mirror of
https://github.com/Aurorastation/Aurora.3.git
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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
175 lines
4.5 KiB
Plaintext
175 lines
4.5 KiB
Plaintext
/obj/item/device/assembly
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name = "assembly"
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desc = "A small electronic device that should never exist."
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = ""
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flags = CONDUCT
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w_class = 2.0
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matter = list(DEFAULT_WALL_MATERIAL = 100)
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throwforce = 2
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throw_speed = 3
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throw_range = 10
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origin_tech = list(TECH_MAGNET = 1)
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var/secured = 1
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var/list/attached_overlays = null
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var/obj/item/device/assembly_holder/holder = null
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var/cooldown = 0//To prevent spam
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var/wires = WIRE_RECEIVE | WIRE_PULSE
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var/const/WIRE_RECEIVE = 1 //Allows Pulsed(0) to call Activate()
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var/const/WIRE_PULSE = 2 //Allows Pulse(0) to act on the holder
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var/const/WIRE_PULSE_SPECIAL = 4 //Allows Pulse(0) to act on the holders special assembly
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var/const/WIRE_RADIO_RECEIVE = 8 //Allows Pulsed(1) to call Activate()
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var/const/WIRE_RADIO_PULSE = 16 //Allows Pulse(1) to send a radio message
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proc/activate() //What the device does when turned on
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return
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proc/pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
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return
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proc/pulse(var/radio = 0) //Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
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return
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proc/toggle_secure() //Code that has to happen when the assembly is un\secured goes here
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return
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proc/attach_assembly(var/obj/A, var/mob/user) //Called when an assembly is attacked by another
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return
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proc/process_cooldown() //Called via spawn(10) to have it count down the cooldown var
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return
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proc/holder_movement() //Called when the holder is moved
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return
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interact(mob/user as mob) //Called when attack_self is called
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return
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process_cooldown()
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cooldown--
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if(cooldown <= 0) return 0
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addtimer(CALLBACK(src, .proc/process_cooldown), 10)
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return 1
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pulsed(var/radio = 0)
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if(holder && (wires & WIRE_RECEIVE))
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activate()
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if(radio && (wires & WIRE_RADIO_RECEIVE))
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activate()
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return 1
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pulse(var/radio = 0)
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if(holder && (wires & WIRE_PULSE))
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holder.process_activation(src, 1, 0)
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if(holder && (wires & WIRE_PULSE_SPECIAL))
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holder.process_activation(src, 0, 1)
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// if(radio && (wires & WIRE_RADIO_PULSE))
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//Not sure what goes here quite yet send signal?
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return 1
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activate()
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if(!secured || (cooldown > 0)) return 0
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cooldown = 2
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addtimer(CALLBACK(src, .proc/process_cooldown), 10)
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return 1
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toggle_secure()
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secured = !secured
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update_icon()
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return secured
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attach_assembly(var/obj/item/device/assembly/A, var/mob/user)
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holder = new/obj/item/device/assembly_holder(get_turf(src))
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if(holder.attach(A,src,user))
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user << "\blue You attach \the [A] to \the [src]!"
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return 1
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return 0
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(isassembly(W))
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var/obj/item/device/assembly/A = W
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if((!A.secured) && (!secured))
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attach_assembly(A,user)
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return
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if(isscrewdriver(W))
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if(toggle_secure())
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user << "\blue \The [src] is ready!"
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else
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user << "\blue \The [src] can now be attached!"
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return
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..()
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return
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process()
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processing_objects.Remove(src)
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return
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examine(mob/user)
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..(user)
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if((in_range(src, user) || loc == user))
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if(secured)
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user << "\The [src] is ready!"
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else
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user << "\The [src] can be attached!"
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return
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attack_self(mob/user as mob)
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if(!user) return 0
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user.set_machine(src)
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interact(user)
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return 1
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interact(mob/user as mob)
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return //HTML MENU FOR WIRES GOES HERE
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/*
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var/small_icon_state = null//If this obj will go inside the assembly use this for icons
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var/list/small_icon_state_overlays = null//Same here
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var/obj/holder = null
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var/cooldown = 0//To prevent spam
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proc
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Activate()//Called when this assembly is pulsed by another one
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Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
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Attach_Holder(var/obj/H, var/mob/user)//Called when an assembly holder attempts to attach, sets src's loc in here
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Activate()
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if(cooldown > 0)
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return 0
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cooldown = 2
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spawn(10)
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Process_cooldown()
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//Rest of code here
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return 0
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Process_cooldown()
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cooldown--
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if(cooldown <= 0) return 0
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spawn(10)
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Process_cooldown()
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return 1
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Attach_Holder(var/obj/H, var/mob/user)
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if(!H) return 0
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if(!H.IsAssemblyHolder()) return 0
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//Remember to have it set its loc somewhere in here
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*/
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