/pre_equipped/engineering
theme = /datum/mod_theme/engineering
initial_modules = list(/obj/item/mod/module/storage, /obj/item/mod/module/welding, /obj/item/mod/module/rad_protection, /obj/item/mod/module/flashlight, /obj/item/mod/module/magboot)
/obj/item/mod/control/pre_equipped/atmospheric
theme = /datum/mod_theme/atmospheric
initial_modules = list(/obj/item/mod/module/storage, /obj/item/mod/module/welding, /obj/item/mod/module/rad_protection, /obj/item/mod/module/flashlight, /obj/item/mod/module/t_ray)
/obj/item/mod/control/pre_equipped/advanced
theme = /datum/mod_theme/advanced
cell = /obj/item/stock_parts/cell/super
initial_modules = list(/obj/item/mod/module/storage/large_capacity, /obj/item/mod/module/welding, /obj/item/mod/module/rad_protection, /obj/item/mod/module/jetpack, /obj/item/mod/module/flashlight)
/obj/item/mod/control/pre_equipped/mining
theme = /datum/mod_theme/mining
cell = /obj/item/stock_parts/cell/high/plus
initial_modules = list(/obj/item/mod/module/storage/large_capacity, /obj/item/mod/module/welding, /obj/item/mod/module/orebag, /obj/item/mod/module/flashlight, /obj/item/mod/module/magboot, /obj/item/mod/module/drill)
/obj/item/mod/control/pre_equipped/medical
theme = /datum/mod_theme/medical
initial_modules = list(/obj/item/mod/module/storage, /obj/item/mod/module/flashlight, /obj/item/mod/module/health_analyzer, /obj/item/mod/module/quick_carry)
/obj/item/mod/control/pre_equipped/rescue
theme = /datum/mod_theme/rescue
cell = /obj/item/stock_parts/cell/super
initial_modules = list(/obj/item/mod/module/storage/large_capacity, /obj/item/mod/module/flashlight, /obj/item/mod/module/health_analyzer, /obj/item/mod/module/injector)
/obj/item/mod/control/pre_equipped/research
theme = /datum/mod_theme/research
cell = /obj/item/stock_parts/cell/super
initial_modules = list(/obj/item/mod/module/storage/large_capacity, /obj/item/mod/module/welding, /obj/item/mod/module/flashlight, /obj/item/mod/module/circuit, /obj/item/mod/module/t_ray)
/obj/item/mod/control/pre_equipped/security
theme = /datum/mod_theme/security
initial_modules = list(/obj/item/mod/module/storage, /obj/item/mod/module/welding, /obj/item/mod/module/flashlight, /obj/item/mod/module/holster)
/obj/item/mod/control/pre_equipped/safeguard
theme = /datum/mod_theme/safeguard
cell = /obj/item/stock_parts/cell/super
initial_modules = list(/obj/item/mod/module/storage/large_capacity, /obj/item/mod/module/welding, /obj/item/mod/module/flashlight, /obj/item/mod/module/jetpack, /obj/item/mod/module/holster)
/obj/item/mod/control/pre_equipped/magnate
theme = /datum/mod_theme/magnate
cell = /obj/item/stock_parts/cell/hyper
initial_modules = list(/obj/item/mod/module/storage/large_capacity, /obj/item/mod/module/welding, /obj/item/mod/module/holster, /obj/item/mod/module/pathfinder)
/obj/item/mod/control/pre_equipped/traitor
theme = /datum/mod_theme/syndicate
cell = /obj/item/stock_parts/cell/super
initial_modules = list(/obj/item/mod/module/storage/syndicate, /obj/item/mod/module/welding, /obj/item/mod/module/tether, /obj/item/mod/module/pathfinder, /obj/item/mod/module/flashlight, /obj/item/mod/module/dna_lock)
/obj/item/mod/control/pre_equipped/nuclear
theme = /datum/mod_theme/syndicate
cell = /obj/item/stock_parts/cell/hyper
initial_modules = list(/obj/item/mod/module/storage/syndicate, /obj/item/mod/module/welding, /obj/item/mod/module/jetpack, /obj/item/mod/module/visor/thermal, /obj/item/mod/module/flashlight, /obj/item/mod/module/holster)
/obj/item/mod/control/pre_equipped/elite
theme = /datum/mod_theme/elite
cell = /obj/item/stock_parts/cell/bluespace
initial_modules = list(/obj/item/mod/module/storage/syndicate, /obj/item/mod/module/welding, /obj/item/mod/module/emp_shield, /obj/item/mod/module/jetpack, /obj/item/mod/module/visor/thermal, /obj/item/mod/module/flashlight, /obj/item/mod/module/holster)
/obj/item/mod/control/pre_equipped/enchanted
theme = /datum/mod_theme/enchanted
cell = /obj/item/stock_parts/cell/crystal_cell/wizard
initial_modules = list(/obj/item/mod/module/storage/large_capacity, /obj/item/mod/module/energy_shield/wizard, /obj/item/mod/module/emp_shield)
/obj/item/mod/control/pre_equipped/prototype
theme = /datum/mod_theme/prototype
cell = /obj/item/stock_parts/cell/high/plus
initial_modules = list(/obj/item/mod/module/storage, /obj/item/mod/module/welding, /obj/item/mod/module/rad_protection, /obj/item/mod/module/flashlight, /obj/item/mod/module/tether)
/obj/item/mod/control/pre_equipped/responsory
theme = /datum/mod_theme/responsory
cell = /obj/item/stock_parts/cell/hyper
initial_modules = list(/obj/item/mod/module/storage/large_capacity, /obj/item/mod/module/welding, /obj/item/mod/module/emp_shield, /obj/item/mod/module/flashlight, /obj/item/mod/module/holster)
var/insignia_type = /obj/item/mod/module/insignia
/obj/item/mod/control/pre_equipped/responsory/Initialize(mapload, new_theme, new_skin)
initial_modules.Insert(1, insignia_type)
return ..()
/obj/item/mod/control/pre_equipped/responsory/commander
insignia_type = /obj/item/mod/module/insignia/commander
/obj/item/mod/control/pre_equipped/responsory/security
insignia_type = /obj/item/mod/module/insignia/security
/obj/item/mod/control/pre_equipped/responsory/engineer
insignia_type = /obj/item/mod/module/insignia/engineer
/obj/item/mod/control/pre_equipped/responsory/medic
insignia_type = /obj/item/mod/module/insignia/medic
/obj/item/mod/control/pre_equipped/responsory/janitor
insignia_type = /obj/item/mod/module/insignia/janitor
/obj/item/mod/control/pre_equipped/responsory/clown
insignia_type = /obj/item/mod/module/insignia/clown
/obj/item/mod/control/pre_equipped/responsory/chaplain
insignia_type = /obj/item/mod/module/insignia/chaplain
/obj/item/mod/control/pre_equipped/responsory/inquisitory
initial_modules = list(/obj/item/mod/module/storage/large_capacity, /obj/item/mod/module/anti_magic, /obj/item/mod/module/welding, /obj/item/mod/module/emp_shield, /obj/item/mod/module/flashlight, /obj/item/mod/module/holster)
applied_skin = "inquisitory"
/obj/item/mod/control/pre_equipped/responsory/inquisitory/commander
insignia_type = /obj/item/mod/module/insignia/commander
/obj/item/mod/control/pre_equipped/responsory/inquisitory/security
insignia_type = /obj/item/mod/module/insignia/security
/obj/item/mod/control/pre_equipped/responsory/inquisitory/medic
insignia_type = /obj/item/mod/module/insignia/medic
/obj/item/mod/control/pre_equipped/responsory/inquisitory/chaplain
insignia_type = /obj/item/mod/module/insignia/chaplain
/obj/item/mod/control/pre_equipped/apocryphal
theme = /datum/mod_theme/apocryphal
cell = /obj/item/stock_parts/cell/bluespace
initial_modules = list(/obj/item/mod/module/storage/bluespace, /obj/item/mod/module/welding, /obj/item/mod/module/emp_shield, /obj/item/mod/module/jetpack, /obj/item/mod/module/holster)
/obj/item/mod/control/pre_equipped/corporate
theme = /datum/mod_theme/corporate
cell = /obj/item/stock_parts/cell/bluespace
initial_modules = list(/obj/item/mod/module/storage/bluespace, /obj/item/mod/module/holster)
/obj/item/mod/control/pre_equipped/debug
theme = /datum/mod_theme/debug
cell = /obj/item/stock_parts/cell/bluespace
initial_modules = list(/obj/item/mod/module/storage/bluespace, /obj/item/mod/module/welding, /obj/item/mod/module/flashlight, /obj/item/mod/module/bikehorn, /obj/item/mod/module/rad_protection, /obj/item/mod/module/tether, /obj/item/mod/module/injector) //one of every type of module, for testing if they all work correctly
/obj/item/mod/control/pre_equipped/administrative
theme = /datum/mod_theme/administrative
cell = /obj/item/stock_parts/cell/infinite/abductor
initial_modules = list(/obj/item/mod/module/storage/bluespace, /obj/item/mod/module/welding, /obj/item/mod/module/stealth/ninja, /obj/item/mod/module/quick_carry/advanced, /obj/item/mod/module/magboot/advanced, /obj/item/mod/module/jetpack)
//these exist for the prefs menu
/obj/item/mod/control/pre_equipped/syndicate_empty
theme = /datum/mod_theme/syndicate
/obj/item/mod/control/pre_equipped/syndicate_empty/elite
theme = /datum/mod_theme/elite
INITIALIZE_IMMEDIATE(/obj/item/mod/control/pre_equipped/syndicate_empty)
+80
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@@ -0,0 +1,80 @@
/obj/item/mod/control/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "MODsuit", name)
ui.open()
/obj/item/mod/control/ui_data()
var/data = list()
data["interface_break"] = interface_break
data["malfunctioning"] = malfunctioning
data["open"] = open
data["active"] = active
data["locked"] = locked
data["complexity"] = complexity
data["selected_module"] = selected_module?.name
data["wearer_name"] = wearer ? (wearer.get_authentification_name("Unknown") || "Unknown") : "No Occupant"
data["wearer_job"] = wearer ? wearer.get_assignment("Unknown", "Unknown", FALSE) : "No Job"
data["AI"] = ai?.name
data["cell"] = cell?.name
data["charge"] = cell ? round(cell.percent(), 1) : 0
data["modules"] = list()
for(var/obj/item/mod/module/module as anything in modules)
var/list/module_data = list(
name = module.name,
description = module.desc,
module_type = module.module_type,
active = module.active,
idle_power = module.idle_power_cost,
active_power = module.active_power_cost,
use_power = module.use_power_cost,
complexity = module.complexity,
cooldown_time = module.cooldown_time,
cooldown = round(COOLDOWN_TIMELEFT(module, cooldown_timer), 1 SECONDS),
id = module.tgui_id,
ref = REF(module),
configuration_data = module.get_configuration()
)
module_data += module.add_ui_data()
data["modules"] += list(module_data)
return data
/obj/item/mod/control/ui_static_data(mob/user)
var/data = list()
data["ui_theme"] = ui_theme
data["control"] = name
data["complexity_max"] = complexity_max
data["helmet"] = helmet?.name
data["chestplate"] = chestplate?.name
data["gauntlets"] = gauntlets?.name
data["boots"] = boots?.name
return data
/obj/item/mod/control/ui_act(action, params)
. = ..()
if(.)
return
if(!allowed(usr) && locked)
balloon_alert(usr, "insufficient access!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
if(malfunctioning && prob(75))
balloon_alert(usr, "button malfunctions!")
return
switch(action)
if("lock")
locked = !locked
balloon_alert(usr, "[locked ? "locked" : "unlocked"]!")
if("activate")
toggle_activate(usr)
if("select")
var/obj/item/mod/module/module = locate(params["ref"]) in modules
if(!module)
return
module.on_select()
if("configure")
var/obj/item/mod/module/module = locate(params["ref"]) in modules
if(!module)
return
module.configure_edit(params["key"], params["value"])
return TRUE
+252
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@@ -0,0 +1,252 @@
/obj/item/mod/module
name = "MOD module"
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_CELL_DRAIN * 0
/// Power use when active
var/active_power_cost = DEFAULT_CELL_DRAIN * 0
/// Power use when used, we call it manually
var/use_power_cost = DEFAULT_CELL_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
/// 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
/// Timer for the cooldown
COOLDOWN_DECLARE(cooldown_timer)
/obj/item/mod/module/Initialize(mapload)
. = ..()
if(module_type != MODULE_ACTIVE)
return
if(ispath(device))
device = new device(src)
ADD_TRAIT(device, TRAIT_NODROP, MOD_TRAIT)
RegisterSignal(device, COMSIG_PARENT_PREQDELETED, .proc/on_device_deletion)
RegisterSignal(src, COMSIG_ATOM_EXITED, .proc/on_exit)
/obj/item/mod/module/Destroy()
mod?.uninstall(src)
if(device)
UnregisterSignal(device, COMSIG_PARENT_PREQDELETED)
QDEL_NULL(device)
return ..()
/obj/item/mod/module/examine(mob/user)
. = ..()
if(HAS_TRAIT(user, TRAIT_DIAGNOSTIC_HUD))
. += span_notice("Complexity level: [complexity]")
/// 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()
return
/// Called when the MODsuit is activated
/obj/item/mod/module/proc/on_suit_activation()
return
/// Called when the MODsuit is deactivated
/obj/item/mod/module/proc/on_suit_deactivation()
return
/// Called when the MODsuit is equipped
/obj/item/mod/module/proc/on_equip()
return
/// Called when the MODsuit is unequipped
/obj/item/mod/module/proc/on_unequip()
return
/// Called when the module is selected from the TGUI
/obj/item/mod/module/proc/on_select()
if(!mod.active || mod.activating || module_type == MODULE_PASSIVE)
return
if(module_type != MODULE_USABLE)
if(active)
on_deactivation()
else
on_activation()
else
on_use()
SEND_SIGNAL(mod, COMSIG_MOD_MODULE_SELECTED)
/// Called when the module is activated
/obj/item/mod/module/proc/on_activation()
if(!COOLDOWN_FINISHED(src, cooldown_timer))
balloon_alert(mod.wearer, "on cooldown!")
return FALSE
if(!mod.active || mod.activating || !mod.cell?.charge)
balloon_alert(mod.wearer, "unpowered!")
return FALSE
if(module_type == MODULE_ACTIVE)
if(mod.selected_module && !mod.selected_module.on_deactivation())
return
mod.selected_module = src
if(device)
if(mod.wearer.put_in_hands(device))
balloon_alert(mod.wearer, "[device] extended")
RegisterSignal(mod.wearer, COMSIG_ATOM_EXITED, .proc/on_exit)
else
balloon_alert(mod.wearer, "can't extend [device]!")
return
else
var/used_button = mod.wearer.client?.prefs.read_preference(/datum/preference/choiced/mod_select) || MIDDLE_CLICK
update_signal(used_button)
balloon_alert(mod.wearer, "[src] activated, [used_button]-click to use")
active = TRUE
COOLDOWN_START(src, cooldown_timer, cooldown_time)
mod.wearer.update_inv_back()
return TRUE
/// Called when the module is deactivated
/obj/item/mod/module/proc/on_deactivation()
active = FALSE
if(module_type == MODULE_ACTIVE)
mod.selected_module = null
if(device)
mod.wearer.transferItemToLoc(device, src, TRUE)
balloon_alert(mod.wearer, "[device] retracted")
UnregisterSignal(mod.wearer, COMSIG_ATOM_EXITED)
else
balloon_alert(mod.wearer, "[src] deactivated")
UnregisterSignal(mod.wearer, used_signal)
used_signal = null
mod.wearer.update_inv_back()
return TRUE
/// Called when the module is used
/obj/item/mod/module/proc/on_use()
if(!COOLDOWN_FINISHED(src, cooldown_timer))
return FALSE
if(!check_power(use_power_cost))
return FALSE
COOLDOWN_START(src, cooldown_timer, cooldown_time)
addtimer(CALLBACK(mod.wearer, /mob.proc/update_inv_back), cooldown_time)
mod.wearer.update_inv_back()
return TRUE
/// Called when an activated module without a device is used
/obj/item/mod/module/proc/on_select_use(atom/target)
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(delta_time)
if(active)
if(!drain_power(active_power_cost * delta_time))
on_deactivation()
return FALSE
on_active_process(delta_time)
else
drain_power(idle_power_cost * delta_time)
return TRUE
/// Called on the MODsuit's process if it is an active module
/obj/item/mod/module/proc/on_active_process(delta_time)
return
/// Drains power from the suit cell
/obj/item/mod/module/proc/drain_power(amount)
if(!check_power(amount))
return FALSE
mod.cell.charge = max(0, mod.cell.charge - amount)
return TRUE
/obj/item/mod/module/proc/check_power(amount)
if(!mod.cell || (mod.cell.charge < amount))
return FALSE
return TRUE
/// 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()
/// 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)
/// Generates an icon to be used for the suit's worn overlays
/obj/item/mod/module/proc/generate_worn_overlay(mutable_appearance/standing)
. = list()
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/mutable_appearance/module_icon = mutable_appearance('icons/mob/mod.dmi', used_overlay, layer = standing.layer + 0.1)
. += module_icon
/// 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, /obj/item/mod/module.proc/on_special_click)
+352
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/obj/item/mod/module
name = "MOD module"
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_CELL_DRAIN * 0
/// Power use when active
var/active_power_cost = DEFAULT_CELL_DRAIN * 0
/// Power use when used, we call it manually
var/use_power_cost = DEFAULT_CELL_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
/// 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
/// Timer for the cooldown
COOLDOWN_DECLARE(cooldown_timer)
/obj/item/mod/module/Initialize(mapload)
. = ..()
if(module_type != MODULE_ACTIVE)
return
if(ispath(device))
device = new device(src)
ADD_TRAIT(device, TRAIT_NODROP, MOD_TRAIT)
RegisterSignal(device, COMSIG_PARENT_PREQDELETED, .proc/on_device_deletion)
RegisterSignal(src, COMSIG_ATOM_EXITED, .proc/on_exit)
/obj/item/mod/module/Destroy()
mod?.uninstall(src)
if(device)
UnregisterSignal(device, COMSIG_PARENT_PREQDELETED)
QDEL_NULL(device)
return ..()
/obj/item/mod/module/examine(mob/user)
. = ..()
if(HAS_TRAIT(user, TRAIT_DIAGNOSTIC_HUD))
. += span_notice("Complexity level: [complexity]")
/// 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()
return
/// Called when the MODsuit is activated
/obj/item/mod/module/proc/on_suit_activation()
return
/// Called when the MODsuit is deactivated
/obj/item/mod/module/proc/on_suit_deactivation()
return
/// Called when the MODsuit is equipped
/obj/item/mod/module/proc/on_equip()
return
/// Called when the MODsuit is unequipped
/obj/item/mod/module/proc/on_unequip()
return
/// Called when the module is selected from the TGUI
/obj/item/mod/module/proc/on_select()
if(!mod.active || mod.activating || module_type == MODULE_PASSIVE)
return
if(module_type != MODULE_USABLE)
if(active)
on_deactivation()
else
on_activation()
else
on_use()
SEND_SIGNAL(mod, COMSIG_MOD_MODULE_SELECTED)
/// Called when the module is activated
/obj/item/mod/module/proc/on_activation()
if(!COOLDOWN_FINISHED(src, cooldown_timer))
balloon_alert(mod.wearer, "on cooldown!")
return FALSE
if(!mod.active || mod.activating || !mod.cell?.charge)
balloon_alert(mod.wearer, "unpowered!")
return FALSE
if(module_type == MODULE_ACTIVE)
if(mod.selected_module && !mod.selected_module.on_deactivation())
return
mod.selected_module = src
if(device)
if(mod.wearer.put_in_hands(device))
balloon_alert(mod.wearer, "[device] extended")
RegisterSignal(mod.wearer, COMSIG_ATOM_EXITED, .proc/on_exit)
else
balloon_alert(mod.wearer, "can't extend [device]!")
return
else
var/used_button = mod.wearer.client?.prefs.read_preference(/datum/preference/choiced/mod_select) || MIDDLE_CLICK
update_signal(used_button)
balloon_alert(mod.wearer, "[src] activated, [used_button]-click to use")
active = TRUE
COOLDOWN_START(src, cooldown_timer, cooldown_time)
mod.wearer.update_inv_back()
return TRUE
/// Called when the module is deactivated
/obj/item/mod/module/proc/on_deactivation()
active = FALSE
if(module_type == MODULE_ACTIVE)
mod.selected_module = null
if(device)
mod.wearer.transferItemToLoc(device, src, TRUE)
balloon_alert(mod.wearer, "[device] retracted")
UnregisterSignal(mod.wearer, COMSIG_ATOM_EXITED)
else
balloon_alert(mod.wearer, "[src] deactivated")
UnregisterSignal(mod.wearer, used_signal)
used_signal = null
mod.wearer.update_inv_back()
return TRUE
/// Called when the module is used
/obj/item/mod/module/proc/on_use()
if(!COOLDOWN_FINISHED(src, cooldown_timer))
return FALSE
if(!check_power(use_power_cost))
return FALSE
COOLDOWN_START(src, cooldown_timer, cooldown_time)
addtimer(CALLBACK(mod.wearer, /mob.proc/update_inv_back), cooldown_time)
mod.wearer.update_inv_back()
return TRUE
/// Called when an activated module without a device is used
/obj/item/mod/module/proc/on_select_use(atom/target)
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(delta_time)
if(active)
if(!drain_power(active_power_cost * delta_time))
on_deactivation()
return FALSE
on_active_process(delta_time)
else
drain_power(idle_power_cost * delta_time)
return TRUE
/// Called on the MODsuit's process if it is an active module
/obj/item/mod/module/proc/on_active_process(delta_time)
return
/// Drains power from the suit cell
/obj/item/mod/module/proc/drain_power(amount)
if(!check_power(amount))
return FALSE
mod.cell.charge = max(0, mod.cell.charge - amount)
return TRUE
/obj/item/mod/module/proc/check_power(amount)
if(!mod.cell || (mod.cell.charge < amount))
return FALSE
return TRUE
/// 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()
/// 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)
/// Generates an icon to be used for the suit's worn overlays
/obj/item/mod/module/proc/generate_worn_overlay(mutable_appearance/standing)
. = list()
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/mutable_appearance/module_icon = mutable_appearance('icons/mob/mod.dmi', used_overlay, layer = standing.layer + 0.1)
. += module_icon
/// 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, /obj/item/mod/module.proc/on_special_click)
icon_state = "magic_nullifier"
removable = FALSE
incompatible_modules = list(/obj/item/mod/module/anti_magic)
/obj/item/mod/module/anti_magic/on_suit_activation()
ADD_TRAIT(mod.wearer, TRAIT_ANTIMAGIC, MOD_TRAIT)
ADD_TRAIT(mod.wearer, TRAIT_HOLY, MOD_TRAIT)
/obj/item/mod/module/anti_magic/on_suit_deactivation()
REMOVE_TRAIT(mod.wearer, TRAIT_ANTIMAGIC, MOD_TRAIT)
REMOVE_TRAIT(mod.wearer, TRAIT_HOLY, MOD_TRAIT)
/obj/item/mod/module/anti_magic/wizard
name = "MOD magic neutralizer module"
desc = "The caster wielding this spell gains an invisible barrier around them, channeling arcane power through \
specialized runes engraved onto the surface of the suit to generate anti-magic field. \
The field will neutralize all magic that comes into contact with the user. \
It will not protect the caster from social ridicule."
icon_state = "magic_neutralizer"
/obj/item/mod/module/anti_magic/wizard/on_suit_activation()
ADD_TRAIT(mod.wearer, TRAIT_ANTIMAGIC_NO_SELFBLOCK, MOD_TRAIT)
/obj/item/mod/module/anti_magic/wizard/on_suit_deactivation()
REMOVE_TRAIT(mod.wearer, TRAIT_ANTIMAGIC_NO_SELFBLOCK, MOD_TRAIT)
/obj/item/mod/module/kinesis //TODO POST-MERGE MAKE NOT SUCK ASS, MAKE BALLER AS FUCK
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. \
Oddly enough, it doesn't seem to work on living creatures."
icon_state = "kinesis"
// module_type = MODULE_ACTIVE
module_type = MODULE_TOGGLE
// complexity = 3
complexity = 0
active_power_cost = DEFAULT_CELL_DRAIN*0.75
// use_power_cost = DEFAULT_CELL_DRAIN*3
removable = FALSE
incompatible_modules = list(/obj/item/mod/module/kinesis)
cooldown_time = 0.5 SECONDS
var/has_tk = FALSE
/obj/item/mod/module/kinesis/on_activation()
. = ..()
if(!.)
return
if(mod.wearer.dna.check_mutation(TK))
has_tk = TRUE
else
mod.wearer.dna.add_mutation(TK)
/obj/item/mod/module/kinesis/on_deactivation()
. = ..()
if(!.)
return
if(has_tk)
has_tk = FALSE
return
mod.wearer.dna.remove_mutation(TK)
/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 = "insignia"
/obj/item/mod/module/insignia/generate_worn_overlay(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"