Files
GS13NG/code/modules/clothing/chameleon.dm
Poojawa b1b4826c0c July 5th TG sync (#1883)
July 5th TG sync
2017-07-05 22:14:19 -05:00

586 lines
20 KiB
Plaintext

#define EMP_RANDOMISE_TIME 300
/datum/action/item_action/chameleon/drone/randomise
name = "Randomise Headgear"
button_icon_state = "random"
/datum/action/item_action/chameleon/drone/randomise/Trigger()
if(!IsAvailable())
return
// Damn our lack of abstract interfeces
if (istype(target, /obj/item/clothing/head/chameleon/drone))
var/obj/item/clothing/head/chameleon/drone/X = target
X.chameleon_action.random_look(owner)
if (istype(target, /obj/item/clothing/mask/chameleon/drone))
var/obj/item/clothing/mask/chameleon/drone/Z = target
Z.chameleon_action.random_look(owner)
return 1
/datum/action/item_action/chameleon/drone/togglehatmask
name = "Toggle Headgear Mode"
/datum/action/item_action/chameleon/drone/togglehatmask/New()
..()
if (istype(target, /obj/item/clothing/head/chameleon/drone))
button_icon_state = "drone_camogear_helm"
if (istype(target, /obj/item/clothing/mask/chameleon/drone))
button_icon_state = "drone_camogear_mask"
/datum/action/item_action/chameleon/drone/togglehatmask/Trigger()
if(!IsAvailable())
return
// No point making the code more complicated if no non-drone
// is ever going to use one of these
var/mob/living/simple_animal/drone/D
if(istype(owner, /mob/living/simple_animal/drone))
D = owner
else
return
// The drone unEquip() proc sets head to null after dropping
// an item, so we need to keep a reference to our old headgear
// to make sure it's deleted.
var/obj/old_headgear = target
var/obj/new_headgear
if(istype(old_headgear,/obj/item/clothing/head/chameleon/drone))
new_headgear = new /obj/item/clothing/mask/chameleon/drone()
else if(istype(old_headgear,/obj/item/clothing/mask/chameleon/drone))
new_headgear = new /obj/item/clothing/head/chameleon/drone()
else
to_chat(owner, "<span class='warning'>You shouldn't be able to toggle a camogear helmetmask if you're not wearing it</span>")
if(new_headgear)
// Force drop the item in the headslot, even though
// it's NODROP
D.dropItemToGround(target, TRUE)
qdel(old_headgear)
// where is `slot_head` defined? WHO KNOWS
D.equip_to_slot(new_headgear, slot_head)
return 1
/datum/action/item_action/chameleon/change
name = "Chameleon Change"
var/list/chameleon_blacklist = list() //This is a typecache
var/list/chameleon_list = list()
var/chameleon_type = null
var/chameleon_name = "Item"
var/emp_timer
/datum/action/item_action/chameleon/change/proc/initialize_disguises()
if(button)
button.name = "Change [chameleon_name] Appearance"
chameleon_blacklist |= typecacheof(target.type)
for(var/V in typesof(chameleon_type))
if(ispath(V) && ispath(V, /obj/item))
var/obj/item/I = V
if(chameleon_blacklist[V] || (initial(I.flags) & ABSTRACT))
continue
if(!initial(I.icon_state) || !initial(I.item_state))
continue
var/chameleon_item_name = "[initial(I.name)] ([initial(I.icon_state)])"
chameleon_list[chameleon_item_name] = I
/datum/action/item_action/chameleon/change/proc/select_look(mob/user)
var/obj/item/picked_item
var/picked_name
picked_name = input("Select [chameleon_name] to change into", "Chameleon [chameleon_name]", picked_name) as null|anything in chameleon_list
if(!picked_name)
return
picked_item = chameleon_list[picked_name]
if(!picked_item)
return
update_look(user, picked_item)
/datum/action/item_action/chameleon/change/proc/random_look(mob/user)
var/picked_name = pick(chameleon_list)
// If a user is provided, then this item is in use, and we
// need to update our icons and stuff
if(user)
update_look(user, chameleon_list[picked_name])
// Otherwise, it's likely a random initialisation, so we
// don't have to worry
else
update_item(chameleon_list[picked_name])
/datum/action/item_action/chameleon/change/proc/update_look(mob/user, obj/item/picked_item)
if(istype(target, /obj/item/weapon/gun/energy/laser/chameleon))
var/obj/item/weapon/gun/energy/laser/chameleon/CG = target
CG.get_chameleon_projectile(picked_item)
if(isliving(user))
var/mob/living/C = user
if(C.stat != CONSCIOUS)
return
update_item(picked_item)
update_item_icon()
UpdateButtonIcon()
/datum/action/item_action/chameleon/change/proc/update_item(obj/item/picked_item)
target.name = initial(picked_item.name)
target.desc = initial(picked_item.desc)
target.icon_state = initial(picked_item.icon_state)
if(isitem(target))
var/obj/item/I = target
I.item_state = initial(picked_item.item_state)
I.item_color = initial(picked_item.item_color)
if(istype(I, /obj/item/clothing) && istype(initial(picked_item), /obj/item/clothing))
var/obj/item/clothing/CL = I
var/obj/item/clothing/PCL = picked_item
CL.flags_cover = initial(PCL.flags_cover)
target.icon = initial(picked_item.icon)
/datum/action/item_action/chameleon/change/Trigger()
if(!IsAvailable())
return
select_look(owner)
return 1
/datum/action/item_action/chameleon/change/proc/emp_randomise()
if(istype(target, /obj/item/weapon/gun/energy/laser/chameleon))
return //Please no crash!
START_PROCESSING(SSprocessing, src)
random_look(owner)
emp_timer = world.time + EMP_RANDOMISE_TIME
/datum/action/item_action/chameleon/change/process()
if(world.time > emp_timer)
STOP_PROCESSING(SSprocessing, src)
return
random_look(owner)
/datum/action/item_action/chameleon/change/proc/update_item_icon()
var/obj/item/I = target
var/mob/living/M = owner
var/flags = I.slot_flags
if(flags & SLOT_OCLOTHING)
M.update_inv_wear_suit()
if(flags & SLOT_ICLOTHING)
M.update_inv_w_uniform()
if(flags & SLOT_GLOVES)
M.update_inv_gloves()
if(flags & SLOT_EYES)
M.update_inv_glasses()
if(flags & SLOT_EARS)
M.update_inv_ears()
if(flags & SLOT_MASK)
M.update_inv_wear_mask()
if(flags & SLOT_HEAD)
M.update_inv_head()
if(flags & SLOT_FEET)
M.update_inv_shoes()
if(flags & SLOT_ID)
M.update_inv_wear_id()
if(flags & SLOT_BELT)
M.update_inv_belt()
if(flags & SLOT_BACK)
M.update_inv_back()
if(flags & SLOT_NECK)
M.update_inv_neck()
/obj/item/clothing/under/chameleon
//starts off as black
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
item_color = "black"
desc = "It's a plain jumpsuit. It has a small dial on the wrist."
origin_tech = "syndicate=2"
sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle??
random_sensor = 0
resistance_flags = 0
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/under/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/under
chameleon_action.chameleon_name = "Jumpsuit"
chameleon_action.chameleon_blacklist = typecacheof(list(/obj/item/clothing/under, /obj/item/clothing/under/color, /obj/item/clothing/under/rank, /obj/item/clothing/under/changeling), only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/under/chameleon/emp_act(severity)
chameleon_action.emp_randomise()
/obj/item/clothing/suit/chameleon
name = "armor"
desc = "A slim armored vest that protects against most types of damage."
icon_state = "armor"
item_state = "armor"
blood_overlay_type = "armor"
origin_tech = "syndicate=2"
resistance_flags = 0
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/suit/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/suit
chameleon_action.chameleon_name = "Suit"
chameleon_action.chameleon_blacklist = typecacheof(list(/obj/item/clothing/suit/armor/abductor, /obj/item/clothing/suit/changeling), only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/suit/chameleon/emp_act(severity)
chameleon_action.emp_randomise()
/obj/item/clothing/glasses/chameleon
name = "Optical Meson Scanner"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting condition."
icon_state = "meson"
item_state = "meson"
origin_tech = "syndicate=2"
resistance_flags = 0
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/glasses/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/glasses
chameleon_action.chameleon_name = "Glasses"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/clothing/glasses/changeling, only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/glasses/chameleon/emp_act(severity)
chameleon_action.emp_randomise()
/obj/item/clothing/gloves/chameleon
desc = "These gloves will protect the wearer from electric shock."
name = "insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
resistance_flags = 0
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/gloves/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/gloves
chameleon_action.chameleon_name = "Gloves"
chameleon_action.chameleon_blacklist = typecacheof(list(/obj/item/clothing/gloves, /obj/item/clothing/gloves/color, /obj/item/clothing/gloves/changeling), only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/gloves/chameleon/emp_act(severity)
chameleon_action.emp_randomise()
/obj/item/clothing/head/chameleon
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey colour."
icon_state = "greysoft"
item_color = "grey"
resistance_flags = 0
armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/head/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/head
chameleon_action.chameleon_name = "Hat"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/clothing/head/changeling, only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/head/chameleon/emp_act(severity)
chameleon_action.emp_randomise()
/obj/item/clothing/head/chameleon/drone
// The camohat, I mean, holographic hat projection, is part of the
// drone itself.
flags = NODROP
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
// which means it offers no protection, it's just air and light
/obj/item/clothing/head/chameleon/drone/New()
..()
chameleon_action.random_look()
var/datum/action/item_action/chameleon/drone/togglehatmask/togglehatmask_action = new(src)
togglehatmask_action.UpdateButtonIcon()
var/datum/action/item_action/chameleon/drone/randomise/randomise_action = new(src)
randomise_action.UpdateButtonIcon()
/obj/item/clothing/mask/chameleon
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply. While good for concealing your identity, it isn't good for blocking gas flow." //More accurate
icon_state = "gas_alt"
item_state = "gas_alt"
resistance_flags = 0
armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
var/vchange = 1
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/mask/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/mask
chameleon_action.chameleon_name = "Mask"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/clothing/mask/changeling, only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/mask/chameleon/emp_act(severity)
chameleon_action.emp_randomise()
/obj/item/clothing/mask/chameleon/attack_self(mob/user)
vchange = !vchange
to_chat(user, "<span class='notice'>The voice changer is now [vchange ? "on" : "off"]!</span>")
/obj/item/clothing/mask/chameleon/drone
//Same as the drone chameleon hat, undroppable and no protection
flags = NODROP
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
// Can drones use the voice changer part? Let's not find out.
vchange = 0
/obj/item/clothing/mask/chameleon/drone/New()
..()
chameleon_action.random_look()
var/datum/action/item_action/chameleon/drone/togglehatmask/togglehatmask_action = new(src)
togglehatmask_action.UpdateButtonIcon()
var/datum/action/item_action/chameleon/drone/randomise/randomise_action = new(src)
randomise_action.UpdateButtonIcon()
/obj/item/clothing/mask/chameleon/drone/attack_self(mob/user)
to_chat(user, "<span class='notice'>The [src] does not have a voice changer.</span>")
/obj/item/clothing/shoes/chameleon
name = "black shoes"
icon_state = "black"
item_color = "black"
desc = "A pair of black shoes."
permeability_coefficient = 0.05
flags = NOSLIP
origin_tech = "syndicate=2"
resistance_flags = 0
pockets = /obj/item/weapon/storage/internal/pocket/shoes
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/shoes/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/shoes
chameleon_action.chameleon_name = "Shoes"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/clothing/shoes/changeling, only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/shoes/chameleon/emp_act(severity)
chameleon_action.emp_randomise()
/obj/item/weapon/gun/energy/laser/chameleon
name = "practice laser gun"
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
ammo_type = list(/obj/item/ammo_casing/energy/chameleon)
clumsy_check = 0
needs_permit = 0
pin = /obj/item/device/firing_pin
cell_type = /obj/item/weapon/stock_parts/cell/bluespace
var/datum/action/item_action/chameleon/change/chameleon_action
var/list/chameleon_projectile_vars
var/list/chameleon_ammo_vars
var/list/chameleon_gun_vars
var/list/projectile_copy_vars
var/list/ammo_copy_vars
var/list/gun_copy_vars
var/badmin_mode = FALSE
var/static/list/blacklisted_vars = list("locs", "loc", "contents", "x", "y", "z")
/obj/item/weapon/gun/energy/laser/chameleon/Initialize()
. = ..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/weapon/gun
chameleon_action.chameleon_name = "Gun"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/weapon/gun/magic, ignore_root_path = FALSE)
chameleon_action.initialize_disguises()
/obj/item/weapon/gun/energy/laser/chameleon/Initialize()
..()
projectile_copy_vars = list("name", "icon", "icon_state", "item_state", "speed", "color", "hitsound", "forcedodge", "impact_effect_type", "range", "suppressed", "hitsound_wall", "impact_effect_type", "pass_flags")
chameleon_projectile_vars = list("name" = "practice laser", "icon" = 'icons/obj/projectiles.dmi', "icon_state" = "laser")
gun_copy_vars = list("fire_sound", "burst_size", "fire_delay")
chameleon_gun_vars = list()
ammo_copy_vars = list("firing_effect_type")
chameleon_ammo_vars = list()
recharge_newshot()
get_chameleon_projectile(/obj/item/weapon/gun/energy/laser)
/obj/item/weapon/gun/energy/laser/chameleon/emp_act(severity)
return
/obj/item/weapon/gun/energy/laser/chameleon/proc/reset_chameleon_vars()
chameleon_ammo_vars = list()
chameleon_gun_vars = list()
chameleon_projectile_vars = list()
if(chambered)
for(var/v in ammo_copy_vars)
if(v in blacklisted_vars) //Just in case admins go crazy.
continue
chambered.vars[v] = initial(chambered.vars[v])
for(var/v in gun_copy_vars)
if(v in blacklisted_vars)
continue
vars[v] = initial(vars[v])
QDEL_NULL(chambered.BB)
chambered.newshot()
/obj/item/weapon/gun/energy/laser/chameleon/proc/set_chameleon_ammo(obj/item/ammo_casing/AC, passthrough = TRUE, reset = FALSE)
if(!istype(AC))
CRASH("[AC] is not /obj/item/ammo_casing!")
return FALSE
for(var/V in ammo_copy_vars)
if(AC.vars[V])
chameleon_ammo_vars[V] = AC.vars[V]
if(chambered && chambered.vars[V])
chambered.vars[V] = AC.vars[V]
if(passthrough)
var/obj/item/projectile/P = AC.BB
set_chameleon_projectile(P)
/obj/item/weapon/gun/energy/laser/chameleon/proc/set_chameleon_projectile(obj/item/projectile/P)
if(!istype(P))
CRASH("[P] is not /obj/item/projectile!")
return FALSE
chameleon_projectile_vars = list("name" = "practice laser", "icon" = 'icons/obj/projectiles.dmi', "icon_state" = "laser", "nodamage" = TRUE)
for(var/V in projectile_copy_vars)
if(P.vars[V])
chameleon_projectile_vars[V] = P.vars[V]
if(istype(chambered, /obj/item/ammo_casing/energy/chameleon))
var/obj/item/ammo_casing/energy/chameleon/AC = chambered
AC.projectile_vars = chameleon_projectile_vars.Copy()
if(badmin_mode)
qdel(chambered.BB)
chambered.projectile_type = P.type
chambered.newshot()
/obj/item/weapon/gun/energy/laser/chameleon/proc/set_chameleon_gun(obj/item/weapon/gun/G , passthrough = TRUE)
if(!istype(G))
CRASH("[G] is not /obj/item/weapon/gun!")
return FALSE
for(var/V in gun_copy_vars)
if(vars[V] && G.vars[V])
chameleon_gun_vars[V] = G.vars[V]
vars[V] = G.vars[V]
if(passthrough)
if(istype(G, /obj/item/weapon/gun/ballistic))
var/obj/item/weapon/gun/ballistic/BG = G
var/obj/item/ammo_box/AB = new BG.mag_type(G)
qdel(BG)
if(!istype(AB)||!AB.ammo_type)
qdel(AB)
return FALSE
var/obj/item/ammo_casing/AC = new AB.ammo_type(G)
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/weapon/gun/magic))
var/obj/item/weapon/gun/magic/MG = G
var/obj/item/ammo_casing/AC = new MG.ammo_type(G)
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/weapon/gun/energy))
var/obj/item/weapon/gun/energy/EG = G
if(islist(EG.ammo_type) && EG.ammo_type.len)
var/obj/item/ammo_casing/AC = EG.ammo_type[1]
set_chameleon_ammo(AC)
else if(istype(G, /obj/item/weapon/gun/syringe))
var/obj/item/ammo_casing/AC = new /obj/item/ammo_casing/syringegun(src)
set_chameleon_ammo(AC)
/obj/item/weapon/gun/energy/laser/chameleon/proc/get_chameleon_projectile(guntype)
reset_chameleon_vars()
var/obj/item/weapon/gun/G = new guntype(src)
set_chameleon_gun(G)
qdel(G)
/obj/item/weapon/storage/backpack/chameleon
name = "backpack"
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/weapon/storage/backpack/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/weapon/storage/backpack
chameleon_action.chameleon_name = "Backpack"
chameleon_action.initialize_disguises()
/obj/item/weapon/storage/backpack/chameleon/emp_act(severity)
chameleon_action.emp_randomise()
/obj/item/weapon/storage/belt/chameleon
name = "toolbelt"
desc = "Holds tools."
silent = 1
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/weapon/storage/belt/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/weapon/storage/belt
chameleon_action.chameleon_name = "Belt"
chameleon_action.initialize_disguises()
/obj/item/weapon/storage/belt/chameleon/emp_act(severity)
chameleon_action.emp_randomise()
/obj/item/device/radio/headset/chameleon
name = "radio headset"
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/device/radio/headset/chameleon/Initialize()
. = ..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/device/radio/headset
chameleon_action.chameleon_name = "Headset"
chameleon_action.initialize_disguises()
/obj/item/device/radio/headset/chameleon/emp_act(severity)
chameleon_action.emp_randomise()
/obj/item/device/pda/chameleon
name = "PDA"
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/device/pda/chameleon/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/device/pda
chameleon_action.chameleon_name = "PDA"
chameleon_action.chameleon_blacklist = typecacheof(list(/obj/item/device/pda/heads, /obj/item/device/pda/ai, /obj/item/device/pda/ai/pai), only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/device/pda/chameleon/emp_act(severity)
chameleon_action.emp_randomise()