Files
Aurora.3/code/game/objects/structures/ECD.dm
Fluffy 9636363e60 Refactored the attack proc (#19908)
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
2024-10-06 21:30:00 +00:00

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#define ECD_LOOSE 0
#define ECD_BOLTED 1
#define ECD_WELDED 2
/obj/structure/ecd
name = "Electronic Countermeasures Device"
desc = "A large, heavy duty device in the shape of a cylinder. There's something about this piece of tech that feels rather alien. Inside, something hums softly."
icon = 'icons/obj/structure/ECD.dmi'
icon_state = "ECD"
anchored = TRUE
density = TRUE
var/state = ECD_WELDED
slowdown = 10
layer = ABOVE_HUMAN_LAYER
/obj/structure/ecd/examine(mob/living/user, distance, is_adjacent, infix, suffix, show_extended)
. = ..()
switch(state)
if(ECD_LOOSE)
to_chat(user, SPAN_NOTICE("\The [src] isn't attached to anything."))
if(ECD_BOLTED)
to_chat(user, SPAN_NOTICE("\The [src] is bolted to the floor."))
if(ECD_WELDED)
to_chat(user, SPAN_NOTICE("\The [src] is bolted and welded to the floor."))
if(user.isSynthetic())
to_chat(user, SPAN_NOTICE("\The [src] does not seem to be doing anything, but you can feel it. A signal, beyond anything you can consciously understand, weaving and scratching a shield around the back of your mind."))
/obj/structure/ecd/attackby(obj/item/attacking_item, mob/user, params)
if(attacking_item.iswrench())
switch(state)
if(ECD_LOOSE)
state = ECD_BOLTED
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message(SPAN_NOTICE("\The [user] secures \the [src] to the floor."), \
SPAN_NOTICE("You secure \the [src]'s external reinforcing bolts to the floor."), \
SPAN_WARNING("You hear a ratcheting noise."))
anchored = TRUE
if(ECD_BOLTED)
state = ECD_LOOSE
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message(SPAN_NOTICE("\The [user] unsecures \the [src]'s reinforcing bolts from the floor."), \
SPAN_NOTICE("You undo \the [src]'s external reinforcing bolts."), \
SPAN_WARNING("You hear a ratcheting noise."))
anchored = FALSE
if(ECD_WELDED)
to_chat(user, SPAN_WARNING("\The [src] needs to be unwelded from the floor."))
return
if(attacking_item.iswelder())
var/obj/item/weldingtool/WT = attacking_item
switch(state)
if(ECD_LOOSE)
to_chat(user, SPAN_WARNING("\The [src] needs to be wrenched to the floor."))
if(ECD_BOLTED)
if(WT.use(0, user))
playsound(get_turf(src), 'sound/items/welder_pry.ogg', 50, TRUE)
user.visible_message(SPAN_NOTICE("\The [user] starts to weld \the [src] to the floor."), \
SPAN_NOTICE("You start to weld \the [src] to the floor."), \
SPAN_WARNING("You hear the sound of metal being welded."))
if(attacking_item.use_tool(src, user, 20, volume = 50))
if(!src || !WT.isOn())
return
state = ECD_WELDED
to_chat(user, SPAN_NOTICE("You weld \the [src] to the floor."))
else
to_chat(user, SPAN_WARNING("You need more welding fuel to complete this task."))
if(ECD_WELDED)
if(WT.use(0, user))
playsound(get_turf(src), 'sound/items/welder_pry.ogg', 50, TRUE)
user.visible_message(SPAN_NOTICE("\The [user] starts to cut \the [src] free from the floor."), \
SPAN_NOTICE("You start to cut \the [src] free from the floor."), \
SPAN_WARNING("You hear the sound of metal being welded."))
if(attacking_item.use_tool(src, user, 20, volume = 50))
if(!src || !WT.isOn())
return
state = ECD_BOLTED
to_chat(user, SPAN_NOTICE("You cut \the [src] free from the floor."))
else
to_chat(user, SPAN_WARNING("You need more welding fuel to complete this task."))
#undef ECD_LOOSE
#undef ECD_BOLTED
#undef ECD_WELDED