Merge pull request #5681 from Menshin/singulo_beacon_fix

Singularity beacon fix and clean-up
This commit is contained in:
Razharas
2014-11-18 04:19:00 +03:00
2 changed files with 96 additions and 118 deletions
+95 -117
View File
@@ -100,7 +100,101 @@
selfdestructing = 1
spawn() explosion(src.loc, rand(3,8), rand(1,3), 1, 10)
////////////////////////////////////////
//Singularity beacon
////////////////////////////////////////
/obj/machinery/power/singularity_beacon
name = "ominous beacon"
desc = "This looks suspicious..."
icon = 'icons/obj/singularity.dmi'
icon_state = "beacon"
anchored = 0
density = 1
layer = MOB_LAYER - 0.1 //so people can't hide it and it's REALLY OBVIOUS
stat = 0
var/active = 0
var/icontype = "beacon"
/obj/machinery/power/singularity_beacon/proc/Activate(mob/user = null)
if(surplus() < 1500)
if(user) user << "<span class='notice'>The connected wire doesn't have enough current.</span>"
return
for(var/obj/machinery/singularity/singulo in world)
if(singulo.z == z)
singulo.target = src
icon_state = "[icontype]1"
active = 1
machines |= src
if(user)
user << "<span class='notice'>You activate the beacon.</span>"
/obj/machinery/power/singularity_beacon/proc/Deactivate(mob/user = null)
for(var/obj/machinery/singularity/singulo in world)
if(singulo.target == src)
singulo.target = null
icon_state = "[icontype]0"
active = 0
if(user)
user << "<span class='notice'>You deactivate the beacon.</span>"
/obj/machinery/power/singularity_beacon/attack_ai(mob/user as mob)
return
/obj/machinery/power/singularity_beacon/attack_hand(var/mob/user as mob)
if(anchored)
return active ? Deactivate(user) : Activate(user)
else
user << "<span class='danger'>You need to screw the beacon to the floor first!</span>"
return
/obj/machinery/power/singularity_beacon/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(active)
user << "<span class='danger'>You need to deactivate the beacon first!</span>"
return
if(anchored)
anchored = 0
user << "<span class='notice'>You unscrew the beacon from the floor.</span>"
disconnect_from_network()
return
else
if(!connect_to_network())
user << "This device must be placed over an exposed cable."
return
anchored = 1
user << "<span class='notice'>You screw the beacon to the floor and attach the cable.</span>"
return
..()
return
/obj/machinery/power/singularity_beacon/Destroy()
if(active)
Deactivate()
..()
//stealth direct power usage
/obj/machinery/power/singularity_beacon/process()
if(!active)
return PROCESS_KILL
else
if(surplus() > 1500)
add_load(1500)
else
Deactivate()
/obj/machinery/power/singularity_beacon/syndicate
icontype = "beaconsynd"
icon_state = "beaconsynd0"
// SINGULO BEACON SPAWNER
/obj/item/device/sbeacondrop
@@ -110,7 +204,7 @@
desc = "A label on it reads: <i>Warning: Activating this device will send a special beacon to your location</i>."
origin_tech = "bluespace=1;syndicate=7"
w_class = 2
var/droptype = /obj/machinery/singularity_beacon/syndicate
var/droptype = /obj/machinery/power/singularity_beacon/syndicate
/obj/item/device/sbeacondrop/attack_self(mob/user as mob)
@@ -124,119 +218,3 @@
/obj/item/device/sbeacondrop/bomb
desc = "A label on it reads: <i>Warning: Activating this device will send a high-ordinance explosive to your location</i>."
droptype = /obj/machinery/syndicatebomb
#define SCREWED 32
/obj/machinery/singularity_beacon //not the best place for it but it's a hack job anyway -- Urist
name = "ominous beacon"
desc = "This looks suspicious..."
icon = 'icons/obj/singularity.dmi'
icon_state = "beacon"
anchored = 0
density = 1
layer = MOB_LAYER - 0.1 //so people can't hide it and it's REALLY OBVIOUS
stat = 0
var/active = 0 //It doesn't use up power, so use_power wouldn't really suit it
var/icontype = "beacon"
var/obj/structure/cable/attached = null
/obj/machinery/singularity_beacon/proc/Activate(mob/user = null)
if(!checkWirePower())
if(user) user << "<span class='notice'>The connected wire doesn't have enough current.</span>"
return
for(var/obj/machinery/singularity/singulo in world)
if(singulo.z == z)
singulo.target = src
icon_state = "[icontype]1"
active = 1
if(user) user << "<span class='notice'>You activate the beacon.</span>"
/obj/machinery/singularity_beacon/proc/Deactivate(mob/user = null)
for(var/obj/machinery/singularity/singulo in world)
if(singulo.target == src)
singulo.target = null
icon_state = "[icontype]0"
active = 0
if(user) user << "<span class='notice'>You deactivate the beacon.</span>"
/obj/machinery/singularity_beacon/attack_ai(mob/user as mob)
return
/obj/machinery/singularity_beacon/attack_hand(var/mob/user as mob)
if(stat & SCREWED)
return active ? Deactivate(user) : Activate(user)
else
user << "<span class='danger'>You need to screw the beacon to the floor first!</span>"
return
/obj/machinery/singularity_beacon/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(active)
user << "<span class='danger'>You need to deactivate the beacon first!</span>"
return
if(stat & SCREWED)
stat &= ~SCREWED
anchored = 0
user << "<span class='notice'>You unscrew the beacon from the floor.</span>"
attached = null
return
else
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
user << "This device must be placed over an exposed cable."
return
stat |= SCREWED
anchored = 1
user << "<span class='notice'>You screw the beacon to the floor and attach the cable.</span>"
return
..()
return
/obj/machinery/singularity_beacon/Destroy()
if(active) Deactivate()
..()
/*
* Added for a simple way to check power. Verifies that the beacon
* is connected to a wire, the wire is part of a powernet (that part's
* sort of redundant, since all wires either join or create one when placed)
* and that the powernet has at least 1500 power units available for use.
* Doesn't use them, though, just makes sure they're there.
* - QualityVan, Aug 11 2012
*/
/obj/machinery/singularity_beacon/proc/checkWirePower()
if(!attached)
return 0
var/datum/powernet/PN = attached.get_powernet()
if(!PN)
return 0
if(PN.avail < 1500)
return 0
return 1
/obj/machinery/singularity_beacon/process()
if(!active)
return
else
if(!checkWirePower())
Deactivate()
return
/obj/machinery/singularity_beacon/syndicate
icontype = "beaconsynd"
icon_state = "beaconsynd0"
#undef SCREWED
@@ -33,7 +33,7 @@
src.energy = starting_energy
..()
for(var/obj/machinery/singularity_beacon/singubeacon in world)
for(var/obj/machinery/power/singularity_beacon/singubeacon in world)
if(singubeacon.active)
target = singubeacon
break