mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 08:01:06 +00:00
* 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
286 lines
7.1 KiB
Plaintext
286 lines
7.1 KiB
Plaintext
/obj/item/device/assembly_holder
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name = "Assembly"
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = "holder"
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item_state = "assembly"
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flags = CONDUCT | PROXMOVE
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throwforce = 5
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w_class = 2.0
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throw_speed = 3
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throw_range = 10
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var/secured = 0
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var/obj/item/device/assembly/a_left = null
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var/obj/item/device/assembly/a_right = null
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var/obj/special_assembly = null
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proc/attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
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return
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proc/attach_special(var/obj/O, var/mob/user)
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return
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proc/process_activation(var/obj/item/device/D)
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return
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proc/detached()
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return
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IsAssemblyHolder()
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return 1
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attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
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if((!D)||(!D2)) return 0
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if((!isassembly(D))||(!isassembly(D2))) return 0
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if((D:secured)||(D2:secured)) return 0
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if(user)
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user.remove_from_mob(D)
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user.remove_from_mob(D2)
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D:holder = src
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D2:holder = src
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D.loc = src
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D2.loc = src
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a_left = D
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a_right = D2
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name = "[D.name]-[D2.name] assembly"
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update_icon()
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usr.put_in_hands(src)
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return 1
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attach_special(var/obj/O, var/mob/user)
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if(!O) return
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if(!O.IsSpecialAssembly()) return 0
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/* if(O:Attach_Holder())
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special_assembly = O
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update_icon()
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src.name = "[a_left.name] [a_right.name] [special_assembly.name] assembly"
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*/
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return
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update_icon()
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cut_overlays()
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if(a_left)
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add_overlay("[a_left.icon_state]_left")
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for(var/O in a_left.attached_overlays)
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add_overlay("[O]_l")
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if(a_right)
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add_overlay("[a_right.icon_state]_right")
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for(var/O in a_right.attached_overlays)
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add_overlay("[O]_r")
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if(master)
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master.update_icon()
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/* if(special_assembly)
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special_assembly.update_icon()
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if(special_assembly:small_icon_state)
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src.overlays += special_assembly:small_icon_state
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for(var/O in special_assembly:small_icon_state_overlays)
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src.overlays += O
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*/
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examine(mob/user)
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..(user)
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if ((in_range(src, user) || src.loc == user))
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if (src.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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HasProximity(atom/movable/AM as mob|obj)
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if(a_left)
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a_left.HasProximity(AM)
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if(a_right)
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a_right.HasProximity(AM)
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if(special_assembly)
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special_assembly.HasProximity(AM)
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Crossed(atom/movable/AM as mob|obj)
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if(a_left)
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a_left.Crossed(AM)
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if(a_right)
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a_right.Crossed(AM)
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if(special_assembly)
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special_assembly.Crossed(AM)
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on_found(mob/finder as mob)
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if(a_left)
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a_left.on_found(finder)
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if(a_right)
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a_right.on_found(finder)
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if(special_assembly)
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if(istype(special_assembly, /obj/item))
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var/obj/item/S = special_assembly
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S.on_found(finder)
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Move()
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..()
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if(a_left && a_right)
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a_left.holder_movement()
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a_right.holder_movement()
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// if(special_assembly)
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// special_assembly:holder_movement()
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return
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attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
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if(a_left && a_right)
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a_left.holder_movement()
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a_right.holder_movement()
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// if(special_assembly)
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// special_assembly:Holder_Movement()
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..()
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return
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(isscrewdriver(W))
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if(!a_left || !a_right)
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user << "\red BUG:Assembly part missing, please report this!"
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return
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a_left.toggle_secure()
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a_right.toggle_secure()
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secured = !secured
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if(secured)
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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 taken apart!"
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update_icon()
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return
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else if(W.IsSpecialAssembly())
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attach_special(W, user)
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else
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..()
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return
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attack_self(mob/user as mob)
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src.add_fingerprint(user)
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if(src.secured)
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if(!a_left || !a_right)
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user << "\red Assembly part missing!"
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return
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if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code
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switch(alert("Which side would you like to use?",,"Left","Right"))
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if("Left") a_left.attack_self(user)
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if("Right") a_right.attack_self(user)
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return
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else
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if(!istype(a_left,/obj/item/device/assembly/igniter))
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a_left.attack_self(user)
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if(!istype(a_right,/obj/item/device/assembly/igniter))
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a_right.attack_self(user)
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else
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var/turf/T = get_turf(src)
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if(!T) return 0
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if(a_left)
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a_left:holder = null
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a_left.loc = T
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if(a_right)
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a_right:holder = null
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a_right.loc = T
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QDEL_IN(src, 0)
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return
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process_activation(var/obj/D, var/normal = 1, var/special = 1)
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if(!D) return 0
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if(!secured)
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visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
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if((normal) && (a_right) && (a_left))
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if(a_right != D)
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a_right.pulsed(0)
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if(a_left != D)
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a_left.pulsed(0)
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if(master)
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master.receive_signal()
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// if(special && special_assembly)
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// if(!special_assembly == D)
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// special_assembly.dothings()
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return 1
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/obj/item/device/assembly_holder/New()
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..()
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listening_objects += src
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/obj/item/device/assembly_holder/Destroy()
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listening_objects -= src
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return ..()
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/obj/item/device/assembly_holder/hear_talk(mob/living/M as mob, msg, verb, datum/language/speaking)
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if(a_right)
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a_right.hear_talk(M,msg,verb,speaking)
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if(a_left)
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a_left.hear_talk(M,msg,verb,speaking)
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/obj/item/device/assembly_holder/timer_igniter
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name = "timer-igniter assembly"
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New()
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..()
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var/obj/item/device/assembly/igniter/ign = new(src)
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ign.secured = 1
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ign.holder = src
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var/obj/item/device/assembly/timer/tmr = new(src)
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tmr.time=5
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tmr.secured = 1
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tmr.holder = src
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processing_objects.Add(tmr)
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a_left = tmr
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a_right = ign
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secured = 1
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update_icon()
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name = initial(name) + " ([tmr.time] secs)"
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loc.verbs += /obj/item/device/assembly_holder/timer_igniter/verb/configure
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detached()
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loc.verbs -= /obj/item/device/assembly_holder/timer_igniter/verb/configure
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..()
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verb/configure()
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set name = "Set Timer"
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set category = "Object"
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set src in usr
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if ( !(usr.stat || usr.restrained()) )
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var/obj/item/device/assembly_holder/holder
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if(istype(src,/obj/item/weapon/grenade/chem_grenade))
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var/obj/item/weapon/grenade/chem_grenade/gren = src
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holder=gren.detonator
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var/obj/item/device/assembly/timer/tmr = holder.a_left
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if(!istype(tmr,/obj/item/device/assembly/timer))
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tmr = holder.a_right
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if(!istype(tmr,/obj/item/device/assembly/timer))
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usr << "<span class='notice'>This detonator has no timer.</span>"
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return
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if(tmr.timing)
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usr << "<span class='notice'>Clock is ticking already.</span>"
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else
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var/ntime = input("Enter desired time in seconds", "Time", "5") as num
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if (ntime>0 && ntime<1000)
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tmr.time = ntime
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name = initial(name) + "([tmr.time] secs)"
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usr << "<span class='notice'>Timer set to [tmr.time] seconds.</span>"
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else
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usr << "<span class='notice'>Timer can't be [ntime<=0?"negative":"more than 1000 seconds"].</span>"
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else
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usr << "<span class='notice'>You cannot do this while [usr.stat?"unconscious/dead":"restrained"].</span>"
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