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BatrachophrenoandGitHub 5277251959 Tool behaviors port (#21663)
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.

This is all back-end code, no new features or functionality from this.
2026-01-27 08:44:49 +00:00

309 lines
7.8 KiB
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/obj/machinery/firealarm
name = "fire alarm"
desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "firealarm"
obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED
var/detecting = 1
var/working = 1
var/time = 10
var/timing = 0
init_flags = 0 // Processing is only for timed alarms now
anchored = 1
idle_power_usage = 2
active_power_usage = 6
power_channel = AREA_USAGE_ENVIRON
var/last_process = 0
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
var/seclevel
///looping sound datum for our fire alarm siren.
var/datum/looping_sound/firealarm/soundloop
always_area_sensitive = TRUE
/obj/machinery/firealarm/Initialize(mapload, var/dir, var/building = 0)
. = ..(mapload)
if(building)
if(dir)
src.set_dir(dir)
buildstage = 0
panel_open = 1
update_icon()
set_pixel_offsets()
if(isContactLevel(z))
INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(set_security_level), (GLOB.security_level ? get_security_level() : "green"))
soundloop = new(src, FALSE)
var/area/A = get_area(src)
RegisterSignal(A, COMSIG_AREA_FIRE_ALARM, TYPE_PROC_REF(/atom, update_icon))
if(!mapload)
set_pixel_offsets()
update_icon()
/obj/machinery/firealarm/Destroy()
QDEL_NULL(soundloop)
. = ..()
/obj/machinery/firealarm/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
. = ..()
if((stat & (NOPOWER|BROKEN)) || buildstage != 2)
return
. += "The current alert level is [get_security_level()]."
/obj/machinery/firealarm/update_icon()
ClearOverlays()
if(panel_open)
switch(buildstage)
if(2)
AddOverlays("fire_b2")
if(1)
AddOverlays("fire_b1")
if(0)
AddOverlays("fire_b0")
return
if(stat & BROKEN)
AddOverlays("firex")
set_light(0)
else if(stat & NOPOWER)
AddOverlays("firep")
set_light(0)
else
var/area/A = get_area(src)
if(A.fire)
AddOverlays("fire1")
set_light(L_WALLMOUNT_HI_RANGE, L_WALLMOUNT_HI_POWER, COLOR_RED)
else
AddOverlays("fire0")
set_light(0)
/obj/machinery/firealarm/fire_act(exposed_temperature, exposed_volume)
. = ..()
if(src.detecting)
if(exposed_temperature > T0C+200)
src.alarm() // added check of detector status here
/obj/machinery/firealarm/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
. = ..()
if(. != BULLET_ACT_HIT)
return .
src.alarm()
/obj/machinery/firealarm/emp_act(severity)
. = ..()
if(prob(50/severity))
alarm(rand(30/severity, 60/severity))
/obj/machinery/firealarm/attackby(obj/item/attacking_item, mob/user)
if(!istype(attacking_item, /obj/item/forensics))
src.add_fingerprint(user)
else
return TRUE
if (attacking_item.tool_behaviour == TOOL_SCREWDRIVER && buildstage == 2)
if(!panel_open)
set_light(0)
panel_open = !panel_open
update_icon()
return TRUE
if(panel_open)
set_light(0)
switch(buildstage)
if(2)
if (attacking_item.tool_behaviour == TOOL_MULTITOOL)
src.detecting = !( src.detecting )
if (src.detecting)
user.visible_message(SPAN_NOTICE("\The [user] has reconnected [src]'s detecting unit!"),
SPAN_NOTICE("You have reconnected [src]'s detecting unit."))
else
user.visible_message(SPAN_NOTICE("\The [user] has disconnected [src]'s detecting unit!"),
SPAN_NOTICE("You have disconnected [src]'s detecting unit."))
return TRUE
else if (attacking_item.tool_behaviour == TOOL_WIRECUTTER)
user.visible_message(SPAN_NOTICE("\The [user] has cut the wires inside \the [src]!"),
SPAN_NOTICE("You have cut the wires inside \the [src]."))
new/obj/item/stack/cable_coil(get_turf(src), 5)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
buildstage = 1
update_icon()
return TRUE
if(1)
if(attacking_item.tool_behaviour == TOOL_CABLECOIL)
var/obj/item/stack/cable_coil/C = attacking_item
if (C.use(5))
to_chat(user, SPAN_NOTICE("You wire \the [src]."))
buildstage = 2
else
to_chat(user, SPAN_WARNING("You need 5 pieces of cable to wire \the [src]."))
return TRUE
else if(attacking_item.tool_behaviour == TOOL_CROWBAR)
to_chat(user, "You pry out the circuit!")
attacking_item.play_tool_sound(get_turf(src), 50)
var/obj/item/firealarm_electronics/circuit = new /obj/item/firealarm_electronics()
circuit.forceMove(user.loc)
buildstage = 0
update_icon()
return TRUE
if(0)
if(istype(attacking_item, /obj/item/firealarm_electronics))
to_chat(user, "You insert the circuit!")
qdel(attacking_item)
buildstage = 1
update_icon()
return TRUE
else if(attacking_item.tool_behaviour == TOOL_WRENCH)
to_chat(user, "You remove the fire alarm assembly from the wall!")
new /obj/item/frame/fire_alarm(get_turf(user))
attacking_item.play_tool_sound(get_turf(src), 50)
qdel(src)
return TRUE
return TRUE
src.alarm()
/obj/machinery/firealarm/process(seconds_per_tick)//Note: this processing was mostly phased out due to other code, and only runs when needed
if(stat & (NOPOWER|BROKEN))
return
if(!timing)
return PROCESS_KILL
if(src.time <= 0)
alarm()
src.time = 0
timing = FALSE
. = PROCESS_KILL
else
src.time = src.time - (((world.timeofday - last_process) / 10) * seconds_per_tick)
last_process = world.timeofday
/obj/machinery/firealarm/power_change()
..()
queue_icon_update()
/obj/machinery/firealarm/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "FireAlarm")
ui.open()
/obj/machinery/firealarm/attack_hand(mob/user as mob)
if (buildstage != 2 || stat & (NOPOWER|BROKEN))
return
if(user.a_intent != I_HURT)
ui_interact(user)
else
alarm()
/obj/machinery/firealarm/ui_data(mob/user)
var/list/data = list()
data["alertLevel"] = get_security_level()
data["time"] = src.time
var/area/A = get_area(src)
data["active"] = A.fire
data["timing"] = src.timing
return data
/obj/machinery/firealarm/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("activate_alarm")
src.alarm()
if("reset_alarm")
src.reset()
if("set_timer")
var/input_time = text2num(params["set_timer"])
if(!isnum(input_time))
return
time = clamp(input_time SECONDS, 1, 600)
if("start_timer")
src.timing = 1
START_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF)
if("stop_timer")
src.timing = 0
return TRUE
/obj/machinery/firealarm/proc/reset()
if (!( src.working ))
return
var/area/area = get_area(src)
for(var/obj/machinery/firealarm/FA in area)
GLOB.fire_alarm.clearAlarm(loc, FA)
FA.soundloop.stop(FA)
update_icon()
return
/obj/machinery/firealarm/proc/alarm(var/duration = 0)
if(!(src.working))
return
var/area/area = get_area(src)
for(var/obj/machinery/firealarm/FA in area)
GLOB.fire_alarm.triggerAlarm(loc, FA, duration)
FA.soundloop.start(FA)
update_icon()
return
/obj/machinery/firealarm/set_emergency_state(var/new_security_level)
if(seclevel != new_security_level)
seclevel = new_security_level
/obj/machinery/firealarm/set_pixel_offsets()
// Overwrite the mapped in values.
pixel_x = ((dir & (NORTH|SOUTH)) ? 0 : (dir == EAST ? 22 : -22))
pixel_y = ((dir & (NORTH|SOUTH)) ? (dir == NORTH ? 32 : -19) : 0)
// Convenience subtypes for mappers.
/obj/machinery/firealarm/north
dir = NORTH
pixel_y = 32
/obj/machinery/firealarm/east
dir = EAST
pixel_x = 22
/obj/machinery/firealarm/west
dir = WEST
pixel_x = -22
/obj/machinery/firealarm/south
dir = SOUTH
pixel_y = -19
/*
FIRE ALARM CIRCUIT
Just a object used in constructing fire alarms
*/
/obj/item/firealarm_electronics
name = "fire alarm electronics"
icon = 'icons/obj/module.dmi'
icon_state = "door_electronics"
desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\""
w_class = WEIGHT_CLASS_SMALL
matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)