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https://github.com/Aurorastation/Aurora-Old.git
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Adds improvised signal jammers, does a bit of light refactoring, makes signal jammers stop radio signallers.
118 lines
3.2 KiB
Plaintext
118 lines
3.2 KiB
Plaintext
//Global list for housing active radiojammers:
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var/list/active_radio_jammers = list()
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proc/within_jamming_range(var/atom/test) // tests if an object is near a radio jammer
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if (active_radio_jammers && active_radio_jammers.len)
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for (var/obj/item/device/radiojammer/Jammer in active_radio_jammers)
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if (get_dist(test, Jammer) <= Jammer.radius)
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return TRUE
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/obj/item/device/radiojammer
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name = "radio jammer"
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desc = "A small, inconspicious looking item with an 'ON/OFF' toggle."
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icon = 'icons/obj/device.dmi'
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icon_state = "shield0"
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w_class = 2
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var/active = 0
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var/radius = 7
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var/icon_state_active = "shield1"
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var/icon_state_inactive = "shield0"
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/obj/item/device/radiojammer/New()
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..()
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update()
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/obj/item/device/radiojammer/Del()
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if (active)
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active_radio_jammers -= src
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..()
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/obj/item/device/radiojammer/attack_self()
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toggle()
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/obj/item/device/radiojammer/emp_act()
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toggle()
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/obj/item/device/radiojammer/proc/toggle()
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if(active)
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usr << "<span class='notice'>You deactivate \the [src].</span>"
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else
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usr << "<span class='notice'>You activate \the [src].</span>"
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set_active(!active)
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/obj/item/device/radiojammer/proc/set_active(var/new_value)
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active = new_value
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update()
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/obj/item/device/radiojammer/proc/update()
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if (active)
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active_radio_jammers += src
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icon_state = icon_state_active
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else
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active_radio_jammers -= src
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icon_state = icon_state_inactive
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/obj/item/device/radiojammer/improvised
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name = "improvised radio jammer"
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desc = "An awkward bundle of wires, batteries, and radio transmitters."
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var/obj/item/device/assembly_holder/assembly_holder
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var/obj/item/weapon/cell/cell
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var/power_drain_per_second = 200
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var/last_updated = null
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radius = 5
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state_active = "improvised_jammer_active"
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icon_state_inactive = "improvised_jammer_inactive"
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/obj/item/device/radiojammer/improvised/New(var/obj/item/device/assembly_holder/incoming_holder, var/obj/item/weapon/cell/incoming_cell, var/mob/user)
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..()
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var/active_hand = user.hand
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var/cell_was_in_hand = (user.l_hand==incoming_cell || user.r_hand ==incoming_cell)
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user.drop_item_if_in_either_hand(incoming_holder,src)
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user.drop_item_if_in_either_hand(incoming_cell,src)
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assembly_holder = incoming_holder
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assembly_holder.loc = src // this should never be necessary, but lets just be sure
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cell = incoming_cell
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cell.loc = src
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set_active(TRUE)
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last_updated = world.timeofday
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processing_objects.Add(src) // drain that battery
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if (cell_was_in_hand)
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if(active_hand)
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user.put_in_l_hand(src)
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else
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user.put_in_r_hand(src)
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else
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src.loc = user.loc
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/obj/item/device/radiojammer/improvised/Del()
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if(active)
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processing_objects.Remove(src)
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..()
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/obj/item/device/radiojammer/improvised/process()
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var/current = world.timeofday // current tick
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var/delta = (current - last_updated) / 10.0 // delta in seconds
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last_updated = current
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if (!(cell.use(delta * power_drain_per_second)))
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set_active(FALSE)
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cell.charge = 0 // drain the last of the battery
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processing_objects.Remove(src)
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/obj/item/device/radiojammer/improvised/attack_self(mob/user as mob)
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user << "<span class='notice'>You disassemble the improvised signal jammer.</span>"
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user.put_in_hands(assembly_holder)
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user.put_in_hands(cell)
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del(src)
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