Files
Aurora.3/code/modules/assembly/signaler.dm
Matt Atlas 31956c7eb0 Rock the UI Away - Removes VueUI and adds TGUI (#16509)
* 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>
2023-06-25 19:03:33 +02:00

213 lines
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/obj/item/device/assembly/signaler
name = "remote signaling device"
desc = "Used to remotely activate devices."
icon_state = "signaller"
item_state = "signaler"
drop_sound = 'sound/items/drop/component.ogg'
pickup_sound = 'sound/items/pickup/component.ogg'
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 200)
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = TRUE
var/code = 30
var/frequency = 1457
var/delay = 0
var/airlock_wire
var/obj/machinery/machine
var/datum/wires/connected
var/datum/radio_frequency/radio_connection
var/deadman = FALSE
/obj/item/device/assembly/signaler/Initialize()
. = ..()
set_frequency(frequency)
/obj/item/device/assembly/signaler/activate()
if(cooldown)
return FALSE
cooldown = 2
addtimer(CALLBACK(src, PROC_REF(process_cooldown)), 10)
signal()
return TRUE
/obj/item/device/assembly/signaler/update_icon()
if(holder)
holder.update_icon()
return
/obj/item/device/assembly/signaler/interact(mob/user, flag1)
ui_interact(user)
/obj/item/device/assembly/signaler/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Signaler", "Signaler", 320, 220)
ui.open()
/obj/item/device/assembly/signaler/ui_data(mob/user)
var/list/data = list()
data["frequency"] = format_frequency(frequency)
data["code"] = code
return data
/obj/item/device/assembly/signaler/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("freq")
var/new_frequency = text2num(params["freq"]) * 10
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("code")
var/new_code = text2num(params["code"])
code = clamp(new_code, 1, 100)
code = round(code)
if("send")
spawn(0)
signal(usr)
/obj/item/device/assembly/signaler/proc/signal(var/mob/user)
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"
if(user)
signal.data["user"] = WEAKREF(user)
radio_connection.post_signal(src, signal)
return
/obj/item/device/assembly/signaler/pulse(var/radio = FALSE)
if(connected && wires)
connected.Pulse(src)
else if(holder)
holder.process_activation(src, 1, 0)
else if(machine)
machine.do_signaler()
else
..(radio)
return TRUE
/obj/item/device/assembly/signaler/receive_signal(datum/signal/signal)
if(!signal)
return FALSE
if(within_jamming_range(src))
return FALSE
if(signal.encryption != code)
return FALSE
if(!(wires & WIRE_RADIO_RECEIVE))
return FALSE
pulse(TRUE)
if(machine)
var/found_user = FALSE
if(signal.data["user"])
var/datum/weakref/user_ref = signal.data["user"]
var/mob/user = user_ref.resolve()
if(user)
found_user = TRUE
log_signal("[key_name(user)] has sent a signal to [machine.name] ([machine.x]-[machine.y]-[machine.z])")
if(!found_user)
log_signal("A userless signaler has sent a signal to [machine.name] ([machine.x]-[machine.y]-[machine.z])")
machine.audible_message("[icon2html(machine, viewers(get_turf(machine)))] [capitalize_first_letters(src.name)] beeps, \"<b>Beep beep!</b>\"")
else if(!holder)
audible_message("[icon2html(src, viewers(get_turf(src)))] [capitalize_first_letters(src.name)] beeps, \"<b>Beep beep!</b>\"")
/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)
//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(SPAN_DANGER("\The [M]'s finger twitches a bit over \the [src]'s deadman switch!"))
return
/obj/item/device/assembly/signaler/AltClick(mob/user)
if(use_check_and_message(user))
return
to_chat(user, SPAN_NOTICE("You click \the [src]'s signal button."))
signal(user)
/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)
visible_message(SPAN_DANGER("\The [user] releases \the [src]'s deadman switch!"))
else
visible_message(SPAN_DANGER("\The [src]'s deadman switch is released!"))
signal()
deadman = FALSE
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 = TRUE
START_PROCESSING(SSprocessing, src)
log_and_message_admins("is threatening to trigger a signaler deadman's switch")
user.visible_message(SPAN_WARNING("[user] presses and holds \the [src]'s deadman switch..."))
to_chat(user, SPAN_WARNING("You are now holding \the [src]'s deadman switch. Dropping, putting the device away, or being hit will activate the signaller."))
to_chat(user, SPAN_NOTICE("To deactivate it, make sure to press the verb again."))
/obj/item/device/assembly/signaler/proc/deadman_deactivate(var/mob/user)
deadman = FALSE
STOP_PROCESSING(SSprocessing, src)
user.visible_message(SPAN_NOTICE("\The [user] secures and releases \the [src]'s deadman switch..."))
/obj/item/device/assembly/signaler/Destroy()
if(SSradio)
SSradio.remove_object(src,frequency)
frequency = 0
return ..()