359 lines
13 KiB
Plaintext
359 lines
13 KiB
Plaintext
/obj/item/clothing/under
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icon = 'icons/obj/clothing/uniforms.dmi'
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name = "under"
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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permeability_coefficient = 0.9
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block_priority = BLOCK_PRIORITY_UNIFORM
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slot_flags = ITEM_SLOT_ICLOTHING
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
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mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK
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limb_integrity = 120
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var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
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var/has_sensor = HAS_SENSORS // For the crew computer
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var/sensor_flags = SENSOR_RANDOM
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var/sensor_mode = NO_SENSORS
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var/sensor_mode_intended = NO_SENSORS //if sensors become damaged and are repaired later, it will revert to the user's intended preferences
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var/sensormaxintegrity = 200 //if this is zero, then our sensors can only be destroyed by shredded clothing
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var/sensordamage = 0 //how much damage did our sensors take?
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var/can_adjust = TRUE
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var/adjusted = NORMAL_STYLE
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var/alt_covers_chest = FALSE // for adjusted/rolled-down jumpsuits, FALSE = exposes chest and arms, TRUE = exposes arms only
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var/dummy_thick = FALSE // is able to hold accessories on its item
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var/obj/item/clothing/accessory/attached_accessory
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var/mutable_appearance/accessory_overlay
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/obj/item/clothing/under/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = ..()
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if(isinhands)
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return
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
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if(blood_DNA)
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. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
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if(accessory_overlay)
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. += accessory_overlay
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/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
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if((sensordamage || (has_sensor < HAS_SENSORS && has_sensor != NO_SENSORS)) && istype(I, /obj/item/stack/cable_coil))
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if(damaged_clothes == CLOTHING_SHREDDED)
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to_chat(user,"<span class='warning'>[src] is too damaged to have its suit sensors repaired! Repair it first.</span>")
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return 0
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var/obj/item/stack/cable_coil/C = I
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I.use_tool(src, user, 0, 1)
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has_sensor = HAS_SENSORS
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sensordamage = 0
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sensor_mode = sensor_mode_intended
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to_chat(user,"<span class='notice'>You repair the suit sensors on [src] with [C].</span>")
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return 1
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if(!attach_accessory(I, user))
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return ..()
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/obj/item/clothing/under/take_damage_zone(def_zone, damage_amount, damage_type, armour_penetration)
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..()
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if(sensormaxintegrity == 0 || has_sensor == NO_SENSORS || sensordamage >= sensormaxintegrity) return //sensors are invincible if max integrity is 0
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var/damage_dealt = take_damage(damage_amount * 0.1, damage_type, armour_penetration, FALSE) * 10 // only deal 10% of the damage to the general integrity damage, then multiply it by 10 so we know how much to deal to limb
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sensordamage += damage_dealt
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var/integ = has_sensor
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var/newinteg = sensorintegrity()
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if(newinteg != integ)
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if(newinteg < integ && iscarbon(src.loc)) //the first check is to see if for some inexplicable reason the attack healed our suit sensors
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var/mob/living/carbon/C = src.loc
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switch(newinteg)
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if(DAMAGED_SENSORS_VITALS)
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to_chat(C,"<span class='warning'>Your tracking beacon on your suit sensors have shorted out!</span>")
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if(DAMAGED_SENSORS_LIVING)
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to_chat(C,"<span class='warning'>Your vital tracker on your suit sensors have shorted out!</span>")
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if(BROKEN_SENSORS)
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to_chat(C,"<span class='userdanger'>Your suit sensors have shorted out completely!</span>")
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updatesensorintegrity(newinteg)
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/obj/item/clothing/under/proc/sensorintegrity()
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var/percentage = sensordamage/sensormaxintegrity //calculate the percentage of how much damage taken
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if(percentage < SENSOR_INTEGRITY_COORDS) return HAS_SENSORS
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else if(percentage < SENSOR_INTEGRITY_VITALS) return DAMAGED_SENSORS_VITALS
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else if(percentage < SENSOR_INTEGRITY_BINARY) return DAMAGED_SENSORS_LIVING
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else return BROKEN_SENSORS
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/obj/item/clothing/under/proc/updatesensorintegrity(integ = HAS_SENSORS)
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if(sensormaxintegrity == 0 || has_sensor == NO_SENSORS) return //sanity check
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has_sensor = integ
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switch(has_sensor)
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if(HAS_SENSORS)
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sensor_mode = sensor_mode_intended
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if(DAMAGED_SENSORS_VITALS)
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if(sensor_mode > SENSOR_VITALS) sensor_mode = SENSOR_VITALS
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if(DAMAGED_SENSORS_LIVING)
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if(sensor_mode > SENSOR_LIVING) sensor_mode = SENSOR_LIVING
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if(BROKEN_SENSORS)
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sensor_mode = NO_SENSORS
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/obj/item/clothing/under/update_clothes_damaged_state()
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..()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_w_uniform()
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if(has_sensor > NO_SENSORS && damaged_clothes == CLOTHING_SHREDDED)
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has_sensor = BROKEN_SENSORS
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sensordamage = sensormaxintegrity
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/obj/item/clothing/under/New()
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if(sensor_flags & SENSOR_RANDOM)
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//make the sensor mode favor higher levels, except coords.
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sensor_mode = pick(SENSOR_OFF, SENSOR_LIVING, SENSOR_LIVING, SENSOR_VITALS, SENSOR_VITALS, SENSOR_VITALS, SENSOR_COORDS, SENSOR_COORDS)
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sensor_mode_intended = sensor_mode
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..()
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/obj/item/clothing/under/equipped(mob/user, slot)
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..()
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if(adjusted)
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adjusted = NORMAL_STYLE
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fitted = initial(fitted)
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if(!alt_covers_chest)
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body_parts_covered |= CHEST
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if(attached_accessory && slot != SLOT_HANDS && ishuman(user))
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var/mob/living/carbon/human/H = user
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attached_accessory.on_uniform_equip(src, user)
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if(attached_accessory.above_suit)
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H.update_inv_wear_suit()
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/obj/item/clothing/under/dropped(mob/user)
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if(attached_accessory)
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attached_accessory.on_uniform_dropped(src, user)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(attached_accessory.above_suit)
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H.update_inv_wear_suit()
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..()
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/obj/item/clothing/under/proc/attach_accessory(obj/item/I, mob/user, notifyAttach = 1)
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. = FALSE
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if(istype(I, /obj/item/clothing/accessory))
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var/obj/item/clothing/accessory/A = I
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if(attached_accessory)
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if(user)
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to_chat(user, "<span class='warning'>[src] already has an accessory.</span>")
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return
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if(dummy_thick)
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if(user)
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to_chat(user, "<span class='warning'>[src] is too bulky and cannot have accessories attached to it!</span>")
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return
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else
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if(user && !user.temporarilyRemoveItemFromInventory(I))
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return
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if(!A.attach(src, user))
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return
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if(user && notifyAttach)
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to_chat(user, "<span class='notice'>You attach [I] to [src].</span>")
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if((flags_inv & HIDEACCESSORY) || (A.flags_inv & HIDEACCESSORY))
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return TRUE
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accessory_overlay = mutable_appearance('icons/mob/clothing/accessories.dmi', attached_accessory.icon_state)
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accessory_overlay.alpha = attached_accessory.alpha
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accessory_overlay.color = attached_accessory.color
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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H.update_inv_w_uniform()
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H.update_inv_wear_suit()
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return TRUE
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/obj/item/clothing/under/proc/remove_accessory(mob/user)
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if(!isliving(user))
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return
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if(!can_use(user))
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return
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if(attached_accessory)
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var/obj/item/clothing/accessory/A = attached_accessory
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attached_accessory.detach(src, user)
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if(user.put_in_hands(A))
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to_chat(user, "<span class='notice'>You detach [A] from [src].</span>")
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else
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to_chat(user, "<span class='notice'>You detach [A] from [src] and it falls on the floor.</span>")
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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H.update_inv_w_uniform()
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H.update_inv_wear_suit()
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/obj/item/clothing/under/examine(mob/user)
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. = ..()
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if(can_adjust)
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if(adjusted == ALT_STYLE)
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. += "Alt-click on [src] to wear it normally."
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else
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. += "Alt-click on [src] to wear it casually."
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switch(has_sensor)
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if(BROKEN_SENSORS)
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. += "<span class='warning'>Its sensors appear to be shorted out completely. It can be repaired using cable.</span>"
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if(DAMAGED_SENSORS_LIVING)
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. += "<span class='warning'>Its sensors appear to have its tracking beacon and vital tracker broken. It can be repaired using cable.</span>"
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if(DAMAGED_SENSORS_VITALS)
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. += "<span class='warning'>Its sensors appear to have its tracking beacon broken. It can be repaired using cable.</span>"
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if(has_sensor > NO_SENSORS)
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switch(sensor_mode)
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if(SENSOR_OFF)
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. += "Its sensors appear to be disabled."
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if(SENSOR_LIVING)
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. += "Its binary life sensors appear to be enabled."
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if(SENSOR_VITALS)
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. += "Its vital tracker appears to be enabled."
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if(SENSOR_COORDS)
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. += "Its vital tracker and tracking beacon appear to be enabled."
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if(attached_accessory)
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. += "\A [attached_accessory] is attached to it."
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/obj/item/clothing/under/verb/toggle()
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set name = "Adjust Suit Sensors"
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set category = "Object"
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set src in usr
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var/mob/M = usr
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if (istype(M, /mob/dead/))
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return
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if (!can_use(M))
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return
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if(src.has_sensor == BROKEN_SENSORS)
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to_chat(usr, "The sensors have shorted out!")
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return 0
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if(src.sensor_flags & SENSOR_LOCKED)
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to_chat(usr, "The controls are locked.")
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return 0
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if(src.has_sensor <= NO_SENSORS)
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to_chat(usr, "This suit does not have any sensors.")
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return 0
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var/list/modes = list("Off", "Binary vitals", "Exact vitals", "Tracking beacon")
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var/switchMode = input("Select a sensor mode:", "Suit Sensor Mode", modes[sensor_mode + 1]) in modes
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if(get_dist(usr, src) > 1)
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to_chat(usr, "<span class='warning'>You have moved too far away!</span>")
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return
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sensor_mode_intended = modes.Find(switchMode) - 1
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if (src.loc == usr)
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switch(sensor_mode_intended)
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if(0)
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to_chat(usr, "<span class='notice'>You disable your suit's remote sensing equipment.</span>")
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sensor_mode = sensor_mode_intended
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if(1)
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to_chat(usr, "<span class='notice'>Your suit will now only report whether you are alive or dead.</span>")
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sensor_mode = sensor_mode_intended
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if(2)
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if(src.has_sensor == DAMAGED_SENSORS_LIVING)
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to_chat(usr, "<span class='warning'>Your suit's vital tracker is broken, so it will only report whether you are alive or dead.</span>")
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sensor_mode = SENSOR_LIVING
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else
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to_chat(usr, "<span class='notice'>Your suit will now only report your exact vital lifesigns.</span>")
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sensor_mode = sensor_mode_intended
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if(3)
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switch(src.has_sensor)
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if(DAMAGED_SENSORS_LIVING)
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to_chat(usr, "<span class='warning'>Your suit's tracking beacon and vital tracker is broken, so it will only report whether you are alive or dead.</span>")
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sensor_mode = SENSOR_LIVING
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if(DAMAGED_SENSORS_VITALS)
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to_chat(usr, "<span class='warning'>Your suit's tracking beacon is broken, so it will only report your vital lifesigns.</span>")
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sensor_mode = SENSOR_VITALS
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if(HAS_SENSORS)
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to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
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sensor_mode = sensor_mode_intended
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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if(H.w_uniform == src)
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H.update_suit_sensors()
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/obj/item/clothing/under/CtrlClick(mob/user)
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. = ..()
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if (!(item_flags & IN_INVENTORY))
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return
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if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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return
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if(src.has_sensor == BROKEN_SENSORS)
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to_chat(usr, "The sensors have shorted out!")
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return 0
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if(src.sensor_flags & SENSOR_LOCKED)
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to_chat(usr, "The controls are locked.")
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return 0
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if(has_sensor <= NO_SENSORS)
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to_chat(user, "This suit does not have any sensors.")
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return
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sensor_mode_intended = SENSOR_COORDS
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switch(src.has_sensor)
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if(DAMAGED_SENSORS_LIVING)
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to_chat(usr, "<span class='warning'>Your suit's tracking beacon and vital tracker is broken, so it will only report whether you are alive or dead.</span>")
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sensor_mode = SENSOR_LIVING
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if(DAMAGED_SENSORS_VITALS)
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to_chat(usr, "<span class='warning'>Your suit's tracking beacon is broken, so it will only report your vital lifesigns.</span>")
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sensor_mode = SENSOR_VITALS
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if(HAS_SENSORS)
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to_chat(usr, "<span class='notice'>Your suit will now report your exact vital lifesigns as well as your coordinate position.</span>")
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sensor_mode = sensor_mode_intended
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.w_uniform == src)
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H.update_suit_sensors()
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/obj/item/clothing/under/AltClick(mob/user)
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. = ..()
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if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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return
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if(attached_accessory)
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remove_accessory(user)
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else
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rolldown()
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/obj/item/clothing/under/verb/jumpsuit_adjust()
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set name = "Adjust Jumpsuit Style"
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set category = null
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set src in usr
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rolldown()
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/obj/item/clothing/under/proc/rolldown()
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if(!can_use(usr))
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return
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if(toggle_jumpsuit_adjust() && ishuman(usr))
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var/mob/living/carbon/human/H = usr
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H.update_inv_w_uniform()
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H.update_body()
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/obj/item/clothing/under/proc/toggle_jumpsuit_adjust()
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if(!can_adjust)
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to_chat(usr, "<span class='warning'>You cannot wear this suit any differently!</span>")
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return FALSE
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adjusted = !adjusted
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if(adjusted)
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to_chat(usr, "<span class='notice'>You adjust the suit to wear it more casually.</span>")
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if(fitted != FEMALE_UNIFORM_TOP)
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fitted = NO_FEMALE_UNIFORM
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if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted
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body_parts_covered &= ~CHEST
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mutantrace_variation &= ~USE_TAUR_CLIP_MASK //How are we supposed to see the uniform otherwise?
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else
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to_chat(usr, "<span class='notice'>You adjust the suit back to normal.</span>")
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fitted = initial(fitted)
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if(!alt_covers_chest)
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body_parts_covered |= CHEST
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if(initial(mutantrace_variation) & USE_TAUR_CLIP_MASK)
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mutantrace_variation |= USE_TAUR_CLIP_MASK
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return TRUE
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/obj/item/clothing/under/rank
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dying_key = DYE_REGISTRY_UNDER
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