/obj/item/device/assembly/signaler
name = "remote signaling device"
desc = "Used to remotely activate devices."
icon_state = "signaller"
item_state = "signaler"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200, "waste" = 100)
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = 1
var/code = 30
var/frequency = 1457
var/delay = 0
var/airlock_wire = null
var/datum/wires/connected = null
var/datum/radio_frequency/radio_connection
var/deadman = 0
/obj/item/device/assembly/signaler/Initialize()
. = ..()
set_frequency(frequency)
/obj/item/device/assembly/signaler/activate()
if(cooldown > 0) return 0
cooldown = 2
addtimer(CALLBACK(src, .proc/process_cooldown), 10)
signal()
return 1
/obj/item/device/assembly/signaler/update_icon()
if(holder)
holder.update_icon()
return
/obj/item/device/assembly/signaler/interact(mob/user as mob, flag1)
var/t1 = "-------"
// if ((src.b_stat && !( flag1 )))
// t1 = text("-------
\nGreen Wire: []
\nRed Wire: []
\nBlue Wire: []
\n", (src.wires & 4 ? text("Cut Wire", src) : text("Mend Wire", src)), (src.wires & 2 ? text("Cut Wire", src) : text("Mend Wire", src)), (src.wires & 1 ? text("Cut Wire", src) : text("Mend Wire", src)))
// else
// t1 = "-------" Speaker: [src.listening ? "Engaged" : "Disengaged"]
var/dat = {"
Send Signal
Frequency/Code for signaler:
Frequency:
-
-
[format_frequency(src.frequency)]
+
+
Code:
-
-
[src.code]
+
+
[t1]
"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return
/obj/item/device/assembly/signaler/Topic(href, href_list)
..()
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=radio")
onclose(usr, "radio")
return
if (href_list["freq"])
var/new_frequency = (frequency + text2num(href_list["freq"]))
if(new_frequency < RADIO_LOW_FREQ || new_frequency > RADIO_HIGH_FREQ)
new_frequency = sanitize_frequency(new_frequency, RADIO_LOW_FREQ, RADIO_HIGH_FREQ)
set_frequency(new_frequency)
if(href_list["code"])
src.code += text2num(href_list["code"])
src.code = round(src.code)
src.code = min(100, src.code)
src.code = max(1, src.code)
if(href_list["send"])
spawn( 0 )
signal()
if(usr)
attack_self(usr)
return
/obj/item/device/assembly/signaler/proc/signal()
if(!radio_connection)
return
if(within_jamming_range(src))
return
var/datum/signal/signal = new
signal.source = src
signal.encryption = code
signal.data["message"] = "ACTIVATE"
radio_connection.post_signal(src, signal)
return
/obj/item/device/assembly/signaler/pulse(var/radio = 0)
if(src.connected && src.wires)
connected.Pulse(src)
else if(holder)
holder.process_activation(src, 1, 0)
else
..(radio)
return 1
/obj/item/device/assembly/signaler/receive_signal(datum/signal/signal)
if(!signal)
return 0
if(within_jamming_range(src))
return 0
if(signal.encryption != code)
return 0
if(!(src.wires & WIRE_RADIO_RECEIVE))
return 0
pulse(1)
if(!holder)
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
return
/obj/item/device/assembly/signaler/proc/set_frequency(new_frequency)
if(!frequency)
return
SSradio.remove_object(src, frequency)
frequency = new_frequency
radio_connection = SSradio.add_object(src, frequency, RADIO_CHAT)
return
//Triggers the deadmanswitch if its dropped or moved into ones backpack
/obj/item/device/assembly/signaler/dropped(var/mob/user)
. = ..()
if(deadman)
if(!user.client)
deadman_deactivate(user) //To deactivate the deadman if someone disconnects
else
deadman_trigger(user)
//Triggers the deadmanswitch if its moved between slots (i.e. from hand into the pocket)
/obj/item/device/assembly/signaler/on_slotmove(var/mob/user)
. = ..()
if(deadman)
deadman_trigger(user)
/obj/item/device/assembly/signaler/process()
//If we have disabled the deadmanswitch. stop here
if(!deadman)
STOP_PROCESSING(SSprocessing, src)
return
//That there is just a fallback in case dropped is not being called
var/mob/M = src.loc
if(!ismob(M))
deadman_trigger()
else if(prob(20))
M.visible_message("[M]'s finger twitches a bit over [src]'s deadman switch!")
return
/obj/item/device/assembly/signaler/proc/deadman_trigger(var/mob/user)
if(deadman) //If its not activated, there is no point in triggering it
if(user)
src.visible_message("[user] releases [src]'s deadman switch!")
else
src.visible_message("[src]'s deadman switch is released!")
signal()
deadman = 0
STOP_PROCESSING(SSprocessing, src)
/obj/item/device/assembly/signaler/verb/deadman_it()
set src in usr
set name = "Hold the deadman switch!"
set desc = "Sends a signal if dropped or moved into a container."
if(!deadman)
deadman_activate(usr)
else
deadman_deactivate(usr)
/obj/item/device/assembly/signaler/proc/deadman_activate(var/mob/user)
deadman = 1
START_PROCESSING(SSprocessing, src)
log_and_message_admins("is threatening to trigger a signaler deadman's switch")
user.visible_message("[user] presses and holds [src]'s deadman switch...")
to_chat(user,"Your are now holding [src]'s deadman switch. Dropping, putting the device away, or being hit will activate the signaller.")
to_chat(user,"To deactivate it, make sure to press the verb again.")
/obj/item/device/assembly/signaler/proc/deadman_deactivate(var/mob/user)
deadman = 0
STOP_PROCESSING(SSprocessing, src)
user.visible_message("[user] secures [user]'s deadman switch...")
/obj/item/device/assembly/signaler/Destroy()
if(SSradio)
SSradio.remove_object(src,frequency)
frequency = 0
return ..()