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https://github.com/Aurorastation/Aurora.3.git
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* tgui the beginning * binaries and the like * Bring in the last of it * Example radio UI * delete example * NTOS Main Menu, start on manifest, tgui states * tasks.json * gunnery ui pt 1 * okay * fix everything * scss update * oops * manifest gigablast * downloader part 1 * download prt 2 * NTOSDownloader final * mfw committing to_worlds * gunnery console pt2 * i cooked * targeting (finished) * one vueui down * voting ui almost done * MY MIND FEELS LIKE AN ARCH ENEMYYYY * voting ui down * photocopier * ntos config + download fixes * photocopier 2 * refactor define * NTOS client manager + fixes * fax machine final (it also uses toner now) * marching forwards... left behind... * ntnrc part 1 * canister * add quotes * portable pumps pt1 + more backgrounds * oops * finish the portable pump * freezers so I'll keep on pushing forward... you haven't seen the last of me... oooooooh... * doors ui pt1 * finish doors UI (forgive me wildkins it's a bit of shitcode) * vitals monitor, make things use labeled lists, new backgrounds * mais j'envoyé aucun mayday... * maglock pt1 * pour ça je me suis perdu... * infrared * fix that * prox sensor pt1 * prox sensor * signaler (this was actually pretty hard) * atmos control pt1 * atmos control pt1.1 * atmos pt 2 * fuel injector * multitool UI * jammer * list viewer * APC * portgen * targeting console updates + SMES ui * new themes, shield generator * supermatter * Add ore detector and (shitty) NTNet Relay * orderterminal pt1 * orderterminal pt2 * smartfridge * Add (air-)tank GUI update ore detector size * Adds Transfer Valves * Add AtmoScrubber * analyzer pt1 * weapons analyzer pt2 * bodyscanner pt1 * bodyscanner pt2 * fix this shitcode * seed storage * appearance changer * appearance changer final * sleeper pt1 * sleeper * gps * vehicles * chem dispenser * lily request * holopad * tgui modules pt1 * ppanel * damage menu * fixes * im here too now * follow menu, search bars * quikpay * quikpay fixes * circuit printer * ppanel * ppanel updates * pai * turret controls (i want to kill myself) * tweak * remove the boardgame * guntracker * implant tracker * penal mechs come close to me, come close to me * chem codex * pai radio * doorjack * pai directives * signaler removal, sensors * ghost spawner * spawnpoint * fixes * teleporter * one more to the chopping block * account database * remove divider * scanner, atmos * latejoin ui pt1 * latejoin * records pt1 * RECORDS UI DONE * delete interpreter & records * CHAT FUCKING CLIENT * data updates * fix some things * final UI, log * basic nanoui fix * antag panel * remove vueui * atm update * vending update * warrants, cameras * ntmonitor * time comes for all * preserve this legacy * bring that back (oops) * rcon, ui auto update for computer UIs, remove rcon computers * alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles) * A LIKE SUPREME * a * power monitor * lights on * fuck this code, fuck nanoui modules, and fuck nanoui * LEAVE IT OH SO FAR BEHIND * fix alarm monitoring for synths * I SAW IN YOU WHAT LIFE WAS MISSING * comms console * idcard and record updates * turn the light on * arcade * pt2 * news browser * static * crusher * f * COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO * codeowners & suit sensors * html ui style removal * make lint happy * resist and disorder * i slowly get up and turn off the noise, already fed up... * pleaseeeeeeeeeeeeeee * THE CREDIT LARP IS NECESSARY * i hold the keys * RISE UP * fix that? * harry's suggestions xoxo * runtime fix pt2 * You are the only thing that I still care about * adds build workflow * Update update_tgui.yml * adds some needed steps * ATM * misc fixes and tweaks * fixes 2 * make newscasters usable and fix use power on freezers * turret control is clearer --------- Co-authored-by: John Wildkins <john.wildkins@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: Werner <Arrow768@users.noreply.github.com> Co-authored-by: Geeves <ggrobler447@gmail.com> Co-authored-by: harryob <me@harryob.live>
247 lines
5.9 KiB
Plaintext
247 lines
5.9 KiB
Plaintext
/obj/item/device/assembly/infra
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name = "infrared emitter"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
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icon_state = "infrared"
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drop_sound = 'sound/items/drop/component.ogg'
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pickup_sound = 'sound/items/pickup/component.ogg'
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origin_tech = list(TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500)
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secured = FALSE
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obj_flags = OBJ_FLAG_ROTATABLE
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var/on = FALSE
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var/visible = FALSE
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var/obj/effect/beam/i_beam/first = null
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var/turf/beam_origin //If we're not on this turf anymore, we've moved. Catches holder.master movements when we're attached to bombs and stuff.
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/obj/item/device/assembly/infra/activate()
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if(!..())
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return FALSE //Cooldown check
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toggle_on()
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return TRUE
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/obj/item/device/assembly/infra/proc/toggle_on()
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on = !on
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if(secured && on)
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START_PROCESSING(SSprocessing, src)
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else
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on = FALSE
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QDEL_NULL(first)
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STOP_PROCESSING(SSprocessing, src)
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update_icon()
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/obj/item/device/assembly/infra/toggle_secure()
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secured = !secured
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if(secured && on)
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START_PROCESSING(SSprocessing, src)
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else
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on = FALSE
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QDEL_NULL(first)
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STOP_PROCESSING(SSprocessing, src)
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update_icon()
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return secured
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/obj/item/device/assembly/infra/update_icon()
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cut_overlays()
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attached_overlays = list()
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if(on)
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add_overlay("infrared_on")
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attached_overlays += "infrared_on"
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if(holder)
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holder.update_icon()
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/obj/item/device/assembly/infra/rotate(var/mob/user, var/anchored_ignore = FALSE)
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if(..())
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var/direction_text = dir2text(dir)
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to_chat(user, SPAN_NOTICE("You rotate \the [src] to face [direction_text]."))
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QDEL_NULL(first)
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/obj/item/device/assembly/infra/examine(mob/user)
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. = ..()
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var/direction_text = dir2text(dir)
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to_chat(user, SPAN_NOTICE("It is facing [direction_text]."))
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/obj/item/device/assembly/infra/process()
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if(!on || !secured)
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QDEL_NULL(first)
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return ..()
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if(first && !isturf(first.loc))
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QDEL_NULL(first)
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//We have no infrared beam, so create one.
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if(!first)
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//We cannot create beams while being held or in a bag. So we have to compare locs to turfs.
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//We need to check if whatever we're attached to, if anything, is on a turf. Since we can be attached to an assembly and that assembly can be attached, we have to check a couple locs.
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//First check if we're part of an assembly(holder) and if that assembly is attached (holder.master). If we are, THOSE are the locs we care about.
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var/true_location = holder ? holder.master ? holder.master.loc : holder.loc : loc
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if(!isturf(true_location)) //Wherever we are, we're not on a turf, nor is our assembly, nor is our bomb/whatever the assembly is attached to. We cannot make a beam.
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return
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beam_origin = true_location
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(true_location, src)
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I.density = TRUE
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step(I, I.dir)
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if(I)
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I.density = FALSE
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spawn(0)
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if(I)
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I.limit = 8
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I.process()
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return
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if(first)
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if(beam_origin != get_turf(src)) //If the assembly we're attached to has moved, delete the beam.
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QDEL_NULL(first)
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beam_origin = null
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return
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first.process()
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/obj/item/device/assembly/infra/attack_hand()
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QDEL_NULL(first)
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return ..()
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/obj/item/device/assembly/infra/Move()
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var/t = dir
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..()
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set_dir(t)
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QDEL_NULL(first)
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return
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/obj/item/device/assembly/infra/holder_movement()
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if(!holder)
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return FALSE
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QDEL_NULL(first)
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return TRUE
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/obj/item/device/assembly/infra/proc/trigger_beam()
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if(!secured || !on || cooldown)
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return FALSE
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pulse(FALSE)
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if(!holder)
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audible_message("[icon2html(src, viewers(get_turf(src)))] *beep* *beep*")
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cooldown = 2
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addtimer(CALLBACK(src, PROC_REF(process_cooldown)), 10)
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/obj/item/device/assembly/infra/interact(mob/user)
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. = ..()
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if(!secured)
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to_chat(user, SPAN_WARNING("\The [src] is unsecured!"))
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return
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ui_interact(user)
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/obj/item/device/assembly/infra/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Infrared", "Infrared Emitter", 320, 220)
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ui.open()
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/obj/item/device/assembly/infra/ui_data(mob/user)
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var/list/data = list()
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data["active"] = on
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data["visible"] = visible
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return data
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/obj/item/device/assembly/infra/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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switch(action)
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if("state")
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toggle_on()
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. = TRUE
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if("visible")
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visible = !visible
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. = TRUE
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/***************************IBeam*********************************/
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/obj/effect/beam/i_beam
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name = "i beam"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "ibeam"
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var/obj/effect/beam/i_beam/next = null
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var/obj/item/device/assembly/infra/master = null
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var/limit = null
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/obj/effect/beam/i_beam/New(loc, var/set_master)
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..()
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master = set_master
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if(!master.first)
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master.first = src
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set_dir(master.dir)
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check_visiblity()
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/obj/effect/beam/i_beam/proc/hit()
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if(master)
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master.trigger_beam()
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qdel(src)
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/obj/effect/beam/i_beam/proc/check_visiblity()
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if(master.visible)
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set_invisibility(0)
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else
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set_invisibility(101)
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/obj/effect/beam/i_beam/process()
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if(loc?.density || !master)
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qdel(src)
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return
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check_visiblity()
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if(!limit)
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return
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if(!QDELETED(next))
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next.process()
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return
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var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc, master)
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I.density = TRUE
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step(I, I.dir)
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if(I)
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I.density = FALSE
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next = I
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spawn(0)
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if(I && limit > 0)
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I.limit = limit - 1
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I.process()
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/obj/effect/beam/i_beam/Collide()
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. = ..()
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qdel(src)
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/obj/effect/beam/i_beam/CollidedWith()
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..()
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hit()
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/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
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if(istype(AM, /obj/effect/beam))
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return
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if(AM.invisibility == INVISIBILITY_OBSERVER || AM.invisibility == 101)
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return
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spawn(0)
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hit()
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/obj/effect/beam/i_beam/Destroy()
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if(master.first == src)
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master.first = null
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if(next)
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QDEL_NULL(next)
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return ..()
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/obj/effect/beam/i_beam/set_dir(ndir)
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. = ..()
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if(ndir & EAST || ndir & WEST)
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var/matrix/M = matrix()
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M.Turn(90)
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transform = M
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