/obj/effect/overmap name = "map object" icon = 'icons/obj/overmap.dmi' icon_state = "object" color = "#fffffe" var/list/map_z = list() var/known = 0 //shows up on nav computers automatically var/scannable //if set to TRUE will show up on ship sensors for detailed scans var/image/targeted_overlay //Overlay of how this object should look on other skyboxes /obj/effect/overmap/proc/get_skybox_representation() return /obj/effect/overmap/proc/get_scan_data(mob/user) return desc /obj/effect/overmap/Initialize() . = ..() if(!current_map.use_overmap) return INITIALIZE_HINT_QDEL if(known) layer = EFFECTS_ABOVE_LIGHTING_LAYER for(var/obj/machinery/computer/ship/helm/H in SSmachinery.machinery) H.get_known_sectors() update_icon() /obj/effect/overmap/Crossed(var/obj/effect/overmap/visitable/other) if(istype(other)) for(var/obj/effect/overmap/visitable/O in loc) SSskybox.rebuild_skyboxes(O.map_z) /obj/effect/overmap/Uncrossed(var/obj/effect/overmap/visitable/other) if(istype(other)) SSskybox.rebuild_skyboxes(other.map_z) for(var/obj/effect/overmap/visitable/O in loc) SSskybox.rebuild_skyboxes(O.map_z) /obj/effect/overmap/update_icon() filters = filter(type="drop_shadow", color = color + "F0", size = 2, offset = 1, x = 0, y = 0) /obj/effect/overmap/proc/signal_hit(var/list/hit_data) return /obj/effect/overmap/Click(location, control, params) . = ..() if(ishuman(usr)) var/mob/living/carbon/human/H = usr var/client/C = H.client if(H.machine && istype(H.machine, /obj/machinery/computer/ship/targeting) && istype(C.eye, /obj/effect/overmap)) var/obj/machinery/computer/ship/targeting/GS = H.machine if(GS.targeting) return if(!istype(GS.linked.loc, /turf/unsimulated/map)) to_chat(H, SPAN_WARNING("The safeties won't let you target while you're not on the Overmap!")) return var/my_sector = map_sectors["[H.z]"] if(istype(my_sector, /obj/effect/overmap/visitable)) var/obj/effect/overmap/visitable/V = my_sector if(V != src && length(V.ship_weapons)) //no guns, no lockon if(!V.targeting) V.target(src, H.machine) else if(V.targeting == src) V.detarget(src, H.machine) else V.detarget(V.targeting, C) V.target(src, H.machine) GS.targeting = FALSE //Extra safety. /obj/effect/overmap/visitable/proc/target(var/obj/effect/overmap/O, var/obj/machinery/computer/ship/C) C.targeting = TRUE usr.visible_message(SPAN_WARNING("[usr] starts calibrating the targeting systems, swiping around the holographic screen..."), SPAN_WARNING("You start calibrating the targeting systems, swiping around the screen as you focus...")) if(do_after(usr, 5 SECONDS)) C.targeting = FALSE targeting = O O.targeted_overlay = icon('icons/obj/overmap_heads_up_display.dmi', "lock") O.add_overlay(O.targeted_overlay) if(designation && class && !obfuscated) if(!O.maptext) O.maptext = SMALL_FONTS(6, "[class] [designation]") else O.maptext += SMALL_FONTS(6, " [class] [designation]") else if(!O.maptext) O.maptext = SMALL_FONTS(6, "[capitalize_first_letters(name)]") else O.maptext = SMALL_FONTS(6, " [capitalize_first_letters(name)]") O.maptext_y = 32 O.maptext_x = -10 O.maptext_width = 72 O.maptext_height = 32 playsound(C, 'sound/items/goggles_charge.ogg') C.visible_message(SPAN_DANGER("[usr] engages the targeting systems, acquiring a lock on the target!")) if(istype(O, /obj/effect/overmap/visitable/ship)) var/obj/effect/overmap/visitable/ship/S = O for(var/obj/machinery/computer/ship/SH in S.consoles) if(istype(SH, /obj/machinery/computer/ship/sensors)) playsound(SH, 'sound/effects/ship_weapons/locked_on.ogg') SH.visible_message(SPAN_DANGER("\The [SH] beeps alarmingly, signaling an enemy lock-on!")) else C.targeting = FALSE /obj/effect/overmap/visitable/proc/detarget(var/obj/effect/overmap/O, var/obj/machinery/computer/C) if(C) playsound(C, 'sound/items/rfd_interrupt.ogg') if(O) O.cut_overlay(O.targeted_overlay) O.maptext = null targeting = null