#define EMITTER_DAMAGE_POWER_TRANSFER 450 //used to transfer power to containment field generators #define EMITTER_LOOSE 0 #define EMITTER_BOLTED 1 #define EMITTER_WELDED 2 /obj/machinery/power/emitter name = "emitter" desc = "It is a heavy duty industrial laser." icon = 'icons/obj/singularity.dmi' icon_state = "emitter" anchored = FALSE density = TRUE req_access = list(access_engine_equip) obj_flags = OBJ_FLAG_ROTATABLE var/id use_power = 0 //uses powernet power, not APC power active_power_usage = 30000 //30 kW laser. I guess that means 30 kJ per shot. var/active = FALSE var/powered = FALSE var/fire_delay = 100 var/max_burst_delay = 100 var/min_burst_delay = 20 var/burst_shots = 3 var/last_shot = 0 var/shot_number = 0 var/state = EMITTER_LOOSE var/locked = FALSE var/special_emitter = FALSE // special emitters notify admins if something happens to them, to prevent grief var/_wifi_id var/datum/wifi/receiver/button/emitter/wifi_receiver var/datum/effect_system/sparks/spark_system /obj/machinery/power/emitter/examine(mob/user) ..() switch(state) if(EMITTER_LOOSE) to_chat(user, SPAN_NOTICE("\The [src] isn't attached to anything and is not ready to fire.")) if(EMITTER_BOLTED) to_chat(user, SPAN_NOTICE("\The [src] is bolted to the floor, but not yet ready to fire.")) if(EMITTER_WELDED) to_chat(user, SPAN_WARNING("\The [src] is bolted and welded to the floor, and ready to fire.")) if(signaler && user.Adjacent(src)) to_chat(user, FONT_SMALL(SPAN_WARNING("\The [src] has a hidden signaler attached to it."))) /obj/machinery/power/emitter/Destroy() if(special_emitter) message_admins("Emitter deleted at ([x],[y],[z] - JMP)",0,1) log_game("Emitter deleted at ([x],[y],[z])") investigate_log("deleted at ([x],[y],[z])","singulo") QDEL_NULL(wifi_receiver) QDEL_NULL(spark_system) QDEL_NULL(signaler) return ..() /obj/machinery/power/emitter/Initialize() . = ..() spark_system = bind_spark(src, 5, alldirs) if(state == EMITTER_WELDED && anchored) connect_to_network() if(_wifi_id) wifi_receiver = new(_wifi_id, src) /obj/machinery/power/emitter/update_icon() if(active && powernet && avail(active_power_usage)) icon_state = "emitter_+a" else icon_state = "emitter" /obj/machinery/power/emitter/attack_hand(mob/user) add_fingerprint(user) activate(user) /obj/machinery/power/emitter/proc/activate(mob/user) if(state == EMITTER_WELDED) if(!powernet) if(user) to_chat(user, SPAN_WARNING("\The [src] isn't connected to a powered wire.")) return TRUE if(!locked) if(active) active = FALSE if(user) to_chat(user, SPAN_NOTICE("You deactivate \the [src].")) if(special_emitter) message_admins("Emitter turned off by [key_name_admin(user, user.client)](?) in ([x],[y],[z] - JMP)",0,1) log_game("Emitter turned off by [user.ckey]([user]) in ([x],[y],[z])",ckey=key_name(user)) investigate_log("turned off by [user.key]","singulo") else active = TRUE shot_number = 0 fire_delay = 100 if(user) to_chat(user, SPAN_NOTICE("You activate \the [src].")) if(special_emitter) message_admins("Emitter turned on by [key_name_admin(user, user.client)](?) in ([x],[y],[z] - JMP)",0,1) log_game("Emitter turned on by [user.ckey]([user]) in ([x],[y],[z])",ckey=key_name(user)) investigate_log("turned on by [user.key]","singulo") update_icon() else if(user) to_chat(user, SPAN_WARNING("The controls are locked!")) else if(user) to_chat(user, SPAN_WARNING("\The [src] needs to be firmly secured to the floor first.")) return TRUE /obj/machinery/power/emitter/emp_act() activate(null) return TRUE /obj/machinery/power/emitter/machinery_process() if(stat & (BROKEN)) return if(state != EMITTER_WELDED || (!powernet && active_power_usage)) active = FALSE update_icon() return if(((last_shot + fire_delay) <= world.time) && active) var/actual_load = draw_power(active_power_usage) if(actual_load >= active_power_usage) //does the laser have enough power to shoot? if(!powered) powered = TRUE update_icon() if(special_emitter) investigate_log("regained power and turned on","singulo") else if(powered) powered = FALSE update_icon() if(special_emitter) investigate_log("lost power and turned off","singulo") return last_shot = world.time if(shot_number < burst_shots) fire_delay = 2 shot_number++ else fire_delay = rand(min_burst_delay, max_burst_delay) shot_number = 0 //need to calculate the power per shot as the emitter doesn't fire continuously. var/burst_time = (min_burst_delay + max_burst_delay) / 2 + 2 * (burst_shots - 1) var/power_per_shot = active_power_usage * (burst_time / 10) / burst_shots playsound(get_turf(src), 'sound/weapons/emitter.ogg', 25, TRUE, 3, 0.5, TRUE) if(prob(35)) spark_system.queue() var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter(get_turf(src)) A.damage = round(power_per_shot / EMITTER_DAMAGE_POWER_TRANSFER) A.launch_projectile(get_step(src, dir)) /obj/machinery/power/emitter/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/device/assembly/signaler)) var/obj/item/device/assembly/signaler/S = W user.drop_from_inventory(W, src) signaler = S S.machine = src user.visible_message(SPAN_WARNING("\The [user] attaches \the [S] to \the [src]."), SPAN_NOTICE("You attach \the [S] to \the [src].")) return if(W.iswirecutter() && signaler) signaler.forceMove(get_turf(user)) signaler.machine = null user.visible_message(SPAN_WARNING("\The [user] removes \the [signaler] from \the [src]."), SPAN_NOTICE("You remove \the [signaler] to \the [src].")) signaler = null return if(W.iswrench()) if(active) to_chat(user, SPAN_WARNING("You cannot unbolt \the [src] while it's active.")) return switch(state) if(EMITTER_LOOSE) state = EMITTER_BOLTED playsound(get_turf(src), W.usesound, 75, TRUE) user.visible_message(SPAN_NOTICE("\The [user] secures \the [src] to the floor."), \ SPAN_NOTICE("You secure \the [src]'s external reinforcing bolts to the floor."), \ SPAN_WARNING("You hear a ratcheting noise.")) anchored = TRUE if(EMITTER_BOLTED) state = EMITTER_LOOSE playsound(get_turf(src), W.usesound, 75, TRUE) user.visible_message(SPAN_NOTICE("\The [user] unsecures \the [src]'s reinforcing bolts from the floor."), \ SPAN_NOTICE("You undo \the [src]'s external reinforcing bolts."), \ SPAN_WARNING("You hear a ratcheting noise.")) anchored = FALSE if(EMITTER_WELDED) to_chat(user, SPAN_WARNING("\The [src] needs to be unwelded from the floor.")) return if(W.iswelder()) var/obj/item/weldingtool/WT = W if(active) to_chat(user, SPAN_NOTICE("You cannot unweld \the [src] while it's active.")) return switch(state) if(EMITTER_LOOSE) to_chat(user, SPAN_WARNING("\The [src] needs to be wrenched to the floor.")) if(EMITTER_BOLTED) if(WT.remove_fuel(0, user)) playsound(get_turf(src), 'sound/items/Welder2.ogg', 50, TRUE) user.visible_message(SPAN_NOTICE("\The [user] starts to weld \the [src] to the floor."), \ SPAN_NOTICE("You start to weld \the [src] to the floor."), \ SPAN_WARNING("You hear the sound of metal being welded.")) if(do_after(user, 20 / W.toolspeed, act_target = src)) if(!src || !WT.isOn()) return state = EMITTER_WELDED to_chat(user, SPAN_NOTICE("You weld \the [src] to the floor.")) connect_to_network() else to_chat(user, SPAN_WARNING("You need more welding fuel to complete this task.")) if(EMITTER_WELDED) if(WT.remove_fuel(0, user)) playsound(get_turf(src), 'sound/items/Welder2.ogg', 50, TRUE) user.visible_message(SPAN_NOTICE("\The [user] starts to cut \the [src] free from the floor."), \ SPAN_NOTICE("You start to cut \the [src] free from the floor."), \ SPAN_WARNING("You hear the sound of metal being welded.")) if(do_after(user, 20 / W.toolspeed, act_target = src)) if(!src || !WT.isOn()) return state = EMITTER_BOLTED to_chat(user, SPAN_NOTICE("You cut \the [src] free from the floor.")) disconnect_from_network() else to_chat(user, SPAN_WARNING("You need more welding fuel to complete this task.")) return if(istype(W, /obj/item/card/id) || istype(W, /obj/item/device/pda)) if(emagged) to_chat(user, SPAN_WARNING("The lock seems to be broken.")) return if(allowed(user)) if(active) locked = !locked to_chat(user, SPAN_NOTICE("The controls are now [locked ? "locked." : "unlocked."]")) else locked = FALSE //just in case it somehow gets locked to_chat(user, SPAN_WARNING("The controls can only be locked when \the [src] is online.")) else to_chat(user, SPAN_WARNING("Access denied.")) return ..() return /obj/machinery/power/emitter/emag_act(remaining_charges, mob/user) if(!emagged) locked = FALSE emagged = TRUE // Give this boy the buff it deserves. - Geeves burst_shots *= 2 min_burst_delay *= 0.5 max_burst_delay *= 0.5 to_chat(user, SPAN_NOTICE("You short out the emitter's locking system, and put its capacitor into overdrive.")) return TRUE else to_chat(user, SPAN_WARNING("\The [src] seems to already have been modified.")) return FALSE /obj/machinery/power/emitter/do_signaler() if(!locked) activate(null) else visible_message("\icon[src] [src] whines, \"Access denied!\"")