Radio Jammers (#502)

Adds radio jammers for antags and improvised version as well.
This commit is contained in:
skull132
2016-07-09 03:14:04 +03:00
committed by GitHub
parent 3a18172821
commit 30b6aff6cf
11 changed files with 193 additions and 14 deletions
+1 -1
View File
@@ -973,7 +973,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
t = reception.message
if(reception.message_server && (reception.telecomms_reception & TELECOMMS_RECEPTION_SENDER)) // only send the message if it's stable
if(reception.telecomms_reception & TELECOMMS_RECEPTION_RECEIVER == 0) // Does our recipient have a broadcaster on their level?
if(!(reception.telecomms_reception & TELECOMMS_RECEPTION_RECEIVER)) // Does our recipient have a broadcaster on their level?
U << "ERROR: Cannot reach recipient."
return
var/send_result = reception.message_server.send_pda_message("[P.owner]","[owner]","[t]")
@@ -292,6 +292,9 @@
/* ###### Radio headsets can only broadcast through subspace ###### */
if(subspace_transmission)
// Check for jamming.
if (within_jamming_range(src))
return
// First, we want to generate a new radio signal
var/datum/signal/signal = new
signal.transmission_method = 2 // 2 would be a subspace transmission.
@@ -434,6 +437,8 @@
return -1
if(!listening)
return -1
if (within_jamming_range(src))
return -1
if(!(0 in level))
var/turf/position = get_turf(src)
if(!position || !(position.z in level))
@@ -652,4 +657,4 @@
return
/obj/item/device/radio/off
listening = 0
listening = 0
@@ -0,0 +1,130 @@
//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 1
return 0
/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/Destroy()
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/weapon/cell/cell
var/obj/item/device/assembly_holder/assembly_holder
// 10 seconds of operation on a standard cell. 200 (roughly 3 minutes) on a super cap.
var/power_drain_per_second = 100
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)
..()
cell = incoming_cell
assembly_holder = incoming_holder
// Spawn() required to properly move the assembly. Why? No clue!
// This does not make any sense, but sure.
spawn(0)
incoming_holder.forceMove(src, 1)
incoming_cell.forceMove(src, 1)
user.put_in_active_hand(src)
/obj/item/device/radiojammer/improvised/Destroy()
if (active)
processing_objects.Remove(src)
..()
/obj/item/device/radiojammer/improvised/process()
var/current = world.time // 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(0)
cell.charge = 0 // drain the last of the battery
/obj/item/device/radiojammer/improvised/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/screwdriver))
user << "<span class='notice'>You disassemble the improvised signal jammer.</span>"
user.put_in_hands(assembly_holder)
user.put_in_hands(cell)
qdel(src)
/obj/item/device/radiojammer/improvised/set_active(var/new_value)
if (new_value == 1)
if (!cell || !cell.charge)
return
..()
/obj/item/device/radiojammer/improvised/update()
if (active)
active_radio_jammers += src
icon_state = icon_state_active
processing_objects.Add(src)
last_updated = world.time
else
active_radio_jammers -= src
icon_state = icon_state_inactive
processing_objects.Remove(src)