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jack-fractal e7fbdf7286 Adding improvised signal jammers
Adds improvised signal jammers, does a bit of light refactoring, makes
signal jammers stop radio signallers.
2015-11-07 12:39:41 -05:00

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