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Aurora.3/code/modules/assembly/infrared.dm
2021-02-13 13:22:03 +01:00

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/obj/item/device/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
drop_sound = 'sound/items/drop/component.ogg'
pickup_sound = 'sound/items/pickup/component.ogg'
origin_tech = list(TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500)
wires = WIRE_PULSE
secured = FALSE
obj_flags = OBJ_FLAG_ROTATABLE
var/on = FALSE
var/visible = FALSE
var/obj/effect/beam/i_beam/first = null
/obj/item/device/assembly/infra/activate()
if(!..())
return FALSE //Cooldown check
toggle_on()
return TRUE
/obj/item/device/assembly/infra/proc/toggle_on()
on = !on
if(secured && on)
START_PROCESSING(SSprocessing, src)
else
on = FALSE
QDEL_NULL(first)
STOP_PROCESSING(SSprocessing, src)
update_icon()
/obj/item/device/assembly/infra/toggle_secure()
secured = !secured
if(secured && on)
START_PROCESSING(SSprocessing, src)
else
on = FALSE
QDEL_NULL(first)
STOP_PROCESSING(SSprocessing, src)
update_icon()
return secured
/obj/item/device/assembly/infra/update_icon()
cut_overlays()
attached_overlays = list()
if(on)
add_overlay("infrared_on")
attached_overlays += "infrared_on"
if(holder)
holder.update_icon()
/obj/item/device/assembly/infra/rotate(var/mob/user, var/anchored_ignore = FALSE)
. = ..()
var/direction_text = dir2text(dir)
to_chat(user, SPAN_NOTICE("You rotate \the [src] to face [direction_text]."))
QDEL_NULL(first)
/obj/item/device/assembly/infra/process()
if(!on || !secured)
QDEL_NULL(first)
return ..()
if(first && !isturf(first.loc))
QDEL_NULL(first)
if(!first && (isturf(loc) || (holder && isturf(holder.loc))))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(holder ? holder.loc : loc, src)
I.density = TRUE
step(I, I.dir)
if(I)
I.density = FALSE
spawn(0)
if(I)
I.limit = 8
I.process()
return
if(first)
first.process()
/obj/item/device/assembly/infra/attack_hand()
QDEL_NULL(first)
return ..()
/obj/item/device/assembly/infra/Move()
var/t = dir
..()
set_dir(t)
QDEL_NULL(first)
return
/obj/item/device/assembly/infra/holder_movement()
if(!holder)
return FALSE
QDEL_NULL(first)
return TRUE
/obj/item/device/assembly/infra/proc/trigger_beam()
if(!secured || !on || cooldown)
return FALSE
pulse(FALSE)
if(!holder)
audible_message("[icon2html(src, viewers(get_turf(src)))] *beep* *beep*")
cooldown = 2
addtimer(CALLBACK(src, .proc/process_cooldown), 10)
/obj/item/device/assembly/infra/interact(mob/user)
if(!secured)
to_chat(user, SPAN_WARNING("\The [src] is unsecured!"))
return
var/datum/vueui/ui = SSvueui.get_open_ui(user, src)
if(!ui)
ui = new(user, src, "devices-assembly-infrared", 320, 220, capitalize_first_letters(name), state = deep_inventory_state)
ui.open()
/obj/item/device/assembly/infra/vueui_data_change(var/list/data, var/mob/user, var/datum/vueui/ui)
if(!data)
data = list()
VUEUI_SET_CHECK(data["active"], on, ., data)
VUEUI_SET_CHECK(data["visible"], visible, ., data)
/obj/item/device/assembly/infra/Topic(href, href_list)
..()
if(href_list["state"])
toggle_on()
if(href_list["visible"])
visible = !visible
var/datum/vueui/ui = SSvueui.get_open_ui(usr, src)
ui.check_for_change()
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "i beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/effect/beam/i_beam/next = null
var/obj/item/device/assembly/infra/master = null
var/limit = null
/obj/effect/beam/i_beam/New(loc, var/set_master)
..()
master = set_master
if(!master.first)
master.first = src
set_dir(master.dir)
check_visiblity()
/obj/effect/beam/i_beam/proc/hit()
if(master)
master.trigger_beam()
qdel(src)
/obj/effect/beam/i_beam/proc/check_visiblity()
if(master.visible)
invisibility = 0
else
invisibility = 101
/obj/effect/beam/i_beam/process()
if(loc?.density || !master)
qdel(src)
return
check_visiblity()
if(!limit)
return
if(!QDELETED(next))
next.process()
return
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc, master)
I.density = TRUE
step(I, I.dir)
if(I)
I.density = FALSE
next = I
spawn(0)
if(I && limit > 0)
I.limit = limit - 1
I.process()
/obj/effect/beam/i_beam/Collide()
. = ..()
qdel(src)
/obj/effect/beam/i_beam/CollidedWith()
..()
hit()
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
if(AM.invisibility == INVISIBILITY_OBSERVER || AM.invisibility == 101)
return
spawn(0)
hit()
/obj/effect/beam/i_beam/Destroy()
if(master.first == src)
master.first = null
if(next)
QDEL_NULL(next)
return ..()
/obj/effect/beam/i_beam/set_dir(ndir)
. = ..()
if(ndir & EAST || ndir & WEST)
var/matrix/M = matrix()
M.Turn(90)
transform = M